Beispiel #1
0
def res_monitor(inst: Entity, res: Property) -> None:
    """Result for the monitor component.

    Options:
    - bullseye_name: If possible to break this, this is the name to give the npc_bullseye.
    - bullseye_loc: This is the position to place the bullseye at.
    - bullseye_parent: This is the parent to give the bullseye.

    The fixup variable $is_breakable is set to True if lasers or turrets
    are present to indicate the func_breakable should be added.
    """
    global HAS_MONITOR
    import vbsp

    (
        bullseye_name,
        bullseye_loc,
        bullseye_parent,
    ) = res.value

    HAS_MONITOR = True

    has_laser = vbsp.settings['has_attr']['laser']
    # Allow turrets if the monitor is setup to allow it, and the actor should
    # be shot.
    needs_turret = bullseye_name and options.get(bool,
                                                 'voice_studio_should_shoot')

    inst.fixup['$is_breakable'] = has_laser or needs_turret

    # We need to generate an ai_relationship, which makes turrets hate
    # a bullseye.
    if needs_turret:
        loc = Vec(bullseye_loc)
        loc.localise(
            Vec.from_str(inst['origin']),
            Angle.from_str(inst['angles']),
        )
        bullseye_name = conditions.local_name(inst, bullseye_name)
        inst.map.create_ent(
            classname='npc_bullseye',
            targetname=bullseye_name,
            parentname=conditions.local_name(inst, bullseye_parent),
            spawnflags=221186,  # Non-solid, invisible, etc..
            origin=loc,
        )
        relation = inst.map.create_ent(
            classname='ai_relationship',
            targetname='@monitor_turr_hate',
            parentname=bullseye_name,  # When killed, destroy this too.
            spawnflags=2,  # Notify turrets about monitor locations
            disposition=1,  # Hate
            origin=loc,
            subject='npc_portal_turret_floor',
            target=bullseye_name,
        )
        MONITOR_RELATIONSHIP_ENTS.append(relation)
Beispiel #2
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def res_global_input(vmf: VMF, inst: Entity, res: Property) -> None:
    """Trigger an input either on map spawn, or when a relay is triggered.

    Arguments:

    - `Input`: the input to use, either a name or an `instance:` command.
    - `Target`: If set, a local name to send commands to. Otherwise, the instance itself.
    - `Delay`: Number of seconds to delay the input.
    - `Name`: If set the name of the `logic_relay` which must be triggered.
        If not set the output will fire `OnMapSpawn`.
    - `Output`: The name of the output, defaulting to `OnTrigger`. Ignored
        if Name is not set.
    - `Param`: The parameter for the output.
    - `AlsoOnLoad`: If output is firing on map spawn, also fire it on save load too.

    Alternatively pass a string VMF-style output, which only provides
    OnMapSpawn functionality.
    """
    relay_name, out = res.value

    output: Output = out.copy()

    if output.target:
        output.target = conditions.local_name(
            inst,
            inst.fixup.substitute(output.target),
        )
    else:
        output.target = inst['targetname']

    if relay_name is ON_LOAD:
        relay_name = ''
        on_load = True
    else:
        relay_name = inst.fixup.substitute(relay_name)
        on_load = False

    output.output = inst.fixup.substitute(output.output)
    output.params = inst.fixup.substitute(output.params)
    if output.inst_in is not None:
        output.inst_in = inst.fixup.substitute(output.inst_in)
    if output.inst_out is not None:
        output.input = inst.fixup.substitute(output.input)

    if on_load:
        try:
            ent = GLOBAL_INPUT_ENTS[ON_LOAD]
        except KeyError:
            ent = GLOBAL_INPUT_ENTS[ON_LOAD] = vmf.create_ent(
                'logic_auto',
                origin=options.get(Vec, 'global_ents_loc'),
                spawnflags='0',  # Don't remove on fire.
            )
        load_out = output.copy()
        output.output = 'OnMapSpawn'
        load_out.output = 'OnLoadGame'
        output.only_once = True
        ent.add_out(output, load_out)
    else:
        global_input(vmf, inst['origin'], output, relay_name)
Beispiel #3
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def res_global_input(vmf: VMF, inst: Entity, res: Property):
    """Trigger an input either on map spawn, or when a relay is triggered.

    Arguments:  
    
    - `Input`: the input to use, either a name or an `instance:` command.
    - `Target`: If set, a local name to send commands to. Otherwise, the instance itself.
    - `Delay`: Number of seconds to delay the input.
    - `Name`: If set the name of the `logic_relay` which must be triggered.
        If not set the output will fire `OnMapSpawn`.
    - `Output`: The name of the output, defaulting to `OnTrigger`. Ignored
        if Name is not set.
    - `Param`: The parameter for the output.

    Alternatively pass a string VMF-style output, which only provides
    OnMapSpawn functionality.
    """
    relay_name, out = res.value

    output = out.copy()  # type: Output

    if output.target:
        output.target = conditions.local_name(
            inst, conditions.resolve_value(inst, output.target))
    else:
        output.target = inst['targetname']

    relay_name = conditions.resolve_value(inst, relay_name)
    output.params = conditions.resolve_value(inst, output.params)

    global_input(vmf, inst['origin'], output, relay_name)
Beispiel #4
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def add_locking(item: Item) -> None:
    """Create IO to control buttons from the target item.

    This allows items to customise how buttons behave.
    """
    if item.config.output_lock is None and item.config.output_unlock is None:
        return
    if item.config.input_type is InputType.DUAL:
        LOGGER.warning(
            'Item type ({}) with locking IO, but dual inputs. '
            'Locking functionality is ignored!',
            item.config.id
        )
        return

    # If more than one, it's not logical to lock the button.
    try:
        [lock_conn] = item.inputs
    except ValueError:
        return

    lock_button = lock_conn.from_item

    if item.config.inf_lock_only and lock_button.timer is not None:
        return

    # Check the button doesn't also activate other things -
    # we need exclusive control.
    # Also the button actually needs to be lockable.
    if len(lock_button.outputs) != 1 or not lock_button.config.lock_cmd:
        return

    instance_traits.get(item.inst).add('locking_targ')
    instance_traits.get(lock_button.inst).add('locking_btn')

    # Force the item to not have a timer.
    for pan in item.ind_panels:
        pan.remove()
    item.ind_panels.clear()

    for output, input_cmds in [
        (item.config.output_lock, lock_button.config.lock_cmd),
        (item.config.output_unlock, lock_button.config.unlock_cmd)
    ]:
        if not output:
            continue

        for cmd in input_cmds:
            if cmd.target:
                target = conditions.local_name(lock_button.inst, cmd.target)
            else:
                target = lock_button.inst
            item.add_io_command(
                output,
                target,
                cmd.input,
                cmd.params,
                delay=cmd.delay,
                times=cmd.times,
            )
Beispiel #5
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    def add_output(inst: Entity) -> None:
        """Add the output."""
        if out_type in ('activate', 'deactivate'):
            try:
                item_type = connections.ITEM_TYPES[out_id.casefold()]
            except KeyError:
                LOGGER.warning('"{}" has no connections!', out_id)
                return
            if out_type[0] == 'a':
                if item_type.output_act is None:
                    return

                inst_out, output = item_type.output_act
            else:
                if item_type.output_deact is None:
                    return
                inst_out, output = item_type.output_deact
        else:
            output = out_id
            inst_out = conf_inst_out

        inst.add_out(
            Output(
                inst.fixup.substitute(output),
                conditions.local_name(inst, inst.fixup.substitute(targ))
                or inst['targetname'],
                inst.fixup.substitute(input_name),
                inst.fixup.substitute(parm),
                srctools.conv_float(inst.fixup.substitute(delay)),
                times=times,
                inst_out=inst.fixup.substitute(inst_out) or None,
                inst_in=inst.fixup.substitute(inst_in) or None,
            ))
Beispiel #6
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def res_add_output(inst: Entity, res: Property):
    """Add an output from an instance to a global or local name.

    Values:

    - `output`: The output name. Can be `<ITEM_ID:activate>` or `<ITEM_ID:deactivate>`
      to lookup that item type.
    - `target`: The name of the target entity
    - `input`: The input to give
    - `parm`: Parameters for the input
    - `delay`: Delay for the output
    - `only_once`: True to make the input last only once (overrides times)
    - `times`: The number of times to trigger the input
    """
    (
        out_type,
        out_id,
        targ,
        input_name,
        parm,
        delay,
        times,
        inst_in,
        inst_out,
    ) = res.value

    if out_type in ('activate', 'deactivate'):
        try:
            item_type = connections.ITEM_TYPES[out_id.casefold()]
        except KeyError:
            LOGGER.warning('"{}" has no connections!', out_id)
            return
        if out_type[0] == 'a':
            if item_type.output_act is None:
                return

            inst_out, output = item_type.output_act
        else:
            if item_type.output_deact is None:
                return
            inst_out, output = item_type.output_deact
    else:
        output = resolve_value(inst, out_id)
        inst_out = resolve_value(inst, inst_out)

    inst.add_out(
        Output(
            resolve_value(inst, output),
            local_name(inst, resolve_value(inst, targ)) or inst['targetname'],
            resolve_value(inst, input_name),
            resolve_value(inst, parm),
            srctools.conv_float(resolve_value(inst, delay)),
            times=times,
            inst_out=resolve_value(inst, inst_out) or None,
            inst_in=resolve_value(inst, inst_in) or None,
        ))
Beispiel #7
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def res_make_funnel_light(inst: Entity) -> None:
    """Place a light for Funnel items."""
    oran_on = inst.fixup.bool('$start_reversed')
    if inst.fixup['$conn_count_b'] != '0':
        import vbsp
        if not vbsp.settings['style_vars']['funnelallowswitchedlights']:
            # Allow disabling adding switchable lights.
            return
        name = conditions.local_name(inst, 'light')
        need_blue = need_oran = True
    else:
        name = ''
        if oran_on:
            need_oran = True
            need_blue = False
        else:
            need_blue = True
            need_oran = False

    loc = Vec(0, 0, -56) @ Angle.from_str(inst['angles']) + Vec.from_str(
        inst['origin'])

    if need_blue:
        inst.map.create_ent(
            classname='light',
            targetname=name + '_b' if name else '',
            spawnflags=int(oran_on),  # 1 = Initially Dark
            origin=loc,
            _light='50 120 250 50',
            _lightHDR='-1 -1 -1 1',
            _lightscaleHDR=2,
            _fifty_percent_distance=48,
            _zero_percent_distance=96,
            _hardfalloff=1,
            _distance=0,
            style=0,
        )
    if need_oran:
        inst.map.create_ent(
            classname='light',
            targetname=name + '_o' if name else '',
            spawnflags=int(not oran_on),
            origin=loc,
            _light='250 120 50 50',
            _lightHDR='-1 -1 -1 1',
            _lightscaleHDR=2,
            _fifty_percent_distance=48,
            _zero_percent_distance=96,
            _hardfalloff=1,
            _distance=0,
            style=0,
        )
Beispiel #8
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    def add_io_command(
        self,
        output: Optional[Tuple[Optional[str], str]],
        target: Union[Entity, str],
        inp_cmd: str,
        params: str = '',
        delay: float = 0.0,
        times: int = -1,
        inst_in: Optional[str]=None,
    ) -> None:
        """Add an output to this item.

        For convenience, if the output is None this does nothing.
        """
        if output is None:
            return

        out_name, out_cmd = output

        if not out_name:
            out_name = ''  # Dump the None.

        out_name = conditions.resolve_value(self.inst, out_name)

        if isinstance(target, Entity):
            target = target['targetname']

        try:
            kv_setter = self._kv_setters[out_name]
        except KeyError:
            if out_name:
                full_name = conditions.local_name(self.inst, out_name)
            else:
                full_name = self.name
            kv_setter = self._kv_setters[out_name] = self.inst.map.create_ent(
                'comp_kv_setter',
                origin=self.inst['origin'],
                target=full_name,
            )

        kv_setter.add_out(Output(
            conditions.resolve_value(self.inst, out_cmd),
            target,
            inp_cmd,
            params,
            delay=delay,
            times=times,
            inst_in=inst_in,
        ))
Beispiel #9
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def res_checkpoint_trigger(inst: Entity, res: Property) -> None:
    """Generate a trigger underneath coop checkpoint items.

    """

    if vbsp.GAME_MODE == 'SP':
        # We can't have a respawn dropper in singleplayer.
        # Not generating the trigger means it's not going to
        # do anything.
        return

    pos = brushLoc.POS.raycast_world(
        Vec.from_str(inst['origin']),
        direction=Vec(0, 0, -1),
    )
    bbox_min = pos - (192, 192, 64)
    bbox_max = pos + (192, 192, 64)

    # Find triggers already placed next to ours, and
    # merge with them if that's the case
    for offset in CHECKPOINT_NEIGHBOURS:
        near_pos = pos + offset
        try:
            trig = CHECKPOINT_TRIG[near_pos.as_tuple()]
            break
        except KeyError:
            pass
    else:
        # None found, make one.
        trig = inst.map.create_ent(
            classname='trigger_playerteam',
            origin=pos,
        )
        trig.solids = []
        CHECKPOINT_TRIG[pos.as_tuple()] = trig

    trig.solids.append(
        inst.map.make_prism(
            bbox_min,
            bbox_max,
            mat=consts.Tools.TRIGGER,
        ).solid)

    for prop in res:
        out = Output.parse(prop)
        out.target = conditions.local_name(inst, out.target)
        trig.add_out(out)
Beispiel #10
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def res_script_var(vmf: VMF, inst: Entity, res: Property):
    """Set a variable on a script, via a logic_auto.

    Name is the local name for the script entity.
    Var is the variable name.
    Value is the value to set.
    """
    global_input(
        vmf,
        inst['origin'],
        Output(
            'OnMapSpawn',
            conditions.local_name(inst, inst.fixup.substitute(res['name'])),
            'RunScriptCode',
            param='{} <- {}'.format(
                res['var'],
                inst.fixup.substitute(res['value']),
            ),
        ),
    )
Beispiel #11
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def res_antlaser(vmf: VMF, res: Property):
    """The condition to generate AntLasers.

