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 LIGHT_CATEGORY, FITTINGS_CATEGORY, COLOURS
15 from .rays import RayPolyManager
16 from .utils import DetailedTimer
17 from .loader import loader
18 from .transforms import ColourWedges
20 LIGHT_FILTER = pymunk.ShapeFilter(
21 mask=pymunk.ShapeFilter.ALL_MASKS ^ (
22 LIGHT_CATEGORY | FITTINGS_CATEGORY),
23 categories=LIGHT_CATEGORY)
25 FITTINGS_FILTER = pymunk.ShapeFilter(
26 mask=pymunk.ShapeFilter.ALL_MASKS ^ (
27 LIGHT_CATEGORY | FITTINGS_CATEGORY),
28 categories=FITTINGS_CATEGORY)
30 # Just match lights, nothing else
31 LIT_BY_FILTER = pymunk.ShapeFilter(mask=LIGHT_CATEGORY)
34 class LightManager(object):
35 """ Manages a set of lights. """
37 def __init__(self, space, gamestate):
39 self._battery_dead = False
41 BaseLight.load(cfg) for cfg in gamestate.station["lights"]]
42 for light in self._lights:
43 light.add(self._space)
45 def add_light(self, cfg):
46 light = BaseLight.load(cfg)
47 self._lights.append(light)
48 light.add(self._space)
50 def battery_dead(self):
51 self._battery_dead = True
52 for light in self._lights:
55 def toggle_nearest(self, *args, **kw):
56 if self._battery_dead:
58 light = self.nearest(*args, **kw)
62 def nearest(self, pos, surfpos=False, max_distance=1.0):
64 surface = pygame.display.get_surface()
65 pos = pymunk.pygame_util.from_pygame(pos, surface)
66 point_info = self._space.point_query_nearest(
67 pos, max_distance, pymunk.ShapeFilter(mask=FITTINGS_CATEGORY))
68 if point_info is not None:
69 return point_info.shape.body.light
72 def lit_by(self, pos, surfpos=False, max_distance=0.0):
74 surface = pygame.display.get_surface()
75 pos = pymunk.pygame_util.from_pygame(pos, surface)
76 point_info_list = self._space.point_query(
77 pos, max_distance, LIT_BY_FILTER)
78 lights = [p.shape.body.light for p in point_info_list]
80 light for light in lights
81 if light.on and light.ray_manager.reaches(pos)
84 def light_query(self, shape):
85 """Query the lights by shape"""
86 old_filter = shape.filter
87 # We need to restrict matches to only the lights
88 shape.filter = LIT_BY_FILTER
89 shape_info_list = self._space.shape_query(shape)
90 shape.filter = old_filter
91 lights = [p.shape.body.light for p in shape_info_list]
93 light for light in lights
94 if light.on and light.ray_manager.reaches(shape.body.position)
97 def total_power_usage(self):
98 return sum(light.power_usage() for light in self._lights)
100 def render_light(self, surface):
101 for light in self._lights:
102 light.render_light(surface)
104 def render_fittings(self, surface):
105 for light in self._lights:
106 light.render_fitting(surface)
109 for light in self._lights:
113 def light_fitting_by_type(light_type):
114 """ Render a light fitting image for a light type. """
115 return BaseLight.find_cls(light_type).FITTING_IMG
118 class BaseLight(object):
119 """ Common light functionality. """
122 RAY_MANAGER = RayPolyManager
124 FITTING_RADIUS = 24.0
130 self, colours, position, intensity=1.0, radius_limits=None,
131 direction=None, spread=None):
132 self.colour_cycle = colours
134 self.colour = colours[0]
136 self.intensity = intensity
137 self.body = pymunk.Body(0, 0, pymunk.body.Body.STATIC)
138 self.body.light = self
139 self.ray_manager = self.RAY_MANAGER(
140 self.body, position, ray_filter=LIGHT_FILTER,
141 radius_limits=radius_limits, direction=direction, spread=spread)
142 self.fitting = pymunk.Circle(
143 self.body, self.FITTING_RADIUS, self.ray_manager.position)
144 self.fitting.filter = FITTINGS_FILTER
145 self._fitting_image = None
146 self._colour_mult_image = None
150 return self.ray_manager.position
153 def load(cls, config):
155 light_type = kw.pop("type")
156 light_class = cls.find_cls(light_type)
157 return light_class(**kw)
160 def find_cls(cls, light_type):
162 c for c in cls.__subclasses__()
