Example #1
0
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)
Example #2
0
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)
Example #3
0
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,
        ))
Example #4
0
def do_item_optimisation(vmf: VMF):
    """Optimise redundant logic items."""
    needs_global_toggle = False

    for item in list(ITEMS.values()):
        # We can't remove items that have functionality, or don't have IO.
        if item.item_type is None or not item.item_type.input_type.is_logic:
            continue

        prim_inverted = conv_bool(
            conditions.resolve_value(
                item.inst,
                item.item_type.invert_var,
            ))

        sec_inverted = conv_bool(
            conditions.resolve_value(
                item.inst,
                item.item_type.sec_invert_var,
            ))

        # Don't optimise if inverted.
        if prim_inverted or sec_inverted:
            continue
        inp_count = len(item.inputs)
        if inp_count == 0:
            # Totally useless, remove.
            # We just leave the panel entities, and tie all the antlines
            # to the same toggle.
            needs_global_toggle = True
            for ent in item.antlines:
                ent['targetname'] = '_static_ind'

            del ITEMS[item.name]
            item.inst.remove()
        elif inp_count == 1:
            # Only one input, so AND or OR are useless.
            # Transfer input item to point to the output(s).
            collapse_item(item)

    # The antlines need a toggle entity, otherwise they'll copy random other
    # overlays.
    if needs_global_toggle:
        vmf.create_ent(
            classname='env_texturetoggle',
            origin=vbsp_options.get(Vec, 'global_ents_loc'),
            targetname='_static_ind_tog',
            target='_static_ind',
        )
Example #5
0
def flag_instvar(inst: Entity, flag: Property):
    """Checks if the $replace value matches the given value.

    The flag value follows the form `$start_enabled == 1`, with or without
    the `$`.
    The operator can be any of `=`, `==`, `<`, `>`, `<=`, `>=`, `!=`.
    If omitted, the operation is assumed to be `==`.
    If only the variable name is present, it is tested as a boolean flag.
    """
    values = flag.value.split(' ', 3)
    if len(values) == 3:
        variable, op, comp_val = values
        value = inst.fixup[variable]
        comp_val = conditions.resolve_value(inst, comp_val)
        try:
            # Convert to floats if possible, otherwise handle both as strings.
            # That ensures we normalise different number formats (1 vs 1.0)
            comp_val, value = float(comp_val), float(value)
        except ValueError:
            pass
        return INSTVAR_COMP.get(op, operator.eq)(value, comp_val)
    elif len(values) == 2:
        variable, value = values
        return inst.fixup[variable] == value
    else:
        # For just a name.
        return inst.fixup.bool(flag.value)
Example #6
0
def flag_instvar(inst: Entity, flag: Property):
    """Checks if the $replace value matches the given value.

    The flag value follows the form `$start_enabled == 1`, with or without
    the `$`.
    The operator can be any of `=`, `==`, `<`, `>`, `<=`, `>=`, `!=`.
    If omitted, the operation is assumed to be `==`.
    If only the variable name is present, it is tested as a boolean flag.
    """
    values = flag.value.split(' ', 3)
    if len(values) == 3:
        variable, op, comp_val = values
        value = inst.fixup[variable]
        comp_val = conditions.resolve_value(inst, comp_val)
        try:
            # Convert to floats if possible, otherwise handle both as strings.
            # That ensures we normalise different number formats (1 vs 1.0)
            comp_val, value = float(comp_val), float(value)
        except ValueError:
            pass
        return INSTVAR_COMP.get(op, operator.eq)(value, comp_val)
    elif len(values) == 2:
        variable, value = values
        return inst.fixup[variable] == value
    else:
        # For just a name.
        return inst.fixup.bool(flag.value)
Example #7
0
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

    LOGGER.info('Conn: {}', res.value)

    if out_type in ('activate', 'deactivate'):
        try:
            connection = CONNECTIONS[out_id]
        except KeyError:
            LOGGER.warning('"{}" has no connections!', out_id)
            return
        if out_type[0] == 'a':
            inst_out, output = connection.out_act
        else:
            inst_out, output = connection.out_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)),
            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,
        ))
Example #8
0
def res_set_inst_var(inst: Entity, res: Property):
    """Set an instance variable to the given value.

    Values follow the format `$start_enabled 1`, with or without the `$`.
    `$out $in` will copy the value of `$in` into `$out`.
    """
    var_name, val = res.value.split(' ', 1)
    inst.fixup[var_name] = conditions.resolve_value(inst, val)
Example #9
0
def res_set_inst_var(inst: Entity, res: Property):
    """Set an instance variable to the given value.

    Values follow the format `$start_enabled 1`, with or without the `$`.
    `$out $in` will copy the value of `$in` into `$out`.
    """
    var_name, val = res.value.split(' ', 1)
    inst.fixup[var_name] = conditions.resolve_value(inst, val)
Example #10
0
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

    LOGGER.info('Conn: {}', res.value)

    if out_type in ('activate', 'deactivate'):
        try:
            connection = CONNECTIONS[out_id]
        except KeyError:
            LOGGER.warning('"{}" has no connections!', out_id)
            return
        if out_type[0] == 'a':
            inst_out, output = connection.out_act
        else:
            inst_out, output = connection.out_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)),
        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,
    ))
Example #11
0
def res_add_output(inst: VLib.Entity, res: Property):
    """Add an output from an instance to a global name.

    Values:
    - 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
    """
    (
        output,
        targ,
        input_name,
        parm,
        delay,
        times,
        inst_in,
        inst_out,
    ) = res.value

    inst.add_out(VLib.Output(
        resolve_value(inst, output),
        resolve_value(inst, targ),
        resolve_value(inst, input_name),
        resolve_value(inst, parm),
        resolve_value(inst, delay),
        times=times,
        inst_out=resolve_value(inst, inst_out),
        inst_in=resolve_value(inst, inst_in),
    ))
def res_global_input(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.
        - "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.
    """
    name, inp_name, inp_command, output, delay, param, target = res.value

    if name is not None:
        name = conditions.resolve_value(inst, name)
    if target is not None:
        target = conditions.resolve_value(inst, target)

    try:
        glob_ent = GLOBAL_INPUT_ENTS[name]
    except KeyError:
        if name is None:
            glob_ent = GLOBAL_INPUT_ENTS[None] = inst.map.create_ent(
                classname='logic_auto',
                origin=inst['origin'],
            )
        else:
            glob_ent = GLOBAL_INPUT_ENTS[name] = inst.map.create_ent(
                classname='logic_relay',
                targetname=name,
                origin=inst['origin'],
            )

    out = Output(
        out=('OnMapSpawn' if name is None else output),
        targ=(conditions.local_name(inst, target)
              if target else inst['targetname']),
        inp=inp_command,
        inst_in=inp_name,
        delay=delay,
        param=conditions.resolve_value(inst, param),
    )
    glob_ent.add_out(out)
Example #13
0
def global_input(
    inst: Entity,
    command: str,
    proxy_name: str = None,
    relay_name: str = None,
    relay_out: str = 'OnTrigger',
    target: str = None,
    param='',
    delay=0.0,
):
    """Create a global input."""

    if relay_name is not None:
        relay_name = conditions.resolve_value(inst, relay_name)
    if target is not None:
        target = conditions.resolve_value(inst, target)

    try:
        glob_ent = GLOBAL_INPUT_ENTS[relay_name]
    except KeyError:
        if relay_name is None:
            glob_ent = GLOBAL_INPUT_ENTS[None] = inst.map.create_ent(
                classname='logic_auto',
                origin=inst['origin'],
            )
        else:
            glob_ent = GLOBAL_INPUT_ENTS[relay_name] = inst.map.create_ent(
                classname='logic_relay',
                targetname=relay_name,
                origin=inst['origin'],
            )

    out = Output(
        out=('OnMapSpawn' if relay_name is None else relay_out),
        targ=(conditions.local_name(inst, target)
              if target else inst['targetname']),
        inp=command,
        inst_in=proxy_name,
        delay=delay,
        param=conditions.resolve_value(inst, param),
    )
    glob_ent.add_out(out)
Example #14
0
def res_script_var(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(
        inst,
        command='RunScriptCode',
        target=conditions.local_name(inst, res['name']),
        param='{} <- {}'.format(
            res['var'],
            conditions.resolve_value(inst, res['value']),
        ),
    )
Example #15
0
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, res['name']),
            'RunScriptCode',
            param='{} <- {}'.format(
                res['var'],
                conditions.resolve_value(inst, res['value']),
            ),
        ),
    )
Example #16
0
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, res['name']),
            'RunScriptCode',
            param='{} <- {}'.format(
                res['var'],
                conditions.resolve_value(inst, res['value']),
            ),
        ),
    )
Example #17
0
def flag_offset_distance(inst: Entity, flag: Property) -> bool:
    """Check if the given instance is in an offset position.

    This computes the distance between the instance location and the center
    of the voxel.
    The value can be the distance for an exact check, '< x', '> $var', etc.
    """
    origin = Vec.from_str(inst['origin'])
    grid_pos = origin // 128 * 128 + 64
    offset = (origin - grid_pos).mag()

    try:
        op, comp_val = flag.value.split()
    except ValueError:
        # A single value.
        op = '='
        comp_val = flag.value

    try:
        value = float(conditions.resolve_value(inst, comp_val))
    except ValueError:
        return False

    return INSTVAR_COMP.get(op, operator.eq)(offset, value)
Example #18
0
def res_add_overlay_inst(inst: Entity, res: Property):
    """Add another instance on top of this one.

