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This page documents how the game generates [[clima]] in the game.

==Data==
The weather is controlled by the integer field <tt>Game1::weatherForTomorrow</tt>. The possible values are:

{| class="wikitable"
|-
! value
! constant
! weather
|-
| 0
| <tt>weather_sunny</tt>
| sunny
|-
| 1
| <tt>weather_rain</tt>
| rain
|-
| 2
| <tt>weather_debris</tt>
| windy
|-
| 3
| <tt>weather_lightning</tt>
| lightning
|-
| 4
| <tt>weather_festival</tt>
| festival
|-
| 5
| <tt>weather_snow</tt>
| snow
|-
| 6
| <tt>weather_wedding</tt>
| wedding
|}

==Algorithm==
===Forced weather===
Certain dates always have the same weather:

{| class="wikitable"
|-
! date
! weather
! overridden by
|-
| spring 1
| <tt>weather_sunny</tt>
| <tt>newday</tt> and <tt>tv</tt>
|-
| spring 2 (year 1)
| <tt>weather_sunny</tt>
| <tt>newday</tt>
|-
| spring 3 (year 1)
| <tt>weather_rain</tt>
| <tt>newday</tt>
|-
| spring 4 (year 1)
| <tt>weather_sunny</tt>
| <tt>newday</tt>
|-
| spring 13
| <tt>weather_festival</tt>
| <tt>newday</tt>
|-
| spring 24
| <tt>weather_festival</tt>
| <tt>newday</tt>
|-
| summer 1
| <tt>weather_sunny</tt>
| <tt>newday</tt> and <tt>tv</tt>
|-
| summer 11
| <tt>weather_festival</tt>
| <tt>newday</tt>
|-
| summer 13
| <tt>weather_lightning</tt>
| <tt>newday</tt>
|-
| summer 26
| <tt>weather_lightning</tt>
| <tt>newday</tt>
|-
| summer 28
| <tt>weather_festival</tt>
| <tt>newday</tt>
|-
| fall 1
| <tt>weather_sunny</tt>
| <tt>newday</tt> and <tt>tv</tt>
|-
| fall 16
| <tt>weather_festival</tt>
| <tt>newday</tt>
|-
| fall 27
| <tt>weather_festival</tt>
| <tt>newday</tt>
|-
| winter 1
| <tt>weather_sunny</tt>
| <tt>newday</tt> and <tt>tv</tt>
|-
| winter 8
| <tt>weather_festival</tt>
| <tt>newday</tt>
|-
| winter 14
| <tt>weather_sunny</tt>
| <tt>newday</tt>
|-
| winter 15
| <tt>weather_sunny</tt>
| <tt>newday</tt>
|-
| winter 16
| <tt>weather_sunny</tt>
| <tt>newday</tt>
|-
| winter 25
| <tt>weather_festival</tt>
| <tt>newday</tt>
|}

===Generated weather===
Weather in Stardew Valley is set within the <tt>Game1::newDayAfterFade()</tt> function (after the day change code, but before SMAPI's <tt>SaveEvents.BeforeSave</tt> event).

The game follows these steps to decide which weather and debris to set for the next day:

# Check for [[#Forced weather|forced weather]].
# If today is a festival, set the weather to <tt>weather_festival</tt>.
# If today is a wedding, set the weather to <tt>weather_wedding</tt>.
# Set <tt>Game1::wasRainingYesterday</tt> based on whether it was raining or storming.
# Reset all weather flags, and sets them in the following pattern
## If it is going to rain or storm, set the rain flag to true
## If it is going to storm, set the storm flag to true
## If the weather is (sunny, debris) or (festival || snowy || wedding), clear all the flags
## and then if it's snowy, set snowy to true
## It then sets the song based on this
## Clear the debris weather array and clear the flag
## if bloom isn't null, clear it's visibility
## If the wedding is debris, populate the debris array.
# If it's not raining, and the chance to rain tomorrow is less than .1, it will try to create a bloom day.
# It then calculates the rain chance for tomorrow. It follows the following algorithm
## Check to see if it's summer.
### If not, check to see if it's winter.
#### If it's not, the rain chance is .183
#### Else, it's .63
### If it is, it uses the following: Check if it's day 1.
#### If it's not, the chance is .12 + <tt>Game1::dayOfMonth</tt> * 3/1000
#### If it is, the chance is 0. Which.. is kinda redundant, as the force days take care of this.
# Check to see if a random number is less than the odds. If it is, it follows the following algorithm
## Set <tt>Game1::weatherForTomorrow</tt> to <tt>weather_rain</tt>
## If:
### It's summer, and if a random number is less than .85
### Or If it's not winter, and if a random number is less than .25 AND the day of the month is more than 2 and more than 27 days have been played
### Set <tt>Game1::weatherForTomorrow</tt> to <tt>weather_lightning</tt>
## If it is winter
### Set <tt>Game1::weatherForTomorrow</tt> to <tt>weather_snow</tt>
# Else, if it's over the rain odds.
## If you've played less than 3 days.
## Or: if
### It's not spring or a random number is greater than or equal to .2 (so 80%) and spring.
### And it's not fall or a random number is greater than or equal to .6 (so 40%) and fall.
### Or: If there is a wedding today
#### Set <tt>Game1::weatherForTomorrow</tt> to <tt>weather_sunny</tt> if true
#### Set <tt>Game1::weatherForTomorrow</tt> to <tt>weather_debris</tt> if false
## Check if tomorrow is a festival, and set weather to <tt>weather_festival</tt> if true.
## Again force the 3rd day to be <tt>weather_rain</tt>

At this point, the main function is done setting weather.

===TV Channel===
The TV checks the weather, but will occasionally set it on certain days. It follows the following chart:

The TV force sets by:

{| class="wikitable"
|-
! date
! weather
|-
| spring 1
| <tt>weather_sunny</tt>¹
|-
| spring 3
| <tt>weather_rainy</tt>¹
|-
| summer 1
| <tt>weather_sunny</tt>¹
|-
| fall 1
| <tt>weather_sunny</tt>¹
|-
| winter 1
| <tt>weather_sunny</tt>¹
|}

<small>¹ Also set (and thus overridden) by the <tt>Game1::newDayAfterFade()</tt> method.</small><br />

The TV will check the weather and show the following message:

{| class="wikitable"
|-
! weather
! message
|-
| sunny or wedding
| 50% chance each:
* "It's going to be clear and sunny all day."
* "It's going to be a beautiful, sunny day tommorow!"
|-
| rain
| "It's going to rain all day tomorrow"
|-
| debris
| Per conditions:
# If spring: "Partially cloudy with a light breeze. Expect lots of pollen!"
# If not fall: "It's going to snow all day. Make sure you bundle up, folks!" and defaults with: "It's going to be cloudy, with gusts of wind throught the day."
# If storm: "Looks like a storm is approaching. Thunder and lightning is expected."
# If festival, it attempts to read the festival data. If it fails, it will say "Um... that's odd. My information sheet just says 'null'. This is embarrassing..." If it succeeds, it will read out where it is and when it is.
# If snow, a 50% chance of one of two strings: "Expect a few inches of snow tomorrow" or "Bundle up, folks. It's going to snow tomorrow!"
|-
| ''any other''
| Returns an empty string (should never happen).
|}

'''Note:''' the TV will not necessarily be accurate for any other day than non festival days, the first of the month and the 3rd of spring, which are force-set by the <tt>Game1::newDayAfterFade</tt> method. Farmhands (and not host players) may not even get that accuracy for the first of the month and 3rd of spring.

'''Note 2:''' The Night Market is not considered a festival for the purposes of weather.

===Weather Icon===
The weather icon is set in <tt>Game1::updateWeatherIcon</tt>, which sets an index in <tt>LooseSprite/Cursors.xnb</tt>:

# If snowing: 7.
# If sunny: 2.
# If wedding: 0.
# If festival: 1.
# If raining: 4.
# If stormy: 5.
# If spring: debris weather is 3.
# If summer: unset (defaults to sunny).
# If fall: 6.
# If winter: 7 (same as snowing).

