WorldMgr and Draft:Content/Local: Difference between pages

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{{stub}}
{{NoRstbDir|}}<onlyinclude>
{{Subsystem infobox|name=WorldMgr|init_addr_switch150=00000071010F2920|is_name_official=1|description=Manages world state (time, blood moons, climates, weather, etc.)}}
The '''Local''' directory appears to be a development remnant. It is unused in release versions and is not present at all on Switch.
The '''World Manager''' (WorldMgr) is responsible for managing time, blood moons, climates, weather, fog, wind, lighting, procedural generation of clouds, whether the Lord of the Mountain appears, etc.
</onlyinclude>
== Content/Local ==
=== System/RegionLangMask.txt ===
Identical to the regular [[RegionLangMask.txt|Content/System/RegionLangMask.txt]] on Wii U. Unused in release versions.


Because of the massive amount of state to handle, functionality is split across the main WorldMgr and 9 sub-managers.
=== Actor/ActorInfo.product.byml ===
Analysis of the executable reveals that during development, [[ActorInfo.product.byml]] was loaded from ''Local/ActorInfo.product.byml''.


== WorldMgr ==
In release versions, the game will still load from Local if a debug heap is present in the init parameters (sead::Heap* at offset 0x8) or if a flag is set in the GameConfig structure (bool at offset 0x3d0)<ref>The check is located at 0x7100F3B694 in Switch 1.5.0</ref>.
=== Sub-managers ===
[[Category: Content (BotW)]]
Sub-managers are created in WorldMgr::init (0x71010F43C0) and inserted into a pointer array (@WorldMgr+0x5c0). All names below are unofficial.
 
{|class="wikitable"
|+ Sub-managers by ID
! ID !! Description
|-
| 0 || TimeMgr
|-
| 1 || CloudPr? Handles cloud procedural generation.
|-
| 2 || ?
|-
| 3 || Weather? Handles "rain splash" and climate weathers.
|-
| 4 || TemperatureMgr? (Reasonably sure about this one.)
|-
| 5 || ?
|-
| 6 || Sky and fog? Holds the configuration for all EnvPalettes, EnvAttributes, WeatherInfluences, Remains palettes, Indoor palettes and dungeon fogs.
|-
| 7 || DofMgr? Holds depth of field related parameters.
|-
| 8 || ?
|}
 
== TimeMgr ==
TimeMgr handles everything to do with time, including Blood Moons and the Lord of the Mountain's apparition.
 
Internally, time of day is stored as a float in the [0.0, 360.0] range.
 
=== TimeMgr::init ===
* Time is set to 78.75 (05:15).
* Time for TotS environment is set to 78.75 (05:15) as well.
* "Bloody Moon end reserve timer" is set to 0.
 
=== TimeMgr::reset ===
This is called whenever a stage is unloaded (essentially every time the loading screen is shown).
* Blood Moon checks are delayed.
* The AnimalMaster_Appearance flag is cleared, meaning the Lord of the Mountain will not appear.
 
=== TimeMgr::calc ===
This is called every frame.
 
* If both [[Demo]]103_0 and Demo997_0 have not been played, time of day is reset to 78.75 (05:15).
* If [[AIDef:Action/AdvanceTime]] or anything else that changes time of day was called, the actual time is updated at this moment.
* [[#Midnight checks]].
 
* '''Update time of day''': there are several possible update modes. In most cases, the update mode is 0.
{|class="wikitable"
! Mode !! Description
|-
| 0 || If Demo103_0 or Demo997_0 have been played, and if there is no active event (cutscene):
* Add (0.0083333 * elapsed frames) to the Time of Day timer. Effectively, this means that 1 in-game minute = 1 real-life second.
* If the timer is >= 360.0, which means that a day has passed, the game subtracts 360 from the timer and then performs midnight checks.
* If FindDungeon_Activated is false (if the player hasn't received the ''The Isolated Plateau'' quest) and if the current time is >= 165.0 (11:00), the time is forcefully set to 11:00. Effectively, this means that time will not get past 11:00 until the Great Plateau Tower is activated and the Old Man cutscene is triggered.
* The Blood Moon timer is updated too.
|-
| 1, 13, 35 || Freeze time to 04:00
|-
| 2, 14 || Freeze time to 05:00
|-
| 3, 16, 36 || Freeze time to 07:00
|-
| 4, 19, 37 || Freeze time to 10:00
|-
| 5, 26, 39 || Freeze time to 17:00
|-
| 6, 28, 40 || Freeze time to 19:00
|-
| 7, 30, 41 || Freeze time to 21:00
|-
| 8, 11 || Freeze time to 02:00
|-
| 9, 42 || Freeze time to 00:00
|-
| 10 || Freeze time to 01:00
|-
| 12 || Freeze time to 03:00
|-
| 15 || Freeze time to 06:00
|-
| 17 || Freeze time to 08:00
|-
| 18 || Freeze time to 09:00
|-
| 20 || Freeze time to 11:00
|-
| 21 || Freeze time to 12:00
|-
| 22, 38 || Freeze time to 13:00
|-
| 23 || Freeze time to 14:00
|-
| 24 || Freeze time to 15:00
|-
| 25 || Freeze time to 16:00
|-
| 27 || Freeze time to 18:00
|-
| 29 || Freeze time to 20:00
|-
| 31 || Freeze time to 22:00
|-
| 32 || Freeze time to 23:00
|-
| 34 ||
* Add (0.0083333 * elapsed frames) to the Time of Day timer.
* If the timer is >= 360.0, which means that a day has passed, the game subtracts 360 from the timer.
 
