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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.
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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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def load(self, settings: EnvironmentSettings):
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self.mission.start_time = settings.start_time
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self.mission.weather.load_from_dict(settings.weather_dict)
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def set_wind(self, wind: WindConditions) -> None:
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self.mission.weather.wind_at_ground = wind.at_0m
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self.mission.weather.wind_at_2000 = wind.at_2000m
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self.mission.weather.wind_at_8000 = wind.at_8000m
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def generate(self):
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self.mission.start_time = self.conditions.start_time
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self.set_clouds(self.conditions.weather.clouds)
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self.set_fog(self.conditions.weather.fog)
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self.set_wind(self.conditions.weather.wind)
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