Serialize light state across day and night transitions
[tabakrolletjie.git] / tabakrolletjie / scenes / day.py
index 485952e9b19f5c19a3a7a8f9310247f6df9eff91..e2d1e19bcb6634b62366fb83efe1bad7fafbbb94 100644 (file)
@@ -11,14 +11,15 @@ import pymunk.pygame_util
 
 from .base import BaseScene
 from ..battery import BatteryManager
-from ..lights import LightManager, light_fitting_by_type
+from ..lights import LightManager, light_fitting_by_type, check_space_for_light
+from ..infobar import InfoBar
 from ..obstacles import ObstacleManager
 from ..events import SceneChangeEvent
 from ..utils import debug_timer, shadowed_text
 from ..loader import loader
 from ..transforms import Overlay, Alpha, ColourWedges
 
-from ..constants import SCREEN_SIZE, FONTS, DEBUG
+from ..constants import SCREEN_SIZE, FONTS, FPS, NIGHT_HOURS_PER_TICK, DEBUG
 from ..widgets import ImageButton
 from ..turnip import Turnip, TurnipInvalidPosition
 
@@ -29,10 +30,10 @@ class DayScene(BaseScene):
 
     def enter(self, gamestate):
         self._space = pymunk.Space()
-        self._infobar_font = loader.load_font(FONTS['sans'], size=20)
         self._obstacles = ObstacleManager(self._space, gamestate)
         self._lights = LightManager(self._space, gamestate)
         self._battery = BatteryManager(gamestate)
+        self._infobar = InfoBar("day", battery=self._battery, scene=self)
         self._turnips = []
         self._paused = False
         self._tool = None
@@ -43,7 +44,6 @@ class DayScene(BaseScene):
         # Tools
         self._light_toolbar = []
         self._tools = self.create_tools(gamestate)
-        self._update_infobar(gamestate)
         # Background
         self._soil = loader.load_image(
             "textures", "soil.png", transform=self.BRIGHTNESS)
@@ -51,7 +51,7 @@ class DayScene(BaseScene):
         self._game_over_text = []
         if gamestate.seeds == 0 and len(self._turnips) == 0:
             self._draw_you_lose(gamestate)
-        elif gamestate.harvested >= gamestate.get_target():
+        elif gamestate.harvested >= gamestate.turnip_target:
             self._draw_you_win(gamestate)
 
     def _draw_you_lose(self, gamestate):
@@ -129,9 +129,20 @@ class DayScene(BaseScene):
 
     def end_day(self, gamestate):
         self._battery.apply_recharge()
+        gamestate.update_lights(self._lights)
         from .night import NightScene
         SceneChangeEvent.post(scene=NightScene())
 
+    @property
+    def turnip_count(self):
+        return len(self._turnips)
+
+    @property
+    def power_usage(self):
+        power = self._lights.total_power_usage()
+        power = power / (FPS * NIGHT_HOURS_PER_TICK)
+        return int(round(power))
+
     @debug_timer("day.render")
     def render(self, surface, gamestate):
         surface.blit(self._soil, (0, 0))
@@ -141,7 +152,7 @@ class DayScene(BaseScene):
         self._lights.render_light(surface)
         self._obstacles.render(surface)
         self._lights.render_fittings(surface)
-        surface.blit(self._infobar, (50, 10), None)
+        self._infobar.render(surface, gamestate)
         for tool in self._tools:
             tool.render(surface)
         for light_tool in self._light_toolbar:
@@ -175,12 +186,11 @@ class DayScene(BaseScene):
             # since that looks weird, but we don't want to center
             # the turnip under the mouse either, since that
             # causes issues as well, so we compromise
-            pos = (ev.pos[0] - 8, ev.pos[1] - 8)
+            pos = (ev.pos[0] - 18, ev.pos[1] - 18)
             try:
                 turnip = Turnip(age=0, pos=pos, space=self._space)
                 self._turnips.append(turnip)
                 gamestate.seeds -= 1
-                self._update_infobar(gamestate)
             except TurnipInvalidPosition:
                 # TODO: Add error sound or something
                 pass
@@ -206,11 +216,10 @@ class DayScene(BaseScene):
         if gamestate.seeds > cost:
             pos = pymunk.pygame_util.from_pygame(
                 ev.pos, pygame.display.get_surface())
-            # Bail if we're too close to an existing light
-            if self._lights.nearest(pos, max_distance=25):
+            # Bail if we're too close to an existing light, obstacle or turnip
+            if check_space_for_light(self._space, pos, max_distance=25):
                 return
             gamestate.seeds -= cost
-            self._update_infobar(gamestate)
             cfg["position"] = pos
             cfg["colours"] = colours
             gamestate.station["lights"].append(cfg)
@@ -298,19 +307,3 @@ class DayScene(BaseScene):
     def tick(self, gamestate):
         if not self._paused:
             self._lights.tick()
-
-    def _update_infobar(self, gamestate):
-        line1 = ("Day %d: Goal: %d Turnips. Turnips harvested: %d" % (
-            gamestate.days, gamestate.get_target(), gamestate.harvested))
-        line1_img = self._infobar_font.render(line1, True, (255, 255, 255))
-        line2 = ("Turnip Stocks: Seeds: %s. Planted: %d. Battery: %d/%d" % (
-            gamestate.seeds, len(self._turnips), self._battery.current,
-            self._battery.max))
-        line2_img = self._infobar_font.render(line2, True, (255, 255, 255))
-        width = max(line1_img.get_width(), line2_img.get_width()) + 10
-        height = line1_img.get_height() + line2_img.get_height() + 10
-        self._infobar = pygame.surface.Surface(
-            (width, height), pgl.SWSURFACE).convert_alpha()
-        self._infobar.fill((0, 0, 0, 64))
-        self._infobar.blit(line1_img, (5, 3), None)
-        self._infobar.blit(line2_img, (5, 8 + line1_img.get_height()), None)