Example #1
0
def set_visible(is_visible: bool):
    """Show or hide the window."""
    if is_visible:
        window.deiconify()
    else:
        window.withdraw()
    GEN_OPTS['Debug']['show_log_win'] = srctools.bool_as_int(is_visible)
Example #2
0
    def export(exp_data: ExportData) -> None:
        """Export the quotepack."""
        if exp_data.selected is None:
            return  # No quote pack!

        try:
            voice = QuotePack.by_id(exp_data.selected)  # type: QuotePack
        except KeyError:
            raise Exception("Selected voice ({}) doesn't exist?".format(
                exp_data.selected)) from None

        vbsp_config = exp_data.vbsp_conf  # type: Property

        # We want to strip 'trans' sections from the voice pack, since
        # they're not useful.
        for prop in voice.config:
            if prop.name == 'quotes':
                vbsp_config.append(QuotePack.strip_quote_data(prop))
            else:
                vbsp_config.append(prop.copy())

        # Set values in vbsp_config, so flags can determine which voiceline
        # is selected.
        options = vbsp_config.ensure_exists('Options')

        options['voice_pack'] = voice.id
        options['voice_char'] = ','.join(voice.chars)

        if voice.cave_skin is not None:
            options['cave_port_skin'] = str(voice.cave_skin)

        if voice.studio is not None:
            options['voice_studio_inst'] = voice.studio
            options['voice_studio_actor'] = voice.studio_actor
            options['voice_studio_inter_chance'] = str(voice.inter_chance)
            options['voice_studio_cam_loc'] = voice.cam_loc.join(' ')
            options['voice_studio_cam_pitch'] = str(voice.cam_pitch)
            options['voice_studio_cam_yaw'] = str(voice.cam_yaw)
            options['voice_studio_should_shoot'] = srctools.bool_as_int(
                voice.turret_hate)

        # Copy the config files for this voiceline..
        for prefix, pretty in [('', 'normal'), ('mid_', 'MidChamber'),
                               ('resp_', 'Responses')]:
            path = utils.conf_location('config/voice/') / (prefix.upper() +
                                                           voice.id + '.cfg')
            LOGGER.info('Voice conf path: {}', path)
            if path.is_file():
                shutil.copy(
                    str(path),
                    exp_data.game.abs_path(
                        'bin/bee2/{}voice.cfg'.format(prefix)))
                LOGGER.info('Written "{}voice.cfg"', prefix)
            else:
                LOGGER.info('No {} voice config!', pretty)
Example #3
0
def make_static_pist(vmf: srctools.VMF, ent: Entity, res: Property):
    """Convert a regular piston into a static version.

    This is done to save entities and improve lighting.
    If changed to static pistons, the $bottom and $top level become equal.
    Instances:
        Bottom_1/2/3: Moving piston with the given $bottom_level
        Logic_0/1/2/3: Additional logic instance for the given $bottom_level
        Static_0/1/2/3/4: A static piston at the given height.
    Alternatively, specify all instances via editoritems, by setting the value
    to the item ID optionally followed by a :prefix.
    """

    bottom_pos = ent.fixup.int('bottom_level', 0)

    if (ent.fixup['connectioncount', '0'] != "0"
            or ent.fixup['disable_autodrop', '0'] != "0"):  # can it move?
        ent.fixup['$is_static'] = True

        # Use instances based on the height of the bottom position.
        val = res.value['bottom_' + str(bottom_pos)]
        if val:  # Only if defined
            ent['file'] = val

        logic_file = res.value['logic_' + str(bottom_pos)]
        if logic_file:
            # Overlay an additional logic file on top of the original
            # piston. This allows easily splitting the piston logic
            # from the styled components
            logic_ent = ent.copy()
            logic_ent['file'] = logic_file
            vmf.add_ent(logic_ent)
            # If no connections are present, set the 'enable' value in
            # the logic to True so the piston can function
            logic_ent.fixup['manager_a'] = srctools.bool_as_int(
                ent.fixup['connectioncount', '0'] == '0')
    else:  # we are static
        ent.fixup['$is_static'] = False
        if ent.fixup.bool('start_up'):
            pos = bottom_pos = ent.fixup.int('top_level', 1)
        else:
            pos = bottom_pos
        ent.fixup['top_level'] = ent.fixup['bottom_level'] = pos

        val = res.value['static_' + str(pos)]
        if val:
            ent['file'] = val

    # Add in the grating for the bottom as an overlay.
    # It's low to fit the piston at minimum, or higher if needed.
    grate = res.value['grate_high' if bottom_pos > 0 else 'grate_low']
    if grate:
        grate_ent = ent.copy()
        grate_ent['file'] = grate
        vmf.add_ent(grate_ent)
Example #4
0
    def export(exp_data: ExportData) -> None:
        """Export style var selections into the config.

        The .selected attribute is a dict mapping ids to the boolean value.
        """
        # Add the StyleVars block, containing each style_var.
        exp_data.vbsp_conf.append(
            Property('StyleVars', [
                Property(key, bool_as_int(val))
                for key, val in exp_data.selected.items()
            ]))
Example #5
0
 def save_conf(self) -> None:
     """Write configuration to the config file."""
     if not self.can_save:
         return
     opt_block = GEN_OPTS['win_state']
     opt_block[self.win_name + '_visible'] = srctools.bool_as_int(self.visible.get())
     opt_block[self.win_name + '_x'] = str(self.relX)
     opt_block[self.win_name + '_y'] = str(self.relY)
     if self.can_resize_x:
         opt_block[self.win_name + '_width'] = str(self.winfo_width())
     if self.can_resize_y:
         opt_block[self.win_name + '_height'] = str(self.winfo_height())
Example #6
0
    def save(self, ignore_readonly=False):
        """Save the palette file into the specified location.

        If ignore_readonly is true, this will ignore the `prevent_overwrite`
        property of the palette (allowing resaving those properties over old
        versions). Otherwise those palettes always create a new file.
        """
        LOGGER.info('Saving "{}"!', self.name)
        props = Property(None, [
            Property('Name', self.name),
            Property('TransName', self.trans_name),
            Property('ReadOnly', srctools.bool_as_int(self.prevent_overwrite)),
            Property('Items', [
                Property(item_id, str(subitem))
                for item_id, subitem in self.pos
            ])
        ])
        # If default, don't include in the palette file.
        # Remove the translated name, in case it's not going to write
        # properly to the file.
        if self.trans_name:
            props['Name'] = ''
        else:
            del props['TransName']

        if not self.prevent_overwrite:
            del props['ReadOnly']

