44c93871c805b34b5fc70761e4be500f3b461957
[tabakrolletjie.git] / tabakrolletjie / lights.py
1 """ May it be a light for you in dark places, when all other lights go out.
2 """
3
4 import math
5
6 import pymunk
7 import pymunk.pygame_util
8 import pygame.display
9 import pygame.draw
10 import pygame.locals as pgl
11 import pygame.rect
12 import pygame.transform
13
14 from .constants import (
15     LIGHT_CATEGORY, FITTINGS_CATEGORY, OBSTACLE_CATEGORY, TURNIP_CATEGORY,
16     COLOURS)
17 from .rays import RayPolyManager
18 from .utils import DetailedTimer
19 from .loader import loader
20 from .transforms import ColourWedges
21
22 LIGHT_FILTER = pymunk.ShapeFilter(
23     mask=pymunk.ShapeFilter.ALL_MASKS ^ (
24         LIGHT_CATEGORY | FITTINGS_CATEGORY),
25     categories=LIGHT_CATEGORY)
26
27 FITTINGS_FILTER = pymunk.ShapeFilter(
28     mask=pymunk.ShapeFilter.ALL_MASKS ^ (
29         LIGHT_CATEGORY | FITTINGS_CATEGORY),
30     categories=FITTINGS_CATEGORY)
31
32 # Just match lights, nothing else
33 LIT_BY_FILTER = pymunk.ShapeFilter(mask=LIGHT_CATEGORY)
34 SPACE_FOR_LIGHT_FILTER = pymunk.ShapeFilter(
35     mask=FITTINGS_CATEGORY | OBSTACLE_CATEGORY | TURNIP_CATEGORY)
36
37
38 def check_space_for_light(space, pos, max_distance):
39     point_info = space.point_query_nearest(
40         pos, max_distance, SPACE_FOR_LIGHT_FILTER)
41     if point_info is not None:
42         return True
43     return False
44
45
46 class LightManager(object):
47     """ Manages a set of lights. """
48
49     def __init__(self, space, gamestate):
50         self._space = space
51         self._battery_dead = False
52         self._lights = [
53             BaseLight.load(cfg) for cfg in gamestate.station["lights"]]
54         for light in self._lights:
55             light.add(self._space)
56
57     def add_light(self, cfg):
58         light = BaseLight.load(cfg)
59         self._lights.append(light)
60         light.add(self._space)
61
62     def remove_light(self, light):
63         self._lights.remove(light)
64         light.remove(self._space)
65
66     def battery_dead(self):
67         self._battery_dead = True
68         for light in self._lights:
69             light.off()
70
71     def serialize_lights(self):
72         result = []
73         for light in self._lights:
74             result.append(light.serialize())
75         return result
76
77     def toggle_nearest(self, *args, **kw):
78         if self._battery_dead:
79             return
80         light = self.nearest(*args, **kw)
81         if light:
82             light.toggle()
83
84     def nearest(self, pos, surfpos=False, max_distance=1.0):
85         if surfpos:
86             surface = pygame.display.get_surface()
87             pos = pymunk.pygame_util.from_pygame(pos, surface)
88         point_info = self._space.point_query_nearest(
89             pos, max_distance, pymunk.ShapeFilter(mask=FITTINGS_CATEGORY))
90         if point_info is not None:
91             return point_info.shape.body.light
92         return None
93
94     def lit_by(self, pos, surfpos=False, max_distance=0.0):
95         if surfpos:
96             surface = pygame.display.get_surface()
97             pos = pymunk.pygame_util.from_pygame(pos, surface)
98         point_info_list = self._space.point_query(
99             pos, max_distance, LIT_BY_FILTER)
100         lights = [p.shape.body.light for p in point_info_list]
101         return [
102             light for light in lights
103             if light.on and light.ray_manager.reaches(pos)
104         ]
105
106     def light_query(self, shape):
107         """Query the lights by shape"""
108         old_filter = shape.filter
109         # We need to restrict matches to only the lights
110         shape.filter = LIT_BY_FILTER
111         shape_info_list = self._space.shape_query(shape)
112         shape.filter = old_filter
113         lights = [p.shape.body.light for p in shape_info_list]
114         return [
115             light for light in lights
116             if light.on and light.ray_manager.reaches(shape.body.position)
117         ]
118
119     def total_power_usage(self):
120         return sum(light.power_usage() for light in self._lights)
121
122     def render_light(self, surface):
123         for light in self._lights:
124             light.render_light(surface)
125
126     def render_fittings(self, surface):
127         for light in self._lights:
128             light.render_fitting(surface)
129
130     def tick(self):
131         for light in self._lights:
132             light.tick()
133
134
135 def light_fitting_by_type(light_type):
136     """ Render a light fitting image for a light type. """
137     return BaseLight.find_cls(light_type).FITTING_IMG
138
139
140 def seed_cost(light_config, num_colours):
141     """Calculate a seed cost for a light from its configuration. """
142     cls = BaseLight.find_cls(light_config["type"])
143     return cls.BASE_COST + int(cls.find_cost(light_config) / 10) + num_colours
144
145
146 class BaseLight(object):
147     """ Common light functionality. """
148
149     # defaults
