Program: 171317
Project: 171317
Buggy source:
private void handleAtmosphericConditions(int timeTaken){
  weatherTimeRemaining-=timeTaken;
  if (weatherTimeRemaining < 0) {
switch (currentWeather) {
case CLEAR:
      if (minutesPassed >= nextStormTime) {
        currentWeather=Weather.MAGIC_STORM_GATHERING;
        weatherTimeRemaining=4 * 60 + Util.random.nextInt(2 * 60);
      }
 else {
        currentWeather=Weather.CLOUD;
        weatherTimeRemaining=2 * 60 + Util.random.nextInt(2 * 60);
      }
    break;
case CLOUD:
  if (minutesPassed >= nextStormTime) {
    currentWeather=Weather.MAGIC_STORM_GATHERING;
    weatherTimeRemaining=4 * 60 + Util.random.nextInt(2 * 60);
  }
 else {
    if (Math.random() > 0.4) {
      currentWeather=Weather.RAIN;
      weatherTimeRemaining=1 * 60 + Util.random.nextInt(5 * 60);
    }
 else {
      currentWeather=Weather.CLEAR;
      weatherTimeRemaining=4 * 60 + Util.random.nextInt(4 * 60);
    }
  }
break;
case MAGIC_STORM:
nextStormTime=minutesPassed + (60 * 48) + (60 * Util.random.nextInt(24));
currentWeather=Weather.CLEAR;
weatherTimeRemaining=4 * 60 + Util.random.nextInt(4 * 60);
break;
case MAGIC_STORM_GATHERING:
currentWeather=Weather.MAGIC_STORM;
Main.game.getDialogueFlags().values.add(DialogueFlagValue.stormTextUpdateRequired);
weatherTimeRemaining=8 * 60 + Util.random.nextInt(4 * 60);
break;
case RAIN:
if (minutesPassed >= nextStormTime) {
currentWeather=Weather.MAGIC_STORM_GATHERING;
weatherTimeRemaining=4 * 60 + Util.random.nextInt(2 * 60);
}
 else {
currentWeather=Weather.CLOUD;
weatherTimeRemaining=2 * 60 + Util.random.nextInt(2 * 60);
}
break;
default :
break;
}
}
}

Fixed version (ground truth):
private void handleAtmosphericConditions(int timeTaken){
  weatherTimeRemaining-=timeTaken;
  if (weatherTimeRemaining < 0) {
switch (currentWeather) {
case CLEAR:
      if (minutesPassed >= nextStormTime) {
        currentWeather=Weather.MAGIC_STORM_GATHERING;
        weatherTimeRemaining=4 * 60 + Util.random.nextInt(2 * 60);
      }
 else {
        currentWeather=Weather.CLOUD;
        weatherTimeRemaining=2 * 60 + Util.random.nextInt(2 * 60);
      }
    break;
case CLOUD:
  if (minutesPassed >= nextStormTime) {
    currentWeather=Weather.MAGIC_STORM_GATHERING;
    weatherTimeRemaining=4 * 60 + Util.random.nextInt(2 * 60);
  }
 else {
    if (Math.random() > 0.4) {
      if (getSeason() == Season.WINTER) {
        currentWeather=Weather.SNOW;
      }
 else {
        currentWeather=Weather.RAIN;
      }
      weatherTimeRemaining=1 * 60 + Util.random.nextInt(5 * 60);
    }
 else {
      currentWeather=Weather.CLEAR;
      weatherTimeRemaining=4 * 60 + Util.random.nextInt(4 * 60);
    }
  }
break;
case MAGIC_STORM:
nextStormTime=minutesPassed + (60 * 48) + (60 * Util.random.nextInt(24));
currentWeather=Weather.CLEAR;
weatherTimeRemaining=4 * 60 + Util.random.nextInt(4 * 60);
break;
case MAGIC_STORM_GATHERING:
currentWeather=Weather.MAGIC_STORM;
Main.game.getDialogueFlags().values.add(DialogueFlagValue.stormTextUpdateRequired);
weatherTimeRemaining=8 * 60 + Util.random.nextInt(4 * 60);
break;
case RAIN:
case SNOW:
if (minutesPassed >= nextStormTime) {
currentWeather=Weather.MAGIC_STORM_GATHERING;
weatherTimeRemaining=4 * 60 + Util.random.nextInt(2 * 60);
}
 else {
currentWeather=Weather.CLOUD;
weatherTimeRemaining=2 * 60 + Util.random.nextInt(2 * 60);
}
break;
default :
break;
}
}
}