Implements issue #130 with: - Basic utilities: distance, angle_between, normalize_angle, lerp, clamp - Grid algorithms: bresenham_circle, bresenham_line, filled_circle - OrbitalBody class with recursive positioning (star -> planet -> moon) - OrbitingShip class for relative ship positioning on orbit rings - Pathfinding helpers: nearest_orbit_entry, optimal_exit_heading, is_viable_waypoint, line_of_sight_blocked - Comprehensive test suite (25+ tests) Designed for Pinships turn-based space roguelike with: - Discrete time steps (planets move in whole grid squares) - Deterministic position projection - Free orbital movement while in orbit - Support for nested orbits (moons of moons) closes #130 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
580 lines
17 KiB
Python
580 lines
17 KiB
Python
"""
|
|
Geometry module for turn-based games with orbital mechanics.
|
|
|
|
Designed for Pinships but reusable for any game needing:
|
|
- Circular orbit calculations
|
|
- Grid-aligned geometric primitives
|
|
- Recursive celestial body positioning
|
|
- Pathfinding helpers for orbital navigation
|
|
|
|
Philosophy: "C++ every frame, Python every game step"
|
|
This module handles game logic, not rendering.
|
|
"""
|
|
|
|
from __future__ import annotations
|
|
import math
|
|
from typing import Optional, List, Tuple, Set
|
|
from dataclasses import dataclass, field
|
|
|
|
|
|
# =============================================================================
|
|
# Basic Utility Functions
|
|
# =============================================================================
|
|
|
|
def distance(p1: Tuple[float, float], p2: Tuple[float, float]) -> float:
|
|
"""Euclidean distance between two points."""
|
|
dx = p2[0] - p1[0]
|
|
dy = p2[1] - p1[1]
|
|
return math.sqrt(dx * dx + dy * dy)
|
|
|
|
|
|
def distance_squared(p1: Tuple[float, float], p2: Tuple[float, float]) -> float:
|
|
"""Squared distance (avoids sqrt, useful for comparisons)."""
|
|
dx = p2[0] - p1[0]
|
|
dy = p2[1] - p1[1]
|
|
return dx * dx + dy * dy
|
|
|
|
|
|
def angle_between(p1: Tuple[float, float], p2: Tuple[float, float]) -> float:
|
|
"""
|
|
Angle from p1 to p2 in degrees (0-360).
|
|
0 degrees = east (+x), 90 = north (+y in screen coords, or south in math coords).
|
|
"""
|
|
dx = p2[0] - p1[0]
|
|
dy = p2[1] - p1[1]
|
|
angle = math.degrees(math.atan2(dy, dx))
|
|
return normalize_angle(angle)
|
|
|
|
|
|
def normalize_angle(angle: float) -> float:
|
|
"""Normalize angle to 0-360 range."""
|
|
angle = angle % 360
|
|
if angle < 0:
|
|
angle += 360
|
|
return angle
|
|
|
|
|
|
def angle_difference(a1: float, a2: float) -> float:
|
|
"""
|
|
Shortest angular distance between two angles (signed, -180 to 180).
|
|
Positive = counterclockwise from a1 to a2.
|
|
"""
|
|
diff = normalize_angle(a2) - normalize_angle(a1)
|
|
if diff > 180:
|
|
diff -= 360
|
|
elif diff < -180:
|
|
diff += 360
|
|
return diff
|
|
|
|
|
|
def lerp(a: float, b: float, t: float) -> float:
|
|
"""Linear interpolation from a to b by factor t (0-1)."""
|
|
return a + (b - a) * t
|
|
|
|
|
|
def clamp(value: float, min_val: float, max_val: float) -> float:
|
|
"""Clamp value to range [min_val, max_val]."""
|
|
return max(min_val, min(max_val, value))
|
|
|
|
|
|
def point_on_circle(
|
|
center: Tuple[float, float],
|
|
radius: float,
|
|
angle_degrees: float
|
|
) -> Tuple[float, float]:
|
|
"""Get point on circle at given angle (degrees)."""
|
|
angle_rad = math.radians(angle_degrees)
|
|
x = center[0] + radius * math.cos(angle_rad)
|
|
y = center[1] + radius * math.sin(angle_rad)
|
|
return (x, y)
|
|
|
|
|
|
def rotate_point(
|
|
point: Tuple[float, float],
|
|
center: Tuple[float, float],
|
|
angle_degrees: float
|
|
) -> Tuple[float, float]:
|
|
"""Rotate point around center by angle (degrees)."""
