Finish initial refactor design

pull/1/head
Bram van den Heuvel 2024-04-29 17:33:46 +02:00
parent 78fea8405c
commit 851cb19cd2
2 changed files with 206 additions and 587 deletions

207
init.lua
View File

@ -7,7 +7,7 @@ dofile(modpath.."/lua/timer.lua")
-- Local variables used for programming -- Local variables used for programming
local internal = local internal =
{ a = 0 { a = nil
-- Average size of a cave biome -- Average size of a cave biome
, biome_size = { x = 50, y = 50, z = 50 } , biome_size = { x = 50, y = 50, z = 50 }
@ -18,6 +18,18 @@ local internal =
-- The margin that a voxelmanip gives around the chunk being generated -- The margin that a voxelmanip gives around the chunk being generated
, mapgen_buffer = 16 , mapgen_buffer = 16
-- Enum type used during cave generation for classifying different types
-- of cave nodes. Do not touch unless you're changing the code
, node_types =
{ stick_edge = 0
, air = 1
, stone = 2
, floor = 3
, wall = 4
, ceiling = 5
, floor_deco = 6
}
-- Point that can be used for generating Voronoi graphs -- Point that can be used for generating Voronoi graphs
-- The number can be anything, as long as it reasonably far away from -- The number can be anything, as long as it reasonably far away from
-- the range 0 - 100 -- the range 0 - 100
@ -64,11 +76,12 @@ Flat3dArray.__index = Flat3dArray
-- Please see API.md for reference -- Please see API.md for reference
noordstar_caves = noordstar_caves =
{ a = nil { a = nil
-- The `cave_vastness` is a variable that determines the size of caves. -- The `cave_vastness` is a variable that determines the size of caves.
-- The function takes in an x, y and z variable, and returns a number between -- The function takes in an x, y and z variable, and returns a number
-- 0 and 1. -- between 0 and 1.
-- Low numbers mean very rare and tiny caves, while high numbers mean massive -- Low numbers mean very rare and tiny caves, while high numbers mean
-- caves, with massive open spaces. -- massive caves, with massive open spaces.
-- If you wish to overwrite this function, it is good to keep in mind to: -- If you wish to overwrite this function, it is good to keep in mind to:
-- - Make sure that the output changes VERY SLOWLY over time -- - Make sure that the output changes VERY SLOWLY over time
-- - Keep the function performant as it will be executed many, many times -- - Keep the function performant as it will be executed many, many times
@ -128,6 +141,7 @@ function noordstar_caves.unregister_shape(name)
noordstar_caves.registered_shapes[name] = nil noordstar_caves.registered_shapes[name] = nil
end end
-- Calculate the distance of a given biome to a given point -- Calculate the distance of a given biome to a given point
function internal.biome_def_distance(def, heat, humidity) function internal.biome_def_distance(def, heat, humidity)
local dx = math.abs(humidity - def.humidity_point) local dx = math.abs(humidity - def.humidity_point)
@ -452,6 +466,64 @@ function internal.flat_from_cave_bools(minp, maxp)
return bools return bools
end end
function internal.flat_from_node_types(bools, minp, maxp)
local nt = internal.node_types
-- local bools = internal.flat_from_cave_bools(minp, maxp)
local node_types = Flat3dArray:from_func(minp, maxp, function (i, pos)
-- Simplify calculation by ignoring edges
if pos.x == minp.x or pos.x == maxp.x then
return nt.stick_edge
elseif pos.y == minp.y or pos.y == maxp.y then
return nt.stick_edge