        # We need to write a new file, determine a valid path.
        # Use a hash to ensure it's a valid path (without '-' if negative)
        # If a conflict occurs, add ' ' and hash again to get a different
        # value.
        if self.filename is None or (self.prevent_overwrite
                                     and not ignore_readonly):
            hash_src = self.name
            while True:
                hash_filename = str(abs(hash(hash_src))) + PAL_EXT
                if os.path.isfile(hash_filename):
                    # Add a random character to iterate the hash.
                    hash_src += chr(random.randrange(0x10ffff))
                else:
                    file = open(os.path.join(PAL_DIR, hash_filename),
                                'w',
                                encoding='utf8')
                    self.filename = os.path.join(PAL_DIR, hash_filename)
                    break
        else:
            file = open(os.path.join(PAL_DIR, self.filename),
                        'w',
                        encoding='utf8')
        with file:
            for line in props.export():
                file.write(line)
Example #7
0
 def save_conf(self):
     if self.can_save:
         self.config_file['win_state'][
             self.win_name + '_visible'] = srctools.bool_as_int(self.visible)
         self.config_file['win_state'][self.win_name + '_x'] = str(self.relX)
         self.config_file['win_state'][self.win_name + '_y'] = str(self.relY)
         if self.can_resize_x:
             self.config_file['win_state'][
                 self.win_name + '_width'] = str(self.winfo_width())
         if self.can_resize_y:
             self.config_file['win_state'][
                 self.win_name + '_height'] = str(self.winfo_height())
Example #8
0
def save_pist(key, val):
    if widgets['toplevel'].get() == widgets['bottomlevel'].get():
        # user moved them to match, switch the other one around
        sound.fx_blockable('swap')
        widgets['toplevel' if key == 'bottomlevel' else 'bottomlevel'].set(
            values[key])
    else:
        sound.fx_blockable('move')

    start_pos = widgets['toplevel'].get()
    end_pos = widgets['bottomlevel'].get()

    values['toplevel'] = start_pos
    values['bottomlevel'] = end_pos

    values['startup'] = srctools.bool_as_int(start_pos > end_pos)
    out_values['toplevel'] = str(max(start_pos, end_pos))
    out_values['bottomlevel'] = str(min(start_pos, end_pos))
Example #9
0
def save_pist(key, val):
    if widgets['toplevel'].get() == widgets['bottomlevel'].get():
        # user moved them to match, switch the other one around
        sound.fx_blockable('swap')
        widgets[
            'toplevel' if key == 'bottomlevel' else 'bottomlevel'
            ].set(values[key])
    else:
        sound.fx_blockable('move')

    start_pos = widgets['toplevel'].get()
    end_pos = widgets['bottomlevel'].get()

    values['toplevel'] = start_pos
    values['bottomlevel'] = end_pos

    values['startup'] = srctools.bool_as_int(start_pos > end_pos)
    out_values['toplevel'] = str(max(start_pos, end_pos))
    out_values['bottomlevel'] = str(min(start_pos, end_pos))
Example #10
0
def save_pist(key, val):
    """The top and bottom positions are closely interrelated."""
    global enable_pist_callback
    if not enable_pist_callback:
        return
    try:
        top_wid: ttk.Scale = widgets['toplevel']
        btm_wid: ttk.Scale = widgets['bottomlevel']
    except KeyError:
        return  # Both don't exist yet.

    # The ttk Scale widget doesn't snap to integers, so we need to do that.
    prev_top = top_wid.get()
    new_top = round(prev_top)
    prev_btm = btm_wid.get()
    new_btm = round(prev_btm)

    enable_pist_callback = False
    top_wid.set(new_top)
    btm_wid.set(new_btm)
    enable_pist_callback = True

    if top_wid.get() == btm_wid.get():
        # user moved them to match, switch the other one around
        sound.fx_blockable('swap')
        (top_wid if key == 'bottomlevel' else btm_wid).set(values[key])
    elif prev_top != new_top or prev_btm != new_btm:
        # Only play when we've actually changed.
        sound.fx_blockable('move')

    values['toplevel'] = start_pos = top_wid.get()
    values['bottomlevel'] = end_pos = btm_wid.get()

    values['startup'] = srctools.bool_as_int(start_pos > end_pos)
    out_values['toplevel'] = str(max(start_pos, end_pos))
    out_values['bottomlevel'] = str(min(start_pos, end_pos))
Example #11
0
 def check_callback():
     GEN_OPTS['General']['enable_auto_backup'] = srctools.bool_as_int(
         check_var.get())
Example #12
0
    def enabled(self, value: bool) -> None:
        """Enable or disable the package."""
        if self.id.casefold() == CLEAN_PACKAGE:
            raise ValueError('The Clean Style package cannot be disabled!')

        PACK_CONFIG[self.id]['Enabled'] = srctools.bool_as_int(value)
Example #13
0
def check_toggled(var, config_section, quote_id):
    """Update the config file to match the checkbox."""
    config_section[quote_id] = srctools.bool_as_int(var.get())
Example #14
0
def test_bool_as_int():
    """Test result of srctools.bool_as_int."""
    for val in true_vals:
        assert srctools.bool_as_int(val) == '1', repr(val)
    for val in false_vals:
        assert srctools.bool_as_int(val) == '0', repr(val)
Example #15
0
def res_make_tag_fizzler(vmf: VMF, inst: Entity, res: Property):
    """Add an Aperture Tag Paint Gun activation fizzler.

    These fizzlers are created via signs, and work very specially.
    MUST be priority -100 so it runs before fizzlers!
    """
    import vbsp
    if vbsp_options.get(str, 'game_id') != utils.STEAM_IDS['TAG']:
        # Abort - TAG fizzlers shouldn't appear in any other game!
        inst.remove()
        return

    fizzler = None

    # Look for the fizzler instance we want to replace
    for targetname in inst.output_targets():
        try:
            fizzler = FIZZLERS[targetname]
        except KeyError:
            # Not a fizzler.

            # It's an indicator toggle, remove it and the antline to clean up.
            for ent in vmf.by_target[targetname]:
                remove_ant_toggle(ent)

    inst.outputs.clear()  # Remove the outputs now, they're not valid anyway.

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

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

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

    # The distance from origin the double signs are seperated by.
    sign_offset = res.int('signoffset', 16)

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

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

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

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

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

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

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

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

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

        # Grab the data saved earlier in res_find_potential_tag_fizzlers()
        axis, side_min, side_max, normal = calc_fizzler_orient(fizzler)

        # The Z-axis fizzler (horizontal) must be treated differently.
        if axis == 'z':
            # For z-axis, just compare to the center point.
            # The values are really x, y, z, not what they're named.
            sign_dir = sign_floor_loc - (side_min, side_max, normal)
        else:
            # For the other two, we compare to the line,
            # or compare to the closest side (in line with the fizz)
            other_axis = 'x' if axis == 'y' else 'y'
            if abs(sign_floor_loc[other_axis] - normal) < 32:
                # Compare to the closest side. Use ** to swap x/y arguments
                # appropriately. The closest side is the one with the
                # smallest magnitude.
                sign_dir = min(
                    sign_floor_loc - Vec.with_axes(
                        axis,side_min,
                        other_axis, normal,
                    ),
                    sign_floor_loc - Vec.with_axes(
                        axis, side_max,
                        other_axis, normal,
                    ),
                    key=Vec.mag,
                )
            else:
                # Align just based on whether we're in front or behind.
                sign_dir = Vec()
                sign_dir[other_axis] = sign_floor_loc[other_axis] - normal