    This is executed once to modify all instances.
    """
    conf_inst = instanceLocs.resolve(res['instance'])
    conf_glow_height = Vec(z=res.float('GlowHeight', 48) - 64)
    conf_las_start = Vec(z=res.float('LasStart') - 64)
    conf_rope_off = res.vec('RopePos')
    conf_toggle_targ = res['toggleTarg', '']

    beam_conf = res.find_key('BeamKeys', [])
    glow_conf = res.find_key('GlowKeys', [])
    cable_conf = res.find_key('CableKeys', [])

    if beam_conf:
        # Grab a copy of the beam spawnflags so we can set our own options.
        conf_beam_flags = beam_conf.int('spawnflags')
        # Mask out certain flags.
        conf_beam_flags &= (
            0
            | 1  # Start On
            | 2  # Toggle
            | 4  # Random Strike
            | 8  # Ring
            | 16  # StartSparks
            | 32  # EndSparks
            | 64  # Decal End
            #| 128  # Shade Start
            #| 256  # Shade End
            #| 512  # Taper Out
        )
    else:
        conf_beam_flags = 0

    conf_outputs = [
        Output.parse(prop) for prop in res
        if prop.name in ('onenabled', 'ondisabled')
    ]

    # Find all the markers.
    nodes: Dict[str, connections.Item] = {}

    for inst in vmf.by_class['func_instance']:
        if inst['file'].casefold() not in conf_inst:
            continue
        name = inst['targetname']
        try:
            # Remove the item - it's no longer going to exist after
            # we're done.
            nodes[name] = connections.ITEMS.pop(name)
        except KeyError:
            raise ValueError('No item for "{}"?'.format(name)) from None

    if not nodes:
        # None at all.
        return conditions.RES_EXHAUSTED

    # Now find every connected group, recording inputs, outputs and links.
    todo = set(nodes.values())

    groups = []  # type: List[Group]

    # Node -> is grouped already.
    node_pairing = dict.fromkeys(nodes.values(), False)

    while todo:
        start = todo.pop()
        # Synthesise the Item used for logic.
        # We use a random info_target to manage the IO data.
        group = Group(start)
        groups.append(group)
        for node in group.nodes:
            # If this node has no non-node outputs, destroy the antlines.
            has_output = False
            node_pairing[node] = True

            for conn in list(node.outputs):
                neighbour = conn.to_item
                todo.discard(neighbour)
                pair_state = node_pairing.get(neighbour, None)
                if pair_state is None:
                    # Not a node, a target of our logic.
                    conn.from_item = group.item
                    has_output = True
                    continue
                elif pair_state is False:
                    # Another node.
                    group.nodes.append(neighbour)
                # else: True, node already added.

                # For nodes, connect link.
                conn.remove()
                group.links.add(frozenset({node, neighbour}))

            # If we have a real output, we need to transfer it.
            # Otherwise we can just destroy it.
            if has_output:
                node.transfer_antlines(group.item)
            else:
                node.delete_antlines()

            # Do the same for inputs, so we can catch that.
            for conn in list(node.inputs):
                neighbour = conn.from_item
                todo.discard(neighbour)
                pair_state = node_pairing.get(neighbour, None)
                if pair_state is None:
                    # Not a node, an input to the group.
                    conn.to_item = group.item
                    continue
                elif pair_state is False:
                    # Another node.
                    group.nodes.append(neighbour)
                # else: True, node already added.

                # For nodes, connect link.
                conn.remove()
                group.links.add(frozenset({neighbour, node}))

    # Now every node is in a group. Generate the actual entities.
    for group in groups:
        # We generate two ent types. For each marker, we add a sprite
        # and a beam pointing at it. Then for each connection
        # another beam.

        # Choose a random antlaser name to use for our group.
        base_name = group.nodes[0].name

        out_enable = [Output('', '', 'FireUser2')]
        out_disable = [Output('', '', 'FireUser1')]
        for output in conf_outputs:
            if output.output.casefold() == 'onenabled':
                out_enable.append(output.copy())
            else:
                out_disable.append(output.copy())

        if conf_toggle_targ:
            # Make the group info_target into a texturetoggle.
            toggle = group.item.inst
            toggle['classname'] = 'env_texturetoggle'
            toggle['target'] = conditions.local_name(group.nodes[0].inst,
                                                     conf_toggle_targ)

        group.item.enable_cmd = tuple(out_enable)
        group.item.disable_cmd = tuple(out_disable)

        # Node -> index for targetnames.
        indexes: Dict[connections.Item, int] = {}

        # For cables, it's a bit trickier than the beams.
        # The cable ent itself is the one which decides what it links to,
        # so we need to potentially make endpoint cables at locations with
        # only "incoming" lines.
        # So this dict is either a targetname to indicate cables with an
        # outgoing connection, or the entity for endpoints without an outgoing
        # connection.
        cable_points: Dict[connections.Item, Union[Entity, str]] = {}

        for i, node in enumerate(group.nodes, start=1):
            indexes[node] = i
            node.name = base_name

            sprite_pos = conf_glow_height.copy()
            sprite_pos.localise(
                Vec.from_str(node.inst['origin']),
                Vec.from_str(node.inst['angles']),
            )

            if glow_conf:
                # First add the sprite at the right height.
                sprite = vmf.create_ent('env_sprite')
                for prop in glow_conf:
                    sprite[prop.name] = conditions.resolve_value(
                        node.inst, prop.value)

                sprite['origin'] = sprite_pos
                sprite['targetname'] = NAME_SPR(base_name, i)
            elif beam_conf:
                # If beams but not sprites, we need a target.
                vmf.create_ent(
                    'info_target',
                    origin=sprite_pos,
                    targetname=NAME_SPR(base_name, i),
                )

            if beam_conf:
                # Now the beam going from below up to the sprite.
                beam_pos = conf_las_start.copy()
                beam_pos.localise(
                    Vec.from_str(node.inst['origin']),
                    Vec.from_str(node.inst['angles']),
                )
                beam = vmf.create_ent('env_beam')
                for prop in beam_conf:
                    beam[prop.name] = conditions.resolve_value(
                        node.inst, prop.value)

                beam['origin'] = beam['targetpoint'] = beam_pos
                beam['targetname'] = NAME_BEAM_LOW(base_name, i)
                beam['LightningStart'] = beam['targetname']
                beam['LightningEnd'] = NAME_SPR(base_name, i)
                beam['spawnflags'] = conf_beam_flags | 128  # Shade Start

        if beam_conf:
            for i, (node_a, node_b) in enumerate(group.links):
                beam = vmf.create_ent('env_beam')
                conditions.set_ent_keys(beam, node_a.inst, res, 'BeamKeys')
                beam['origin'] = beam['targetpoint'] = node_a.inst['origin']
                beam['targetname'] = NAME_BEAM_CONN(base_name, i)
                beam['LightningStart'] = NAME_SPR(base_name, indexes[node_a])
                beam['LightningEnd'] = NAME_SPR(base_name, indexes[node_b])
                beam['spawnflags'] = conf_beam_flags

        # We have a couple different situations to deal with here.
        # Either end could Not exist, be Unlinked, or be Linked = 8 combos.
        # Always flip so we do A to B.
        # AB |
        # NN | Make 2 new ones, one is an endpoint.
        # NU | Flip, do UN.
        # NL | Make A, link A to B. Both are linked.
        # UN | Make B, link A to B. B is unlinked.
        # UU | Link A to B, A is now linked, B is unlinked.
        # UL | Link A to B. Both are linked.
        # LN | Flip, do NL.
        # LU | Flip, do UL
        # LL | Make A, link A to B. Both are linked.
        if cable_conf:
            rope_ind = 0  # Uniqueness value.
            for node_a, node_b in group.links:
                state_a, ent_a = RopeState.from_node(cable_points, node_a)
                state_b, ent_b = RopeState.from_node(cable_points, node_b)

                if (state_a is RopeState.LINKED
                        or (state_a is RopeState.NONE
                            and state_b is RopeState.UNLINKED)):
                    # Flip these, handle the opposite order.
                    state_a, state_b = state_b, state_a
                    ent_a, ent_b = ent_b, ent_a
                    node_a, node_b = node_b, node_a

                pos_a = conf_rope_off.copy()
                pos_a.localise(
                    Vec.from_str(node_a.inst['origin']),
                    Vec.from_str(node_a.inst['angles']),
                )

                pos_b = conf_rope_off.copy()
                pos_b.localise(
                    Vec.from_str(node_b.inst['origin']),
                    Vec.from_str(node_b.inst['angles']),
                )

                # Need to make the A rope if we don't have one that's unlinked.
                if state_a is not RopeState.UNLINKED:
                    rope_a = vmf.create_ent('move_rope')
                    for prop in beam_conf:
                        rope_a[prop.name] = conditions.resolve_value(
                            node_a.inst, prop.value)
                    rope_a['origin'] = pos_a
                    rope_ind += 1
                    rope_a['targetname'] = NAME_CABLE(base_name, rope_ind)
                else:
                    # It is unlinked, so it's the rope to use.
                    rope_a = ent_a

                # Only need to make the B rope if it doesn't have one.
                if state_b is RopeState.NONE:
                    rope_b = vmf.create_ent('move_rope')
                    for prop in beam_conf:
                        rope_b[prop.name] = conditions.resolve_value(
                            node_b.inst, prop.value)
                    rope_b['origin'] = pos_b
                    rope_ind += 1
                    name_b = rope_b['targetname'] = NAME_CABLE(
                        base_name, rope_ind)

                    cable_points[node_b] = rope_b  # Someone can use this.
                elif state_b is RopeState.UNLINKED:
                    # Both must be unlinked, we aren't using this link though.
                    name_b = ent_b['targetname']
                else:  # Linked, we just have the name.
                    name_b = ent_b

                # By here, rope_a should be an unlinked rope,
                # and name_b should be a name to link to.
                rope_a['nextkey'] = name_b

                # Figure out how much slack to give.
                # If on floor, we need to be taut to have clearance.

                if on_floor(node_a) or on_floor(node_b):
                    rope_a['slack'] = 60
                else:
                    rope_a['slack'] = 125

                # We're always linking A to B, so A is always linked!
                if state_a is not RopeState.LINKED:
                    cable_points[node_a] = rope_a['targetname']

    return conditions.RES_EXHAUSTED
Beispiel #12
0
def res_fix_rotation_axis(vmf: VMF, ent: Entity, res: Property):
    """Properly setup rotating brush entities to match the instance.

    This uses the orientation of the instance to determine the correct
    spawnflags to make it rotate in the correct direction.

    This can either modify an existing entity (which may be in an instance),
    or generate a new one. The generated brush will be 2x2x2 units large,
    and always set to be non-solid.

    For both modes:
    - `Axis`: specifies the rotation axis local to the instance.
    - `Reversed`: If set, flips the direction around.
    - `Classname`: Specifies which entity, since the spawnflags required varies.

    For application to an existing entity:
    - `ModifyTarget`: The local name of the entity to modify.

    For brush generation mode:

    - `Pos` and `name` are local to the
      instance, and will set the `origin` and `targetname` respectively.
    - `Keys` are any other keyvalues to be be set.
    - `Flags` sets additional spawnflags. Multiple values may be
       separated by `+`, and will be added together.
    - `Classname` specifies which entity will be created, as well as
       which other values will be set to specify the correct orientation.
    - `AddOut` is used to add outputs to the generated entity. It takes
       the options `Output`, `Target`, `Input`, `Inst_targ`, `Param` and `Delay`. If
       `Inst_targ` is defined, it will be used with the input to construct
       an instance proxy input. If `OnceOnly` is set, the output will be
       deleted when fired.

    Permitted entities:

       * [`func_door_rotating`](https://developer.valvesoftware.com/wiki/func_door_rotating)
       * [`func_platrot`](https://developer.valvesoftware.com/wiki/func_platrot)
       * [`func_rot_button`](https://developer.valvesoftware.com/wiki/func_rot_button)
       * [`func_rotating`](https://developer.valvesoftware.com/wiki/func_rotating)
       * [`momentary_rot_button`](https://developer.valvesoftware.com/wiki/momentary_rot_button)
    """
    des_axis = res['axis', 'z'].casefold()
    reverse = res.bool('reversed')
    door_type = res['classname', 'func_door_rotating']
    orient = Matrix.from_angle(Angle.from_str(ent['angles']))

    axis = round(Vec.with_axes(des_axis, 1) @ orient, 6)

    if axis.x > 0 or axis.y > 0 or axis.z > 0:
        # If it points forward, we need to reverse the rotating door
        reverse = not reverse
    axis = abs(axis)

    try:
        flag_values = FLAG_ROTATING[door_type]
    except KeyError:
        LOGGER.warning('Unknown rotating brush type "{}"!', door_type)
        return

    name = res['ModifyTarget', '']
    door_ent: Entity | None
    if name:
        name = conditions.local_name(ent, name)
        setter_loc = ent['origin']
        door_ent = None
        spawnflags = 0
    else:
        # Generate a brush.
        name = conditions.local_name(ent, res['name', ''])

        pos = res.vec('Pos') @ Angle.from_str(ent['angles', '0 0 0'])
        pos += Vec.from_str(ent['origin', '0 0 0'])
        setter_loc = str(pos)

        door_ent = vmf.create_ent(
            classname=door_type,
            targetname=name,
            origin=pos.join(' '),
        )
        # Extra stuff to apply to the flags (USE, toggle, etc)
        spawnflags = sum(
            map(
                # Add together multiple values
                srctools.conv_int,
                res['flags', '0'].split('+')
                # Make the door always non-solid!
            )) | flag_values.get('solid_flags', 0)

        conditions.set_ent_keys(door_ent, ent, res)

        for output in res.find_all('AddOut'):
            door_ent.add_out(
                Output(
                    out=output['Output', 'OnUse'],
                    inp=output['Input', 'Use'],
                    targ=output['Target', ''],
                    inst_in=output['Inst_targ', None],
                    param=output['Param', ''],
                    delay=srctools.conv_float(output['Delay', '']),
                    times=(1 if srctools.conv_bool(output['OnceOnly',
                                                          False]) else -1),
                ))