elseif pos.z == maxp.z or pos.z == minp.z then
return nt.stick_edge
end
if bools:get_index(i) then
-- PART OF CAVE
if bools:get_index(i + bools.down) == false then
-- Block is right on the floor
return nt.floor_deco
end
return nt.air
else
-- NOT PART OF CAVE
-- Floor
if bools:get_index(i + bools.up) then
return nt.floor
end
-- Ceiling
if bools:get_index(i + bools.down) then
return nt.ceiling
end
-- Walls
if bools:get_index(i + bools.north) then
return nt.wall
end
if bools:get_index(i + bools.east) then
return nt.wall
end
if bools:get_index(i + bools.south) then
return nt.wall
end
if bools:get_index(i + bools.west) then
return nt.wall
end
return nt.stone
end
end)
return node_types
end
-- Get a Flat3dArray using noise_params -- Get a Flat3dArray using noise_params
function internal.flat_from_noise_params(noise_params, minp, maxp) function internal.flat_from_noise_params(noise_params, minp, maxp)
local nx = maxp.x - minp.x + 1 local nx = maxp.x - minp.x + 1
@ -501,6 +573,105 @@ function internal.from_3d_to_flat(dx, dy, dz, nx, ny)
return (nx * ny * dz) + (nx * dy) + dx + 1 return (nx * ny * dz) + (nx * dy) + dx + 1
end end
-- Generate caves given a voxelmanip array
function internal.generate_caves(data, minp, maxp)
-- Increased voxelmanip size
local vminp =
{ x = minp.x - internal.mapgen_buffer
, y = minp.y - internal.mapgen_buffer
, z = minp.z - internal.mapgen_buffer
}
local vmaxp =
{ x = maxp.x + internal.mapgen_buffer
, y = maxp.y + internal.mapgen_buffer
, z = maxp.z + internal.mapgen_buffer
}
-- Increased node type size to account for unknown edges
local bminp =
{ x = minp.x - 1
, y = minp.y - 1
, z = minp.z - 1
}
local bmaxp =
{ x = maxp.x + 1
, y = maxp.y + 1
, z = maxp.z + 1
}
-- Load data
local vmanip = Flat3dArray:new(vminp, vmaxp, data)
-- Get cave bools
local bools = internal.flat_from_cave_bools(bminp, bmaxp)
-- Get node types
local nts = internal.flat_from_node_types(bools, bminp, bmaxp)
-- Calculate biome heat & humidity
local heat_points = internal.flat_from_noise_params(
internal.heat_noise_params(), bminp, bmaxp
)
local humidity_points = internal.flat_from_noise_params(
internal.humidity_noise_params(), bminp, bmaxp
)
-- Place blocks where necessary
internal.iter_3d_area(bminp, bmaxp, function (i, pos)
local function place(name)
if type(name) == "string" then
vmanip:set_index(
vmanip:pos_to_index(pos),
minetest.get_content_id(name)
)
elseif type(name) == "nil" then
else
error("Inserted invalid type " .. type(name) .. " into voxelmanip array")
end
end
local nt = nts:get_index(i)
if nt == internal.node_types.stone then
elseif nt == internal.node_types.stick_edge then
elseif nt == internal.node_types.air then
place("air")
elseif nt == internal.node_types.floor_deco then
-- TODO: Place registered decoration
else
-- Find appropriate biome
local heat = heat_points:get_index(i)
local humidity = humidity_points:get_index(i)
local name = internal.closest_cave_biome(heat, humidity)
local def = noordstar_caves.registered_biomes[name] or internal.default_biome()
if nt == internal.node_types.floor then
place(def.node_floor)
elseif nt == internal.node_types.wall then
place(def.node_wall)
elseif nt == internal.node_types.ceiling then
place(def.node_roof)
else
error(
table.concat(
{ "Found unknown node type "
, nt
, " (type "
, type(nt)
, ")"
}
, ""
)
)
end
end
end)
return vmanip.arr
end
-- Get the noise params for the cave biome temperature. -- Get the noise params for the cave biome temperature.