    If a single value, this sets only the filename.
    Values:
        `file`: The filename.
        `fixup_style`: The Fixup style for the instance. '0' (default) is
            Prefix, '1' is Suffix, and '2' is None.
        `copy_fixup`: If true, all the $replace values from the original
            instance will be copied over.
        `move_outputs`: If true, outputs will be moved to this instance.
        `offset`: The offset (relative to the base) that the instance
            will be placed. Can be set to '<piston_top>' and
            '<piston_bottom>' to offset based on the configuration.
            '<piston_start>' will set it to the starting position, and
            '<piston_end>' will set it to the ending position.
            of piston platform handles.
        `angles`: If set, overrides the base instance angles. This does
            not affect the offset property.
        `fixup`/`localfixup`: Keyvalues in this block will be copied to the
            overlay entity.
            If the value starts with $, the variable will be copied over.
            If this is present, copy_fixup will be disabled.
    """

    if not res.has_children():
        # Use all the defaults.
        res = Property('AddOverlay', [Property('File', res.value)])

    angle = res['angles', inst['angles', '0 0 0']]

    orig_name = conditions.resolve_value(inst, res['file', ''])
    filename = instanceLocs.resolve_one(orig_name)

    if not filename:
        if not res.bool('silentLookup'):
            LOGGER.warning('Bad filename for "{}" when adding overlay!',
                           orig_name)
        # Don't bother making a overlay which will be deleted.
        return

    overlay_inst = vbsp.VMF.create_ent(
        classname='func_instance',
        targetname=inst['targetname', ''],
        file=filename,
        angles=angle,
        origin=inst['origin'],
        fixup_style=res['fixup_style', '0'],
    )
    # Don't run if the fixup block exists..
    if srctools.conv_bool(res['copy_fixup', '1']):
        if 'fixup' not in res and 'localfixup' not in res:
            # Copy the fixup values across from the original instance
            for fixup, value in inst.fixup.items():
                overlay_inst.fixup[fixup] = value

    conditions.set_ent_keys(overlay_inst.fixup, inst, res, 'fixup')

    if res.bool('move_outputs', False):
        overlay_inst.outputs = inst.outputs
        inst.outputs = []

    if 'offset' in res:
        overlay_inst['origin'] = conditions.resolve_offset(inst, res['offset'])

    return overlay_inst
Example #19
0
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 = {}  # type: Dict[str, 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 = {}  # type: Dict[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 = {}  # type: Dict[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
Example #20
0
def res_add_overlay_inst(inst: Entity, res: Property):
    """Add another instance on top of this one.

    Values:
        File: The filename.
        Fixup Style: The Fixup style for the instance. '0' (default) is
            Prefix, '1' is Suffix, and '2' is None.
        Copy_Fixup: If true, all the $replace values from the original
            instance will be copied over.
        move_outputs: If true, outputs will be moved to this instance.
        offset: The offset (relative to the base) that the instance
            will be placed. Can be set to '<piston_top>' and
            '<piston_bottom>' to offset based on the configuration.
            '<piston_start>' will set it to the starting position, and
            '<piston_end>' will set it to the ending position.
            of piston platform handles.
        angles: If set, overrides the base instance angles. This does
            not affect the offset property.
        fixup/localfixup: Keyvalues in this block will be copied to the
            overlay entity.
            If the value starts with $, the variable will be copied over.
            If this is present, copy_fixup will be disabled.
    """

    angle = res["angles", inst["angles", "0 0 0"]]
    overlay_inst = vbsp.VMF.create_ent(
        classname="func_instance",
        targetname=inst["targetname", ""],
        file=resolve_inst(res["file", ""])[0],
        angles=angle,
        origin=inst["origin"],
        fixup_style=res["fixup_style", "0"],
    )
    # Don't run if the fixup block exists..
    if srctools.conv_bool(res["copy_fixup", "1"]):
        if "fixup" not in res and "localfixup" not in res:
            # Copy the fixup values across from the original instance
            for fixup, value in inst.fixup.items():
                overlay_inst.fixup[fixup] = value

    conditions.set_ent_keys(overlay_inst.fixup, inst, res, "fixup")

    if res.bool("move_outputs", False):
        overlay_inst.outputs = inst.outputs
        inst.outputs = []

    if "offset" in res:
        folded_off = res["offset"].casefold()
        # Offset the overlay by the given distance
        # Some special placeholder values:
        if folded_off == "<piston_start>":
            if srctools.conv_bool(inst.fixup["$start_up", ""]):
                folded_off = "<piston_top>"
            else:
                folded_off = "<piston_bottom>"
        elif folded_off == "<piston_end>":
            if srctools.conv_bool(inst.fixup["$start_up", ""]):
                folded_off = "<piston_bottom>"
            else:
                folded_off = "<piston_top>"

        if folded_off == "<piston_bottom>":
            offset = Vec(z=srctools.conv_int(inst.fixup["$bottom_level"]) * 128)
        elif folded_off == "<piston_top>":
            offset = Vec(z=srctools.conv_int(inst.fixup["$top_level"], 1) * 128)
        else:
            # Regular vector
            offset = Vec.from_str(conditions.resolve_value(inst, res["offset"]))

        offset.rotate_by_str(inst["angles", "0 0 0"])
        overlay_inst["origin"] = (offset + Vec.from_str(inst["origin"])).join(" ")
    return overlay_inst
Example #21
0
def generate_fizzlers(vmf: VMF):
    """Generates fizzler models and the brushes according to their set types.

    After this is done, fizzler-related conditions will not function correctly.
    However the model instances are now available for modification.
    """
    from vbsp import MAP_RAND_SEED

    for fizz in FIZZLERS.values():
        if fizz.base_inst not in vmf.entities:
            continue  # The fizzler was removed from the map.

        fizz_name = fizz.base_inst['targetname']
        fizz_type = fizz.fizz_type

        # Static versions are only used for fizzlers which start on.
        # Permanently-off fizzlers are kinda useless, so we don't need
        # to bother optimising for it.
        is_static = bool(
            fizz.base_inst.fixup.int('$connectioncount', 0) == 0
            and fizz.base_inst.fixup.bool('$start_enabled', 1))

        pack_list = (fizz.fizz_type.pack_lists_static
                     if is_static else fizz.fizz_type.pack_lists)
        for pack in pack_list:
            packing.pack_list(vmf, pack)

        if fizz_type.inst[FizzInst.BASE, is_static]:
            random.seed('{}_fizz_base_{}'.format(MAP_RAND_SEED, fizz_name))
            fizz.base_inst['file'] = random.choice(
                fizz_type.inst[FizzInst.BASE, is_static])

        if not fizz.emitters:
            LOGGER.warning('No emitters for fizzler "{}"!', fizz_name)
            continue

        # Brush index -> entity for ones that need to merge.
        # template_brush is used for the templated one.
        single_brushes = {}  # type: Dict[FizzlerBrush, Entity]

        if fizz_type.temp_max or fizz_type.temp_min:
            template_brush_ent = vmf.create_ent(
                classname='func_brush',
                origin=fizz.base_inst['origin'],
            )
            conditions.set_ent_keys(
                template_brush_ent,
                fizz.base_inst,
                fizz_type.temp_brush_keys,
            )
        else:
            template_brush_ent = None

        up_dir = fizz.up_axis
        forward = (fizz.emitters[0][1] - fizz.emitters[0][0]).norm()

        min_angles = FIZZ_ANGLES[forward.as_tuple(), up_dir.as_tuple()]
        max_angles = FIZZ_ANGLES[(-forward).as_tuple(), up_dir.as_tuple()]

        model_min = (fizz_type.inst[FizzInst.PAIR_MIN, is_static]
                     or fizz_type.inst[FizzInst.ALL, is_static])
        model_max = (fizz_type.inst[FizzInst.PAIR_MAX, is_static]
                     or fizz_type.inst[FizzInst.ALL, is_static])

        if not model_min or not model_max:
            raise ValueError(
                'No model specified for one side of "{}"'
                ' fizzlers'.format(fizz_type.id), )

        # Define a function to do the model names.
        model_index = 0
        if fizz_type.model_naming is ModelName.SAME:

            def get_model_name(ind):
                """Give every emitter the base's name."""
                return fizz_name
        elif fizz_type.model_naming is ModelName.LOCAL:

            def get_model_name(ind):
                """Give every emitter a name local to the base."""
                return fizz_name + '-' + fizz_type.model_name
        elif fizz_type.model_naming is ModelName.PAIRED:

            def get_model_name(ind):
                """Give each pair of emitters the same unique name."""
                return '{}-{}{:02}'.format(
                    fizz_name,
                    fizz_type.model_name,
                    ind,
                )
        elif fizz_type.model_naming is ModelName.UNIQUE:

            def get_model_name(ind):
                """Give every model a unique name."""
                nonlocal model_index
                model_index += 1
                return '{}-{}{:02}'.format(
                    fizz_name,
                    fizz_type.model_name,
                    model_index,
                )
        else:
            raise ValueError('Bad ModelName?')

