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patch_map.py
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patch_map.py
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import pygame
import math
import random
from pygame.locals import *
from pygame import gfxdraw
#setup
background_colour = (0,0,0)
(width, height) = (1000, 600)
screen = pygame.display.set_mode((width, height))#,pygame.FULLSCREEN)
screen.fill(background_colour)
pygame.display.set_caption('Patch Map')
pygame.font.init()
myfont = pygame.font.SysFont("monospace", 20, bold = True)
bg = pygame.image.load("bg.png")
clock = pygame.time.Clock()
def draw_aa_circle(colour, pos, radius):
pygame.gfxdraw.filled_circle(screen, pos[0], pos[1], radius, colour)
pygame.gfxdraw.aacircle(screen, pos[0], pos[1], radius, colour)
def distance(a,b):
return math.sqrt((a[0] - b[0])**2 + (a[1] - b[1])**2)
def interpolate(maxi, mini, value):
return ((value-mini)/(maxi - mini))
def get_depth(pos, ocean_depth, percentage_of_land):
percentage_of_water = 1 - percentage_of_land
my_percentage = pos[1]/height
if pos[1] < percentage_of_land*height:
return int(-(height*percentage_of_land-pos[1])*15/(height*percentage_of_land))
elif my_percentage < (percentage_of_land + 0.40*percentage_of_water):
return int(200*interpolate(percentage_of_land + 0.40*percentage_of_water, percentage_of_land, my_percentage))
elif my_percentage < (percentage_of_land + 0.60*percentage_of_water):
return int(200 + 500*interpolate(percentage_of_land + 0.60*percentage_of_water,
percentage_of_land + 0.40*percentage_of_water, my_percentage))
else:
return int(700 + (ocean_depth - 700)*interpolate(1,
percentage_of_land + 0.60*percentage_of_water, my_percentage))
#given a screen position and a total depth of the ocean return the type of patch
def get_type(pos, ocean_depth, percentage_of_land):
patch_depth = get_depth(pos, ocean_depth, percentage_of_land)
if patch_depth < 0:
return [random.choice(["Tidepool", "Estuary"]), patch_depth]
#epipelagic zone
if patch_depth < 200:
return [random.choice(["Ocean Surface", "Coastal Shelf"]), patch_depth]
#mesopelagic zone
if patch_depth < 700:
return [random.choice(["Mid Ocean", "Mid Ocean", "Mid Ocean", "Cave"]), patch_depth]
#bathypelagic zone
if patch_depth > 700 and patch_depth < 0.8*ocean_depth:
return [random.choice(["Deep Ocean", "Deep Ocean", "Deep Ocean", "Cave"]), patch_depth]
#ocean floor
return [random.choice(["Ocean Floor", "Ocean Floor", "Hydrothermal"]), patch_depth]
patch_names = ["Hydrothermal", "Ocean Floor", "Deep Ocean", "Mid Ocean", "Ocean Surface", "Coastal Shelf", "Tidepool", "Cave", "Ice Shelf", "Estuary"]
patches = []
min_seperation = 75 #pixels between patches
max_number_of_caves = 4 #what is the max number of caves allowed?
percentage_of_land = 0#how much of the map is land? between 0 and 0.25, it's randomly chosen later
#note: photosynthesis is linear up to 100w/m^2 and then stops increasing.
class patch:
def __init__(self, pos, patch_type, patch_depth, ocean_depth, solar_strike, frozen_percetage):
#screen position
self.pos = pos
#work out depth of the patch
self.depth = patch_depth
#how much sunlight hits the patch?
self.sunlight = 0
#how much sun strikes the surface of the planet
self.solar_strike = solar_strike
#what type of patch are you? from patch_names
self.patch_type = patch_type
#is this patch frozen over?
self.frozen = False
#are you the patch where the player first starts?
self.starter_patch = False
#what other patches are you connected to?
