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Adjusted examples to reflect API changes.
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README.md
28
README.md
@ -27,9 +27,10 @@ int main()
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// properties such as the category and temperature of each biome.
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initBiomes();
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// Allocate and initialize a stack of biome layers that reflects the biome
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// generation of Minecraft 1.14
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LayerStack g = setupGenerator(MC_1_14);
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// Initialize a stack of biome layers that reflects the biome generation of
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// Minecraft 1.16
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LayerStack g;
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setupGenerator(&g, MC_1_16);
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int64_t seed;
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Pos pos = {0,0}; // block position to be checked
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@ -41,7 +42,7 @@ int main()
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applySeed(&g, seed);
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// To get the biome at single block position we can use getBiomeAtPos().
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int biomeID = getBiomeAtPos(g, pos);
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int biomeID = getBiomeAtPos(&g, pos);
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if (biomeID == jungle_edge)
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break;
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}
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@ -49,9 +50,6 @@ int main()
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printf("Seed %" PRId64 " has a Junge Edge biome at block position "
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"(%d, %d).\n", seed, pos.x, pos.z);
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// Clean up.
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freeGenerator(g);
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return 0;
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}
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```
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@ -87,8 +85,9 @@ int main()
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// Initialize a colour map for biomes.
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initBiomeColours(biomeColours);
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// Allocate and initialize a stack of biome layers.
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LayerStack g = setupGenerator(MC_1_14);
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// Initialize a stack of biome layers.
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LayerStack g;
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setupGenerator(&g, MC_1_16);
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// Extract the desired layer.
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Layer *layer = &g.layers[L_SHORE_16];
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@ -99,20 +98,19 @@ int main()
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unsigned int imgWidth = areaWidth*scale, imgHeight = areaHeight*scale;
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// Allocate a sufficient buffer for the biomes and for the image pixels.
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int *biomes = allocCache(layer, areaWidth, areaHeight);
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int *biomeIds = allocCache(layer, areaWidth, areaHeight);
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unsigned char *rgb = (unsigned char *) malloc(3*imgWidth*imgHeight);
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// Apply the seed only for the required layers and generate the area.
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setWorldSeed(layer, seed);
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genArea(layer, biomes, areaX, areaZ, areaWidth, areaHeight);
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genArea(layer, biomeIds, areaX, areaZ, areaWidth, areaHeight);
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// Map the biomes to a color buffer and save to an image.
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biomesToImage(rgb, biomeColours, biomes, areaWidth, areaHeight, scale, 2);
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biomesToImage(rgb, biomeColours, biomeIds, areaWidth, areaHeight, scale, 2);
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savePPM("biomes_at_layer.ppm", rgb, imgWidth, imgHeight);
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// Clean up.
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freeGenerator(g);
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free(biomes);
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free(biomeIds);
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free(rgb);
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return 0;
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@ -136,7 +134,7 @@ This classic type of finder uses several optimisations reguarding positioning of
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`./find_quadhut 0 0`
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will start a search with a regional positioning around the origin. (Actually the huts will be positioned in regions (-1,-1) to (0,0) this way.)
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will start a search with a regional positioning around the origin. (Actually the huts will be positioned in regions (-1,-1) to (0,0) this way.)
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To my knowlege, as of the time of writing, this is fastest single-thread quad-hut-finder out there. However, note that the current implementation of the biome finding optimisations causes the finder to miss some seeds (< 2%) in favour for speed.
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