I'm making a roguelike game similar to dwarf fortress. So far, I have an average temperature map and average yearly precipitation map generated with simplex noise. Now, I'm trying to implement a weather system that seems realistic, as in it rains more often in biomes with higher precipitation rates, but still seems coherent.
Some of my thoughts on designing this system would be to have a weather object for each individual biome, and every time it rains (and the startup) it picks the next time it will rain based on the biomes precipitation rate.
One problem with this approach is that it would always rain within the exact edges of a biome, and I don't think it would look very realistic.
Another option could be to have cloud objects move around the map, and have them pick up water while in biomes with high precipitation rates, and when reaching the max, they rain.
This seems like a good approach to me that could be very realistic, I would just have no idea how to program the movement for the clouds.
Any thoughts on a better approach or how to implement either of these to make them work?