Serialize light state across day and night transitions
[tabakrolletjie.git] / tabakrolletjie / scenes / day.py
index cc7a32e1cf1b1b41cd2bb6508f90f9159fd597f5..e2d1e19bcb6634b62366fb83efe1bad7fafbbb94 100644 (file)
@@ -11,7 +11,7 @@ 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
@@ -21,7 +21,7 @@ from ..transforms import Overlay, Alpha, ColourWedges
 
 from ..constants import SCREEN_SIZE, FONTS, FPS, NIGHT_HOURS_PER_TICK, DEBUG
 from ..widgets import ImageButton
-from ..turnip import Turnip, TurnipInvalidPosition, check_turnips
+from ..turnip import Turnip, TurnipInvalidPosition
 
 
 class DayScene(BaseScene):
@@ -129,6 +129,7 @@ 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())
 
@@ -215,11 +216,8 @@ 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):
-                return
-            # Also check turnips
-            if check_turnips(self._space, 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
             cfg["position"] = pos