|
|
angle_rad = math.radians(angle_degrees)
|
|
cos_a = math.cos(angle_rad)
|
|
sin_a = math.sin(angle_rad)
|
|
|
|
# Translate to origin
|
|
px = point[0] - center[0]
|
|
py = point[1] - center[1]
|
|
|
|
# Rotate
|
|
rx = px * cos_a - py * sin_a
|
|
ry = px * sin_a + py * cos_a
|
|
|
|
# Translate back
|
|
return (rx + center[0], ry + center[1])
|
|
|
|
|
|
# =============================================================================
|
|
# Grid-Aligned Geometry (Bresenham algorithms)
|
|
# =============================================================================
|
|
|
|
def bresenham_circle(
|
|
center: Tuple[int, int],
|
|
radius: int
|
|
) -> List[Tuple[int, int]]:
|
|
"""
|
|
Generate all grid cells on a circle's perimeter using Bresenham's algorithm.
|
|
Returns cells in no particular order (use sort_circle_cells for ordering).
|
|
"""
|
|
if radius <= 0:
|
|
return [center]
|
|
|
|
cx, cy = center
|
|
cells: Set[Tuple[int, int]] = set()
|
|
|
|
x = 0
|
|
y = radius
|
|
d = 3 - 2 * radius
|
|
|
|
def add_circle_points(cx: int, cy: int, x: int, y: int):
|
|
"""Add all 8 symmetric points."""
|
|
cells.add((cx + x, cy + y))
|
|
cells.add((cx - x, cy + y))
|
|
cells.add((cx + x, cy - y))
|
|
cells.add((cx - x, cy - y))
|
|
cells.add((cx + y, cy + x))
|
|
cells.add((cx - y, cy + x))
|
|
cells.add((cx + y, cy - x))
|
|
cells.add((cx - y, cy - x))
|
|
|
|
add_circle_points(cx, cy, x, y)
|
|
|
|
while y >= x:
|
|
x += 1
|
|
if d > 0:
|
|
y -= 1
|
|
d = d + 4 * (x - y) + 10
|
|
else:
|
|
d = d + 4 * x + 6
|
|
add_circle_points(cx, cy, x, y)
|
|
|
|
return list(cells)
|
|
|
|
|
|
def sort_circle_cells(
|
|
cells: List[Tuple[int, int]],
|
|
center: Tuple[int, int]
|
|
) -> List[Tuple[int, int]]:
|
|
"""Sort circle cells by angle from center (for ordered traversal)."""
|
|
return sorted(cells, key=lambda p: angle_between(center, p))
|
|
|
|
|
|
def bresenham_line(
|
|
p1: Tuple[int, int],
|
|
p2: Tuple[int, int]
|
|
) -> List[Tuple[int, int]]:
|
|
"""Generate all grid cells on a line using Bresenham's algorithm."""
|
|
cells = []
|
|
x1, y1 = p1
|
|
x2, y2 = p2
|
|
|
|
dx = abs(x2 - x1)
|
|
dy = abs(y2 - y1)
|
|
sx = 1 if x1 < x2 else -1
|
|
sy = 1 if y1 < y2 else -1
|
|
err = dx - dy
|
|
|
|
while True:
|
|
cells.append((x1, y1))
|
|
if x1 == x2 and y1 == y2:
|
|
break
|
|
e2 = 2 * err
|
|
if e2 > -dy:
|
|
err -= dy
|
|
x1 += sx
|
|
if e2 < dx:
|
|
err += dx
|
|
y1 += sy
|
|
|
|
return cells
|
|
|
|
|
|
def filled_circle(
|
|
center: Tuple[int, int],
|
|
radius: int
|
|
) -> List[Tuple[int, int]]:
|
|
"""Generate all grid cells within a filled circle."""
|
|
if radius <= 0:
|
|
return [center]
|
|
|
|
cx, cy = center
|
|
cells = []
|
|
r_sq = radius * radius
|
|
|
|
for y in range(cy - radius, cy + radius + 1):
|
|
for x in range(cx - radius, cx + radius + 1):
|
|
if (x - cx) ** 2 + (y - cy) ** 2 <= r_sq:
|
|
cells.append((x, y))
|
|
|
|
return cells
|
|
|
|
|
|
# =============================================================================
|
|
# Orbital Body System
|
|
# =============================================================================
|
|
|
|
@dataclass
|
|
class OrbitalBody:
|
|
"""
|
|
A celestial body that may orbit another body.
|
|
|
|
Supports recursive orbits: star -> planet -> moon -> moon-of-moon
|
|
Position is calculated by walking up the parent chain.
