7b2c26380c9800ded9540fcb281766d87903b679
[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 LIGHT_CATEGORY, FITTINGS_CATEGORY, COLOURS
15 from .rays import RayPolyManager
16 from .utils import DetailedTimer
17 from .loader import loader
18 from .transforms import Multiply, MultiplyImage
19
20 LIGHT_FILTER = pymunk.ShapeFilter(
21     mask=pymunk.ShapeFilter.ALL_MASKS ^ (
22         LIGHT_CATEGORY | FITTINGS_CATEGORY),
23     categories=LIGHT_CATEGORY)
24
25 FITTINGS_FILTER = pymunk.ShapeFilter(
26     mask=pymunk.ShapeFilter.ALL_MASKS ^ (
27         LIGHT_CATEGORY | FITTINGS_CATEGORY),
28     categories=FITTINGS_CATEGORY)
29
30 # Just match lights, nothing else
31 LIT_BY_FILTER = pymunk.ShapeFilter(mask=LIGHT_CATEGORY)
32
33
34 class LightManager(object):
35     """ Manages a set of lights. """
36
37     def __init__(self, space, gamestate):
38         self._space = space
39         self._lights = [
40             BaseLight.load(cfg) for cfg in gamestate.station["lights"]]
41         for light in self._lights:
42             light.add(self._space)
43
44     def add_light(self, cfg):
45         light = BaseLight.load(cfg)
46         self._lights.append(light)
47         light.add(self._space)
48
49     def toggle_nearest(self, *args, **kw):
50         light = self.nearest(*args, **kw)
51         if light:
52             light.toggle()
53
54     def nearest(self, pos, surfpos=False, max_distance=1.0):
55         if surfpos:
56             surface = pygame.display.get_surface()
57             pos = pymunk.pygame_util.from_pygame(pos, surface)
58         point_info = self._space.point_query_nearest(
59             pos, max_distance, pymunk.ShapeFilter(mask=FITTINGS_CATEGORY))
60         if point_info is not None:
61             return point_info.shape.body.light
62         return None
63
64     def lit_by(self, pos, surfpos=False, max_distance=0.0):
65         if surfpos:
66             surface = pygame.display.get_surface()
67             pos = pymunk.pygame_util.from_pygame(pos, surface)
68         point_info_list = self._space.point_query(
69             pos, max_distance, pymunk.ShapeFilter(mask=LIGHT_CATEGORY))
70         lights = [p.shape.body.light for p in point_info_list]
71         return [
72             light for light in lights
73             if light.on and light.ray_manager.reaches(pos)
74         ]
75
76     def light_query(self, shape):
77         """Query the lights by shape"""
78         old_filter = shape.filter
79         # We need to restrict matches to only the lights
80         shape.filter = LIT_BY_FILTER
81         shape_info_list = self._space.shape_query(shape)
82         shape.filter = old_filter
83         lights = [p.shape.body.light for p in shape_info_list]
84         return [
85             light for light in lights
86             if light.on and light.ray_manager.reaches(shape.body.position)
87         ]
88
89     def total_power_usage(self):
90         return sum(light.power_usage() for light in self._lights)
91
92     def render_light(self, surface):
93         for light in self._lights:
94             light.render_light(surface)
95
96     def render_fittings(self, surface):
97         for light in self._lights:
98             light.render_fitting(surface)
99
100     def tick(self):
101         for light in self._lights:
102             light.tick()
103
104
105 class BaseLight(object):
106     """ Common light functionality. """
107
108     # defaults
109     RAY_MANAGER = RayPolyManager
110     FITTING_IMG = None
111     FITTING_RADIUS = 24.0
112
113     # cached surfaces
114     _surface_cache = {}
115
116     def __init__(
117             self, colours, position, intensity=1.0, radius_limits=None,
118             direction=None, spread=None):
119         self.colour_cycle = colours
120         self.colour_pos = 0
121         self.colour = colours[0]
122         self.on = True
123         self.intensity = intensity
124         self.body = pymunk.Body(0, 0, pymunk.body.Body.STATIC)