        # Generate brush
        door_ent.solids = [vmf.make_prism(pos - 1, pos + 1).solid]

    # Add or remove flags as needed
    for flag, value in zip(
        ('x', 'y', 'z', 'rev'),
        [axis.x > 1e-6, axis.y > 1e-6, axis.z > 1e-6, reverse],
    ):
        if flag not in flag_values:
            continue
        if door_ent is not None:
            if value:
                spawnflags |= flag_values[flag]
            else:
                spawnflags &= ~flag_values[flag]
        else:  # Place a KV setter to set this.
            vmf.create_ent(
                'comp_kv_setter',
                origin=setter_loc,
                target=name,
                mode='flags',
                kv_name=flag_values[flag],
                kv_value_global=value,
            )
    if door_ent is not None:
        door_ent['spawnflags'] = spawnflags

    # This ent uses a keyvalue for reversing...
    if door_type == 'momentary_rot_button':
        vmf.create_ent(
            'comp_kv_setter',
            origin=setter_loc,
            target=name,
            mode='kv',
            kv_name='StartDirection',
            kv_value_global='1' if reverse else '-1',
        )
Beispiel #13
0
    def place_template(inst: Entity) -> None:
        """Place a template."""
        temp_id = inst.fixup.substitute(orig_temp_id)

        # Special case - if blank, just do nothing silently.
        if not temp_id:
            return

        temp_name, visgroups = template_brush.parse_temp_name(temp_id)
        try:
            template = template_brush.get_template(temp_name)
        except template_brush.InvalidTemplateName:
            # If we did lookup, display both forms.
            if temp_id != orig_temp_id:
                LOGGER.warning('{} -> "{}" is not a valid template!',
                               orig_temp_id, temp_name)
            else:
                LOGGER.warning('"{}" is not a valid template!', temp_name)
            # We don't want an error, just quit.
            return

        for vis_flag_block in visgroup_instvars:
            if all(
                    conditions.check_flag(flag, coll, inst)
                    for flag in vis_flag_block):
                visgroups.add(vis_flag_block.real_name)

        force_colour = conf_force_colour
        if color_var == '<editor>':
            # Check traits for the colour it should be.
            traits = instance_traits.get(inst)
            if 'white' in traits:
                force_colour = texturing.Portalable.white
            elif 'black' in traits:
                force_colour = texturing.Portalable.black
            else:
                LOGGER.warning(
                    '"{}": Instance "{}" '
                    "isn't one with inherent color!",
                    temp_id,
                    inst['file'],
                )
        elif color_var:
            color_val = conditions.resolve_value(inst, color_var).casefold()

            if color_val == 'white':
                force_colour = texturing.Portalable.white
            elif color_val == 'black':
                force_colour = texturing.Portalable.black
        # else: no color var

        if srctools.conv_bool(conditions.resolve_value(inst, invert_var)):
            force_colour = template_brush.TEMP_COLOUR_INVERT[conf_force_colour]
        # else: False value, no invert.

        if ang_override is not None:
            orient = ang_override
        else:
            orient = rotation @ Angle.from_str(inst['angles', '0 0 0'])
        origin = conditions.resolve_offset(inst, offset)

        # If this var is set, it forces all to be included.
        if srctools.conv_bool(
                conditions.resolve_value(inst, visgroup_force_var)):
            visgroups.update(template.visgroups)
        elif visgroup_func is not None:
            visgroups.update(
                visgroup_func(
                    rand.seed(b'temp', template.id, origin, orient),
                    list(template.visgroups),
                ))

        LOGGER.debug('Placing template "{}" at {} with visgroups {}',
                     template.id, origin, visgroups)

        temp_data = template_brush.import_template(
            vmf,
            template,
            origin,
            orient,
            targetname=inst['targetname'],
            force_type=force_type,
            add_to_map=True,
            coll=coll,
            additional_visgroups=visgroups,
            bind_tile_pos=bind_tile_pos,
            align_bind=align_bind_overlay,
        )

        if key_block is not None:
            conditions.set_ent_keys(temp_data.detail, inst, key_block)
            br_origin = Vec.from_str(key_block.find_key('keys')['origin'])
            br_origin.localise(origin, orient)
            temp_data.detail['origin'] = br_origin

            move_dir = temp_data.detail['movedir', '']
            if move_dir.startswith('<') and move_dir.endswith('>'):
                move_dir = Vec.from_str(move_dir) @ orient
                temp_data.detail['movedir'] = move_dir.to_angle()

            for out in outputs:
                out = out.copy()
                out.target = conditions.local_name(inst, out.target)
                temp_data.detail.add_out(out)

        template_brush.retexture_template(
            temp_data,
            origin,
            inst.fixup,
            replace_tex,
            force_colour,
            force_grid,
            surf_cat,
            sense_offset,
        )

        for picker_name, picker_var in picker_vars:
            picker_val = temp_data.picker_results.get(picker_name, None)
            if picker_val is not None:
                inst.fixup[picker_var] = picker_val.value
            else:
                inst.fixup[picker_var] = ''
Beispiel #14
0
def res_make_tag_fizzler(vmf: VMF, inst: Entity, res: Property):
    """Add an Aperture Tag Paint Gun activation fizzler.

    These fizzlers are created via signs, and work very specially.
    This must be before -250 so it runs before fizzlers and connections.
    """
    (
        sign_offset,
        fizz_conn_conf,
        inst_frame_double,
        inst_frame_single,
        blue_sign_on,
        blue_sign_off,
        oran_sign_on,
        oran_sign_off,
    ) = res.value  # type: int, Optional[connections.Config], str, str, str, str, str, str
    import vbsp
    if options.get(str, 'game_id') != utils.STEAM_IDS['TAG']:
        # Abort - TAG fizzlers shouldn't appear in any other game!
        inst.remove()
        return

    fizzler = None
    fizzler_item = None

    # Look for the fizzler instance we want to replace.
    sign_item = connections.ITEMS[inst['targetname']]
    for conn in list(sign_item.outputs):
        if conn.to_item.name in FIZZLERS:
            if fizzler is None:
                fizzler = FIZZLERS[conn.to_item.name]
                fizzler_item = conn.to_item
            else:
                raise ValueError('Multiple fizzlers attached to a sign!')

        conn.remove()  # Regardless, remove the useless output.

    sign_item.delete_antlines()

    if fizzler is None:
        # No fizzler - remove this sign
        inst.remove()
        return

    if fizzler.fizz_type.id == TAG_FIZZ_ID:
        LOGGER.warning('Two tag signs attached to one fizzler...')
        inst.remove()
        return

    # Swap to the special Tag Fizzler type.
    fizzler.fizz_type = FIZZ_TYPES[TAG_FIZZ_ID]

    # And also swap the connection's type.
    if fizz_conn_conf is not None:
        fizzler_item.config = fizz_conn_conf
        fizzler_item.enable_cmd = fizz_conn_conf.enable_cmd
        fizzler_item.disable_cmd = fizz_conn_conf.disable_cmd
        fizzler_item.sec_enable_cmd = fizz_conn_conf.sec_enable_cmd
        fizzler_item.sec_disable_cmd = fizz_conn_conf.sec_disable_cmd

    sign_loc = (
        # The actual location of the sign - on the wall
        Vec.from_str(inst['origin']) +
        Vec(0, 0, -64).rotate_by_str(inst['angles']))

    fizz_norm_axis = fizzler.normal().axis()

    # Now deal with the visual aspect:
    # Blue signs should be on top.

    blue_enabled = inst.fixup.bool('$start_enabled')
    oran_enabled = inst.fixup.bool('$start_reversed')
    # If True, single-color signs will also turn off the other color.
    # This also means we always show both signs.
    # If both are enabled or disabled, this has no effect.
    disable_other = (not inst.fixup.bool('$disable_autorespawn', True)
                     and blue_enabled != oran_enabled)
    # Delete fixups now, they aren't useful.
    inst.fixup.clear()

    if not blue_enabled and not oran_enabled:
        # Hide the sign in this case!
        inst.remove()

    inst_angle = srctools.parse_vec_str(inst['angles'])

    inst_normal = Vec(0, 0, 1).rotate(*inst_angle)
    loc = Vec.from_str(inst['origin'])

    if disable_other or (blue_enabled and oran_enabled):
        inst['file'] = inst_frame_double
        # On a wall, and pointing vertically
        if inst_normal.z == 0 and Vec(y=1).rotate(*inst_angle).z:
            # They're vertical, make sure blue's on top!
            blue_loc = Vec(loc.x, loc.y, loc.z + sign_offset)
            oran_loc = Vec(loc.x, loc.y, loc.z - sign_offset)
            # If orange is enabled, with two frames put that on top
            # instead since it's more important
            if disable_other and oran_enabled:
                blue_loc, oran_loc = oran_loc, blue_loc

        else:
            offset = Vec(0, sign_offset, 0).rotate(*inst_angle)
            blue_loc = loc + offset
            oran_loc = loc - offset
    else:
        inst['file'] = inst_frame_single
        # They're always centered
        blue_loc = loc
        oran_loc = loc

    if inst_normal.z != 0:
        # If on floors/ceilings, rotate to point at the fizzler!
        sign_floor_loc = sign_loc.copy()
        sign_floor_loc.z = 0  # We don't care about z-positions.

        s, l = Vec.bbox(itertools.chain.from_iterable(fizzler.emitters))

        if fizz_norm_axis == 'z':
            # For z-axis, just compare to the center point of the emitters.
            sign_dir = ((s.x + l.x) / 2, (s.y + l.y) / 2, 0) - sign_floor_loc
        else:
            # For the other two, we compare to the line,
            # or compare to the closest side (in line with the fizz)

            if fizz_norm_axis == 'x':  #  Extends in Y direction
                other_axis = 'y'
                side_min = s.y
                side_max = l.y
                normal = s.x
            else:  # Extends in X direction
                other_axis = 'x'
                side_min = s.x
                side_max = l.x
                normal = s.y

            # Right in line with the fizzler. Point at the closest emitter.
            if abs(sign_floor_loc[other_axis] - normal) < 32:
                # Compare to the closest side.
                sign_dir = min(
                    (sign_floor_loc - Vec.with_axes(
                        fizz_norm_axis,
                        side_min,
                        other_axis,
                        normal,
                    ), sign_floor_loc - Vec.with_axes(
                        fizz_norm_axis,
                        side_max,
                        other_axis,
                        normal,
                    )),
                    key=Vec.mag,
                )
            else:
                # Align just based on whether we're in front or behind.
                sign_dir = Vec.with_axes(
                    fizz_norm_axis,
                    normal - sign_floor_loc[fizz_norm_axis]).norm()

        sign_yaw = math.degrees(math.atan2(sign_dir.y, sign_dir.x))
        # Round to nearest 90 degrees
        # Add 45 so the switchover point is at the diagonals
        sign_yaw = (sign_yaw + 45) // 90 * 90

        # Rotate to fit the instances - south is down
        sign_yaw = int(sign_yaw - 90) % 360

        if inst_normal.z > 0:
            sign_angle = '0 {} 0'.format(sign_yaw)
        elif inst_normal.z < 0:
            # Flip upside-down for ceilings
            sign_angle = '0 {} 180'.format(sign_yaw)
        else:
            raise AssertionError('Cannot be zero here!')
    else:
        # On a wall, face upright
        sign_angle = PETI_INST_ANGLE[inst_normal.as_tuple()]

    # If disable_other, we show off signs. Otherwise we don't use that sign.
    blue_sign = blue_sign_on if blue_enabled else blue_sign_off if disable_other else None
    oran_sign = oran_sign_on if oran_enabled else oran_sign_off if disable_other else None

    if blue_sign:
        vmf.create_ent(
            classname='func_instance',
            file=blue_sign,
            targetname=inst['targetname'],
            angles=sign_angle,
            origin=blue_loc.join(' '),
        )

    if oran_sign:
        vmf.create_ent(
            classname='func_instance',
            file=oran_sign,
            targetname=inst['targetname'],
            angles=sign_angle,
            origin=oran_loc.join(' '),
        )

    # Now modify the fizzler...

    # Subtract the sign from the list of connections, but don't go below
    # zero
    fizzler.base_inst.fixup['$connectioncount'] = str(
        max(
            0,
            srctools.conv_int(fizzler.base_inst.fixup['$connectioncount', ''])
            - 1))

    # Find the direction the fizzler normal is.
    # Signs will associate with the given side!

    bbox_min, bbox_max = fizzler.emitters[0]

    sign_center = (bbox_min[fizz_norm_axis] + bbox_max[fizz_norm_axis]) / 2

    # Figure out what the sides will set values to...
    pos_blue = False
    pos_oran = False
    neg_blue = False
    neg_oran = False

    if sign_loc[fizz_norm_axis] < sign_center:
        pos_blue = blue_enabled
        pos_oran = oran_enabled
    else:
        neg_blue = blue_enabled
        neg_oran = oran_enabled

    # If it activates the paint gun, use different textures
    fizzler.tag_on_pos = pos_blue or pos_oran
    fizzler.tag_on_neg = neg_blue or neg_oran

    # Now make the trigger ents. We special-case these since they need to swap
    # depending on the sign config and position.

