first stab at automatic variable light pricing
[tabakrolletjie.git] / tabakrolletjie / lights.py
index 27f349e65ec5c586738acdcaad946bd020ee6fa7..44c93871c805b34b5fc70761e4be500f3b461957 100644 (file)
@@ -11,7 +11,9 @@ 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
@@ -29,6 +31,16 @@ FITTINGS_FILTER = pymunk.ShapeFilter(
 
 # 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):
@@ -36,6 +48,7 @@ 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:
@@ -46,7 +59,24 @@ class LightManager(object):
         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()
@@ -66,7 +96,7 @@ class LightManager(object):
             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
@@ -107,6 +137,12 @@ def light_fitting_by_type(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
+
+
 class BaseLight(object):
     """ Common light functionality. """
 
@@ -114,29 +150,49 @@ class BaseLight(object):
     RAY_MANAGER = RayPolyManager
     FITTING_IMG = None
     FITTING_RADIUS = 24.0
+    BASE_COST = 0
 
     # cached surfaces
     _surface_cache = {}
 
     def __init__(
             self, colours, position, intensity=1.0, radius_limits=None,
-            direction=None, spread=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]
-        self.on = True
+        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, direction=direction, spread=spread)
+            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):
         return self.ray_manager.position
@@ -155,6 +211,11 @@ class BaseLight(object):
             if c.__name__.lower() == light_type]
         return light_class
 
+    @classmethod
+    def find_cost(cls, config):
+        cost = 5 * config["intensity"]
+        return cost
+
     def add(self, space):
         if self.body.space is not None:
             space.remove(self.body, *self.body.shapes)
@@ -162,6 +223,10 @@ class BaseLight(object):
         self.ray_manager.set_space(space)
         self.ray_manager.update_shapes()
 
+    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)
         if surf is None:
@@ -227,7 +292,7 @@ class BaseLight(object):
 
     def render_fitting(self, surface):
         rx, ry = self.ray_manager.pygame_position(surface)
-        surface.blit(self.fitting_image(), (rx - 24, ry - 24), None, 0)
+        surface.blit(self.fitting_image(), (rx - self.FITTING_RADIUS, ry - self.FITTING_RADIUS), None, 0)
 
     def power_usage(self):
         if not self.on:
@@ -237,7 +302,11 @@ class BaseLight(object):
         return 5 * area * self.intensity / 6400  # 80x80 unit area
 
     def base_damage(self):
-        return 5 * self.intensity
+        return 10 * self.intensity
+
+    def off(self):
+        self.on = False
+        self.colour_pos = -1
 
     def toggle(self):
         self.colour_pos += 1
@@ -256,15 +325,17 @@ class BaseLight(object):
 class Lamp(BaseLight):
 
     FITTING_IMG = "lamp.png"
+    BASE_COST = 1
 
 
 class PulsatingLamp(BaseLight):
 
-    FITTING_IMG = "lamp.png"
+    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
 
     def __init__(self, **kw):
         self.pulse_range = kw.pop("pulse_range", self.DEFAULT_PULSE_RANGE)
@@ -274,7 +345,15 @@ class PulsatingLamp(BaseLight):
             "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
@@ -292,15 +371,32 @@ class PulsatingLamp(BaseLight):
         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
+
 
 class SpotLight(BaseLight):
 
     FITTING_IMG = "spotlight.png"
+    BASE_COST = 5
 
     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(
@@ -316,3 +412,9 @@ class SpotLight(BaseLight):
         if 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)
+        return cost