mirror of
https://github.com/dcs-retribution/dcs-retribution.git
synced 2025-11-10 15:41:24 +00:00
Generate weather conditions at turn start.
Weather and exact time of day information is helpful during mission planning, so generate it at the start of the turn rather than at takeoff time. Another advantage aside from planning is that we can now use the wind information to set carrier headings and takeoff runways appropriately.
This commit is contained in:
parent
7aa17e5ad6
commit
49b6951ac3
@ -12,7 +12,6 @@ from game import db, persistency
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from game.debriefing import Debriefing
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from game.infos.information import Information
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from game.operation.operation import Operation
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from gen.environmentgen import EnvironmentSettings
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from gen.ground_forces.combat_stance import CombatStance
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from theater import ControlPoint
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from theater.start_generator import generate_airbase_defense_group
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@ -42,7 +41,6 @@ class Event:
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operation = None # type: Operation
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difficulty = 1 # type: int
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environment_settings = None # type: EnvironmentSettings
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BONUS_BASE = 5
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def __init__(self, game, from_cp: ControlPoint, target_cp: ControlPoint, location: Point, attacker_name: str, defender_name: str):
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24
game/game.py
24
game/game.py
@ -2,7 +2,7 @@ import logging
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import math
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import random
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import sys
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from datetime import datetime, timedelta
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from datetime import date, datetime, timedelta
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from typing import Any, Dict, List
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from dcs.action import Coalition
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@ -28,6 +28,7 @@ from .event.event import Event, UnitsDeliveryEvent
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from .event.frontlineattack import FrontlineAttackEvent
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from .infos.information import Information
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from .settings import Settings
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from .weather import Conditions, TimeOfDay
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COMMISION_UNIT_VARIETY = 4
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COMMISION_LIMITS_SCALE = 1.5
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@ -78,7 +79,7 @@ class Game:
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self.enemy_name = enemy_name
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self.enemy_country = db.FACTIONS[enemy_name]["country"]
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self.turn = 0
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self.date = datetime(start_date.year, start_date.month, start_date.day)
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self.date = date(start_date.year, start_date.month, start_date.day)
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self.game_stats = GameStats()
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self.game_stats.update(self)
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self.ground_planners: Dict[int, GroundPlanner] = {}
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@ -91,6 +92,8 @@ class Game:
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self.current_unit_id = 0
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self.current_group_id = 0
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self.conditions = self.generate_conditions()
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self.blue_ato = AirTaskingOrder()
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self.red_ato = AirTaskingOrder()
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@ -101,6 +104,9 @@ class Game:
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self.sanitize_sides()
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self.on_load()
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def generate_conditions(self) -> Conditions:
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return Conditions.generate(self.theater, self.date,
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self.current_turn_time_of_day, self.settings)
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def sanitize_sides(self):
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"""
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@ -218,6 +224,12 @@ class Game:
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def on_load(self) -> None:
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ObjectiveDistanceCache.set_theater(self.theater)
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# Save game compatibility.
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# TODO: Remove in 2.3.
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if not hasattr(self, "conditions"):
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self.conditions = self.generate_conditions()
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def pass_turn(self, no_action=False):
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logging.info("Pass turn")
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self.informations.append(Information("End of turn #" + str(self.turn), "-" * 40, 0))
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@ -252,6 +264,8 @@ class Game:
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for cp in self.theater.controlpoints:
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self.aircraft_inventory.set_from_control_point(cp)
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self.conditions = self.generate_conditions()
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# Plan flights & combat for next turn
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self.__culling_points = self.compute_conflicts_position()
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self.ground_planners = {}
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@ -340,11 +354,11 @@ class Game:
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self.informations.append(info)
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@property
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def current_turn_daytime(self):
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return ["dawn", "day", "dusk", "night"][self.turn % 4]
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def current_turn_time_of_day(self) -> TimeOfDay:
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return list(TimeOfDay)[self.turn % 4]
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@property
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def current_day(self):
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def current_day(self) -> date:
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return self.date + timedelta(days=self.turn // 4)
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def next_unit_id(self):
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@ -21,7 +21,7 @@ from gen.airsupportgen import AirSupport, AirSupportConflictGenerator
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from gen.armor import GroundConflictGenerator, JtacInfo
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from gen.beacons import load_beacons_for_terrain
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from gen.briefinggen import BriefingGenerator
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from gen.environmentgen import EnviromentGenerator
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from gen.environmentgen import EnvironmentGenerator
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from gen.forcedoptionsgen import ForcedOptionsGenerator
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from gen.groundobjectsgen import GroundObjectsGenerator
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from gen.kneeboard import KneeboardGenerator
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@ -45,7 +45,6 @@ class Operation:
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triggersgen = None # type: TriggersGenerator
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airsupportgen = None # type: AirSupportConflictGenerator
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visualgen = None # type: VisualGenerator
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envgen = None # type: EnviromentGenerator
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groundobjectgen = None # type: GroundObjectsGenerator
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briefinggen = None # type: BriefingGenerator
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forcedoptionsgen = None # type: ForcedOptionsGenerator
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@ -162,13 +161,9 @@ class Operation:
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for frequency in unique_map_frequencies:
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radio_registry.reserve(frequency)
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# Generate meteo
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envgen = EnviromentGenerator(self.current_mission, self.conflict,
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self.game)
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if self.environment_settings is None:
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self.environment_settings = envgen.generate()
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else:
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envgen.load(self.environment_settings)
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# Set mission time and weather conditions.
