WorldMgr

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WorldMgr
Subsystem
Official name Yes
Description Manages world state (time, blood moons, climates, weather, etc.)
Init function Switch 1.5.0: 00000071010F2920
Wii U 1.5.0: ???
Debug only No

World Manager (WorldMgr) 是游戏里的一个子系统。 它控制时间、血月、气候、天气、雾、风、闪电、云、山林霸主的出现等等。

这个子系统很大/复杂,它的功能被切成九个部分。

WorldMgr

小主管

小主管 (Sub-managers) 由 WorldMgr::init (0x71010F43C0) 生成,and inserted into a pointer array (@WorldMgr+0x5c0). 注意以下名称不是官方名称。

Sub-managers by ID
编号 Description
0 TimeMgr: 时间、血月、山林霸主
1 CloudPrMgr: 程序化生成的云
2 ShootingStarMgr: 流星跟异度神剑流星 (in 1.3.3+)
3 WeatherMgr: Handles "rain splash" and 气候、天气
4 TempMgr: 温度[check].
5 ?
6 SkyMgr: 天空、雾[check]. Holds the configuration for all EnvPalettes, EnvAttributes, WeatherInfluences, Remains palettes, Indoor palettes and dungeon fogs.
7 DofMgr: Handles depth of field[check]. Holds depth of field related parameters.
8 ?

气候

WorldMgr 本身(而不是小主管)负责处理气候那一类的事情。 气候显然是由玩家所在的位置决定的(在火山很热、在山上很冷), 有趣的是,它是用摄影机所在的位置而不是林克所在的位置来决定气候的。

TimeMgr

TimeMgr 管理所有跟时间有关的事情,例如血月何时出现,山林霸主何时出现。

游戏内时间(小时跟分钟)是一个 [0.0, 360.0] 范围内的浮点数。 0.0 代表子夜,180.0 代表中午。

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

这个函数每帧呼叫一次。

  • (If field 0x14A is set to 99, WM_BloodyDay is set to true. AIDef:Action/SetBloodyMoonEnv uses this to force a Blood Moon to be scheduled. This feature appears to be unused.)
  • If both Demo103_0 and Demo997_0 have not been played, time of day is reset to 78.75 (05:15).
    • Demo103_0 is the "leaving Shrine of Resurrection" cutscene, and Demo997_0 is a cutscene that doesn't exist anymore.
  • If AIDef:Action/AdvanceTime or anything else that changes time of day was called, the actual time is updated at this moment.
  • The game then performs #Midnight checks.
  • Update time of day: there are several possible update modes. In most cases, the update mode is 0.
模式 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.

子夜检查

下面这些是子夜检查的内容(就是每次时间从 360.0 变成 0.0 的时候做的事情)。

增加 WM_NumberOfDays。

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 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.

阻止血月的理由

下面任何一件事情都会阻止血月。

  • 不在MainField (main overworld) (在神庙里之类的地方)
  • IsInHyruleCastleArea is set(在城堡里之类的地方)
  • LastBossGanonBeastGenerateFlag is set(在打魔兽加侬)
  • BloodyMoonProhibition is set
  • Wind_Relic_BattleStart is set (在打瓦‧梅德)
  • Electric_Relic_Battle is set (在打瓦‧娜波力斯)
  • Water_Relic_BattleTime is set (在打瓦‧露塔)
  • SkyMgr's field_2B4 is set to 15 and field_2B8 >= 1.0

请注意:即使血月被阻止,血月计时器也不会归零,还是会继续增加。这些理由也不能阻止 WM_BloodyDay from being set。

Note: Vah Rudania is missing from the list. This is normal and blood moons still cannot happen during the Vah Rudania battle sequence because the BloodyMoonProhibition flag is set during it.

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.

Start End Division Time type (1) Time type (2)
04:00 05:00 0 MorningA Morning_A1
05:00 07:00 0 MorningA Morning_A2
07:00 10:00 1 MorningB Morning_B
10:00 13:00 2 NoonA Noon_A
13:00 17:00 3 NoonB Noon_B
17:00 19:00 4 EveningA Evening_A
19:00 21:00 5 EveningB Evening_B
21:00 00:00 6 NightA Night_A
00:00 04:00 7 NightB Night_B

Note: all intervals include the start time and exclude the end time.

月相

月相取决于你在游戏里活了几天 (WM_NumberOfDays)。精确的式子是 (numberOfDays + x + 1) % 8[1],这里的 x 在下午的时候是 1,上午的时候是 0。 百分号是模运算(除以八的余数)。 也就是说,每过一次正午月相就前进一格。 从 0 开始,满月、十六夜、下弦月、残月、新月、眉月、上弦月、十三夜。

如果有什么东西直接设定月相的话 (例如 AIDef:Action/EventSetMoonType),那月相就会是设定过的值。

这个函数 AIDef:Query/WhatMoonName 会回传月相。 双子驿站的西纳巴冈在内心没有骚动的时候会告诉你今晚的月相。 请注意:月相跟血月没有任何关系。 血月不只会在本来应该是满月的晚上出现,血月后也不会接到下弦月。

山林霸主

山林霸主会在 AnimalMaster_Appearance flag 是 true 的时候出现。 山林霸主出不出现是由一个有限状态自动机控制的。

Note that whenever a stage is unloaded, the AnimalMaster_Appearance flag is reset to false.

State 0 沉默状态

如果以下全真

  • #月相 是 5(眉月)
  • The AnimalMaster_Existence flag 是 false(山林霸主还没出现)
  • The current map area number is not 64 ("HyruleHill",就是林克处在萨托利山这个区域)

那么游戏会从 [0 .. 22] 这个区间生成一个随机的数值(这个数值代表山林霸主几点出现), 然后进到 State 1。

State 1 蓄势待发状态

如果你进到 map area 64 (萨托利山这个区域)那就回到 State 0(随机数值也作废)。

如果你不在 map area 64,那游戏会一直等等到现在的时间(小时)是上面生成的出现的小时。 (请注意这个检查是每帧都做。) 这时 AnimalMaster_Appearance 设成 true,山林霸主会出现/萨托利山会发光。 然后进到 State 2。

State 2 发光状态

一个游戏内小时后,游戏会纪录星期几,然后进到 State 3.

State 3 准备消失状态

“两天之后” or “‘过了一天’且‘现在的小时 >= 出现的小时’”,山林霸主消失。 (意思是山林霸主只会维持整整 24 游戏内小时/现时分钟。)

State 4 熄灭状态

等月相是 5 的时候再进到 State 0.

WeatherMgr

Weather types

Name
0 Bluesky
1 Cloudy
2 Rain
3 HeavyRain
4 Snow
5 HeavySnow
6 ThunderStorm
7 ThunderRain
8 BlueskyRain
  1. 0x71010E8200