Difference between revisions of "Wind"

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(Wind generation: Wind consecutivity)
(Wind generation: Added statement for update 3.8.)
 
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This article currently only has information for Worms Armageddon. It is likely that this information also applies to Worms World Party, but this has not been confirmed.
 
This article currently only has information for Worms Armageddon. It is likely that this information also applies to Worms World Party, but this has not been confirmed.
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 +
===Weapons and objects affected by the wind===
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* [[Bazooka]]
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* The poisonous gas from
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** [[Suicide Bomber]]
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** [[Skunk]]
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* The flames from
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** [[Flamethrower]]
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** [[Petrol Bomb]]
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** [[Napalm]]
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** [[Oil Drum]]
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** all types of crates
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* [[MB Bomb]]
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* [[Mail Strike]]
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* [[Parachute]]
  
 
== Worms Armageddon ==
 
== Worms Armageddon ==
  
Precise information about the wind and the code behind it is not publically available, but tests reveal a few interesting things about how the wind is generated at the start of each turn, and how it is displayed in the wind indicator.
+
Precise information about the wind and the code behind it is not publicly available, but tests reveal a few interesting things about how the wind is generated at the start of each turn, and how it is displayed in the wind indicator.
  
 
=== The wind indicator ===
 
=== The wind indicator ===
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The length of the red or blue wind bar in the wind indicator represents the strength of the wind. The longer the bar, the stronger the wind. Although it may appear as though the wind indicator can display a continuous spectrum of lengths, there are in fact only 21 distinct values that it will take (10 for each direction and 1 for no wind at all).
 
The length of the red or blue wind bar in the wind indicator represents the strength of the wind. The longer the bar, the stronger the wind. Although it may appear as though the wind indicator can display a continuous spectrum of lengths, there are in fact only 21 distinct values that it will take (10 for each direction and 1 for no wind at all).
  
In pixels, the complete range of possible lengths for the blue and red wind bars and their corresponding wind strengths are as follows (this table is in the process of being completed)
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In pixels, the complete range of possible lengths for the blue and red wind bars and their corresponding wind strengths are as follows:
  
 
{| class="toccolours"
 
{| class="toccolours"
| colspan="2" style="width: 100px; font-size: 120%" | '''Blue wind bar'''
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|
| colspan="2" style="width: 100px; font-size: 120%" | '''Red wind bar'''
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{| style="width: 20em;"
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|+ style="font-size: 120%; font-weight: bold;" | Blue (left) wind bar
 
|-
 
|-
| style="width: 100px" | '''Wind bar length'''
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! Wind bar length
| style="width: 120px" | '''Wind strength *'''
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! Wind strength *
| style="width: 100px" | '''Wind bar length'''
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| style="width: 90px" | '''Wind strength *'''
+
 
|-
 
|-
| 7 pixels
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| 7 pixels || 11.9%
| 12%
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| 6 pixels
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| 12%
+
 
|-
 
|-
| 14
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| 14 || 23.8%
| 23%
+
| 14
+
| 23%
+
 
|-
 
|-
| 22
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| 22 || 35.7%
| 35%
+
| 21
+
| 36%
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|-
 
|-
| 29
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| 29 || 47.6%
| 47%
+
| 29
+
| 47%
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|-
 
|-
| 37
+
| 37 || 59.5%
| 59%
+
| 36
+
| 59%
+
 
|-
 
|-
| 45
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| 45 || 71.4%
| 70%
+
| 44
+
| 71%
+
 
|-
 
|-
| 52
+
| 52 || 83.3%
| 82%
+
| 52
+
| 82%
+
 
|-
 
|-
| 60
+
| 60 || 95.2%
| 94%
+
| 59
+
| 94%
+
 
|-
 
|-
| 67
+
| 67 || 107.1%
| 105%
+
| 67
+
| 106%
+
 
|-
 
|-
| 75
+
| 75 || 119.0%
| 117%
+
|}
| 74
+
|
| 118%
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{| style="width: 20em;"
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|+ style="font-size: 120%; font-weight: bold;" | Red (right) wind bar
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! Wind bar length
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! Wind strength *
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|-
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| 6 pixels || 11.9%
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|-
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| 14 || 23.8%
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|-
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| 21 || 35.7%
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|-
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| 29 || 47.6%
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|-
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| 36 || 59.5%
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|-
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| 44 || 71.4%
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|-
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| 52 || 83.3%
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|-
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| 59 || 95.2%
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|-
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| 67 || 107.1%
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|-
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| 74 || 119.0%
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|}
 
|-
 
|-
| colspan="4" style="width: 100px; font-size: 90%" | * ''The force applied to a bazooka shell as a percentage of the force of gravity. All figures are approximate, determined by experiment.''
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| colspan="2" style="width: 100px; font-size: 90%" | * ''The force applied to a bazooka shell as a percentage of the force of gravity. Figures are exact, rounded to the nearest 0.1%.''
 
