Esempio n. 1
0
 def execute(self, context):
     current_scene = context.scene
     tree = context.space_data.edit_tree
     tree.use_fake_user = True
     py_module_name = bge_netlogic.utilities.py_module_name_for_tree(tree)
     selected_objects = [
         ob for ob in current_scene.objects if ob.select_get()
     ]
     initial_status = bge_netlogic.utilities.compute_initial_status_of_tree(
         tree.name, selected_objects)
     try:
         tree_code_generator.TreeCodeGenerator().write_code_for_tree(tree)
     except Exception as e:
         utils.error(f"Couldn't compile tree {tree.name}!")
         print(e)
     initial_status = True if initial_status is None else False
     for obj in selected_objects:
         utils.success("Applied tree {} to object {}.".format(
             tree.name, obj.name))
         if tree.mode:
             tree_name = utils.make_valid_name(tree.name)
             module = f'nl_{tree_name.lower()}'
             name = f'{module}.{tree_name}'
             comps = [c.module for c in obj.game.components]
             if module not in comps:
                 bpy.ops.logic.python_component_register(
                     component_name=name)
         else:
             self._setup_logic_bricks_for_object(tree, py_module_name, obj,
                                                 context)
         tree_collection = obj.bgelogic_treelist
         contains = False
         for t in tree_collection:
             if t.tree_name == tree.name:
                 contains = True
                 break
         if not contains:
             new_entry = tree_collection.add()
             new_entry.tree_name = tree.name
             new_entry.tree = tree
             # this will set both new_entry.tree_initial_status and add a
             # game property that makes the status usable at runtime
             bge_netlogic.utilities.set_network_initial_status_key(
                 obj, tree.name, initial_status)
     return {'FINISHED'}
    def execute(self, context):
        import bge_netlogic.utilities as tools
        stripped_tree_name = tools.strip_tree_name(self.tree_name)
        py_module_name = tools.py_module_name_for_stripped_tree_name(
            stripped_tree_name
        )
        py_module_name = py_module_name.split('NL')[-1]
        objs = [
            ob for ob in context.scene.objects if ob.select_get() and
            tools.object_has_treeitem_for_treename(
                ob, self.tree_name
            )
        ]
        for ob in objs:
            gs = ob.game
            controllers = [
                c for c in gs.controllers if py_module_name in c.name
            ]
            actuators = [
                a for a in gs.actuators if py_module_name in a.name
            ]
            sensors = [
                s for s in gs.sensors if py_module_name in s.name
            ]
            for s in sensors:
                bpy.ops.logic.sensor_remove(sensor=s.name, object=ob.name)
            for c in controllers:
                bpy.ops.logic.controller_remove(
                    controller=c.name, object=ob.name
                )
            for a in actuators:
                bpy.ops.logic.actuator_remove(actuator=a.name, object=ob.name)

            bge_netlogic.utilities.remove_tree_item_from_object(
                ob, self.tree_name
            )
            bge_netlogic.utilities.remove_network_initial_status_key(
                ob, self.tree_name
            )
            utils.success("Successfully removed tree {} from object {}.".format(
                self.tree_name,
                ob.name
            ))
        return {'FINISHED'}
    def execute(self, context):
        utils.debug('Adding template...')
        tree = context.space_data.edit_tree
        content = json.load(open(self.get_template_path()))['nodes']

        if tree is None:
            utils.error('Cannot add template! Aborting...')
            return {'FINISHED'}
        for node in tree.nodes:
            node.select = False

        nodes = []
        for c in content:
            self.add_node(
                c['x'],
                c['y'],
                c['label'],
                c['node_type'],
                nodes,
                values=c['values']
            )
        i = 0
        for c in content:
            self.link_node(nodes[i], c['links'], nodes)
            i += 1

        for node in nodes:
            node.select = True
            if node.label == 'Speed':
                continue
            node.hide = True
            for socket in node.inputs:
                if not socket.is_linked:
                    socket.hide = True
            for socket in node.outputs:
                if not socket.is_linked:
                    socket.hide = True

