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Grid terrain simulation for the Wildfire Containment Simulator.
Manages the NxM grid of cells, including terrain generation, cell state updates,
smoke propagation, and moisture dynamics.
"""
from __future__ import annotations
import math
from typing import Optional
import numpy as np
from .models import (
CellStatic, CellDynamic, CellObservation, FireState, FuelType,
IntensityBin, TierConfig,
)
class Grid:
"""
NxM grid of terrain cells with static properties and dynamic state.
Attributes:
rows: Number of rows in the grid.
cols: Number of columns in the grid.
static_grid: 2D list of CellStatic (immutable terrain).
dynamic_grid: 2D list of CellDynamic (mutable fire/moisture/smoke state).
"""
def __init__(self, config: TierConfig, rng: np.random.Generator):
self.rows = config.grid_rows
self.cols = config.grid_cols
self.config = config
self.rng = rng
# Initialize grids
self.static_grid: list[list[CellStatic]] = []
self.dynamic_grid: list[list[CellDynamic]] = []
self._generate_terrain()
def _generate_terrain(self) -> None:
"""Generate terrain based on tier configuration."""
rows, cols = self.rows, self.cols
# Generate elevation map using simple gradient + noise
elevation = np.zeros((rows, cols))
if self.config.tier_name == "easy":
# Flat terrain
elevation[:] = 0.0
elif self.config.tier_name == "medium":
# Valley: low center, higher edges (canyon terrain)
for r in range(rows):
for c in range(cols):
dist_from_center = abs(c - cols // 2) / (cols // 2)
elevation[r, c] = dist_from_center * 500.0
elevation += self.rng.normal(0, 20, (rows, cols))
elevation = np.clip(elevation, 0, 500)
else:
# Complex terrain with ridges and valleys
for r in range(rows):
for c in range(cols):
# Create a ridge running diagonally
ridge = math.sin(r / 8.0) * 400 + math.cos(c / 6.0) * 300
elevation[r, c] = max(0, ridge + 300)
elevation += self.rng.normal(0, 40, (rows, cols))
elevation = np.clip(elevation, 0, 1200)
# Generate fuel type map
fuel_map = self._generate_fuel_map()
# Place water bodies
water_cells = self._place_water()
# Place populated zones
pop_cells = self._place_populations()
# Build static grid
self.static_grid = []
for r in range(rows):
row = []
for c in range(cols):
ft = fuel_map[r][c]
is_water = (r, c) in water_cells
if is_water:
ft = FuelType.WATER
pop = pop_cells.get((r, c), 0)
fuel_load = self._fuel_load_for_type(ft)
cell = CellStatic(
row=r, col=c,
elevation_m=float(elevation[r, c]),
fuel_type=ft,
fuel_load=fuel_load,
is_populated=pop > 0,
population=pop,
is_water=is_water,
)
row.append(cell)
self.static_grid.append(row)
# Build dynamic grid (all unburned, default moisture)
base_moisture = 0.3 if self.config.humidity_init < 50 else 0.5
self.dynamic_grid = []
for r in range(rows):
row = []
for c in range(cols):
moisture = base_moisture + self.rng.normal(0, 0.05)
moisture = float(np.clip(moisture, 0.05, 0.95))
row.append(CellDynamic(moisture=moisture))
self.dynamic_grid.append(row)
def _generate_fuel_map(self) -> list[list[FuelType]]:
"""Generate fuel types based on tier."""
rows, cols = self.rows, self.cols
fuel_map = [[FuelType.GRASS for _ in range(cols)] for _ in range(rows)]
if self.config.tier_name == "easy":
# All grass, simple
pass
elif self.config.tier_name == "medium":
# Valley floor = grass, hillsides = shrub, ridgeline = timber
for r in range(rows):
for c in range(cols):
dist = abs(c - cols // 2) / (cols // 2)
if dist > 0.7:
fuel_map[r][c] = FuelType.TIMBER
elif dist > 0.35:
fuel_map[r][c] = FuelType.SHRUB
else:
# Complex mixed terrain with some roads and urban
for r in range(rows):
for c in range(cols):
val = self.rng.random()
if val < 0.35:
fuel_map[r][c] = FuelType.GRASS
elif val < 0.60:
fuel_map[r][c] = FuelType.SHRUB
elif val < 0.85:
fuel_map[r][c] = FuelType.TIMBER
else:
fuel_map[r][c] = FuelType.GRASS # Will assign urban/road below
# Place roads (horizontal and vertical corridors)
road_row = rows // 3
road_col = cols // 2
for c in range(cols):
fuel_map[road_row][c] = FuelType.ROAD
for r in range(rows):
fuel_map[r][road_col] = FuelType.ROAD
return fuel_map
def _place_water(self) -> set[tuple[int, int]]:
"""Place water bodies on the grid."""
