1 """ May it be a light for you in dark places, when all other lights go out.
7 import pymunk.pygame_util
10 import pygame.locals as pgl
12 import pygame.transform
14 from .constants import (
15 LIGHT_CATEGORY, FITTINGS_CATEGORY, OBSTACLE_CATEGORY, TURNIP_CATEGORY,
17 from .rays import RayPolyManager
18 from .utils import DetailedTimer
19 from .loader import loader
20 from .transforms import ColourWedges
22 LIGHT_FILTER = pymunk.ShapeFilter(
23 mask=pymunk.ShapeFilter.ALL_MASKS ^ (
24 LIGHT_CATEGORY | FITTINGS_CATEGORY),
25 categories=LIGHT_CATEGORY)
27 FITTINGS_FILTER = pymunk.ShapeFilter(
28 mask=pymunk.ShapeFilter.ALL_MASKS ^ (
29 LIGHT_CATEGORY | FITTINGS_CATEGORY),
30 categories=FITTINGS_CATEGORY)
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)
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:
46 class LightManager(object):
47 """ Manages a set of lights. """
49 def __init__(self, space, gamestate):
51 self._battery_dead = False
53 BaseLight.load(cfg) for cfg in gamestate.station["lights"]]
54 for light in self._lights:
55 light.add(self._space)
57 def add_light(self, cfg):
58 light = BaseLight.load(cfg)
59 self._lights.append(light)
60 light.add(self._space)
62 def remove_light(self, light):
63 self._lights.remove(light)
64 light.remove(self._space)
66 def battery_dead(self):
67 self._battery_dead = True
68 for light in self._lights:
71 def serialize_lights(self):
73 for light in self._lights:
74 result.append(light.serialize())
77 def toggle_nearest(self, *args, **kw):
78 if self._battery_dead:
80 light = self.nearest(*args, **kw)
84 def nearest(self, pos, surfpos=False, max_distance=1.0):
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
94 def lit_by(self, pos, surfpos=False, max_distance=0.0):
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]
102 light for light in lights
103 if light.on and light.ray_manager.reaches(pos)
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]
115 light for light in lights
116 if light.on and light.ray_manager.reaches(shape.body.position)
119 def total_power_usage(self):
120 return sum(light.power_usage() for light in self._lights)
122 def render_light(self, surface):
123 for light in self._lights:
124 light.render_light(surface)
126 def render_fittings(self, surface):
127 for light in self._lights:
128 light.render_fitting(surface)
131 for light in self._lights:
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
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
145 def light_info(light_config):
146 """Generate info about a light to go in the tooltip. """
147 cls = BaseLight.find_cls(light_config["type"])
148 return cls.get_info(light_config)
151 def light_name(light_config):
152 """Find formatted light name. """
153 cls = BaseLight.find_cls(light_config["type"])
157 class BaseLight(object):
158 """ Common light functionality. """
161 RAY_MANAGER = RayPolyManager
163 FITTING_RADIUS = 24.0
171 self, colours, position, intensity=1.0, radius_limits=None,
172 direction=None, spread=None, on=True, start_colour=None,
173 bounding_radius=None):
174 self.colour_cycle = colours
176 self.colour = colours[0]
177 if start_colour and start_colour in colours:
178 self.colour_pos = colours.index(start_colour)
179 self.colour = start_colour
183 self.intensity = intensity
184 self.body = pymunk.Body(0, 0, pymunk.body.Body.STATIC)
185 self.body.light = self
186 self.ray_manager = self.RAY_MANAGER(
187 self.body, position, ray_filter=LIGHT_FILTER,
188 radius_limits=radius_limits, direction=direction, spread=spread,
189 bounding_radius=bounding_radius)