        bpy.ops.transform.translate()
        utils.success('Added 4 Key Template.')
        return {'FINISHED'}
 def execute(self, context):
     current_scene = context.scene
     tree = context.space_data.edit_tree
     tree.use_fake_user = True
     py_module_name = bge_netlogic.utilities.py_module_name_for_tree(tree)
     selected_objects = [
         ob for ob in current_scene.objects if ob.select_get()
     ]
     initial_status = bge_netlogic.utilities.compute_initial_status_of_tree(
         tree.name, selected_objects
     )
     initial_status = True if initial_status is None else False
     for obj in selected_objects:
         utils.success(
             "Applied tree {} to object {}.".format(
                 tree.name,
                 obj.name
             )
         )
         self._setup_logic_bricks_for_object(
             tree, py_module_name, obj, context
         )
         tree_collection = obj.bgelogic_treelist
         contains = False
         for t in tree_collection:
             if t.tree_name == tree.name:
                 contains = True
                 break
         if not contains:
             new_entry = tree_collection.add()
             new_entry.tree_name = tree.name
             # this will set both new_entry.tree_initial_status and add a
             # game property that makes the status usable at runtime
             bge_netlogic.utilities.set_network_initial_status_key(
                 obj, tree.name, initial_status
             )
     return {'FINISHED'}
Esempio n. 5
0
    def group_make(self, group_name, add_nodes):
        node_tree = bpy.data.node_groups.new(group_name, 'BGELogicTree')
        group_name = node_tree.name

        nodes = node_tree.nodes
        new_nodes = {}
        parent_tree = bpy.context.space_data.edit_tree
        locs = []

        for node in add_nodes:
            added_node = nodes.new(node.bl_idname)
            added_node.location = node.location
            new_nodes[node] = added_node

        for old_node in new_nodes:
            new_node = new_nodes[old_node]
            for attr in dir(old_node):
                if attr in NODE_ATTRS:
                    setattr(new_node, attr, getattr(old_node, attr))
            for socket in old_node.outputs:
                for link in socket.links:
                    to_node = link.to_node
                    if to_node not in add_nodes:
                        msg = 'Some linked Nodes are not selected!'
                        self.report({"ERROR"}, msg)
                        utils.error(msg)
                        return None
            for socket in old_node.inputs:
                index = self._index_of(socket, old_node.inputs)
                for attr in dir(socket):
                    if attr in NODE_ATTRS or attr.startswith('slot_'):
                        try:
                            if attr != 'label':
                                setattr(new_node.inputs[index], attr,
                                        getattr(socket, attr))
                        except Exception:
                            utils.warn(
                                'Attribute {} not writable.'.format(attr))
                for link in socket.links:
                    try:
                        output_socket = link.from_socket
                        output_node = new_nodes[output_socket.node]
                        outdex = self._index_of(output_socket,
                                                output_socket.node.outputs)
                        node_tree.links.new(new_node.inputs[index],
                                            output_node.outputs[outdex])
                    except Exception:
                        bpy.data.node_groups.remove(node_tree)
                        msg = 'Some linked Nodes are not selected! Aborting...'
                        self.report({"ERROR"}, msg)
                        utils.error(msg)
                        return None
            locs.append(old_node.location)

        for old_node in new_nodes:
            parent_tree.nodes.remove(old_node)
        redir = parent_tree.nodes.new('NLActionExecuteNetwork')
        redir.inputs[0].value = True

        try:
            redir.inputs[1].value = bpy.context.object
        except Exception:
            msg = 'No Object was selected; Set Object in tree {} manually!'.format(
                parent_tree.name)
            self.report({"WARNING"}, msg)
            utils.warn(msg)
        redir.inputs[2].value = bpy.data.node_groups[group_name]
        redir.location = self.avg_location(locs)
        node_tree.use_fake_user = True
        utils.success(f'Created Node Tree {group_name}.')
        return node_tree
Esempio n. 6
0
def update_tree_name(tree, old_name):
    utils.set_compile_status(utils.TREE_MODIFIED)
    new_name = tree.name
    _tree_to_name_map[tree] = new_name
    old_name_code = utilities.strip_tree_name(old_name)
    new_name_code = utilities.strip_tree_name(new_name)
    new_pymodule_name = utilities.py_module_name_for_tree(tree)
    # old_pymodule_name = (
    # utilities.py_module_name_for_stripped_tree_name(old_name_code))
    new_py_controller_module_string = (
        utilities.py_controller_module_string(new_pymodule_name))
    for ob in bpy.data.objects:
        old_status = None
        is_tree_applied_to_object = False
        for tree_item in ob.bgelogic_treelist:
            if tree_item.tree_name == new_name:
                st = tree_item.tree_initial_status
                utils.remove_tree_item_from_object(ob, tree_item.tree_name)
                new_entry = ob.bgelogic_treelist.add()
                new_entry.tree_name = tree.name
                new_entry.tree = tree
                # this will set both new_entry.tree_initial_status and add a
                # game property that makes the status usable at runtime
                utils.set_network_initial_status_key(ob, tree.name, st)
                tree_item.tree_name = new_name
                if old_status is not None:
                    raise RuntimeError(
                        "We have two trees with the same name in {}".format(
                            ob.name))
        if is_tree_applied_to_object:
            utilities.rename_initial_status_game_object_property(
                ob, old_name, new_name)
            gs = ob.game
            idx = 0
            check_name = utils.make_valid_name(old_name)
            comp_name = f'nl_{check_name.lower()}'
            clsname = utils.make_valid_name(new_name)
            new_comp_name = f'nl_{clsname.lower()}.{clsname}'
            for c in gs.components:
                if c.module == comp_name:
                    try:
                        ops.tree_code_generator.TreeCodeGenerator(
                        ).write_code_for_tree(tree)
                    except Exception:
                        utils.error(f"Couldn't compile tree {tree.name}!")
                    text = bpy.data.texts.get(f'{comp_name}.py')
                    if text:
                        bpy.data.texts.remove(text)
                    active_object = bpy.context.object
                    bpy.context.view_layer.objects.active = ob
                    bpy.ops.logic.python_component_remove(index=idx)
                    bpy.ops.logic.python_component_register(
                        component_name=new_comp_name)
                    bpy.context.view_layer.objects.active = active_object
                idx += 1