water = set()
rows, cols = self.rows, self.cols
if self.config.tier_name == "easy":
# 2 small water patches
water.add((rows // 4, cols // 4))
water.add((rows // 4, cols // 4 + 1))
water.add((3 * rows // 4, 3 * cols // 4))
water.add((3 * rows // 4, 3 * cols // 4 + 1))
elif self.config.tier_name == "medium":
# Small lake in valley
cr, cc = rows // 2, cols // 2
for dr in range(-1, 2):
for dc in range(-1, 2):
r, c = cr + dr, cc + dc
if 0 <= r < rows and 0 <= c < cols:
water.add((r, c))
else:
# River running vertically + small lake
river_col = cols // 4
for r in range(rows // 3, 2 * rows // 3):
water.add((r, river_col))
water.add((r, river_col + 1))
# Small lake
lake_r, lake_c = 3 * rows // 4, 3 * cols // 4
for dr in range(-2, 3):
for dc in range(-2, 3):
r, c = lake_r + dr, lake_c + dc
if 0 <= r < rows and 0 <= c < cols:
if abs(dr) + abs(dc) <= 3:
water.add((r, c))
return water
def _place_populations(self) -> dict[tuple[int, int], int]:
"""Place populated zones. Returns dict of (row, col) -> population."""
pop = {}
rows, cols = self.rows, self.cols
if self.config.tier_name == "easy":
# 2 small clusters near edges
for dr in range(2):
for dc in range(2):
pop[(1 + dr, 1 + dc)] = 3
pop[(rows - 3 + dr, cols - 3 + dc)] = 2
elif self.config.tier_name == "medium":
# 3 settlements in valley floor
positions = [(rows // 4, cols // 2), (rows // 2, cols // 3), (3 * rows // 4, cols // 2 + 2)]
pops = [20, 15, 15]
for (pr, pc), p in zip(positions, pops):
for dr in range(-1, 2):
for dc in range(-1, 2):
r, c = pr + dr, pc + dc
if 0 <= r < rows and 0 <= c < cols:
pop[(r, c)] = p // 9 + 1
else:
# 1 town + 4 rural clusters
# Town center
town_r, town_c = 3 * rows // 4, cols // 2
for dr in range(-2, 3):
for dc in range(-2, 3):
r, c = town_r + dr, town_c + dc
if 0 <= r < rows and 0 <= c < cols:
pop[(r, c)] = 8
# Mark as urban in fuel map (will be set after static grid build)
# Rural clusters
rural_centers = [
(rows // 5, cols // 5),
(rows // 5, 4 * cols // 5),
(2 * rows // 3, cols // 5),
(rows // 3, 3 * cols // 4),
]
for cr, cc in rural_centers:
for dr in range(-1, 2):
for dc in range(-1, 2):
r, c = cr + dr, cc + dc
if 0 <= r < rows and 0 <= c < cols:
pop[(r, c)] = 4
return pop
def _fuel_load_for_type(self, ft: FuelType) -> float:
"""Default fuel load by fuel type."""
loads = {
FuelType.GRASS: 0.7,
FuelType.SHRUB: 0.8,
FuelType.TIMBER: 0.9,
FuelType.URBAN: 0.6,
FuelType.WATER: 0.0,
FuelType.ROAD: 0.0,
}
base = loads.get(ft, 0.5)
noise = float(self.rng.normal(0, 0.05))
return float(np.clip(base + noise, 0.0, 1.0))
# βββ Ignition βββββββββββββββββββββββββββββββββββββ
def ignite_cell(self, row: int, col: int, intensity: float = 0.3) -> bool:
"""
Ignite a cell. Returns True if successful.
