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#[derive(PartialEq, Eq, Clone, Debug)]
/// A struct to store time as it is represented in a METAR
pub struct Time {
/// The date the METAR was made
pub date: u8,
/// The hour the METAR was made
pub hour: u8,
/// The minute the METAR was made
pub minute: u8,
}

#[derive(PartialEq, Eq, Clone, Debug)]
/// A struct representing the wind speed
pub enum WindSpeed {
/// A wind speed measured in knots
Knot(u32),
/// A wind speed measured in metres per second
MetresPerSecond(u32),
}

#[derive(PartialEq, Eq, Clone, Debug)]
/// A representation of wind direction
pub enum WindDirection {
/// A heading defining wind direction
/// Wind direction is variable
Variable,
/// Wind speed is above 49mps or 99kt
Above,
}

#[derive(PartialEq, Eq, Clone, Debug)]
/// Horizontal visibility
pub enum Visibility {
/// Visibility is less than this number of metres
LessThanMetres(u32),
/// Visibility is less than this number of statute miles
LessThanStatuteMiles(u32),
/// Visibility in metres
Metres(u32),
/// Visibility in statute miles
StatuteMiles(u32),
/// Clouds and Visibility OK (CAVOK)
CavOK,
}

#[derive(PartialEq, Eq, Clone, Debug)]
/// Measured air pressure
pub enum Pressure {
/// Pressure in hectopascals
Hectopascals(u32),
/// Pressure in inches of mercury (inHg)
InchesMercury(u32),
}

#[derive(PartialEq, Eq, Clone, Debug)]
/// Vertical visibility measurement
pub enum VertVisibility {
/// A distance of vertical visibility
Distance(u32),
/// The vertical visibility value is present, so is reduced, but by an amount that hasn't or
/// cannot be measured
ReducedByUnknownAmount,
}

#[derive(PartialEq, Eq, Clone, Debug)]
/// Cloud state
pub enum Clouds {
/// The sky is clear - also set from CavOK
SkyClear,
/// No cloud was detected
NoCloudDetected,
/// No significant cloud was detected below 5000ft
NoSignificantCloud,
/// Layers of cloud, described elsewhere
CloudLayers,
/// Only used when vertical visibility is set.
Undetermined,
}

#[derive(PartialEq, Eq, Clone, Debug)]
/// Cloud cover
pub enum CloudLayer {
/// Few clouds (1/8)
Few(CloudType, Option<u32>),
/// Scattered cloud cover (3/8)
Scattered(CloudType, Option<u32>),
/// Broken cloud cover (5/8)
Broken(CloudType, Option<u32>),
/// Overcast cloud cover (7/8)
Overcast(CloudType, Option<u32>),
/// Cloud cover of an unknown density
Unknown(CloudType, Option<u32>),
}

#[derive(PartialEq, Eq, Clone, Debug)]
/// A cloud type description
pub enum CloudType {
/// A normal cloud
Normal,
/// A cumulonimbus cloud
Cumulonimbus,
/// A towering cumulus cloud
ToweringCumulus,
/// An unknown cloud type
Unknown,
}

#[derive(PartialEq, Eq, Clone, Debug)]
/// A weather information block
pub struct Weather {
/// The intensity of this weather block
pub intensity: WeatherIntensity,
/// The weather condition/s this block describes.
pub conditions: Vec<WeatherCondition>,
}

#[derive(PartialEq, Eq, Clone, Debug)]
/// Intensity of weather
pub enum WeatherIntensity {
/// Light (-)
Light,
/// Moderate (no prefix)
Moderate,
/// Heavy (+)
Heavy,
/// In the vicinity (VC)
InVicinity,
}

#[derive(PartialEq, Eq, Clone, Debug)]
/// Descriptor of weather
pub enum WeatherCondition {
/// [Descriptor] Shallow (MI)
Shallow,
/// [Descriptor] Partial (PR)
Partial,
/// [Descriptor] Patches (BC)
Patches,
/// [Descriptor] Low drifting (DR)
LowDrifting,
/// [Descriptor] Blowing (BL)
Blowing,
/// [Descriptor] Showers (SH)
Showers,
/// [Descriptor] Thunderstorm (TS)
Thunderstorm,
/// [Descriptor] Freezing (FZ)
Freezing,
/// [Precipitation] Rain (RA)
Rain,
/// [Precipitation] Drizzle (DZ)
Drizzle,
/// [Precipitation] Snow (SN)
Snow,
/// [Precipitation] Snow Grains (SG)
SnowGrains,
/// [Precipitation] Ice Crystals (IC)
IceCrystals,
/// [Precipitation] Ice pellets (PL)
IcePellets,
/// [Precipitation] Hail (including small hail in the US) (GR)
Hail,
/// [Precipitation] Snow Pellets and/or Small Hail (except in US) (GS)
SnowPelletsOrSmallHail,
/// [Precipitation] Unknown precipitation (UP)
UnknownPrecipitation,
/// [Obscuration] Fog (FG)
Fog,
/// [Obscuration] Volcanic Ash (VA)
VolcanicAsh,
/// [Obscuration] Mist (BR)
Mist,
/// [Obscuration] Haze (HZ)
Haze,
/// [Obscuration] Smoke (FU)
Smoke,
/// [Obscuration] Sand (SA)
Sand,
/// [Obscuration] Spray (PY)
Spray,
/// [Other] Squall (SQ)
Squall,
/// [Other] Dust or Sand Whirls (PO)
Dust,
/// [Other] Duststorm (DS)
Duststorm,
/// [Other] Sandstorm (SS)
Sandstorm,
/// [Other] Funnel Cloud (FC)
FunnelCloud,
}

#[derive(PartialEq, Eq, Clone, Debug)]
/// Wind information
pub struct Wind {
/// The wind direction, in degrees
pub dir: WindDirection,
/// The current wind speed
pub speed: WindSpeed,
/// The direction the wind may be varying between, smaller always comes first
pub varying: Option<(u32, u32)>,
/// The gusting speed of the wind
pub gusting: Option<WindSpeed>,
}