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<ref name="forage_chance">For each forage item, the provided percentage is the average percentage of all standard forage items that will be the specified item for that season. The input data is <samp>[[Modding:Location_data|Locations.xnb]]</samp>, which is processed by code in <samp>GameLocation::spawnObjects</samp>.</ref>
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<ref name="forage_chance"> 对于每个草料物品,提供的百分比是所有标准草料物品的平均百分比,这些物品将成为该季节的指定物品。The input data is <samp>[[Modding:Location_data|Locations.xnb]]</samp>, which is processed by code in <samp>GameLocation::spawnObjects</samp>.</ref>
 
<ref name="destroy">See game code in <samp>Beach::DayUpdate</samp>. Note that all extra items are created using <samp>GameLocation::dropObject</samp>, which gives them the <samp>isSpawnedObject</samp> flag, causing them to automatically be destroyed at the end of a week/season.</ref>
 
<ref name="destroy">See game code in <samp>Beach::DayUpdate</samp>. Note that all extra items are created using <samp>GameLocation::dropObject</samp>, which gives them the <samp>isSpawnedObject</samp> flag, causing them to automatically be destroyed at the end of a week/season.</ref>
 
<ref name="foraging_xp">Experience is rewarded by <samp>GameLocation::checkAction</samp>, based in part on whether an item <samp>Object.isForage</samp>.  Although shells and fish would not normally qualify as forage items, <samp>Object.isForage</samp> explicitly allows all items found on the beach to be considered forage.</ref>
 
<ref name="foraging_xp">Experience is rewarded by <samp>GameLocation::checkAction</samp>, based in part on whether an item <samp>Object.isForage</samp>.  Although shells and fish would not normally qualify as forage items, <samp>Object.isForage</samp> explicitly allows all items found on the beach to be considered forage.</ref>
 
<ref name="standard_forage">Of the 5200 total tiles at the beach, 647 (12%) are valid spawn locations for standard forage items.  133 of these locations are east of the broken bridge. For more information on forage item spawning, see [[Foraging#Spawning|Foraging]].</ref>
 
<ref name="standard_forage">Of the 5200 total tiles at the beach, 647 (12%) are valid spawn locations for standard forage items.  133 of these locations are east of the broken bridge. For more information on forage item spawning, see [[Foraging#Spawning|Foraging]].</ref>
 
<ref name="tidepool">The game code spawning tide pool items is in <samp>Beach::DayUpdate</samp>. Coral and Sea Urchins are created within a loop that starts with a base 100% chance, then repeats indefinitely, multiplying the chance by 0.5 each time, until one of the tests fail.  The actual spawn rate is reduced slightly by valid locations: the code randomly selects any of 300 tiles, but only 212 of the tiles are valid spawning tiles.  Seaweed is created within a second loop, where the chance of the first seaweed is 0.025 (0.25*0.1), but multiple loops are also possible.  Location selection does not alter the spawning chance, because all 17 possible seaweed tiles are valid spawning tiles.</ref>
 
<ref name="tidepool">The game code spawning tide pool items is in <samp>Beach::DayUpdate</samp>. Coral and Sea Urchins are created within a loop that starts with a base 100% chance, then repeats indefinitely, multiplying the chance by 0.5 each time, until one of the tests fail.  The actual spawn rate is reduced slightly by valid locations: the code randomly selects any of 300 tiles, but only 212 of the tiles are valid spawning tiles.  Seaweed is created within a second loop, where the chance of the first seaweed is 0.025 (0.25*0.1), but multiple loops are also possible.  Location selection does not alter the spawning chance, because all 17 possible seaweed tiles are valid spawning tiles.</ref>
<ref name="summer_bonus_std">During summer 12-14, <samp>GameLocation::spawnObjects</samp> is called six times instead of one: <samp>Beach::DayUpdate</samp> calls it five times on top of the standard call made by <samp>GameLocation::DayUpdate</samp>. However, the extra calls to <samp>spawnObjects</samp> are largely ineffective, because the same locations are tested every time -- the random-number seed (based on game ID and days played) is always the same.</ref>
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<ref name="summer_bonus_std"> 在夏季 12-14 期间, <samp>GameLocation::spawnObjects</samp> 被调用六次而不是一次: <samp>Beach::DayUpdate</samp> <samp>GameLocation::DayUpdate</samp> 的标准调用之上调用它五次。但是,对 <samp>spawnObjects</samp> 的额外调用在很大程度上是无效的,因为每次都测试相同的位置——随机数种子(基于游戏 ID 和玩过的天数)总是相同的。</ref >
<ref name="summer_bonus_tide">During summer 12-14, the extra Coral and Sea Urchins have 1239 valid spawning tiles out of the 2600 that could be randomly selected.</ref>
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<ref name="summer_bonus_tide"> 在夏季 12-14 期间,额外的珊瑚和海胆在 2600 个可以随机选择的有效生成图块中拥有 1239 个有效生成图块。</ref>
 
<ref name="green_ocean"><samp>Beach::resetSharedState</samp> changes the water color, adding a green overlay, only on Summer 12-14.</ref>
 
<ref name="green_ocean"><samp>Beach::resetSharedState</samp> changes the water color, adding a green overlay, only on Summer 12-14.</ref>
 
<ref name="artifact_spots">Of the 5200 total tiles at the beach, 777 are valid spawn locations for artifact spots year-round. See [[Artifact Spot]] for more information.</ref>
 
<ref name="artifact_spots">Of the 5200 total tiles at the beach, 777 are valid spawn locations for artifact spots year-round. See [[Artifact Spot]] for more information.</ref>
 
<ref name="artifact_extra">The chance of finding extra items in Artifact Spots in season-dependent: the chance is 50% smaller in winter. See [[Artifact Spot]] for more information.</ref>
 
<ref name="artifact_extra">The chance of finding extra items in Artifact Spots in season-dependent: the chance is 50% smaller in winter. See [[Artifact Spot]] for more information.</ref>
<ref name="bubbles">The raw chance of bubbles forming at the beach is the same as on all other maps, see <samp>GameLocation::performTenMinuteUpdate</samp>, specifically regarding <samp>fishSplashPoint</samp>.  However, the code randomly selects any tile on the map and only creates bubbles if that tile happens to be a "fishable" tile. With 2307 of 5200 (44%) fishable tiles, the Beach has a much higher fraction than other maps.</ref>
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<ref name="bubbles"> 在海滩上形成气泡的原始几率与所有其他地图上的相同,请参见 <samp>GameLocation::performTenMinuteUpdate</samp> ,特别是关于 <samp>fishSplashPoint</samp>.  但是,代码会随机选择地图上的任何图块,并且仅当该图块恰好是“可钓鱼”图块时才会创建气泡。 海滩有 5200 (44%) 可钓鱼图块中的 2307 个,比其他地图的比例要高得多。</ref>
 
<ref name="panning">The code in <samp>GameLocation::performTenMinuteUpdate</samp> that spawns <samp>orePanPoints</samp> is skipped on the Beach, but the test does not recognize the <samp>BeachNightMarket</samp> map.</ref>
 
<ref name="panning">The code in <samp>GameLocation::performTenMinuteUpdate</samp> that spawns <samp>orePanPoints</samp> is skipped on the Beach, but the test does not recognize the <samp>BeachNightMarket</samp> map.</ref>
 
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