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https://github.com/dcs-retribution/dcs-retribution.git
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363 lines
11 KiB
Python
363 lines
11 KiB
Python
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, field
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from typing import Optional, TYPE_CHECKING
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from dcs.cloud_presets import Clouds as PydcsClouds
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from dcs.weather import CloudPreset, Weather as PydcsWeather, Wind
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from game.theater.daytimemap import DaytimeMap
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from game.theater.seasonalconditions import determine_season
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from game.timeofday import TimeOfDay
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from game.utils import Distance, Heading, Pressure, inches_hg, interpolate, meters
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if TYPE_CHECKING:
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from game.settings import Settings
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from game.theater import ConflictTheater
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from game.theater.seasonalconditions import SeasonalConditions
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@dataclass(frozen=True)
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class AtmosphericConditions:
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#: Pressure at sea level.
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qnh: Pressure
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#: Temperature at sea level in Celcius.
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temperature_celsius: float
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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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preset: Optional[CloudPreset] = field(default=None)
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@classmethod
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def random_preset(cls, rain: bool) -> Clouds:
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clouds = (p.value for p in PydcsClouds)
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if rain:
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presets = [p for p in clouds if "Rain" in p.name]
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else:
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presets = [p for p in clouds if "Rain" not in p.name]
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preset = random.choice(presets)
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return Clouds(
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base=random.randint(preset.min_base, preset.max_base),
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density=0,
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thickness=0,
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precipitation=PydcsWeather.Preceptions.None_,
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preset=preset,
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)
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@dataclass(frozen=True)
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class Fog:
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visibility: Distance
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thickness: int
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class Weather:
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def __init__(
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self,
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seasonal_conditions: SeasonalConditions,
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day: datetime.date,
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time_of_day: TimeOfDay,
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) -> None:
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# Future improvement: Use theater, day and time of day
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# to get a more realistic conditions
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self.atmospheric = self.generate_atmospheric(
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seasonal_conditions, day, time_of_day
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)
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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_atmospheric(
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self,
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seasonal_conditions: SeasonalConditions,
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day: datetime.date,
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time_of_day: TimeOfDay,
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) -> AtmosphericConditions:
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pressure = self.interpolate_summer_winter(
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seasonal_conditions.summer_avg_pressure,
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seasonal_conditions.winter_avg_pressure,
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day,
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)
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temperature = self.interpolate_summer_winter(
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seasonal_conditions.summer_avg_temperature,
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seasonal_conditions.winter_avg_temperature,
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day,
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)
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if time_of_day == TimeOfDay.Day:
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temperature += seasonal_conditions.temperature_day_night_difference / 2
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if time_of_day == TimeOfDay.Night:
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temperature -= seasonal_conditions.temperature_day_night_difference / 2
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pressure += self.pressure_adjustment
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temperature += self.temperature_adjustment
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logging.debug(
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"Weather: Before random: temp {} press {}".format(temperature, pressure)
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)
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conditions = AtmosphericConditions(
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qnh=self.random_pressure(pressure),
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temperature_celsius=self.random_temperature(temperature),
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)
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logging.debug(
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"Weather: After random: temp {} press {}".format(
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conditions.temperature_celsius, conditions.qnh.pressure_in_inches_hg
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)
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)
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return conditions
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@property
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def pressure_adjustment(self) -> float:
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raise NotImplementedError
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@property
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def temperature_adjustment(self) -> float:
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raise NotImplementedError
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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=meters(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: int) -> WindConditions:
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wind_direction = Heading.random()
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wind_direction_2000m = wind_direction + Heading.random(-90, 90)
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wind_direction_8000m = wind_direction + Heading.random(-90, 90)
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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.degrees, max(1, base_wind * at_0m_factor)),
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at_2000m=Wind(wind_direction_2000m.degrees, base_wind * at_2000m_factor),
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at_8000m=Wind(wind_direction_8000m.degrees, 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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@staticmethod
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def random_pressure(average_pressure: float) -> Pressure:
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# "Safe" constants based roughly on ME and viper altimeter.
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# Units are inches of mercury.
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SAFE_MIN = 28.4
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SAFE_MAX = 30.9
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# Use normalvariate to get normal distribution, more realistic than uniform
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pressure = random.normalvariate(average_pressure, 0.1)
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return inches_hg(max(SAFE_MIN, min(SAFE_MAX, pressure)))
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@staticmethod
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def random_temperature(average_temperature: float) -> float:
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# "Safe" constants based roughly on ME.
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# Temperatures are in Celcius.