|
|
"""
|
|
|
|
name: str
|
|
surface_radius: int # Physical size of the body
|
|
orbit_ring_radius: int # Distance from center where ships can orbit
|
|
|
|
# Orbital parameters (ignored if parent is None)
|
|
parent: Optional[OrbitalBody] = None
|
|
orbital_radius: float = 0.0 # Distance from parent's center
|
|
angular_velocity: float = 0.0 # Degrees per turn
|
|
initial_angle: float = 0.0 # Angle at t=0
|
|
|
|
# Base position (only used if parent is None, i.e., the star)
|
|
base_position: Tuple[int, int] = (0, 0)
|
|
|
|
def center_at_time(self, t: int) -> Tuple[float, float]:
|
|
"""
|
|
Get continuous (float) position at time t.
|
|
Recursively calculates position through parent chain.
|
|
"""
|
|
if self.parent is None:
|
|
# Stationary body (star)
|
|
return (float(self.base_position[0]), float(self.base_position[1]))
|
|
|
|
# Get parent's position at this time
|
|
parent_pos = self.parent.center_at_time(t)
|
|
|
|
# Calculate our angle at time t
|
|
angle = self.initial_angle + self.angular_velocity * t
|
|
|
|
# Calculate offset from parent
|
|
offset = point_on_circle((0, 0), self.orbital_radius, angle)
|
|
|
|
return (parent_pos[0] + offset[0], parent_pos[1] + offset[1])
|
|
|
|
def grid_position_at_time(self, t: int) -> Tuple[int, int]:
|
|
"""
|
|
Get snapped grid position at time t.
|
|
This is where the body appears on the discrete game grid.
|
|
"""
|
|
cx, cy = self.center_at_time(t)
|
|
return (round(cx), round(cy))
|
|
|
|
def surface_cells(self, t: int) -> List[Tuple[int, int]]:
|
|
"""Get all grid cells occupied by this body's surface at time t."""
|
|
return filled_circle(self.grid_position_at_time(t), self.surface_radius)
|
|
|
|
def orbit_ring_cells(self, t: int) -> List[Tuple[int, int]]:
|
|
"""
|
|
Get all grid cells forming the orbit ring at time t.
|
|
Ships can occupy these cells while orbiting this body.
|
|
"""
|
|
return bresenham_circle(self.grid_position_at_time(t), self.orbit_ring_radius)
|
|
|
|
def orbit_ring_cells_sorted(self, t: int) -> List[Tuple[int, int]]:
|
|
"""Get orbit ring cells sorted by angle (for ordered traversal)."""
|
|
center = self.grid_position_at_time(t)
|
|
cells = bresenham_circle(center, self.orbit_ring_radius)
|
|
return sort_circle_cells(cells, center)
|
|
|
|
def position_in_orbit(self, t: int, angle: float) -> Tuple[int, int]:
|
|
"""
|
|
Get the grid position for a ship orbiting this body at given angle.
|
|
The ship moves with the body - this returns absolute grid coords.
|
|
"""
|
|
center = self.grid_position_at_time(t)
|
|
pos = point_on_circle(center, self.orbit_ring_radius, angle)
|
|
return (round(pos[0]), round(pos[1]))
|
|
|
|
def is_inside_surface(self, point: Tuple[int, int], t: int) -> bool:
|
|
"""Check if a grid point is inside this body's surface."""
|
|
center = self.grid_position_at_time(t)
|
|
return distance_squared(center, point) <= self.surface_radius ** 2
|
|
|
|
def is_on_orbit_ring(self, point: Tuple[int, int], t: int) -> bool:
|
|
"""Check if a grid point is on this body's orbit ring."""
|
|
return point in self.orbit_ring_cells(t)
|
|
|
|
def nearest_orbit_angle(self, point: Tuple[float, float], t: int) -> float:
|
|
"""
|
|
Get the angle on the orbit ring closest to the given point.
|
|
Useful for determining where a ship would enter orbit.
|
|
"""
|
|
center = self.grid_position_at_time(t)
|
|
return angle_between(center, point)
|
|
|
|
def turns_until_position_changes(self, current_t: int) -> int:
|
|
"""
|
|
Calculate how many turns until this body's grid position changes.
|
|
Returns 0 if it changes next turn, -1 if it never moves (star).
