Wind
From Worms Knowledge Base
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.
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.
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 lengths that it will actually display (10 for each direction and 1 for no wind at all). It is possible that the actual wind as applied to the game environment is continuous - or at least has more possible values - and that the wind indicator just displays an approximation, but this is purely speculation. A simple test can be conducted to find out.
In pixels, the complete range of possible lengths for the blue and red wind bars as as follows:
- Blue: 7, 14, 22, 29, 37, 45, 52, 60, 67, 75
- Red: 6, 14, 21, 29, 44, 52, 67, 74 (two values are likely missing, more tests needed)
Wind generation
Tests reveal two things about how the wind is generated:
- The wind will never be the same for two consecutive turns (this is unfalsifiable, but statistically probable). This is the only piece of evidence to suggest that the wind for any given turn is in any way influenced by the wind generated for the previous turn.
- 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.