        # Generate env_beam pairs.
        for beam in fizz_type.beams:
            beam_template = Entity(vmf)
            conditions.set_ent_keys(beam_template, fizz.base_inst, beam.keys)
            beam_template['classname'] = 'env_beam'
            del beam_template[
                'LightningEnd']  # Don't allow users to set end pos.
            name = beam_template['targetname'] + '_'

            counter = 1
            for seg_min, seg_max in fizz.emitters:
                for offset in beam.offset:  # type: Vec
                    min_off = offset.copy()
                    max_off = offset.copy()
                    min_off.localise(seg_min, min_angles)
                    max_off.localise(seg_max, max_angles)
                    beam_ent = beam_template.copy()
                    vmf.add_ent(beam_ent)

                    # Allow randomising speed and direction.
                    if 0 < beam.speed_min < beam.speed_max:
                        random.seed('{}{}{}'.format(MAP_RAND_SEED, min_off,
                                                    max_off))
                        beam_ent['TextureScroll'] = random.randint(
                            beam.speed_min, beam.speed_max)
                        if random.choice((False, True)):
                            # Flip to reverse direction.
                            min_off, max_off = max_off, min_off

                    beam_ent['origin'] = min_off
                    beam_ent['LightningStart'] = beam_ent['targetname'] = (
                        name + str(counter))
                    counter += 1
                    beam_ent['targetpoint'] = max_off

        mat_mod_tex = {}  # type: Dict[FizzlerBrush, Set[str]]
        for brush_type in fizz_type.brushes:
            if brush_type.mat_mod_var is not None:
                mat_mod_tex[brush_type] = set()

        # Record the data for trigger hurts so flinch triggers can match them.
        trigger_hurt_name = ''
        trigger_hurt_start_disabled = '0'

        for seg_ind, (seg_min, seg_max) in enumerate(fizz.emitters, start=1):
            length = (seg_max - seg_min).mag()
            random.seed('{}_fizz_{}'.format(MAP_RAND_SEED, seg_min))
            if length == 128 and fizz_type.inst[FizzInst.PAIR_SINGLE,
                                                is_static]:
                min_inst = vmf.create_ent(
                    targetname=get_model_name(seg_ind),
                    classname='func_instance',
                    file=random.choice(fizz_type.inst[FizzInst.PAIR_SINGLE,
                                                      is_static]),
                    origin=(seg_min + seg_max) / 2,
                    angles=min_angles,
                )
            else:
                # Both side models.
                min_inst = vmf.create_ent(
                    targetname=get_model_name(seg_ind),
                    classname='func_instance',
                    file=random.choice(model_min),
                    origin=seg_min,
                    angles=min_angles,
                )
                random.seed('{}_fizz_{}'.format(MAP_RAND_SEED, seg_max))
                max_inst = vmf.create_ent(
                    targetname=get_model_name(seg_ind),
                    classname='func_instance',
                    file=random.choice(model_max),
                    origin=seg_max,
                    angles=max_angles,
                )
                max_inst.fixup.update(fizz.base_inst.fixup)
            min_inst.fixup.update(fizz.base_inst.fixup)

            if fizz_type.inst[FizzInst.GRID, is_static]:
                # Generate one instance for each position.

                # Go 64 from each side, and always have at least 1 section
                # A 128 gap will have length = 0
                for ind, dist in enumerate(range(64, round(length) - 63, 128)):
                    mid_pos = seg_min + forward * dist
                    random.seed('{}_fizz_mid_{}'.format(
                        MAP_RAND_SEED, mid_pos))
                    mid_inst = vmf.create_ent(
                        classname='func_instance',
                        targetname=fizz_name,
                        angles=min_angles,
                        file=random.choice(fizz_type.inst[FizzInst.GRID,
                                                          is_static]),
                        origin=mid_pos,
                    )
                    mid_inst.fixup.update(fizz.base_inst.fixup)

            if template_brush_ent is not None:
                if length == 128 and fizz_type.temp_single:
                    temp = template_brush.import_template(
                        fizz_type.temp_single,
                        (seg_min + seg_max) / 2,
                        min_angles,
                        force_type=template_brush.TEMP_TYPES.world,
                        add_to_map=False,
                    )
                    template_brush_ent.solids.extend(temp.world)
                else:
                    if fizz_type.temp_min:
                        temp = template_brush.import_template(
                            fizz_type.temp_min,
                            seg_min,
                            min_angles,
                            force_type=template_brush.TEMP_TYPES.world,
                            add_to_map=False,
                        )
                        template_brush_ent.solids.extend(temp.world)
                    if fizz_type.temp_max:
                        temp = template_brush.import_template(
                            fizz_type.temp_max,
                            seg_max,
                            max_angles,
                            force_type=template_brush.TEMP_TYPES.world,
                            add_to_map=False,
                        )
                        template_brush_ent.solids.extend(temp.world)

            # Generate the brushes.
            for brush_type in fizz_type.brushes:
                brush_ent = None
                # If singular, we reuse the same brush ent for all the segments.
                if brush_type.singular:
                    brush_ent = single_brushes.get(brush_type, None)

                # Non-singular or not generated yet - make the entity.
                if brush_ent is None:
                    brush_ent = vmf.create_ent(classname='func_brush')

                    for key_name, key_value in brush_type.keys.items():
                        brush_ent[key_name] = conditions.resolve_value(
                            fizz.base_inst, key_value)

                    for key_name, key_value in brush_type.local_keys.items():
                        brush_ent[key_name] = conditions.local_name(
                            fizz.base_inst,
                            conditions.resolve_value(
                                fizz.base_inst,
                                key_value,
                            ))

                    brush_ent['targetname'] = conditions.local_name(
                        fizz.base_inst,
                        brush_type.name,
                    )
                    # Set this to the center, to make sure it's not going to leak.
                    brush_ent['origin'] = (seg_min + seg_max) / 2

                    # For fizzlers flat on the floor/ceiling, scanlines look
                    # useless. Turn them off.
                    if 'usescanline' in brush_ent and fizz.normal().z:
                        brush_ent['UseScanline'] = 0

                    if brush_ent['classname'] == 'trigger_hurt':
                        trigger_hurt_name = brush_ent['targetname']
                        trigger_hurt_start_disabled = brush_ent[
                            'startdisabled']

                    if brush_type.set_axis_var:
                        brush_ent['vscript_init_code'] = (
                            'axis <- `{}`;'.format(fizz.normal().axis(), ))

                    for out in brush_type.outputs:
                        new_out = out.copy()
                        new_out.target = conditions.local_name(
                            fizz.base_inst,
                            new_out.target,
                        )
                        brush_ent.add_out(new_out)

                    if brush_type.singular:
                        # Record for the next iteration.
                        single_brushes[brush_type] = brush_ent

                # If we have a material_modify_control to generate,
                # we need to parent it to ourselves to restrict it to us
                # only. We also need one for each material, so provide a
                # function to the generator which adds to a set.
                if brush_type.mat_mod_var is not None:
                    used_tex_func = mat_mod_tex[brush_type].add
                else:

                    def used_tex_func(val):
                        """If not, ignore those calls."""
                        return None

                # Generate the brushes and texture them.
                brush_ent.solids.extend(
                    brush_type.generate(
                        vmf,
                        fizz,
                        seg_min,
                        seg_max,
                        used_tex_func,
                    ))

        if trigger_hurt_name:
            fizz.gen_flinch_trigs(
                vmf,
                trigger_hurt_name,
                trigger_hurt_start_disabled,
            )

        # If we have the config, but no templates used anywhere...
        if template_brush_ent is not None and not template_brush_ent.solids:
            template_brush_ent.remove()

        for brush_type, used_tex in mat_mod_tex.items():
            brush_name = conditions.local_name(fizz.base_inst, brush_type.name)
            mat_mod_name = conditions.local_name(fizz.base_inst,
                                                 brush_type.mat_mod_name)
            for off, tex in zip(MATMOD_OFFSETS, sorted(used_tex)):
                pos = off.copy().rotate(*min_angles)
                pos += Vec.from_str(fizz.base_inst['origin'])
                vmf.create_ent(
                    classname='material_modify_control',
                    origin=pos,
                    targetname=mat_mod_name,
                    materialName='materials/' + tex + '.vmt',
                    materialVar=brush_type.mat_mod_var,
                    parentname=brush_name,
                )
Example #22
0
def res_water_splash(vmf: VMF, inst: Entity, res: Property):
    """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, str, str

    pos1 = pos1.copy()  # type: Vec
    splash_pos = pos1.copy()  # type: Vec

    if calc_type == 'track_platform':
        lin_off = srctools.conv_int(inst.fixup['$travel_distance'])
        travel_ang = inst.fixup['$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).rotate_by_str(travel_ang)

        pos2 = Vec(x=lin_off).rotate_by_str(travel_ang)
        pos2 += 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 = Vec.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))

    for pos in check_pos:
        grid_pos = pos // 128 * 128  # type: Vec
        grid_pos += (64, 64, 64)
        try:
            surf = conditions.GOO_LOCS[grid_pos.as_tuple()]
        except KeyError:
            continue
        break
    else:
        return  # Not in goo at all

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

    water_pos = surf.get_origin()

    # Check if both positions are above or below the water..
    # that means it won't ever trigger.
    LOGGER.info('pos1: {}, pos2: {}, water_pos: {}', pos1.z, pos2.z, water_pos.z)
    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.
    )
Example #23
0
def res_add_overlay_inst(inst: Entity, res: Property):
    """Add another instance on top of this one.