function internal.heat_noise_params() function internal.heat_noise_params()
return { return {
@ -599,6 +770,11 @@ function internal.iter_3d_area(minp, maxp, callback)
end end
end end
-- -- Log text to the Minetest chat
-- function internal.log(text)
-- minetest.chat_send_all(os.time() .. " - " .. text)
-- end
-- Helper function to convert a set of coordinates to a readable string -- Helper function to convert a set of coordinates to a readable string
function internal.pos_to_str(pos) function internal.pos_to_str(pos)
return "(" .. pos.x .. ", " .. pos.y .. ", " .. pos.z .. " )" return "(" .. pos.x .. ", " .. pos.y .. ", " .. pos.z .. " )"
@ -698,6 +874,7 @@ function internal.within_bounds(pos, minp, maxp)
return false return false
end end
-- Create a new flat 3d array based on a function callback that gets the index -- Create a new flat 3d array based on a function callback that gets the index
-- and position as inputs -- and position as inputs
function Flat3dArray:from_func(minp, maxp, callback) function Flat3dArray:from_func(minp, maxp, callback)
@ -813,6 +990,26 @@ function Flat3dArray:validate_pos(pos)
end end
end end
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
minetest.register_on_generated(function(minp, maxp, blockseed)
local vm = minetest.get_mapgen_object("voxelmanip")
local data = vm:get_data()
data = internal.generate_caves(data, minp, maxp)
vm:set_data(data)
vm:write_to_map()
end)
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
------------------------------------------------------------------------------- -------------------------------------------------------------------------------
------------------------------------------------------------------------------- -------------------------------------------------------------------------------
------------------------------------------------------------------------------- -------------------------------------------------------------------------------

View File

@ -1,578 +0,0 @@
-- Constants and magic numbers
local mapgen_buffer = 16
-- Cave biome range
local biome_spread_range = 50
-- Noise params for heat_point
local heat_noise_params =
{ offset = 50
, scale = 50
, spread = { x = biome_spread_range, y = biome_spread_range, z = biome_spread_range }
, seed = 320523
, octaves = 2
, persistence = 0.1
, lacunarity = 2.0
, flags = ""
}
-- Noise params for humidity_point
local humidity_noise_params =
{ offset = 50
, scale = 50
, spread = { x = biome_spread_range, y = biome_spread_range, z = biome_spread_range }
, seed = 9923473
, octaves = 2
, persistence = 0.1
, lacunarity = 2.0
, flags = ""
}
local default_biome =
{ name = "noordstar_caves:none"
, heat_point = -1e6
, humidity_point = -1e6
, minp = { x = -1e5, y = -1e5, z = -1e5 }
, maxp = { x = 1e5, y = 1e5, z = 1e5 }
}
local cave_shape_chunk_size = 8
local cluster_shape_chunks_x = 4
local cluster_shape_chunks_y = 6
local cluster_shape_chunks_z = 4
local function reduced_pos(pos)
return
{ x = math.floor(pos.x / (cave_shape_chunk_size * cluster_shape_chunks_x))
, y = math.floor(pos.y / (cave_shape_chunk_size * cluster_shape_chunks_y))
, z = math.floor(pos.z / (cave_shape_chunk_size * cluster_shape_chunks_z))
}
end
-- Convert 3d relative coordinates to an index on a flat array
local function from_3d_to_flat(dx, dy, dz, nx, ny)
return (nx * ny * dz) + (nx * dy) + dx + 1
end
-- Convert an index on a flat array to 3d relative coordinates
local function from_flat_to_3d(i, nx, ny)
return {
dx = (i - 1) % nx,
dy = math.floor((i - 1) / nx) % ny,
dz = math.floor((i - 1) / (nx * ny))
}
end
-- Iterate over a 3d area, both indexing by the index and the ansolute position
local function iter_3d_area(minp, maxp, callback)
local nx = maxp.x - minp.x + 1
local ny = maxp.y - minp.y + 1
local nz = maxp.z - minp.z + 1
for i = 1, nx * ny * nz do
local dpos = from_flat_to_3d(i, nx, ny)
local pos = {
x = minp.x + dpos.dx,
y = minp.y + dpos.dy,
z = minp.z + dpos.dz,
}
callback(i, pos)
end
end
-- Helper function to convert a set of coordinates to a readable string
local function pos_to_str(pos)
return "(" .. pos.x .. ", " .. pos.y .. ", " .. pos.z .. " )"
end
local Flat3dArray = {}
Flat3dArray.__index = Flat3dArray
function Flat3dArray:new(minp, maxp, arr)
local instance = {}
setmetatable(instance, Flat3dArray)
local nx = maxp.x - minp.x + 1
local ny = maxp.y - minp.y + 1
local nz = maxp.z - minp.z + 1
if #arr ~= nx * ny * nz then
error(
"Input array doesn't match dimension lengths: " .. nx .. " x " ..
