1 """ May it be a light for you in dark places, when all other lights go out.
7 import pymunk.pygame_util
10 import pygame.locals as pgl
12 import pygame.transform
14 from .constants import (
15 LIGHT_CATEGORY, FITTINGS_CATEGORY, OBSTACLE_CATEGORY, TURNIP_CATEGORY,
17 from .rays import RayPolyManager
18 from .utils import DetailedTimer
19 from .loader import loader
20 from .transforms import ColourWedges
22 LIGHT_FILTER = pymunk.ShapeFilter(
23 mask=pymunk.ShapeFilter.ALL_MASKS ^ (
24 LIGHT_CATEGORY | FITTINGS_CATEGORY),
25 categories=LIGHT_CATEGORY)
27 FITTINGS_FILTER = pymunk.ShapeFilter(
28 mask=pymunk.ShapeFilter.ALL_MASKS ^ (
29 LIGHT_CATEGORY | FITTINGS_CATEGORY),
30 categories=FITTINGS_CATEGORY)
32 # Just match lights, nothing else
33 LIT_BY_FILTER = pymunk.ShapeFilter(mask=LIGHT_CATEGORY)
34 SPACE_FOR_LIGHT_FILTER = pymunk.ShapeFilter(
35 mask=FITTINGS_CATEGORY | OBSTACLE_CATEGORY | TURNIP_CATEGORY)
38 def check_space_for_light(space, pos, max_distance):
39 point_info = space.point_query_nearest(
40 pos, max_distance, SPACE_FOR_LIGHT_FILTER)
41 if point_info is not None:
46 class LightManager(object):
47 """ Manages a set of lights. """
49 def __init__(self, space, gamestate):
51 self._battery_dead = False
53 BaseLight.load(cfg) for cfg in gamestate.station["lights"]]
54 for light in self._lights:
55 light.add(self._space)
57 def add_light(self, cfg):
58 light = BaseLight.load(cfg)
59 self._lights.append(light)
60 light.add(self._space)
62 def remove_light(self, light):
63 self._lights.remove(light)
64 light.remove(self._space)
66 def battery_dead(self):
67 self._battery_dead = True
68 for light in self._lights:
71 def serialize_lights(self):
73 for light in self._lights:
74 result.append(light.serialize())
77 def toggle_nearest(self, *args, **kw):
78 if self._battery_dead:
80 light = self.nearest(*args, **kw)
84 def nearest(self, pos, surfpos=False, max_distance=1.0):
86 surface = pygame.display.get_surface()
87 pos = pymunk.pygame_util.from_pygame(pos, surface)
88 point_info = self._space.point_query_nearest(
89 pos, max_distance, pymunk.ShapeFilter(mask=FITTINGS_CATEGORY))
90 if point_info is not None:
91 return point_info.shape.body.light
94 def lit_by(self, pos, surfpos=False, max_distance=0.0):
96 surface = pygame.display.get_surface()
97 pos = pymunk.pygame_util.from_pygame(pos, surface)
98 point_info_list = self._space.point_query(
99 pos, max_distance, LIT_BY_FILTER)
100 lights = [p.shape.body.light for p in point_info_list]
102 light for light in lights
103 if light.on and light.ray_manager.reaches(pos)
106 def light_query(self, shape):
107 """Query the lights by shape"""
108 old_filter = shape.filter
109 # We need to restrict matches to only the lights
110 shape.filter = LIT_BY_FILTER
111 shape_info_list = self._space.shape_query(shape)
112 shape.filter = old_filter
113 lights = [p.shape.body.light for p in shape_info_list]
115 light for light in lights
116 if light.on and light.ray_manager.reaches(shape.body.position)
119 def total_power_usage(self):
120 return sum(light.power_usage() for light in self._lights)
122 def render_light(self, surface):
123 for light in self._lights:
124 light.render_light(surface)
126 def render_fittings(self, surface):
127 for light in self._lights:
128 light.render_fitting(surface)
