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food_decay_yellow(decay): - if decay < 128: - return decay - else: - return 255 - decay class DebugRenderObject(BaseEntity): - def __init__(self, position: Position, radius=5): - super().__init__(position) + """ + Debug object that renders as a circle and counts its neighbors. + """ - self.neighbors = 0 - self.radius = radius - self.max_visual_width = radius * 2 - self.interaction_radius = 50 - self.flags = { + def __init__(self, position: Position, radius: int = 5) -> None: + """ + Initializes the debug render object. + + :param position: The position of the object. + :param radius: The radius of the rendered circle. + """ + super().__init__(position) + self.neighbors: int = 0 + self.radius: int = radius + self.max_visual_width: int = radius * 2 + self.interaction_radius: int = 50 + self.flags: dict[str, bool] = { "death": False, "can_interact": True, } - def tick(self, interactable=None): + def tick(self, interactable: Optional[List[BaseEntity]] = None) -> "DebugRenderObject": + """ + Updates the object, counting the number of interactable neighbors. + + :param interactable: List of nearby entities. + :return: Self. + """ if interactable is None: interactable = [] self.neighbors = len(interactable) - return self - def render(self, camera, screen): + def render(self, camera: Any, screen: Any) -> None: + """ + Renders the debug object as a circle, color intensity based on neighbors. + + :param camera: The camera object for coordinate transformation. + :param screen: The Pygame screen surface. + """ if camera.is_in_view(*self.position.get_position()): pygame.draw.circle( screen, (50, 50, min([255, (self.neighbors + 4) * 30])), camera.world_to_screen(*self.position.get_position()), - self.radius * camera.zoom, + int(self.radius * camera.zoom), ) - def __repr__(self): + def __repr__(self) -> str: + """ + Returns a string representation of the object. + + :return: String representation. + """ return f"DebugRenderObject({self.position}, neighbors={self.neighbors})" -class FoodObject(BaseEntity): - def __init__(self, position: Position): - super().__init__(position) - self.max_visual_width = 10 - self.decay = 0 - self.interaction_radius = 50 - self.flags = { +def food_decay_yellow(decay: int) -> int: + """ + Returns the yellow color component for food decay visualization. + + :param decay: The current decay value (0-255). + :return: The yellow component (0-255). + """ + if decay < 128: + return decay + else: + return 255 - decay + + +class FoodObject(BaseEntity): + """ + Food object that decays over time and is rendered as a colored circle. + """ + + def __init__(self, position: Position) -> None: + """ + Initializes the food object. + + :param position: The position of the food. + """ + super().__init__(position) + self.max_visual_width: int = 10 + self.decay: int = 0 + self.interaction_radius: int = 50 + self.flags: dict[str, bool] = { "death": False, "can_interact": True, } - def tick(self, interactable=None): + def tick(self, interactable: Optional[List[BaseEntity]] = None) -> Optional["FoodObject"]: + """ + Updates the food object, increasing decay and flagging for death if decayed. + + :param interactable: List of nearby entities (unused). + :return: Self + """ if interactable is None: interactable = [] @@ -64,14 +114,25 @@ class FoodObject(BaseEntity): return self - def render(self, camera, screen): + def render(self, camera: Any, screen: Any) -> None: + """ + Renders the food object as a decaying colored circle. + + :param camera: The camera object for coordinate transformation. + :param screen: The Pygame screen surface. + """ if camera.is_in_view(*self.position.get_position()): pygame.draw.circle( screen, - (255-self.decay,food_decay_yellow(self.decay),0), + (255 - self.decay, food_decay_yellow(self.decay), 0), camera.world_to_screen(*self.position.get_position()), - 5 * camera.zoom + int(5 * camera.zoom) ) - def __repr__(self): + def __repr__(self) -> str: + """ + Returns a string representation of the food object. + + :return: String representation. + """ return f"FoodObject({self.position}, decay={self.decay})" \ No newline at end of file diff --git a/world/simulation_interface.py b/world/simulation_interface.py index 6c9dbf2..ec7f89c 100644 --- a/world/simulation_interface.py +++ b/world/simulation_interface.py @@ -1,27 +1,47 @@ import pygame +from typing import Optional, Tuple, Sequence class Camera: - def __init__(self, screen_width, screen_height, render_buffer=50): - self.x = 0 - self.y = 0 - self.target_x = 0 - self.target_y = 0 - self.zoom = 1.0 - self.target_zoom = 1.0 - self.smoothing = 0.15 # Higher = more responsive, lower = more smooth - self.speed = 700 - self.zoom_smoothing = 0.2 # Higher = more responsive, lower = more smooth - self.is_panning = False - self.last_mouse_pos = None - self.screen_width = screen_width - self.screen_height = screen_height - self.render_buffer = ( - render_buffer # Buffer for rendering objects outside the screen - ) + """ + Camera class for handling world-to-screen transformations, panning, and zooming in a 2D simulation. + """ - def update(self, keys, deltatime): - # Determine movement direction + def __init__( + self, + screen_width: int, + screen_height: int, + render_buffer: int = 50, + ) -> None: + """ + Initializes the Camera. + + :param screen_width: Width of the screen in pixels. + :param screen_height: Height of the screen in pixels. + :param render_buffer: Buffer for rendering objects outside the screen. + """ + self.x: float = 0 + self.y: float = 0 + self.target_x: float = 0 + self.target_y: float = 0 + self.zoom: float = 1.0 + self.target_zoom: float = 1.0 + self.smoothing: float = 0.15 # Higher = more responsive, lower = more smooth + self.speed: float = 700 + self.zoom_smoothing: float = 0.2 # Higher = more responsive, lower = more smooth + self.is_panning: bool = False + self.last_mouse_pos: Optional[Sequence[int]] = None + self.screen_width: int = screen_width + self.screen_height: int = screen_height + self.render_buffer: int = render_buffer + + def update(self, keys: Sequence[bool], deltatime: float) -> None: + """ + Updates the camera position and zoom based on input and time. + + :param keys: Sequence of boolean values representing pressed keys. + :param deltatime: Time elapsed since last update (in seconds). + """ dx = 0 dy = 0 if keys[pygame.K_w]: @@ -33,13 +53,11 @@ class Camera: if keys[pygame.K_d]: dx += 1 - # Normalize direction length = (dx ** 2 + dy ** 2) ** 0.5 if length > 0: dx /= length dy /= length - # Apply movement self.target_x += dx * self.speed * deltatime / self.zoom self.target_y += dy * self.speed * deltatime / self.zoom @@ -47,70 +65,91 @@ class Camera: self.target_x = 0 self.target_y = 0 - # Smooth camera movement with drift smoothing_factor = 1 - pow(1 - self.smoothing, deltatime * 60) self.x += (self.target_x - self.x) * smoothing_factor self.y += (self.target_y - self.y) * smoothing_factor - # Snap to target if within threshold threshold = 0.5 if abs(self.x - self.target_x) < threshold: self.x = self.target_x if abs(self.y - self.target_y) < threshold: self.y = self.target_y - # Smooth zoom zoom_smoothing_factor = 1 - pow(1 - self.zoom_smoothing, deltatime * 60) self.zoom += (self.target_zoom - self.zoom) * zoom_smoothing_factor - # Snap zoom to target if within threshold zoom_threshold = 0.001 if abs(self.zoom - self.target_zoom) < zoom_threshold: self.zoom = self.target_zoom - def handle_zoom(self, zoom_delta): - # Zoom in/out with mouse wheel + def handle_zoom(self, zoom_delta: int) -> None: + """ + Adjusts the camera zoom level based on mouse wheel input. + + :param zoom_delta: The amount of zoom change (positive for zoom in, negative for zoom out). + """ zoom_factor = 1.1 - if zoom_delta > 0: # Zoom in + if zoom_delta > 0: self.target_zoom *= zoom_factor - elif zoom_delta < 0: # Zoom out + elif zoom_delta < 0: self.target_zoom /= zoom_factor - # Clamp zoom levels