150     RAY_MANAGER = RayPolyManager
151     FITTING_IMG = None
152     FITTING_RADIUS = 24.0
153     BASE_COST = 0
154
155     # cached surfaces
156     _surface_cache = {}
157
158     def __init__(
159             self, colours, position, intensity=1.0, radius_limits=None,
160             direction=None, spread=None, on=True, start_colour=None,
161             bounding_radius=None):
162         self.colour_cycle = colours
163         self.colour_pos = 0
164         self.colour = colours[0]
165         if start_colour and start_colour in colours:
166             self.colour_pos = colours.index(start_colour)
167             self.colour = start_colour
168         self.on = on
169         if not on:
170             self.colour_pos = -1
171         self.intensity = intensity
172         self.body = pymunk.Body(0, 0, pymunk.body.Body.STATIC)
173         self.body.light = self
174         self.ray_manager = self.RAY_MANAGER(
175             self.body, position, ray_filter=LIGHT_FILTER,
176             radius_limits=radius_limits, direction=direction, spread=spread,
177             bounding_radius=bounding_radius)
178         self.fitting = pymunk.Circle(
179             self.body, self.FITTING_RADIUS, self.ray_manager.position)
180         self.fitting.filter = FITTINGS_FILTER
181         self._fitting_image = None
182         self._colour_mult_image = None
183
184     def serialize(self):
185         result = self.ray_manager.serialize()
186         result.update({
187             "type": self.__class__.__name__.lower(),
188             "colours": self.colour_cycle,
189             "position": self.position,
190             "intensity": self.intensity,
191             "on": self.on,
192             "start_colour": self.colour,
193         })
194         return result
195
196     @property
197     def position(self):
198         return self.ray_manager.position
199
200     @classmethod
201     def load(cls, config):
202         kw = config.copy()
203         light_type = kw.pop("type")
204         light_class = cls.find_cls(light_type)
205         return light_class(**kw)
206
207     @classmethod
208     def find_cls(cls, light_type):
209         [light_class] = [
210             c for c in cls.__subclasses__()
211             if c.__name__.lower() == light_type]
212         return light_class
213
214     @classmethod
215     def find_cost(cls, config):
216         cost = 5 * config["intensity"]
217         return cost
218
219     def add(self, space):
220         if self.body.space is not None:
221             space.remove(self.body, *self.body.shapes)
222         space.add(self.body, self.fitting)
223         self.ray_manager.set_space(space)
224         self.ray_manager.update_shapes()
225
226     def remove(self, space):
227         if self.body.space is not None:
228             space.remove(self.body, *self.body.shapes)
229
230     def _cached_surface(self, name, surface):
231         surf = self._surface_cache.get(name)
232         if surf is None:
233             surf = self._surface_cache[name] = pygame.surface.Surface(
234                 surface.get_size(), pgl.SWSURFACE
235             ).convert_alpha()
236         return surf
237
238     def light_colour(self):
239         light_colour = COLOURS[self.colour]
240         intensity = int(255 * self.intensity)
241         return light_colour + (intensity,)
242
243     def render_light(self, surface):
244         if not self.on:
245             return
246
247         dt = DetailedTimer("render_light")
248         dt.start()
249
250         max_radius = self.ray_manager.max_radius
251         min_radius = self.ray_manager.min_radius
252         dest_rect = self.ray_manager.pygame_rect(surface)
253
254         white, black = (255, 255, 255, 255), (0, 0, 0, 0)
255         light_colour = self.light_colour()
256
257         radius_mask = self._cached_surface('radius_mask', surface)
258         radius_mask.set_clip(dest_rect)
259         ray_mask = self._cached_surface('ray_mask', surface)
260         ray_mask.set_clip(dest_rect)
261
262         ray_mask.fill(black)
263         for pygame_poly in self.ray_manager.pygame_polys(surface):
264             pygame.draw.polygon(ray_mask, white, pygame_poly, 0)
265             pygame.draw.polygon(ray_mask, white, pygame_poly, 1)
266         dt.lap("ray mask rendered")
267
268         radius_mask.fill(black)
269         centre = self.ray_manager.pygame_position(surface)
270         pygame.draw.circle(
271             radius_mask, light_colour, centre, int(max_radius), 0)
272         pygame.draw.circle(
273             radius_mask, black, centre, int(min_radius), 0)
274         dt.lap("radius mask rendered")
275
276         ray_mask.blit(radius_mask, dest_rect, dest_rect, pgl.BLEND_RGBA_MULT)
277         dt.lap("blitted radius mask to ray mask")
278
279         surface.blit(ray_mask, dest_rect, dest_rect)
280         dt.lap("blitted surface")
281         dt.end()
282
283     def fitting_image(self):
284         if self._fitting_image is None:
285             self._fitting_image = loader.load_image(