    if vbsp.GAME_MODE == 'COOP':
        # We need ATLAS-specific triggers
        pos_trig = vmf.create_ent(classname='trigger_playerteam', )
        neg_trig = vmf.create_ent(classname='trigger_playerteam', )
        output = 'OnStartTouchBluePlayer'
    else:
        pos_trig = vmf.create_ent(classname='trigger_multiple', )
        neg_trig = vmf.create_ent(
            classname='trigger_multiple',
            spawnflags='1',
        )
        output = 'OnStartTouch'

    pos_trig['origin'] = neg_trig['origin'] = fizzler.base_inst['origin']
    pos_trig['spawnflags'] = neg_trig['spawnflags'] = '1'  # Clients Only

    pos_trig['targetname'] = local_name(fizzler.base_inst, 'trig_pos')
    neg_trig['targetname'] = local_name(fizzler.base_inst, 'trig_neg')

    pos_trig['startdisabled'] = neg_trig['startdisabled'] = (
        not fizzler.base_inst.fixup.bool('start_enabled'))

    pos_trig.outputs = [
        Output(output, neg_trig, 'Enable'),
        Output(output, pos_trig, 'Disable'),
    ]

    neg_trig.outputs = [
        Output(output, pos_trig, 'Enable'),
        Output(output, neg_trig, 'Disable'),
    ]

    voice_attr = vbsp.settings['has_attr']

    if blue_enabled or disable_other:
        # If this is blue/oran only, don't affect the other color
        neg_trig.outputs.append(
            Output(
                output,
                '@BlueIsEnabled',
                'SetValue',
                param=srctools.bool_as_int(neg_blue),
            ))
        pos_trig.outputs.append(
            Output(
                output,
                '@BlueIsEnabled',
                'SetValue',
                param=srctools.bool_as_int(pos_blue),
            ))
        if blue_enabled:
            # Add voice attributes - we have the gun and gel!
            voice_attr['bluegelgun'] = True
            voice_attr['bluegel'] = True
            voice_attr['bouncegun'] = True
            voice_attr['bouncegel'] = True

    if oran_enabled or disable_other:
        neg_trig.outputs.append(
            Output(
                output,
                '@OrangeIsEnabled',
                'SetValue',
                param=srctools.bool_as_int(neg_oran),
            ))
        pos_trig.outputs.append(
            Output(
                output,
                '@OrangeIsEnabled',
                'SetValue',
                param=srctools.bool_as_int(pos_oran),
            ))
        if oran_enabled:
            voice_attr['orangegelgun'] = True
            voice_attr['orangegel'] = True
            voice_attr['speedgelgun'] = True
            voice_attr['speedgel'] = True

    if not oran_enabled and not blue_enabled:
        # If both are disabled, we must shutdown the gun when touching
        # either side - use neg_trig for that purpose!
        # We want to get rid of pos_trig to save ents
        vmf.remove_ent(pos_trig)
        neg_trig['targetname'] = local_name(fizzler.base_inst, 'trig_off')
        neg_trig.outputs.clear()
        neg_trig.add_out(
            Output(output, '@BlueIsEnabled', 'SetValue', param='0'))
        neg_trig.add_out(
            Output(output, '@OrangeIsEnabled', 'SetValue', param='0'))

    # Make the triggers.
    for bbox_min, bbox_max in fizzler.emitters:
        bbox_min = bbox_min.copy() - 64 * fizzler.up_axis
        bbox_max = bbox_max.copy() + 64 * fizzler.up_axis

        # The triggers are 8 units thick, with a 32-unit gap in the middle
        neg_min, neg_max = Vec(bbox_min), Vec(bbox_max)
        neg_min[fizz_norm_axis] -= 24
        neg_max[fizz_norm_axis] -= 16

        pos_min, pos_max = Vec(bbox_min), Vec(bbox_max)
        pos_min[fizz_norm_axis] += 16
        pos_max[fizz_norm_axis] += 24

        if blue_enabled or oran_enabled:
            neg_trig.solids.append(
                vmf.make_prism(
                    neg_min,
                    neg_max,
                    mat='tools/toolstrigger',
                ).solid, )
            pos_trig.solids.append(
                vmf.make_prism(
                    pos_min,
                    pos_max,
                    mat='tools/toolstrigger',
                ).solid, )
        else:
            # If neither enabled, use one trigger
            neg_trig.solids.append(
                vmf.make_prism(
                    neg_min,
                    pos_max,
                    mat='tools/toolstrigger',
                ).solid, )
Beispiel #15
0
def gen_item_outputs(vmf: VMF) -> None:
    """Create outputs for all items with connections.

    This performs an optimization pass over items with outputs to remove
    redundancy, then applies all the outputs to the instances. Before this,
    connection count and inversion values are not valid. After this point,
    items may not have connections altered.
    """
    LOGGER.info('Generating item IO...')

    pan_switching_check = options.get(PanelSwitchingStyle, 'ind_pan_check_switching')
    pan_switching_timer = options.get(PanelSwitchingStyle, 'ind_pan_timer_switching')

    pan_check_type = ITEM_TYPES['item_indicator_panel']
    pan_timer_type = ITEM_TYPES['item_indicator_panel_timer']

    auto_logic = []

    # Apply input A/B types to connections.
    # After here, all connections are primary or secondary only.
    for item in ITEMS.values():
        for conn in item.outputs:
            # If not a dual item, it's primary.
            if conn.to_item.config.input_type is not InputType.DUAL:
                conn.type = ConnType.PRIMARY
                continue
            # If already set, that is the priority.
            if conn.type is not ConnType.DEFAULT:
                continue
            # Our item set the type of outputs.
            if item.config.output_type is not ConnType.DEFAULT:
                conn.type = item.config.output_type
            else:
                # Use the affinity of the target.
                conn.type = conn.to_item.config.default_dual

    do_item_optimisation(vmf)

    # We go 'backwards', creating all the inputs for each item.
    # That way we can change behaviour based on item counts.
    for item in ITEMS.values():
        if item.config is None:
            continue

        # Try to add the locking IO.
        add_locking(item)

        # Check we actually have timers, and that we want the relay.
        if item.timer is not None and (
            item.config.timer_sound_pos is not None or
            item.config.timer_done_cmd
        ):
            has_sound = item.config.force_timer_sound or len(item.ind_panels) > 0
            add_timer_relay(item, has_sound)

        # Add outputs for antlines.
        if item.antlines or item.ind_panels:
            if item.timer is None:
                add_item_indicators(item, pan_switching_check, pan_check_type)
            else:
                add_item_indicators(item, pan_switching_timer, pan_timer_type)

        # Special case - spawnfire items with no inputs need to fire
        # off the outputs. There's no way to control those, so we can just
        # fire it off.
        if not item.inputs and item.config.spawn_fire is FeatureMode.ALWAYS:
            if item.is_logic:
                # Logic gates need to trigger their outputs.
                # Make a logic_auto temporarily for this to collect the
                # outputs we need.

                item.inst.clear_keys()
                item.inst['classname'] = 'logic_auto'

                auto_logic.append(item.inst)
            else:
                is_inverted = conv_bool(conditions.resolve_value(
                    item.inst,
                    item.config.invert_var,
                ))
                logic_auto = vmf.create_ent(
                    'logic_auto',
                    origin=item.inst['origin'],
                    spawnflags=1,
                )
                for cmd in (item.enable_cmd if is_inverted else item.disable_cmd):
                    logic_auto.add_out(
                        Output(
                            'OnMapSpawn',
                            conditions.local_name(
                                item.inst,
                                conditions.resolve_value(item.inst, cmd.target),
                            ) or item.inst,
                            conditions.resolve_value(item.inst, cmd.input),
                            conditions.resolve_value(item.inst, cmd.params),
                            delay=cmd.delay,
                            only_once=True,
                        )
                    )

        if item.config.input_type is InputType.DUAL:
            prim_inputs = [
                conn
                for conn in item.inputs
                if conn.type is ConnType.PRIMARY or conn.type is ConnType.BOTH
            ]
            sec_inputs = [
                conn
                for conn in item.inputs
                if conn.type is ConnType.SECONDARY or conn.type is ConnType.BOTH
            ]
            add_item_inputs(
                item,
                InputType.AND,
                prim_inputs,
                consts.FixupVars.BEE_CONN_COUNT_A,
                item.enable_cmd,
                item.disable_cmd,
                item.config.invert_var,
            )
            add_item_inputs(
                item,
                InputType.AND,
                sec_inputs,
                consts.FixupVars.BEE_CONN_COUNT_B,
                item.sec_enable_cmd,
                item.sec_disable_cmd,
                item.config.sec_invert_var,
            )
        else:
            add_item_inputs(
                item,
                item.config.input_type,
                list(item.inputs),
                consts.FixupVars.CONN_COUNT,
                item.enable_cmd,
                item.disable_cmd,
                item.config.invert_var,
            )

    # Check/cross instances sometimes don't match the kind of timer delay.
    # We also might want to swap them out.

    panel_timer = instanceLocs.resolve_one('[indPanTimer]', error=True)
    panel_check = instanceLocs.resolve_one('[indPanCheck]', error=True)

    for item in ITEMS.values():
        desired_panel_inst = panel_check if item.timer is None else panel_timer

        for pan in item.ind_panels:
            pan['file'] = desired_panel_inst
            pan.fixup[consts.FixupVars.TIM_ENABLED] = item.timer is not None

    logic_auto = vmf.create_ent(
        'logic_auto',
        origin=options.get(Vec, 'global_ents_loc')
    )

    for ent in auto_logic:
        # Condense all these together now.
        # User2 is the one that enables the target.
        ent.remove()
        for out in ent.outputs:
            if out.output == 'OnUser2':
                out.output = 'OnMapSpawn'
                logic_auto.add_out(out)
                out.only_once = True

    LOGGER.info('Item IO generated.')
Beispiel #16
0
def add_timer_relay(item: Item, has_sounds: bool) -> None:
    """Make a relay to play timer sounds, or fire once the outputs are done."""
    assert item.timer is not None

    rl_name = item.name + '_timer_rl'

    relay = item.inst.map.create_ent(
        'logic_relay',
        targetname=rl_name,
        startDisabled=0,
        spawnflags=0,
    )

    if item.config.timer_sound_pos:
        relay_loc = item.config.timer_sound_pos.copy()
        relay_loc.localise(
            Vec.from_str(item.inst['origin']),
            Angle.from_str(item.inst['angles']),
        )
        relay['origin'] = relay_loc
    else:
        relay['origin'] = item.inst['origin']

    for cmd in item.config.timer_done_cmd:
        if cmd:
            relay.add_out(
                Output(
                    'OnTrigger',
                    conditions.local_name(item.inst, cmd.target) or item.inst,
                    conditions.resolve_value(item.inst, cmd.input),
                    conditions.resolve_value(item.inst, cmd.params),
                    inst_in=cmd.inst_in,
                    delay=item.timer + cmd.delay,
                    times=cmd.times,
                ))

    if item.config.timer_sound_pos is not None and has_sounds:
        timer_sound = options.get(str, 'timer_sound')
        timer_cc = options.get(str, 'timer_sound_cc')

        # The default sound has 'ticking' closed captions.
        # So reuse that if the style doesn't specify a different noise.
        # If explicitly set to '', we don't use this at all!
        if timer_cc is None and timer_sound != 'Portal.room1_TickTock':
            timer_cc = 'Portal.room1_TickTock'
        if timer_cc:
            timer_cc = 'cc_emit ' + timer_cc

        # Write out the VScript code to precache the sound, and play it on
        # demand.
        relay['vscript_init_code'] = (
            'function Precache() {'
            f'self.PrecacheSoundScript(`{timer_sound}`)'
            '}')
        relay['vscript_init_code2'] = ('function snd() {'
                                       f'self.EmitSound(`{timer_sound}`)'
                                       '}')
        packing.pack_files(item.inst.map, timer_sound, file_type='sound')

        for delay in range(item.timer):
            relay.add_out(
                Output(
                    'OnTrigger',
                    '!self',
                    'CallScriptFunction',
                    'snd',
                    delay=delay,
                ))
            if timer_cc:
                relay.add_out(
                    Output(
                        'OnTrigger',
                        '@command',
                        'Command',
                        timer_cc,
                        delay=delay,
                    ))

    for outputs, cmd in [(item.timer_output_start(), 'Trigger'),
                         (item.timer_output_stop(), 'CancelPending')]:
        for output in outputs:
            item.add_io_command(output, rl_name, cmd)
Beispiel #17
0
def add_item_indicators(
    item: Item,
    inst_type: PanelSwitchingStyle,
    pan_item: Config,
) -> None:
    """Generate the commands for antlines and the overlays themselves."""
    ant_name = '@{}_overlay'.format(item.name)
    has_sign = len(item.ind_panels) > 0
    has_ant = len(item.antlines) > 0

    for ant in item.antlines:
        ant.name = ant_name

        ant.export(item.inst.map,
                   wall_conf=item.ant_wall_style,
                   floor_conf=item.ant_floor_style)

    # Special case - the item wants full control over its antlines.
    if has_ant and item.ant_toggle_var:
        item.inst.fixup[item.ant_toggle_var] = ant_name
        # We don't have antlines to control.
        has_ant = False

    if inst_type is PanelSwitchingStyle.CUSTOM:
        needs_toggle = has_ant
    elif inst_type is PanelSwitchingStyle.EXTERNAL:
        needs_toggle = has_ant or has_sign
    elif inst_type is PanelSwitchingStyle.INTERNAL:
        if (item.config.timer_start is not None
                or item.config.timer_stop is not None):
            # The item is doing custom control over the timer, so
            # don't tie antline control to the timer.
            needs_toggle = has_ant
            inst_type = PanelSwitchingStyle.CUSTOM
        else:
            needs_toggle = has_ant and not has_sign
    else:
        raise ValueError('Bad switch style ' + repr(inst_type))

    first_inst = True

    for pan in item.ind_panels:
        if inst_type is PanelSwitchingStyle.EXTERNAL:
            pan.fixup[consts.FixupVars.TOGGLE_OVERLAY] = ant_name
        # Ensure only one gets the indicator name.
        elif first_inst and inst_type is PanelSwitchingStyle.INTERNAL:
            pan.fixup[
                consts.FixupVars.TOGGLE_OVERLAY] = ant_name if has_ant else ' '
            first_inst = False
        else:
            # VBSP and/or Hammer seems to get confused with totally empty
            # instance var, so give it a blank name.
            pan.fixup[consts.FixupVars.TOGGLE_OVERLAY] = '-'

