mirror of
https://github.com/dcs-liberation/dcs_liberation.git
synced 2025-11-10 14:22:26 +00:00
Move and split up weather.py.
This is getting out of hand, and I'm about to make it worse.
This commit is contained in:
parent
eb31a0f038
commit
799dbfa99c
@ -37,7 +37,7 @@ from .theater.theatergroundobject import (
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)
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from .theater.transitnetwork import TransitNetwork, TransitNetworkBuilder
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from .timeofday import TimeOfDay
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from .weather import Conditions
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from .weather.conditions import Conditions
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if TYPE_CHECKING:
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from .ato.airtaaskingorder import AirTaskingOrder
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@ -3,7 +3,11 @@ from typing import Optional
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from dcs.mission import Mission
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from game.weather import Clouds, Fog, Conditions, WindConditions, AtmosphericConditions
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from game.weather.atmosphericconditions import AtmosphericConditions
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from game.weather.clouds import Clouds
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from game.weather.conditions import Conditions
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from game.weather.fog import Fog
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from game.weather.wind import WindConditions
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class EnvironmentGenerator:
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@ -44,7 +44,7 @@ from game.runways import RunwayData
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from game.theater import TheaterGroundObject, TheaterUnit
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from game.theater.bullseye import Bullseye
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from game.utils import Distance, UnitSystem, meters, mps, pounds
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from game.weather import Weather
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from game.weather.weather import Weather
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from .aircraft.flightdata import FlightData
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from .airsupportgenerator import AwacsInfo, TankerInfo
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from .briefinggenerator import CommInfo, JtacInfo, MissionInfoGenerator
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@ -11,7 +11,7 @@ from game.dcs.beacons import BeaconType, Beacons
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from game.radio.radios import RadioFrequency
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from game.radio.tacan import TacanChannel
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from game.utils import Heading
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from game.weather import Conditions
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from game.weather.conditions import Conditions
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if TYPE_CHECKING:
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from game.theater import ConflictTheater
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@ -75,7 +75,7 @@ from ..db import Database
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from ..dcs.aircrafttype import AircraftType
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from ..dcs.groundunittype import GroundUnitType
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from ..utils import nautical_miles
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from ..weather import Conditions
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from ..weather.conditions import Conditions
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if TYPE_CHECKING:
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from game import Game
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0
game/weather/__init__.py
Normal file
0
game/weather/__init__.py
Normal file
17
game/weather/atmosphericconditions.py
Normal file
17
game/weather/atmosphericconditions.py
Normal file
@ -0,0 +1,17 @@
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from __future__ import annotations
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from dataclasses import dataclass
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from game.utils import Pressure
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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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33
game/weather/clouds.py
Normal file
33
game/weather/clouds.py
Normal file
@ -0,0 +1,33 @@
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from __future__ import annotations
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import random
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from dataclasses import dataclass, field
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from typing import Optional
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from dcs.cloud_presets import Clouds as PydcsClouds
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from dcs.weather import Weather as PydcsWeather, CloudPreset
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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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93
game/weather/conditions.py
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93
game/weather/conditions.py
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@ -0,0 +1,93 @@
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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
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from game.settings import Settings
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from game.theater import ConflictTheater, DaytimeMap, SeasonalConditions
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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.weather.weather import Weather, Thunderstorm, Raining, Cloudy, ClearSkies
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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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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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11
game/weather/fog.py
Normal file
11
game/weather/fog.py
Normal file
@ -0,0 +1,11 @@
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from __future__ import annotations
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from dataclasses import dataclass
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from game.utils import Distance
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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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@ -4,17 +4,13 @@ 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 dataclasses import dataclass
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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 dcs.weather import 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 (
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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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@ -23,69 +19,21 @@ from game.utils import (
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meters,
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Speed,
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)
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from game.weather.atmosphericconditions import AtmosphericConditions
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from game.weather.clouds import Clouds
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from game.weather.fog import Fog
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from game.weather.wind import WindConditions
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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 WeibullWindSpeedParameters:
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shape: float
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scale: Speed
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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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@ -411,84 +359,3 @@ class Thunderstorm(Weather):
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WeibullWindSpeedParameters(6.2, knots(20)),
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WeibullWindSpeedParameters(6.4, knots(20)),
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)
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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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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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12
game/weather/wind.py
Normal file
12
game/weather/wind.py
Normal file
@ -0,0 +1,12 @@
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from __future__ import annotations
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from dataclasses import dataclass
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from dcs.weather import Wind
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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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@ -15,7 +15,7 @@ import qt_ui.uiconstants as CONST
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from game.sim.gameupdateevents import GameUpdateEvents
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from game.timeofday import TimeOfDay
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from game.utils import mps
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from game.weather import Conditions
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from game.weather.conditions import Conditions
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from qt_ui.simcontroller import SimController
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