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SAFE_MIN = -12
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SAFE_MAX = 49
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# Use normalvariate to get normal distribution, more realistic than uniform
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temperature = random.normalvariate(average_temperature, 2)
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temperature = round(temperature)
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return max(SAFE_MIN, min(SAFE_MAX, temperature))
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@staticmethod
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def interpolate_summer_winter(
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summer_value: float, winter_value: float, day: datetime.date
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) -> float:
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day_of_year = day.timetuple().tm_yday
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day_of_year_peak_summer = 183
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distance_from_peak_summer = abs(-day_of_year_peak_summer + day_of_year)
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winter_factor = distance_from_peak_summer / day_of_year_peak_summer
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return interpolate(summer_value, winter_value, winter_factor, clamp=True)
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class ClearSkies(Weather):
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@property
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def pressure_adjustment(self) -> float:
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return 0.22
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@property
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def temperature_adjustment(self) -> float:
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return 3.0
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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(1, 4)
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class Cloudy(Weather):
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@property
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def pressure_adjustment(self) -> float:
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return 0.0
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@property
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def temperature_adjustment(self) -> float:
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return 0.0
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def generate_clouds(self) -> Optional[Clouds]:
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return Clouds.random_preset(rain=False)
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def generate_fog(self) -> Optional[Fog]:
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# DCS 2.7 says to not use fog with the cloud presets.
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return None
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def generate_wind(self) -> WindConditions:
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return self.random_wind(1, 4)
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class Raining(Weather):
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@property
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def pressure_adjustment(self) -> float:
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return -0.22
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@property
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def temperature_adjustment(self) -> float:
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return -3.0
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def generate_clouds(self) -> Optional[Clouds]:
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return Clouds.random_preset(rain=True)
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def generate_fog(self) -> Optional[Fog]:
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# DCS 2.7 says to not use fog with the cloud presets.
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return None
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def generate_wind(self) -> WindConditions:
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return self.random_wind(1, 6)
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class Thunderstorm(Weather):
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@property
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def pressure_adjustment(self) -> float:
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return 0.1
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@property
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def temperature_adjustment(self) -> float:
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return -3.0
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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(1, 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(
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cls,
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theater: ConflictTheater,
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day: datetime.date,
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time_of_day: TimeOfDay,
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settings: Settings,
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forced_time: datetime.time | None = None,
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) -> Conditions:
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# The time might be forced by the campaign for the first turn.
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if forced_time is not None:
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_start_time = datetime.datetime.combine(day, forced_time)
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else:
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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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return cls(
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time_of_day=time_of_day,
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start_time=_start_time,
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weather=cls.generate_weather(theater.seasonal_conditions, day, time_of_day),
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)
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@classmethod
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def generate_start_time(
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cls,
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theater: ConflictTheater,
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day: datetime.date,
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time_of_day: TimeOfDay,
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night_disabled: bool,
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) -> datetime.datetime:
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if night_disabled:
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from game.theater import DaytimeMap
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logging.info("Skip Night mission due to user settings")
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time_range = DaytimeMap(
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dawn=(datetime.time(hour=8), datetime.time(hour=9)),
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day=(datetime.time(hour=10), datetime.time(hour=12)),
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dusk=(datetime.time(hour=12), datetime.time(hour=14)),
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night=(datetime.time(hour=14), datetime.time(hour=17)),
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).range_of(time_of_day)
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else:
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time_range = theater.daytime_map.range_of(time_of_day)
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# Starting missions on the hour is a nice gameplay property, so keep the random
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# time constrained to that. DaytimeMap enforces that we have only whole hour
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# ranges for now, so we don't need to worry about accidentally changing the time
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# of day by truncating sub-hours.
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time = datetime.time(
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hour=random.randint(time_range[0].hour, time_range[1].hour)
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)
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return datetime.datetime.combine(day, time)
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@classmethod
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def generate_weather(
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cls,
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seasonal_conditions: SeasonalConditions,
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day: datetime.date,
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time_of_day: TimeOfDay,
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) -> Weather:
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season = determine_season(day)
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logging.debug("Weather: Season {}".format(season))
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weather_chances = seasonal_conditions.weather_type_chances[season]
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chances = {
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Thunderstorm: weather_chances.thunderstorm,
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Raining: weather_chances.raining,
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Cloudy: weather_chances.cloudy,
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ClearSkies: weather_chances.clear_skies,
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}
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logging.debug("Weather: Chances {}".format(weather_chances))
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weather_type = random.choices(
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list(chances.keys()), weights=list(chances.values())
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)[0]
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logging.debug("Weather: Type {}".format(weather_type))
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return weather_type(seasonal_conditions, day, time_of_day)
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