        # Overwrite the timer delay value, in case a sign changed ownership.
        if item.timer is not None:
            pan.fixup[consts.FixupVars.TIM_DELAY] = item.timer
            pan.fixup[consts.FixupVars.TIM_ENABLED] = '1'
        else:
            pan.fixup[consts.FixupVars.TIM_DELAY] = '99999999999'
            pan.fixup[consts.FixupVars.TIM_ENABLED] = '0'

        for outputs, input_cmds in [
            (item.timer_output_start(), pan_item.enable_cmd),
            (item.timer_output_stop(), pan_item.disable_cmd)
        ]:
            for output in outputs:
                for cmd in input_cmds:
                    item.add_io_command(
                        output,
                        conditions.local_name(
                            pan,
                            conditions.resolve_value(item.inst, cmd.target),
                        ) or pan,
                        conditions.resolve_value(item.inst, cmd.input),
                        conditions.resolve_value(item.inst, cmd.params),
                        delay=cmd.delay,
                        inst_in=cmd.inst_in,
                        times=cmd.times,
                    )

    if needs_toggle:
        toggle = item.inst.map.create_ent(
            classname='env_texturetoggle',
            origin=Vec.from_str(item.inst['origin']) + (0, 0, 16),
            targetname='toggle_' + item.name,
            target=ant_name,
        )
        # Don't use the configurable inputs - if they want that, use custAntline.
        item.add_io_command(
            item.output_deact(),
            toggle,
            'SetTextureIndex',
            '0',
        )
        item.add_io_command(
            item.output_act(),
            toggle,
            'SetTextureIndex',
            '1',
        )
Beispiel #18
0
def add_item_inputs(
    dummy_logic_ents: List[Entity],
    item: Item,
    logic_type: InputType,
    inputs: List[Connection],
    count_var: str,
    enable_cmd: Iterable[Output],
    disable_cmd: Iterable[Output],
    invert_var: str,
    spawn_fire: FeatureMode,
    inv_relay_name: str,
) -> None:
    """Handle either the primary or secondary inputs to an item."""
    item.inst.fixup[count_var] = len(inputs)

    if len(inputs) == 0:
        # Special case - spawnfire items with no inputs need to fire
        # off the outputs. There's no way to control those, so we can just
        # fire it off.
        if spawn_fire is FeatureMode.ALWAYS:
            if item.is_logic:
                # Logic gates need to trigger their outputs.
                # Make this item a logic_auto temporarily, then we'll fix them
                # them up into an OnMapSpawn output properly at the end.
                item.inst.clear_keys()
                item.inst['classname'] = 'logic_auto'
                dummy_logic_ents.append(item.inst)
            else:
                is_inverted = conv_bool(
                    conditions.resolve_value(
                        item.inst,
                        invert_var,
                    ))
                logic_auto = item.inst.map.create_ent(
                    'logic_auto',
                    origin=item.inst['origin'],
                    spawnflags=1,
                )
                for cmd in (enable_cmd if is_inverted else disable_cmd):
                    logic_auto.add_out(
                        Output(
                            'OnMapSpawn',
                            conditions.local_name(
                                item.inst,
                                conditions.resolve_value(
                                    item.inst, cmd.target),
                            ) or item.inst,
                            conditions.resolve_value(item.inst, cmd.input),
                            conditions.resolve_value(item.inst, cmd.params),
                            delay=cmd.delay,
                            only_once=True,
                        ))
        return  # The rest of this function requires at least one input.

    if logic_type is InputType.DEFAULT:
        # 'Original' PeTI proxy style inputs. We're not actually using the
        # proxies though.
        for conn in inputs:
            inp_item = conn.from_item
            for output, input_cmds in [(inp_item.output_act(), enable_cmd),
                                       (inp_item.output_deact(), disable_cmd)]:
                for cmd in input_cmds:
                    inp_item.add_io_command(
                        output,
                        item.inst,
                        conditions.resolve_value(item.inst, cmd.input),
                        conditions.resolve_value(item.inst, cmd.params),
                        inst_in=cmd.inst_in,
                        delay=cmd.delay,
                    )
        return
    elif logic_type is InputType.DAISYCHAIN:
        # Another special case, these items AND themselves with their inputs.
        # Create the counter for that.

        # Note that we use the instance name itself for the counter.
        # This will break if we've got dual inputs, but we're only
        # using this for laser catchers...
        # We have to do this so that the name is something that can be
        # targeted by other items.
        # TODO: Do this by generating an AND gate proxy-instance...
        counter = item.inst.map.create_ent(
            'math_counter',
            origin=item.inst['origin'],
            targetname=item.name,
            min=0,
            max=len(inputs) + 1,
        )

        if (count_var is consts.FixupVars.BEE_CONN_COUNT_A
                or count_var is consts.FixupVars.BEE_CONN_COUNT_B):
            LOGGER.warning(
                '{}: Daisychain logic type is '
                'incompatible with dual inputs in item type {}! '
                'This will not work well...',
                item.name,
                item.config.id,
            )

        # Use the item type's output, we've overridden the normal one.
        item.add_io_command(
            item.config.output_act,
            counter,
            'Add',
            '1',
        )
        item.add_io_command(
            item.config.output_deact,
            counter,
            'Subtract',
            '1',
        )

        for conn in inputs:
            inp_item = conn.from_item
            inp_item.add_io_command(inp_item.output_act(), counter, 'Add', '1')
            inp_item.add_io_command(inp_item.output_deact(), counter,
                                    'Subtract', '1')

        return

    is_inverted = conv_bool(conditions.resolve_value(
        item.inst,
        invert_var,
    ))

    if is_inverted:
        enable_cmd, disable_cmd = disable_cmd, enable_cmd

        # Inverted logic items get a short amount of lag, so loops will propagate
        # over several frames so we don't lock up.
        if item.inputs and item.outputs:
            enable_cmd = [
                Output(
                    '',
                    out.target,
                    out.input,
                    out.params,
                    out.delay + 0.01,
                    times=out.times,
                    inst_in=out.inst_in,
                ) for out in enable_cmd
            ]
            disable_cmd = [
                Output(
                    '',
                    out.target,
                    out.input,
                    out.params,
                    out.delay + 0.01,
                    times=out.times,
                    inst_in=out.inst_in,
                ) for out in disable_cmd
            ]

    needs_counter = len(inputs) > 1

    # If this option is enabled, generate additional logic to fire the disable
    # output after spawn (but only if it's not triggered normally.)

    # We just use a relay to do this.
    # User2 is the real enable input, User1 is the real disable input.

    # The relay allows cancelling the 'disable' output that fires shortly after
    # spawning.
    if spawn_fire is not FeatureMode.NEVER:
        if logic_type.is_logic:
            # We have to handle gates specially, and make us the instance
            # so future evaluation applies to this.
            origin = item.inst['origin']
            name = item.name

            spawn_relay = item.inst
            spawn_relay.clear_keys()

            spawn_relay['origin'] = origin
            spawn_relay['targetname'] = name
            spawn_relay['classname'] = 'logic_relay'
            # This needs to be blank so it'll be substituted by the instance
            # name in enable/disable_cmd.
            relay_cmd_name = ''
        else:
            relay_cmd_name = f'@{item.name}{inv_relay_name}'
            spawn_relay = item.inst.map.create_ent(
                classname='logic_relay',
                targetname=relay_cmd_name,
                origin=item.inst['origin'],
            )

        if is_inverted:
            enable_user = '******'
            disable_user = '******'
        else:
            enable_user = '******'
            disable_user = '******'

        spawn_relay['spawnflags'] = '0'
        spawn_relay['startdisabled'] = '0'

        spawn_relay.add_out(
            Output('OnTrigger', '!self', 'Fire' + disable_user,
                   only_once=True),
            Output('OnSpawn', '!self', 'Trigger', delay=0.1),
        )
        for output_name, input_cmds in [('On' + enable_user, enable_cmd),
                                        ('On' + disable_user, disable_cmd)]:
            for cmd in input_cmds:
                spawn_relay.add_out(
                    Output(
                        output_name,
                        conditions.local_name(
                            item.inst,
                            conditions.resolve_value(item.inst, cmd.target),
                        ) or item.inst,
                        conditions.resolve_value(item.inst, cmd.input),
                        conditions.resolve_value(item.inst, cmd.params),
                        delay=cmd.delay,
                        times=cmd.times,
                    ))

        # Now overwrite input commands to redirect to the relay.
        enable_cmd = [
            Output('', relay_cmd_name, 'Fire' + enable_user),
            Output('', relay_cmd_name, 'Disable', only_once=True),
        ]
        disable_cmd = [
            Output('', relay_cmd_name, 'Fire' + disable_user),
            Output('', relay_cmd_name, 'Disable', only_once=True),
        ]
        # For counters, swap out the input type.
        if logic_type is InputType.AND_LOGIC:
            logic_type = InputType.AND
        elif logic_type is InputType.OR_LOGIC:
            logic_type = InputType.OR

    if needs_counter:
        if logic_type.is_logic:
            # Logic items are just the counter. The instance is useless, so
            # remove that from the map.
            counter_name = item.name
            item.inst.remove()
        else:
            counter_name = item.name + COUNTER_NAME[count_var]

        counter = item.inst.map.create_ent(
            classname='math_counter',
            targetname=counter_name,
            origin=item.inst['origin'],
        )

        counter['min'] = counter['startvalue'] = counter['StartDisabled'] = 0
        counter['max'] = len(inputs)

        for conn in inputs:
            inp_item = conn.from_item
            inp_item.add_io_command(inp_item.output_act(), counter, 'Add', '1')
            inp_item.add_io_command(inp_item.output_deact(), counter,
                                    'Subtract', '1')

        if logic_type is InputType.AND:
            count_on = consts.COUNTER_AND_ON
            count_off = consts.COUNTER_AND_OFF
        elif logic_type is InputType.OR:
            count_on = consts.COUNTER_OR_ON
            count_off = consts.COUNTER_OR_OFF
        elif logic_type.is_logic:
            # We don't add outputs here, the outputted items do that.
            # counter is item.inst, so those are added to that.
            return
        else:
            # Should never happen, not other types.
            raise ValueError('Unknown counter logic type: ' + repr(logic_type))

        for output_name, input_cmds in [(count_on, enable_cmd),
                                        (count_off, disable_cmd)]:
            for cmd in input_cmds:
                counter.add_out(
                    Output(
                        output_name,
                        conditions.local_name(
                            item.inst,
                            conditions.resolve_value(item.inst, cmd.target),
                        ) or item.inst,
                        conditions.resolve_value(item.inst, cmd.input),
                        conditions.resolve_value(item.inst, cmd.params),
                        delay=cmd.delay,
                        times=cmd.times,
                    ))

    else:  # No counter - fire directly.
        for conn in inputs:
            inp_item = conn.from_item
            for output, input_cmds in [(inp_item.output_act(), enable_cmd),
                                       (inp_item.output_deact(), disable_cmd)]:
                for cmd in input_cmds:
                    inp_item.add_io_command(
                        output,
                        conditions.local_name(
                            item.inst,
                            conditions.resolve_value(item.inst, cmd.target),
                        ) or item.inst,
                        conditions.resolve_value(item.inst, cmd.input),
                        conditions.resolve_value(item.inst, cmd.params),
                        delay=cmd.delay,
                        times=cmd.times,
                    )
Beispiel #19
0
def res_import_template(vmf: VMF, inst: Entity, res: Property):
    """Import a template VMF file, retexturing it to match orientation.

    It will be placed overlapping the given instance. If no block is used, only
    ID can be specified.
    Options:

    - `ID`: The ID of the template to be inserted. Add visgroups to additionally
            add after a colon, comma-seperated (`temp_id:vis1,vis2`).
            Either section, or the whole value can be a `$fixup`.
    - `force`: a space-seperated list of overrides. If 'white' or 'black' is
             present, the colour of tiles will be overridden. If `invert` is
            added, white/black tiles will be swapped. If a tile size
            (`2x2`, `4x4`, `wall`, `special`) is included, all tiles will
            be switched to that size (if not a floor/ceiling). If 'world' or
            'detail' is present, the brush will be forced to that type.
    - `replace`: A block of template material -> replacement textures.
            This is case insensitive - any texture here will not be altered
            otherwise. If the material starts with a `#`, it is instead a
            list of face IDs separated by spaces. If the result evaluates
            to "", no change occurs. Both can be $fixups (parsed first).
    - `bindOverlay`: Bind overlays in this template to the given surface, and
            bind overlays on a surface to surfaces in this template.
            The value specifies the offset to the surface, where 0 0 0 is the
            floor position. It can also be a block of multiple positions.
    - `keys`/`localkeys`: If set, a brush entity will instead be generated with
            these values. This overrides force world/detail.
            Specially-handled keys:
            - `"origin"`, offset automatically.
            - `"movedir"` on func_movelinear - set a normal surrounded by `<>`,
              this gets replaced with angles.
    - `colorVar`: If this fixup var is set
            to `white` or `black`, that colour will be forced.
            If the value is `<editor>`, the colour will be chosen based on
            the color of the surface for ItemButtonFloor, funnels or
            entry/exit frames.
    - `invertVar`: If this fixup value is true, tile colour will be
            swapped to the opposite of the current force option. This applies
            after colorVar.
    - `visgroup`: Sets how visgrouped parts are handled. Several values are possible:
            - A property block: Each name should match a visgroup, and the
              value should be a block of flags that if true enables that group.
            - 'none' (default): All extra groups are ignored.
            - 'choose': One group is chosen randomly.
            - a number: The percentage chance for each visgroup to be added.
    - `visgroup_force_var`: If set and True, visgroup is ignored and all groups
            are added.
    - `pickerVars`:
            If this is set, the results of colorpickers can be read
            out of the template. The key is the name of the picker, the value
            is the fixup name to write to. The output is either 'white',
            'black' or ''.
    - `outputs`: Add outputs to the brush ent. Syntax is like VMFs, and all names
            are local to the instance.
    - `senseOffset`: If set, colorpickers and tilesetters will be treated
            as being offset by this amount.
    """
    (
        orig_temp_id,
        replace_tex,
        force_colour,
        force_grid,
        force_type,
        surf_cat,
        bind_tile_pos,
        invert_var,
        color_var,
        visgroup_func,
        visgroup_force_var,
        visgroup_instvars,
        key_block,
        picker_vars,
        outputs,
        sense_offset,
    ) = res.value

    temp_id = inst.fixup.substitute(orig_temp_id)

    if srctools.conv_bool(conditions.resolve_value(inst, visgroup_force_var)):

        def visgroup_func(group):
            """Use all the groups."""
            yield from group