190 self.fitting = pymunk.Circle(
191 self.body, self.FITTING_RADIUS, self.ray_manager.position)
192 self.fitting.filter = FITTINGS_FILTER
193 self._fitting_image = None
194 self._colour_mult_image = None
197 result = self.ray_manager.serialize()
199 "type": self.__class__.__name__.lower(),
200 "colours": self.colour_cycle,
201 "position": self.position,
202 "intensity": self.intensity,
204 "start_colour": self.colour,
210 return self.ray_manager.position
213 def load(cls, config):
215 light_type = kw.pop("type")
216 light_class = cls.find_cls(light_type)
217 return light_class(**kw)
220 def find_cls(cls, light_type):
222 c for c in cls.__subclasses__()
223 if c.__name__.lower() == light_type]
227 def find_cost(cls, config):
228 cost = 5 * config["intensity"]
232 def get_info(cls, config):
233 return ["intensity: %g" % config["intensity"]]
235 def add(self, space):
236 if self.body.space is not None:
237 space.remove(self.body, *self.body.shapes)
238 space.add(self.body, self.fitting)
239 self.ray_manager.set_space(space)
240 self.ray_manager.update_shapes()
242 def remove(self, space):
243 if self.body.space is not None:
244 space.remove(self.body, *self.body.shapes)
246 def _cached_surface(self, name, surface):
247 surf = self._surface_cache.get(name)
249 surf = self._surface_cache[name] = pygame.surface.Surface(
250 surface.get_size(), pgl.SWSURFACE
254 def light_colour(self):
255 light_colour = COLOURS[self.colour]
256 intensity = int(255 * self.intensity)
257 return light_colour + (intensity,)
259 def render_light(self, surface):
263 dt = DetailedTimer("render_light")
266 max_radius = self.ray_manager.max_radius
267 min_radius = self.ray_manager.min_radius
268 dest_rect = self.ray_manager.pygame_rect(surface)
270 white, black = (255, 255, 255, 255), (0, 0, 0, 0)
271 light_colour = self.light_colour()
273 radius_mask = self._cached_surface('radius_mask', surface)
274 radius_mask.set_clip(dest_rect)
275 ray_mask = self._cached_surface('ray_mask', surface)
276 ray_mask.set_clip(dest_rect)
279 for pygame_poly in self.ray_manager.pygame_polys(surface):
280 pygame.draw.polygon(ray_mask, white, pygame_poly, 0)
281 pygame.draw.polygon(ray_mask, white, pygame_poly, 1)
282 dt.lap("ray mask rendered")
284 radius_mask.fill(black)
285 centre = self.ray_manager.pygame_position(surface)
287 radius_mask, light_colour, centre, int(max_radius), 0)
289 radius_mask, black, centre, int(min_radius), 0)
290 dt.lap("radius mask rendered")
292 ray_mask.blit(radius_mask, dest_rect, dest_rect, pgl.BLEND_RGBA_MULT)
293 dt.lap("blitted radius mask to ray mask")
295 surface.blit(ray_mask, dest_rect, dest_rect)
296 dt.lap("blitted surface")
299 def fitting_image(self):
300 if self._fitting_image is None:
301 self._fitting_image = loader.load_image(
302 "48", self.FITTING_IMG,
303 transform=ColourWedges(colours=self.colour_cycle))
304 return self._fitting_image
306 def invalidate_fitting_image(self):
307 self._fitting_image = None
309 def render_fitting(self, surface):
310 rx, ry = self.ray_manager.pygame_position(surface)
311 surface.blit(self.fitting_image(), (rx - self.FITTING_RADIUS, ry - self.FITTING_RADIUS), None, 0)
313 def power_usage(self):
316 area = math.pi * (self.ray_manager.max_radius ** 2) # radius
317 area = area * (self.ray_manager.spread / (2 * math.pi)) # spread
318 return 5 * area * self.intensity / 6400 # 80x80 unit area
320 def base_damage(self):
321 return 10 * self.intensity
329 if self.colour_pos >= len(self.colour_cycle):
330 self.colour = self.colour_cycle[0]
334 self.colour = self.colour_cycle[self.colour_pos]
341 class Lamp(BaseLight):