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EnvironmentGenerator(self.current_mission,
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self.game.conditions).generate()
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# Generate ground object first
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183
game/weather.py
Normal file
183
game/weather.py
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@ -0,0 +1,183 @@
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from __future__ import annotations
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import datetime
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import logging
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import random
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from dataclasses import dataclass
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from enum import Enum
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from typing import Optional
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from dcs.weather import Weather as PydcsWeather, Wind
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from game.settings import Settings
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from theater import ConflictTheater
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class TimeOfDay(Enum):
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Dawn = "dawn"
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Day = "day"
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Dusk = "dusk"
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Night = "night"
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@dataclass(frozen=True)
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class WindConditions:
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at_0m: Wind
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at_2000m: Wind
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at_8000m: Wind
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@dataclass(frozen=True)
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class Clouds:
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base: int
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density: int
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thickness: int
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precipitation: PydcsWeather.Preceptions
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@dataclass(frozen=True)
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class Fog:
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visibility: int
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thickness: int
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class Weather:
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def __init__(self) -> None:
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self.clouds = self.generate_clouds()
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self.fog = self.generate_fog()
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self.wind = self.generate_wind()
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def generate_clouds(self) -> Optional[Clouds]:
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raise NotImplementedError
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def generate_fog(self) -> Optional[Fog]:
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if random.randrange(5) != 0:
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return None
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return Fog(
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visibility=random.randint(2500, 5000),
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thickness=random.randint(100, 500)
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)
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def generate_wind(self) -> WindConditions:
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raise NotImplementedError
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@staticmethod
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def random_wind(minimum: int, maximum) -> WindConditions:
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wind_direction = random.randint(0, 360)
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at_0m_factor = 1
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at_2000m_factor = 2
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at_8000m_factor = 3
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base_wind = random.randint(minimum, maximum)
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return WindConditions(
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# Always some wind to make the smoke move a bit.
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at_0m=Wind(wind_direction, min(1, base_wind * at_0m_factor)),
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at_2000m=Wind(wind_direction, base_wind * at_2000m_factor),
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at_8000m=Wind(wind_direction, base_wind * at_8000m_factor)
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)
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@staticmethod
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def random_cloud_base() -> int:
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return random.randint(2000, 3000)
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@staticmethod
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def random_cloud_thickness() -> int:
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return random.randint(100, 400)
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class ClearSkies(Weather):
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def generate_clouds(self) -> Optional[Clouds]:
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return None
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def generate_fog(self) -> Optional[Fog]:
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return None
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def generate_wind(self) -> WindConditions:
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return self.random_wind(0, 0)
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class Cloudy(Weather):
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def generate_clouds(self) -> Optional[Clouds]:
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return Clouds(
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base=self.random_cloud_base(),
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density=random.randint(1, 8),
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thickness=self.random_cloud_thickness(),
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precipitation=PydcsWeather.Preceptions.None_
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)
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def generate_wind(self) -> WindConditions:
