""" May it be a light for you in dark places, when all other lights go out.
"""
+import math
+
import pymunk
import pymunk.pygame_util
import pygame.display
import pygame.draw
import pygame.locals as pgl
import pygame.rect
+import pygame.transform
-from .constants import LIGHT_CATEGORY, FITTINGS_CATEGORY, COLOURS
+from .constants import (
+ LIGHT_CATEGORY, FITTINGS_CATEGORY, OBSTACLE_CATEGORY, TURNIP_CATEGORY,
+ COLOURS)
from .rays import RayPolyManager
from .utils import DetailedTimer
from .loader import loader
-from .transforms import Multiply
+from .transforms import ColourWedges
LIGHT_FILTER = pymunk.ShapeFilter(
mask=pymunk.ShapeFilter.ALL_MASKS ^ (
# Just match lights, nothing else
LIT_BY_FILTER = pymunk.ShapeFilter(mask=LIGHT_CATEGORY)
+SPACE_FOR_LIGHT_FILTER = pymunk.ShapeFilter(
+ mask=FITTINGS_CATEGORY | OBSTACLE_CATEGORY | TURNIP_CATEGORY)
+
+
+def check_space_for_light(space, pos, max_distance):
+ point_info = space.point_query_nearest(
+ pos, max_distance, SPACE_FOR_LIGHT_FILTER)
+ if point_info is not None:
+ return True
+ return False
class LightManager(object):
def __init__(self, space, gamestate):
self._space = space
+ self._battery_dead = False
self._lights = [
BaseLight.load(cfg) for cfg in gamestate.station["lights"]]
for light in self._lights:
self._lights.append(light)
light.add(self._space)
+ def remove_light(self, light):
+ self._lights.remove(light)
+ light.remove(self._space)
+
+ def battery_dead(self):
+ self._battery_dead = True
+ for light in self._lights:
+ light.off()
+
+ def serialize_lights(self):
+ result = []
+ for light in self._lights:
+ result.append(light.serialize())
+ return result
+
def toggle_nearest(self, *args, **kw):
+ if self._battery_dead:
+ return
light = self.nearest(*args, **kw)
if light:
light.toggle()
surface = pygame.display.get_surface()
pos = pymunk.pygame_util.from_pygame(pos, surface)
point_info_list = self._space.point_query(
- pos, max_distance, pymunk.ShapeFilter(mask=LIGHT_CATEGORY))
+ pos, max_distance, LIT_BY_FILTER)
lights = [p.shape.body.light for p in point_info_list]
return [
light for light in lights
if light.on and light.ray_manager.reaches(shape.body.position)
]
+ def total_power_usage(self):
+ return sum(light.power_usage() for light in self._lights)
+
def render_light(self, surface):
for light in self._lights:
light.render_light(surface)
light.tick()
+def light_fitting_by_type(light_type):
+ """ Render a light fitting image for a light type. """
+ return BaseLight.find_cls(light_type).FITTING_IMG
+
+
+def seed_cost(light_config, num_colours):
+ """Calculate a seed cost for a light from its configuration. """
+ cls = BaseLight.find_cls(light_config["type"])
+ return cls.BASE_COST + int(cls.find_cost(light_config) / 10) + num_colours
+
+def light_info(light_config):
+ """Generate info about a light to go in the tooltip. """
+ cls = BaseLight.find_cls(light_config["type"])
+ return cls.get_info(light_config)
+
+
+def light_name(light_config):
+ """Find formatted light name. """
+ cls = BaseLight.find_cls(light_config["type"])
+ return cls.NAME
+
+
class BaseLight(object):
""" Common light functionality. """
RAY_MANAGER = RayPolyManager
FITTING_IMG = None
FITTING_RADIUS = 24.0
+ BASE_COST = 0
+ NAME = "light"
# cached surfaces
_surface_cache = {}
def __init__(
- self, colour, position, intensity=1.0, radius_limits=None,
- angle_limits=None):
- self.colour = colour
- self.on = True
+ self, colours, position, intensity=1.0, radius_limits=None,
+ direction=None, spread=None, on=True, start_colour=None,