'''Note''': In this state, the blood moon timer is never updated and its value is never checked either.
|}
 
* Update the [[#Day/night time flag]], the [[#Time division, IsMorning, IsNoon, etc.]]
* If the "Bloody Moon end reserve timer" is non zero, decrement it. If the new value is zero, the WM_BloodyDay flag is cleared.
* Update [[#Lord of the Mountain]] flags.
 
=== Midnight checks ===
The following actions happen every time the timer reaches 360.0 (midnight).
 
WM_NumberOfDays is incremented.
 
'''If a Blood Moon is scheduled''' (WM_BloodyDay is true):
*If Blood Moons are prohibited (see conditions below), set the Blood Moon timer to 2880.0.
*If they are allowed to happen, call [https://eventviewer.zeldamods.org/viewer.html?data=/d/Demo011_0.json&params=1 Demo011_0] and set the Blood Moon timer to 0.0.
 
'''Scheduling new Blood Moons''':
*If the FirstTouchdown flag is set (i.e. if the player has left the Great Plateau), and if the Blood Moon timer is > 2520.0 (7 in-game days):
**WM_BloodyDay is set to true, which means that a Blood Moon is scheduled for the next night.
**The Blood Moon timer is reset to 0.0.
* Otherwise, the "Bloody end reserve timer" is set to 150. This ensures that the WM_BloodyDay flag is cleared 5 in-game minutes (= 5 seconds in real life) after a Blood Moon occurs.
 
==== Blood Moon inhibitors ====
If any of the following conditions are true, the Blood Moon cutscene will not be triggered.
 
* Not on MainField (main overworld)
* IsInHyruleCastleArea is set
* LastBossGanonBeastGenerateFlag is set (fighting Dark Beast Ganon)
* BloodyMoonProhibition is set
* Wind_Relic_BattleStart is set (Vah Medoh battle)
* Electric_Relic_Battle is set (Vah Naboris battle)
* Water_Relic_BattleTime is set (Vah Ruta battle)
* SkyMgr's field_2B4 is set to 15 and field_2B8 >= 1.0
 
=== Day/night time flag ===
From 00:00 to 06:00 (closed interval) and from 18:00 to 00:00 (closed interval), WM_DaytimeFlag is set to false and WM_NighttimeFlag is true.
 
In any other case, WM_DaytimeFlag is set to true and WM_NighttimeFlag to false.
 
=== Time division, IsMorning, IsNoon, etc. ===
{|class="wikitable"
! Start !! End !! Division !! Flag
|-
| 04:00 || 07:00 || 0 || WM_IsMorningA
|-
| 07:00 || 10:00 || 1 || WM_IsMorningB
|-
| 10:00 || 13:00 || 2 || WM_IsNoonA
|-
| 13:00 || 17:00 || 3 || WM_IsNoonB
|-
| 17:00 || 19:00 || 4 || WM_IsEveningA
|-
| 19:00 || 21:00 || 5 || WM_IsEveningB
|-
| 21:00 || 00:00 || 6 || WM_IsNightA
|-
| 00:00 || 04:00 || 7 || WM_IsNightB
|}
Note: all intervals include the start time and exclude the end time.
 
=== Moon type ===
The moon type is calculated based on the number of in-game days (WM_NumberOfDays). The exact formula is <code>(numberOfDays + x + 1) % 8</code><ref>0x71010E8200</ref>, where x is equal to 1 if the current time is > 180.0 (noon) and % is the modulo operator.
 
If a moon type was set manually (for instance using [[AIDef:Action/EventSetMoonType]]), that value will be used as the moon type.
 
The moon type is returned by [[AIDef:Query/WhatMoonName]], which some NPC event flows use to check the current moon phase. However, the moon schedule has nothing to do with the blood moon schedule.
 
=== Lord of the Mountain ===
 
[[Category:Internals]]
[[Category:Subsystems (BotW)]]

Revision as of 14:39, 4 April 2019

The files inside this are not listed in the game's resource size table.

The Local directory appears to be a development remnant. It is unused in release versions and is not present at all on Switch.

Content/Local

System/RegionLangMask.txt

Identical to the regular Content/System/RegionLangMask.txt on Wii U. Unused in release versions.

Actor/ActorInfo.product.byml

Analysis of the executable reveals that during development, ActorInfo.product.sbyml was loaded from Local/ActorInfo.product.byml.

In release versions, the game will still load from Local if a debug heap is present in the init parameters (sead::Heap* at offset 0x8) or if a flag is set in the GameConfig structure (bool at offset 0x3d0)[1].

  1. The check is located at 0x7100F3B694 in Switch 1.5.0