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(Wip) Python wrapper for the C library Cubiomes

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Pyubiomes, a Simple (wip) Python Wrapper For Cubiomes by Cubitect and other Seedfinding Utilities

Introduction

Pyubiomes is a (relatively) easy to use, easy to understand wrapper for the Cubiomes library and minecraft_nether_generation_rs rust library, and soon to be a few more. This project is still a wip, so please mention bugs/improvements.

If you would like to help work on this project, contact me on Discord: RamRam#0001 or join the Discord server. I still am relatively new to making Python modules, and especially seedfinding, so having an extra brain dedicated to this would be helpful so that I don't waste poor Neil's time asking stupid questions about Minecraft worldgen. This is my first Python module that uses a C extension and also my first project that uses C. Literally before starting this project, I only started learning C 2 days before.

Installation

NOTE: RIGHT NOW THE AUTO BUILD/INSTALL IS ONLY FOR LINUX. I AM TRYING TO FIX THAT RIGHT NOW, BUT I CAN'T GET SHIT TO COMPILE ON WINDOWS -Should be fixed now because it now has a source binary that doesn't rely on a .so file

You can install Pyubiomes with pip using the following pip install Pyubiomes

Manual Build/Installation:


Requirements:

Linux:

  • Clone this reposititory and Cubiomes

  • install minecraft_nether_generation_rs using these instructions

  • Move the contents of the Cubiomes master branch into the Pyubiomes-master and rename the cubiomes master folder to "cubiomes"

  • Change the current working directory to the pyubiomes master folder and run python setup.py install


Windows:

The same as Linux, except you might get errors that I don't know how to fix.


Installation Errors:

If you get errors due to the absence of Python.h, here's how you might be able to fix them:

Linux:

Try to locate Python.h with locate Python.h If you can find the file located, most likely this stackoverflow answer will work. It is likely a path issue

However, if you can't locate the file, use your package manager to install the header files and static libraries for python dev (courtesy of this stackoverflow question)

With apt (Ubuntu, Debian...) : sudo apt-get install python3-dev

For yum (CentOS, RHEL...) : sudo yum install python3-devel

For dnf (Fedora...) : sudo dnf install python3-devel

For zypper (openSUSE...) : sudo zypper in python3-devel

For apk (Alpine...) : sudo apk add python3-dev

For apt-cyg (Cygwin...) : apt-cyg install python3-devel

Windows:

Honestly... I don't even know why all the weird shit happens

Example Code

This example is here to give ideas on how to use these functions together to make a seedfinder, as for beginners, it may not be obvious to them at first. This is just an example. In reality, you would want to search the lower 48 bits first then find an upper 16 to meet the requirements

#
#simple example program
#that can find biomes and structures

import Pyubiomes
import random
from Pyubiomes import Versions, Biomes, Structures

import concurrent.futures
from Pyubiomes import structure_in_area, biomes_in_area, is_valid_structure_pos, get_spawn, get_strongholds, PyuMap

wanted=[Biomes.plains, Biomes.savanna] #program does not like it if there's only 1 argument

structure=Structures.Village
nether_biomes=[Biomes.nether_wastes, Biomes.crimson_forest, Biomes.soul_sand_valley, Biomes.warped_forest]



def finder():
	seed=0
	PyuMap(-5332437328450840283, -16, -16, 32, 32, 4, 16, "mushroom_village").save().toPNG() #create a biome map of this cool seed I found

	while True:

		structurecheck=structure_in_area(structure, seed, -128, -128, 128, 128, 16) #check to see if the structure is in the area
		print(seed)
		if structurecheck:
			if is_valid_structure_pos(structure, seed, *structurecheck, 16): #check if structure can spawn
				biomecheck=biomes_in_area(wanted, seed, -128, -128, 128, 128, 16) and Pyubiomes.nether_biomes_in_area(seed, nether_biomes,-128, -128, 128, 128) #check for overworld and nether biomes
				if biomecheck: 
					print(f"found seed {seed}")
					exit()
					break

		
		seed=random.randint(-2**63, 2**63-1) #generate "random" seed

finder()

Documentation:

Note: Code written before 0.2.0 will no longer work due to changes in naming for functions to become more pythonic

Biome-Searching Functions:

biome_at_pos(biome: int, seed: long, xpos: int, zpos: int, version: int)

Returns True if there is a [biome] at (xpos, zpos) on the seed [seed] in minecraft version [version]. Otherwise returns False.

biomes_in_area(biomes: list, seed: long, x1: int, z1: int, x2: int, z2: int, version: int) 

Returns True if all of the given biomes, [biomes] are in the rectangular area between corners (x1,z1) and (x2,z2). Otherwise returns False Note: The x and z values of the first point must be strictly less than the corresponding values of the second point.

Structure Finding:

structure_in_area(structType: int, lower48: long, x1: int, z1: int, x2: int, z2: int, version: int)

Returns Structure Position as a tuple if the (lower 48 bits of) the seed, [lower48] has an attempted spawn of a structure of [structureType] in the rectangular region between points (x1,z1), (x2,z2). Otherwise returns None". Note: The x and z values of the first point must be strictly less than the corresponding values of the second point.

is_valid_structure_pos(structType: int, seed: long, structx: int, structz: int, version: int)

Returns True if the given structure type, [structType] has a valid spawning location at the location (structx, structz). Otherwise returns False.

Get World Spawnpoint

get_spawn(seed: long, version: int)

Returns a tuple containing the x and z coordinates of the estimated worldspawn for [seed] in minecraft version [version]

Constants

You've probably noticed that all of these functions ask for the biome, structure, etc. as an integer.

You do not need to memorize IDs to pass in as parameters, as there are keywords in a few classes.

To pass in a value for a biome into a function, you can pass in Biomes.namespaced_id, replacing "namespaced_id" with the namespaced id for the biome. Note: for editions that use legacy names, you have to use the newer name of the biome

The same thing applies for structures, except the class you want to access is the Structures class, so it would be Structures.namespaced_id.

For the version, you can pass in Versions.MC_1_xx, or you can just pass in the final 2 digits of the version number. It can be more clear to people not used to the module if you use Versions.MC_1_xx, however.

Nether

Thanks to Neil for making this nether stuff possible. Neil released a new commit of minecraft_nether_generation_rs that allows it to be compatible with the old version of Rust (1.44.0) that Replit uses. Without them, this project would take many many times longer because I wouldn't be able to work on it at school. He's a really cool dude that is the leader of projects such as minemap. The nether stuff is still wip, but so far I've gotten the ability to find biomes.

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