self.target_zoom = max(0.1, min(5.0, self.target_zoom)) - def start_panning(self, mouse_pos): + def start_panning(self, mouse_pos: Sequence[int]) -> None: + """ + Begins panning the camera. + + :param mouse_pos: The current mouse position as a sequence (x, y). + """ self.is_panning = True self.last_mouse_pos = mouse_pos - def stop_panning(self): + def stop_panning(self) -> None: + """ + Stops panning the camera. + """ self.is_panning = False self.last_mouse_pos = None - def pan(self, mouse_pos): + def pan(self, mouse_pos: Sequence[int]) -> None: + """ + Pans the camera based on mouse movement. + + :param mouse_pos: The current mouse position as a sequence (x, y). + """ if self.is_panning and self.last_mouse_pos: dx = mouse_pos[0] - self.last_mouse_pos[0] dy = mouse_pos[1] - self.last_mouse_pos[1] self.x -= dx / self.zoom self.y -= dy / self.zoom - self.target_x = self.x # Sync target position with actual position + self.target_x = self.x self.target_y = self.y self.last_mouse_pos = mouse_pos - def get_real_coordinates(self, screen_x, screen_y): - # Convert screen coordinates to world coordinates + def get_real_coordinates(self, screen_x: int, screen_y: int) -> Tuple[float, float]: + """ + Converts screen coordinates to world coordinates. + + :param screen_x: X coordinate on the screen. + :param screen_y: Y coordinate on the screen. + :return: Tuple of (world_x, world_y). + """ world_x = (screen_x - self.screen_width // 2 + self.x * self.zoom) / self.zoom world_y = (screen_y - self.screen_height // 2 + self.y * self.zoom) / self.zoom - return world_x, world_y - def is_in_view(self, obj_x, obj_y, margin=0): - half_w = (self.screen_width + (self.render_buffer * self.zoom)) / ( - 2 * self.zoom - ) - half_h = (self.screen_height + (self.render_buffer * self.zoom)) / ( - 2 * self.zoom - ) + def is_in_view(self, obj_x: float, obj_y: float, margin: float = 0) -> bool: + """ + Checks if a world coordinate is within the camera's view. + + :param obj_x: X coordinate in world space. + :param obj_y: Y coordinate in world space. + :param margin: Additional margin to expand the view area. + :return: True if the object is in view, False otherwise. + """ + half_w = (self.screen_width + (self.render_buffer * self.zoom)) / (2 * self.zoom) + half_h = (self.screen_height + (self.render_buffer * self.zoom)) / (2 * self.zoom) cam_left = self.x - half_w cam_right = self.x + half_w cam_top = self.y - half_h @@ -120,11 +159,23 @@ class Camera: and cam_top - margin <= obj_y <= cam_bottom + margin ) - def world_to_screen(self, obj_x, obj_y): + def world_to_screen(self, obj_x: float, obj_y: float) -> Tuple[int, int]: + """ + Converts world coordinates to screen coordinates. + + :param obj_x: X coordinate in world space. + :param obj_y: Y coordinate in world space. + :return: Tuple of (screen_x, screen_y) in pixels. + """ screen_x = (obj_x - self.x) * self.zoom + self.screen_width // 2 screen_y = (obj_y - self.y) * self.zoom + self.screen_height // 2 return int(screen_x), int(screen_y) - def get_relative_size(self, world_size): - # Converts a world size (e.g., radius or width/height) to screen pixels - return int(world_size * self.zoom) + def get_relative_size(self, world_size: float) -> int: + """ + Converts a world size (e.g., radius or width/height) to screen pixels. + + :param world_size: Size in world units. + :return: Size in screen pixels. + """ + return int(world_size * self.zoom) \ No newline at end of file diff --git a/world/world.py b/world/world.py index 85ab0a8..cfe5a4d 100644 --- a/world/world.py +++ b/world/world.py @@ -1,34 +1,132 @@ from collections import defaultdict from abc import ABC, abstractmethod +from typing import List, Dict, Tuple, Optional, Any, TypeVar, Union +from pydantic import BaseModel, Field + +T = TypeVar("T", bound="BaseEntity") + + +class Position(BaseModel): + """ + Represents a 2D position in the world. + """ + x: int = Field(..., description="X coordinate") + y: int = Field(..., description="Y coordinate") + + def __str__(self) -> str: + return f"({self.x}, {self.y})" + + def __repr__(self) -> str: + return f"Position({self.x}, {self.y})" + + def set_position(self, x: int, y: int) -> None: + """ + Sets the position to the given coordinates. + + :param x: New X coordinate. + :param y: New Y coordinate. + """ + self.x = x + self.y = y + + def get_position(self) -> Tuple[int, int]: + """ + Returns the current position as a tuple. + + :return: Tuple of (x, y). + """ + return self.x, self.y + + +class BaseEntity(ABC): + """ + Abstract base class for all entities in the world. + """ + + def __init__(self, position: Position) -> None: + """ + Initializes the entity with a position. + + :param position: The position of the entity. + """ + self.position: Position = position + self.interaction_radius: int = 0 + self.flags: Dict[str, bool] = { + "death": False, + "can_interact": False, + } + self.world_callbacks: Dict[str, Any] = {} + self.max_visual_width: int = 0 + + @abstractmethod + def tick(self, interactable: Optional[List["BaseEntity"]] = None) -> Optional["BaseEntity"]: + """ + Updates the entity for a single tick. + + :param interactable: List of entities this entity can interact with. + :return: The updated entity or None if it should be removed. + """ + return self + + @abstractmethod + def render(self, camera: Any, screen: Any) -> None: + """ + Renders the entity on the screen. + + :param camera: The camera object for coordinate transformation. + :param screen: The Pygame screen surface. + """ + pass + + def flag_for_death(self) -> None: + """ + Flags the entity for removal from the world. + """ + self.flags["death"] = True class World: - def __init__(self, partition_size=10): - self.partition_size = partition_size - self.buffers = [defaultdict(list), defaultdict(list)] - self.current_buffer = 0 + """ + A world-class that contains and manages all objects in the game using spatial partitioning. + """ - def _hash_position(self, position): - # Map world coordinates to cell coordinates - return int(position.x // self.partition_size), int( - position.y // self.partition_size - ) + def __init__(self, partition_size: int = 10) -> None: + """ + Initializes the world with a partition size. - def render_all(self, camera, screen): + :param partition_size: The size of each partition cell in the world. + """ + self.partition_size: int = partition_size + self.buffers: List[Dict[Tuple[int, int], List[BaseEntity]]] = [defaultdict(list), defaultdict(list)] + self.current_buffer: int = 0 + + def _hash_position(self, position: Position) -> Tuple[int, int]: + """ + Hashes a position into a cell based on the partition size. + + :param position: A Position object representing the position in the world. + :return: Tuple (cell_x, cell_y) representing the cell coordinates. + """ + return int(position.x // self.partition_size), int(position.y // self.partition_size) + + def render_all(self, camera: Any, screen: Any) -> None: + """ + Renders all objects in the current buffer. + + :param camera: The camera object for coordinate transformation. + :param screen: The Pygame screen surface. + """ for obj_list in self.buffers[self.current_buffer].values(): for obj in obj_list: obj.render(camera, screen) - def tick_all(self): - next_buffer = 1 - self.current_buffer + def tick_all(self) -> None: + """ + Advances all objects in the world by one tick, updating their state and handling interactions. + """ + next_buffer: int = 1 - self.current_buffer self.buffers[next_buffer].clear() - # print all objects in the current buffer - print( - f"Ticking objects in buffer {self.current_buffer}:", - self.buffers[self.current_buffer].values(), - ) - for obj_list in self.buffers[self.current_buffer].values(): for obj in obj_list: if obj.flags["death"]: @@ -38,24 +136,44 @@ class World: obj.position.x, obj.position.y, obj.interaction_radius ) interactable.remove(obj) - print(f"Object {obj} interacting with {len(interactable)} objects.") new_obj = obj.tick(interactable) else: new_obj = obj.tick() if new_obj is None: continue - cell = self._hash_position(new_obj.position) - self.buffers[next_buffer][cell].append(new_obj) + + # reproduction code + if isinstance(new_obj, list): + for item in new_obj: + if isinstance(item, BaseEntity): + cell = self._hash_position(item.position) + self.buffers[next_buffer][cell].append(item) + else: + cell = self._hash_position(new_obj.position) + self.buffers[next_buffer][cell].append(new_obj) self.current_buffer = next_buffer - def add_object(self, new_object): + def add_object(self, new_object: BaseEntity) -> None: + """ + Adds a new object to the world in the appropriate cell. + + :param new_object: The object to add. + """ cell = self._hash_position(new_object.position) self.buffers[self.current_buffer][cell].append(new_object) - def query_objects_within_radius(self, x, y, radius): - result = [] + def query_objects_within_radius(self, x: float, y: float, radius: float) -> List[BaseEntity]: + """ + Returns all objects within a given radius of a point. + + :param x: X coordinate of the center. + :param y: Y coordinate of the center. + :param radius: Search radius. + :return: List of objects within the radius. + """ + result: List[BaseEntity] = [] cell_x, cell_y = int(x // self.partition_size), int(y // self.partition_size) - cells_to_check = [] + cells_to_check: List[Tuple[int, int]] = [] r = int((radius // self.partition_size) + 1) for dx in range(-r, r + 1): for dy in range(-r, r + 1): @@ -69,8 +187,17 @@ class World: result.append(obj) return result - def query_objects_in_range(self, x1, y1, x2, y2): - result = [] + def query_objects_in_range(self, x1: float, y1: float, x2: float, y2: float) -> List[BaseEntity]: + """ + Returns all objects within a rectangular range. + + :param x1: Minimum X coordinate. + :param y1: Minimum Y coordinate. + :param x2: Maximum X coordinate. + :param y2: Maximum Y coordinate. + :return: List of objects within the rectangle. + """ + result: List[BaseEntity] = [] cell_x1, cell_y1 = ( int(x1 // self.partition_size), int(y1 // self.partition_size), @@ -87,9 +214,16 @@ class World: result.append(obj) return result - def query_closest_object(self, x, y): - closest_obj = None - closest_distance = float("inf") + def query_closest_object(self, x: float, y: float) -> Optional[BaseEntity]: + """ + Returns the closest object to a given point. + + :param x: X coordinate of the point. + :param y: Y coordinate of the point. + :return: The closest object or None if no objects exist. + """ + closest_obj: Optional[BaseEntity] = None + closest_distance: float = float("inf") for obj_list in self.buffers[self.current_buffer].values(): for obj in obj_list: obj_x, obj_y = obj.position.get_position() @@ -101,49 +235,13 @@ class World: closest_obj = obj return closest_obj - def get_objects(self): - all_objects = [] + def get_objects(self) -> List[BaseEntity]: + """ + Returns a list of all objects currently in the world. + + :return: List of all objects. + """ + all_objects: List[BaseEntity] = [] for obj_list in self.buffers[self.current_buffer].values(): all_objects.extend(obj_list) - print("All objects: ", all_objects) - return all_objects - -class BaseEntity(ABC): - def __init__(self, position: "Position"): - self.position = position - self.interaction_radius = 0 - self.flags = { - "death": False, - "can_interact": False, - } - self.world_callbacks = {} - self.max_visual_width = 0 - - @abstractmethod - def tick(self, interactable=None): - return self - - @abstractmethod - def render(self, camera, screen): - pass - - def flag_for_death(self): - self.flags["death"] = True - -class Position: - def __init__(self, x: int, y: int): - self.x = x - self.y = y - - def __str__(self): - return f"({self.x}, {self.y})" - - def __repr__(self): - return f"Position({self.x}, {self.y})" - - def set_position(self, x, y): - self.x = x - self.y = y - - def get_position(self): - return self.x, self.y + return all_objects \ No newline at end of file