    # Special case - if blank, just do nothing silently.
    if not temp_id:
        return

    temp_name, visgroups = template_brush.parse_temp_name(temp_id)
    try:
        template = template_brush.get_template(temp_name)
    except template_brush.InvalidTemplateName:
        # If we did lookup, display both forms.
        if temp_id != orig_temp_id:
            LOGGER.warning('{} -> "{}" is not a valid template!', orig_temp_id,
                           temp_name)
        else:
            LOGGER.warning('"{}" is not a valid template!', temp_name)
        # We don't want an error, just quit.
        return

    for vis_flag_block in visgroup_instvars:
        if all(
                conditions.check_flag(vmf, flag, inst)
                for flag in vis_flag_block):
            visgroups.add(vis_flag_block.real_name)

    if color_var.casefold() == '<editor>':
        # Check traits for the colour it should be.
        traits = instance_traits.get(inst)
        if 'white' in traits:
            force_colour = texturing.Portalable.white
        elif 'black' in traits:
            force_colour = texturing.Portalable.black
        else:
            LOGGER.warning(
                '"{}": Instance "{}" '
                "isn't one with inherent color!",
                temp_id,
                inst['file'],
            )
    elif color_var:
        color_val = conditions.resolve_value(inst, color_var).casefold()

        if color_val == 'white':
            force_colour = texturing.Portalable.white
        elif color_val == 'black':
            force_colour = texturing.Portalable.black
    # else: no color var

    if srctools.conv_bool(conditions.resolve_value(inst, invert_var)):
        force_colour = template_brush.TEMP_COLOUR_INVERT[force_colour]
    # else: False value, no invert.

    origin = Vec.from_str(inst['origin'])
    angles = Angle.from_str(inst['angles', '0 0 0'])
    temp_data = template_brush.import_template(
        vmf,
        template,
        origin,
        angles,
        targetname=inst['targetname', ''],
        force_type=force_type,
        visgroup_choose=visgroup_func,
        add_to_map=True,
        additional_visgroups=visgroups,
        bind_tile_pos=bind_tile_pos,
    )

    if key_block is not None:
        conditions.set_ent_keys(temp_data.detail, inst, key_block)
        br_origin = Vec.from_str(key_block.find_key('keys')['origin'])
        br_origin.localise(origin, angles)
        temp_data.detail['origin'] = br_origin

        move_dir = temp_data.detail['movedir', '']
        if move_dir.startswith('<') and move_dir.endswith('>'):
            move_dir = Vec.from_str(move_dir) @ angles
            temp_data.detail['movedir'] = move_dir.to_angle()

        for out in outputs:  # type: Output
            out = out.copy()
            out.target = conditions.local_name(inst, out.target)
            temp_data.detail.add_out(out)

    template_brush.retexture_template(
        temp_data,
        origin,
        inst.fixup,
        replace_tex,
        force_colour,
        force_grid,
        surf_cat,
        sense_offset,
    )

    for picker_name, picker_var in picker_vars:
        picker_val = temp_data.picker_results.get(
            picker_name,
            None,
        )  # type: Optional[texturing.Portalable]
        if picker_val is not None:
            inst.fixup[picker_var] = picker_val.value
        else:
            inst.fixup[picker_var] = ''
Beispiel #20
0
def res_antlaser(vmf: VMF, res: Property) -> object:
    """The condition to generate AntLasers and Antline Corners.

    This is executed once to modify all instances.
    """
    conf_inst_corner = instanceLocs.resolve('<item_bee2_antline_corner>',
                                            silent=True)
    conf_inst_laser = instanceLocs.resolve(res['instance'])
    conf_glow_height = Vec(z=res.float('GlowHeight', 48) - 64)
    conf_las_start = Vec(z=res.float('LasStart') - 64)
    conf_rope_off = res.vec('RopePos')
    conf_toggle_targ = res['toggleTarg', '']

    beam_conf = res.find_key('BeamKeys', or_blank=True)
    glow_conf = res.find_key('GlowKeys', or_blank=True)
    cable_conf = res.find_key('CableKeys', or_blank=True)

    if beam_conf:
        # Grab a copy of the beam spawnflags so we can set our own options.
        conf_beam_flags = beam_conf.int('spawnflags')
        # Mask out certain flags.
        conf_beam_flags &= (
            0
            | 1  # Start On
            | 2  # Toggle
            | 4  # Random Strike
            | 8  # Ring
            | 16  # StartSparks
            | 32  # EndSparks
            | 64  # Decal End
            #| 128  # Shade Start
            #| 256  # Shade End
            #| 512  # Taper Out
        )
    else:
        conf_beam_flags = 0

    conf_outputs = [
        Output.parse(prop) for prop in res
        if prop.name in ('onenabled', 'ondisabled')
    ]

    # Find all the markers.
    nodes: dict[str, Node] = {}

    for inst in vmf.by_class['func_instance']:
        filename = inst['file'].casefold()
        name = inst['targetname']
        if filename in conf_inst_laser:
            node_type = NodeType.LASER
        elif filename in conf_inst_corner:
            node_type = NodeType.CORNER
        else:
            continue

        try:
            # Remove the item - it's no longer going to exist after
            # we're done.
            item = connections.ITEMS.pop(name)
        except KeyError:
            raise ValueError('No item for "{}"?'.format(name)) from None
        pos = Vec.from_str(inst['origin'])
        orient = Matrix.from_angle(Angle.from_str(inst['angles']))
        if node_type is NodeType.CORNER:
            timer_delay = item.inst.fixup.int('$timer_delay')
            # We treat inf, 1, 2 and 3 as the same, to get around the 1 and 2 not
            # being selectable issue.
            pos = CORNER_POS[max(0, timer_delay - 3) % 8] @ orient + pos
        nodes[name] = Node(node_type, inst, item, pos, orient)

    if not nodes:
        # None at all.
        return conditions.RES_EXHAUSTED

    # Now find every connected group, recording inputs, outputs and links.
    todo = set(nodes.values())

    groups: list[Group] = []

    while todo:
        start = todo.pop()
        # Synthesise the Item used for logic.
        # We use a random info_target to manage the IO data.
        group = Group(start, start.type)
        groups.append(group)
        for node in group.nodes:
            # If this node has no non-node outputs, destroy the antlines.
            has_output = False
            node.is_grouped = True

            for conn in list(node.item.outputs):
                neighbour = conn.to_item
                neigh_node = nodes.get(neighbour.name, None)
                todo.discard(neigh_node)
                if neigh_node is None or neigh_node.type is not node.type:
                    # Not a node or different item type, it must therefore
                    # be a target of our logic.
                    conn.from_item = group.item
                    has_output = True
                    continue
                elif not neigh_node.is_grouped:
                    # Another node.
                    group.nodes.append(neigh_node)
                # else: True, node already added.

                # For nodes, connect link.
                conn.remove()
                group.links.add(frozenset({node, neigh_node}))

            # If we have a real output, we need to transfer it.
            # Otherwise we can just destroy it.
            if has_output:
                node.item.transfer_antlines(group.item)
            else:
                node.item.delete_antlines()

            # Do the same for inputs, so we can catch that.
            for conn in list(node.item.inputs):
                neighbour = conn.from_item
                neigh_node = nodes.get(neighbour.name, None)
                todo.discard(neigh_node)
                if neigh_node is None or neigh_node.type is not node.type:
                    # Not a node or different item type, it must therefore
                    # be a target of our logic.
                    conn.to_item = group.item
                    node.had_input = True
                    continue
                elif not neigh_node.is_grouped:
                    # Another node.
                    group.nodes.append(neigh_node)
                # else: True, node already added.

                # For nodes, connect link.
                conn.remove()
                group.links.add(frozenset({neigh_node, node}))

    # Now every node is in a group. Generate the actual entities.
    for group in groups:
        # We generate two ent types. For each marker, we add a sprite
        # and a beam pointing at it. Then for each connection
        # another beam.

        # Choose a random item name to use for our group.
        base_name = group.nodes[0].item.name

        out_enable = [Output('', '', 'FireUser2')]
        out_disable = [Output('', '', 'FireUser1')]
        if group.type is NodeType.LASER:
            for output in conf_outputs:
                if output.output.casefold() == 'onenabled':
                    out_enable.append(output.copy())
                else:
                    out_disable.append(output.copy())

        group.item.enable_cmd = tuple(out_enable)
        group.item.disable_cmd = tuple(out_disable)

        if group.type is NodeType.LASER and conf_toggle_targ:
            # Make the group info_target into a texturetoggle.
            toggle = group.item.inst
            toggle['classname'] = 'env_texturetoggle'
            toggle['target'] = conditions.local_name(group.nodes[0].inst,
                                                     conf_toggle_targ)

        # Node -> index for targetnames.
        indexes: dict[Node, int] = {}

        # For antline corners, the antline segments.
        segments: list[antlines.Segment] = []

        # frozenset[Node] unpacking isn't clear.
        node_a: Node
        node_b: Node

        if group.type is NodeType.CORNER:
            for node_a, node_b in group.links:
                # Place a straight antline between each connected node.
                # If on the same plane, we only need one. If not, we need to
                # do one for each plane it's in.
                offset = node_b.pos - node_a.pos
                up_a = node_a.orient.up()
                up_b = node_b.orient.up()
                plane_a = Vec.dot(node_a.pos, up_a)
                plane_b = Vec.dot(node_b.pos, up_b)
                if Vec.dot(up_a, up_b) > 0.9:
                    if abs(plane_a - plane_b) > 1e-6:
                        LOGGER.warning(
                            'Antline corners "{}" - "{}" '
                            'are on different planes',
                            node_a.item.name,
                            node_b.item.name,
                        )
                        continue
                    u = node_a.orient.left()
                    v = node_a.orient.forward()
                    # Which are we aligned to?
                    if abs(Vec.dot(offset, u)) < 1e-6 or abs(Vec.dot(
                            offset, v)) < 1e-6:
                        forward = offset.norm()
                        group.add_ant_straight(
                            up_a,
                            node_a.pos + 8.0 * forward,
                            node_b.pos - 8.0 * forward,
                        )
                    else:
                        LOGGER.warning(
                            'Antline corners "{}" - "{}" '
                            'are not directly aligned',
                            node_a.item.name,
                            node_b.item.name,
                        )
                else:
                    # We expect them be aligned to each other.
                    side = Vec.cross(up_a, up_b)
                    if abs(Vec.dot(side, offset)) < 1e-6:
                        mid1 = node_a.pos + Vec.dot(offset, up_b) * up_b
                        mid2 = node_b.pos - Vec.dot(offset, up_a) * up_a
                        if mid1 != mid2:
                            LOGGER.warning(
                                'Midpoint mismatch: {} != {} for "{}" - "{}"',
                                mid1,
                                mid2,
                                node_a.item.name,
                                node_b.item.name,
                            )
                        group.add_ant_straight(
                            up_a,
                            node_a.pos + 8.0 * (mid1 - node_a.pos).norm(),
                            mid1,
                        )
                        group.add_ant_straight(
                            up_b,
                            node_b.pos + 8.0 * (mid2 - node_b.pos).norm(),
                            mid2,
                        )

        # For cables, it's a bit trickier than the beams.
        # The cable ent itself is the one which decides what it links to,
        # so we need to potentially make endpoint cables at locations with
        # only "incoming" lines.
        # So this dict is either a targetname to indicate cables with an
        # outgoing connection, or the entity for endpoints without an outgoing
        # connection.
        cable_points: dict[Node, Union[Entity, str]] = {}

        for i, node in enumerate(group.nodes, start=1):
            indexes[node] = i
            node.item.name = base_name

            if group.type is NodeType.CORNER:
                node.inst.remove()
                # Figure out whether we want a corner at this point, or
                # just a regular dot. If a non-node input was provided it's
                # always a corner. Otherwise it's one if there's an L, T or X
                # junction.
                use_corner = True
                norm = node.orient.up().as_tuple()
                if not node.had_input:
                    neighbors = [
                        mag * direction for direction in [
                            node.orient.forward(),
                            node.orient.left(),
                        ] for mag in [-8.0, 8.0]
                        if ((node.pos + mag * direction).as_tuple(),
                            norm) in group.ant_seg
                    ]
                    if len(neighbors) == 2:
                        [off1, off2] = neighbors
                        if Vec.dot(off1, off2) < -0.99:
                            # ---o---, merge together. The endpoints we want
                            # are the other ends of the two segments.
                            group.add_ant_straight(
                                node.orient.up(),
                                group.rem_ant_straight(norm, node.pos + off1),
                                group.rem_ant_straight(norm, node.pos + off2),
                            )
                            use_corner = False
                    elif len(neighbors) == 1:
                        # o-----, merge.
                        [offset] = neighbors
                        group.add_ant_straight(
                            node.orient.up(),
                            group.rem_ant_straight(norm, node.pos + offset),
                            node.pos - offset,
                        )
                        use_corner = False
                if use_corner:
                    segments.append(
                        antlines.Segment(
                            antlines.SegType.CORNER,
                            round(node.orient.up(), 3),
                            Vec(node.pos),
                            Vec(node.pos),
                        ))
            elif group.type is NodeType.LASER:
                sprite_pos = node.pos + conf_glow_height @ node.orient

                if glow_conf:
                    # First add the sprite at the right height.
                    sprite = vmf.create_ent('env_sprite')
                    for prop in glow_conf:
                        sprite[prop.name] = conditions.resolve_value(
                            node.inst, prop.value)

                    sprite['origin'] = sprite_pos
                    sprite['targetname'] = NAME_SPR(base_name, i)
                elif beam_conf:
                    # If beams but not sprites, we need a target.
                    vmf.create_ent(
                        'info_target',
                        origin=sprite_pos,
                        targetname=NAME_SPR(base_name, i),
                    )

                if beam_conf:
                    # Now the beam going from below up to the sprite.
                    beam_pos = node.pos + conf_las_start @ node.orient
                    beam = vmf.create_ent('env_beam')
                    for prop in beam_conf:
                        beam[prop.name] = conditions.resolve_value(
                            node.inst, prop.value)

                    beam['origin'] = beam['targetpoint'] = beam_pos
                    beam['targetname'] = NAME_BEAM_LOW(base_name, i)
                    beam['LightningStart'] = beam['targetname']
                    beam['LightningEnd'] = NAME_SPR(base_name, i)
                    beam['spawnflags'] = conf_beam_flags | 128  # Shade Start

        segments += set(group.ant_seg.values())
        if group.type is NodeType.CORNER and segments:
            group.item.antlines.add(
                antlines.Antline(group.item.name + '_antline', segments))

        if group.type is NodeType.LASER and beam_conf:
            for i, (node_a, node_b) in enumerate(group.links):
                beam = vmf.create_ent('env_beam')
                conditions.set_ent_keys(beam, node_a.inst, res, 'BeamKeys')
                beam['origin'] = beam['targetpoint'] = node_a.pos
                beam['targetname'] = NAME_BEAM_CONN(base_name, i)
                beam['LightningStart'] = NAME_SPR(base_name, indexes[node_a])
                beam['LightningEnd'] = NAME_SPR(base_name, indexes[node_b])
                beam['spawnflags'] = conf_beam_flags

        if group.type is NodeType.LASER and cable_conf:
            build_cables(
                vmf,
                group,
                cable_points,
                base_name,
                beam_conf,
                conf_rope_off,
            )

    return conditions.RES_EXHAUSTED
Beispiel #21
0
def res_conveyor_belt(vmf: VMF, inst: Entity, res: Property) -> None:
    """Create a conveyor belt.

