dcs_liberation/game/weather.py
Dan Albert c630226e2d Add campaign property for campaign start time.
This field is optional. Omitting the field (or using only a date instead
of a full timestamp) will use the old behavior of picking a random
daylight hour to start the campaign.

This doesn't include any UI in the new game wizard yet. This is only a
campaign yaml option.

https://github.com/dcs-liberation/dcs_liberation/issues/2400
2022-09-01 01:13:01 -07:00

367 lines
11 KiB
Python

from __future__ import annotations
import datetime
import logging
import random
from dataclasses import dataclass, field
from enum import Enum
from typing import Optional, TYPE_CHECKING
from dcs.cloud_presets import Clouds as PydcsClouds
from dcs.weather import CloudPreset, Weather as PydcsWeather, Wind
from game.theater.seasonalconditions import determine_season
from game.utils import Distance, Heading, Pressure, inches_hg, interpolate, meters
if TYPE_CHECKING:
from game.settings import Settings
from game.theater import ConflictTheater, DaytimeMap
from game.theater.seasonalconditions import SeasonalConditions
class TimeOfDay(Enum):
Dawn = "dawn"
Day = "day"
Dusk = "dusk"
Night = "night"
@dataclass(frozen=True)
class AtmosphericConditions:
#: Pressure at sea level.
qnh: Pressure
#: Temperature at sea level in Celcius.
temperature_celsius: float
@dataclass(frozen=True)
class WindConditions:
at_0m: Wind
at_2000m: Wind
at_8000m: Wind
@dataclass(frozen=True)
class Clouds:
base: int
density: int
thickness: int
precipitation: PydcsWeather.Preceptions
preset: Optional[CloudPreset] = field(default=None)
@classmethod
def random_preset(cls, rain: bool) -> Clouds:
clouds = (p.value for p in PydcsClouds)
if rain:
presets = [p for p in clouds if "Rain" in p.name]
else:
presets = [p for p in clouds if "Rain" not in p.name]
preset = random.choice(presets)
return Clouds(
base=random.randint(preset.min_base, preset.max_base),
density=0,
thickness=0,
precipitation=PydcsWeather.Preceptions.None_,
preset=preset,
)
@dataclass(frozen=True)
class Fog:
visibility: Distance
thickness: int
class Weather:
def __init__(
self,
seasonal_conditions: SeasonalConditions,
day: datetime.date,
time_of_day: TimeOfDay,
) -> None:
# Future improvement: Use theater, day and time of day
# to get a more realistic conditions
self.atmospheric = self.generate_atmospheric(
seasonal_conditions, day, time_of_day
)
self.clouds = self.generate_clouds()
self.fog = self.generate_fog()
self.wind = self.generate_wind()
def generate_atmospheric(
self,
seasonal_conditions: SeasonalConditions,
day: datetime.date,
time_of_day: TimeOfDay,
) -> AtmosphericConditions:
pressure = self.interpolate_summer_winter(
seasonal_conditions.summer_avg_pressure,
seasonal_conditions.winter_avg_pressure,
day,
)
temperature = self.interpolate_summer_winter(
seasonal_conditions.summer_avg_temperature,
seasonal_conditions.winter_avg_temperature,
day,
)
if time_of_day == TimeOfDay.Day:
temperature += seasonal_conditions.temperature_day_night_difference / 2
if time_of_day == TimeOfDay.Night:
temperature -= seasonal_conditions.temperature_day_night_difference / 2
pressure += self.pressure_adjustment
temperature += self.temperature_adjustment
logging.debug(
"Weather: Before random: temp {} press {}".format(temperature, pressure)
)
conditions = AtmosphericConditions(
qnh=self.random_pressure(pressure),
temperature_celsius=self.random_temperature(temperature),
)
logging.debug(
"Weather: After random: temp {} press {}".format(
conditions.temperature_celsius, conditions.qnh.pressure_in_inches_hg
)
)
return conditions
@property
def pressure_adjustment(self) -> float:
raise NotImplementedError
@property
def temperature_adjustment(self) -> float:
raise NotImplementedError
def generate_clouds(self) -> Optional[Clouds]:
raise NotImplementedError
def generate_fog(self) -> Optional[Fog]:
if random.randrange(5) != 0:
return None
return Fog(
visibility=meters(random.randint(2500, 5000)),
thickness=random.randint(100, 500),
)
def generate_wind(self) -> WindConditions:
raise NotImplementedError
@staticmethod
def random_wind(minimum: int, maximum: int) -> WindConditions:
wind_direction = Heading.random()
wind_direction_2000m = wind_direction + Heading.random(-90, 90)
wind_direction_8000m = wind_direction + Heading.random(-90, 90)
at_0m_factor = 1
at_2000m_factor = 2
at_8000m_factor = 3
base_wind = random.randint(minimum, maximum)
return WindConditions(
# Always some wind to make the smoke move a bit.
at_0m=Wind(wind_direction.degrees, max(1, base_wind * at_0m_factor)),
at_2000m=Wind(wind_direction_2000m.degrees, base_wind * at_2000m_factor),
at_8000m=Wind(wind_direction_8000m.degrees, base_wind * at_8000m_factor),
)
@staticmethod
def random_cloud_base() -> int:
return random.randint(2000, 3000)
@staticmethod
def random_cloud_thickness() -> int:
return random.randint(100, 400)
@staticmethod
def random_pressure(average_pressure: float) -> Pressure:
# "Safe" constants based roughly on ME and viper altimeter.
# Units are inches of mercury.
SAFE_MIN = 28.4