125         self.body.light = self
126         self.ray_manager = self.RAY_MANAGER(
127             self.body, position, ray_filter=LIGHT_FILTER,
128             radius_limits=radius_limits, direction=direction, spread=spread)
129         self.fitting = pymunk.Circle(
130             self.body, self.FITTING_RADIUS, self.ray_manager.position)
131         self.fitting.filter = FITTINGS_FILTER
132         self._fitting_image = None
133         self._colour_mult_image = None
134
135     @property
136     def position(self):
137         return self.ray_manager.position
138
139     @classmethod
140     def load(cls, config):
141         kw = config.copy()
142         light_type = kw.pop("type")
143         [light_class] = [
144             c for c in cls.__subclasses__()
145             if c.__name__.lower() == light_type]
146         return light_class(**kw)
147
148     def add(self, space):
149         if self.body.space is not None:
150             space.remove(self.body, *self.body.shapes)
151         space.add(self.body, self.fitting)
152         self.ray_manager.set_space(space)
153         self.ray_manager.update_shapes()
154
155     def _cached_surface(self, name, surface):
156         surf = self._surface_cache.get(name)
157         if surf is None:
158             surf = self._surface_cache[name] = pygame.surface.Surface(
159                 surface.get_size(), pgl.SWSURFACE
160             ).convert_alpha()
161         return surf
162
163     def light_colour(self):
164         light_colour = COLOURS[self.colour]
165         intensity = int(255 * self.intensity)
166         return light_colour + (intensity,)
167
168     def render_light(self, surface):
169         if not self.on:
170             return
171
172         dt = DetailedTimer("render_light")
173         dt.start()
174
175         max_radius = self.ray_manager.max_radius
176         min_radius = self.ray_manager.min_radius
177         dest_rect = self.ray_manager.pygame_rect(surface)
178
179         white, black = (255, 255, 255, 255), (0, 0, 0, 0)
180         light_colour = self.light_colour()
181
182         radius_mask = self._cached_surface('radius_mask', surface)
183         radius_mask.set_clip(dest_rect)
184         ray_mask = self._cached_surface('ray_mask', surface)
185         ray_mask.set_clip(dest_rect)
186
187         ray_mask.fill(black)
188         for pygame_poly in self.ray_manager.pygame_polys(surface):
189             pygame.draw.polygon(ray_mask, white, pygame_poly, 0)
190             pygame.draw.polygon(ray_mask, white, pygame_poly, 1)
191         dt.lap("ray mask rendered")
192
193         radius_mask.fill(black)
194         centre = self.ray_manager.pygame_position(surface)
195         pygame.draw.circle(
196             radius_mask, light_colour, centre, int(max_radius), 0)
197         pygame.draw.circle(
198             radius_mask, black, centre, int(min_radius), 0)
199         dt.lap("radius mask rendered")
200
201         ray_mask.blit(radius_mask, dest_rect, dest_rect, pgl.BLEND_RGBA_MULT)
202         dt.lap("blitted radius mask to ray mask")
203
204         surface.blit(ray_mask, dest_rect, dest_rect)
205         dt.lap("blitted surface")
206         dt.end()
207
208     def fitting_image(self):
209         if self._fitting_image is None:
210             fitting_colours = [COLOURS[c] for c in self.colour_cycle]
211             ncolour = len(fitting_colours)
212             if ncolour > 3:
213                 print "Multicoloured light should not have more than 3 colours"
214                 ncolour = 3
215
216             if ncolour == 1:
217                 self._fitting_image = loader.load_image(
218                     "48", self.FITTING_IMG,
219                     transform=Multiply(colour=fitting_colours[0]))
220             else:
221                 if self._colour_mult_image is None:
222                     self._colour_mult_image = pygame.surface.Surface((48, 48))
223
224                     for i in range(ncolour):