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

        # Rotate to fit the instances - south is down
        sign_angle = int(sign_angle + 90) % 360
        if inst_normal.z > 0:
            sign_angle = '0 {} 0'.format(sign_angle)
        elif inst_normal.z < 0:
            # Flip upside-down for ceilings
            sign_angle = '0 {} 180'.format(sign_angle)
    else:
        # On a wall, face upright
        sign_angle = PETI_INST_ANGLE[inst_normal.as_tuple()]

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

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

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

    # Now modify the fizzler...

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

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

    bbox_min, bbox_max = fizzler.emitters[0]
    fizz_field_axis = (bbox_max-bbox_min).norm()
    fizz_norm_axis = fizzler.normal().axis()

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

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

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

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

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

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

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

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

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

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

    voice_attr = vbsp.settings['has_attr']

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

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

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

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

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

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

        if blue_enabled or oran_enabled:
            neg_trig.solids.append(
                vmf.make_prism(
                    neg_min,
                    neg_max,
                    mat='tools/toolstrigger',
                ).solid,
            )
            pos_trig.solids.append(
                vmf.make_prism(
                    pos_min,
                    pos_max,
                    mat='tools/toolstrigger',
                ).solid,
            )
        else:
            # If neither enabled, use one trigger
            neg_trig.solids.append(
                vmf.make_prism(
                    neg_min,
                    pos_max,
                    mat='tools/toolstrigger',
                ).solid,
            )
Example #16
0
def test_bool_as_int():
    """Test result of srctools.bool_as_int."""
    for val in true_vals:
        assert srctools.bool_as_int(val) == '1', repr(val)
    for val in false_vals:
        assert srctools.bool_as_int(val) == '0', repr(val)
Example #17
0
 def check_callback():
     GEN_OPTS['General']['enable_auto_backup'] = srctools.bool_as_int(
         check_var.get()
     )
Example #18
0
 def save_opt():
     """Save the checkbox's values."""
     GEN_OPTS[section][item] = srctools.bool_as_int(
         var.get()
     )
Example #19
0
 def _export_value(value: bool) -> str:
     return bool_as_int(value)
Example #20
0
def init(cback):
    global callback, labels, win, is_open
    callback = cback
    is_open = False
    win = Toplevel(TK_ROOT)
    win.title("BEE2")
    win.resizable(False, False)
    tk_tools.set_window_icon(win)
    win.protocol("WM_DELETE_WINDOW", exit_win)
    win.transient(TK_ROOT)
    win.withdraw()

    if utils.MAC:
        # Switch to use the 'modal' window style on Mac.
        TK_ROOT.call(
            '::tk::unsupported::MacWindowStyle',
            'style',
            win,
            'moveableModal',
            ''
        )

    frame = ttk.Frame(win, padding=10)
    frame.grid(row=0, column=0, sticky='NSEW')
    frame.rowconfigure(0, weight=1)
    frame.columnconfigure(0, weight=1)

    labels['noOptions'] = ttk.Label(frame, text=_('No Properties available!'))
    widgets['saveButton'] = ttk.Button(frame, text=_('Close'), command=exit_win)
    widgets['titleLabel'] = ttk.Label(frame, text='')
    widgets['titleLabel'].grid(columnspan=9)

    widgets['div_1'] = ttk.Separator(frame, orient="vertical")
    widgets['div_2'] = ttk.Separator(frame, orient="vertical")
    widgets['div_h'] = ttk.Separator(frame, orient="horizontal")

    for key, (prop_type, prop_name) in PROP_TYPES.items():
        # Translate property names from Valve's files.
        if prop_name.startswith('PORTAL2_'):
            prop_name = gameMan.translate(prop_name) + ':'

        labels[key] = ttk.Label(frame, text=prop_name)
        if prop_type is PropTypes.CHECKBOX:
            values[key] = IntVar(value=DEFAULTS[key])
            out_values[key] = srctools.bool_as_int(DEFAULTS[key])
            widgets[key] = ttk.Checkbutton(
                frame,
                variable=values[key],
                command=func_partial(set_check, key),
                )
            widgets[key].bind(
                '<Return>',
                func_partial(
                    toggleCheck,
                    key,
                    values[key],
                    )
                )

        elif prop_type is PropTypes.OSCILLATE:
            values[key] = IntVar(value=DEFAULTS[key])
            out_values[key] = srctools.bool_as_int(DEFAULTS[key])
            widgets[key] = ttk.Checkbutton(
                frame,
                variable=values[key],
                command=func_partial(save_rail, key),
                )

        elif prop_type is PropTypes.PANEL:
            frm = ttk.Frame(frame)
            widgets[key] = frm
            values[key] = StringVar(value=DEFAULTS[key])
            for pos, (angle, disp_angle) in enumerate(PANEL_ANGLES):
                ttk.Radiobutton(
                    frm,
                    variable=values[key],
                    value=angle,
                    text=gameMan.translate(disp_angle),
                    command=func_partial(save_angle, key, angle),
                    ).grid(row=0, column=pos)
                frm.columnconfigure(pos, weight=1)

        elif prop_type is PropTypes.GELS:
            frm = ttk.Frame(frame)
            widgets[key] = frm
            values[key] = IntVar(value=DEFAULTS[key])
            for pos, text in enumerate(PAINT_OPTS):
                ttk.Radiobutton(
                    frm,
                    variable=values[key],
                    value=pos,
                    text=gameMan.translate(text),
                    command=func_partial(save_paint, key, pos),
                    ).grid(row=0, column=pos)
                frm.columnconfigure(pos, weight=1)
            out_values[key] = str(DEFAULTS[key])

        elif prop_type is PropTypes.PISTON:
            widgets[key] = Scale(
                frame,
                from_=0,
                to=4,
                orient="horizontal",
                showvalue=False,
                command=func_partial(save_pist, key),
                )
            values[key] = DEFAULTS[key]
            out_values[key] = str(DEFAULTS[key])
            if ((key == 'toplevel' and DEFAULTS['startup']) or
                    (key == 'bottomlevel' and not DEFAULTS['startup'])):
                widgets[key].set(max(
                    DEFAULTS['toplevel'],
                    DEFAULTS['bottomlevel']
                    ))
            if ((key == 'toplevel' and not DEFAULTS['startup']) or
                    (key == 'bottomlevel' and DEFAULTS['startup'])):
                widgets[key].set(min(
                    DEFAULTS['toplevel'],
                    DEFAULTS['bottomlevel']))

        elif prop_type is PropTypes.TIMER:
            widgets[key] = ttk.Scale(
                frame,
                from_=0,
                to=30,
                orient="horizontal",
                command=func_partial(save_tim, key),
                )
            values[key] = DEFAULTS[key]

    values['startup'] = DEFAULTS['startup']
Example #21
0
def res_faith_mods(inst: Entity, res: Property):
    """Modify the `trigger_catapult` that is created for `ItemFaithPlate` items.

