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 每张地图每天生成0-4个新的觅食物品(''即'',任何区域)。在一天时间里的任何区域最多生成6个。一个例外是在[[沙滩]]。在海滩右边有一块需要300个[[木材]]来修复桥梁之后才能通过的被分离的区域,在任何一天都有超过6个物品。另一个例外是[[大葱]]生长在[[莉亚的农舍]]南边的[[煤矿森林]]里。[[大葱]]没有数量限制并每天会复原。其他全部觅食物品只有在星期六晚上玩家睡过觉后才会复原。
 
 每张地图每天生成0-4个新的觅食物品(''即'',任何区域)。在一天时间里的任何区域最多生成6个。一个例外是在[[沙滩]]。在海滩右边有一块需要300个[[木材]]来修复桥梁之后才能通过的被分离的区域,在任何一天都有超过6个物品。另一个例外是[[大葱]]生长在[[莉亚的农舍]]南边的[[煤矿森林]]里。[[大葱]]没有数量限制并每天会复原。其他全部觅食物品只有在星期六晚上玩家睡过觉后才会复原。
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New forageable items can potentially spawn (appear) overnight in any exterior map.<ref name="spawning">Spawning of standard forage items is done in <samp>GameLocation::spawnObjects</samp>, which is triggered by <samp>GameLocation::dayUpdate</samp>. The six item per map limit is controlled by <samp>numberOfSpawnedObjectsOnMap</samp>.  The number of attempts to add an item is a random number ranging from 1 to <samp>min(4, 6-numberOfSpawnedObjectsOnMap)</samp>. For each attempt, the code checks up to 11 locations that are randomly located anywhere on the map.  An item is only placed if one of those 11 locations is a valid spawning location, and if a randomly-selected forage item also passes its probability test.</ref> This section describes the rules used to spawn all typical forageable items. However, specialized items are handled differently and are described on their individual pages, namely [[大葱]] in [[ 煤矿森林]]; [[珊瑚]], [[海胆]] and [[海草]] at [[沙滩]]; [[山洞|农场山洞]]里的水果; [[农场地图#Forest|森林农场]] 中的 所有可采集品。 Also, [[美洲大树莓]]灌木丛, [[黑莓]]灌木丛, [[冬根]]和[[雪山药]] 不会生成 individual items.
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觅食物品有可能在任何室外地图中生成(夜间发生)。<ref name="spawning"> 标准觅食物品的生成是由<samp>GameLocation::spawnObjects</samp> 触发的,而该操作又是由<samp>GameLocation::dayUpdate</samp> 触发的。每个地图最多生成六个物品,并由<samp>numberOfSpawnedObjectsOnMap</samp> 控制。添加物品的次数是一个随机数字,范围从1到<samp>min(4, 6-numberOfSpawnedObjectsOnMap)</samp> 。对于每次尝试,代码会检查位于地图上任意随机位置的最多11个位置,只有当这11个位置之一是有效的生成位置并且随机选择的觅食物品也通过了其概率测试时,物品才会被放置。</ref>  该部分描述了生成所有普通觅食物品时使用的规则。但是,特殊物品的处理方式不同,并在其各自的页面上进行了描述,即[[煤矿森林]]中的[[大葱]] [[ 沙滩]] 上的[[珊瑚]] [[海胆]] [[海草]] [[山洞|农场山洞]]里的水果; [[农场地图#Forest|森林农场]]所有 可采集品。 此外,[[美洲大树莓]]灌木丛 [[黑莓]]灌木丛 [[冬根]]和[[雪山药]]不会生成 单独的物品。
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There is a hard limit of six standard forageable items per map (''i.e.,'' areas bounded by screen transitions) per week, reset on Sundays. Picking forageables does not reduce the weekly counter, so there is little-to-no advantage picking forageables before Saturday (the day before the reset).
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  每张地图(即被屏幕转换所限定的区域)每周只能刷出六个标准的觅食物品,重置时间为每周日。收集这些物品不会减少每周计数器的数量,所以在周六之前收集觅食物品没有太大优势。
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Only a subset of all the tiles on each map are valid spawning locations.  On most maps, forageable items can spawn only on the green (grassy-type) tiles, and in fact only on certain specific types of green tiles. [[沙滩]]和[[沙漠]] 例外, where spawning is possible on most yellow (sandy-type) tiles.  Items never spawn in occupied locations (trees, chests, weeds, sticks, stones, etc.). They also never spawn in hidden tiles behind buildings, bushes, non-removable trees, or other permanent features. They can spawn behind removable trees (ones that can be chopped down; they also turn semi-transparent when the player walks behind them), but the spawn rate is 90% smaller in about half of the tiles behind a tree.