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return self.random_wind(0, 4)
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class Raining(Weather):
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def generate_clouds(self) -> Optional[Clouds]:
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return Clouds(
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base=self.random_cloud_base(),
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density=random.randint(5, 8),
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thickness=self.random_cloud_thickness(),
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precipitation=PydcsWeather.Preceptions.Rain
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)
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def generate_wind(self) -> WindConditions:
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return self.random_wind(0, 6)
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class Thunderstorm(Weather):
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def generate_clouds(self) -> Optional[Clouds]:
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return Clouds(
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base=self.random_cloud_base(),
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density=random.randint(9, 10),
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thickness=self.random_cloud_thickness(),
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precipitation=PydcsWeather.Preceptions.Thunderstorm
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)
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def generate_wind(self) -> WindConditions:
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return self.random_wind(0, 8)
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@dataclass
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class Conditions:
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time_of_day: TimeOfDay
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start_time: datetime.datetime
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weather: Weather
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@classmethod
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def generate(cls, theater: ConflictTheater, day: datetime.date,
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time_of_day: TimeOfDay, settings: Settings) -> Conditions:
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return cls(
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time_of_day=time_of_day,
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start_time=cls.generate_start_time(
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theater, day, time_of_day, settings.night_disabled
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),
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weather=cls.generate_weather()
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)
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@classmethod
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def generate_start_time(cls, theater: ConflictTheater, day: datetime.date,
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time_of_day: TimeOfDay,
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night_disabled: bool) -> datetime.datetime:
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if night_disabled:
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logging.info("Skip Night mission due to user settings")
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time_range = {
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TimeOfDay.Dawn: (8, 9),
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TimeOfDay.Day: (10, 12),
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TimeOfDay.Dusk: (12, 14),
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TimeOfDay.Night: (14, 17),
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}[time_of_day]
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else:
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time_range = theater.daytime_map[time_of_day.value]
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time = datetime.time(hour=random.randint(*time_range))
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return datetime.datetime.combine(day, time)
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@classmethod
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def generate_weather(cls) -> Weather:
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chances = {
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Thunderstorm: 1,
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Raining: 20,
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Cloudy: 60,
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ClearSkies: 20,
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}
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weather_type = random.choices(list(chances.keys()),
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weights=list(chances.values()))[0]
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return weather_type()
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@ -1,147 +1,36 @@
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import logging
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import random
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from datetime import timedelta
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from typing import Optional
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from dcs.mission import Mission
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from dcs.weather import Weather, Wind
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from .conflictgen import Conflict
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WEATHER_CLOUD_BASE = 2000, 3000
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WEATHER_CLOUD_DENSITY = 1, 8
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WEATHER_CLOUD_THICKNESS = 100, 400
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WEATHER_CLOUD_BASE_MIN = 1600
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WEATHER_FOG_CHANCE = 20
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WEATHER_FOG_VISIBILITY = 2500, 5000
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WEATHER_FOG_THICKNESS = 100, 500
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RANDOM_TIME = {
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"night": 7,
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"dusk": 40,
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"dawn": 40,
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"day": 100,
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}
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RANDOM_WEATHER = {
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1: 0, # thunderstorm
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2: 20, # rain
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3: 80, # clouds