+ bounding_radius=None):
+ self.colour_cycle = colours
+ self.colour_pos = 0
+ self.colour = colours[0]
+ if start_colour and start_colour in colours:
+ self.colour_pos = colours.index(start_colour)
+ self.colour = start_colour
+ self.on = on
+ if not on:
+ self.colour_pos = -1
self.intensity = intensity
self.body = pymunk.Body(0, 0, pymunk.body.Body.STATIC)
self.body.light = self
self.ray_manager = self.RAY_MANAGER(
self.body, position, ray_filter=LIGHT_FILTER,
- radius_limits=radius_limits, angle_limits=angle_limits)
+ radius_limits=radius_limits, direction=direction, spread=spread,
+ bounding_radius=bounding_radius)
self.fitting = pymunk.Circle(
self.body, self.FITTING_RADIUS, self.ray_manager.position)
self.fitting.filter = FITTINGS_FILTER
self._fitting_image = None
+ self._colour_mult_image = None
+
+ def serialize(self):
+ result = self.ray_manager.serialize()
+ result.update({
+ "type": self.__class__.__name__.lower(),
+ "colours": self.colour_cycle,
+ "position": self.position,
+ "intensity": self.intensity,
+ "on": self.on,
+ "start_colour": self.colour,
+ })
+ return result
@property
def position(self):
def load(cls, config):
kw = config.copy()
light_type = kw.pop("type")
+ light_class = cls.find_cls(light_type)
+ return light_class(**kw)
+
+ @classmethod
+ def find_cls(cls, light_type):
[light_class] = [
c for c in cls.__subclasses__()
if c.__name__.lower() == light_type]
- return light_class(**kw)
+ return light_class
+
+ @classmethod
+ def find_cost(cls, config):
+ cost = 5 * config["intensity"]
+ return cost
+
+ @classmethod
+ def get_info(cls, config):
+ return ["intensity: %g" % config["intensity"]]
def add(self, space):
if self.body.space is not None:
self.ray_manager.set_space(space)
self.ray_manager.update_shapes()
- def toggle(self):
- self.on = not self.on
+ def remove(self, space):
+ if self.body.space is not None:
+ space.remove(self.body, *self.body.shapes)
def _cached_surface(self, name, surface):
surf = self._surface_cache.get(name)
def fitting_image(self):
if self._fitting_image is None:
- fitting_colour = COLOURS[self.colour]
self._fitting_image = loader.load_image(
"48", self.FITTING_IMG,
- transform=Multiply(colour=fitting_colour))
+ transform=ColourWedges(colours=self.colour_cycle))
return self._fitting_image
def invalidate_fitting_image(self):
def render_fitting(self, surface):
rx, ry = self.ray_manager.pygame_position(surface)
- surface.blit(self.fitting_image(), (rx - 24, ry - 24), None, 0)
-
- def tick(self):
- pass
-
+ surface.blit(self.fitting_image(), (rx - self.FITTING_RADIUS, ry - self.FITTING_RADIUS), None, 0)
-class Lamp(BaseLight):
-
- FITTING_IMG = "lamp.png"
-
-
-class MultiColourLamp(BaseLight):
+ def power_usage(self):
+ if not self.on:
+ return 0.0
+ area = math.pi * (self.ray_manager.max_radius ** 2) # radius
+ area = area * (self.ray_manager.spread / (2 * math.pi)) # spread
+ return 5 * area * self.intensity / 6400 # 80x80 unit area
- FITTING_IMG = "lamp.png"
- DEFAULT_COLOURS = sorted(COLOURS.keys())
+ def base_damage(self):
+ return 10 * self.intensity
- def __init__(self, **kw):
- self.colour_cycle = kw.pop("colours", None)
- self.colour_pos = 0
- kw["colour"] = self.colour_cycle[0]
- super(MultiColourLamp, self).__init__(**kw)
+ def off(self):
+ self.on = False
+ self.colour_pos = -1
def toggle(self):
self.colour_pos += 1
else:
self.colour = self.colour_cycle[self.colour_pos]
self.on = True
- self.invalidate_fitting_image()
+ def tick(self):
+ pass