343 FITTING_IMG = "lamp.png"
348 class PulsatingLamp(BaseLight):
350 FITTING_IMG = "pulsatinglamp.png"
351 DEFAULT_PULSE_RANGE = (20, 100)
352 DEFAULT_PULSE_VELOCITY = 2
353 DEFAULT_INTENSITY_RANGE = (0.0, 0.9)
354 DEFAULT_INTENSITY_VELOCITY = 0.1
356 NAME = "pulsating lamp"
358 def __init__(self, **kw):
359 self.pulse_range = kw.pop("pulse_range", self.DEFAULT_PULSE_RANGE)
360 self.pulse_velocity = kw.pop(
361 "pulse_velocity", self.DEFAULT_PULSE_VELOCITY)
362 self.intensity_range = kw.pop(
363 "intensity_range", self.DEFAULT_INTENSITY_RANGE)
364 self.intensity_velocity = kw.pop(
365 "intensity_velocity", self.DEFAULT_INTENSITY_VELOCITY)
366 super(PulsatingLamp, self).__init__(
367 bounding_radius=self.pulse_range[1], **kw)
370 result = super(PulsatingLamp, self).serialize()
371 result["pulse_velocity"] = self.pulse_velocity
372 result["intensity_range"] = self.intensity_range
373 result["intensity_velocity"] = self.intensity_velocity
376 def _update_range(self, value, velocity, value_range):
378 if value < value_range[0]:
379 value = value_range[0]
381 elif value > value_range[1]:
382 value = value_range[1]
384 return value, velocity
387 self.ray_manager.max_radius, self.pulse_velocity = self._update_range(
388 self.ray_manager.max_radius, self.pulse_velocity, self.pulse_range)
389 self.intensity, self.intensity_velocity = self._update_range(
390 self.intensity, self.intensity_velocity, self.intensity_range)
393 def find_cost(cls, config):
394 cost = super(PulsatingLamp, cls).find_cost(config)
395 cost += config.get("pulse_velocity", cls.DEFAULT_PULSE_VELOCITY)
396 pr = config.get("pulse_range", cls.DEFAULT_PULSE_RANGE)
397 cost += (pr[1] - pr[0]) / 10
398 cost += 5 * config.get("intensity_velocity", cls.DEFAULT_INTENSITY_VELOCITY)
399 ir = config.get("intensity_range", cls.DEFAULT_INTENSITY_RANGE)
400 cost += 5 * (ir[1] - ir[0])
404 def get_info(cls, config):
405 pr = config.get("pulse_range", cls.DEFAULT_PULSE_RANGE)
406 pv = config.get("pulse_velocity", cls.DEFAULT_PULSE_VELOCITY)
407 ir = config.get("intensity_range", cls.DEFAULT_INTENSITY_RANGE)
408 iv = config.get("intensity_velocity", cls.DEFAULT_INTENSITY_VELOCITY)
410 "intensity: %g - %g, velocity %g" % (ir[0], ir[1], iv),
411 "pulse: %d - %d, velocity %g" % (pr[0], pr[1], pv),
415 class SpotLight(BaseLight):
417 FITTING_IMG = "spotlight.png"
421 def __init__(self, **kw):
422 self.angular_velocity = kw.pop("angular_velocity", None)
423 super(SpotLight, self).__init__(**kw)
426 result = super(SpotLight, self).serialize()
427 result["angular_velocity"] = self.angular_velocity
430 def fitting_image(self):
431 fitting_image = super(SpotLight, self).fitting_image()
432 rot_fitting_image = pygame.transform.rotozoom(
433 fitting_image, self.ray_manager.direction - 90, 1)
435 rot_rect = fitting_image.get_rect().copy()
436 rot_rect.center = rot_fitting_image.get_rect().center
437 rot_fitting_image = rot_fitting_image.subsurface(rot_rect).copy()
439 return rot_fitting_image
442 if self.angular_velocity:
443 self.ray_manager.direction -= self.angular_velocity
444 self.ray_manager.update_shapes()
447 def find_cost(cls, config):
448 cost = super(SpotLight, cls).find_cost(config)
449 cost += config.get("angular_velocity", 0)
450 cost += config["spread"] / 10
451 rl = config["radius_limits"]
452 cost += (rl[1] - rl[0]) / 10
456 def get_info(cls, config):
457 info = super(SpotLight, cls).get_info(config)
458 rl = config["radius_limits"]
460 "spread: %d" % config["spread"],
461 "length: %d" % (rl[1] - rl[0]),
462 "angular velocity: %g" % config.get("angular_velocity", 0),