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https://github.com/dcs-retribution/dcs-retribution.git
synced 2025-11-10 15:41:24 +00:00
new weather, strike objectives placement fixes & tarawa for av8b
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@@ -21,6 +21,10 @@ 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": 5,
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"dusk": 30,
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@@ -29,11 +33,10 @@ RANDOM_TIME = {
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}
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RANDOM_WEATHER = {
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1: 0, # heavy rain
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2: 5, # rain
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3: 15, # dynamic
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4: 40, # clear
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5: 100, # random
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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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@@ -68,6 +71,29 @@ class EnviromentGenerator:
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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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@@ -77,24 +103,25 @@ class EnviromentGenerator:
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logging.info("generated weather {}".format(weather_type))
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if weather_type == 1:
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self.mission.weather.heavy_rain()
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elif weather_type == 2:
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self.mission.weather.heavy_rain()
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self.mission.weather.enable_fog = False
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elif weather_type == 3:
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self.mission.weather.random(self.mission.start_time, self.conflict.theater.terrain)
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elif weather_type == 4:
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pass
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elif weather_type == 5:
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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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# thunderstorm
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self._generate_base_weather()
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self._generate_wind(random.randint(8, 12))
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wind_direction = random.randint(0, 360)
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wind_speed = random.randint(0, 4)
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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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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(4, 8))
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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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