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Documentation/content/world/worldgen/climate-biomes.en.md
2026-01-20 20:33:59 +01:00

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---
title: Climate & Biomes
type: docs
weight: 3
---
The climate and biome system determines biome distribution across the world based on temperature, humidity, and other factors.
**Package:** `com.hypixel.hytale.server.worldgen.climate`
## Climate System
The `ClimateGenerator` creates climate maps:
```java
public class ClimateGenerator {
// Get temperature at position
public float getTemperature(int x, int z);
// Get humidity at position
public float getHumidity(int x, int z);
// Get altitude factor
public float getAltitude(int x, int y, int z);
// Get climate data
public ClimateData getClimate(int x, int z);
}
```
## ClimateData
```java
public class ClimateData {
private float temperature; // -1.0 (cold) to 1.0 (hot)
private float humidity; // 0.0 (dry) to 1.0 (wet)
private float altitude; // Normalized height
private float continentality; // Distance from ocean
public Biome getBiome();
}
```
## Biome Selection
Biomes are selected based on climate parameters:
```java
public class BiomeSelector {
private Map<BiomeCondition, Biome> biomeMap;
public Biome selectBiome(ClimateData climate) {
for (Map.Entry<BiomeCondition, Biome> entry : biomeMap.entrySet()) {
if (entry.getKey().matches(climate)) {
return entry.getValue();
}
}
return defaultBiome;
}
}
public class BiomeCondition {
private Range temperatureRange;
private Range humidityRange;
private Range altitudeRange;
public boolean matches(ClimateData climate) {
return temperatureRange.contains(climate.temperature)
&& humidityRange.contains(climate.humidity)
&& altitudeRange.contains(climate.altitude);
}
}
```
## Biome Definition
```yaml
# biomes/forest.yaml
Type: Biome
Id: forest
DisplayName: "Forest"
Climate:
Temperature: [0.3, 0.7]
Humidity: [0.4, 0.8]
Terrain:
SurfaceBlock: grass
SubsurfaceBlock: dirt
StoneBlock: stone
Features:
- Type: Tree
Density: 0.3
Variants: [oak, birch]
- Type: Grass
Density: 0.8
- Type: Flower
Density: 0.1
Mobs:
- Type: deer
SpawnWeight: 10
- Type: rabbit
SpawnWeight: 20
AmbientSounds:
- birds
- wind_leaves
```
## Temperature Zones
```java
public enum TemperatureZone {
FROZEN(-1.0f, -0.5f), // Ice, snow
COLD(-0.5f, 0.0f), // Taiga, tundra
TEMPERATE(0.0f, 0.5f), // Forest, plains
WARM(0.5f, 0.8f), // Savanna, jungle
HOT(0.8f, 1.0f); // Desert, volcanic
private float min;
private float max;
}
```
## Humidity Zones
```java
public enum HumidityZone {
ARID(0.0f, 0.2f), // Desert
DRY(0.2f, 0.4f), // Savanna, steppe
MODERATE(0.4f, 0.6f), // Plains, forest
HUMID(0.6f, 0.8f), // Jungle, swamp
WET(0.8f, 1.0f); // Rainforest, marsh
}
```
## Biome Blending
Smooth transitions between biomes:
```java
public class BiomeBlender {
private int blendRadius;
public BiomeBlendData blend(int x, int z) {
Map<Biome, Float> weights = new HashMap<>();
// Sample surrounding biomes
for (int dx = -blendRadius; dx <= blendRadius; dx++) {
for (int dz = -blendRadius; dz <= blendRadius; dz++) {
Biome biome = getBiome(x + dx, z + dz);
float distance = (float) Math.sqrt(dx * dx + dz * dz);
float weight = 1.0f / (1.0f + distance);
weights.merge(biome, weight, Float::sum);
}
}
return new BiomeBlendData(weights);
}
}
```
## Climate Noise
```java
public class ClimateNoiseGenerator {
private SimplexNoise temperatureNoise;
private SimplexNoise humidityNoise;
public ClimateNoiseGenerator(long seed) {
temperatureNoise = new SimplexNoise(seed);
humidityNoise = new SimplexNoise(seed + 1);
}
public float getTemperature(int x, int z) {
// Large scale temperature variation
float base = temperatureNoise.noise2D(x * 0.001f, z * 0.001f);
// Small scale variation
float detail = temperatureNoise.noise2D(x * 0.01f, z * 0.01f) * 0.2f;
return base + detail;
}
public float getHumidity(int x, int z) {
return humidityNoise.noise2D(x * 0.002f, z * 0.002f);
}
}
```
## Altitude Effects
```java
public class AltitudeClimateModifier {
// Temperature decreases with altitude
public float modifyTemperature(float baseTemp, int altitude) {
float altitudeFactor = altitude / 256.0f;
return baseTemp - (altitudeFactor * 0.5f);
}
// Humidity varies with altitude
public float modifyHumidity(float baseHumidity, int altitude) {
if (altitude < 64) {
return baseHumidity * 1.2f; // More humid at low altitudes
} else if (altitude > 128) {
return baseHumidity * 0.6f; // Drier at high altitudes
}
return baseHumidity;
}
}
```
## Configuration
```yaml
# worldgen/climate_config.yaml
Climate:
NoiseScale: 0.001
TemperatureRange: [-1.0, 1.0]
HumidityRange: [0.0, 1.0]
BlendRadius: 8
AltitudeEffect: true
Biomes:
- Id: forest
Temperature: [0.3, 0.7]
Humidity: [0.4, 0.8]
- Id: desert
Temperature: [0.7, 1.0]
Humidity: [0.0, 0.3]
- Id: tundra
Temperature: [-1.0, -0.3]
Humidity: [0.2, 0.6]
```
## Best Practices
{{< callout type="info" >}}
**Climate Guidelines:**
- Use smooth noise for natural climate transitions
- Consider altitude when determining biomes
- Blend biomes for seamless transitions
- Test biome distribution across large areas
{{< /callout >}}