villsim/frontend/renderer/agent_renderer.py

431 lines
15 KiB
Python

"""Agent renderer for the Village Simulation."""
import math
import pygame
from typing import TYPE_CHECKING
if TYPE_CHECKING:
from frontend.client import SimulationState
from frontend.renderer.map_renderer import MapRenderer
# Profession colors (villager is the default now)
PROFESSION_COLORS = {
"villager": (100, 140, 180), # Blue-gray for generic villager
"hunter": (180, 80, 80), # Red
"gatherer": (80, 160, 80), # Green
"woodcutter": (139, 90, 43), # Brown
"crafter": (160, 120, 200), # Purple
}
# Corpse color
CORPSE_COLOR = (60, 60, 60) # Dark gray
# Status bar colors
BAR_COLORS = {
"energy": (255, 220, 80), # Yellow
"hunger": (220, 140, 80), # Orange
"thirst": (80, 160, 220), # Blue
"heat": (220, 80, 80), # Red
}
# Action icons/symbols
ACTION_SYMBOLS = {
"hunt": "🏹",
"gather": "🍇",
"chop_wood": "🪓",
"get_water": "💧",
"weave": "🧵",
"build_fire": "🔥",
"trade": "💰",
"rest": "💤",
"sleep": "😴",
"consume": "🍖",
"dead": "💀",
}
# Fallback ASCII symbols for systems without emoji support
ACTION_LETTERS = {
"hunt": "H",
"gather": "G",
"chop_wood": "W",
"get_water": "~",
"weave": "C",
"build_fire": "F",
"trade": "$",
"rest": "R",
"sleep": "Z",
"consume": "E",
"dead": "X",
}
class AgentRenderer:
"""Renders agents on the map with movement and action indicators."""
def __init__(
self,
screen: pygame.Surface,
map_renderer: "MapRenderer",
font: pygame.font.Font,
):
self.screen = screen
self.map_renderer = map_renderer
self.font = font
self.small_font = pygame.font.Font(None, 16)
self.action_font = pygame.font.Font(None, 20)
# Animation state
self.animation_tick = 0
def _get_agent_color(self, agent: dict) -> tuple[int, int, int]:
"""Get the color for an agent based on state."""
# Corpses are dark gray
if agent.get("is_corpse", False) or not agent.get("is_alive", True):
return CORPSE_COLOR
profession = agent.get("profession", "villager")
base_color = PROFESSION_COLORS.get(profession, (100, 140, 180))
if not agent.get("can_act", True):
# Slightly dimmed for exhausted agents
return tuple(int(c * 0.7) for c in base_color)
return base_color
def _draw_status_bar(
self,
x: int,
y: int,
width: int,
height: int,
value: int,
max_value: int,
color: tuple[int, int, int],
) -> None:
"""Draw a single status bar."""
# Background
pygame.draw.rect(self.screen, (40, 40, 40), (x, y, width, height))
# Fill
fill_width = int((value / max_value) * width) if max_value > 0 else 0
if fill_width > 0:
pygame.draw.rect(self.screen, color, (x, y, fill_width, height))
# Border
pygame.draw.rect(self.screen, (80, 80, 80), (x, y, width, height), 1)
def _draw_status_bars(self, agent: dict, center_x: int, center_y: int, size: int) -> None:
"""Draw status bars below the agent."""
stats = agent.get("stats", {})
bar_width = size + 10
bar_height = 3
bar_spacing = 4
start_y = center_y + size // 2 + 4
bars = [
("energy", stats.get("energy", 0), stats.get("max_energy", 100)),
("hunger", stats.get("hunger", 0), stats.get("max_hunger", 100)),
("thirst", stats.get("thirst", 0), stats.get("max_thirst", 50)),
("heat", stats.get("heat", 0), stats.get("max_heat", 100)),
]
for i, (stat_name, value, max_value) in enumerate(bars):
bar_y = start_y + i * bar_spacing
self._draw_status_bar(
center_x - bar_width // 2,
bar_y,
bar_width,
bar_height,
value,
max_value,
BAR_COLORS[stat_name],
)
def _draw_action_indicator(
self,
agent: dict,
center_x: int,
center_y: int,
agent_size: int,
) -> None:
"""Draw action indicator above the agent."""
current_action = agent.get("current_action", {})
action_type = current_action.get("action_type", "")
is_moving = current_action.get("is_moving", False)
message = current_action.get("message", "")
if not action_type:
return
# Get action symbol
symbol = ACTION_LETTERS.get(action_type, "?")
