Use pulsating lamp images.
[tabakrolletjie.git] / tabakrolletjie / lights.py
index 9f0005d1bb377e7fd3d49b663880feb6eba2d23e..cda60022a5d5aa227d7a9401ad119ca31ff2ba67 100644 (file)
@@ -1,18 +1,23 @@
 """ May it be a light for you in dark places, when all other lights go out.
 """
 
+import math
+
 import pymunk
 import pymunk.pygame_util
 import pygame.display
 import pygame.draw
 import pygame.locals as pgl
 import pygame.rect
+import pygame.transform
 
-from .constants import LIGHT_CATEGORY, FITTINGS_CATEGORY
+from .constants import (
+    LIGHT_CATEGORY, FITTINGS_CATEGORY, OBSTACLE_CATEGORY, TURNIP_CATEGORY,
+    COLOURS)
 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 ^ (
@@ -26,6 +31,16 @@ FITTINGS_FILTER = pymunk.ShapeFilter(
 
 # 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):
@@ -33,12 +48,35 @@ 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:
             light.add(self._space)
 
+    def add_light(self, cfg):
+        light = BaseLight.load(cfg)
+        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()
@@ -58,9 +96,12 @@ class LightManager(object):
             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 if light.on]
+        return [
+            light for light in lights
+            if light.on and light.ray_manager.reaches(pos)
+        ]
 
     def light_query(self, shape):
         """Query the lights by shape"""
@@ -70,7 +111,13 @@ class LightManager(object):
         shape_info_list = self._space.shape_query(shape)
         shape.filter = old_filter
         lights = [p.shape.body.light for p in shape_info_list]
-        return [light for light in lights if light.on]
+        return [
+            light for light in lights
+            if light.on and light.ray_manager.reaches(shape.body.position)
+        ]
+
+    def total_power_usage(self):
+        return sum(light.power_usage() for light in self._lights)
 
     def render_light(self, surface):
         for light in self._lights:
@@ -85,75 +132,101 @@ class LightManager(object):
             light.tick()
 
 
+def light_fitting_by_type(light_type):
+    """ Render a light fitting image for a light type. """
+    return BaseLight.find_cls(light_type).FITTING_IMG
+
+
 class BaseLight(object):
     """ Common light functionality. """
 
-    COLOURS = {
-        "red": (255, 0, 0),
-        "green": (0, 255, 0),
-        "blue": (0, 255, 255),
-        "yellow": (255, 255, 0),
-        "white": (255, 255, 255),
-    }
-
+    # defaults
+    RAY_MANAGER = RayPolyManager
     FITTING_IMG = None
+    FITTING_RADIUS = 24.0
 
     # cached surfaces
     _surface_cache = {}
 
     def __init__(
-            self, colour, position, intensity=1.0,
-            radius_limits=(None, None), angle_limits=None):
-        self.colour = colour
-        self.position = pymunk.Vec2d(position)
-        self.on = True
+            self, colours, position, intensity=1.0, radius_limits=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]
+        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 and len(colours) > 1:
+            self.colour_pos = -1
         self.intensity = intensity
-        self.radius_limits = radius_limits
-        self.angle_limits = angle_limits
         self.body = pymunk.Body(0, 0, pymunk.body.Body.STATIC)
-        self.fitting = pymunk.Circle(self.body, 10.0, self.position)
-        self.fitting.filter = FITTINGS_FILTER
         self.body.light = self
-        self.ray_manager = RayPolyManager(self.body, LIGHT_FILTER)
-        self._image = None
+        self.ray_manager = self.RAY_MANAGER(
+            self.body, position, ray_filter=LIGHT_FILTER,
+            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
 
     @classmethod
     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
 
     def add(self, space):
         if self.body.space is not None:
             space.remove(self.body, *self.body.shapes)
-        self.ray_manager.generate_rays(space, self.position)
-        self.ray_manager.set_angle_limits(self.angle_limits)
-        ray_shapes = self.ray_manager.polys()
-        space.add(self.body, self.fitting, *ray_shapes)
+        space.add(self.body, self.fitting)
+        self.ray_manager.set_space(space)
+        self.ray_manager.update_shapes()
 
-    def shapes_for_ray_polys(self, ray_polys):
-        return ray_polys
-
-    def toggle(self):
-        self.on = not self.on
-
-    def _cached_surfaces(self, surface):
-        radius_mask = self._surface_cache.get('radius_mask')
-        if radius_mask is None:
-            radius_mask = self._surface_cache['radius_mask'] = (
-                pygame.surface.Surface(
-                    surface.get_size(), pgl.SWSURFACE)).convert_alpha()
+    def remove(self, space):
+        if self.body.space is not None:
+            space.remove(self.body, *self.body.shapes)
 
-        ray_mask = self._surface_cache.get('ray_mask')
-        if ray_mask is None:
-            ray_mask = self._surface_cache['ray_mask'] = (
-                pygame.surface.Surface(
-                    surface.get_size(), pgl.SWSURFACE)).convert_alpha()
+    def _cached_surface(self, name, surface):
+        surf = self._surface_cache.get(name)
+        if surf is None:
+            surf = self._surface_cache[name] = pygame.surface.Surface(
+                surface.get_size(), pgl.SWSURFACE
+            ).convert_alpha()
+        return surf
 