131 for light in self._lights:
135 def light_fitting_by_type(light_type):
136 """ Render a light fitting image for a light type. """
137 return BaseLight.find_cls(light_type).FITTING_IMG
140 class BaseLight(object):
141 """ Common light functionality. """
144 RAY_MANAGER = RayPolyManager
146 FITTING_RADIUS = 24.0
152 self, colours, position, intensity=1.0, radius_limits=None,
153 direction=None, spread=None, on=True, start_colour=None,
154 bounding_radius=None):
155 self.colour_cycle = colours
157 self.colour = colours[0]
158 if start_colour and start_colour in colours:
159 self.colour_pos = colours.index(start_colour)
160 self.colour = start_colour
164 self.intensity = intensity
165 self.body = pymunk.Body(0, 0, pymunk.body.Body.STATIC)
166 self.body.light = self
167 self.ray_manager = self.RAY_MANAGER(
168 self.body, position, ray_filter=LIGHT_FILTER,
169 radius_limits=radius_limits, direction=direction, spread=spread,
170 bounding_radius=bounding_radius)
171 self.fitting = pymunk.Circle(
172 self.body, self.FITTING_RADIUS, self.ray_manager.position)
173 self.fitting.filter = FITTINGS_FILTER
174 self._fitting_image = None
175 self._colour_mult_image = None
178 result = self.ray_manager.serialize()
180 "type": self.__class__.__name__.lower(),
181 "colours": self.colour_cycle,
182 "position": self.position,
183 "intensity": self.intensity,
185 "start_colour": self.colour,
191 return self.ray_manager.position
194 def load(cls, config):
196 light_type = kw.pop("type")
197 light_class = cls.find_cls(light_type)
198 return light_class(**kw)
201 def find_cls(cls, light_type):
203 c for c in cls.__subclasses__()
204 if c.__name__.lower() == light_type]
207 def add(self, space):
208 if self.body.space is not None:
209 space.remove(self.body, *self.body.shapes)
210 space.add(self.body, self.fitting)
211 self.ray_manager.set_space(space)
212 self.ray_manager.update_shapes()
214 def remove(self, space):
215 if self.body.space is not None:
216 space.remove(self.body, *self.body.shapes)
218 def _cached_surface(self, name, surface):
219 surf = self._surface_cache.get(name)
221 surf = self._surface_cache[name] = pygame.surface.Surface(
222 surface.get_size(), pgl.SWSURFACE
226 def light_colour(self):
227 light_colour = COLOURS[self.colour]
228 intensity = int(255 * self.intensity)
229 return light_colour + (intensity,)
231 def render_light(self, surface):
235 dt = DetailedTimer("render_light")
238 max_radius = self.ray_manager.max_radius
239 min_radius = self.ray_manager.min_radius
240 dest_rect = self.ray_manager.pygame_rect(surface)
242 white, black = (255, 255, 255, 255), (0, 0, 0, 0)
243 light_colour = self.light_colour()
245 radius_mask = self._cached_surface('radius_mask', surface)
246 radius_mask.set_clip(dest_rect)
247 ray_mask = self._cached_surface('ray_mask', surface)
248 ray_mask.set_clip(dest_rect)
251 for pygame_poly in self.ray_manager.pygame_polys(surface):
252 pygame.draw.polygon(ray_mask, white, pygame_poly, 0)
253 pygame.draw.polygon(ray_mask, white, pygame_poly, 1)
254 dt.lap("ray mask rendered")
256 radius_mask.fill(black)
257 centre = self.ray_manager.pygame_position(surface)
259 radius_mask, light_colour, centre, int(max_radius), 0)
261 radius_mask, black, centre, int(min_radius), 0)
262 dt.lap("radius mask rendered")
