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content/world/worldgen/chunk-generation.fr.md
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content/world/worldgen/chunk-generation.fr.md
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---
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title: Génération de Chunks
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type: docs
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weight: 4
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---
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La génération de chunks gère la création bloc par bloc du terrain dans chaque chunk 16x16.
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**Package:** `com.hypixel.hytale.server.worldgen.chunk`
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## ChunkGenerator
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Le `ChunkGenerator` crée les blocs de terrain :
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```java
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public class ChunkGenerator {
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// Générer le terrain pour un chunk
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public void generate(GenerationContainer container, int chunkX, int chunkZ);
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// Obtenir la hauteur à une position
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public int getHeight(int x, int z);
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// Obtenir le bloc à une position
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public BlockType getBlock(int x, int y, int z);
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}
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```
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## Étapes de Génération
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La génération de chunk se fait par étapes :
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```
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Étapes de Génération
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├── 1. Carte de Hauteur
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│ └── Calculer les hauteurs de surface
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├── 2. Terrain de Base
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│ └── Remplir les blocs solides
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├── 3. Couche de Surface
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│ └── Appliquer les blocs de surface du biome
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├── 4. Creusement
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│ └── Supprimer les blocs pour grottes/features
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└── 5. Décoration
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└── Ajouter végétation, minerais, etc.
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```
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## Génération de Carte de Hauteur
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```java
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public class HeightMapGenerator {
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private NoiseGenerator baseNoise;
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private NoiseGenerator detailNoise;
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public int getHeight(int x, int z) {
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// Hauteur de terrain de base
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float base = baseNoise.noise2D(x * 0.01f, z * 0.01f);
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// Variation de détail
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float detail = detailNoise.noise2D(x * 0.1f, z * 0.1f) * 0.3f;
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// Convertir en hauteur de bloc
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int height = (int) ((base + detail + 1.0f) * 32.0f) + 64;
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return Math.clamp(height, 1, 255);
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}
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}
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```
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## Remplissage du Terrain
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```java
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public class TerrainFiller {
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public void fill(GenerationContainer container, int x, int z, int height) {
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Biome biome = container.getBiome(x, z);
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for (int y = 0; y < height; y++) {
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BlockType block;
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if (y == 0) {
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block = BlockTypes.BEDROCK;
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} else if (y < height - 4) {
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block = biome.getStoneBlock();
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} else if (y < height - 1) {
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block = biome.getSubsurfaceBlock();
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} else {
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block = biome.getSurfaceBlock();
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}
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container.setBlock(x, y, z, block);
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}
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}
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}
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```
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## Décoration de Surface
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```java
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public class SurfaceDecorator {
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public void decorate(GenerationContainer container, int x, int z) {
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int surfaceY = container.getHeight(x, z);
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Biome biome = container.getBiome(x, z);
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// Ajouter des features de surface selon le biome
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for (SurfaceFeature feature : biome.getSurfaceFeatures()) {
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if (random.nextFloat() < feature.getDensity()) {
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feature.place(container, x, surfaceY + 1, z);
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}
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}
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}
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}
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```
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## Palette de Blocs
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Les chunks utilisent une palette de blocs pour un stockage efficace :
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```java
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public class BlockPalette {
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private List<BlockType> palette;
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private short[] blockData;
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// Obtenir le bloc à une position locale
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public BlockType getBlock(int localX, int localY, int localZ) {
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int index = localX + localZ * 16 + localY * 256;
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short paletteIndex = blockData[index];
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return palette.get(paletteIndex);
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}
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// Définir le bloc à une position locale
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public void setBlock(int localX, int localY, int localZ, BlockType type) {
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int index = localX + localZ * 16 + localY * 256;
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int paletteIndex = palette.indexOf(type);
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if (paletteIndex == -1) {
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paletteIndex = palette.size();
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palette.add(type);
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}
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blockData[index] = (short) paletteIndex;
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}
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}
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```
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## Génération par Sections
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Les chunks sont divisés en sections de 16 blocs de haut :
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```java
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public class ChunkSection {
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private static final int SIZE = 16 * 16 * 16;
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private BlockPalette palette;
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private byte[] lightData;
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public boolean isEmpty() {
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return palette.size() == 1 && palette.get(0) == BlockTypes.AIR;
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}
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}
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```
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## Génération de Minerais
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```java
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public class OreGenerator {
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public void generateOres(GenerationContainer container, int chunkX, int chunkZ) {
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for (OreConfig ore : oreConfigs) {
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int count = random.nextInt(ore.maxVeins - ore.minVeins) + ore.minVeins;
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for (int i = 0; i < count; i++) {
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int x = chunkX * 16 + random.nextInt(16);
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int y = random.nextInt(ore.maxY - ore.minY) + ore.minY;
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int z = chunkZ * 16 + random.nextInt(16);
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generateOreVein(container, x, y, z, ore);
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}
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}
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}
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private void generateOreVein(GenerationContainer container, int x, int y, int z, OreConfig ore) {
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int size = random.nextInt(ore.maxSize - ore.minSize) + ore.minSize;
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// Générer une grappe de blocs de minerai
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for (int i = 0; i < size; i++) {
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int dx = random.nextInt(3) - 1;
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int dy = random.nextInt(3) - 1;
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int dz = random.nextInt(3) - 1;
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if (container.getBlock(x + dx, y + dy, z + dz) == ore.replaceBlock) {
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container.setBlock(x + dx, y + dy, z + dz, ore.oreBlock);
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}
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}
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}
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}
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```
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## Configuration
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```yaml
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# worldgen/chunk_config.yaml
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ChunkGeneration:
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HeightNoise:
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Octaves: 6
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Persistence: 0.5
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Scale: 0.01
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SeaLevel: 64
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BedrockLayers: 5
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Ores:
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- Type: iron_ore
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MinY: 0
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MaxY: 64
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VeinsPerChunk: 20
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VeinSize: 9
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- Type: diamond_ore
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MinY: 0
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MaxY: 16
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VeinsPerChunk: 1
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VeinSize: 8
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```
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## Bonnes Pratiques
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{{< callout type="info" >}}
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**Directives des Chunks :**
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- Utilisez le bruit pour une variation de terrain naturelle
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- Appliquez des blocs spécifiques au biome sur les surfaces
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- Générez les features après le terrain de base
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- Utilisez des palettes pour l'efficacité mémoire
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- Considérez les optimisations basées sur les sections
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{{< /callout >}}
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