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4: 100, # clear
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}
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from game.weather import Clouds, Fog, Conditions, WindConditions
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class EnvironmentSettings:
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weather_dict = None
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start_time = None
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class EnviromentGenerator:
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def __init__(self, mission: Mission, conflict: Conflict, game):
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class EnvironmentGenerator:
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def __init__(self, mission: Mission, conditions: Conditions) -> None:
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self.mission = mission
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self.conflict = conflict
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self.game = game
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self.conditions = conditions
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def _gen_time(self):
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def set_clouds(self, clouds: Optional[Clouds]) -> None:
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if clouds is None:
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return
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self.mission.weather.clouds_base = clouds.base
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self.mission.weather.clouds_thickness = clouds.thickness
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self.mission.weather.clouds_density = clouds.density
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self.mission.weather.clouds_iprecptns = clouds.precipitation
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start_time = self.game.current_day
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def set_fog(self, fog: Optional[Fog]) -> None:
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if fog is None:
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return
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self.mission.weather.fog_visibility = fog.visibility
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self.mission.weather.fog_thickness = fog.thickness
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daytime = self.game.current_turn_daytime
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logging.info("Mission time will be {}".format(daytime))
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if self.game.settings.night_disabled:
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logging.info("Skip Night mission due to user settings")
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if daytime == "dawn":
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time_range = (8, 9)
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elif daytime == "day":
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time_range = (10, 12)
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elif daytime == "dusk":
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time_range = (12, 14)
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elif daytime == "night":
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time_range = (14, 17)
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else:
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time_range = (10, 12)
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else:
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time_range = self.game.theater.daytime_map[daytime]
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start_time += timedelta(hours=random.randint(*time_range))
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logging.info("time - {}, slot - {}, night skipped - {}".format(
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str(start_time),
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str(time_range),
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self.game.settings.night_disabled))
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self.mission.start_time = start_time
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def _generate_wind(self, wind_speed, wind_direction=None):
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# wind
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if not wind_direction:
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wind_direction = random.randint(0, 360)
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self.mission.weather.wind_at_ground = Wind(wind_direction, wind_speed)
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self.mission.weather.wind_at_2000 = Wind(wind_direction, wind_speed * 2)
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self.mission.weather.wind_at_8000 = Wind(wind_direction, wind_speed * 3)
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def _generate_base_weather(self):
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# clouds
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self.mission.weather.clouds_base = random.randint(*WEATHER_CLOUD_BASE)
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self.mission.weather.clouds_density = random.randint(*WEATHER_CLOUD_DENSITY)
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self.mission.weather.clouds_thickness = random.randint(*WEATHER_CLOUD_THICKNESS)
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# wind
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self._generate_wind(random.randint(0, 4))
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# fog
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if random.randint(0, 100) < WEATHER_FOG_CHANCE:
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self.mission.weather.fog_visibility = random.randint(*WEATHER_FOG_VISIBILITY)
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self.mission.weather.fog_thickness = random.randint(*WEATHER_FOG_THICKNESS)
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def _gen_random_weather(self):
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weather_type = None
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for k, v in RANDOM_WEATHER.items():
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if random.randint(0, 100) <= v:
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weather_type = k
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break
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logging.info("generated weather {}".format(weather_type))
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if weather_type == 1:
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# thunderstorm
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self._generate_base_weather()