self.neighbours = []
self.set_colour()
self.set_light_level(frozen_percetage)
def set_light_level(self, frozen_percetage):
#work out how much light hits the patch
self.sunlight = min(self.solar_strike, math.exp(-0.023*self.depth)*self.solar_strike)
if self.patch_type == "Cave":
self.sunlight = 0
if self.pos[0] < frozen_percetage*width and self.depth > 0:
self.sunlight = math.exp(-0.046*self.depth)*self.solar_strike
def check_frozen(self, frozen_percetage):
if self.pos[0] < frozen_percetage*width and self.depth < 100:
self.frozen = True
else:
self.frozen = False
self.set_colour()
self.set_light_level(frozen_percetage)
def get_neighbours(self):
for p in patches:
#if you are horizontally close enough
if abs(self.pos[0] - p.pos[0]) < 100 and p is not self:
#if you are less than 700 and so are they
if self.depth < 100 and p.depth < 100:
self.neighbours.append(p)
#if you are more than 0 and so are they
elif self.depth > 0 and p.depth > 0 and self.depth < 700 and p.depth < 700:
self.neighbours.append(p)
elif self.depth > 200 and p.depth > 200:
self.neighbours.append(p)
def set_colour(self):
if self.patch_type == "Hydrothermal":
self.colour = [255,0,0]
if self.patch_type == "Ocean Floor":
self.colour = [109,56,107]
if self.patch_type == "Deep Ocean":
self.colour = [0,10,75]
if self.patch_type == "Mid Ocean":
self.colour = [0,50,150]
if self.patch_type == "Ocean Surface":
self.colour = [100,150,200]
if self.patch_type == "Coastal Shelf":
self.colour = [0,255,255]
if self.patch_type == "Tidepool":
self.colour = [50,200,50]
if self.patch_type == "Cave":
self.colour = [50,50,50]
if self.patch_type == "Ice Shelf":
self.colour = [255,255,255]
if self.patch_type == "Estuary":
self.colour = [255,255,0]
if self.frozen == True:
self.colour = [255,255,255]
def draw(self):
if self.starter_patch:
draw_aa_circle([0,100,0], self.pos, 12)
draw_aa_circle([200,200,200], self.pos, 9)
draw_aa_circle(self.colour, self.pos, 8)
def reset():
#total ocean depth
global ocean_depth
ocean_depth = random.randint(1000,5000)
#percentage of land, from 0 to 0.25
global percentage_of_land
percentage_of_land = random.uniform(0,0.25)
global patches
patches = []
#make a list of patches which must be included
needed_patches = patch_names[:]
needed_patches.remove("Ice Shelf")
if percentage_of_land < 0.1:
needed_patches.remove("Estuary")
needed_patches.remove("Tidepool")
needed_patches.remove("Mid Ocean")
needed_patches.remove("Deep Ocean")
#build patch list
#while there is room for another patch
cave_counter = 0
#amount of solar radiation strking the planet
solar_strike = random.randint(300,3000) #watts per m^2
while 1:
made_patch = False
patch_type = False
counter = 0
#try to add a patch
while 1:
#choose random position
pos = [random.randint(10,width-10), random.randint(10,height-10)]
#find out what kind of patch the new one is
[patch_type, patch_depth] = get_type(pos, ocean_depth, percentage_of_land)
#check if you need that patch to have one of each
need_patch = True
if (len(needed_patches) > 0 and patch_type not in needed_patches) or (patch_type == "Cave" and cave_counter >= max_number_of_caves):
need_patch = False
#check if the position is too close to another
too_close = False
for p in patches:
if distance(p.pos,pos) < min_seperation:
too_close = True
#if the patch is not too close to another and is needed then make it
if too_close == False and need_patch == True:
made_patch = True
break
#fail after 1000 attempts
counter += 1
if counter == 1000:
break
#if you failed to add a new patch you are done
if made_patch == False:
break
patches.append(patch(pos, patch_type, patch_depth, ocean_depth, solar_strike, frozen_percetage))
if patch_type in needed_patches:
needed_patches.remove(patch_type)
if patch_type == "Cave":
cave_counter += 1
#work out where the starter patch is
best_dist = 10*width
best_patch = patches[0]
for p in patches:
dist = abs(width/2 - p.pos[0])
if p.patch_type == "Hydrothermal" and dist < best_dist:
best_dist = dist
best_patch = p
best_patch.starter_patch = True
#get each patch to work out what it's neighbours are
for p in patches:
p.get_neighbours()
print("Done")
#how much of the planet surface is frozen
frozen_percetage = 0.1
reset()
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == KEYDOWN:
if event.key == K_ESCAPE:
running = False
elif event.key == K_SPACE:
reset()
elif event.key == K_RIGHT:
frozen_percetage = min(1,frozen_percetage + 0.1)
for p in patches:
p.check_frozen(frozen_percetage)
elif event.key == K_LEFT:
frozen_percetage = max(0, frozen_percetage - 0.1)
for p in patches:
p.check_frozen(frozen_percetage)
screen.fill(background_colour)
screen.blit(bg, [0,percentage_of_land*height])
#draw ocean levels
pygame.draw.line(screen, [5,14,26], [0, percentage_of_land*height], [width, percentage_of_land*height], 1)
textsurface = myfont.render("0m", True, [255,255,255])
screen.blit(textsurface,(10, percentage_of_land*height))
percentage_of_water = 1 - percentage_of_land
height_location = (percentage_of_land + 0.40*percentage_of_water)*height
pygame.draw.line(screen, [5,14,26], [0, height_location], [width, height_location], 1)
textsurface = myfont.render("200m", True, [255,255,255])
screen.blit(textsurface,(10, height_location))
height_location = (percentage_of_land + 0.60*percentage_of_water)*height
pygame.draw.line(screen, [5,14,26], [0, height_location], [width, height_location], 1)
textsurface = myfont.render("700m", True, [255,255,255])
screen.blit(textsurface,(10, height_location))
textsurface = myfont.render(str(ocean_depth) + "m", True, [255,255,255])
screen.blit(textsurface,(10, height - 20))
#display info for hovered patch and show neighbours
pos = pygame.mouse.get_pos()
for p in patches:
if distance(p.pos, pos) < 50:
textsurface = myfont.render("Patch Type : " + str(p.patch_type) +
" Depth : " + str(p.depth) + "m" +
" Sunlight : " + str(round(p.sunlight,2)) + "w/m^2", True, [255,255,255])
screen.blit(textsurface,(10, 10))
for n in p.neighbours:
pygame.draw.line(screen, [150,150,150], p.pos, n.pos, 1)
#draw patches
for p in patches:
p.draw()
pygame.display.flip()
pygame.quit()