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#
# 20,000 Light Years Into Space
# This game is licensed under GPL v2, and copyright (C) Jack Whitham 2006-07.
#
# Sorry, this isn't anything to do with IP: the Network is
# the steam transport network.
import math , random , time , sound
import extra
from map_items import *
from primitives import *
from mail import New_Mail
class Network:
def __init__(self, teaching):
self.ground_grid = dict()
self.pipe_grid = dict()
self.well_list = []
self.node_list = []
self.pipe_list = []
# UI updates required?
self.dirty = False
# Popup health meters may appear
self.popups = set([])
# Wells are created. All wells must be at least a certain
# distance from the city.
for i in xrange(10):
self.Make_Well(teaching)
# Get centre:
(x,y) = GRID_CENTRE
# An additional bootstrap well, plus node, is created close to the city.
wgpos = (x + 5,y + random.randint(-3,3))
w = Well(wgpos)
self.Add_Grid_Item(w)
wn = Well_Node(wgpos)
self.Add_Finished_Node(wn)
wn.tutor_special = True
# City is created.
cn = City_Node((x,y))
self.Add_Finished_Node(cn)
# Pipe links the two
self.Add_Pipe(cn,wn)
pipe = cn.pipes[ 0 ]
pipe.health = pipe.max_health
pipe.Do_Work()
# Final setup
self.hub = cn # hub := city node
self.connection_value = 1
self.Work_Pulse(0) # used to make connection map
def Add_Finished_Node(self, node):
node.health = node.max_health
node.Do_Work()
node.complete = True
self.Add_Grid_Item(node)
def Add_Grid_Item(self, item, inhibit_effects=False):
gpos = item.pos
if ( item.Is_Destroyed() ):
if ( not inhibit_effects ):
New_Mail("Item is destroyed.")
return False
if ( self.pipe_grid.has_key(gpos) ):
# There might be a pipe in the way. Then again,
# it may have been destroyed already.
for pipe in self.pipe_grid[ gpos ]:
if ( pipe.Is_Destroyed() ):
continue
if ( extra.Intersect_Grid_Square(gpos,
(pipe.n1.pos, pipe.n2.pos)) ):
if ( not inhibit_effects ):
New_Mail("Can't build there - pipe in the way!")
sound.FX("error")
return False
if (( self.ground_grid.has_key(gpos) )
and ( isinstance(self.ground_grid[ gpos ], Building) )):
if ( not inhibit_effects ):
New_Mail("Can't build there - building in the way!")
sound.FX("error")
return False
if ( isinstance(item, Node) ):
self.node_list.append(item)
if ( self.ground_grid.has_key( gpos )):
item.Save(self.ground_grid[ gpos ])
self.ground_grid[ gpos ] = item
elif ( isinstance(item, Well) ):
self.well_list.append(item)
self.ground_grid[ gpos ] = item
else:
assert False # unknown type!
return True
def Is_Connected(self, node):
assert isinstance(node, Building)
return ( node.connection_value == self.connection_value )
def Work_Pulse(self, work_points):
# Connection map is built up. Process is
# recursive: a wavefront spreads out across the net.
#
# At the same time, find the first node that needs work doing,
# and do work at it.
used = 0
now = set([ self.hub ])
self.connection_value += 1
cv = self.connection_value
while ( len(now) != 0 ):
next = set([])
for node in now:
if ( node.connection_value < cv ):
if (( work_points > 0 ) and node.Needs_Work() ):
node.Do_Work()
self.Popup(node)
work_points -= 1
used += 1
node.connection_value = cv
next |= set(node.Exits())
now = next
return used
def Popup(self, node):
if ( node != None ):
self.popups |= set([node])
node.popup_disappears_at = time.time() + 4.0
def Expire_Popups(self):
t = time.time()
remove = set([])
for node in self.popups:
if ( node.popup_disappears_at <= t ):
remove |= set([node])
self.popups -= remove
def Steam_Think(self):
for n in self.node_list:
n.Steam_Think()
def Add_Pipe(self, n1, n2):
if ( n1.Is_Destroyed() or n2.Is_Destroyed() ):
sound.FX("error")
New_Mail("Nodes are destroyed.")