ny .. " x " .. nz .. " = " .. (nx*ny*nz) .. ", but found " .. #arr
)
end
instance.nx = nx
instance.ny = ny
instance.nz = nz
instance.minp = minp
instance.maxp = maxp
instance.arr = arr
return instance
end
function Flat3dArray:from_func(minp, maxp, callback)
local arr = {}
iter_3d_area(minp, maxp, function (i, pos)
arr[i] = callback(i, pos)
end)
return self:new(minp, maxp, arr)
end
function Flat3dArray:get_index(i)
local out = self.arr[i]
if out == nil then
error(
"Index " .. i .. " not found in array of length " .. #self.arr
)
end
return out
end
function Flat3dArray:get_pos(pos)
self:validate_pos(pos)
local dx = pos.x - self.minp.x
local dy = pos.y - self.minp.y
local dz = pos.z - self.minp.z
return self:get_index(from_3d_to_flat(dx, dy, dz, self.nx, self.ny))
end
local function is_valid_pos(pos, minp, maxp)
if pos.x < minp.x then
return false
elseif pos.x > maxp.x then
return false
elseif pos.y < minp.y then
return false
elseif pos.y > maxp.y then
return false
elseif pos.z < minp.z then
return false
elseif pos.z > maxp.z then
return false
else
return true
end
end
function Flat3dArray:valid_pos(pos)
return is_valid_pos(pos, self.minp, self.maxp)
end
function Flat3dArray:validate_pos(pos)
if not self:valid_pos(pos) then
error(
table.concat(
{ "Position "
, pos_to_str(pos)
, " out of bounds from minp = "
, pos_to_str(self.minp)
, ", maxp = "
, pos_to_str(self.maxp)
},
""
)
)
end
end
-- Get an enhanced function from the def function that warns us when the
-- function does not behave properly
local function enhanced_func(def)
if type(def.name) ~= "string" then
error("Invalid nameless shape definition")
elseif type(def.func) ~= "function" then
error(
"Invalid shape definition misses an adjustment function"
)
else
return function(pos, n)
local out = def.func(pos, n)
if type(out) == "number" then
return out
elseif n == nil then
error(
"Shape " .. def.name .. " function must return a number. The input `n` was nil. Perhaps your `noise_params` field is invalid?"
)
else
error("Shape " .. def.name .. " function must return a number.")
end
end
end
end
-- Get a flat array of cave shape noise values from a given cave shape def
local function get_flat_from_shape_def(def, minp, maxp)
local f = enhanced_func(def)
local nx = maxp.x - minp.x + 1
local ny = maxp.y - minp.y + 1
local nz = maxp.z - minp.z + 1
local noise_flat_map = {}
-- If noise parameters have been defined, fill the table with noise
-- If not, all values remain nil
if def.noise_params ~= nil then
local p = PerlinNoiseMap(def.noise_params, { x = nx, y = ny, z = nz })
if nz == 1 then
p:get_2d_map_flat(minp, noise_flat_map)
else
p:get_3d_map_flat(minp, noise_flat_map)
end
end
iter_3d_area(minp, maxp, function(i, pos)
noise_flat_map[i] = f(pos, noise_flat_map[i])
end)
return Flat3dArray:new(minp, maxp, noise_flat_map)
end
local function get_flat_from_noise_params(minp, maxp, noise_params)
local nx = maxp.x - minp.x + 1
local ny = maxp.y - minp.y + 1
local nz = maxp.z - minp.z + 1
local buffer = {}
local p = PerlinNoiseMap(noise_params, { x = nx, y = ny, z = nz })
if nz == 1 then
p:get_2d_map_flat(minp, buffer)
else
p:get_3d_map_flat(minp, buffer)
end
return Flat3dArray:new(minp, maxp, buffer)
end
-- Based on the number of cave shapes, calculate how quickly connectivity is
-- meant to change
local function get_connectivity_noise_params(shape_size)
local factor = math.max(math.abs(shape_size) ^ 0.5, 1)
return {
offset = 50,
scale = 50,
spread =
reduced_pos(
{ x = factor * 250
, y = factor * 100
, z = factor * 250
}
),
seed = 297948,
octaves = 2,
persistence = 0.2,
lacunarity = 2.0,
flags = "eased"
}
end
-- Based on the number of cave shapes, calculate how quickly verticality is
-- meant to change
local function get_verticality_noise_params(shape_size)
local factor = math.max(math.abs(shape_size) ^ 0.5, 1)
return {
offset = 50,
scale = 50,
spread =
reduced_pos(
{ x = factor * 100
, y = factor * 250
, z = factor * 100
}
),
seed = 35644,
octaves = 2,
persistence = 0.2,
lacunarity = 2.0,
flags = "eased"
}
end
-- Get whether a cave shape is within distance.
