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, FPS, NIGHT_HOURS_PER_TICK)
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
light.tick()
-def light_fitting_image(size, base_image_name, colours):
- """ Render a light fitting image. """
- size = str(size)
- fitting_colours = [COLOURS[c] for c in colours]
- ncolour = len(fitting_colours)
- if ncolour > 3:
- print "Multicoloured light should not have more than 3 colours"
- ncolour = 3
+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
- if ncolour == 1:
- return loader.load_image(
- size, base_image_name,
- transform=Multiply(colour=fitting_colours[0]))
+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)
- colour_mult_image = pygame.surface.Surface((48, 48))
- for i in range(ncolour):
- sector = loader.load_image(
- size, "light_mask_%d_%d.png" % (ncolour, i + 1),
- transform=Multiply(colour=fitting_colours[i]))
- colour_mult_image.blit(sector, (0, 0), None, 0)
- fitting_image = loader.load_image(size, base_image_name)
- fitting_image.blit(colour_mult_image, (0, 0), None, pgl.BLEND_RGBA_MULT)
- return fitting_image
+def light_name(light_config):
+ """Find formatted light name. """
+ cls = BaseLight.find_cls(light_config["type"])
+ return cls.NAME
class BaseLight(object):
RAY_MANAGER = RayPolyManager
FITTING_IMG = None
FITTING_RADIUS = 24.0
+ BASE_COST = 0
+ NAME = "light"
# 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
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):
+ spread = math.radians(config.get("spread", 360))
+ rl = config.get("radius_limits", (0, 50.0))
+ intensity = config["intensity"]
+ power_usage = (cls._power_usage(rl[0], rl[1], spread, intensity)
+ / (FPS * NIGHT_HOURS_PER_TICK))
+ return [
+ "power usage: %d/h" % power_usage,
+ "",
+ "intensity: %g" % intensity,
+ ]
def add(self, space):
if self.body.space is not None:
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:
def fitting_image(self):
if self._fitting_image is None:
- self._fitting_image = light_fitting_image(
- 48, self.FITTING_IMG, self.colour_cycle)
+ self._fitting_image = loader.load_image(
+ "48", self.FITTING_IMG,
+ 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)
+ surface.blit(self.fitting_image(), (rx - self.FITTING_RADIUS, ry - self.FITTING_RADIUS), None, 0)
+
+ @staticmethod
+ def _power_usage(min_radius, max_radius, spread, intensity):
+ area = math.pi * (max_radius ** 2 - min_radius ** 2) # radius
+ area = area * (spread / (2 * math.pi)) # spread
+ return 5 * area * intensity / 6400 # 80x80 unit area
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
+ rm = self.ray_manager
+ power_usage = self._power_usage(rm.min_radius, rm.max_radius, rm.spread, self.intensity)
+ return power_usage
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
class Lamp(BaseLight):
FITTING_IMG = "lamp.png"
+ BASE_COST = 1
+ NAME = "lamp"
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
+ 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):
+ spread = math.radians(config.get("spread", 360))
+ rl = config.get("radius_limits", (0, 50.0))
+ 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)
+ min_power = (cls._power_usage(rl[0], pr[0], spread, ir[0])
+ / (FPS * NIGHT_HOURS_PER_TICK))
+ max_power = (cls._power_usage(rl[0], pr[1], spread, ir[1])
+ / (FPS * NIGHT_HOURS_PER_TICK))
+ return [
+ "power usage: %d/h - %d/h" % (min_power, max_power),
+ "",
+ "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(
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)
+ 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