    Values:
        - `raise_trig`: Raise or lower the `trigger_catapult`s by this amount.
        - `angled_targ`, `angled_in`: Instance entity and input for angled plates
        - `straight_targ`, `straight_in`: Instance entity and input for
            straight plates
        - `instvar`: A $replace value to set to either 'angled' or '
            'straight'.
        - `enabledVar`: A `$replace` value which will be copied to the main
            trigger's Start Disabled value (and inverted).
        - `trig_temp`: An ID for a template brush to add. This will be offset by
            the trigger's position (in the case of the `helper` trigger).
    """
    # Get data about the trigger this instance uses for flinging
    fixup_var = res['instvar', '']
    trig_enabled = res['enabledVar', None]
    trig_temp = res['trig_temp', '']
    offset = srctools.conv_int(res['raise_trig', '0'])
    if offset:
        offset = Vec(0, 0, offset).rotate_by_str(inst['angles', '0 0 0'])
    else:
        offset = Vec()

    if trig_enabled is not None:
        trig_enabled = srctools.conv_bool(inst.fixup[trig_enabled])
    else:
        trig_enabled = None

    for trig in vbsp.VMF.by_class['trigger_catapult']:
        if inst['targetname'] not in trig['targetname']:
            continue

        # Edit both the normal and the helper trigger..
        trig_origin = trig['origin'] = Vec.from_str(trig['origin']) + offset

        if offset and not trig_temp:
            # No template, shift the current brushes.
            for solid in trig.solids:
                solid.translate(offset)
        elif trig_temp:
            trig.solids = template_brush.import_template(
                temp_name=trig_temp,
                origin=trig_origin,
                angles=Vec.from_str(inst['angles']),
                force_type=template_brush.TEMP_TYPES.world,
            ).world
            # Remove the trigger solids from worldspawn..
            for solid in trig.solids:
                vbsp.VMF.remove_brush(solid)

        if trig_enabled is not None and 'helper' not in trig['targetname']:
            trig['startdisabled'] = srctools.bool_as_int(not trig_enabled)

        # Inspect the outputs to determine the type.
        # We also change them if desired, since that's not possible
        # otherwise.

        for out in trig.outputs:
            if out.inst_in == 'animate_angled_relay':
                # Instead of an instance: output, use local names.
                # This allows us to strip the proxy, as well as use
                # overlay instances.
                out.inst_in = None
                out.target = conditions.local_name(
                    inst, res['angled_targ', 'animate_angled_relay'])
                out.input = res['angled_in', 'Trigger']
                if fixup_var:
                    inst.fixup[fixup_var] = 'angled'
                break  # There's only one output we want to look for...

            elif out.inst_in == 'animate_straightup_relay':
                out.inst_in = None
                out.target = conditions.local_name(
                    inst,
                    res['straight_targ', 'animate_straightup_relay'],
                )
                out.input = res['straight_in', 'Trigger']

                if fixup_var:
                    inst.fixup[fixup_var] = 'straight'
                break
Example #22
0
def res_make_tag_fizzler(vmf: VMF, inst: Entity, res: Property):
    """Add an Aperture Tag Paint Gun activation fizzler.

    These fizzlers are created via signs, and work very specially.
    MUST be priority -100 so it runs before fizzlers!
    """
    import vbsp
    if vbsp_options.get(str, 'game_id') != utils.STEAM_IDS['TAG']:
        # Abort - TAG fizzlers shouldn't appear in any other game!
        inst.remove()
        return

    fizz_base = fizz_name = None

    # Look for the fizzler instance we want to replace
    for targetname in inst.output_targets():
        if targetname in tag_fizzlers:
            fizz_name = targetname
            fizz_base = tag_fizzlers[targetname]
            del tag_fizzlers[targetname]  # Don't let other signs mod this one!
            continue
        else:
            # It's an indicator toggle, remove it and the antline to clean up.
            LOGGER.warning('Toggle: {}', targetname)
            for ent in vmf.by_target[targetname]:
                remove_ant_toggle(ent)
    inst.outputs.clear()  # Remove the outptuts now, they're not valid anyway.

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

    # The distance from origin the double signs are seperated by.
    sign_offset = res.int('signoffset', 16)

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

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

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

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

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

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

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

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

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

        # Grab the data saved earlier in res_find_potential_tag_fizzlers()
        axis, side_min, side_max, normal = tag_fizzler_locs[fizz_name]

        # The Z-axis fizzler (horizontal) must be treated differently.
        if axis == 'z':
            # For z-axis, just compare to the center point.
            # The values are really x, y, z, not what they're named.
            sign_dir = sign_floor_loc - (side_min, side_max, normal)
        else:
            # For the other two, we compare to the line,
            # or compare to the closest side (in line with the fizz)
            other_axis = 'x' if axis == 'y' else 'y'
            if abs(sign_floor_loc[other_axis] - normal) < 32:
                # Compare to the closest side. Use ** to swap x/y arguments
                # appropriately. The closest side is the one with the
                # smallest magnitude.
                vmf.create_ent(
                    classname='info_null',
                    targetname=inst['targetname'] + '_min',
                    origin=sign_floor_loc - Vec(**{
                        axis: side_min,
                        other_axis: normal,
                    }),
                )
                vmf.create_ent(
                    classname='info_null',
                    targetname=inst['targetname'] + '_max',
                    origin=sign_floor_loc - Vec(**{
                        axis: side_max,
                        other_axis: normal,
                    }),
                )
                sign_dir = min(
                    sign_floor_loc - Vec(**{
                        axis: side_min,
                        other_axis: normal,
                    }),
                    sign_floor_loc - Vec(**{
                        axis: side_max,
                        other_axis: normal,
                    }),
                    key=Vec.mag,
                )
            else:
                # Align just based on whether we're in front or behind.
                sign_dir = Vec()
                sign_dir[other_axis] = sign_floor_loc[other_axis] - normal

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

        # Rotate to fit the instances - south is down
        sign_angle = int(sign_angle + 90) % 360
        if inst_normal.z > 0:
            sign_angle = '0 {} 0'.format(sign_angle)
        elif inst_normal.z < 0:
            # Flip upside-down for ceilings
            sign_angle = '0 {} 180'.format(sign_angle)
    else:
        # On a wall, face upright
        sign_angle = PETI_INST_ANGLE[inst_normal.as_tuple()]

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

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

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

    # Now modify the fizzler...

    fizz_brushes = list(vmf.by_class['trigger_portal_cleanser']
                        & vmf.by_target[fizz_name + '_brush'])

    if 'base_inst' in res:
        fizz_base['file'] = instanceLocs.resolve_one(res['base_inst'],
                                                     error=True)
    fizz_base.outputs.clear()  # Remove outputs, otherwise they break
    # branch_toggle entities