    * Options:
        * `SegmentInst`: Generated at each square. (`track` is the name of the
          path to attach to.)
        * `TrackTeleport`: Set the track points so they teleport trains to the start.
        * `Speed`: The fixup or number for the train speed.
        * `MotionTrig`: If set, a trigger_multiple will be spawned that
          `EnableMotion`s weighted cubes. The value is the name of the relevant filter.
        * `EndOutput`: Adds an output to the last track. The value is the same as
          outputs in VMFs.
        `RotateSegments`: If true (default), force segments to face in the
          direction of movement.
        * `BeamKeys`: If set, a list of keyvalues to use to generate an env_beam
          travelling from start to end. The origin is treated specially - X is
          the distance from walls, y is the distance to the side, and z is the
          height.
        `RailTemplate`: A template for the track sections. This is made into a
          non-solid func_brush, combining all sections.
        * `NoPortalFloor`: If set, add a `func_noportal_volume` on the floor
          under the track.
        * `PaintFizzler`: If set, add a paint fizzler underneath the belt.
    """
    move_dist = inst.fixup.int('$travel_distance')

    if move_dist <= 2:
        # There isn't room for a conveyor, so don't bother.
        inst.remove()
        return

    orig_orient = Matrix.from_angle(Angle.from_str(inst['angles']))
    move_dir = Vec(1, 0, 0) @ Angle.from_str(inst.fixup['$travel_direction'])
    move_dir = move_dir @ orig_orient
    start_offset = inst.fixup.float('$starting_position')
    teleport_to_start = res.bool('TrackTeleport', True)
    segment_inst_file = instanceLocs.resolve_one(res['SegmentInst', ''])
    rail_template = res['RailTemplate', None]

    track_speed = res['speed', None]

    start_pos = Vec.from_str(inst['origin'])
    end_pos = start_pos + move_dist * move_dir

    if start_offset > 0:
        # If an oscillating platform, move to the closest side..
        offset = start_offset * move_dir
        # The instance is placed this far along, so move back to the end.
        start_pos -= offset
        end_pos -= offset
        if start_offset > 0.5:
            # Swap the direction of movement..
            start_pos, end_pos = end_pos, start_pos
        inst['origin'] = start_pos

    norm = orig_orient.up()

    if res.bool('rotateSegments', True):
        orient = Matrix.from_basis(x=move_dir, z=norm)
        inst['angles'] = orient.to_angle()
    else:
        orient = orig_orient

    # Add the EnableMotion trigger_multiple seen in platform items.
    # This wakes up cubes when it starts moving.
    motion_filter = res['motionTrig', None]

    # Disable on walls, or if the conveyor can't be turned on.
    if norm != (0, 0, 1) or inst.fixup['$connectioncount'] == '0':
        motion_filter = None

    track_name = conditions.local_name(inst, 'segment_{}')
    rail_temp_solids = []
    last_track = None
    # Place tracks at the top, so they don't appear inside wall sections.
    track_start: Vec = start_pos + 48 * norm
    track_end: Vec = end_pos + 48 * norm
    for index, pos in enumerate(track_start.iter_line(track_end, stride=128),
                                start=1):
        track = vmf.create_ent(
            classname='path_track',
            targetname=track_name.format(index) + '-track',
            origin=pos,
            spawnflags=0,
            orientationtype=0,  # Don't rotate
        )
        if track_speed is not None:
            track['speed'] = track_speed
        if last_track:
            last_track['target'] = track['targetname']

        if index == 1 and teleport_to_start:
            track['spawnflags'] = 16  # Teleport here..

        last_track = track

        # Don't place at the last point - it doesn't teleport correctly,
        # and would be one too many.
        if segment_inst_file and pos != track_end:
            seg_inst = conditions.add_inst(
                vmf,
                targetname=track_name.format(index),
                file=segment_inst_file,
                origin=pos,
                angles=orient,
            )
            seg_inst.fixup.update(inst.fixup)

        if rail_template:
            temp = template_brush.import_template(
                vmf,
                rail_template,
                pos,
                orient,
                force_type=template_brush.TEMP_TYPES.world,
                add_to_map=False,
            )
            rail_temp_solids.extend(temp.world)

    if rail_temp_solids:
        vmf.create_ent(
            classname='func_brush',
            origin=track_start,
            spawnflags=1,  # Ignore +USE
            solidity=1,  # Not solid
            vrad_brush_cast_shadows=1,
            drawinfastreflection=1,
        ).solids = rail_temp_solids

    if teleport_to_start:
        # Link back to the first track..
        last_track['target'] = track_name.format(1) + '-track'

    # Generate an env_beam pointing from the start to the end of the track.
    try:
        beam_keys = res.find_key('BeamKeys')
    except LookupError:
        pass
    else:
        beam = vmf.create_ent(classname='env_beam')

        beam_off = beam_keys.vec('origin', 0, 63, 56)

        for prop in beam_keys:
            beam[prop.real_name] = prop.value

        # Localise the targetname so it can be triggered..
        beam['LightningStart'] = beam['targetname'] = conditions.local_name(
            inst, beam['targetname', 'beam'])
        del beam['LightningEnd']
        beam['origin'] = start_pos + Vec(
            -beam_off.x,
            beam_off.y,
            beam_off.z,
        ) @ orient
        beam['TargetPoint'] = end_pos + Vec(
            +beam_off.x,
            beam_off.y,
            beam_off.z,
        ) @ orient

    # Allow adding outputs to the last path_track.
    for prop in res.find_all('EndOutput'):
        output = Output.parse(prop)
        output.output = 'OnPass'
        output.inst_out = None
        output.comma_sep = False
        output.target = conditions.local_name(inst, output.target)
        last_track.add_out(output)

    if motion_filter is not None:
        motion_trig = vmf.create_ent(
            classname='trigger_multiple',
            targetname=conditions.local_name(inst, 'enable_motion_trig'),
            origin=start_pos,
            filtername=motion_filter,
            startDisabled=1,
            wait=0.1,
        )
        motion_trig.add_out(
            Output('OnStartTouch', '!activator', 'ExitDisabledState'))
        # Match the size of the original...
        motion_trig.solids.append(
            vmf.make_prism(
                start_pos + Vec(72, -56, 58) @ orient,
                end_pos + Vec(-72, 56, 144) @ orient,
                mat=consts.Tools.TRIGGER,
            ).solid)

    if res.bool('NoPortalFloor'):
        # Block portals on the floor..
        floor_noportal = vmf.create_ent(
            classname='func_noportal_volume',
            origin=track_start,
        )
        floor_noportal.solids.append(
            vmf.make_prism(
                start_pos + Vec(-60, -60, -66) @ orient,
                end_pos + Vec(60, 60, -60) @ orient,
                mat=consts.Tools.INVISIBLE,
            ).solid)

    # A brush covering under the platform.
    base_trig = vmf.make_prism(
        start_pos + Vec(-64, -64, 48) @ orient,
        end_pos + Vec(64, 64, 56) @ orient,
        mat=consts.Tools.INVISIBLE,
    ).solid

    vmf.add_brush(base_trig)

    # Make a paint_cleanser under the belt..
    if res.bool('PaintFizzler'):
        pfizz = vmf.create_ent(
            classname='trigger_paint_cleanser',
            origin=start_pos,
        )
        pfizz.solids.append(base_trig.copy())
        for face in pfizz.sides():
            face.mat = consts.Tools.TRIGGER
Beispiel #22
0
    def modify_platform(inst: Entity) -> None:
        """Modify each platform."""
        min_pos = inst.fixup.int(FixupVars.PIST_BTM)
        max_pos = inst.fixup.int(FixupVars.PIST_TOP)
        start_up = inst.fixup.bool(FixupVars.PIST_IS_UP)

        # Allow doing variable lookups here.
        visgroup_names = [
            conditions.resolve_value(inst, fname)
            for fname in conf_visgroup_names
        ]

        if len(ITEMS[inst['targetname']].inputs) == 0:
            # No inputs. Check for the 'auto' var if applicable.
            if automatic_var and inst.fixup.bool(automatic_var):
                pass
                # The item is automatically moving, so we generate the dynamics.
            else:
                # It's static, we just make that and exit.
                position = max_pos if start_up else min_pos
                inst.fixup[FixupVars.PIST_BTM] = position
                inst.fixup[FixupVars.PIST_TOP] = position
                static_inst = inst.copy()
                vmf.add_ent(static_inst)
                static_inst['file'] = fname = inst_filenames['fullstatic_' +
                                                             str(position)]
                conditions.ALL_INST.add(fname)
                return

        init_script = 'SPAWN_UP <- {}'.format('true' if start_up else 'false')

        if snd_start and snd_stop:
            packing.pack_files(vmf, snd_start, snd_stop, file_type='sound')
            init_script += '; START_SND <- `{}`; STOP_SND <- `{}`'.format(
                snd_start, snd_stop)
        elif snd_start:
            packing.pack_files(vmf, snd_start, file_type='sound')
            init_script += '; START_SND <- `{}`'.format(snd_start)
        elif snd_stop:
            packing.pack_files(vmf, snd_stop, file_type='sound')
            init_script += '; STOP_SND <- `{}`'.format(snd_stop)

        script_ent = vmf.create_ent(
            classname='info_target',
            targetname=conditions.local_name(inst, 'script'),
            vscripts='BEE2/piston/common.nut',
            vscript_init_code=init_script,
            origin=inst['origin'],
        )

        if has_dn_fizz:
            script_ent['thinkfunction'] = 'FizzThink'

        if start_up:
            st_pos, end_pos = max_pos, min_pos
        else:
            st_pos, end_pos = min_pos, max_pos

        script_ent.add_out(
            Output('OnUser1', '!self', 'RunScriptCode', f'moveto({st_pos})'),
            Output('OnUser2', '!self', 'RunScriptCode', f'moveto({end_pos})'),
        )

        origin = Vec.from_str(inst['origin'])
        orient = Matrix.from_angle(Angle.from_str(inst['angles']))
        off = orient.up(128)
        move_ang = off.to_angle()

        # Index -> func_movelinear.
        pistons: dict[int, Entity] = {}

        static_ent = vmf.create_ent('func_brush', origin=origin)

        for pist_ind in [1, 2, 3, 4]:
            pist_ent = inst.copy()
            vmf.add_ent(pist_ent)

            if pist_ind <= min_pos:
                # It's below the lowest position, so it can be static.
                pist_ent['file'] = fname = inst_filenames['static_' +
                                                          str(pist_ind)]
                pist_ent['origin'] = brush_pos = origin + pist_ind * off
                temp_targ = static_ent
            else:
                # It's a moving component.
                pist_ent['file'] = fname = inst_filenames['dynamic_' +
                                                          str(pist_ind)]
                if pist_ind > max_pos:
                    # It's 'after' the highest position, so it never extends.
                    # So simplify by merging those all.
                    # The max pos was evaluated earlier, so this must be set.
                    temp_targ = pistons[max_pos]
                    if start_up:
                        pist_ent['origin'] = brush_pos = origin + max_pos * off
                    else:
                        pist_ent['origin'] = brush_pos = origin + min_pos * off
                    pist_ent.fixup['$parent'] = 'pist' + str(max_pos)
                else:
                    # It's actually a moving piston.
                    if start_up:
                        brush_pos = origin + pist_ind * off
                    else:
                        brush_pos = origin + min_pos * off

                    pist_ent['origin'] = brush_pos
                    pist_ent.fixup['$parent'] = 'pist' + str(pist_ind)

                    pistons[pist_ind] = temp_targ = vmf.create_ent(
                        'func_movelinear',
                        targetname=conditions.local_name(
                            pist_ent, f'pist{pist_ind}'),
                        origin=brush_pos - off,
                        movedir=move_ang,
                        startposition=start_up,
                        movedistance=128,
                        speed=150,
                    )
                    if pist_ind - 1 in pistons:
                        pistons[pist_ind][
                            'parentname'] = conditions.local_name(
                                pist_ent,
                                f'pist{pist_ind - 1}',
                            )

            if fname:
                conditions.ALL_INST.add(fname.casefold())
            else:
                # No actual instance, remove.
                pist_ent.remove()

            temp_result = template_brush.import_template(
                vmf,
                template,
                brush_pos,
                orient,
                force_type=template_brush.TEMP_TYPES.world,
                add_to_map=False,
                additional_visgroups={visgroup_names[pist_ind - 1]},
            )
            temp_targ.solids.extend(temp_result.world)

            template_brush.retexture_template(
                temp_result,
                origin,
                pist_ent.fixup,
                generator=GenCat.PANEL,
            )

        # Associate any set panel with the same entity, if it's present.
        tile_pos = origin - orient.up(128)
        panel: Optional[Panel] = None
        try:
            tiledef = TILES[tile_pos.as_tuple(), off.norm().as_tuple()]
        except KeyError:
            pass
        else:
            for panel in tiledef.panels:
                if panel.same_item(inst):
                    break
            else:  # Checked all of them.
                panel = None

        if panel is not None:
            if panel.brush_ent in vmf.entities and not panel.brush_ent.solids:
                panel.brush_ent.remove()
            panel.brush_ent = pistons[max(pistons.keys())]
            panel.offset = st_pos * off

        if not static_ent.solids and (panel is None
                                      or panel.brush_ent is not static_ent):
            static_ent.remove()

        if snd_loop:
            script_ent['classname'] = 'ambient_generic'
            script_ent['message'] = snd_loop
            script_ent['health'] = 10  # Volume
            script_ent['pitch'] = 100
            script_ent['spawnflags'] = 16  # Start silent, looped.
            script_ent['radius'] = 1024

            if source_ent:
                # Parent is irrelevant for actual entity locations, but it
                # survives for the script to read.
                script_ent['SourceEntityName'] = script_ent[
                    'parentname'] = conditions.local_name(inst, source_ent)
Beispiel #23
0
def res_water_splash(vmf: VMF, inst: Entity, res: Property) -> None:
    """Creates splashes when something goes in and out of water.