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  每张地图上仅有部分区域可作为有效的物品生成位置。在大多数地图上,觅食物品仅生成在绿地(草地状)的区域内,实际上仅仅生成在某些特定的绿地区域内。而[[沙滩]]和[[沙漠]] 则为已知的 例外 情况 在这些地图上,觅食物品可以在大部分黄地(沙地状)的区域内生成。这些物品不会生成于已被占据的区域(树木、箱子、杂草、树枝、石头等),也不会生成于房屋、灌木、不可移动树木或其他永久的物体后面的隐藏区域。这些物品可以在可移动的树木后面(即被砍倒的树木;当玩家走到它们的背后时,它们也会变得半透明)生成,但该树后的一半区域的生成概率要比其它的区域低 90%
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Therefore, the fraction of valid tiles differs for every map, which directly affects the chance of items spawning on each map. It is also affected by the player's actions.  Removing debris (weeds, etc.) and chopping down trees can increase the number of valid tiles, whereas placing equipment (chests, etc.) may decrease the number.  Planting trees can also have an effect: even though (on most maps) trees can be planted only in tiles where forage items can't spawn, they reduce the spawn chance in some tiles behind the tree (and also make it hard to find items that do spawn). However, these effects are generally small, unless a large fraction of the map tiles is occupied.  All spawn rates are calculated assuming the default trees are in place and fully grown, but that all other tiles are cleared.
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  因此,每张地图的有效区域取决于其独特的构造特征,这直接影响着觅食物品在该地图上生成的概率。此外,玩家的行为也会对其产生影响。例如清理杂草、砍倒树木可以增加可用区域的数量,而放置设备(宝箱等)可能会减少该数量。种植树木也会产生影响:尽管(在大多数地图上)只能在觅食物品无法生成的区域种植树木,但该区域内生成物品的概率就会降低(并增加了寻找已经生成的物品的难度)。但是,这些影响通常比较小,除非地图区域的一大部分已被占据。所有的生成几率都是基于默认树木已经成熟并种子在原位而计算的,但所有其它的地块都已被清除。
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All uncollected forageable items are removed from the map overnight before Sunday morning and before the first day of a season.<ref name="removal">End-of-week removal of forageables is part of <samp>GameLocation::dayUpdate</samp>.  End-of-season removal is part of <samp>gameLocation::seasonUpdate</samp>.  All items with the <samp>IsSpawnedObject</samp> flag are removed, and <samp>numberOfSpawnedObjectsOnMap</samp> is set to zero.</ref> This cleanup applies both to standard forageable items and nearly all specialized items  [[山洞| 农场山洞]]  中的水果是 唯一 已知的例外)。 Even non-season-specific items are removed at the start of a new season. In order to help repopulate the map, the chances of new items spawning are slightly higher on these days.<ref name="extra_spawn">Extra calls are made to <samp>GameLocation::spawnObjects</samp> after clearing existing items (one extra call on the first of a season; two extra on Sunday morning). However, these extra calls frequently generate no extra items, because the same random-number seed (based on game ID and days played) is used every time. So the second and third calls retest the same list of locations and items as the first call.</ref>
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所有未采集的觅食物品将在周日之前的夜晚从地图上清除,在新季节的第一天之前也是如此。<ref name="removal"> 周末清除可寻找的物品是<samp>GameLocation::dayUpdate</samp> 的一部分。换季清理也是<samp>gameLocation::seasonUpdate</samp> 的一部分。所有带有<samp>IsSpawnedObject</samp> 标记的物品都将被清除,并且<samp>numberOfSpawnedObjectsOnMap</samp> 将被设置为零。</ref> 这个清除规则同时也适用于所有觅食物品和几乎所有的专业物品 农场山洞中的水果是已知的例外 情况 )。 即使是非季节性的物品,在新的季节开始时也会被清除。为了帮助重新填充地图,这些天物品生成的概率略微更高。<ref name="extra_spawn"> 在清除现有物品后,<samp>GameLocation::spawnObjects</samp> 将会被额外调用(一个额外的调用在新季节的第一天,两个额外调用在周日早上)。但是,这些额外调用经常不会产生额外的物品,因为每次使用相同的随机数种子(基于游戏ID和已过天数)进行测试。因此,第二和第三次调用重新测试与第一次调用相同的位置和物品列表。
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Forageable items will be destroyed if they are in the path of a [[村民]].
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如果觅食物品位于[[村民]] 的通行路线上,它们将被摧毁。
    
==觅食物品==
 
==觅食物品==
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