Beispiel #1
0
        internal static int GetNewRainAmount(int prevRain, ITranslationHelper Translation, bool showRain = true)
        {
            int    currRain           = prevRain;
            double ChanceOfRainChange = ClimatesOfFerngill.WeatherOpt.VRChangeChance;
            bool   massiveChange      = false;

            //do some rain chance pre pumping
            if (currRain == 0)
            {
                ChanceOfRainChange += .20;
            }
            if (currRain > WeatherUtilities.GetRainCategoryMidPoint(RainLevels.Torrential))
            {
                ChanceOfRainChange += .10;
            }
            if (WeatherUtilities.GetRainCategory(currRain) == RainLevels.NoahsFlood)
            {
                ChanceOfRainChange += .15;
            }

            double FlipChance = .5;

            //so, lower: decrease, higher: increase
            if (WeatherUtilities.IsSevereRainFall(currRain))
            {
                FlipChance += .2;
            }
            if (WeatherUtilities.GetRainCategory(currRain) == RainLevels.Torrential || WeatherUtilities.GetRainCategory(currRain) == RainLevels.Typhoon || WeatherUtilities.GetRainCategory(currRain) == RainLevels.NoahsFlood)
            {
                FlipChance += .15; //15% chance remaining of increasing.
            }
            if (WeatherUtilities.GetRainCategory(currRain) == RainLevels.Typhoon || WeatherUtilities.GetRainCategory(currRain) == RainLevels.NoahsFlood)
            {
                FlipChance += .1456; //.44% chance remaning of increasing.
            }
            if (WeatherUtilities.GetRainCategory(currRain) == RainLevels.NoahsFlood)
            {
                FlipChance += .0018; //.26% chance remaning of increasing.
            }
            if (currRain == ClimatesOfFerngill.WeatherOpt.MaxRainFall)
            {
                FlipChance = 1;         //you must go ddown.
            }
            if (currRain <= WeatherUtilities.GetRainCategoryMidPoint(RainLevels.Light))
            {
                FlipChance -= .2; //70% chance of increasing
            }
            if (currRain <= WeatherUtilities.GetRainCategoryMidPoint(RainLevels.Sunshower))
            {
                FlipChance -= .1; //80% chance of increasing
            }
            if (currRain == 0)
            {
                FlipChance -= .15;         //95% chance of increasing
            }
            if (ClimatesOfFerngill.WeatherOpt.Verbose)
            {
                ClimatesOfFerngill.Logger.Log($"Rain is {prevRain}, current chance for rain change is {ChanceOfRainChange}.");
                ClimatesOfFerngill.Logger.Log($"Calculated chance for rain decreasing: {WeatherUtilities.GetStepChance(currRain, increase: false).ToString("N3")}, rain increasing: {WeatherUtilities.GetStepChance(currRain, increase: true).ToString("N3")}. Flip chance is {FlipChance.ToString("N3")} ");
            }

            // I just spent nine minutes typing out an invalid explanation for this. :|
            // So, i'm renaming the variables.

            // And redoing this entirely. It's a lot of duplicated effort.
            //Greater than flip chance is increase, lesser is decrease

            if (ClimatesOfFerngill.Dice.NextDouble() < ChanceOfRainChange)
            {
                // Handle rain changes.
                // first check for a massive change 145% to 245%
                double stepRoll = ClimatesOfFerngill.Dice.NextDouble();
                if (ClimatesOfFerngill.Dice.NextDouble() > FlipChance)
                {
                    if (ClimatesOfFerngill.WeatherOpt.Verbose)
                    {
                        ClimatesOfFerngill.Logger.Log("Increasing rain!");
                    }

                    if (stepRoll <= WeatherUtilities.GetStepChance(currRain, increase: true))
                    {
                        //get the multiplier.  This should be between 145% and 245%

                        int mult = Math.Max(1, (int)(Math.Floor(ClimatesOfFerngill.Dice.NextDouble() + .68)));