    If a single value, this sets only the filename.
    Values:
        `file`: The filename.
        `fixup_style`: The Fixup style for the instance. '0' (default) is
            Prefix, '1' is Suffix, and '2' is None.
        `copy_fixup`: If true, all the $replace values from the original
            instance will be copied over.
        `move_outputs`: If true, outputs will be moved to this instance.
        `offset`: The offset (relative to the base) that the instance
            will be placed. Can be set to '<piston_top>' and
            '<piston_bottom>' to offset based on the configuration.
            '<piston_start>' will set it to the starting position, and
            '<piston_end>' will set it to the ending position.
            of piston platform handles.
        `angles`: If set, overrides the base instance angles. This does
            not affect the offset property.
        `fixup`/`localfixup`: Keyvalues in this block will be copied to the
            overlay entity.
            If the value starts with $, the variable will be copied over.
            If this is present, copy_fixup will be disabled.
    """

    if not res.has_children():
        # Use all the defaults.
        res = Property('AddOverlay', [
            Property('File', res.value)
        ])

    angle = res['angles', inst['angles', '0 0 0']]

    orig_name = conditions.resolve_value(inst, res['file', ''])
    filename = instanceLocs.resolve_one(orig_name)

    if not filename:
        if not res.bool('silentLookup'):
            LOGGER.warning('Bad filename for "{}" when adding overlay!', orig_name)
        # Don't bother making a overlay which will be deleted.
        return

    overlay_inst = vbsp.VMF.create_ent(
        classname='func_instance',
        targetname=inst['targetname', ''],
        file=filename,
        angles=angle,
        origin=inst['origin'],
        fixup_style=res['fixup_style', '0'],
    )
    # Don't run if the fixup block exists..
    if srctools.conv_bool(res['copy_fixup', '1']):
        if 'fixup' not in res and 'localfixup' not in res:
            # Copy the fixup values across from the original instance
            for fixup, value in inst.fixup.items():
                overlay_inst.fixup[fixup] = value

    conditions.set_ent_keys(overlay_inst.fixup, inst, res, 'fixup')

    if res.bool('move_outputs', False):
        overlay_inst.outputs = inst.outputs
        inst.outputs = []

    if 'offset' in res:
        overlay_inst['origin'] = conditions.resolve_offset(inst, res['offset'])

    return overlay_inst
Example #24
0
def res_import_template(inst: Entity, res: Property):
    """Import a template VMF file, retexturing it to match orientation.

    It will be placed overlapping the given instance.  
    Options:  
    - ID: The ID of the template to be inserted. Add visgroups to additionally
            add after a colon, comma-seperated (temp_id:vis1,vis2)
    - 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
            face ID.
    - replaceBrush: The position of a brush to replace (0 0 0=the surface).
            This brush will be removed, and overlays will be fixed to use
            all faces with the same normal. Can alternately be a block:
            - Pos: The position to replace.
            - additionalIDs: Space-separated list of face IDs in the template
              to also fix for overlays. The surface should have close to a
              vertical normal, to prevent rescaling the overlay.
            - removeBrush: If true, the original brush will not be removed.
            - transferOverlay: Allow disabling transferring overlays to this
              template. The IDs will be removed instead. (This can be an instvar).
    - 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. If 'none' (default),
            they are ignored. If 'choose', one is chosen. If a number, that
            is the percentage chance for each visgroup to be added.
    - visgroup_force_var: If set and True, visgroup is ignored and all groups
            are added.
    - outputs: Add outputs to the brush ent. Syntax is like VMFs, and all names
            are local to the instance.
    """
    (
        orig_temp_id,
        replace_tex,
        force_colour,
        force_grid,
        force_type,
        replace_brush_pos,
        rem_replace_brush,
        transfer_overlays,
        additional_replace_ids,
        invert_var,
        color_var,
        visgroup_func,
        visgroup_force_var,
        key_block,
        outputs,
    ) = res.value

    if ':' in orig_temp_id:
        # Split, resolve each part, then recombine.
        temp_id, visgroup = orig_temp_id.split(':', 1)
        temp_id = (
            conditions.resolve_value(inst, temp_id) + ':' +
            conditions.resolve_value(inst, visgroup)
        )
    else:
        temp_id = conditions.resolve_value(inst, 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

    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

    if color_var.casefold() == '<editor>':
        # Check traits for the colour it should be.
        traits = instance_traits.get(inst)
        if 'white' in traits:
            force_colour = template_brush.MAT_TYPES.white
        elif 'black' in traits:
            force_colour = template_brush.MAT_TYPES.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 = template_brush.MAT_TYPES.white
        elif color_val == 'black':
            force_colour = template_brush.MAT_TYPES.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 = Vec.from_str(inst['angles', '0 0 0'])
    temp_data = template_brush.import_template(
        template,
        origin,
        angles,
        targetname=inst['targetname', ''],
        force_type=force_type,
        visgroup_choose=visgroup_func,
        add_to_map=True,
        additional_visgroups=visgroups,
    )

    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).rotate(*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)

        # Add it to the list of ignored brushes, so vbsp.change_brush() doesn't
        # modify it.
        vbsp.IGNORED_BRUSH_ENTS.add(temp_data.detail)

    try:
        # This is the original brush the template is replacing. We fix overlay
        # face IDs, so this brush is replaced by the faces in the template
        # pointing
        # the same way.
        if replace_brush_pos is None:
            raise KeyError  # Not set, raise to jump out of the try block

        pos = Vec(replace_brush_pos).rotate(angles.x, angles.y, angles.z)
        pos += origin
        brush_group = SOLIDS[pos.as_tuple()]
    except KeyError:
        # Not set or solid group doesn't exist, skip..
        pass
    else:
        LOGGER.info('IDS: {}', additional_replace_ids | template.overlay_faces)
        conditions.steal_from_brush(
            temp_data,
            brush_group,
            rem_replace_brush,
            map(int, additional_replace_ids | template.overlay_faces),
            conv_bool(conditions.resolve_value(inst, transfer_overlays), True),
        )

    template_brush.retexture_template(
        temp_data,
        origin,
        inst.fixup,
        replace_tex,
        force_colour,
        force_grid,
        # Don't allow clumping if using custom keyvalues - then it won't be edited.
        no_clumping=key_block is not None,
    )
Example #25
0
def add_timer_relay(item: Item, has_sounds: bool):
    """Make a relay to play timer sounds, or fire once the outputs are done."""
    rl_name = item.name + '_timer_rl'

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

    if has_sounds:
        relay['vscripts'] = 'BEE2/timer_sound.nut'

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

    for cmd in item.item_type.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.item_type.timer_sound_pos is not None and has_sounds:
        timer_sound = vbsp_options.get(str, 'timer_sound')
        timer_cc = vbsp_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

        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 out_name, out_cmd in outputs:
            item.inst.add_out(Output(out_cmd, rl_name, cmd, inst_out=out_name))
Example #26
0
def generate_fizzlers(vmf: VMF):
    """Generates fizzler models and the brushes according to their set types.

    After this is done, fizzler-related conditions will not function correctly.
    However the model instances are now available for modification.
    """
    from vbsp import MAP_RAND_SEED

    for fizz in FIZZLERS.values():
        if fizz.base_inst not in vmf.entities:
            continue   # The fizzler was removed from the map.

        fizz_name = fizz.base_inst['targetname']
        fizz_type = fizz.fizz_type

        # Static versions are only used for fizzlers which start on.
        # Permanently-off fizzlers are kinda useless, so we don't need
        # to bother optimising for it.
        is_static = bool(
            fizz.base_inst.fixup.int('$connectioncount', 0) == 0
            and fizz.base_inst.fixup.bool('$start_enabled', 1)
        )

        pack_list = (
            fizz.fizz_type.pack_lists_static
            if is_static else
            fizz.fizz_type.pack_lists
        )
        for pack in pack_list:
            packing.pack_list(vmf, pack)

        if fizz_type.inst[FizzInst.BASE, is_static]:
            random.seed('{}_fizz_base_{}'.format(MAP_RAND_SEED, fizz_name))
            fizz.base_inst['file'] = random.choice(fizz_type.inst[FizzInst.BASE, is_static])

        if not fizz.emitters:
            LOGGER.warning('No emitters for fizzler "{}"!', fizz_name)
            continue

        # Brush index -> entity for ones that need to merge.
        # template_brush is used for the templated one.
        single_brushes = {}  # type: Dict[FizzlerBrush, Entity]

        if fizz_type.temp_max or fizz_type.temp_min:
            template_brush_ent = vmf.create_ent(
                classname='func_brush',
                origin=fizz.base_inst['origin'],
            )
            conditions.set_ent_keys(
                template_brush_ent,
                fizz.base_inst,
                fizz_type.temp_brush_keys,
            )
        else:
            template_brush_ent = None

        up_dir = fizz.up_axis
        forward = (fizz.emitters[0][1] - fizz.emitters[0][0]).norm()

        min_angles = FIZZ_ANGLES[forward.as_tuple(), up_dir.as_tuple()]
        max_angles = FIZZ_ANGLES[(-forward).as_tuple(), up_dir.as_tuple()]

        model_min = (
            fizz_type.inst[FizzInst.PAIR_MIN, is_static]
            or fizz_type.inst[FizzInst.ALL, is_static]
        )
        model_max = (
            fizz_type.inst[FizzInst.PAIR_MAX, is_static]
            or fizz_type.inst[FizzInst.ALL, is_static]
        )

        if not model_min or not model_max:
            raise ValueError(
                'No model specified for one side of "{}"'
                ' fizzlers'.format(fizz_type.id),
            )

        # Define a function to do the model names.
        model_index = 0
        if fizz_type.model_naming is ModelName.SAME:
            def get_model_name(ind):
                """Give every emitter the base's name."""
                return fizz_name
        elif fizz_type.model_naming is ModelName.LOCAL:
            def get_model_name(ind):
                """Give every emitter a name local to the base."""
                return fizz_name + '-' + fizz_type.model_name
        elif fizz_type.model_naming is ModelName.PAIRED:
            def get_model_name(ind):
                """Give each pair of emitters the same unique name."""
                return '{}-{}{:02}'.format(
                    fizz_name,
                    fizz_type.model_name,
                    ind,
                )
        elif fizz_type.model_naming is ModelName.UNIQUE:
            def get_model_name(ind):
                """Give every model a unique name."""
                nonlocal model_index
                model_index += 1
                return '{}-{}{:02}'.format(
                    fizz_name,
                    fizz_type.model_name,
                    model_index,
                )
        else:
            raise ValueError('Bad ModelName?')