local function shape_within_distance(shape_size, dx, dy)
local factor = math.max(math.abs(shape_size) ^ 0.5, 1)
local max_distance = 30 / factor
return dx^2 + dy^2 <= max_distance^2
end
local function shape_def_distance(def, x, y)
local dx = math.abs(x - def.connectivity_point)
local dy = math.abs(y - def.verticality_point)
return dx^2 + dy^2
end
-- Get a flat map containing all flat threshold values
local function get_threshold_flat(minp, maxp)
local connectivity = get_flat_from_noise_params(
reduced_pos(minp), reduced_pos(maxp),
get_connectivity_noise_params(#noordstar_caves.registered_shapes)
)
local verticality = get_flat_from_noise_params(
reduced_pos(minp), reduced_pos(maxp),
get_verticality_noise_params(#noordstar_caves.registered_shapes)
)
local noise = {}
-- Get noise for all cave shapes
for key, def in pairs(noordstar_caves.registered_shapes) do
noise[key] = get_flat_from_shape_def(def, reduced_pos(minp), reduced_pos(maxp))
end
-- Create a (reduced) flat array
local reduced = Flat3dArray:from_func(
reduced_pos(minp), reduced_pos(maxp),
function(i, pos)
local x = connectivity:get_pos(pos)
local y = verticality:get_pos(pos)
local value = 0
for key, def in pairs(noordstar_caves.registered_shapes) do
local dx = math.abs(x - def.connectivity_point)
local dy = math.abs(y - def.verticality_point)
if shape_within_distance(#noordstar_caves.registered_shapes, dx, dy) then
value = math.max(value, noise[key]:get_pos(pos))
end
end
return value
end
)
-- Create the flat array
local x = Flat3dArray:from_func(minp, maxp, function(i, pos)
return reduced:get_pos(reduced_pos(pos))
end)
return x
end
-- Old minimum height for the overworld
local old_overworld_min = mcl_vars.mg_overworld_min
-- If another mod doesn't override the maximum world depth, we will assume that
-- the world depth is the following value.
local world_depth = -60
-- Otherwise, this variable can be changed using the following function,
-- which will also update all the other necessary variables
function noordstar_caves.set_world_depth(h)
-- Set world depth variable
world_depth = h
end
noordstar_caves.set_world_depth(world_depth)
-- The `cave_vastness` is a variable that determines the size of caves.
-- The function takes in an x, y and z variable, and returns a number between
-- 0 and 1.
-- Low numbers mean very rare and tiny caves, while high numbers mean massive
-- caves, with massive open spaces.
-- If you wish to overwrite this function, it is good to keep in mind to:
-- - Make sure that the output changes VERY SLOWLY over time
-- - This function will be run a LOT so it is very performance sensitive
noordstar_caves.cave_vastness = function(pos)
return pos.y / world_depth
end
-- Secretly, we're using an internal function that also adds a safe layer for
-- when we're approaching bedrock levels
local function cave_vastness(pos)
if world_depth + 20 < pos.y then
return noordstar_caves.cave_vastness(pos)
elseif world_depth + 5 < pos.y then
return noordstar_caves.cave_vastness(pos) * math.abs(pos.y - world_depth - 5) / 15
else
return 0
end
end
-- Get a flat array of nodes that are either in caves or not in caves
local function get_flat_cave_bools(minp, maxp)
local thresholds = get_threshold_flat(minp, maxp)
return Flat3dArray:from_func(minp, maxp, function(i, pos)
return thresholds:get_pos(pos) >= 1 - cave_vastness(pos)
end)
end
local node_type =
{ unknown = 1 -- Edge of a chunk
, floor = 2 -- Floor of a cave
, wall = 3 -- Side wall of a cave
, roof = 4 -- Roof of a cave
, content = 5 -- Air in the cave not adjacent to a wall, floor or roof
, stone = 6 -- Underground node not adjacent to a cave
}
local function get_flat_cave_node_types(minp, maxp)
local bools = get_flat_cave_bools(minp, maxp)
return Flat3dArray:from_func(minp, maxp, function (i, pos)