                        if (currRain == 0)
                        {
                            currRain = 15 * mult;
                        }
                        else
                        {
                            currRain = (int)(Math.Floor(currRain * mult * 1.0));
                        }

                        massiveChange = true;
                    }
                }
                else
                {
                    if (stepRoll <= WeatherUtilities.GetStepChance(currRain, increase: false))
                    {
                        ClimatesOfFerngill.Logger.Log("Increasing rain!");
                        currRain      = (int)(Math.Floor(currRain / (ClimatesOfFerngill.Dice.NextDouble() + 1.45)));
                        massiveChange = true;
                    }
                }

                if (!massiveChange)
                {
                    double mult = (1 + (ClimatesOfFerngill.Dice.NextDouble() * 1.3) - .55);
                    if (currRain == 0)
                    {
                        currRain = 4;
                    }

                    if (currRain < WeatherUtilities.GetRainCategoryMidPoint(RainLevels.Light))
                    {
                        mult += 4.5;
                    }

                    currRain = (int)(Math.Floor(currRain * mult));
                }
            }



            if (!ClimatesOfFerngill.WeatherOpt.HazardousWeather)
            {
                if (ClimatesOfFerngill.WeatherOpt.Verbose)
                {
                    ClimatesOfFerngill.Logger.Log("Triggering Hazardous Weather Failsafe");
                }

                currRain = WeatherUtilities.GetRainCategoryMidPoint(RainLevels.Severe);
            }

            if (WeatherConditions.PreventGoingOutside(currRain))
            {
                if (Game1.timeOfDay >= 2300)
                {
                    //drop the rain to at least allow the person to return home if they aren't.
                    currRain = WeatherUtilities.GetRainCategoryMidPoint(RainLevels.Severe);
                }
            }

            if (currRain > ClimatesOfFerngill.WeatherOpt.MaxRainFall)
            {
                currRain = ClimatesOfFerngill.WeatherOpt.MaxRainFall;
            }

            if (currRain < 0)
            {
                currRain = 0;
            }

            if (currRain != prevRain && Game1.timeOfDay != 600 && showRain && !(Game1.currentLocation is Desert))
            {
                if (WeatherUtilities.GetRainCategory(currRain) == RainLevels.None)
                {
                    Game1.addHUDMessage(new HUDMessage(Translation.Get("hud-text.NearlyNoRain")));
                    return(currRain);
                }

                else if (currRain > prevRain)
                {
                    if (WeatherUtilities.GetRainCategory(currRain) != WeatherUtilities.GetRainCategory(prevRain))
                    {
                        Game1.addHUDMessage(new HUDMessage(Translation.Get("hud-text.CateIncrease", new { currRain, category = WeatherUtilities.DescRainCategory(currRain) })));
                        return(currRain);
                    }
                    else if (Math.Abs(currRain / prevRain) >= ClimatesOfFerngill.WeatherOpt.VRainNotifThreshold || ClimatesOfFerngill.WeatherOpt.Verbose)
                    {
                        Game1.addHUDMessage(new HUDMessage(Translation.Get("hud-text.Increase", new { currRain })));
                        return(currRain);
                    }
                }
                else
                {
                    if (WeatherUtilities.GetRainCategory(currRain) != WeatherUtilities.GetRainCategory(prevRain))
                    {
                        Game1.addHUDMessage(new HUDMessage(Translation.Get("hud-text.CateDecrease", new { currRain, category = WeatherUtilities.DescRainCategory(currRain) })));
                        return(currRain);
                    }
                    else if (Math.Abs(currRain / prevRain) >= ClimatesOfFerngill.WeatherOpt.VRainNotifThreshold || ClimatesOfFerngill.WeatherOpt.Verbose)
                    {
                        Game1.addHUDMessage(new HUDMessage(Translation.Get("hud-text.Decrease", new { currRain })));
                        return(currRain);
                    }
                }
            }

            return(currRain);
        }