        # Generate env_beam pairs.
        for beam in fizz_type.beams:
            beam_template = Entity(vmf)
            conditions.set_ent_keys(beam_template, fizz.base_inst, beam.keys)
            beam_template['classname'] = 'env_beam'
            del beam_template['LightningEnd']  # Don't allow users to set end pos.
            name = beam_template['targetname'] + '_'

            counter = 1
            for seg_min, seg_max in fizz.emitters:
                for offset in beam.offset:  # type: Vec
                    min_off = offset.copy()
                    max_off = offset.copy()
                    min_off.localise(seg_min, min_angles)
                    max_off.localise(seg_max, max_angles)
                    beam_ent = beam_template.copy()
                    vmf.add_ent(beam_ent)

                    # Allow randomising speed and direction.
                    if 0 < beam.speed_min  < beam.speed_max:
                        random.seed('{}{}{}'.format(MAP_RAND_SEED, min_off, max_off))
                        beam_ent['TextureScroll'] = random.randint(beam.speed_min, beam.speed_max)
                        if random.choice((False, True)):
                            # Flip to reverse direction.
                            min_off, max_off = max_off, min_off

                    beam_ent['origin'] = min_off
                    beam_ent['LightningStart'] = beam_ent['targetname'] = (
                        name + str(counter)
                    )
                    counter += 1
                    beam_ent['targetpoint'] = max_off

        # Prepare to copy over instance traits for the emitters.
        fizz_traits = instance_traits.get(fizz.base_inst).copy()
        # Special case, mark emitters that have a custom position for Clean
        # models.
        if fizz.has_cust_position:
            fizz_traits.add('cust_shape')

        mat_mod_tex = {}  # type: Dict[FizzlerBrush, Set[str]]
        for brush_type in fizz_type.brushes:
            if brush_type.mat_mod_var is not None:
                mat_mod_tex[brush_type] = set()

        # Record the data for trigger hurts so flinch triggers can match them.
        trigger_hurt_name = ''
        trigger_hurt_start_disabled = '0'

        for seg_ind, (seg_min, seg_max) in enumerate(fizz.emitters, start=1):
            length = (seg_max - seg_min).mag()
            random.seed('{}_fizz_{}'.format(MAP_RAND_SEED, seg_min))
            if length == 128 and fizz_type.inst[FizzInst.PAIR_SINGLE, is_static]:
                min_inst = vmf.create_ent(
                    targetname=get_model_name(seg_ind),
                    classname='func_instance',
                    file=random.choice(fizz_type.inst[FizzInst.PAIR_SINGLE, is_static]),
                    origin=(seg_min + seg_max)/2,
                    angles=min_angles,
                )
            else:
                # Both side models.
                min_inst = vmf.create_ent(
                    targetname=get_model_name(seg_ind),
                    classname='func_instance',
                    file=random.choice(model_min),
                    origin=seg_min,
                    angles=min_angles,
                )
                random.seed('{}_fizz_{}'.format(MAP_RAND_SEED, seg_max))
                max_inst = vmf.create_ent(
                    targetname=get_model_name(seg_ind),
                    classname='func_instance',
                    file=random.choice(model_max),
                    origin=seg_max,
                    angles=max_angles,
                )
                max_inst.fixup.update(fizz.base_inst.fixup)
                instance_traits.get(max_inst).update(fizz_traits)
            min_inst.fixup.update(fizz.base_inst.fixup)
            instance_traits.get(min_inst).update(fizz_traits)

            if fizz_type.inst[FizzInst.GRID, is_static]:
                # Generate one instance for each position.

                # Go 64 from each side, and always have at least 1 section
                # A 128 gap will have length = 0
                for ind, dist in enumerate(range(64, round(length) - 63, 128)):
                    mid_pos = seg_min + forward * dist
                    random.seed('{}_fizz_mid_{}'.format(MAP_RAND_SEED, mid_pos))
                    mid_inst = vmf.create_ent(
                        classname='func_instance',
                        targetname=fizz_name,
                        angles=min_angles,
                        file=random.choice(fizz_type.inst[FizzInst.GRID, is_static]),
                        origin=mid_pos,
                    )
                    mid_inst.fixup.update(fizz.base_inst.fixup)
                    instance_traits.get(mid_inst).update(fizz_traits)

            if template_brush_ent is not None:
                if length == 128 and fizz_type.temp_single:
                    temp = template_brush.import_template(
                        fizz_type.temp_single,
                        (seg_min + seg_max) / 2,
                        min_angles,
                        force_type=template_brush.TEMP_TYPES.world,
                        add_to_map=False,
                    )
                    template_brush_ent.solids.extend(temp.world)
                else:
                    if fizz_type.temp_min:
                        temp = template_brush.import_template(
                            fizz_type.temp_min,
                            seg_min,
                            min_angles,
                            force_type=template_brush.TEMP_TYPES.world,
                            add_to_map=False,
                        )
                        template_brush_ent.solids.extend(temp.world)
                    if fizz_type.temp_max:
                        temp = template_brush.import_template(
                            fizz_type.temp_max,
                            seg_max,
                            max_angles,
                            force_type=template_brush.TEMP_TYPES.world,
                            add_to_map=False,
                        )
                        template_brush_ent.solids.extend(temp.world)

            # Generate the brushes.
            for brush_type in fizz_type.brushes:
                brush_ent = None
                # If singular, we reuse the same brush ent for all the segments.
                if brush_type.singular:
                    brush_ent = single_brushes.get(brush_type, None)

                # Non-singular or not generated yet - make the entity.
                if brush_ent is None:
                    brush_ent = vmf.create_ent(classname='func_brush')

                    for key_name, key_value in brush_type.keys.items():
                        brush_ent[key_name] = conditions.resolve_value(fizz.base_inst, key_value)

                    for key_name, key_value in brush_type.local_keys.items():
                        brush_ent[key_name] = conditions.local_name(
                            fizz.base_inst, conditions.resolve_value(
                                fizz.base_inst, key_value,
                            )
                        )

                    brush_ent['targetname'] = conditions.local_name(
                        fizz.base_inst, brush_type.name,
                    )
                    # Set this to the center, to make sure it's not going to leak.
                    brush_ent['origin'] = (seg_min + seg_max)/2

                    # For fizzlers flat on the floor/ceiling, scanlines look
                    # useless. Turn them off.
                    if 'usescanline' in brush_ent and fizz.normal().z:
                        brush_ent['UseScanline'] = 0

                    if brush_ent['classname'] == 'trigger_hurt':
                        trigger_hurt_name = brush_ent['targetname']
                        trigger_hurt_start_disabled = brush_ent['startdisabled']

                    if brush_type.set_axis_var:
                        brush_ent['vscript_init_code'] = (
                            'axis <- `{}`;'.format(
                                fizz.normal().axis(),
                            )
                        )

                    for out in brush_type.outputs:
                        new_out = out.copy()
                        new_out.target = conditions.local_name(
                            fizz.base_inst,
                            new_out.target,
                        )
                        brush_ent.add_out(new_out)

                    if brush_type.singular:
                        # Record for the next iteration.
                        single_brushes[brush_type] = brush_ent

                # If we have a material_modify_control to generate,
                # we need to parent it to ourselves to restrict it to us
                # only. We also need one for each material, so provide a
                # function to the generator which adds to a set.
                if brush_type.mat_mod_var is not None:
                    used_tex_func = mat_mod_tex[brush_type].add
                else:
                    def used_tex_func(val):
                        """If not, ignore those calls."""
                        return None

                # Generate the brushes and texture them.
                brush_ent.solids.extend(
                    brush_type.generate(
                        vmf,
                        fizz,
                        seg_min,
                        seg_max,
                        used_tex_func,
                    )
                )

        if trigger_hurt_name:
            fizz.gen_flinch_trigs(
                vmf,
                trigger_hurt_name,
                trigger_hurt_start_disabled,
            )

        # If we have the config, but no templates used anywhere...
        if template_brush_ent is not None and not template_brush_ent.solids:
            template_brush_ent.remove()

        for brush_type, used_tex in mat_mod_tex.items():
            brush_name = conditions.local_name(fizz.base_inst, brush_type.name)
            mat_mod_name = conditions.local_name(fizz.base_inst, brush_type.mat_mod_name)
            for off, tex in zip(MATMOD_OFFSETS, sorted(used_tex)):
                pos = off.copy().rotate(*min_angles)
                pos += Vec.from_str(fizz.base_inst['origin'])
                vmf.create_ent(
                    classname='material_modify_control',
                    origin=pos,
                    targetname=mat_mod_name,
                    materialName='materials/' + tex + '.vmt',
                    materialVar=brush_type.mat_mod_var,
                    parentname=brush_name,
                )
Example #27
0
def res_piston_plat(vmf: VMF, inst: Entity, res: Property) -> None:
    """Generates piston platforms with optimized logic."""
    template: template_brush.Template
    visgroup_names: List[str]
    inst_filenames: Dict[str, str]
    has_dn_fizz: bool
    automatic_var: str
    color_var: str
    source_ent: str
    snd_start: str
    snd_loop: str
    snd_stop: str
    (
        template,
        visgroup_names,
        inst_filenames,
        has_dn_fizz,
        automatic_var,
        color_var,
        source_ent,
        snd_start,
        snd_loop,
        snd_stop,
    ) = res.value

    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, name) for name in 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'] = inst_filenames['fullstatic_' + str(position)]
            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=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',
               'moveto({})'.format(st_pos)),
        Output('OnUser2', '!self', 'RunScriptCode',
               'moveto({})'.format(end_pos)),
    )

    origin = Vec.from_str(inst['origin'])
    angles = Vec.from_str(inst['angles'])
    off = Vec(z=128).rotate(*angles)
    move_ang = off.to_angle()

    # Index -> func_movelinear.
    pistons = {}  # type: 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'] = 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'] = 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.
                # That's before this so it'll have to exist.
                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=local_name(pist_ent, 'pist' + str(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'] = local_name(
                        pist_ent,
                        'pist' + str(pist_ind - 1),
                    )

        if not pist_ent['file']:
            # No actual instance, remove.
            pist_ent.remove()

        temp_result = template_brush.import_template(
            template,
            brush_pos,
            angles,
            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 = Vec(z=-128)
    tile_pos.localise(origin, angles)
    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'] = local_name(inst, source_ent)
Example #28
0
def res_import_template(inst: Entity, res: Property):
    """Import a template VMF file, retexturing it to match orientation.