# Draw action bubble above agent
bubble_y = center_y - agent_size // 2 - 20
# Animate if moving
if is_moving:
# Bouncing animation
offset = int(3 * math.sin(self.animation_tick * 0.3))
bubble_y += offset
# Draw bubble background
bubble_width = 22
bubble_height = 18
bubble_rect = pygame.Rect(
center_x - bubble_width // 2,
bubble_y - bubble_height // 2,
bubble_width,
bubble_height,
)
# Color based on action success/failure
if "Failed" in message:
bg_color = (120, 60, 60)
border_color = (180, 80, 80)
elif is_moving:
bg_color = (60, 80, 120)
border_color = (100, 140, 200)
else:
bg_color = (50, 70, 50)
border_color = (80, 140, 80)
pygame.draw.rect(self.screen, bg_color, bubble_rect, border_radius=4)
pygame.draw.rect(self.screen, border_color, bubble_rect, 1, border_radius=4)
# Draw action letter
text = self.action_font.render(symbol, True, (255, 255, 255))
text_rect = text.get_rect(center=(center_x, bubble_y))
self.screen.blit(text, text_rect)
# Draw movement trail if moving
if is_moving:
target_pos = current_action.get("target_position")
if target_pos:
target_x, target_y = self.map_renderer.grid_to_screen(
target_pos.get("x", 0),
target_pos.get("y", 0),
)
# Draw dotted line to target
self._draw_dotted_line(
(center_x, center_y),
(target_x, target_y),
(100, 100, 100),
4,
)
def _draw_dotted_line(
self,
start: tuple[int, int],
end: tuple[int, int],
color: tuple[int, int, int],
dot_spacing: int = 5,
) -> None:
"""Draw a dotted line between two points."""
dx = end[0] - start[0]
dy = end[1] - start[1]
distance = max(1, int((dx ** 2 + dy ** 2) ** 0.5))
for i in range(0, distance, dot_spacing * 2):
t = i / distance
x = int(start[0] + dx * t)
y = int(start[1] + dy * t)
pygame.draw.circle(self.screen, color, (x, y), 1)
def _draw_last_action_result(
self,
agent: dict,
center_x: int,
center_y: int,
agent_size: int,
) -> None:
"""Draw the last action result as floating text."""
result = agent.get("last_action_result", "")
if not result:
return
# Truncate long messages
if len(result) > 25:
result = result[:22] + "..."
# Draw text below status bars
text_y = center_y + agent_size // 2 + 22
text = self.small_font.render(result, True, (180, 180, 180))
text_rect = text.get_rect(center=(center_x, text_y))
# Background for readability
bg_rect = text_rect.inflate(4, 2)
pygame.draw.rect(self.screen, (30, 30, 40, 180), bg_rect)
self.screen.blit(text, text_rect)
def draw(self, state: "SimulationState") -> None:
"""Draw all agents (including corpses for one turn)."""
self.animation_tick += 1
cell_w, cell_h = self.map_renderer.get_cell_size()
agent_size = min(cell_w, cell_h) - 8
agent_size = max(10, min(agent_size, 30)) # Clamp size
for agent in state.agents:
is_corpse = agent.get("is_corpse", False)
is_alive = agent.get("is_alive", True)
# Get screen position from agent's current position
pos = agent.get("position", {"x": 0, "y": 0})
screen_x, screen_y = self.map_renderer.grid_to_screen(pos["x"], pos["y"])
if is_corpse:
# Draw corpse with death indicator
self._draw_corpse(agent, screen_x, screen_y, agent_size)
continue
if not is_alive:
continue
# Draw movement trail/line to target first (behind agent)
self._draw_action_indicator(agent, screen_x, screen_y, agent_size)
# Draw agent circle
color = self._get_agent_color(agent)
pygame.draw.circle(self.screen, color, (screen_x, screen_y), agent_size // 2)
# Draw border - animated if moving
current_action = agent.get("current_action", {})
is_moving = current_action.get("is_moving", False)
if is_moving:
# Pulsing border when moving
pulse = int(127 + 127 * math.sin(self.animation_tick * 0.2))
border_color = (pulse, pulse, 255)
elif agent.get("can_act"):
border_color = (255, 255, 255)
else:
border_color = (100, 100, 100)
pygame.draw.circle(self.screen, border_color, (screen_x, screen_y), agent_size // 2, 2)
# Draw money indicator (small coin icon)
money = agent.get("money", 0)
if money > 0:
coin_x = screen_x + agent_size // 2 - 4
coin_y = screen_y - agent_size // 2 - 4
pygame.draw.circle(self.screen, (255, 215, 0), (coin_x, coin_y), 4)
pygame.draw.circle(self.screen, (200, 160, 0), (coin_x, coin_y), 4, 1)
# Draw "V" for villager
text = self.small_font.render("V", True, (255, 255, 255))
text_rect = text.get_rect(center=(screen_x, screen_y))
self.screen.blit(text, text_rect)
# Draw status bars
self._draw_status_bars(agent, screen_x, screen_y, agent_size)
# Draw last action result
self._draw_last_action_result(agent, screen_x, screen_y, agent_size)
def _draw_corpse(
self,
agent: dict,
center_x: int,
center_y: int,
agent_size: int,
) -> None:
"""Draw a corpse with death reason displayed."""
