Modificações:Dados climáticos
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Esta página documenta como é gerado o clima dentro do jogo.
Dados
O clima é controlado integralmente pelo campo Game1::weatherForTomorrow. Os possível valores são:
valor | constante | clima |
---|---|---|
0 | weather_sunny | Ensolarado |
1 | weather_rain | Chovendo |
2 | weather_debris | Ventando |
3 | weather_lightning | Tempestade |
4 | weather_festival | Festival |
5 | weather_snow | Neve |
6 | weather_wedding | Casamento |
Algoritmo
Clima fixo
Certas dadas possuem sempre o mesmo clima:
data | clima | sobrescrito por |
---|---|---|
primavera 1 | weather_sunny | newday e tv |
primevera 2 (ano 1) | weather_sunny | newday |
primavera 3 (ano 1) | weather_rain | newday |
primavera 4 (ano 1) | weather_sunny | newday |
primavera 13 | weather_festival | newday |
primavera 24 | weather_festival | newday |
verão 1 | weather_sunny | newday and tv |
verão 11 | weather_festival | newday |
verão 13 | weather_lightning | newday |
verão 26 | weather_lightning | newday |
verão 28 | weather_festival | newday |
outono 1 | weather_sunny | newday and tv |
outono 16 | weather_festival | newday |
outono 27 | weather_festival | newday |
inverno 1 | weather_sunny | newday and tv |
inverno 8 | weather_festival | newday |
inverno 14 | weather_sunny | newday |
inverno 15 | weather_sunny | newday |
inverno 16 | weather_sunny | newday |
inverno 25 | weather_festival | newday |
Geração do clima
O clima em Stardew Valley é definido dentro da função Game1::newDayAfterFade() (após o código de mudança de dia, mas antes do evento do SMAPI SaveEvents.BeforeSave).
O jogo segue estes passos para decidir que clima e detritos serão definidos para o dia seguinte:
- Verifique o clima fixo.
- Se hoje é um festival, define o clima como weather_festival.
- Se hoje é um casamento, define o clima como weather_wedding.
- Define Game1::wasRainingYesterday com base em se havia chuva ou tempestade.
- Redefine todos os sinalizadores de tempo e os coloca no seguinte padrão
- Se vai haver chuva ou tempestade, ajusta o sinal de chuva para true
- Se vai haver uma tempestade, ajusta o sinal de tempestade para true
- Se o tempo é (ensolarado, detritos) ou (festival, nevando, casamento), limpa todos os sinalizadores
- Se estiver negando, define nevando para true
- Em seguida, define a música com base nisto
- Limpa a matriz meteorológica de detritos e os sinalizadores
- 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 + Game1::dayOfMonth * 3/1000
- If it is, the chance is 0. Which.. is kinda redundant, as the force days take care of this.
- If not, check to see if it's winter.
- Check to see if it's summer.
- Check to see if a random number is less than the odds. If it is, it follows the following algorithm
- Set Game1::weatherForTomorrow to weather_rain
- 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 Game1::weatherForTomorrow to weather_lightning
- If it is winter
- Set Game1::weatherForTomorrow to weather_snow
- 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 Game1::weatherForTomorrow to weather_sunny if true
- Set Game1::weatherForTomorrow to weather_debris if false
- Check if tomorrow is a festival, and set weather to weather_festival if true.
- Again force the 3rd day to be weather_rain
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:
date | weather |
---|---|
spring 1 | weather_sunny¹ |
spring 3 | weather_rainy¹ |
summer 1 | weather_sunny¹ |
fall 1 | weather_sunny¹ |
winter 1 | weather_sunny¹ |
¹ Also set (and thus overridden) by the Game1::newDayAfterFade() method.
The TV will check the weather and show the following message:
weather | message |
---|---|
sunny or wedding | 50% chance each:
|
rain | "It's going to rain all day tomorrow" |
debris | Per conditions:
|
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 Game1::newDayAfterFade 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 Game1::updateWeatherIcon, which sets an index in LooseSprite/Cursors.xnb:
- 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 Object::rainTotem, which is invoked by Object::performUseAction. 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 weather_rain 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.
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.
Salvar arquivos
O arquivo salvo é um instantâneo do dia às 06h00 da manhã seguinte. O campo WeatherForTommorow foi usado para calcular o tempo, mas alterá-lo não tem efeito sobre o tempo, uma vez que os sinalizadores de tempo já foram definidos por este ponto. Para alterar o clima, você precisa definir uma dessas combinações de sinalizadores:
weather | isRaining | isDebrisWeather | isLightning | isSnowing |
---|---|---|---|---|
Ensolarado | ☐ | ☐ | ☐ | ☐ |
Chuvoso | ☑ | ☐ | ☐ | ☐ |
Tempestade | ☑ | ☐ | ☑ | ☐ |
Detritos | ☐ | ☑ | ☐ | ☐ |
Nevasca | ☐ | ☐ | ☐ | ☑ |
festival | ☐ | ☐ | ☐ | ☐ |
Casamento | ☐ | ☐ | ☐ | ☐ |
Note: changing isDebrisWeather during an active game will not create the array. You'll need to call Game1::populateDebrisWeatherArray to get the debris populated. Correspondingly, if you're removing the debris weather flag, remember to call Game1::debrisWeather::Clear.
Notes/FAQ
- A TV pode ser consertada substituindo-a - ou apenas usando o Entoroax's Framework.
- Você pode definir neve e detritos a qualquer momento, o jogo simplesmente não vai.
- Você não pode colocar detritos e chover ao mesmo tempo.