    It will be placed overlapping the given instance.  
    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
            face ID.
    - `replaceBrush`: The position of a brush to replace (`0 0 0`=the surface).
            This brush will be removed, and overlays will be fixed to use
            all faces with the same normal. Can alternately be a block:

            - `Pos`: The position to replace.
            - `additionalIDs`: Space-separated list of face IDs in the template
              to also fix for overlays. The surface should have close to a
              vertical normal, to prevent rescaling the overlay.
            - `removeBrush`: If true, the original brush will not be removed.
            - `transferOverlay`: Allow disabling transferring overlays to this
              template. The IDs will be removed instead. (This can be a `$fixup`).
    - `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. If `none` (default),
            they are ignored. If `choose`, one is chosen. If a number, that
            is the percentage chance for each visgroup to be added.
    - `visgroup_force_var`: If set and True, visgroup is ignored and all groups
            are added.
    - `outputs`: Add outputs to the brush ent. Syntax is like VMFs, and all names
            are local to the instance.
    """
    (
        orig_temp_id,
        replace_tex,
        force_colour,
        force_grid,
        force_type,
        replace_brush_pos,
        rem_replace_brush,
        transfer_overlays,
        additional_replace_ids,
        invert_var,
        color_var,
        visgroup_func,
        visgroup_force_var,
        key_block,
        outputs,
    ) = res.value

    if ':' in orig_temp_id:
        # Split, resolve each part, then recombine.
        temp_id, visgroup = orig_temp_id.split(':', 1)
        temp_id = (
            conditions.resolve_value(inst, temp_id) + ':' +
            conditions.resolve_value(inst, visgroup)
        )
    else:
        temp_id = conditions.resolve_value(inst, 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

    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

    if color_var.casefold() == '<editor>':
        # Check traits for the colour it should be.
        traits = instance_traits.get(inst)
        if 'white' in traits:
            force_colour = template_brush.MAT_TYPES.white
        elif 'black' in traits:
            force_colour = template_brush.MAT_TYPES.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 = template_brush.MAT_TYPES.white
        elif color_val == 'black':
            force_colour = template_brush.MAT_TYPES.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 = Vec.from_str(inst['angles', '0 0 0'])
    temp_data = template_brush.import_template(
        template,
        origin,
        angles,
        targetname=inst['targetname', ''],
        force_type=force_type,
        visgroup_choose=visgroup_func,
        add_to_map=True,
        additional_visgroups=visgroups,
    )

    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).rotate(*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)

        # Add it to the list of ignored brushes, so vbsp.change_brush() doesn't
        # modify it.
        vbsp.IGNORED_BRUSH_ENTS.add(temp_data.detail)

    try:
        # This is the original brush the template is replacing. We fix overlay
        # face IDs, so this brush is replaced by the faces in the template
        # pointing
        # the same way.
        if replace_brush_pos is None:
            raise KeyError  # Not set, raise to jump out of the try block

        pos = Vec(replace_brush_pos).rotate(angles.x, angles.y, angles.z)
        pos += origin
        brush_group = SOLIDS[pos.as_tuple()]
    except KeyError:
        # Not set or solid group doesn't exist, skip..
        pass
    else:
        LOGGER.info('IDS: {}', additional_replace_ids | template.overlay_faces)
        conditions.steal_from_brush(
            temp_data,
            brush_group,
            rem_replace_brush,
            map(int, additional_replace_ids | template.overlay_faces),
            conv_bool(conditions.resolve_value(inst, transfer_overlays), True),
        )

    template_brush.retexture_template(
        temp_data,
        origin,
        inst.fixup,
        replace_tex,
        force_colour,
        force_grid,
        # Don't allow clumping if using custom keyvalues - then it won't be edited.
        no_clumping=key_block is not None,
    )
Example #29
0
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 = {}  # type: Dict[str, 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 = {}  # type: Dict[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 = {}  # type: Dict[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
Example #30
0
def res_add_overlay_inst(inst: Entity, res: Property):
    """Add another instance on top of this one.

    Values:
        File: The filename.
        Fixup Style: The Fixup style for the instance. '0' (default) is
            Prefix, '1' is Suffix, and '2' is None.
        Copy_Fixup: If true, all the $replace values from the original
            instance will be copied over.
        move_outputs: If true, outputs will be moved to this instance.
        offset: The offset (relative to the base) that the instance
            will be placed. Can be set to '<piston_top>' and
            '<piston_bottom>' to offset based on the configuration.
            '<piston_start>' will set it to the starting position, and
            '<piston_end>' will set it to the ending position.
            of piston platform handles.
        angles: If set, overrides the base instance angles. This does
            not affect the offset property.
        fixup/localfixup: Keyvalues in this block will be copied to the
            overlay entity.
            If the value starts with $, the variable will be copied over.
            If this is present, copy_fixup will be disabled.
    """

    angle = res['angles', inst['angles', '0 0 0']]
    overlay_inst = vbsp.VMF.create_ent(
        classname='func_instance',
        targetname=inst['targetname', ''],
        file=resolve_inst(res['file', ''])[0],
        angles=angle,
        origin=inst['origin'],
        fixup_style=res['fixup_style', '0'],
    )
    # Don't run if the fixup block exists..
    if srctools.conv_bool(res['copy_fixup', '1']):
        if 'fixup' not in res and 'localfixup' not in res:
            # Copy the fixup values across from the original instance
            for fixup, value in inst.fixup.items():
                overlay_inst.fixup[fixup] = value

    conditions.set_ent_keys(overlay_inst.fixup, inst, res, 'fixup')

    if res.bool('move_outputs', False):
        overlay_inst.outputs = inst.outputs
        inst.outputs = []

    if 'offset' in res:
        folded_off = res['offset'].casefold()
        # Offset the overlay by the given distance
        # Some special placeholder values:
        if folded_off == '<piston_start>':
            if srctools.conv_bool(inst.fixup['$start_up', '']):
                folded_off = '<piston_top>'
            else:
                folded_off = '<piston_bottom>'
        elif folded_off == '<piston_end>':
            if srctools.conv_bool(inst.fixup['$start_up', '']):
                folded_off = '<piston_bottom>'
            else:
                folded_off = '<piston_top>'

        if folded_off == '<piston_bottom>':
            offset = Vec(
                z=srctools.conv_int(inst.fixup['$bottom_level']) * 128,
            )
        elif folded_off == '<piston_top>':
            offset = Vec(
                z=srctools.conv_int(inst.fixup['$top_level'], 1) * 128,
            )
        else:
            # Regular vector
            offset = Vec.from_str(conditions.resolve_value(inst, res['offset']))

        offset.rotate_by_str(
            inst['angles', '0 0 0']
        )
        overlay_inst['origin'] = (
            offset + Vec.from_str(inst['origin'])
        ).join(' ')
    return overlay_inst
Example #31
0
def res_import_template(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

    if ':' in orig_temp_id:
        # Split, resolve each part, then recombine.
        temp_id, visgroup = orig_temp_id.split(':', 1)
        temp_id = (
            conditions.resolve_value(inst, temp_id) + ':' +
            conditions.resolve_value(inst, visgroup)
        )
    else:
        temp_id = conditions.resolve_value(inst, 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(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 = Vec.from_str(inst['angles', '0 0 0'])
    temp_data = template_brush.import_template(
        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).rotate(*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] = ''
Example #32
0
def edit_panel(vmf: VMF, inst: Entity, props: Property, create: bool) -> None:
    """Implements SetPanelOptions and CreatePanel."""
    normal = props.vec('normal', 0, 0, 1).rotate_by_str(inst['angles'])
    origin = Vec.from_str(inst['origin'])
    uaxis, vaxis = Vec.INV_AXIS[normal.axis()]

    points: Set[Tuple[float, float, float]] = set()

    if 'point' in props:
        for prop in props.find_all('point'):
            points.add(conditions.resolve_offset(inst, prop.value, zoff=-64).as_tuple())
    elif 'pos1' in props and 'pos2' in props:
        pos1, pos2 = Vec.bbox(
            conditions.resolve_offset(inst, props['pos1', '-48 -48 0'], zoff=-64),
            conditions.resolve_offset(inst, props['pos2', '48 48 0'], zoff=-64),
        )
        points.update(map(Vec.as_tuple, Vec.iter_grid(pos1, pos2, 32)))
    else:
        # Default to the full tile.
        points.update({
            (Vec(u, v, -64.0).rotate_by_str(inst['angles']) + origin).as_tuple()
            for u in [-48.0, -16.0, 16.0, 48.0]
            for v in [-48.0, -16.0, 16.0, 48.0]
        })

    tiles_to_uv: Dict[tiling.TileDef, Set[Tuple[int, int]]] = defaultdict(set)
    for pos in points:
        try:
            tile, u, v = tiling.find_tile(Vec(pos), normal, force=create)
        except KeyError:
            continue
        tiles_to_uv[tile].add((u, v))

    if not tiles_to_uv:
        LOGGER.warning('"{}": No tiles found for panels!', inst['targetname'])
        return