264 ray_mask.blit(radius_mask, dest_rect, dest_rect, pgl.BLEND_RGBA_MULT)
265 dt.lap("blitted radius mask to ray mask")
267 surface.blit(ray_mask, dest_rect, dest_rect)
268 dt.lap("blitted surface")
271 def fitting_image(self):
272 if self._fitting_image is None:
273 self._fitting_image = loader.load_image(
274 "48", self.FITTING_IMG,
275 transform=ColourWedges(colours=self.colour_cycle))
276 return self._fitting_image
278 def invalidate_fitting_image(self):
279 self._fitting_image = None
281 def render_fitting(self, surface):
282 rx, ry = self.ray_manager.pygame_position(surface)
283 surface.blit(self.fitting_image(), (rx - 24, ry - 24), None, 0)
285 def power_usage(self):
288 area = math.pi * (self.ray_manager.max_radius ** 2) # radius
289 area = area * (self.ray_manager.spread / (2 * math.pi)) # spread
290 return 5 * area * self.intensity / 6400 # 80x80 unit area
292 def base_damage(self):
293 return 10 * self.intensity
301 if self.colour_pos >= len(self.colour_cycle):
302 self.colour = self.colour_cycle[0]
306 self.colour = self.colour_cycle[self.colour_pos]
313 class Lamp(BaseLight):
315 FITTING_IMG = "lamp.png"
318 class PulsatingLamp(BaseLight):
320 FITTING_IMG = "pulsatinglamp.png"
321 DEFAULT_PULSE_RANGE = (20, 100)
322 DEFAULT_PULSE_VELOCITY = 2
323 DEFAULT_INTENSITY_RANGE = (0.0, 0.9)
324 DEFAULT_INTENSITY_VELOCITY = 0.1
326 def __init__(self, **kw):
327 self.pulse_range = kw.pop("pulse_range", self.DEFAULT_PULSE_RANGE)
328 self.pulse_velocity = kw.pop(
329 "pulse_velocity", self.DEFAULT_PULSE_VELOCITY)
330 self.intensity_range = kw.pop(
331 "intensity_range", self.DEFAULT_INTENSITY_RANGE)
332 self.intensity_velocity = kw.pop(
333 "intensity_velocity", self.DEFAULT_INTENSITY_VELOCITY)
334 super(PulsatingLamp, self).__init__(
335 bounding_radius=self.pulse_range[1], **kw)
338 result = super(PulsatingLamp, self).serialize()
339 result["pulse_velocity"] = self.pulse_velocity
340 result["intensity_range"] = self.intensity_range
341 result["intensity_velocity"] = self.intensity_velocity
344 def _update_range(self, value, velocity, value_range):
346 if value < value_range[0]:
347 value = value_range[0]
349 elif value > value_range[1]:
350 value = value_range[1]
352 return value, velocity
355 self.ray_manager.max_radius, self.pulse_velocity = self._update_range(
356 self.ray_manager.max_radius, self.pulse_velocity, self.pulse_range)
357 self.intensity, self.intensity_velocity = self._update_range(
358 self.intensity, self.intensity_velocity, self.intensity_range)
361 class SpotLight(BaseLight):
363 FITTING_IMG = "spotlight.png"
365 def __init__(self, **kw):
366 self.angular_velocity = kw.pop("angular_velocity", None)
367 super(SpotLight, self).__init__(**kw)
370 result = super(SpotLight, self).serialize()
371 result["angular_velocity"] = self.angular_velocity
374 def fitting_image(self):
375 fitting_image = super(SpotLight, self).fitting_image()
376 rot_fitting_image = pygame.transform.rotozoom(
377 fitting_image, self.ray_manager.direction - 90, 1)
379 rot_rect = fitting_image.get_rect().copy()
380 rot_rect.center = rot_fitting_image.get_rect().center
381 rot_fitting_image = rot_fitting_image.subsurface(rot_rect).copy()
383 return rot_fitting_image
386 if self.angular_velocity:
387 self.ray_manager.direction -= self.angular_velocity
388 self.ray_manager.update_shapes()