===Rain Totem===
The rain totem (item #681) and is controlled by <tt>Object::rainTotem</tt>, which is invoked by <tt>Object::performUseAction</tt>. If tomorrow is a festival day, the item is used up but nothing happens. Otherwise, it uses up the item and sets the weather for tomorrow to <tt>weather_rain</tt> and displays the message.

==Weather probability by type==
This section explains the probability of each weather type. This only applies on dates with no [[#Forced weather|forced weather]].

===Sunny===
Sunny weather covers weather variables 0, 4, and 6.

* Spring: there's an 18.3% base chance of rain (81.7% chance remaining for other weathers). If it doesn't rain, there's an 80% chance to remain sunny (except on spring 3, which will always be rainy). That means that in spring there's a 66.4% chance of sunny weather.
* Summer: The chance of sunny weather diminishes steadily per day from 86% on summer 1 to 79.9% on summer 28. The precise chance is 1 - [13% + (.3 * day of the month)] per day, with a 0% chance on day 1.
* Fall: identical to spring, but no forced weather.
* Winter: there's a 63% chance of precipitation, so only a 37% chance of sunny weather.

===Rainy===
* Spring: there's an 18.3% base chance of rain. If it rains, there's a 25% chance of storms ''except in year 1''. So the rain odds in Spring is a flat 18.3% in year 1, and 13.725% in year 2 or later. It will always rain on spring 3 (year 1).
* Summer: the chance of rainy weather increases steadily per day from 14% on summer 2 to 21.1% on Summer 27. There's an 85% chance that rain becomes storms. So you have a scale of [13% + (.3 * day of the month)] * .85 to determine your chances of rainfall.
* Fall: same as spring, except fall in year 1 can be stormy so it's a flat 13.725% chance.
* Winter: never rains.

===Debris===
Debris weather covers weather variable 2.

* Spring: there's a 20% chance of this after rain, so approximately 16.6% chance of debris weather.
* Summer: no debris weather.
* Fall: there's a 60% chance for this after rain, so approximately 49.8% chance of debris weather.
* Winter: no debris weather.

===Stormy===
Stormy weather covers weather variable 3.

* Spring: 4.57% chance of storms.
* Summer: variable chance of storms; starts at 11.9% and increases to 17.9%.
* Fall: 4.57% chance of storms.
* Winter: no stormy weather.

===Snowy===
In winter, there's a 63% chance of snow. No other season has snow.

==Save files==
The save file is a snapshot of the day at 0600 the next morning. The <tt>WeatherForTommorow</tt> field was used to calculate the weather, but changing it has no effect on the weather since the weather flags have already been set by this point. To change the weather, you need to set one of these combinations of flags:

{| class="wikitable"
|-
! weather
! <tt>isRaining</tt>
! <tt>isDebrisWeather</tt>
! <tt>isLightning</tt>
! <tt>isSnowing</tt>
|-
| sunny
| ☐
| ☐
| ☐
| ☐
|-
| rainy
| ☑
| ☐
| ☐
| ☐
|-
| stormy
| ☑
| ☐
| ☑
| ☐
|-
| debris
| ☐
| ☑
| ☐
| ☐
|-
| snowy
| ☐
| ☐
| ☐
| ☑
|-
| festival
| ☐
| ☐
| ☐
| ☐
|-
| wedding
| ☐
| ☐
| ☐
| ☐
|}

'''Note:''' changing <tt>isDebrisWeather</tt> during an active game will not create the array. You'll need to call <tt>Game1::populateDebrisWeatherArray</tt> to get the debris populated. Correspondingly, if you're removing the debris weather flag, remember to call <tt>Game1::debrisWeather::Clear</tt>.

==Notes/FAQ==
* The TV can be fixed by overriding it - or just by using Entoroax's Framework.
* You can set snow and debris at any time, the game just won't.
* You cannot set debris and rain at the same time.

[[Category:Modificações]]

[[en:Modding:Weather data]]
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