    # If bevels is provided, parse out the overall world positions.
    bevel_world: Optional[Set[Tuple[int, int]]]
    try:
        bevel_prop = props.find_key('bevel')
    except NoKeyError:
        bevel_world = None
    else:
        bevel_world = set()
        if bevel_prop.has_children():
            # Individually specifying offsets.
            for bevel_str in bevel_prop.as_array():
                bevel_point = Vec.from_str(bevel_str).rotate_by_str(inst['angles']) + origin
                bevel_world.add((int(bevel_point[uaxis]), int(bevel_point[vaxis])))
        elif srctools.conv_bool(bevel_prop.value):
            # Fill the bounding box.
            bbox_min, bbox_max = Vec.bbox(map(Vec, points))
            off = Vec.with_axes(uaxis, 32, vaxis, 32)
            bbox_min -= off
            bbox_max += off
            for pos in Vec.iter_grid(bbox_min, bbox_max, 32):
                if pos.as_tuple() not in points:
                    bevel_world.add((pos[uaxis], pos[vaxis]))
        # else: No bevels.
    panels: List[tiling.Panel] = []

    for tile, uvs in tiles_to_uv.items():
        if create:
            panel = tiling.Panel(
                None, inst, tiling.PanelType.NORMAL,
                thickness=4,
                bevels=(),
            )
            panel.points = uvs
            tile.panels.append(panel)
        else:
            for panel in tile.panels:
                if panel.same_item(inst) and panel.points == uvs:
                    break
            else:
                LOGGER.warning(
                    'No panel to modify found for "{}"!',
                    inst['targetname']
                )
                continue
        panels.append(panel)

        pan_type = '<nothing?>'
        try:
            pan_type = conditions.resolve_value(inst, props['type'])
            panel.pan_type = tiling.PanelType(pan_type.lower())
        except LookupError:
            pass
        except ValueError:
            raise ValueError('Unknown panel type "{}"!'.format(pan_type))

        if 'thickness' in props:
            panel.thickness = srctools.conv_int(
                conditions.resolve_value(inst, props['thickness'])
            )
            if panel.thickness not in (2, 4, 8):
                raise ValueError(
                    '"{}": Invalid panel thickess {}!\n'
                    'Must be 2, 4 or 8.',
                    inst['targetname'],
                    panel.thickness,
                )

        if bevel_world is not None:
            panel.bevels.clear()
            for u, v in bevel_world:
                # Convert from world points to UV positions.
                u = (u - tile.pos[uaxis] + 48) / 32
                v = (v - tile.pos[vaxis] + 48) / 32
                # Cull outside here, we wont't use them.
                if -1 <= u <= 4 and -1 <= v <= 4:
                    panel.bevels.add((u, v))

        if 'offset' in props:
            panel.offset = conditions.resolve_offset(inst, props['offset'])
            panel.offset -= Vec.from_str(inst['origin'])
        if 'template' in props:
            # We only want the template inserted once. So remove it from all but one.
            if len(panels) == 1:
                panel.template = conditions.resolve_value(inst, props['template'])
            else:
                panel.template = ''
        if 'nodraw' in props:
            panel.nodraw = srctools.conv_bool(
                conditions.resolve_value(inst, props['nodraw'])
            )
        if 'seal' in props:
            panel.seal = srctools.conv_bool(
                conditions.resolve_value(inst, props['seal'])
            )
        if 'move_bullseye' in props:
            panel.steals_bullseye = srctools.conv_bool(
                conditions.resolve_value(inst, props['move_bullseye'])
            )
    if 'keys' in props or 'localkeys' in props:
        # First grab the existing ent, so we can edit it.
        # These should all have the same value, unless they were independently
        # edited with mismatching point sets. In that case destroy all those existing ones.
        existing_ents: Set[Optional[Entity]] = {panel.brush_ent for panel in panels}
        try:
            [brush_ent] = existing_ents
        except ValueError:
            LOGGER.warning(
                'Multiple independent panels for "{}" were made, then the '
                'brush entity was edited as a group! Discarding '
                'individual ents...',
                inst['targetname']
            )
            for brush_ent in existing_ents:
                if brush_ent is not None and brush_ent in vmf.entities:
                    brush_ent.remove()
            brush_ent = None

        if brush_ent is None:
            brush_ent = vmf.create_ent('')

        old_pos = brush_ent.keys.pop('origin', None)

        conditions.set_ent_keys(brush_ent, inst, props)
        if not brush_ent['classname']:
            if create:  # This doesn't make sense, you could just omit the prop.
                LOGGER.warning(
                    'No classname provided for panel "{}"!',
                    inst['targetname'],
                )
            # Make it a world brush.
            brush_ent.remove()
            brush_ent = None
        else:
            # We want to do some post-processing.
            # Localise any origin value.
            if 'origin' in brush_ent.keys:
                pos = Vec.from_str(brush_ent['origin'])
                pos.localise(
                    Vec.from_str(inst['origin']),
                    Vec.from_str(inst['angles']),
                )
                brush_ent['origin'] = pos
            elif old_pos is not None:
                brush_ent['origin'] = old_pos

            # If it's func_detail, clear out all the keys.
            # Particularly `origin`, but the others are useless too.
            if brush_ent['classname'] == 'func_detail':
                brush_ent.clear_keys()
                brush_ent['classname'] = 'func_detail'
        for panel in panels:
            panel.brush_ent = brush_ent
Example #33
0
def res_water_splash(vmf: VMF, inst: Entity, res: Property):
    """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, str, str

    pos1 = pos1.copy()  # type: Vec
    splash_pos = pos1.copy()  # type: Vec

    if calc_type == 'track_platform':
        lin_off = srctools.conv_int(inst.fixup['$travel_distance'])
        travel_ang = inst.fixup['$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).rotate_by_str(travel_ang)

        pos2 = Vec(x=lin_off).rotate_by_str(travel_ang)
        pos2 += 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 = Vec.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))

    for pos in check_pos:
        grid_pos = pos // 128 * 128  # type: Vec
        grid_pos += (64, 64, 64)
        try:
            surf = conditions.GOO_LOCS[grid_pos.as_tuple()]
        except KeyError:
            continue
        break
    else:
        return  # Not in goo at all

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

    water_pos = surf.get_origin()

    # Check if both positions are above or below the water..
    # that means it won't ever trigger.
    LOGGER.info('pos1: {}, pos2: {}, water_pos: {}', pos1.z, pos2.z,
                water_pos.z)
    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.
    )
Example #34
0
def add_item_indicators(
    item: Item,
    inst_type: PanelSwitchingStyle,
    pan_item: ItemType,
):
    """Generate the commands for antlines, and restyle them."""
    ant_name = '@{}_overlay'.format(item.name)
    has_sign = len(item.ind_panels) > 0

    for ind in item.antlines:
        ind['targetname'] = ant_name
        antlines.style_antline(ind, item.ant_wall_style, item.ant_floor_style)

    # If the antline material doesn't toggle, the name is removed by
    # style_antline(). So check if the overlay actually exists still, to
    # see if we need to add the toggle.
    has_ant = len(item.inst.map.by_target[ant_name]) > 0

    # 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.item_type.timer_start is not None
                or item.item_type.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[const.FixupVars.TOGGLE_OVERLAY] = ant_name
        # Ensure only one gets the indicator name.
        elif first_inst and inst_type is PanelSwitchingStyle.INTERNAL:
            pan.fixup[
                const.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[const.FixupVars.TOGGLE_OVERLAY] = '-'

        for outputs, input_cmds in [
            (item.timer_output_start(), pan_item.enable_cmd),
            (item.timer_output_stop(), pan_item.disable_cmd)
        ]:
            if not input_cmds:
                continue
            for out_name, out in outputs:
                for cmd in input_cmds:
                    item.inst.add_out(
                        Output(
                            out,
                            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),
                            inst_out=out_name,
                            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.
        for output, skin in [(item.output_act(), '1'),
                             (item.output_deact(), '0')]:
            if not output:
                continue
            out_name, out = output
            item.inst.add_out(
                Output(
                    out,
                    toggle,
                    'SetTextureIndex',
                    skin,
                    inst_out=out_name,
                ))
Example #35
0
def res_piston_plat(vmf: VMF, inst: Entity, res: Property):
    """Generates piston platforms with optimized logic."""
    (
        template,
        visgroup_names,
        inst_filenames,
        automatic_var,
        color_var,
        source_ent,
        snd_start,
        snd_loop,
        snd_stop,
    ) = res.value  # type: template_brush.Template, List[str], Dict[str, str], str, str, str, str, str, str

    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, name) for name in 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'] = inst_filenames['fullstatic_' + str(position)]
            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=local_name(inst, 'script'),
        vscripts='BEE2/piston/common.nut',
        vscript_init_code=init_script,
        origin=inst['origin'],
    )

    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',
               'moveto({})'.format(st_pos)),
        Output('OnUser2', '!self', 'RunScriptCode',
               'moveto({})'.format(end_pos)),
    )

    origin = Vec.from_str(inst['origin'])
    angles = Vec.from_str(inst['angles'])
    off = Vec(z=128).rotate(*angles)
    move_ang = off.to_angle()

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

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

    color_var = conditions.resolve_value(inst, color_var).casefold()

    if color_var == 'white':
        top_color = template_brush.MAT_TYPES.white
    elif color_var == 'black':
        top_color = template_brush.MAT_TYPES.black
    else:
        top_color = None

    for pist_ind in range(1, 5):
        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'] = 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'] = 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.
                # That's before this so it'll have to exist.
                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=local_name(pist_ent, 'pist' + str(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'] = local_name(
                        pist_ent,
                        'pist' + str(pist_ind - 1),
                    )

        if not pist_ent['file']:
            # No actual instance, remove.
            pist_ent.remove()

        temp_result = template_brush.import_template(
            template,
            brush_pos,
            angles,
            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,
            force_colour=top_color,
            force_grid='special',
            no_clumping=True,
        )

    if not static_ent.solids:
        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'] = local_name(inst, source_ent)
Example #36
0
def add_item_inputs(
    item: Item,
    logic_type: InputType,
    inputs: List[Connection],
    count_var: str,
    enable_cmd: Iterable[Output],
    disable_cmd: Iterable[Output],
    invert_var: str,
):
    """Handle either the primary or secondary inputs to an item."""
    item.inst.fixup[count_var] = len(inputs)

    if logic_type is InputType.DEFAULT:
        # 'Original' PeTI proxies.
        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)]:
                if not output or not input_cmds:
                    continue

                out_name, out_cmd = output
                for cmd in input_cmds:
                    inp_item.inst.add_out(
                        Output(
                            out_cmd,
                            item.inst,
                            conditions.resolve_value(item.inst, cmd.input),
                            conditions.resolve_value(item.inst, cmd.params),
                            inst_out=out_name,
                            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.
        # We aren't called if we have no inputs, so we don't need to handle that.