225                         sector = loader.load_image(
226                             "48", "light_mask_%d_%d.png" % (ncolour, i + 1),
227                             transform=Multiply(colour=fitting_colours[i]))
228                         self._colour_mult_image.blit(sector, (0, 0), None, 0)
229
230                 self._fitting_image = loader.load_image(
231                     "48", self.FITTING_IMG,
232                     transform=MultiplyImage(image=self._colour_mult_image))
233
234         return self._fitting_image
235
236     def invalidate_fitting_image(self):
237         self._fitting_image = None
238
239     def render_fitting(self, surface):
240         rx, ry = self.ray_manager.pygame_position(surface)
241         surface.blit(self.fitting_image(), (rx - 24, ry - 24), None, 0)
242
243     def power_usage(self):
244         if not self.on:
245             return 0.0
246         area = math.pi * (self.ray_manager.max_radius ** 2)  # radius
247         area = area * (self.ray_manager.spread / (2 * math.pi))  # spread
248         return 5 * area * self.intensity / 6400  # 80x80 unit area
249
250     def base_damage(self):
251         return 5 * self.intensity
252
253     def toggle(self):
254         self.colour_pos += 1
255         if self.colour_pos >= len(self.colour_cycle):
256             self.colour = self.colour_cycle[0]
257             self.colour_pos = -1
258             self.on = False
259         else:
260             self.colour = self.colour_cycle[self.colour_pos]
261             self.on = True
262
263     def tick(self):
264         pass
265
266
267 class Lamp(BaseLight):
268
269     FITTING_IMG = "lamp.png"
270
271
272 class PulsatingLamp(BaseLight):
273
274     FITTING_IMG = "lamp.png"
275     DEFAULT_PULSE_RANGE = (20, 100)
276     DEFAULT_PULSE_VELOCITY = 2
277     DEFAULT_INTENSITY_RANGE = (0.0, 0.9)
278     DEFAULT_INTENSITY_VELOCITY = 0.1
279
280     def __init__(self, **kw):
281         self.pulse_range = kw.pop("pulse_range", self.DEFAULT_PULSE_RANGE)
282         self.pulse_velocity = kw.pop(
283             "pulse_velocity", self.DEFAULT_PULSE_VELOCITY)
284         self.intensity_range = kw.pop(
285             "intensity_range", self.DEFAULT_INTENSITY_RANGE)
286         self.intensity_velocity = kw.pop(
287             "intensity_velocity", self.DEFAULT_INTENSITY_VELOCITY)
288         super(PulsatingLamp, self).__init__(**kw)
289
290     def _update_range(self, value, velocity, value_range):
291         value += velocity
292         if value < value_range[0]:
293             value = value_range[0]
294             velocity = -velocity
295         elif value > value_range[1]:
296             value = value_range[1]
297             velocity = -velocity
298         return value, velocity
299
300     def tick(self):
301         self.ray_manager.max_radius, self.pulse_velocity = self._update_range(
302             self.ray_manager.max_radius, self.pulse_velocity, self.pulse_range)
303         self.intensity, self.intensity_velocity = self._update_range(
304             self.intensity, self.intensity_velocity, self.intensity_range)
305
306
307 class SpotLight(BaseLight):
308
309     FITTING_IMG = "spotlight.png"
310
311     def __init__(self, **kw):
312         self.angular_velocity = kw.pop("angular_velocity", None)
313         super(SpotLight, self).__init__(**kw)
314
315     def fitting_image(self):
316         fitting_image = super(SpotLight, self).fitting_image()
317         rot_fitting_image = pygame.transform.rotozoom(fitting_image, self.ray_manager.direction - 90, 1)
318
319         rot_rect = fitting_image.get_rect().copy()
320         rot_rect.center = rot_fitting_image.get_rect().center
321         rot_fitting_image = rot_fitting_image.subsurface(rot_rect).copy()
322         
323         return rot_fitting_image
324         
325
326     def tick(self):
327         if self.angular_velocity:
328             self.ray_manager.direction -= self.angular_velocity
329             self.ray_manager.update_shapes()