Cannot ignite water, road, firebreak, or already-burning cells.
"""
if not self._in_bounds(row, col):
return False
static = self.static_grid[row][col]
dynamic = self.dynamic_grid[row][col]
if static.fuel_type in (FuelType.WATER, FuelType.ROAD):
return False
if dynamic.fire_state in (FireState.BURNING, FireState.EMBER, FireState.BURNED_OUT,
FireState.FIREBREAK, FireState.SUPPRESSED):
return False
dynamic.fire_state = FireState.BURNING
dynamic.fire_intensity = float(np.clip(intensity, 0.1, 1.0))
dynamic.time_burning = 0
return True
# βββ Smoke Propagation ββββββββββββββββββββββββββββ
def propagate_smoke(self, wind_dir_deg: float, wind_speed: float) -> None:
"""
Propagate smoke downwind from burning cells.
Smoke density decays with distance and over time.
"""
if not self.config.enable_smoke_occlusion:
return
# Decay existing smoke
for r in range(self.rows):
for c in range(self.cols):
dyn = self.dynamic_grid[r][c]
if dyn.fire_state not in (FireState.BURNING, FireState.EMBER):
dyn.smoke_density = max(0.0, dyn.smoke_density - 0.1)
# Generate new smoke from burning cells
wind_rad = math.radians(wind_dir_deg)
dr_wind = -math.cos(wind_rad) # N = row decreasing
dc_wind = math.sin(wind_rad)
spread_dist = max(2, int(wind_speed / 10))
for r in range(self.rows):
for c in range(self.cols):
dyn = self.dynamic_grid[r][c]
if dyn.fire_state in (FireState.BURNING, FireState.EMBER):
# Smoke at the source
dyn.smoke_density = min(0.9, dyn.smoke_density + 0.3)
# Propagate downwind
for dist in range(1, spread_dist + 1):
sr = int(r + dr_wind * dist)
sc = int(c + dc_wind * dist)
if self._in_bounds(sr, sc):
smoke_add = 0.2 / dist
self.dynamic_grid[sr][sc].smoke_density = min(
0.9, self.dynamic_grid[sr][sc].smoke_density + smoke_add
)
# βββ Moisture Updates βββββββββββββββββββββββββββββ
def update_moisture(self, rain_active: bool, humidity_pct: float) -> None:
"""Update moisture levels based on rain and humidity."""
for r in range(self.rows):
for c in range(self.cols):
dyn = self.dynamic_grid[r][c]
if rain_active:
dyn.moisture = min(1.0, dyn.moisture + 0.05)
else:
# Dry out slowly based on humidity
dry_rate = 0.01 * (1.0 - humidity_pct / 100.0)
dyn.moisture = max(0.0, dyn.moisture - dry_rate)
# βββ Observation Builder ββββββββββββββββββββββββββ
def build_observation(
self,
enable_fog: bool = False,
fog_radius: int = 7,
crew_positions: Optional[list[tuple[int, int]]] = None,
revealed_cells: Optional[set[tuple[int, int]]] = None,
) -> list[list[CellObservation]]:
"""
Build the agent-visible grid observation.
Applies smoke occlusion and fog-of-war as configured.