        # We transform the instance into a counter, but first duplicate the
        # instance as a new entity. This way references to the instance add
        # outputs to the counter instead.
        orig_inst = item.inst.copy()
        orig_inst.map.add_ent(orig_inst)
        orig_inst.outputs.clear()

        counter = item.inst
        counter.clear_keys()

        counter['origin'] = orig_inst['origin']
        counter[
            'targetname'] = orig_inst['targetname'] + COUNTER_NAME[count_var]
        counter['classname'] = 'math_counter'
        counter['min'] = 0
        counter['max'] = len(inputs) + 1

        for output, input_name in [(item.item_type.output_act, 'Add'),
                                   (item.item_type.output_deact, 'Subtract')]:
            if not output:
                continue

            out_name, out_cmd = output
            orig_inst.add_out(
                Output(
                    out_cmd,
                    counter,
                    input_name,
                    '1',
                    inst_out=out_name,
                ))

        for conn in inputs:
            inp_item = conn.from_item
            for output, input_name in [(inp_item.output_act(), 'Add'),
                                       (inp_item.output_deact(), 'Subtract')]:
                if not output:
                    continue

                out_name, out_cmd = output
                inp_item.inst.add_out(
                    Output(
                        out_cmd,
                        counter,
                        input_name,
                        '1',
                        inst_out=out_name,
                    ))

        return

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

    if is_inverted:
        enable_cmd, disable_cmd = disable_cmd, enable_cmd

    needs_counter = len(inputs) > 1

    if logic_type.is_logic:
        origin = item.inst['origin']
        name = item.name

        counter = item.inst
        counter.clear_keys()

        counter['origin'] = origin
        counter['targetname'] = name
        counter['classname'] = 'math_counter'

        if not needs_counter:
            LOGGER.warning('Item "{}" was not optimised out!', name)
            # Force counter so it still works.
            needs_counter = True
    elif needs_counter:
        counter = item.inst.map.create_ent(
            classname='math_counter',
            targetname=item.name + COUNTER_NAME[count_var],
            origin=item.inst['origin'],
        )
    else:
        counter = None

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

        for conn in inputs:
            inp_item = conn.from_item
            for output, input_name in [(inp_item.output_act(), 'Add'),
                                       (inp_item.output_deact(), 'Subtract')]:
                if not output:
                    continue

                out_name, out_cmd = output
                inp_item.inst.add_out(
                    Output(
                        out_cmd,
                        counter,
                        input_name,
                        '1',
                        inst_out=out_name,
                    ))

        if logic_type is InputType.AND:
            count_on = COUNTER_AND_ON
            count_off = COUNTER_AND_OFF
        elif logic_type is InputType.OR:
            count_on = COUNTER_OR_ON
            count_off = 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.
            LOGGER.info('LOGIC counter: {}', counter['targetname'])
            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)]:
            if not input_cmds:
                continue
            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)]:
                if not output or not input_cmds:
                    continue

                out_name, out_cmd = output
                for cmd in input_cmds:
                    inp_item.inst.add_out(
                        Output(
                            out_cmd,
                            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),
                            inst_out=out_name,
                            delay=cmd.delay,
                            times=cmd.times,
                        ))
Example #37
0
def res_import_template(inst: Entity, res: Property):
    """Import a template VMF file, retexturing it to match orientation.

    It will be placed overlapping the given instance.  
    Options:  
    - ID: The ID of the template to be inserted. Add visgroups to additionally
            add after a colon, comma-seperated (temp_id:vis1,vis2)
    - 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.
    - replaceBrush: The position of a brush to replace (0 0 0=the surface).
            This brush will be removed, and overlays will be fixed to use
            all faces with the same normal. Can alternately be a block:
            - Pos: The position to replace.
            - additionalIDs: Space-separated list of face IDs in the template
              to also fix for overlays. The surface should have close to a
              vertical normal, to prevent rescaling the overlay.
            - removeBrush: If true, the original brush will not be removed.
            - transferOverlay: Allow disabling transferring overlays to this
              template. The IDs will be removed instead. (This can be an instvar).
    - 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. If 'none' (default),
            they are ignored. If 'choose', one is chosen. If a number, that
            is the percentage chance for each visgroup to be added.
    - visgroup_force_var: If set and True, visgroup is ignored and all groups
            are added.
    """
    (
        orig_temp_id,
        replace_tex,
        force_colour,
        force_grid,
        force_type,
        replace_brush_pos,
        rem_replace_brush,
        transfer_overlays,
        additional_replace_ids,
        invert_var,
        color_var,
        visgroup_func,
        visgroup_force_var,
        key_block,
    ) = res.value
    temp_id = conditions.resolve_value(inst, 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

    temp_name, visgroups = template_brush.parse_temp_name(temp_id)
    try:
        template = template_brush.get_template(temp_name)
    except template_brush.InvalidTemplateName:
        # The template map is read in after setup is performed, so
        # it must be checked here!
        # We don't want an error, just quit
        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)
        return

    if color_var.casefold() == '<editor>':
        # Check traits for the colour it should be.
        traits = instance_traits.get(inst)
        if 'white' in traits:
            force_colour = template_brush.MAT_TYPES.white
        elif 'black' in traits:
            force_colour = template_brush.MAT_TYPES.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 = template_brush.MAT_TYPES.white
        elif color_val == 'black':
            force_colour = template_brush.MAT_TYPES.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 = Vec.from_str(inst['angles', '0 0 0'])
    temp_data = template_brush.import_template(
        template,
        origin,
        angles,
        targetname=inst['targetname', ''],
        force_type=force_type,
        visgroup_choose=visgroup_func,
        add_to_map=True,
        additional_visgroups=visgroups,
    )

    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).rotate(*angles)
            temp_data.detail['movedir'] = move_dir.to_angle()

        # Add it to the list of ignored brushes, so vbsp.change_brush() doesn't
        # modify it.
        vbsp.IGNORED_BRUSH_ENTS.add(temp_data.detail)

    try:
        # This is the original brush the template is replacing. We fix overlay
        # face IDs, so this brush is replaced by the faces in the template
        # pointing
        # the same way.
        if replace_brush_pos is None:
            raise KeyError  # Not set, raise to jump out of the try block

        pos = Vec(replace_brush_pos).rotate(angles.x, angles.y, angles.z)
        pos += origin
        brush_group = SOLIDS[pos.as_tuple()]
    except KeyError:
        # Not set or solid group doesn't exist, skip..
        pass
    else:
        LOGGER.info('IDS: {}', additional_replace_ids | template.overlay_faces)
        conditions.steal_from_brush(
            temp_data,
            brush_group,
            rem_replace_brush,
            map(int, additional_replace_ids | template.overlay_faces),
            conv_bool(conditions.resolve_value(inst, transfer_overlays), True),
        )

    template_brush.retexture_template(
        temp_data,
        origin,
        inst.fixup,
        replace_tex,
        force_colour,
        force_grid,
    )
Example #38
0
def res_piston_plat(vmf: VMF, inst: Entity, res: Property):
    """Generates piston platforms with optimized logic."""
    (
        template,
        visgroup_names,
        inst_filenames,
        automatic_var,
        color_var,
        source_ent,
        snd_start,
        snd_loop,
        snd_stop,
    ) = res.value  # type: template_brush.Template, List[str], Dict[str, str], str, str, str, str, str, str

    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, name)
        for name in 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'] = inst_filenames['fullstatic_' + str(position)]
            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=local_name(inst, 'script'),
        vscripts='BEE2/piston/common.nut',
        vscript_init_code=init_script,
        origin=inst['origin'],
    )

    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', 'moveto({})'.format(st_pos)),
        Output('OnUser2', '!self', 'RunScriptCode', 'moveto({})'.format(end_pos)),
    )

    origin = Vec.from_str(inst['origin'])
    angles = Vec.from_str(inst['angles'])
    off = Vec(z=128).rotate(*angles)
    move_ang = off.to_angle()

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

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

    color_var = conditions.resolve_value(inst, color_var).casefold()

    if color_var == 'white':
        top_color = template_brush.MAT_TYPES.white
    elif color_var == 'black':
        top_color = template_brush.MAT_TYPES.black
    else:
        top_color = None

    for pist_ind in range(1, 5):
        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'] = 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'] = 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.
                # That's before this so it'll have to exist.
                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=local_name(pist_ent, 'pist' + str(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'] = local_name(
                        pist_ent, 'pist' + str(pist_ind - 1),
                    )

        if not pist_ent['file']:
            # No actual instance, remove.
            pist_ent.remove()

        temp_result = template_brush.import_template(
            template,
            brush_pos,
            angles,
            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,
            force_colour=top_color,
            force_grid='special',
            no_clumping=True,
        )

    if not static_ent.solids:
        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'] = local_name(inst, source_ent)