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self._generate_wind(random.randint(0, 8))
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self.mission.weather.clouds_density = random.randint(9, 10)
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self.mission.weather.clouds_iprecptns = Weather.Preceptions.Thunderstorm
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elif weather_type == 2:
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# rain
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self._generate_base_weather()
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self.mission.weather.clouds_density = random.randint(5, 8)
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self.mission.weather.clouds_iprecptns = Weather.Preceptions.Rain
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self._generate_wind(random.randint(0, 6))
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elif weather_type == 3:
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# clouds
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self._generate_base_weather()
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elif weather_type == 4:
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# clear
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pass
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if self.mission.weather.clouds_density > 0:
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# sometimes clouds are randomized way too low and need to be fixed
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self.mission.weather.clouds_base = max(self.mission.weather.clouds_base, WEATHER_CLOUD_BASE_MIN)
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if self.mission.weather.wind_at_ground.speed == 0:
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# frontline smokes look silly w/o any wind
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self._generate_wind(1)
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def generate(self) -> EnvironmentSettings:
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self._gen_time()
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self._gen_random_weather()
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settings = EnvironmentSettings()
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settings.start_time = self.mission.start_time
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settings.weather_dict = self.mission.weather.dict()
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return settings
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|
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def load(self, settings: EnvironmentSettings):
|
||||
self.mission.start_time = settings.start_time
|
||||
self.mission.weather.load_from_dict(settings.weather_dict)
|
||||
def set_wind(self, wind: WindConditions) -> None:
|
||||
self.mission.weather.wind_at_ground = wind.at_0m
|
||||
self.mission.weather.wind_at_2000 = wind.at_2000m
|
||||
self.mission.weather.wind_at_8000 = wind.at_8000m
|
||||
|
||||
def generate(self):
|
||||
self.mission.start_time = self.conditions.start_time
|
||||
self.set_clouds(self.conditions.weather.clouds)
|
||||
self.set_fog(self.conditions.weather.fog)
|
||||
self.set_wind(self.conditions.weather.wind)
|
||||
|
||||
@ -97,7 +97,7 @@ class QTopPanel(QFrame):
|
||||
if game is None:
|
||||
return
|
||||
|
||||
self.turnCounter.setCurrentTurn(game.turn, game.current_day)
|
||||
self.turnCounter.setCurrentTurn(game.turn, game.conditions)
|
||||
self.budgetBox.setGame(game)
|
||||
self.factionsInfos.setGame(game)
|
||||
|
||||
|
||||
@ -1,7 +1,8 @@
|
||||
import datetime
|
||||
|
||||
from PySide2.QtWidgets import QLabel, QHBoxLayout, QGroupBox
|
||||
from PySide2.QtWidgets import QLabel, QHBoxLayout, QGroupBox, QVBoxLayout
|
||||
|
||||
from game.weather import Conditions, TimeOfDay
|
||||
import qt_ui.uiconstants as CONST
|
||||
|
||||
|
||||
@ -13,23 +14,37 @@ class QTurnCounter(QGroupBox):
|
||||
def __init__(self):
|
||||
super(QTurnCounter, self).__init__("Turn")
|
||||
|
||||
self.icons = [CONST.ICONS["Dawn"], CONST.ICONS["Day"], CONST.ICONS["Dusk"], CONST.ICONS["Night"]]
|
||||
|
||||
self.daytime_icon = QLabel()
|
||||
self.daytime_icon.setPixmap(self.icons[0])
|
||||
self.turn_info = QLabel()
|
||||
self.icons = {
|
||||
TimeOfDay.Dawn: CONST.ICONS["Dawn"],
|
||||
TimeOfDay.Day: CONST.ICONS["Day"],
|
||||
TimeOfDay.Dusk: CONST.ICONS["Dusk"],
|
||||
TimeOfDay.Night: CONST.ICONS["Night"],
|
||||
}
|
||||
|
||||
self.layout = QHBoxLayout()
|
||||
self.layout.addWidget(self.daytime_icon)
|
||||
self.layout.addWidget(self.turn_info)
|
||||
self.setLayout(self.layout)
|
||||
|
||||
def setCurrentTurn(self, turn: int, current_day: datetime):
|
||||
self.daytime_icon = QLabel()
|
||||
self.daytime_icon.setPixmap(self.icons[TimeOfDay.Dawn])
|
||||
self.layout.addWidget(self.daytime_icon)
|
||||
|
||||
self.time_column = QVBoxLayout()
|
||||
self.layout.addLayout(self.time_column)
|
||||
|
||||
self.date_display = QLabel()
|
||||
self.time_column.addWidget(self.date_display)
|
||||
|
||||
self.time_display = QLabel()
|
||||
self.time_column.addWidget(self.time_display)
|
||||
|
||||
def setCurrentTurn(self, turn: int, conditions: Conditions) -> None:
|
||||
"""Sets the turn information display.
|
||||
|
||||
:arg turn Current turn number.
|
||||
:arg conditions Current time and weather conditions.
|
||||
"""
|
||||
Set the money amount to display
|
||||
:arg turn Current turn number
|
||||
:arg current_day Current day
|
||||
"""
|
||||
self.daytime_icon.setPixmap(self.icons[turn % 4])
|
||||
self.turn_info.setText(current_day.strftime("%d %b %Y"))
|
||||
self.daytime_icon.setPixmap(self.icons[conditions.time_of_day])
|
||||
self.date_display.setText(conditions.start_time.strftime("%d %b %Y"))
|
||||
self.time_display.setText(
|
||||
conditions.start_time.strftime("%H:%M:%S Local"))
|
||||
self.setTitle("Turn " + str(turn + 1))
|
||||
|
||||
@ -21,6 +21,7 @@ from game import Game, db
|
||||
from game.data.aaa_db import AAA_UNITS
|
||||
from game.data.radar_db import UNITS_WITH_RADAR
|
||||
from game.utils import meter_to_feet
|
||||
from game.weather import TimeOfDay
|
||||
from gen import Conflict, PackageWaypointTiming
|
||||
from gen.ato import Package
|
||||
from gen.flights.flight import Flight, FlightWaypoint, FlightWaypointType
|
||||
@ -509,9 +510,9 @@ class QLiberationMap(QGraphicsView):
|
||||
scene.addPixmap(bg)
|
||||
|
||||
# Apply graphical effects to simulate current daytime
|
||||
if self.game.current_turn_daytime == "day":
|
||||
if self.game.current_turn_time_of_day == TimeOfDay.Day:
|
||||
pass
|
||||
elif self.game.current_turn_daytime == "night":
|
||||
elif self.game.current_turn_time_of_day == TimeOfDay.Night:
|
||||
ov = QPixmap(bg.width(), bg.height())
|
||||
ov.fill(CONST.COLORS["night_overlay"])
|
||||
overlay = scene.addPixmap(ov)
|
||||
|
||||
Loading…
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Reference in New Issue
Block a user