<reponame>tyrylu/feel-the-streets<gh_stars>1-10
from blinker import Signal
from osm_db import Enum
from ..entities import entity_post_move
from ..services import config, map
from ..geometry_utils import distance_filter
from ..entity_utils import is_footway

interesting_entity_in_range = Signal()
interesting_entity_out_of_range = Signal()
request_interesting_entities = Signal()

def entity_has_none_of_these_fields(entity, *field_names):
    for field_name in field_names:
        if entity.value_of_field(field_name) is not None:
            return False
    return True

def is_interesting(entity):
    # For our purposes, the following discriminators are not interesting.
    not_interesting_discriminators = {"Crossing", "Addressable", "Barrier", "PowerLine", "NoExit", "Entrance", "RailWay", "Tree", "Steps"}
    if entity.discriminator in not_interesting_discriminators:
        return False
    # Filter out uninteresting buildings
    if entity.discriminator == "Building" and entity_has_none_of_these_fields(entity, "name", "amenity", "education", "artwork_type", "garden_type", "seamark_type", "diplomatic", "landuse", "historic_type", "industrial_type", "man_made", "leisure_type", "emergency"):
        return False
    # Filter out house gardens - we might consider making them at least sound in the future, though
    if entity.discriminator == "Garden" and entity.value_of_field("garden_type") == Enum.with_name("GardenType").value_for_name("residential"):
        return False
    # Filter out sidewalks if we want to avoid them
    if config().navigation.try_avoid_sidewalks and is_footway(entity):
        return False
    return True

def  filter_interesting_entities(objects):
    res = set()
    for object in objects:
        if is_interesting(object):
            res.add(object)
    return res

class InterestingEntitiesController:
    def __init__(self, point_of_view):
        self._point_of_view = point_of_view
        self._interesting_entities = set()
        entity_post_move.connect(self._entity_post_move)
        request_interesting_entities.connect(self._interesting_entities_requested)

    def _entity_post_move(self, sender):
        if sender is not self._point_of_view: return
        rough_distant = map().roughly_within_distance(sender.position, config().presentation.near_by_radius) # We're not using the interesting minimum distance because we want to reuse the nearby objects cache when we display the nearby objects window and if we increase the rough distance filtering beyond the nearby distance in the future, we'll use the higher value there as well.
        interesting = filter_interesting_entities(rough_distant)
        within_distance = set(distance_filter(interesting, self._point_of_view.position, config().presentation.interesting_objects_minimum_radius))
        in_range = within_distance.difference(self._interesting_entities)
        out_of_range = self._interesting_entities.difference(within_distance)
        for entity in in_range:
            interesting_entity_in_range.send(self, entity=entity)
        for entity in out_of_range:
            interesting_entity_out_of_range.send(self, entity=entity)
        self._interesting_entities = within_distance

    def _interesting_entities_requested(self, sender):
        return self._interesting_entities

    def reset(self, person):
        self._point_of_view = person
        self._interesting_entities.clear()
from blinker import Signal
from osm_db import Enum
from ..entities import entity_post_move
from ..services import config, map
from ..geometry_utils import distance_filter
from ..entity_utils import is_footway

interesting_entity_in_range = Signal()
interesting_entity_out_of_range = Signal()
request_interesting_entities = Signal()

def entity_has_none_of_these_fields(entity, *field_names):
    for field_name in field_names:
        if entity.value_of_field(field_name) is not None:
            return False
    return True

def is_interesting(entity):
    # For our purposes, the following discriminators are not interesting.
    not_interesting_discriminators = {"Crossing", "Addressable", "Barrier", "PowerLine", "NoExit", "Entrance", "RailWay", "Tree", "Steps"}
    if entity.discriminator in not_interesting_discriminators:
        return False
    # Filter out uninteresting buildings
    if entity.discriminator == "Building" and entity_has_none_of_these_fields(entity, "name", "amenity", "education", "artwork_type", "garden_type", "seamark_type", "diplomatic", "landuse", "historic_type", "industrial_type", "man_made", "leisure_type", "emergency"):
        return False
    # Filter out house gardens - we might consider making them at least sound in the future, though
    if entity.discriminator == "Garden" and entity.value_of_field("garden_type") == Enum.with_name("GardenType").value_for_name("residential"):
        return False
    # Filter out sidewalks if we want to avoid them
    if config().navigation.try_avoid_sidewalks and is_footway(entity):
        return False
    return True

def  filter_interesting_entities(objects):
    res = set()
    for object in objects:
        if is_interesting(object):
            res.add(object)
    return res

class InterestingEntitiesController:
    def __init__(self, point_of_view):
        self._point_of_view = point_of_view
        self._interesting_entities = set()
        entity_post_move.connect(self._entity_post_move)
        request_interesting_entities.connect(self._interesting_entities_requested)

    def _entity_post_move(self, sender):
        if sender is not self._point_of_view: return
        rough_distant = map().roughly_within_distance(sender.position, config().presentation.near_by_radius) # We're not using the interesting minimum distance because we want to reuse the nearby objects cache when we display the nearby objects window and if we increase the rough distance filtering beyond the nearby distance in the future, we'll use the higher value there as well.
        interesting = filter_interesting_entities(rough_distant)
        within_distance = set(distance_filter(interesting, self._point_of_view.position, config().presentation.interesting_objects_minimum_radius))
        in_range = within_distance.difference(self._interesting_entities)
        out_of_range = self._interesting_entities.difference(within_distance)
        for entity in in_range:
            interesting_entity_in_range.send(self, entity=entity)
        for entity in out_of_range:
            interesting_entity_out_of_range.send(self, entity=entity)
        self._interesting_entities = within_distance

    def _interesting_entities_requested(self, sender):
        return self._interesting_entities

    def reset(self, person):
        self._point_of_view = person
        self._interesting_entities.clear()
# For our purposes, the following discriminators are not interesting. # Filter out uninteresting buildings # Filter out house gardens - we might consider making them at least sound in the future, though # Filter out sidewalks if we want to avoid them # We're not using the interesting minimum distance because we want to reuse the nearby objects cache when we display the nearby objects window and if we increase the rough distance filtering beyond the nearby distance in the future, we'll use the higher value there as well.