+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 .rays import RayPolyManager
+from .utils import DetailedTimer
+from .loader import loader
+from .transforms import ColourWedges
+
+LIGHT_FILTER = pymunk.ShapeFilter(
+ mask=pymunk.ShapeFilter.ALL_MASKS ^ (
+ LIGHT_CATEGORY | FITTINGS_CATEGORY),
+ categories=LIGHT_CATEGORY)
+
+FITTINGS_FILTER = pymunk.ShapeFilter(
+ mask=pymunk.ShapeFilter.ALL_MASKS ^ (
+ LIGHT_CATEGORY | FITTINGS_CATEGORY),
+ categories=FITTINGS_CATEGORY)
+
+# Just match lights, nothing else
+LIT_BY_FILTER = pymunk.ShapeFilter(mask=LIGHT_CATEGORY)
+
+
+class LightManager(object):
+ """ Manages a set of lights. """
+
+ def __init__(self, space, gamestate):
+ self._space = space
+ 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 toggle_nearest(self, *args, **kw):
+ 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