-        return radius_mask, ray_mask
+    def light_colour(self):
+        light_colour = COLOURS[self.colour]
+        intensity = int(255 * self.intensity)
+        return light_colour + (intensity,)
 
     def render_light(self, surface):
         if not self.on:
@@ -161,20 +234,17 @@ class BaseLight(object):
 
         dt = DetailedTimer("render_light")
         dt.start()
-        dt.show("%s, %s" % (self.ray_manager._start, self.ray_manager._end))
 
-        max_radius = self.radius_limits[1] or 50.0
-        min_radius = self.radius_limits[0] or 0
-
-        rw = max_radius * 2
-        rx, ry = pymunk.pygame_util.to_pygame(self.position, surface)
-        dest_rect = pygame.rect.Rect(rx, ry, rw, rw)
-        dest_rect.move_ip(- max_radius, - max_radius)
+        max_radius = self.ray_manager.max_radius
+        min_radius = self.ray_manager.min_radius
+        dest_rect = self.ray_manager.pygame_rect(surface)
 
         white, black = (255, 255, 255, 255), (0, 0, 0, 0)
+        light_colour = self.light_colour()
 
-        radius_mask, ray_mask = self._cached_surfaces(surface)
+        radius_mask = self._cached_surface('radius_mask', surface)
         radius_mask.set_clip(dest_rect)
+        ray_mask = self._cached_surface('ray_mask', surface)
         ray_mask.set_clip(dest_rect)
 
         ray_mask.fill(black)
@@ -183,12 +253,8 @@ class BaseLight(object):
             pygame.draw.polygon(ray_mask, white, pygame_poly, 1)
         dt.lap("ray mask rendered")
 
-        light_colour = self.COLOURS[self.colour]
-        intensity = int(255 * self.intensity)
-        light_colour = light_colour + (intensity,)
-
         radius_mask.fill(black)
-        centre = pymunk.pygame_util.to_pygame(self.position, surface)
+        centre = self.ray_manager.pygame_position(surface)
         pygame.draw.circle(
             radius_mask, light_colour, centre, int(max_radius), 0)
         pygame.draw.circle(
@@ -202,33 +268,120 @@ class BaseLight(object):
         dt.lap("blitted surface")
         dt.end()
 
-    def get_image(self):
-        if self._image is None:
-            fitting_colour = self.COLOURS[self.colour]
-            self._image = loader.load_image("64", self.FITTING_IMG, transform=Multiply(colour=fitting_colour))
-        return self._image
+    def fitting_image(self):
+        if self._fitting_image is None:
+            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):
+        self._fitting_image = None
 
     def render_fitting(self, surface):
-        rx, ry = pymunk.pygame_util.to_pygame(self.position, surface)
-        surface.blit(self.get_image(), (rx - 32, ry - 32), None, 0)
+        rx, ry = self.ray_manager.pygame_position(surface)
+        surface.blit(self.fitting_image(), (rx - 24, ry - 24), None, 0)
+
+    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
+
+    def base_damage(self):
+        return 10 * self.intensity
+
+    def off(self):
+        self.on = False
+
+    def toggle(self):
+        self.colour_pos += 1
+        if self.colour_pos >= len(self.colour_cycle):
+            self.colour = self.colour_cycle[0]
+            self.colour_pos = -1
+            self.on = False
+        else:
+            self.colour = self.colour_cycle[self.colour_pos]
+            self.on = True
 
     def tick(self):
         pass
 
 
+class Lamp(BaseLight):
+
+    FITTING_IMG = "lamp.png"
+
+
+class PulsatingLamp(BaseLight):
+
+    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
+
+    def __init__(self, **kw):
+        self.pulse_range = kw.pop("pulse_range", self.DEFAULT_PULSE_RANGE)
+        self.pulse_velocity = kw.pop(
+            "pulse_velocity", self.DEFAULT_PULSE_VELOCITY)
+        self.intensity_range = kw.pop(
+            "intensity_range", self.DEFAULT_INTENSITY_RANGE)
+        self.intensity_velocity = kw.pop(
+            "intensity_velocity", self.DEFAULT_INTENSITY_VELOCITY)
+        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
+        if value < value_range[0]:
+            value = value_range[0]
+            velocity = -velocity
+        elif value > value_range[1]:
+            value = value_range[1]
+            velocity = -velocity
+        return value, velocity
+
+    def tick(self):
+        self.ray_manager.max_radius, self.pulse_velocity = self._update_range(
+            self.ray_manager.max_radius, self.pulse_velocity, self.pulse_range)
+        self.intensity, self.intensity_velocity = self._update_range(
+            self.intensity, self.intensity_velocity, self.intensity_range)
+
+
 class SpotLight(BaseLight):
+
     FITTING_IMG = "spotlight.png"
-    
+
     def __init__(self, **kw):
-        kw.pop("direction", None)
-        kw.pop("spread", None)
         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(
+            fitting_image, self.ray_manager.direction - 90, 1)
+
+        rot_rect = fitting_image.get_rect().copy()
+        rot_rect.center = rot_fitting_image.get_rect().center
+        rot_fitting_image = rot_fitting_image.subsurface(rot_rect).copy()
+
+        return rot_fitting_image
+
     def tick(self):
         if self.angular_velocity:
-            start, end = self.angle_limits
-            start = (start + self.angular_velocity) % 360.0
-            end = (end + self.angular_velocity) % 360.0
-            self.angle_limits = (start, end)
-            self.ray_manager.set_angle_limits(self.angle_limits)
+            self.ray_manager.direction -= self.angular_velocity
+            self.ray_manager.update_shapes()