Eshit's picture
Deploy to HF Space
363abf3
"""
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))
# ─── Ignition ─────────────────────────────────────
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
# ─── Smoke Propagation ────────────────────────────
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
)
# ─── Moisture Updates ─────────────────────────────
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)
# ─── Observation Builder ──────────────────────────
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
# ─── Helpers ──────────────────────────────────────
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