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| <references> | | <references> |
− | <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 <tt>[[Modding:Location_data|Locations.xnb]]</tt>, which is processed by code in <tt>GameLocation::spawnObjects</tt>.</ref> | + | <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> |
− | <ref name="destroy">See game code in <tt>Beach::DayUpdate</tt>. Note that all extra items are created using <tt>GameLocation::dropObject</tt>, which gives them the <tt>isSpawnedObject</tt> 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 <tt>GameLocation::checkAction</tt>, based in part on whether an item <tt>Object.isForage</tt>. Although shells and fish would not normally qualify as forage items, <tt>Object.isForage</tt> 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 <tt>Beach::DayUpdate</tt>. 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, <tt>GameLocation::spawnObjects</tt> is called six times instead of one: <tt>Beach::DayUpdate</tt> calls it five times on top of the standard call made by <tt>GameLocation::DayUpdate</tt>. However, the extra calls to <tt>spawnObjects</tt> 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> | + | <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> |
| <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> | | <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> |
− | <ref name="green_ocean"><tt>Beach::resetSharedState</tt> 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 <tt>GameLocation::performTenMinuteUpdate</tt>, specifically regarding <tt>fishSplashPoint</tt>. 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> | + | <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> |
− | <ref name="panning">The code in <tt>GameLocation::performTenMinuteUpdate</tt> that spawns <tt>orePanPoints</tt> is skipped on the Beach, but the test does not recognize the <tt>BeachNightMarket</tt> 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> |
| </references> | | </references> |
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