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

    if 'model_inst' in res:
        model_inst = instanceLocs.resolve_one(res['model_inst'], error=True)
        for mdl_inst in vmf.by_class['func_instance']:
            if mdl_inst['targetname', ''].startswith(fizz_name + '_model'):
                mdl_inst['file'] = model_inst

    # Find the direction the fizzler front/back points - z=floor fizz
    # Signs will associate with the given side!
    bbox_min, bbox_max = fizz_brushes[0].get_bbox()
    for axis, val in zip('xyz', bbox_max - bbox_min):
        if val == 2:
            fizz_axis = axis
            sign_center = (bbox_min[axis] + bbox_max[axis]) / 2
            break
    else:
        # A fizzler that's not 128*x*2?
        raise Exception('Invalid fizzler brush ({})!'.format(fizz_name))

    # Figure out what the sides will set values to...
    pos_blue = False
    pos_oran = False
    neg_blue = False
    neg_oran = False
    if sign_loc[fizz_axis] < sign_center:
        pos_blue = blue_enabled
        pos_oran = oran_enabled
    else:
        neg_blue = blue_enabled
        neg_oran = oran_enabled

    fizz_off_tex = {
        'left': res['off_left'],
        'center': res['off_center'],
        'right': res['off_right'],
        'short': res['off_short'],
    }
    fizz_on_tex = {
        'left': res['on_left'],
        'center': res['on_center'],
        'right': res['on_right'],
        'short': res['on_short'],
    }

    # If it activates the paint gun, use different textures
    if pos_blue or pos_oran:
        pos_tex = fizz_on_tex
    else:
        pos_tex = fizz_off_tex

    if neg_blue or neg_oran:
        neg_tex = fizz_on_tex
    else:
        neg_tex = fizz_off_tex

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

    pos_trig['origin'] = neg_trig['origin'] = fizz_base['origin']
    pos_trig['spawnflags'] = neg_trig['spawnflags'] = '1'  # Clients Only

    pos_trig['targetname'] = fizz_name + '-trig_pos'
    neg_trig['targetname'] = fizz_name + '-trig_neg'

    pos_trig.outputs = [
        Output(
            output,
            fizz_name + '-trig_neg',
            'Enable',
        ),
        Output(
            output,
            fizz_name + '-trig_pos',
            'Disable',
        ),
    ]

    neg_trig.outputs = [
        Output(
            output,
            fizz_name + '-trig_pos',
            'Enable',
        ),
        Output(
            output,
            fizz_name + '-trig_neg',
            'Disable',
        ),
    ]

    voice_attr = vbsp.settings['has_attr']

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

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

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

    for fizz_brush in fizz_brushes:  # portal_cleanser ent, not solid!
        # Modify fizzler textures
        bbox_min, bbox_max = fizz_brush.get_bbox()
        for side in fizz_brush.sides():
            norm = side.normal()
            if norm[fizz_axis] == 0:
                # Not the front/back: force nodraw
                # Otherwise the top/bottom will have the odd stripes
                # which won't match the sides
                side.mat = 'tools/toolsnodraw'
                continue
            if norm[fizz_axis] == 1:
                side.mat = pos_tex[vbsp.TEX_FIZZLER[side.mat.casefold()]]
            else:
                side.mat = neg_tex[vbsp.TEX_FIZZLER[side.mat.casefold()]]
        # The fizzler shouldn't kill cubes
        fizz_brush['spawnflags'] = '1'

        fizz_brush.outputs.append(
            Output(
                'OnStartTouch',
                '@shake_global',
                'StartShake',
            ))

        fizz_brush.outputs.append(
            Output(
                'OnStartTouch',
                '@shake_global_sound',
                'PlaySound',
            ))

        # The triggers are 8 units thick, 24 from the center
        # (-1 because fizzlers are 2 thick on each side).
        neg_min, neg_max = Vec(bbox_min), Vec(bbox_max)
        neg_min[fizz_axis] -= 23
        neg_max[fizz_axis] -= 17

        pos_min, pos_max = Vec(bbox_min), Vec(bbox_max)
        pos_min[fizz_axis] += 17
        pos_max[fizz_axis] += 23

        if blue_enabled or oran_enabled:
            neg_trig.solids.append(
                vmf.make_prism(
                    neg_min,
                    neg_max,
                    mat='tools/toolstrigger',
                ).solid, )
            pos_trig.solids.append(
                vmf.make_prism(
                    pos_min,
                    pos_max,
                    mat='tools/toolstrigger',
                ).solid, )
        else:
            # If neither enabled, use one trigger
            neg_trig.solids.append(
                vmf.make_prism(
                    neg_min,
                    pos_max,
                    mat='tools/toolstrigger',
                ).solid, )
Example #23
0
def res_make_tag_fizzler(vmf: VMF, inst: Entity, res: Property):
    """Add an Aperture Tag Paint Gun activation fizzler.

    These fizzlers are created via signs, and work very specially.
    MUST be priority -100 so it runs before fizzlers!
    """
    import vbsp
    if vbsp_options.get(str, 'game_id') != utils.STEAM_IDS['TAG']:
        # Abort - TAG fizzlers shouldn't appear in any other game!
        inst.remove()
        return

    fizz_base = fizz_name = None

    # Look for the fizzler instance we want to replace
    for targetname in inst.output_targets():
        if targetname in tag_fizzlers:
            fizz_name = targetname
            fizz_base = tag_fizzlers[targetname]
            del tag_fizzlers[targetname]  # Don't let other signs mod this one!
            continue
        else:
            # It's an indicator toggle, remove it and the antline to clean up.
            LOGGER.warning('Toggle: {}', targetname)
            for ent in vmf.by_target[targetname]:
                remove_ant_toggle(ent)
    inst.outputs.clear()  # Remove the outptuts now, they're not valid anyway.

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

    # The distance from origin the double signs are seperated by.
    sign_offset = res.int('signoffset', 16)

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

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

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

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

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

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

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

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

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

        # Grab the data saved earlier in res_find_potential_tag_fizzlers()
        axis, side_min, side_max, normal = tag_fizzler_locs[fizz_name]

        # The Z-axis fizzler (horizontal) must be treated differently.
        if axis == 'z':
            # For z-axis, just compare to the center point.
            # The values are really x, y, z, not what they're named.
            sign_dir = sign_floor_loc - (side_min, side_max, normal)
        else:
            # For the other two, we compare to the line,
            # or compare to the closest side (in line with the fizz)
            other_axis = 'x' if axis == 'y' else 'y'
            if abs(sign_floor_loc[other_axis] - normal) < 32:
                # Compare to the closest side. Use ** to swap x/y arguments
                # appropriately. The closest side is the one with the
                # smallest magnitude.
                vmf.create_ent(
                    classname='info_null',
                    targetname=inst['targetname'] + '_min',
                    origin=sign_floor_loc - Vec(**{
                        axis: side_min,
                        other_axis: normal,
                    }),
                )
                vmf.create_ent(
                    classname='info_null',
                    targetname=inst['targetname'] + '_max',
                    origin=sign_floor_loc - Vec(**{
                        axis: side_max,
                        other_axis: normal,
                    }),
                )
                sign_dir = min(
                    sign_floor_loc - Vec(**{
                        axis: side_min,
                        other_axis: normal,
                    }),
                    sign_floor_loc - Vec(**{
                        axis: side_max,
                        other_axis: normal,
                    }),
                    key=Vec.mag,
                )
            else:
                # Align just based on whether we're in front or behind.
                sign_dir = Vec()
                sign_dir[other_axis] = sign_floor_loc[other_axis] - normal