|}
 
|}
  
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Tests reveal two things about how the wind is generated:
 
Tests reveal two things about how the wind is generated:
  
* The wind can, in fact, be the same for two consecutive turns. Although it occurs rarely, it was proven when a test was conducted, which checked a bit more than 1000 turns' winds - during this, the wind's consecutivity occured once. Besides this, there is only one reliable occurance of this ever happening, so far.
+
* The wind will almost never be the same for two consecutive turns. If the wind were completely random, then for 50 consecutive turns, there would be a 91% chance that the wind would be the same for two consecutive turns on at least one occasion. Since this did not happen in the test illustrated below, it can be said with at least 91% certainty that the game's code prevents it from happening. However, the wind can, in fact, be the same for two consecutive turns. Although it occurs rarely, it was proven when a test was conducted, which checked a bit more than 1000 turns' winds during this, the wind's consecutivity occurred once. Besides this, there is only one reliable occurrence of this ever happening, so far.
  
* The direction and strength of the wind generated for a given turn is influenced by the position of the active worm at the start of that turn (this has been confirmed by Deadcode and CyberShadow but details remain secret). A worm standing at the far right edge of the map is far more likely to experience a leftward wind, and vice versa.
+
* The direction and strength of the wind generated for a given turn is influenced by the position of the active worm at the start of that turn (this has been both confirmed by Deadcode and CyberShadow but details remain secret, and settings added to adjust this bias in update 3.8). A worm standing at the far right edge of the map is far more likely to experience a leftward wind, and vice versa.
  
  

Latest revision as of 04:00, 15 April 2023

(Up to Game logic)

This article currently only has information for Worms Armageddon. It is likely that this information also applies to Worms World Party, but this has not been confirmed.

Weapons and objects affected by the wind

Worms Armageddon

Precise information about the wind and the code behind it is not publicly available, but tests reveal a few interesting things about how the wind is generated at the start of each turn, and how it is displayed in the wind indicator.

The wind indicator

The length of the red or blue wind bar in the wind indicator represents the strength of the wind. The longer the bar, the stronger the wind. Although it may appear as though the wind indicator can display a continuous spectrum of lengths, there are in fact only 21 distinct values that it will take (10 for each direction and 1 for no wind at all).

In pixels, the complete range of possible lengths for the blue and red wind bars and their corresponding wind strengths are as follows:

Blue (left) wind bar
Wind bar length Wind strength *
7 pixels 11.9%
14 23.8%
22 35.7%
29 47.6%
37 59.5%
45 71.4%
52 83.3%
60 95.2%
67 107.1%
75 119.0%
Red (right) wind bar
Wind bar length Wind strength *
6 pixels 11.9%
14 23.8%
21 35.7%
29 47.6%
36 59.5%
44 71.4%
52 83.3%
59 95.2%
67 107.1%
74 119.0%
* The force applied to a bazooka shell as a percentage of the force of gravity. Figures are exact, rounded to the nearest 0.1%.

Wind generation

Tests reveal two things about how the wind is generated:

  • The wind will almost never be the same for two consecutive turns. If the wind were completely random, then for 50 consecutive turns, there would be a 91% chance that the wind would be the same for two consecutive turns on at least one occasion. Since this did not happen in the test illustrated below, it can be said with at least 91% certainty that the game's code prevents it from happening. However, the wind can, in fact, be the same for two consecutive turns. Although it occurs rarely, it was proven when a test was conducted, which checked a bit more than 1000 turns' winds — during this, the wind's consecutivity occurred once. Besides this, there is only one reliable occurrence of this ever happening, so far.
  • The direction and strength of the wind generated for a given turn is influenced by the position of the active worm at the start of that turn (this has been both confirmed by Deadcode and CyberShadow but details remain secret, and settings added to adjust this bias in update 3.8). A worm standing at the far right edge of the map is far more likely to experience a leftward wind, and vice versa.


Wind2.PNG Tests for wind bias

In these tests, the wind direction and strength was recorded for 50 consecutive turns for a lone worm standing in a fixed position on a 1920-pixel wide map. On the left, the results are shown for a worm standing in the middle of the map. On the right, results are shown for a worm standing on the rightmost pixel.


The middle

For a worm in the middle of the map, the winds are fairly balanced:

  • Rightward wind occurs 20 times
  • Leftward wind occurs 26 times
  • Windless turns occur 4 times


The edge

But for a worm on the rightmost pixel, the winds are heavily biased in the leftward direction:

  • Rightward wind occurs 10 times
  • Leftward wind occurs 38 times
  • Windless turns occur 2 times

Not only is leftward wind more frequent, but also stronger. In fact, it hits maximum strength 20 times (over half all instances of leftward wind). Rightward wind is generally weaker, and in this test never once reached maximum strength, or even half-maximum.


Note also that, despite occurring 20 times, the maximum leftward wind strength never occurs consecutively - adding further weight to the idea that wind will never be the same for two consecutive turns.

Wind1.PNG
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