            for sensor in gs.sensors:
                if old_name_code in sensor.name:
                    sensor.name = sensor.name.replace(old_name_code,
                                                      new_name_code)
            for controller in gs.controllers:
                if old_name_code in controller.name:
                    controller.name = controller.name.replace(
                        old_name_code, new_name_code)
                    if isinstance(controller, bpy.types.PythonController):
                        controller.module = new_py_controller_module_string
            for actuator in gs.actuators:
                if old_name_code in actuator.name:
                    actuator.name = actuator.name.replace(
                        old_name_code, new_name_code)
            utils.success(f'Renamed Tree {old_name_code} to {new_name_code}')
    def group_make(self, group_name, add_nodes):
        node_tree = bpy.data.node_groups.new(group_name, 'BGELogicTree')
        group_name = node_tree.name
        attrs = [
            'value',
            'game_object',
            'default_value',
            'use_toggle',
            'true_label',
            'false_label',
            'value_type',
            'bool_editor',
            'int_editor',
            'float_editor',
            'string_editor',
            'radians',
            'filepath_value',
            'sound_value',
            'float_field',
            'expression_field',
            'input_type',
            'value_x',
            'value_y',
            'value_z',
            'title',
            'local',
            'operator',
            'formatted',
            'pulse',
            'hide',
            'label',
            'use_owner',
            'advanced'
        ]

        nodes = node_tree.nodes
        new_nodes = {}
        parent_tree = bpy.context.space_data.edit_tree
        locs = []

        for node in add_nodes:
            added_node = nodes.new(node.bl_idname)
            added_node.location = node.location
            new_nodes[node] = added_node

        for old_node in new_nodes:
            new_node = new_nodes[old_node]
            for attr in dir(old_node):
                if attr in attrs:
                    setattr(new_node, attr, getattr(old_node, attr))
            for socket in old_node.inputs:
                index = self._index_of(socket, old_node.inputs)
                for attr in dir(socket):
                    if attr in attrs:
                        try:
                            if attr != 'label':
                                setattr(new_node.inputs[index], attr, getattr(socket, attr))
                        except Exception:
                            utils.warn('Attribute {} not writable.'.format(attr))
                for link in socket.links:
                    try:
                        output_socket = link.from_socket
                        output_node = new_nodes[output_socket.node]
                        outdex = self._index_of(output_socket, output_socket.node.outputs)
                        node_tree.links.new(new_node.inputs[index], output_node.outputs[outdex])
                    except Exception:
                        bpy.data.node_groups.remove(node_tree)
                        msg = 'Some linked Nodes are not selected! Aborting...'
                        self.report({"ERROR"}, msg)
                        utils.error(msg)
                        return None
            locs.append(old_node.location)

        for old_node in new_nodes:
            parent_tree.nodes.remove(old_node)
        redir = parent_tree.nodes.new('NLActionExecuteNetwork')
        redir.inputs[0].value = True

        try:
            redir.inputs[1].value = bpy.context.object
        except Exception:
            msg = 'No Object was selected; Set Object in tree {} manually!'.format(parent_tree.name)
            self.report({"WARNING"}, msg)
            utils.warn(msg)
        redir.inputs[2].value = bpy.data.node_groups[group_name]
        redir.location = self.avg_location(locs)
        node_tree.use_fake_user = True
        utils.success(f'Created Node Tree {group_name}.')
        return node_tree