internal static void CheckForStaticRainChanges(WeatherConditions curr, MersenneTwister Dice, double ChanceForNonNormalRain) { if (Game1.isLightning && Game1.isRaining) { curr.SetRainAmt(130); } double rainOdds, newRainOdds; rainOdds = Dice.NextDouble(); newRainOdds = Dice.NextDouble(); //random chance to just set rain at a differnt number if (rainOdds < ChanceForNonNormalRain) { //yay use of probablity distribution ProbabilityDistribution <RainLevels> RainSpread = new ProbabilityDistribution <RainLevels>(RainLevels.Normal); RainSpread.AddNewCappedEndPoint(.12, RainLevels.Sunshower); RainSpread.AddNewCappedEndPoint(.28, RainLevels.Light); RainSpread.AddNewCappedEndPoint(.351, RainLevels.Normal); RainSpread.AddNewCappedEndPoint(.1362, RainLevels.Moderate); RainSpread.AddNewCappedEndPoint(.09563, RainLevels.Heavy); RainSpread.AddNewCappedEndPoint(.0382, RainLevels.Severe); RainSpread.AddNewCappedEndPoint(.0094, RainLevels.Torrential); RainSpread.AddNewCappedEndPoint(.0049, RainLevels.Typhoon); RainSpread.AddNewCappedEndPoint(.00287, RainLevels.NoahsFlood); if (!(RainSpread.GetEntryFromProb(newRainOdds, out RainLevels Result))) { Result = RainLevels.Normal; ClimatesOfFerngill.Logger.Log("The rain probablity spread has failed to find an rain level. Falling back to normal rain", LogLevel.Error); } curr.SetRainAmt(WeatherUtilities.ReturnRndRainAmtInLevel(Dice, Result)); if (ClimatesOfFerngill.WeatherOpt.Verbose) { ClimatesOfFerngill.Logger.Log($"We've set the rain to a non normal value - with roll {rainOdds} for setting non normal, and {newRainOdds} for category {Result}, resulting in new rain target {curr.AmtOfRainDrops} in category {WeatherUtilities.GetRainCategory(curr.AmtOfRainDrops)}"); } } curr.TodayRain += curr.AmtOfRainDrops; curr.RefreshRainAmt(); }
internal static void DynamicRainOnNewDay(WeatherConditions curr, MersenneTwister Dice) { if (!curr.HasWeather(CurrentWeather.Rain)) { return; } curr.SetRainAmt(70); //Rain chances. This will also affect storms (in that storms still can have variable rain) . //only roll this if it's actually raining. :| double roll = Dice.NextDouble(); if (roll <= ClimatesOfFerngill.WeatherOpt.VariableRainChance && Game1.isRaining) { ClimatesOfFerngill.Logger.Log($"With {roll}, we are setting for variable rain against {ClimatesOfFerngill.WeatherOpt.VariableRainChance}"); curr.SetVariableRain(true); //check for overcast chance first. if (Dice.NextDouble() < ClimatesOfFerngill.WeatherOpt.OvercastChance && !Game1.isLightning) { WeatherUtilities.SetWeatherOvercast(true); SDVUtilities.AlterWaterStatusOfCrops(water: false); SDVUtilities.ShowMessage(ClimatesOfFerngill.Translator.Get("hud-text.desc_overcast"), 0); } //now that we've done that base check, we need to change the rainfall... //... after we calc rainfall to see if it's watered. Essentially, every time this is called, //... it'll check to see if it should flip the tiles. //Variable Rain may set the starting rain at 0300 to be something else than normal, and as such, StartingRain should // only be checked if IsVariableRain is true. // Odds are fixed: Normal (default) is 72%, Light is 16%, Heavy is 6%, Sunshower is 5%, Severe is 1% double startingRainRoll = Dice.NextDouble(); if (startingRainRoll <= .72) { curr.StartingRain = RainLevels.Normal; } else if (startingRainRoll > .72 && startingRainRoll <= .88) { curr.StartingRain = RainLevels.Light; } else if (startingRainRoll > .88 && startingRainRoll <= .94) { curr.StartingRain = RainLevels.Heavy; } else if (startingRainRoll > .94 && startingRainRoll <= .99) { curr.StartingRain = RainLevels.Sunshower; } else if (startingRainRoll > .99) { curr.StartingRain = RainLevels.Severe; } if (Game1.isLightning && !(curr.StartingRain == RainLevels.Light || curr.StartingRain == RainLevels.Sunshower || curr.StartingRain == RainLevels.Normal)) { curr.StartingRain = RainLevels.Heavy; } curr.SetRainAmt(WeatherUtilities.GetRainCategoryMidPoint(curr.StartingRain)); curr.TodayRain = curr.AmtOfRainDrops; //now run this for 0300 to 0600. for (int i = 0; i < 17; i++) { curr.SetRainAmt(GetNewRainAmount(curr.AmtOfRainDrops, ClimatesOfFerngill.Translator)); curr.TodayRain += curr.AmtOfRainDrops; } //set starting amount at 6am curr.RefreshRainAmt(); } }