-def screen_rays(pos):
- """ An iterable that returns ordered rays from pos to the edge of the
- screen, starting with the edge point (0, 0) and continuing clockwise
- in pymunk coordinates.
- """
- w, h = SCREEN_SIZE
- left, right, bottom, top = 0, w, 0, h
- step = 1
- for y in range(0, h, step):
- yield pymunk.Vec2d(left, y)
- for x in range(0, w, step):
- yield pymunk.Vec2d(x, top)
- for y in range(top, -1, -step):
- yield pymunk.Vec2d(right, y)
- for x in range(right, -1, -step):
- yield pymunk.Vec2d(x, bottom)
-
-
-def calculate_ray_polys(space, body, position):
- start_time = time.time()
- position = pymunk.Vec2d(position)
- vertices = [position]
- ray_polys = []
- for ray in screen_rays(position):
- info = space.segment_query_first(position, ray, 1, LIGHT_FILTER)
- point = ray if info is None else info.point
- vertices.append(point)
- if len(vertices) > 3:
- trial_poly = pymunk.Poly(None, vertices)
- trial_poly.update(pymunk.Transform.identity())
- query_prev = trial_poly.point_query(vertices[-2])
- query_pos = trial_poly.point_query(position)
- if query_prev.distance < -0.01 or query_pos.distance < -0.01:
- new_poly = pymunk.Poly(body, vertices[:-1])
- vertices = [position, vertices[-1]]
- ray_polys.append(new_poly)
- else:
- vertices = trial_poly.get_vertices() + [point]
- if len(vertices) > 2:
- ray_polys.append(pymunk.Poly(body, vertices))
- end_time = time.time()
- if DEBUG:
- print(
- "calculate_ray_polys: %d polys, %g seconds" %
- (len(ray_polys), end_time - start_time))
- return ray_polys
+# 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):
+ """ Manages a set of lights. """
+
+ 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:
+ light.add(self._space)
+
+ def add_light(self, cfg):
+ light = BaseLight.load(cfg)
+ 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()
+
+ def nearest(self, pos, surfpos=False, max_distance=1.0):
+ if surfpos:
+ surface = pygame.display.get_surface()
+ pos = pymunk.pygame_util.from_pygame(pos, surface)
+ point_info = self._space.point_query_nearest(
+ pos, max_distance, pymunk.ShapeFilter(mask=FITTINGS_CATEGORY))
+ if point_info is not None:
+ return point_info.shape.body.light
+ return None
+
+ def lit_by(self, pos, surfpos=False, max_distance=0.0):
+ if surfpos:
+ surface = pygame.display.get_surface()
+ pos = pymunk.pygame_util.from_pygame(pos, surface)
+ point_info_list = self._space.point_query(
+ 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(pos)
+ ]
+
+ def light_query(self, shape):
+ """Query the lights by shape"""
+ old_filter = shape.filter
+ # We need to restrict matches to only the lights
+ shape.filter = LIT_BY_FILTER
+ shape_info_list = self._space.shape_query(shape)
+ shape.filter = old_filter
+ lights = [p.shape.body.light for p in shape_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)
+
+ def render_fittings(self, surface):
+ for light in self._lights:
+ light.render_fitting(surface)
+
+ def tick(self):
+ for light in self._lights:
+ 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