    Arguments:

    - `parent`: The name of the parent entity.
    - `name`: The name given to the env_splash.
    - `scale`: The size of the effect (8 by default).
    - `position`: The offset position to place the entity.
    - `position2`: The offset to which the entity will move.
    - `type`: Use certain fixup values to calculate pos2 instead:
       `piston_1`/`2`/`3`/`4`: Use `$bottom_level` and `$top_level` as offsets.
       `track_platform`: Use `$travel_direction`, `$travel_distance`, etc.
    - `fast_check`: Check faster for movement. Needed for items which
      move quickly.
    """
    (
        name,
        parent,
        scale,
        pos1,
        pos2,
        calc_type,
        fast_check,
    ) = res.value  # type: str, str, float, Vec, Vec, str, str

    pos1 = pos1.copy()
    splash_pos = pos1.copy()

    if calc_type == 'track_platform':
        lin_off = srctools.conv_int(inst.fixup['$travel_distance'])
        travel_ang = Angle.from_str(inst.fixup['$travel_direction'])
        start_pos = srctools.conv_float(inst.fixup['$starting_position'])
        if start_pos:
            start_pos = round(start_pos * lin_off)
            pos1 += Vec(x=-start_pos) @ travel_ang

        pos2 = Vec(x=lin_off) @ travel_ang + pos1
    elif calc_type.startswith('piston'):
        # Use piston-platform offsetting.
        # The number is the highest offset to move to.
        max_pist = srctools.conv_int(calc_type.split('_', 2)[1], 4)
        bottom_pos = srctools.conv_int(inst.fixup['$bottom_level'])
        top_pos = min(srctools.conv_int(inst.fixup['$top_level']), max_pist)

        pos2 = pos1.copy()
        pos1 += Vec(z=128 * bottom_pos)
        pos2 += Vec(z=128 * top_pos)
        LOGGER.info('Bottom: {}, top: {}', bottom_pos, top_pos)
    else:
        # Directly from the given value.
        pos2 = Vec.from_str(conditions.resolve_value(inst, pos2))

    origin = Vec.from_str(inst['origin'])
    angles = Angle.from_str(inst['angles'])
    splash_pos.localise(origin, angles)
    pos1.localise(origin, angles)
    pos2.localise(origin, angles)

    # Since it's a straight line and you can't go through walls,
    # if pos1 and pos2 aren't in goo we aren't ever in goo.

    check_pos = [pos1, pos2]

    if pos1.z < origin.z:
        # If embedding in the floor, the positions can both be below the
        # actual surface. In that case check the origin too.
        check_pos.append(Vec(pos1.x, pos1.y, origin.z))

    if pos1.z == pos2.z:
        # Flat - this won't do anything...
        return

    for pos in check_pos:
        grid_pos = pos // 128 * 128
        grid_pos += (64, 64, 64)

        block = BLOCK_POS['world':pos]
        if block.is_goo:
            break
    else:
        return  # Not in goo at all

    water_pos = grid_pos + (0, 0, 32)

    # Check if both positions are above or below the water..
    # that means it won't ever trigger.
    if max(pos1.z, pos2.z) < water_pos.z - 8:
        return
    if min(pos1.z, pos2.z) > water_pos.z + 8:
        return

    # Pass along the water_pos encoded into the targetname.
    # Restrict the number of characters to allow direct slicing
    # in the script.
    enc_data = '_{:09.3f}{}'.format(
        water_pos.z + 12,
        'f' if fast_check else 's',
    )

    vmf.create_ent(
        classname='env_splash',
        targetname=conditions.local_name(inst, name) + enc_data,
        parentname=conditions.local_name(inst, parent),
        origin=splash_pos + (0, 0, 16),
        scale=scale,
        vscripts='BEE2/water_splash.nut',
        thinkfunction='Think',
        spawnflags='1',  # Trace downward to water surface.
    )
Beispiel #24
0
def res_resizeable_trigger(vmf: VMF, res: Property):
    """Replace two markers with a trigger brush.

    This is run once to affect all of an item.
    Options:

    * `markerInst`: <ITEM_ID:1,2> value referencing the marker instances, or a filename.
    * `markerItem`: The item's ID
    * `previewConf`: A item config which enables/disables the preview overlay.
    * `previewInst`: An instance to place at the marker location in preview mode.
        This should contain checkmarks to display the value when testing.
    * `previewMat`: If set, the material to use for an overlay func_brush.
        The brush will be parented to the trigger, so it vanishes once killed.
        It is also non-solid.
    * `previewScale`: The scale for the func_brush materials.
    * `previewActivate`, `previewDeactivate`: The VMF output to turn the
        previewInst on and off.
    * `triggerActivate, triggerDeactivate`: The `instance:name;Output`
        outputs used when the trigger turns on or off.
    * `coopVar`: The instance variable which enables detecting both Coop players.
        The trigger will be a trigger_playerteam.
    * `coopActivate, coopDeactivate`: The `instance:name;Output` outputs used
        when coopVar is enabled. These should be suitable for a logic_coop_manager.
    * `coopOnce`: If true, kill the manager after it first activates.
    * `keys`: A block of keyvalues for the trigger brush. Origin and targetname
        will be set automatically.
    * `localkeys`: The same as above, except values will be changed to use
        instance-local names.
    """
    marker = instanceLocs.resolve(res['markerInst'])

    marker_names = set()

    inst = None
    for inst in vmf.by_class['func_instance']:
        if inst['file'].casefold() in marker:
            marker_names.add(inst['targetname'])
            # Unconditionally delete from the map, so it doesn't
            # appear even if placed wrongly.
            inst.remove()
    del inst  # Make sure we don't use this later.

    if not marker_names:  # No markers in the map - abort
        return RES_EXHAUSTED

    item_id = res['markerItem']

    # Synthesise the connection config used for the final trigger.
    conn_conf_sp = connections.Config(
        id=item_id + ':TRIGGER',
        output_act=Output.parse_name(res['triggerActivate',
                                         'OnStartTouchAll']),
        output_deact=Output.parse_name(res['triggerDeactivate',
                                           'OnEndTouchAll']),
    )

    # For Coop, we add a logic_coop_manager in the mix so both players can
    # be handled.
    try:
        coop_var = res['coopVar']
    except LookupError:
        coop_var = conn_conf_coop = None
        coop_only_once = False
    else:
        coop_only_once = res.bool('coopOnce')
        conn_conf_coop = connections.Config(
            id=item_id + ':TRIGGER',
            output_act=Output.parse_name(res['coopActivate',
                                             'OnChangeToAllTrue']),
            output_deact=Output.parse_name(res['coopDeactivate',
                                               'OnChangeToAnyFalse']),
        )

    # Display preview overlays if it's preview mode, and the config is true
    pre_act = pre_deact = None
    if vbsp.IS_PREVIEW and options.get_itemconf(res['previewConf', ''], False):
        preview_mat = res['previewMat', '']
        preview_inst_file = res['previewInst', '']
        preview_scale = res.float('previewScale', 0.25)
        # None if not found.
        with suppress(LookupError):
            pre_act = Output.parse(res.find_key('previewActivate'))
        with suppress(LookupError):
            pre_deact = Output.parse(res.find_key('previewDeactivate'))
    else:
        # Deactivate the preview_ options when publishing.
        preview_mat = preview_inst_file = ''
        preview_scale = 0.25

    # Now go through each brush.
    # We do while + pop to allow removing both names each loop through.
    todo_names = set(marker_names)
    while todo_names:
        targ = todo_names.pop()

        mark1 = connections.ITEMS.pop(targ)
        for conn in mark1.outputs:
            if conn.to_item.name in marker_names:
                mark2 = conn.to_item
                conn.remove()  # Delete this connection.
                todo_names.discard(mark2.name)
                del connections.ITEMS[mark2.name]
                break
        else:
            if not mark1.inputs:
                # If the item doesn't have any connections, 'connect'
                # it to itself so we'll generate a 1-block trigger.
                mark2 = mark1
            else:
                # It's a marker with an input, the other in the pair
                # will handle everything.
                # But reinstate it in ITEMS.
                connections.ITEMS[targ] = mark1
                continue

        inst1 = mark1.inst
        inst2 = mark2.inst

        is_coop = coop_var is not None and vbsp.GAME_MODE == 'COOP' and (
            inst1.fixup.bool(coop_var) or inst2.fixup.bool(coop_var))

        bbox_min, bbox_max = Vec.bbox(Vec.from_str(inst1['origin']),
                                      Vec.from_str(inst2['origin']))
        origin = (bbox_max + bbox_min) / 2

        # Extend to the edge of the blocks.
        bbox_min -= 64
        bbox_max += 64

        out_ent = trig_ent = vmf.create_ent(
            classname='trigger_multiple',  # Default
            targetname=targ,
            origin=options.get(Vec, "global_ents_loc"),
            angles='0 0 0',
        )
        trig_ent.solids = [
            vmf.make_prism(
                bbox_min,
                bbox_max,
                mat=consts.Tools.TRIGGER,
            ).solid,
        ]

        # Use 'keys' and 'localkeys' blocks to set all the other keyvalues.
        conditions.set_ent_keys(trig_ent, inst1, res)

        if is_coop:
            trig_ent['spawnflags'] = '1'  # Clients
            trig_ent['classname'] = 'trigger_playerteam'

            out_ent = manager = vmf.create_ent(
                classname='logic_coop_manager',
                targetname=conditions.local_name(inst1, 'man'),
                origin=origin,
            )

            item = connections.Item(
                out_ent,
                conn_conf_coop,
                ant_floor_style=mark1.ant_floor_style,
                ant_wall_style=mark1.ant_wall_style,
            )

            if coop_only_once:
                # Kill all the ents when both players are present.
                manager.add_out(
                    Output('OnChangeToAllTrue', manager, 'Kill'),
                    Output('OnChangeToAllTrue', targ, 'Kill'),
                )
            trig_ent.add_out(
                Output('OnStartTouchBluePlayer', manager, 'SetStateATrue'),
                Output('OnStartTouchOrangePlayer', manager, 'SetStateBTrue'),
                Output('OnEndTouchBluePlayer', manager, 'SetStateAFalse'),
                Output('OnEndTouchOrangePlayer', manager, 'SetStateBFalse'),
            )
        else:
            item = connections.Item(
                trig_ent,
                conn_conf_sp,
                ant_floor_style=mark1.ant_floor_style,
                ant_wall_style=mark1.ant_wall_style,
            )

        # Register, and copy over all the antlines.
        connections.ITEMS[item.name] = item
        item.ind_panels = mark1.ind_panels | mark2.ind_panels
        item.antlines = mark1.antlines | mark2.antlines
        item.shape_signs = mark1.shape_signs + mark2.shape_signs

        if preview_mat:
            preview_brush = vmf.create_ent(
                classname='func_brush',
                parentname=targ,
                origin=origin,
                Solidity='1',  # Not solid
                drawinfastreflection='1',  # Draw in goo..

                # Disable shadows and lighting..
                disableflashlight='1',
                disablereceiveshadows='1',
                disableshadowdepth='1',
                disableshadows='1',
            )
            preview_brush.solids = [
                # Make it slightly smaller, so it doesn't z-fight with surfaces.
                vmf.make_prism(
                    bbox_min + 0.5,
                    bbox_max - 0.5,
                    mat=preview_mat,
                ).solid,
            ]
            for face in preview_brush.sides():
                face.scale = preview_scale

        if preview_inst_file:
            pre_inst = vmf.create_ent(
                classname='func_instance',
                targetname=targ + '_preview',
                file=preview_inst_file,
                # Put it at the second marker, since that's usually
                # closest to antlines if present.
                origin=inst2['origin'],
            )

            if pre_act is not None:
                out = pre_act.copy()
                out.inst_out, out.output = item.output_act()
                out.target = conditions.local_name(pre_inst, out.target)
                out_ent.add_out(out)
            if pre_deact is not None:
                out = pre_deact.copy()
                out.inst_out, out.output = item.output_deact()
                out.target = conditions.local_name(pre_inst, out.target)
                out_ent.add_out(out)

        for conn in mark1.outputs | mark2.outputs:
            conn.from_item = item

    return RES_EXHAUSTED