# Draw corpse circle (dark gray)
pygame.draw.circle(self.screen, CORPSE_COLOR, (center_x, center_y), agent_size // 2)
# Draw red X border
pygame.draw.circle(self.screen, (150, 50, 50), (center_x, center_y), agent_size // 2, 2)
# Draw skull symbol
text = self.action_font.render("X", True, (180, 80, 80))
text_rect = text.get_rect(center=(center_x, center_y))
self.screen.blit(text, text_rect)
# Draw death reason above corpse
death_reason = agent.get("death_reason", "unknown")
name = agent.get("name", "Unknown")
# Death indicator bubble
bubble_y = center_y - agent_size // 2 - 20
bubble_text = f"💀 {death_reason}"
text = self.small_font.render(bubble_text, True, (255, 100, 100))
text_rect = text.get_rect(center=(center_x, bubble_y))
# Background for readability
bg_rect = text_rect.inflate(8, 4)
pygame.draw.rect(self.screen, (40, 20, 20), bg_rect, border_radius=3)
pygame.draw.rect(self.screen, (120, 50, 50), bg_rect, 1, border_radius=3)
self.screen.blit(text, text_rect)
# Draw name below
name_y = center_y + agent_size // 2 + 8
name_text = self.small_font.render(name, True, (150, 150, 150))
name_rect = name_text.get_rect(center=(center_x, name_y))
self.screen.blit(name_text, name_rect)
def draw_agent_tooltip(self, agent: dict, mouse_pos: tuple[int, int]) -> None:
"""Draw a tooltip for an agent when hovered."""
# Build tooltip text
lines = [
agent.get("name", "Unknown"),
f"Profession: {agent.get('profession', '?').capitalize()}",
f"Money: {agent.get('money', 0)} coins",
"",
]
# Current action
current_action = agent.get("current_action", {})
action_type = current_action.get("action_type", "")
if action_type:
action_msg = current_action.get("message", action_type)
lines.append(f"Action: {action_msg[:40]}")
if current_action.get("is_moving"):
lines.append(" (moving to location)")
lines.append("")
lines.append("Stats:")
stats = agent.get("stats", {})
lines.append(f" Energy: {stats.get('energy', 0)}/{stats.get('max_energy', 100)}")
lines.append(f" Hunger: {stats.get('hunger', 0)}/{stats.get('max_hunger', 100)}")
lines.append(f" Thirst: {stats.get('thirst', 0)}/{stats.get('max_thirst', 50)}")
lines.append(f" Heat: {stats.get('heat', 0)}/{stats.get('max_heat', 100)}")
inventory = agent.get("inventory", [])
if inventory:
lines.append("")
lines.append("Inventory:")
for item in inventory[:5]:
lines.append(f" {item.get('type', '?')}: {item.get('quantity', 0)}")
# Last action result
last_result = agent.get("last_action_result", "")
if last_result:
lines.append("")
lines.append(f"Last: {last_result[:35]}")
# Calculate tooltip size
line_height = 16
max_width = max(self.small_font.size(line)[0] for line in lines) + 20
height = len(lines) * line_height + 10
# Position tooltip near mouse but not off screen
x = min(mouse_pos[0] + 15, self.screen.get_width() - max_width - 5)
y = min(mouse_pos[1] + 15, self.screen.get_height() - height - 5)
# Draw background
tooltip_rect = pygame.Rect(x, y, max_width, height)
pygame.draw.rect(self.screen, (30, 30, 40), tooltip_rect)
pygame.draw.rect(self.screen, (100, 100, 120), tooltip_rect, 1)
# Draw text
for i, line in enumerate(lines):
text = self.small_font.render(line, True, (220, 220, 220))
self.screen.blit(text, (x + 10, y + 5 + i * line_height))