286                 "48", self.FITTING_IMG,
287                 transform=ColourWedges(colours=self.colour_cycle))
288         return self._fitting_image
289
290     def invalidate_fitting_image(self):
291         self._fitting_image = None
292
293     def render_fitting(self, surface):
294         rx, ry = self.ray_manager.pygame_position(surface)
295         surface.blit(self.fitting_image(), (rx - self.FITTING_RADIUS, ry - self.FITTING_RADIUS), None, 0)
296
297     def power_usage(self):
298         if not self.on:
299             return 0.0
300         area = math.pi * (self.ray_manager.max_radius ** 2)  # radius
301         area = area * (self.ray_manager.spread / (2 * math.pi))  # spread
302         return 5 * area * self.intensity / 6400  # 80x80 unit area
303
304     def base_damage(self):
305         return 10 * self.intensity
306
307     def off(self):
308         self.on = False
309         self.colour_pos = -1
310
311     def toggle(self):
312         self.colour_pos += 1
313         if self.colour_pos >= len(self.colour_cycle):
314             self.colour = self.colour_cycle[0]
315             self.colour_pos = -1
316             self.on = False
317         else:
318             self.colour = self.colour_cycle[self.colour_pos]
319             self.on = True
320
321     def tick(self):
322         pass
323
324
325 class Lamp(BaseLight):
326
327     FITTING_IMG = "lamp.png"
328     BASE_COST = 1
329
330
331 class PulsatingLamp(BaseLight):
332
333     FITTING_IMG = "pulsatinglamp.png"
334     DEFAULT_PULSE_RANGE = (20, 100)
335     DEFAULT_PULSE_VELOCITY = 2
336     DEFAULT_INTENSITY_RANGE = (0.0, 0.9)
337     DEFAULT_INTENSITY_VELOCITY = 0.1
338     BASE_COST = 3
339
340     def __init__(self, **kw):
341         self.pulse_range = kw.pop("pulse_range", self.DEFAULT_PULSE_RANGE)
342         self.pulse_velocity = kw.pop(
343             "pulse_velocity", self.DEFAULT_PULSE_VELOCITY)
344         self.intensity_range = kw.pop(
345             "intensity_range", self.DEFAULT_INTENSITY_RANGE)
346         self.intensity_velocity = kw.pop(
347             "intensity_velocity", self.DEFAULT_INTENSITY_VELOCITY)
348         super(PulsatingLamp, self).__init__(
349             bounding_radius=self.pulse_range[1], **kw)
350
351     def serialize(self):
352         result = super(PulsatingLamp, self).serialize()
353         result["pulse_velocity"] = self.pulse_velocity
354         result["intensity_range"] = self.intensity_range
355         result["intensity_velocity"] = self.intensity_velocity
356         return result
357
358     def _update_range(self, value, velocity, value_range):
359         value += velocity
360         if value < value_range[0]:
361             value = value_range[0]
362             velocity = -velocity
363         elif value > value_range[1]:
364             value = value_range[1]
365             velocity = -velocity
366         return value, velocity
367
368     def tick(self):
369         self.ray_manager.max_radius, self.pulse_velocity = self._update_range(
370             self.ray_manager.max_radius, self.pulse_velocity, self.pulse_range)
371         self.intensity, self.intensity_velocity = self._update_range(
372             self.intensity, self.intensity_velocity, self.intensity_range)
373
374     @classmethod
375     def find_cost(cls, config):
376         cost = super(PulsatingLamp, cls).find_cost(config)
377         cost += config.get("pulse_velocity", cls.DEFAULT_PULSE_VELOCITY)
378         pr = config.get("pulse_range", cls.DEFAULT_PULSE_RANGE)
379         cost += (pr[1] - pr[0]) / 10
380         cost += 5 * config.get("intensity_velocity", cls.DEFAULT_INTENSITY_VELOCITY)
381         ir = config.get("intensity_range", cls.DEFAULT_INTENSITY_RANGE)
382         cost += 5 * (ir[1] - ir[0])
383         return cost
384
385
386 class SpotLight(BaseLight):
387
388     FITTING_IMG = "spotlight.png"
389     BASE_COST = 5
390
391     def __init__(self, **kw):
392         self.angular_velocity = kw.pop("angular_velocity", None)
393         super(SpotLight, self).__init__(**kw)
394
395     def serialize(self):
396         result = super(SpotLight, self).serialize()
397         result["angular_velocity"] = self.angular_velocity
398         return result
399
400     def fitting_image(self):
401         fitting_image = super(SpotLight, self).fitting_image()
402         rot_fitting_image = pygame.transform.rotozoom(
403             fitting_image, self.ray_manager.direction - 90, 1)
404
405         rot_rect = fitting_image.get_rect().copy()
406         rot_rect.center = rot_fitting_image.get_rect().center
407         rot_fitting_image = rot_fitting_image.subsurface(rot_rect).copy()
408
409         return rot_fitting_image
410
411     def tick(self):
412         if self.angular_velocity:
413             self.ray_manager.direction -= self.angular_velocity
414             self.ray_manager.update_shapes()
415
416     @classmethod
417     def find_cost(cls, config):
418         cost = super(SpotLight, cls).find_cost(config)
419         cost += config.get("angular_velocity", 0)
420         return cost