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:
Dan Albert
2020-10-16 18:25:25 -07:00
parent 7aa17e5ad6
commit 49b6951ac3
8 changed files with 266 additions and 171 deletions

View File

@@ -1,147 +1,36 @@
import logging
import random
from datetime import timedelta
from typing import Optional
from dcs.mission import Mission
from dcs.weather import Weather, Wind
from .conflictgen import Conflict
WEATHER_CLOUD_BASE = 2000, 3000
WEATHER_CLOUD_DENSITY = 1, 8
WEATHER_CLOUD_THICKNESS = 100, 400
WEATHER_CLOUD_BASE_MIN = 1600
WEATHER_FOG_CHANCE = 20
WEATHER_FOG_VISIBILITY = 2500, 5000
WEATHER_FOG_THICKNESS = 100, 500
RANDOM_TIME = {
"night": 7,
"dusk": 40,
"dawn": 40,
"day": 100,
}
RANDOM_WEATHER = {
1: 0, # thunderstorm
2: 20, # rain
3: 80, # clouds
4: 100, # clear
}
from game.weather import Clouds, Fog, Conditions, WindConditions
class EnvironmentSettings:
weather_dict = None
start_time = None
class EnviromentGenerator:
def __init__(self, mission: Mission, conflict: Conflict, game):
class EnvironmentGenerator:
def __init__(self, mission: Mission, conditions: Conditions) -> None:
self.mission = mission
self.conflict = conflict
self.game = game
self.conditions = conditions
def _gen_time(self):
def set_clouds(self, clouds: Optional[Clouds]) -> None:
if clouds is None:
return
self.mission.weather.clouds_base = clouds.base
self.mission.weather.clouds_thickness = clouds.thickness
self.mission.weather.clouds_density = clouds.density
self.mission.weather.clouds_iprecptns = clouds.precipitation
start_time = self.game.current_day
def set_fog(self, fog: Optional[Fog]) -> None:
if fog is None:
return
self.mission.weather.fog_visibility = fog.visibility
self.mission.weather.fog_thickness = fog.thickness
daytime = self.game.current_turn_daytime
logging.info("Mission time will be {}".format(daytime))
if self.game.settings.night_disabled:
logging.info("Skip Night mission due to user settings")
if daytime == "dawn":
time_range = (8, 9)
elif daytime == "day":
time_range = (10, 12)
elif daytime == "dusk":
time_range = (12, 14)
elif daytime == "night":
time_range = (14, 17)
else:
time_range = (10, 12)
else:
time_range = self.game.theater.daytime_map[daytime]
start_time += timedelta(hours=random.randint(*time_range))
logging.info("time - {}, slot - {}, night skipped - {}".format(
str(start_time),
str(time_range),
self.game.settings.night_disabled))
self.mission.start_time = start_time
def _generate_wind(self, wind_speed, wind_direction=None):
# wind
if not wind_direction:
wind_direction = random.randint(0, 360)
self.mission.weather.wind_at_ground = Wind(wind_direction, wind_speed)
self.mission.weather.wind_at_2000 = Wind(wind_direction, wind_speed * 2)
self.mission.weather.wind_at_8000 = Wind(wind_direction, wind_speed * 3)
def _generate_base_weather(self):
# clouds
self.mission.weather.clouds_base = random.randint(*WEATHER_CLOUD_BASE)
self.mission.weather.clouds_density = random.randint(*WEATHER_CLOUD_DENSITY)
self.mission.weather.clouds_thickness = random.randint(*WEATHER_CLOUD_THICKNESS)
# wind
self._generate_wind(random.randint(0, 4))
# fog
if random.randint(0, 100) < WEATHER_FOG_CHANCE:
self.mission.weather.fog_visibility = random.randint(*WEATHER_FOG_VISIBILITY)
self.mission.weather.fog_thickness = random.randint(*WEATHER_FOG_THICKNESS)
def _gen_random_weather(self):
weather_type = None
for k, v in RANDOM_WEATHER.items():
if random.randint(0, 100) <= v:
weather_type = k
break
logging.info("generated weather {}".format(weather_type))
if weather_type == 1:
# thunderstorm
self._generate_base_weather()
self._generate_wind(random.randint(0, 8))
self.mission.weather.clouds_density = random.randint(9, 10)
self.mission.weather.clouds_iprecptns = Weather.Preceptions.Thunderstorm
elif weather_type == 2:
# rain
self._generate_base_weather()
self.mission.weather.clouds_density = random.randint(5, 8)
self.mission.weather.clouds_iprecptns = Weather.Preceptions.Rain
self._generate_wind(random.randint(0, 6))
elif weather_type == 3:
# clouds
self._generate_base_weather()
elif weather_type == 4:
# clear
pass
if self.mission.weather.clouds_density > 0:
# sometimes clouds are randomized way too low and need to be fixed
self.mission.weather.clouds_base = max(self.mission.weather.clouds_base, WEATHER_CLOUD_BASE_MIN)
if self.mission.weather.wind_at_ground.speed == 0:
# frontline smokes look silly w/o any wind
self._generate_wind(1)
def generate(self) -> EnvironmentSettings:
self._gen_time()
self._gen_random_weather()
settings = EnvironmentSettings()
settings.start_time = self.mission.start_time
settings.weather_dict = self.mission.weather.dict()
return settings
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)