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

        # Rotate to fit the instances - south is down
        sign_angle = int(sign_angle + 90) % 360
        if inst_normal.z > 0:
            sign_angle = '0 {} 0'.format(sign_angle)
        elif inst_normal.z < 0:
            # Flip upside-down for ceilings
            sign_angle = '0 {} 180'.format(sign_angle)
    else:
        # On a wall, face upright
        sign_angle = PETI_INST_ANGLE[inst_normal.as_tuple()]

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

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

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

    # Now modify the fizzler...

    fizz_brushes = list(
        vmf.by_class['trigger_portal_cleanser'] &
        vmf.by_target[fizz_name + '_brush']
    )

    if 'base_inst' in res:
        fizz_base['file'] = resolve_inst(res['base_inst'])[0]
    fizz_base.outputs.clear()  # Remove outputs, otherwise they break
    # branch_toggle entities

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

    if 'model_inst' in res:
        model_inst = resolve_inst(res['model_inst'])[0]
        for mdl_inst in vmf.by_class['func_instance']:
            if mdl_inst['targetname', ''].startswith(fizz_name + '_model'):
                mdl_inst['file'] = model_inst

    # Find the direction the fizzler front/back points - z=floor fizz
    # Signs will associate with the given side!
    bbox_min, bbox_max = fizz_brushes[0].get_bbox()
    for axis, val in zip('xyz', bbox_max-bbox_min):
        if val == 2:
            fizz_axis = axis
            sign_center = (bbox_min[axis] + bbox_max[axis]) / 2
            break
    else:
        # A fizzler that's not 128*x*2?
        raise Exception('Invalid fizzler brush ({})!'.format(fizz_name))

    # Figure out what the sides will set values to...
    pos_blue = False
    pos_oran = False
    neg_blue = False
    neg_oran = False
    if sign_loc[fizz_axis] < sign_center:
        pos_blue = blue_enabled
        pos_oran = oran_enabled
    else:
        neg_blue = blue_enabled
        neg_oran = oran_enabled

    fizz_off_tex = {
        'left': res['off_left'],
        'center': res['off_center'],
        'right': res['off_right'],
        'short': res['off_short'],
    }
    fizz_on_tex = {
        'left': res['on_left'],
        'center': res['on_center'],
        'right': res['on_right'],
        'short': res['on_short'],
    }

    # If it activates the paint gun, use different textures
    if pos_blue or pos_oran:
        pos_tex = fizz_on_tex
    else:
        pos_tex = fizz_off_tex

    if neg_blue or neg_oran:
        neg_tex = fizz_on_tex
    else:
        neg_tex = fizz_off_tex

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

    pos_trig['origin'] = neg_trig['origin'] = fizz_base['origin']
    pos_trig['spawnflags'] = neg_trig['spawnflags'] = '1'  # Clients Only

    pos_trig['targetname'] = fizz_name + '-trig_pos'
    neg_trig['targetname'] = fizz_name + '-trig_neg'

    pos_trig.outputs = [
        Output(
            output,
            fizz_name + '-trig_neg',
            'Enable',
        ),
        Output(
            output,
            fizz_name + '-trig_pos',
            'Disable',
        ),
    ]

    neg_trig.outputs = [
        Output(
            output,
            fizz_name + '-trig_pos',
            'Enable',
        ),
        Output(
            output,
            fizz_name + '-trig_neg',
            'Disable',
        ),
    ]

    voice_attr = vbsp.settings['has_attr']

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

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

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

    for fizz_brush in fizz_brushes:  # portal_cleanser ent, not solid!
        # Modify fizzler textures
        bbox_min, bbox_max = fizz_brush.get_bbox()
        for side in fizz_brush.sides():
            norm = side.normal()
            if norm[fizz_axis] == 0:
                # Not the front/back: force nodraw
                # Otherwise the top/bottom will have the odd stripes
                # which won't match the sides
                side.mat = 'tools/toolsnodraw'
                continue
            if norm[fizz_axis] == 1:
                side.mat = pos_tex[
                    vbsp.TEX_FIZZLER[
                        side.mat.casefold()
                    ]
                ]
            else:
                side.mat = neg_tex[
                    vbsp.TEX_FIZZLER[
                        side.mat.casefold()
                    ]
                ]
        # The fizzler shouldn't kill cubes
        fizz_brush['spawnflags'] = '1'

        fizz_brush.outputs.append(Output(
            'OnStartTouch',
            '@shake_global',
            'StartShake',
        ))

        fizz_brush.outputs.append(Output(
            'OnStartTouch',
            '@shake_global_sound',
            'PlaySound',
        ))

        # The triggers are 8 units thick, 24 from the center
        # (-1 because fizzlers are 2 thick on each side).
        neg_min, neg_max = Vec(bbox_min), Vec(bbox_max)
        neg_min[fizz_axis] -= 23
        neg_max[fizz_axis] -= 17

        pos_min, pos_max = Vec(bbox_min), Vec(bbox_max)
        pos_min[fizz_axis] += 17
        pos_max[fizz_axis] += 23

        if blue_enabled or oran_enabled:
            neg_trig.solids.append(
                vmf.make_prism(
                    neg_min,
                    neg_max,
                    mat='tools/toolstrigger',
                ).solid,
            )
            pos_trig.solids.append(
                vmf.make_prism(
                    pos_min,
                    pos_max,
                    mat='tools/toolstrigger',
                ).solid,
            )
        else:
            # If neither enabled, use one trigger
            neg_trig.solids.append(
                vmf.make_prism(
                    neg_min,
                    pos_max,
                    mat='tools/toolstrigger',
                ).solid,
            )
 def save_opt():
     """Save the checkbox's values."""
     GEN_OPTS[section][item] = srctools.bool_as_int(var.get())
Example #25
0
def init(cback):
    global callback, labels, win, is_open
    callback = cback
    is_open = False
    win = Toplevel(TK_ROOT)
    win.title("BEE2")
    win.resizable(False, False)
    tk_tools.set_window_icon(win)
    win.protocol("WM_DELETE_WINDOW", exit_win)
    win.transient(TK_ROOT)
    win.withdraw()