163 if c.__name__.lower() == light_type]
166 def add(self, space):
167 if self.body.space is not None:
168 space.remove(self.body, *self.body.shapes)
169 space.add(self.body, self.fitting)
170 self.ray_manager.set_space(space)
171 self.ray_manager.update_shapes()
173 def _cached_surface(self, name, surface):
174 surf = self._surface_cache.get(name)
176 surf = self._surface_cache[name] = pygame.surface.Surface(
177 surface.get_size(), pgl.SWSURFACE
181 def light_colour(self):
182 light_colour = COLOURS[self.colour]
183 intensity = int(255 * self.intensity)
184 return light_colour + (intensity,)
186 def render_light(self, surface):
190 dt = DetailedTimer("render_light")
193 max_radius = self.ray_manager.max_radius
194 min_radius = self.ray_manager.min_radius
195 dest_rect = self.ray_manager.pygame_rect(surface)
197 white, black = (255, 255, 255, 255), (0, 0, 0, 0)
198 light_colour = self.light_colour()
200 radius_mask = self._cached_surface('radius_mask', surface)
201 radius_mask.set_clip(dest_rect)
202 ray_mask = self._cached_surface('ray_mask', surface)
203 ray_mask.set_clip(dest_rect)
206 for pygame_poly in self.ray_manager.pygame_polys(surface):
207 pygame.draw.polygon(ray_mask, white, pygame_poly, 0)
208 pygame.draw.polygon(ray_mask, white, pygame_poly, 1)
209 dt.lap("ray mask rendered")
211 radius_mask.fill(black)
212 centre = self.ray_manager.pygame_position(surface)
214 radius_mask, light_colour, centre, int(max_radius), 0)
216 radius_mask, black, centre, int(min_radius), 0)
217 dt.lap("radius mask rendered")
219 ray_mask.blit(radius_mask, dest_rect, dest_rect, pgl.BLEND_RGBA_MULT)
220 dt.lap("blitted radius mask to ray mask")
222 surface.blit(ray_mask, dest_rect, dest_rect)
223 dt.lap("blitted surface")
226 def fitting_image(self):
227 if self._fitting_image is None:
228 self._fitting_image = loader.load_image(
229 "48", self.FITTING_IMG,
230 transform=ColourWedges(colours=self.colour_cycle))
231 return self._fitting_image
233 def invalidate_fitting_image(self):
234 self._fitting_image = None
236 def render_fitting(self, surface):
237 rx, ry = self.ray_manager.pygame_position(surface)
238 surface.blit(self.fitting_image(), (rx - 24, ry - 24), None, 0)
240 def power_usage(self):
243 area = math.pi * (self.ray_manager.max_radius ** 2) # radius
244 area = area * (self.ray_manager.spread / (2 * math.pi)) # spread
245 return 5 * area * self.intensity / 6400 # 80x80 unit area
247 def base_damage(self):
248 return 5 * self.intensity
255 if self.colour_pos >= len(self.colour_cycle):
256 self.colour = self.colour_cycle[0]
260 self.colour = self.colour_cycle[self.colour_pos]
267 class Lamp(BaseLight):
269 FITTING_IMG = "lamp.png"
272 class PulsatingLamp(BaseLight):
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
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)
290 def _update_range(self, value, velocity, value_range):
292 if value < value_range[0]:
293 value = value_range[0]
295 elif value > value_range[1]:
296 value = value_range[1]
298 return value, velocity
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)
307 class SpotLight(BaseLight):
309 FITTING_IMG = "spotlight.png"
311 def __init__(self, **kw):
312 self.angular_velocity = kw.pop("angular_velocity", None)
313 super(SpotLight, self).__init__(**kw)
315 def fitting_image(self):
316 fitting_image = super(SpotLight, self).fitting_image()
317 rot_fitting_image = pygame.transform.rotozoom(
318 fitting_image, self.ray_manager.direction - 90, 1)
320 rot_rect = fitting_image.get_rect().copy()
321 rot_rect.center = rot_fitting_image.get_rect().center
322 rot_fitting_image = rot_fitting_image.subsurface(rot_rect).copy()
324 return rot_fitting_image
327 if self.angular_velocity:
328 self.ray_manager.direction -= self.angular_velocity
329 self.ray_manager.update_shapes()