Night shift managers.
[tabakrolletjie.git] / tabakrolletjie / lights.py
index 7620c480915c1e8b5bc2226ba1ec64028a7631f9..54da531db68de8df8d3d7e9ca7333c10b4e2aa5f 100644 (file)
@@ -3,15 +3,23 @@
 
 import pymunk
 import pymunk.pygame_util
+import pygame.display
 import pygame.draw
 
-from .constants import SCREEN_SIZE, LIGHT_CATEGORY
+from .constants import (
+    SCREEN_SIZE, LIGHT_CATEGORY, FITTINGS_CATEGORY)
 from .utils import debug_timer
 
 LIGHT_FILTER = pymunk.ShapeFilter(
-    mask=pymunk.ShapeFilter.ALL_MASKS ^ LIGHT_CATEGORY,
+    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)
+
 
 def screen_rays(pos):
     """ An iterable that returns ordered rays from pos to the edge of the
@@ -56,6 +64,35 @@ def calculate_ray_polys(space, body, position):
     return ray_polys
 
 
+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 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, 1.0, pymunk.ShapeFilter(mask=FITTINGS_CATEGORY))
+        if point_info is not None:
+            return point_info.shape.body.light
+        return None
+
+    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)
+
+
 class BaseLight(object):
     """ Common light functionality. """
 
@@ -68,10 +105,12 @@ class BaseLight(object):
     }
 
     def __init__(self, colour, position):
+        self.colour = colour
+        self.position = pymunk.Vec2d(position)
         self.on = True
         self.body = pymunk.Body(0, 0, pymunk.body.Body.STATIC)
-        self.colour = colour
-        self.position = position
+        self.fitting = pymunk.Circle(self.body, 10.0, self.position)
+        self.body.light = self
 
     @classmethod
     def load(cls, config):
@@ -89,7 +128,8 @@ class BaseLight(object):
             calculate_ray_polys(space, self.body, self.position))
         for shape in shapes:
             shape.filter = LIGHT_FILTER
-        space.add(self.body, *shapes)
+        self.fitting.filter = FITTINGS_FILTER
+        space.add(self.body, self.fitting, *shapes)
 
     def shapes_for_ray_polys(self, ray_polys):
         return ray_polys
@@ -103,6 +143,8 @@ class BaseLight(object):
         subsurface = surface.copy()
         light_colour = self.COLOURS[self.colour]
         for shape in self.body.shapes:
+            if shape is self.fitting:
+                continue
             pygame_poly = [
                 pymunk.pygame_util.to_pygame(v, surface) for v in
                 shape.get_vertices()]
@@ -113,10 +155,11 @@ class BaseLight(object):
         subsurface.set_alpha(50)
         surface.blit(subsurface, (0, 0), None)
 
-    def render_fittings(self, surface):
+    def render_fitting(self, surface):
         pygame.draw.circle(
             surface, (255, 255, 0),
-            pymunk.pygame_util.to_pygame(self.position, surface), 5)
+            pymunk.pygame_util.to_pygame(self.fitting.offset, surface),
+            int(self.fitting.radius))
 
 
 class SpotLight(BaseLight):