"""
if crew_positions is None:
crew_positions = []
if revealed_cells is None:
revealed_cells = set()
# Compute visible cells under fog-of-war
visible = set()
if enable_fog:
for cr, cc in crew_positions:
for r in range(max(0, cr - fog_radius), min(self.rows, cr + fog_radius + 1)):
for c in range(max(0, cc - fog_radius), min(self.cols, cc + fog_radius + 1)):
if (r - cr) ** 2 + (c - cc) ** 2 <= fog_radius ** 2:
visible.add((r, c))
visible |= revealed_cells
else:
# All cells visible
for r in range(self.rows):
for c in range(self.cols):
visible.add((r, c))
obs_grid = []
for r in range(self.rows):
row = []
for c in range(self.cols):
static = self.static_grid[r][c]
dynamic = self.dynamic_grid[r][c]
if (r, c) not in visible:
# Fog of war β completely unknown
row.append(CellObservation(
row=r, col=c,
fire_state=FireState.UNKNOWN,
))
continue
# Check smoke occlusion
fire_state = dynamic.fire_state
if self.config.enable_smoke_occlusion and dynamic.smoke_density > 0.6:
if fire_state in (FireState.BURNING, FireState.EMBER, FireState.UNBURNED):
fire_state = FireState.UNKNOWN
# Quantize intensity
intensity_bin = self._quantize_intensity(dynamic.fire_intensity)
row.append(CellObservation(
row=r, col=c,
fire_state=fire_state,
intensity_bin=intensity_bin,
smoke_density=round(dynamic.smoke_density, 2),
is_populated=static.is_populated,
crew_present=dynamic.crew_present,
fuel_type=static.fuel_type,
elevation_m=static.elevation_m,
))
obs_grid.append(row)
return obs_grid
# βββ Helpers ββββββββββββββββββββββββββββββββββββββ
def _in_bounds(self, row: int, col: int) -> bool:
return 0 <= row < self.rows and 0 <= col < self.cols
@staticmethod
def _quantize_intensity(intensity: float) -> IntensityBin:
if intensity <= 0.0:
return IntensityBin.NONE
elif intensity <= 0.25:
return IntensityBin.LOW
elif intensity <= 0.5:
return IntensityBin.MEDIUM
elif intensity <= 0.75:
return IntensityBin.HIGH
else:
return IntensityBin.EXTREME
def get_burning_cells(self) -> list[tuple[int, int]]:
"""Return coordinates of all currently burning cells."""
burning = []
for r in range(self.rows):
for c in range(self.cols):
if self.dynamic_grid[r][c].fire_state in (FireState.BURNING, FireState.EMBER):
burning.append((r, c))
return burning
def get_total_population(self) -> int:
"""Total population across all cells."""
total = 0
for r in range(self.rows):
for c in range(self.cols):
total += self.static_grid[r][c].population
return total
def get_population_lost(self) -> int:
"""Population in burned cells."""
lost = 0
for r in range(self.rows):
for c in range(self.cols):
if self.dynamic_grid[r][c].fire_state == FireState.BURNED_OUT:
lost += self.static_grid[r][c].population
return lost
def get_total_burnable(self) -> int:
"""Count of cells that can burn (not water/road)."""
count = 0
for r in range(self.rows):
for c in range(self.cols):
if self.static_grid[r][c].fuel_type not in (FuelType.WATER, FuelType.ROAD):
count += 1
return count
def get_burned_count(self) -> int:
"""Count of cells that have burned out."""
count = 0
for r in range(self.rows):
for c in range(self.cols):
if self.dynamic_grid[r][c].fire_state == FireState.BURNED_OUT:
count += 1
return count
def count_by_state(self, state: FireState) -> int:
"""Count cells in a given fire state."""
count = 0
for r in range(self.rows):
for c in range(self.cols):
if self.dynamic_grid[r][c].fire_state == state:
count += 1
return count
def get_fire_perimeter(self) -> tuple[int, int]:
"""
Returns (total_perimeter_edges, contained_edges).
A perimeter edge is an edge of a burning/ember cell adjacent to a non-burning cell.
A contained edge borders water, firebreak, burned_out, or grid boundary.
"""
total = 0
contained = 0
for r in range(self.rows):
for c in range(self.cols):
if self.dynamic_grid[r][c].fire_state not in (FireState.BURNING, FireState.EMBER):
continue
for dr, dc in [(-1, 0), (1, 0), (0, -1), (0, 1)]:
nr, nc = r + dr, c + dc
if not self._in_bounds(nr, nc):
# Grid boundary = contained
total += 1
contained += 1
continue
neighbor_state = self.dynamic_grid[nr][nc].fire_state
neighbor_fuel = self.static_grid[nr][nc].fuel_type
if neighbor_state not in (FireState.BURNING, FireState.EMBER):
total += 1
if neighbor_state in (FireState.FIREBREAK, FireState.BURNED_OUT, FireState.SUPPRESSED):
contained += 1
elif neighbor_fuel in (FuelType.WATER, FuelType.ROAD):
contained += 1
return total, contained
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