return False
# What's in the pipe's path?
path = extra.More_Accurate_Line(n1.pos, n2.pos)
other_pipes = set([])
other_items = set([])
for gpos in path:
if ( self.pipe_grid.has_key(gpos) ):
other_pipes |= set(self.pipe_grid[ gpos ])
elif ( self.ground_grid.has_key(gpos) ):
other_items |= set([self.ground_grid[ gpos ]])
other_items -= set([n1,n2])
if ( len(other_items) != 0 ):
sound.FX("error")
New_Mail("Pipe collides with other items.")
print repr(other_items)
return False
for p in other_pipes:
if ( not p.Is_Destroyed () ):
if ((( p.n1 == n1 ) and ( p.n2 == n2 ))
or (( p.n1 == n2 ) and ( p.n2 == n1 ))):
sound.FX("error")
New_Mail("There is already a pipe there.")
return False
if ( intersect.Intersect((p.n1.pos,p.n2.pos),
(n1.pos,n2.pos)) != None ):
sound.FX("error")
New_Mail("That crosses an existing pipe.")
return False
sound.FX("bamboo1")
pipe = Pipe(n1, n2)
self.pipe_list.append(pipe)
for gpos in path:
if ( not self.pipe_grid.has_key(gpos) ):
self.pipe_grid[ gpos ] = [pipe]
else:
self.pipe_grid[ gpos ].append(pipe)
return True
def Get_Pipe(self, gpos):
if ( not self.pipe_grid.has_key(gpos) ):
return None
l = self.pipe_grid[ gpos ]
# Remove destroyed pipes
l2 = [ pipe for pipe in l if not pipe.Is_Destroyed() ]
# Did it change? Save it again if it did,
# to save future recomputation.
if ( len(l2) != len(l) ):
self.pipe_grid[ gpos ] = l = l2
if ( len(l) == 0 ):
return None
elif ( len(l) == 1 ):
return l[ 0 ]
else:
# Juggle list
out = l.pop(0)
l.append(out)
return out
def Pipe_Possible(self, (x1,y1), (x2,y2)):
# no restrictions
return True
def Destroy(self, node, by=None):
if ( isinstance(node, Pipe) ):
self.__Destroy_Pipe(node)
return
if (( node == self.hub )
or ( not isinstance(node, Building) )):
return # indestructible
sound.FX("destroy")
if ( isinstance(node, Node) ):
# work on a copy, as __Destroy_Pipe will change the list.
pipe_list = [ pipe for pipe in node.pipes ]
for pipe in pipe_list:
self.__Destroy_Pipe(pipe)
gpos = node.pos
if ( not self.ground_grid.has_key( gpos ) ):
return # not on map
if ( self.ground_grid[ gpos ] != node ):
return # not on map (something else is there)
self.dirty = True
if ( by != None ):
New_Mail(node.name_type + " destroyed by " + by + ".")
node.Prepare_To_Die()
self.__List_Destroy(self.node_list, node)
rnode = node.Restore()
if ( rnode == None ):
del self.ground_grid[ gpos ]
else:
self.ground_grid[ gpos ] = rnode
def __Destroy_Pipe(self, pipe):
self.dirty = True
pipe.Prepare_To_Die()
self.__List_Destroy(self.pipe_list, pipe)
self.__List_Destroy(pipe.n1.pipes, pipe)
self.__List_Destroy(pipe.n2.pipes, pipe)
#path = bresenham.Line(pipe.n1.pos, pipe.n2.pos)
#for gpos in path:
# if ( self.pipe_grid.has_key(gpos) ):
# l = self.pipe_grid[ gpos ]
# self.__List_Destroy(l, pipe)
# if ( len(l) == 0 ):
# del self.pipe_grid[ gpos ]
def __List_Destroy(self, lst, itm):
l = len(lst)
for i in reversed(xrange(l)):
if ( lst[ i ] == itm ):
assert itm == lst.pop(i)
def Make_Well(self, teaching=False, inhibit_effects=False):
self.dirty = True
(x, y) = (cx, cy) = GRID_CENTRE
(mx, my) = GRID_SIZE
while (( self.ground_grid.has_key( (x,y) ))
or ( math.hypot( x - cx, y - cy ) < 10 )):
x = random.randint(0, mx - 1)
y = random.randint(0, my - 1)
if ( teaching ):
if ( x < cx ):
x += cx
w = Well((x,y))
self.Add_Grid_Item(w, inhibit_effects or teaching)
def Make_Ready_For_Save(self):
for p in self.pipe_list:
p.Make_Ready_For_Save()
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