    if utils.MAC:
        # Switch to use the 'modal' window style on Mac.
        TK_ROOT.call('::tk::unsupported::MacWindowStyle', 'style', win,
                     'moveableModal', '')
    # Stop our init from triggering UI sounds.
    sound.block_fx()

    frame = ttk.Frame(win, padding=10)
    frame.grid(row=0, column=0, sticky='NSEW')
    frame.rowconfigure(0, weight=1)
    frame.columnconfigure(0, weight=1)

    labels['noOptions'] = ttk.Label(frame, text=_('No Properties available!'))
    widgets['saveButton'] = ttk.Button(frame,
                                       text=_('Close'),
                                       command=exit_win)
    widgets['titleLabel'] = ttk.Label(frame, text='')
    widgets['titleLabel'].grid(columnspan=9)

    widgets['div_1'] = ttk.Separator(frame, orient="vertical")
    widgets['div_2'] = ttk.Separator(frame, orient="vertical")
    widgets['div_h'] = ttk.Separator(frame, orient="horizontal")

    for key, (prop_type, prop_name) in PROP_TYPES.items():
        # Translate property names from Valve's files.
        if prop_name.startswith('PORTAL2_'):
            prop_name = gameMan.translate(prop_name) + ':'

        labels[key] = ttk.Label(frame, text=prop_name)
        if prop_type is PropTypes.CHECKBOX:
            values[key] = IntVar(value=DEFAULTS[key])
            out_values[key] = srctools.bool_as_int(DEFAULTS[key])
            widgets[key] = ttk.Checkbutton(
                frame,
                variable=values[key],
                command=func_partial(set_check, key),
            )
            widgets[key].bind('<Return>',
                              func_partial(
                                  toggleCheck,
                                  key,
                                  values[key],
                              ))

        elif prop_type is PropTypes.OSCILLATE:
            values[key] = IntVar(value=DEFAULTS[key])
            out_values[key] = srctools.bool_as_int(DEFAULTS[key])
            widgets[key] = ttk.Checkbutton(
                frame,
                variable=values[key],
                command=func_partial(save_rail, key),
            )

        elif prop_type is PropTypes.PANEL:
            frm = ttk.Frame(frame)
            widgets[key] = frm
            values[key] = StringVar(value=DEFAULTS[key])
            for pos, (angle, disp_angle) in enumerate(PANEL_ANGLES):
                ttk.Radiobutton(
                    frm,
                    variable=values[key],
                    value=angle,
                    text=gameMan.translate(disp_angle),
                    command=func_partial(save_angle, key, angle),
                ).grid(row=0, column=pos)
                frm.columnconfigure(pos, weight=1)

        elif prop_type is PropTypes.GELS:
            frm = ttk.Frame(frame)
            widgets[key] = frm
            values[key] = IntVar(value=DEFAULTS[key])
            for pos, text in enumerate(PAINT_OPTS):
                ttk.Radiobutton(
                    frm,
                    variable=values[key],
                    value=pos,
                    text=gameMan.translate(text),
                    command=func_partial(save_paint, key, pos),
                ).grid(row=0, column=pos)
                frm.columnconfigure(pos, weight=1)
            out_values[key] = str(DEFAULTS[key])

        elif prop_type is PropTypes.PISTON:
            widgets[key] = pist_scale = ttk.Scale(
                frame,
                from_=0,
                to=4,
                orient="horizontal",
                command=func_partial(save_pist, key),
            )
            values[key] = DEFAULTS[key]
            out_values[key] = str(DEFAULTS[key])
            if ((key == 'toplevel' and DEFAULTS['startup'])
                    or (key == 'bottomlevel' and not DEFAULTS['startup'])):
                pist_scale.set(
                    max(DEFAULTS['toplevel'], DEFAULTS['bottomlevel']))
            if ((key == 'toplevel' and not DEFAULTS['startup'])
                    or (key == 'bottomlevel' and DEFAULTS['startup'])):
                pist_scale.set(
                    min(DEFAULTS['toplevel'], DEFAULTS['bottomlevel']))

        elif prop_type is PropTypes.TIMER:
            widgets[key] = ttk.Scale(
                frame,
                from_=0,
                to=30,
                orient="horizontal",
                command=func_partial(save_tim, key),
            )
            values[key] = DEFAULTS[key]

    values['startup'] = DEFAULTS['startup']
Example #26
0
    def export(
        self,
        style: packages.Style,
        selected_objects: dict,
        should_refresh=False,
    ) -> Tuple[bool, bool]:
        """Generate the editoritems.txt and vbsp_config.

        - If no backup is present, the original editoritems is backed up.
        - For each object type, run its .export() function with the given
        - item.
        - Styles are a special case.
        """

        LOGGER.info('-' * 20)
        LOGGER.info('Exporting Items and Style for "{}"!', self.name)

        LOGGER.info('Style = {}', style.id)
        for obj, selected in selected_objects.items():
            # Skip the massive dict in items
            if obj == 'Item':
                selected = selected[0]
            LOGGER.info('{} = {}', obj, selected)

        # VBSP, VRAD, editoritems
        export_screen.set_length('BACK', len(FILES_TO_BACKUP))
        # files in compiler/
        try:
            num_compiler_files = sum(
                1 for file in utils.install_path('compiler').rglob('*'))
        except FileNotFoundError:
            num_compiler_files = 0

        if self.steamID == utils.STEAM_IDS['APERTURE TAG']:
            # Coop paint gun instance
            num_compiler_files += 1

        if num_compiler_files == 0:
            LOGGER.warning('No compiler files!')
            export_screen.skip_stage('COMP')
        else:
            export_screen.set_length('COMP', num_compiler_files)

        LOGGER.info('Should refresh: {}', should_refresh)
        if should_refresh:
            # Check to ensure the cache needs to be copied over..
            should_refresh = self.cache_invalid()
            if should_refresh:
                LOGGER.info("Cache invalid - copying..")
            else:
                LOGGER.info("Skipped copying cache!")

        # Each object type
        # Editoritems
        # VBSP_config
        # Instance list
        # Editor models.
        # FGD file
        # Gameinfo
        export_screen.set_length('EXP', len(packages.OBJ_TYPES) + 6)

        # Do this before setting music and resources,
        # those can take time to compute.
        export_screen.show()
        try:

            if should_refresh:
                # Count the files.
                export_screen.set_length(
                    'RES',
                    sum(1 for file in res_system.walk_folder_repeat()),
                )
            else:
                export_screen.skip_stage('RES')
                export_screen.skip_stage('MUS')

            # Make the folders we need to copy files to, if desired.
            os.makedirs(self.abs_path('bin/bee2/'), exist_ok=True)

            # Start off with the style's data.
            vbsp_config = Property(None, [])
            vbsp_config += style.config.copy()

            all_items = style.items.copy()
            renderables = style.renderables.copy()

            export_screen.step('EXP')

            vpk_success = True

            # Export each object type.
            for obj_name, obj_data in packages.OBJ_TYPES.items():
                if obj_name == 'Style':
                    continue  # Done above already