-class PulsatingLamp(BaseLight):
+
+class Lamp(BaseLight):
FITTING_IMG = "lamp.png"
+ BASE_COST = 1
+ NAME = "lamp"
+
+
+class PulsatingLamp(BaseLight):
+
+ FITTING_IMG = "pulsatinglamp.png"
DEFAULT_PULSE_RANGE = (20, 100)
DEFAULT_PULSE_VELOCITY = 2
DEFAULT_INTENSITY_RANGE = (0.0, 0.9)
DEFAULT_INTENSITY_VELOCITY = 0.1
+ BASE_COST = 3
+ NAME = "pulsating lamp"
def __init__(self, **kw):
self.pulse_range = kw.pop("pulse_range", self.DEFAULT_PULSE_RANGE)
"intensity_range", self.DEFAULT_INTENSITY_RANGE)
self.intensity_velocity = kw.pop(
"intensity_velocity", self.DEFAULT_INTENSITY_VELOCITY)
- super(PulsatingLamp, self).__init__(**kw)
+ super(PulsatingLamp, self).__init__(
+ bounding_radius=self.pulse_range[1], **kw)
+
+ def serialize(self):
+ result = super(PulsatingLamp, self).serialize()
+ result["pulse_velocity"] = self.pulse_velocity
+ result["intensity_range"] = self.intensity_range
+ result["intensity_velocity"] = self.intensity_velocity
+ return result
def _update_range(self, value, velocity, value_range):
value += velocity
self.intensity, self.intensity_velocity = self._update_range(
self.intensity, self.intensity_velocity, self.intensity_range)
+ @classmethod
+ def find_cost(cls, config):
+ cost = super(PulsatingLamp, cls).find_cost(config)
+ cost += config.get("pulse_velocity", cls.DEFAULT_PULSE_VELOCITY)
+ pr = config.get("pulse_range", cls.DEFAULT_PULSE_RANGE)
+ cost += (pr[1] - pr[0]) / 10
+ cost += 5 * config.get("intensity_velocity", cls.DEFAULT_INTENSITY_VELOCITY)
+ ir = config.get("intensity_range", cls.DEFAULT_INTENSITY_RANGE)
+ cost += 5 * (ir[1] - ir[0])
+ return cost
+
+ @classmethod
+ def get_info(cls, config):
+ pr = config.get("pulse_range", cls.DEFAULT_PULSE_RANGE)
+ pv = config.get("pulse_velocity", cls.DEFAULT_PULSE_VELOCITY)
+ ir = config.get("intensity_range", cls.DEFAULT_INTENSITY_RANGE)
+ iv = config.get("intensity_velocity", cls.DEFAULT_INTENSITY_VELOCITY)
+ return [
+ "intensity: %g - %g, velocity %g" % (ir[0], ir[1], iv),
+ "pulse: %d - %d, velocity %g" % (pr[0], pr[1], pv),
+ ]
+
class SpotLight(BaseLight):
FITTING_IMG = "spotlight.png"
+ BASE_COST = 5
+ NAME = "spotlight"
def __init__(self, **kw):
self.angular_velocity = kw.pop("angular_velocity", None)
super(SpotLight, self).__init__(**kw)
+ def serialize(self):
+ result = super(SpotLight, self).serialize()
+ result["angular_velocity"] = self.angular_velocity
+ return result
+
+ def fitting_image(self):
+ fitting_image = super(SpotLight, self).fitting_image()
+ rot_fitting_image = pygame.transform.rotozoom(
+ fitting_image, self.ray_manager.direction - 90, 1)
+
+ rot_rect = fitting_image.get_rect().copy()
+ rot_rect.center = rot_fitting_image.get_rect().center
+ rot_fitting_image = rot_fitting_image.subsurface(rot_rect).copy()
+
+ return rot_fitting_image
+
def tick(self):
if self.angular_velocity:
- self.ray_manager.rotate_degrees(self.angular_velocity)
+ self.ray_manager.direction -= self.angular_velocity
self.ray_manager.update_shapes()
+
+ @classmethod
+ def find_cost(cls, config):
+ cost = super(SpotLight, cls).find_cost(config)
+ cost += config.get("angular_velocity", 0)
+ cost += config["spread"] / 10
+ rl = config["radius_limits"]
+ cost += (rl[1] - rl[0]) / 10
+ return cost
+
+ @classmethod
+ def get_info(cls, config):
+ info = super(SpotLight, cls).get_info(config)
+ rl = config["radius_limits"]
+ info.extend([
+ "spread: %d" % config["spread"],
+ "length: %d" % (rl[1] - rl[0]),
+ "angular velocity: %g" % config.get("angular_velocity", 0),
+ ])
+ return info