|
|
"""
|
|
if self.parent is None:
|
|
return -1 # Stars don't move
|
|
|
|
current_pos = self.grid_position_at_time(current_t)
|
|
|
|
# Check future turns (reasonable limit to avoid infinite loop)
|
|
for dt in range(1, 1000):
|
|
future_pos = self.grid_position_at_time(current_t + dt)
|
|
if future_pos != current_pos:
|
|
return dt
|
|
|
|
return -1 # Essentially stationary (very slow orbit)
|
|
|
|
|
|
@dataclass
|
|
class OrbitingShip:
|
|
"""
|
|
A ship that is currently in orbit around a body.
|
|
|
|
When orbiting, position is relative to the body, not absolute grid coords.
|
|
The ship moves with the body automatically.
|
|
"""
|
|
|
|
body: OrbitalBody
|
|
orbital_angle: float # Position on orbit ring (degrees)
|
|
|
|
def grid_position_at_time(self, t: int) -> Tuple[int, int]:
|
|
"""Get absolute grid position at time t."""
|
|
return self.body.position_in_orbit(t, self.orbital_angle)
|
|
|
|
def move_along_orbit(self, angle_delta: float) -> None:
|
|
"""Move ship along the orbit ring (free movement while orbiting)."""
|
|
self.orbital_angle = normalize_angle(self.orbital_angle + angle_delta)
|
|
|
|
def set_orbit_angle(self, angle: float) -> None:
|
|
"""Set ship to specific angle on orbit ring."""
|
|
self.orbital_angle = normalize_angle(angle)
|
|
|
|
|
|
# =============================================================================
|
|
# Pathfinding Helpers
|
|
# =============================================================================
|
|
|
|
def nearest_orbit_entry(
|
|
ship_pos: Tuple[float, float],
|
|
body: OrbitalBody,
|
|
t: int
|
|
) -> Tuple[Tuple[int, int], float]:
|
|
"""
|
|
Find the nearest point on a body's orbit ring to enter.
|
|
|
|
Returns:
|
|
(grid_position, angle): Entry point and the orbital angle
|
|
"""
|
|
angle = body.nearest_orbit_angle(ship_pos, t)
|
|
entry_pos = body.position_in_orbit(t, angle)
|
|
return (entry_pos, angle)
|
|
|
|
|
|
def optimal_exit_heading(
|
|
body: OrbitalBody,
|
|
target: Tuple[float, float],
|
|
t: int
|
|
) -> Tuple[float, Tuple[int, int]]:
|
|
"""
|
|
Find the best angle to exit an orbit when heading toward a target.
|
|
|
|
Returns:
|
|
(exit_angle, exit_position): Best exit angle and grid position
|
|
"""
|
|
center = body.grid_position_at_time(t)
|
|
exit_angle = angle_between(center, target)
|
|
exit_pos = body.position_in_orbit(t, exit_angle)
|
|
return (exit_angle, exit_pos)
|
|
|
|
|
|
def is_viable_waypoint(
|
|
ship_pos: Tuple[float, float],
|
|
body: OrbitalBody,
|
|
target: Tuple[float, float],
|
|
t: int,
|
|
angle_threshold: float = 90.0
|
|
) -> bool:
|
|
"""
|
|
Check if an orbital body is a useful waypoint toward a target.
|
|
|
|
A body is viable if it's roughly "on the way" - the angle from
|
|
ship to body to target isn't too sharp (would be backtracking).
|
|
|
|
Args:
|
|
ship_pos: Ship's current position
|
|
body: Potential waypoint body
|
|
target: Final destination
|
|
t: Current time
|
|
angle_threshold: Maximum deflection angle (degrees)
|
|
|
|
Returns:
|
|
True if using this body's orbit could help reach target
|
|
"""
|
|
body_pos = body.grid_position_at_time(t)
|
|
|
|
# Angle from ship to body
|
|
angle_to_body = angle_between(ship_pos, body_pos)
|
|
|
|
# Angle from ship to target
|
|
angle_to_target = angle_between(ship_pos, target)
|
|
|
|
# How much would we deviate from direct path?
|
|
deviation = abs(angle_difference(angle_to_target, angle_to_body))
|
|
|
|
return deviation <= angle_threshold
|
|
|
|
|
|
def project_body_positions(
|
|
body: OrbitalBody,
|
|
start_t: int,
|
|
num_turns: int
|
|
) -> List[Tuple[int, Tuple[int, int]]]:
|
|
"""
|
|
Project a body's grid positions over future turns.
