第109行: |
第109行: |
| <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">沙滩上的5200个地块中,647(12%)个地块是可产生标准的觅食物品的。其中的133个地块属于破损的桥的东边区域。详情见[[觅食#生成限制]]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">沙滩上的5200个地块中,647(12%)个地块是可产生标准的觅食物品的。其中的133个地块属于破损的桥的东边区域。详情见[[觅食]]</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">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> 在 <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_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> 在 <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 > |