SAFE_MAX = 30.9
# Use normalvariate to get normal distribution, more realistic than uniform
pressure = random.normalvariate(average_pressure, 0.1)
return inches_hg(max(SAFE_MIN, min(SAFE_MAX, pressure)))
@staticmethod
def random_temperature(average_temperature: float) -> float:
# "Safe" constants based roughly on ME.
# Temperatures are in Celcius.
SAFE_MIN = -12
SAFE_MAX = 49
# Use normalvariate to get normal distribution, more realistic than uniform
temperature = random.normalvariate(average_temperature, 2)
temperature = round(temperature)
return max(SAFE_MIN, min(SAFE_MAX, temperature))
@staticmethod
def interpolate_summer_winter(
summer_value: float, winter_value: float, day: datetime.date
) -> float:
day_of_year = day.timetuple().tm_yday
day_of_year_peak_summer = 183
distance_from_peak_summer = abs(-day_of_year_peak_summer + day_of_year)
winter_factor = distance_from_peak_summer / day_of_year_peak_summer
return interpolate(summer_value, winter_value, winter_factor, clamp=True)
class ClearSkies(Weather):
@property
def pressure_adjustment(self) -> float:
return 0.22
@property
def temperature_adjustment(self) -> float:
return 3.0
def generate_clouds(self) -> Optional[Clouds]:
return None
def generate_fog(self) -> Optional[Fog]:
return None
def generate_wind(self) -> WindConditions:
return self.random_wind(1, 4)
class Cloudy(Weather):
@property
def pressure_adjustment(self) -> float:
return 0.0
@property
def temperature_adjustment(self) -> float:
return 0.0
def generate_clouds(self) -> Optional[Clouds]:
return Clouds.random_preset(rain=False)
def generate_fog(self) -> Optional[Fog]:
# DCS 2.7 says to not use fog with the cloud presets.
return None
def generate_wind(self) -> WindConditions:
return self.random_wind(1, 4)
class Raining(Weather):
@property
def pressure_adjustment(self) -> float:
return -0.22
@property
def temperature_adjustment(self) -> float:
return -3.0
def generate_clouds(self) -> Optional[Clouds]:
return Clouds.random_preset(rain=True)
def generate_fog(self) -> Optional[Fog]:
# DCS 2.7 says to not use fog with the cloud presets.
return None
def generate_wind(self) -> WindConditions:
return self.random_wind(1, 6)
class Thunderstorm(Weather):
@property
def pressure_adjustment(self) -> float:
return 0.1
@property
def temperature_adjustment(self) -> float:
return -3.0
def generate_clouds(self) -> Optional[Clouds]:
return Clouds(
base=self.random_cloud_base(),
density=random.randint(9, 10),
thickness=self.random_cloud_thickness(),
precipitation=PydcsWeather.Preceptions.Thunderstorm,
)
def generate_wind(self) -> WindConditions:
return self.random_wind(1, 8)
@dataclass
class Conditions:
time_of_day: TimeOfDay
start_time: datetime.datetime
weather: Weather
@classmethod
def generate(
cls,
theater: ConflictTheater,
day: datetime.date,
time_of_day: TimeOfDay,
settings: Settings,
forced_time: datetime.time | None = None,
) -> Conditions:
# The time might be forced by the campaign for the first turn.
if forced_time is not None:
_start_time = datetime.datetime.combine(day, forced_time)
else:
_start_time = cls.generate_start_time(
theater, day, time_of_day, settings.night_disabled
)
return cls(
time_of_day=time_of_day,
start_time=_start_time,
weather=cls.generate_weather(theater.seasonal_conditions, day, time_of_day),
)
@classmethod
def generate_start_time(
cls,
theater: ConflictTheater,
day: datetime.date,
time_of_day: TimeOfDay,
night_disabled: bool,
) -> datetime.datetime:
if night_disabled:
logging.info("Skip Night mission due to user settings")
time_range = DaytimeMap(
dawn=(datetime.time(hour=8), datetime.time(hour=9)),
day=(datetime.time(hour=10), datetime.time(hour=12)),
dusk=(datetime.time(hour=12), datetime.time(hour=14)),
night=(datetime.time(hour=14), datetime.time(hour=17)),
).range_of(time_of_day)
else:
time_range = theater.daytime_map.range_of(time_of_day)
# Starting missions on the hour is a nice gameplay property, so keep the random
# time constrained to that. DaytimeMap enforces that we have only whole hour
# ranges for now, so we don't need to worry about accidentally changing the time
# of day by truncating sub-hours.
time = datetime.time(
hour=random.randint(time_range[0].hour, time_range[1].hour)
)
return datetime.datetime.combine(day, time)
@classmethod
def generate_weather(
cls,
seasonal_conditions: SeasonalConditions,
day: datetime.date,
time_of_day: TimeOfDay,
) -> Weather:
season = determine_season(day)
logging.debug("Weather: Season {}".format(season))
weather_chances = seasonal_conditions.weather_type_chances[season]
chances = {
Thunderstorm: weather_chances.thunderstorm,
Raining: weather_chances.raining,
Cloudy: weather_chances.cloudy,
ClearSkies: weather_chances.clear_skies,
}
logging.debug("Weather: Chances {}".format(weather_chances))
weather_type = random.choices(
list(chances.keys()), weights=list(chances.values())
)[0]
logging.debug("Weather: Type {}".format(weather_type))
return weather_type(seasonal_conditions, day, time_of_day)