                LOGGER.info('Exporting "{}"', obj_name)
                selected = selected_objects.get(obj_name, None)

                try:
                    obj_data.cls.export(
                        packages.ExportData(
                            game=self,
                            selected=selected,
                            all_items=all_items,
                            renderables=renderables,
                            vbsp_conf=vbsp_config,
                            selected_style=style,
                        ))
                except packages.NoVPKExport:
                    # Raised by StyleVPK to indicate it failed to copy.
                    vpk_success = False

                export_screen.step('EXP')

            vbsp_config.set_key(('Options', 'Game_ID'), self.steamID)
            vbsp_config.set_key(
                ('Options', 'dev_mode'),
                srctools.bool_as_int(optionWindow.DEV_MODE.get()))

            # If there are multiple of these blocks, merge them together.
            # They will end up in this order.
            vbsp_config.merge_children(
                'Textures',
                'Fizzlers',
                'Options',
                'StyleVars',
                'DropperItems',
                'Conditions',
                'Quotes',
                'PackTriggers',
            )

            for name, file, ext in FILES_TO_BACKUP:
                item_path = self.abs_path(file + ext)
                backup_path = self.abs_path(file + '_original' + ext)

                if not os.path.isfile(item_path):
                    # We can't backup at all.
                    should_backup = False
                elif name == 'Editoritems':
                    should_backup = not os.path.isfile(backup_path)
                else:
                    # Always backup the non-_original file, it'd be newer.
                    # But only if it's Valves - not our own.
                    should_backup = should_backup_app(item_path)
                    backup_is_good = should_backup_app(backup_path)
                    LOGGER.info(
                        '{}{}: normal={}, backup={}',
                        file,
                        ext,
                        'Valve' if should_backup else 'BEE2',
                        'Valve' if backup_is_good else 'BEE2',
                    )

                    if not should_backup and not backup_is_good:
                        # It's a BEE2 application, we have a problem.
                        # Both the real and backup are bad, we need to get a
                        # new one.
                        try:
                            os.remove(backup_path)
                        except FileNotFoundError:
                            pass
                        try:
                            os.remove(item_path)
                        except FileNotFoundError:
                            pass

                        export_screen.reset()
                        if messagebox.askokcancel(
                                title=_('BEE2 - Export Failed!'),
                                message=_(
                                    'Compiler file {file} missing. '
                                    'Exit Steam applications, then press OK '
                                    'to verify your game cache. You can then '
                                    'export again.').format(file=file + ext, ),
                                master=TK_ROOT,
                        ):
                            webbrowser.open('steam://validate/' +
                                            str(self.steamID))
                        return False, vpk_success

                if should_backup:
                    LOGGER.info('Backing up original {}!', name)
                    shutil.copy(item_path, backup_path)
                export_screen.step('BACK')

            # Backup puzzles, if desired
            backup.auto_backup(selected_game, export_screen)

            # Special-case: implement the UnlockDefault stlylevar here,
            # so all items are modified.
            if selected_objects['StyleVar']['UnlockDefault']:
                LOGGER.info('Unlocking Items!')
                for i, item in enumerate(all_items):
                    # If the Unlock Default Items stylevar is enabled, we
                    # want to force the corridors and obs room to be
                    # deletable and copyable
                    # Also add DESIRES_UP, so they place in the correct orientation
                    if item.id in _UNLOCK_ITEMS:
                        all_items[i] = copy.copy(item)
                        item.deletable = item.copiable = True
                        item.facing = editoritems.DesiredFacing.UP

            LOGGER.info('Editing Gameinfo...')
            self.edit_gameinfo(True)
            export_screen.step('EXP')

            if not GEN_OPTS.get_bool('General', 'preserve_bee2_resource_dir'):
                LOGGER.info('Adding ents to FGD.')
                self.edit_fgd(True)
            export_screen.step('EXP')

            # AtomicWriter writes to a temporary file, then renames in one step.
            # This ensures editoritems won't be half-written.
            LOGGER.info('Writing Editoritems script...')
            with srctools.AtomicWriter(
                    self.abs_path('portal2_dlc2/scripts/editoritems.txt')
            ) as editor_file:
                editoritems.Item.export(editor_file, all_items, renderables)
            export_screen.step('EXP')

            LOGGER.info('Writing Editoritems database...')
            with open(self.abs_path('bin/bee2/editor.bin'), 'wb') as inst_file:
                pick = pickletools.optimize(pickle.dumps(all_items))
                inst_file.write(pick)
            export_screen.step('EXP')

            LOGGER.info('Writing VBSP Config!')
            os.makedirs(self.abs_path('bin/bee2/'), exist_ok=True)
            with open(self.abs_path('bin/bee2/vbsp_config.cfg'),
                      'w',
                      encoding='utf8') as vbsp_file:
                for line in vbsp_config.export():
                    vbsp_file.write(line)
            export_screen.step('EXP')

            if num_compiler_files > 0:
                LOGGER.info('Copying Custom Compiler!')
                compiler_src = utils.install_path('compiler')
                for comp_file in compiler_src.rglob('*'):
                    # Ignore folders.
                    if comp_file.is_dir():
                        continue

                    dest = self.abs_path('bin' /
                                         comp_file.relative_to(compiler_src))

                    LOGGER.info('\t* {} -> {}', comp_file, dest)

                    folder = Path(dest).parent
                    if not folder.exists():
                        folder.mkdir(parents=True, exist_ok=True)

                    try:
                        if os.path.isfile(dest):
                            # First try and give ourselves write-permission,
                            # if it's set read-only.
                            utils.unset_readonly(dest)
                        shutil.copy(comp_file, dest)
                    except PermissionError:
                        # We might not have permissions, if the compiler is currently
                        # running.
                        export_screen.reset()
                        messagebox.showerror(
                            title=_('BEE2 - Export Failed!'),
                            message=_('Copying compiler file {file} failed. '
                                      'Ensure {game} is not running.').format(
                                          file=comp_file,
                                          game=self.name,
                                      ),
                            master=TK_ROOT,
                        )
                        return False, vpk_success
                    export_screen.step('COMP')

            if should_refresh:
                LOGGER.info('Copying Resources!')
                music_files = self.copy_mod_music()
                self.refresh_cache(music_files)

            LOGGER.info('Optimizing editor models...')
            self.clean_editor_models(all_items)
            export_screen.step('EXP')

            self.generate_fizzler_sides(vbsp_config)

            if self.steamID == utils.STEAM_IDS['APERTURE TAG']:
                os.makedirs(self.abs_path('sdk_content/maps/instances/bee2/'),
                            exist_ok=True)
                with open(
                        self.abs_path(
                            'sdk_content/maps/instances/bee2/tag_coop_gun.vmf'
                        ), 'w') as f:
                    TAG_COOP_INST_VMF.export(f)

            export_screen.reset()  # Hide loading screen, we're done
            return True, vpk_success
        except loadScreen.Cancelled:
            return False, False