239 lines
5.8 KiB
Markdown
239 lines
5.8 KiB
Markdown
---
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title: Climat & Biomes
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type: docs
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weight: 3
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---
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Le système de climat et de biomes détermine la distribution des biomes à travers le monde basée sur la température, l'humidité et d'autres facteurs.
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**Package:** `com.hypixel.hytale.server.worldgen.climate`
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## Système de Climat
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Le `ClimateGenerator` crée des cartes de climat :
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```java
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public class ClimateGenerator {
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// Obtenir la température à une position
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public float getTemperature(int x, int z);
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// Obtenir l'humidité à une position
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public float getHumidity(int x, int z);
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// Obtenir le facteur d'altitude
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public float getAltitude(int x, int y, int z);
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// Obtenir les données climatiques
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public ClimateData getClimate(int x, int z);
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}
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```
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## ClimateData
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```java
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public class ClimateData {
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private float temperature; // -1.0 (froid) à 1.0 (chaud)
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private float humidity; // 0.0 (sec) à 1.0 (humide)
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private float altitude; // Hauteur normalisée
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private float continentality; // Distance de l'océan
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public Biome getBiome();
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}
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```
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## Sélection de Biome
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Les biomes sont sélectionnés selon les paramètres climatiques :
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```java
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public class BiomeSelector {
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private Map<BiomeCondition, Biome> biomeMap;
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public Biome selectBiome(ClimateData climate) {
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for (Map.Entry<BiomeCondition, Biome> entry : biomeMap.entrySet()) {
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if (entry.getKey().matches(climate)) {
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return entry.getValue();
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}
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}
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return defaultBiome;
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}
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}
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public class BiomeCondition {
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private Range temperatureRange;
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private Range humidityRange;
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private Range altitudeRange;
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public boolean matches(ClimateData climate) {
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return temperatureRange.contains(climate.temperature)
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&& humidityRange.contains(climate.humidity)
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&& altitudeRange.contains(climate.altitude);
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}
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}
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```
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## Définition de Biome
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```yaml
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# biomes/forest.yaml
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Type: Biome
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Id: forest
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DisplayName: "Forêt"
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Climate:
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Temperature: [0.3, 0.7]
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Humidity: [0.4, 0.8]
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Terrain:
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SurfaceBlock: grass
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SubsurfaceBlock: dirt
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StoneBlock: stone
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Features:
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- Type: Tree
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Density: 0.3
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Variants: [oak, birch]
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- Type: Grass
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Density: 0.8
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- Type: Flower
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Density: 0.1
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Mobs:
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- Type: deer
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SpawnWeight: 10
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- Type: rabbit
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SpawnWeight: 20
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AmbientSounds:
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- birds
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- wind_leaves
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```
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## Zones de Température
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```java
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public enum TemperatureZone {
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FROZEN(-1.0f, -0.5f), // Glace, neige
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COLD(-0.5f, 0.0f), // Taïga, toundra
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TEMPERATE(0.0f, 0.5f), // Forêt, plaines
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WARM(0.5f, 0.8f), // Savane, jungle
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HOT(0.8f, 1.0f); // Désert, volcanique
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private float min;
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private float max;
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}
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```
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## Zones d'Humidité
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```java
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public enum HumidityZone {
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ARID(0.0f, 0.2f), // Désert
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DRY(0.2f, 0.4f), // Savane, steppe
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MODERATE(0.4f, 0.6f), // Plaines, forêt
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HUMID(0.6f, 0.8f), // Jungle, marais
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WET(0.8f, 1.0f); // Forêt tropicale, marécage
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}
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```
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## Mélange de Biomes
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Transitions douces entre biomes :
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```java
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public class BiomeBlender {
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private int blendRadius;
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public BiomeBlendData blend(int x, int z) {
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Map<Biome, Float> weights = new HashMap<>();
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// Échantillonner les biomes environnants
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for (int dx = -blendRadius; dx <= blendRadius; dx++) {
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for (int dz = -blendRadius; dz <= blendRadius; dz++) {
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Biome biome = getBiome(x + dx, z + dz);
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float distance = (float) Math.sqrt(dx * dx + dz * dz);
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float weight = 1.0f / (1.0f + distance);
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weights.merge(biome, weight, Float::sum);
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}
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}
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return new BiomeBlendData(weights);
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}
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}
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```
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## Bruit Climatique
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```java
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public class ClimateNoiseGenerator {
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private SimplexNoise temperatureNoise;
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private SimplexNoise humidityNoise;
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public ClimateNoiseGenerator(long seed) {
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temperatureNoise = new SimplexNoise(seed);
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humidityNoise = new SimplexNoise(seed + 1);
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}
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public float getTemperature(int x, int z) {
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// Variation de température à grande échelle
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float base = temperatureNoise.noise2D(x * 0.001f, z * 0.001f);
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// Variation à petite échelle
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float detail = temperatureNoise.noise2D(x * 0.01f, z * 0.01f) * 0.2f;
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return base + detail;
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}
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public float getHumidity(int x, int z) {
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return humidityNoise.noise2D(x * 0.002f, z * 0.002f);
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}
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}
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```
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## Effets d'Altitude
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```java
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public class AltitudeClimateModifier {
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// La température diminue avec l'altitude
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public float modifyTemperature(float baseTemp, int altitude) {
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float altitudeFactor = altitude / 256.0f;
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return baseTemp - (altitudeFactor * 0.5f);
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}
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// L'humidité varie avec l'altitude
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public float modifyHumidity(float baseHumidity, int altitude) {
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if (altitude < 64) {
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return baseHumidity * 1.2f; // Plus humide en basse altitude
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} else if (altitude > 128) {
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return baseHumidity * 0.6f; // Plus sec en haute altitude
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}
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return baseHumidity;
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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/climate_config.yaml
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Climate:
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NoiseScale: 0.001
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TemperatureRange: [-1.0, 1.0]
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HumidityRange: [0.0, 1.0]
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BlendRadius: 8
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AltitudeEffect: true
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Biomes:
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- Id: forest
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Temperature: [0.3, 0.7]
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Humidity: [0.4, 0.8]
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- Id: desert
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Temperature: [0.7, 1.0]
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Humidity: [0.0, 0.3]
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- Id: tundra
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Temperature: [-1.0, -0.3]
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Humidity: [0.2, 0.6]
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```
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## Bonnes Pratiques
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{{< callout type="info" >}}
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**Directives Climatiques :**
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- Utilisez un bruit lisse pour des transitions climatiques naturelles
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- Considérez l'altitude lors de la détermination des biomes
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- Mélangez les biomes pour des transitions fluides
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- Testez la distribution des biomes sur de grandes zones
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{{< /callout >}}
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