if bools:get_pos(pos) then
return node_type.content
-- Floor takes precedence
elseif pos.y == maxp.y then -- Could be floor
return node_type.unknown
elseif bools:get_pos({ x = pos.x, y = pos.y + 1, z = pos.z }) then
return node_type.floor
-- Then roof takes precedence
elseif pos.y == minp.y then -- Could be roof
return node_type.unknown
elseif bools:get_pos({ x = pos.x, y = pos.y - 1, z = pos.z }) then
return node_type.roof
else
-- Check for walls
local left = { x = pos.x - 1, y = pos.y, z = pos.z }
local right = { x = pos.x + 1, y = pos.y, z = pos.z }
local front = { x = pos.x, y = pos.y, z = pos.z - 1 }
local back = { x = pos.x, y = pos.y, z = pos.z + 1 }
-- Check if the value is near the edge
local on_edge = false
if left.x < minp.x then
on_edge = true
elseif bools:get_pos(left) then
return node_type.wall
end
if right.x > maxp.x then
on_edge = true
elseif bools:get_pos(right) then
return node_type.wall
end
if front.z < minp.z then
on_edge = true
elseif bools:get_pos(front) then
return node_type.wall
end
if back.z > maxp.z then
on_edge = true
elseif bools:get_pos(back) then
return node_type.wall
end
if on_edge then
return node_type.unknown
else
return node_type.stone
end
end
end)
end
-- Transform categorized blocks into
local function biome_def_to_content_id(def, nt, original_block)
local function get_node(name, alt)
return function()
if name == nil then
return alt
else
return minetest.get_content_id(name)
end
end
end
local node_air = get_node(def.node_air, minetest.get_content_id("air"))
local node_floor = get_node(def.node_floor, original_block)
local node_stone = get_node(nil, original_block)
local node_roof = get_node(def.node_roof, original_block)
local node_unknown = get_node(nil, original_block)
local node_wall = get_node(def.node_wall, original_block)
if nt == node_type.unknown then
return node_unknown()
elseif nt == node_type.floor then
return node_floor()
elseif nt == node_type.wall then
return node_wall()
elseif nt == node_type.roof then
return node_roof()
elseif nt == node_type.content then
return node_air()
elseif nt == node_type.stone then
return node_stone()
else
return original_block
end
end
local function biome_distance(def, heat, humidity)
return (def.heat_point - heat)^2 + (def.humidity_point - humidity)^2
end
minetest.register_on_generated(function(minp, maxp, blockseed)
local vminp =
{ x = minp.x - mapgen_buffer
, y = minp.y - mapgen_buffer
, z = minp.z - mapgen_buffer
}
local vmaxp =
{ x = maxp.x + mapgen_buffer
, y = maxp.y + mapgen_buffer
, z = maxp.z + mapgen_buffer
}
-- Get voxelmanip
local vm = minetest.get_mapgen_object("voxelmanip")
local flat_data = Flat3dArray:new(vminp, vmaxp, vm:get_data())
-- Get threshold values
local node_types = get_flat_cave_node_types(vminp, vmaxp)
local heat_points = get_flat_from_noise_params(minp, maxp, heat_noise_params)
local humidity_points = get_flat_from_noise_params(minp, maxp, humidity_noise_params)
-- Map block values
local nids = Flat3dArray:from_func(vminp, vmaxp, function(i, pos)
local nt = node_types:get_pos(pos)
if not is_valid_pos(pos, minp, maxp) then
return flat_data:get_pos(pos)
else
local biome = default_biome
local heat = heat_points:get_pos(pos)
local humidity = humidity_points:get_pos(pos)
for _, def in pairs(noordstar_caves.registered_biomes) do
if pos.x < def.minp.x then
elseif pos.y < def.minp.y then
elseif pos.z < def.minp.z then
elseif pos.x > def.maxp.x then
elseif pos.y > def.maxp.y then
elseif pos.z > def.maxp.z then
elseif biome_distance(def, heat, humidity) > biome_distance(biome, heat, humidity) then
else
biome = def
end
end
return biome_def_to_content_id(biome, nt, flat_data:get_pos(pos))
end
end)
-- Write all changes to the Minetest world
vm:set_data(nids.arr)
vm:write_to_map()
end)