|
|
|
|
Returns:
|
|
List of (turn, grid_position) tuples
|
|
"""
|
|
positions = []
|
|
for dt in range(num_turns):
|
|
t = start_t + dt
|
|
pos = body.grid_position_at_time(t)
|
|
positions.append((t, pos))
|
|
return positions
|
|
|
|
|
|
def find_intercept_turn(
|
|
ship_pos: Tuple[float, float],
|
|
ship_speed: float,
|
|
body: OrbitalBody,
|
|
start_t: int,
|
|
max_turns: int = 100
|
|
) -> Optional[Tuple[int, Tuple[int, int]]]:
|
|
"""
|
|
Find when a ship could intercept a moving body's orbit.
|
|
|
|
Simple approach: check each future turn to see if ship could
|
|
reach the body's orbit ring by then.
|
|
|
|
Args:
|
|
ship_pos: Ship's starting position
|
|
ship_speed: Ship's movement per turn (grid units)
|
|
body: Target body to intercept
|
|
start_t: Current turn
|
|
max_turns: Maximum turns to search
|
|
|
|
Returns:
|
|
(turn, intercept_position) or None if no intercept found
|
|
"""
|
|
for dt in range(1, max_turns + 1):
|
|
t = start_t + dt
|
|
body_center = body.grid_position_at_time(t)
|
|
|
|
# Distance ship could travel
|
|
max_travel = ship_speed * dt
|
|
|
|
# Distance to body's orbit ring
|
|
dist_to_center = distance(ship_pos, body_center)
|
|
dist_to_orbit = abs(dist_to_center - body.orbit_ring_radius)
|
|
|
|
if dist_to_orbit <= max_travel:
|
|
# Ship could reach orbit this turn
|
|
entry_pos, _ = nearest_orbit_entry(ship_pos, body, t)
|
|
return (t, entry_pos)
|
|
|
|
return None
|
|
|
|
|
|
def line_of_sight_blocked(
|
|
p1: Tuple[int, int],
|
|
p2: Tuple[int, int],
|
|
bodies: List[OrbitalBody],
|
|
t: int
|
|
) -> Optional[OrbitalBody]:
|
|
"""
|
|
Check if line of sight between two points is blocked by any body's surface.
|
|
|
|
Returns:
|
|
The blocking body, or None if LOS is clear
|
|
"""
|
|
line_cells = set(bresenham_line(p1, p2))
|
|
|
|
for body in bodies:
|
|
surface = set(body.surface_cells(t))
|
|
if line_cells & surface: # Intersection
|
|
return body
|
|
|
|
return None
|
|
|
|
|
|
# =============================================================================
|
|
# Convenience Functions
|
|
# =============================================================================
|
|
|
|
def create_solar_system(
|
|
grid_width: int,
|
|
grid_height: int,
|
|
star_radius: int = 10,
|
|
star_orbit_radius: int = 15
|
|
) -> OrbitalBody:
|
|
"""
|
|
Create a star at the center of the grid.
|
|
|
|
Returns the star body (other bodies should use it as parent).
|
|
"""
|
|
return OrbitalBody(
|
|
name="Star",
|
|
surface_radius=star_radius,
|
|
orbit_ring_radius=star_orbit_radius,
|
|
parent=None,
|
|
base_position=(grid_width // 2, grid_height // 2)
|
|
)
|
|
|
|
|
|
def create_planet(
|
|
name: str,
|
|
star: OrbitalBody,
|
|
orbital_radius: float,
|
|
surface_radius: int,
|
|
orbit_ring_radius: int,
|
|
angular_velocity: float,
|
|
initial_angle: float = 0.0
|
|
) -> OrbitalBody:
|
|
"""Create a planet orbiting a star."""
|
|
return OrbitalBody(
|
|
name=name,
|
|
surface_radius=surface_radius,
|
|
orbit_ring_radius=orbit_ring_radius,
|
|
parent=star,
|
|
orbital_radius=orbital_radius,
|
|
angular_velocity=angular_velocity,
|
|
initial_angle=initial_angle
|
|
)
|
|
|
|
|
|
def create_moon(
|
|
name: str,
|
|
planet: OrbitalBody,
|
|
orbital_radius: float,
|
|
surface_radius: int,
|
|
orbit_ring_radius: int,
|
|
angular_velocity: float,
|
|
initial_angle: float = 0.0
|
|
) -> OrbitalBody:
|
|
"""Create a moon orbiting a planet (or another moon)."""
|
|
return OrbitalBody(
|
|
name=name,
|
|
surface_radius=surface_radius,
|
|
orbit_ring_radius=orbit_ring_radius,
|
|
parent=planet,
|
|
orbital_radius=orbital_radius,
|
|
angular_velocity=angular_velocity,
|
|
initial_angle=initial_angle
|
|
)
|