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Tune turbulence values. Modify the range of values used to choose a wind speed. Wind speed at high elevation IRL can range from 20 to 160 knots around the globe. You may see wind speed generated here up to 100+ knots, but generally around 40 or so. IRL wind speed appears to depend on the latitude of the sun, not in this implementation. Note increased wind speeds in the changelog. Limit wind speed to 97 knots. Made minor adjustments to wind speed calculation. Calculate turbulance. Turbulance is based off time of day, and day of year. Each theatre may adjust their turbulance parameters. Spell turbulence correctly.
488 lines
15 KiB
Python
488 lines
15 KiB
Python
from __future__ import annotations
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import datetime
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import logging
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import math
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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.seasonalconditions import determine_season
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from game.timeofday import TimeOfDay
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from game.utils import (
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Distance,
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Heading,
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Pressure,
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inches_hg,
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interpolate,
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knots,
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meters,
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)
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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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#: Turbulence per 10 cm.
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turbulence_per_10cm: 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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seasonal_turbulence = self.interpolate_seasonal_turbulence(
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seasonal_conditions.high_avg_yearly_turbulence_per_10cm,
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seasonal_conditions.low_avg_yearly_turbulence_per_10cm,
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day,
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)
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day_turbulence = seasonal_conditions.solar_noon_turbulence_per_10cm
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night_turbulence = seasonal_conditions.midnight_turbulence_per_10cm
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time_of_day_turbulence = self.interpolate_solar_activity(
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time_of_day, day_turbulence, night_turbulence
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)
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random_turbulence = random.normalvariate(mu=0, sigma=0.5)
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turbulence = abs(
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seasonal_turbulence + time_of_day_turbulence + random_turbulence
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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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turbulence += self.turbulence_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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turbulence_per_10cm=turbulence,
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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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@property
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def turbulence_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 = 3 + random.choice([0, 0, 0, 0, 0, 1, 1])
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high_alt_variation = random.choice(
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[
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-3,
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-3,
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-2,
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-2,
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-2,
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-2,
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-2,
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-2,
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-1,
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-1,
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-1,
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-1,
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-1,
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-1,
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-1,
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0,
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0,
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0,
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1,
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1,
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2,
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3,
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]
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)
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at_8000m_factor = at_2000m_factor + 5 + high_alt_variation
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base_wind = random.randint(minimum, maximum)
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# DCS is limited to 97 knots wind speed.
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max_supported_wind_speed = knots(97).meters_per_second
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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(
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wind_direction_2000m.degrees,
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min(max_supported_wind_speed, base_wind * at_2000m_factor),
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),
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at_8000m=Wind(
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wind_direction_8000m.degrees,
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min(max_supported_wind_speed, base_wind * at_8000m_factor),
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),
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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(1000, 5000)
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@staticmethod
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def random_cloud_thickness() -> int:
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# values lower than 400m can generate clear skies in some cases
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return random.randint(400, 2000)
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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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@staticmethod
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def interpolate_seasonal_turbulence(
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high_value: float, low_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 = -day_of_year_peak_summer + day_of_year
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amplitude = 0.5 * (high_value - low_value)
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offset = amplitude + low_value
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# A high peak in summer and winter, between high_value and low_value.
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return (
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amplitude * math.cos(4 * math.pi * distance_from_peak_summer / 365.25)
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+ offset
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)
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@staticmethod
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def interpolate_solar_activity(
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time_of_day: TimeOfDay, high: float, low: float
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) -> float:
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scale: float = 0
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match time_of_day:
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case TimeOfDay.Dawn:
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scale = 0.4
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case TimeOfDay.Day:
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scale = 1
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case TimeOfDay.Dusk:
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scale = 0.6
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case TimeOfDay.Night:
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scale = 0
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return interpolate(value1=low, value2=high, factor=scale, 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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@property
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def turbulence_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 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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@property
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def turbulence_adjustment(self) -> float:
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return 0.75
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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, 5)
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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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@property
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def turbulence_adjustment(self) -> float:
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return 1.5
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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(2, 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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@property
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def turbulence_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(2, 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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