Esempio n. 1
0
def res_reshape_fizzler(vmf: VMF, shape_inst: Entity, res: Property):
    """Convert a fizzler connected via the output to a new shape.

    This allows for different placing of fizzler items.
    Each `segment` parameter should be a `x y z;x y z` pair of positions
    that represent the ends of the fizzler.
    `up_axis` should be set to a normal vector pointing in the new 'upward'
    direction.
    `default` is the ID of a fizzler type which should be used if no outputs
    are fired.
    """
    shape_name = shape_inst['targetname']
    shape_item = connections.ITEMS[shape_name]

    for conn in shape_item.outputs:
        fizz_name = conn.inp.name
        try:
            fizz = fizzler.FIZZLERS[fizz_name]
        except KeyError:
            LOGGER.warning(
                'Reshaping fizzler with non-fizzler output! Ignoring!')
            continue
        break
    else:
        # No fizzler - create one.
        conn = None
        fizz_type = fizzler.FIZZ_TYPES[res['default']]
        base_inst = vmf.create_ent(
            targetname=shape_name,
            classname='func_instance',
            origin=shape_inst['origin'],
            file=fizz_type.inst[fizzler.FizzInst.BASE][0],
        )
        base_inst.fixup.update(shape_inst.fixup)
        fizz = fizzler.FIZZLERS[shape_name] = fizzler.Fizzler(
            fizz_type,
            Vec(),
            base_inst,
            [],
        )

    # Detach this connection and remove traces of it.
    if conn:
        conn.remove()
        if shape_item.ind_toggle:
            remove_ant_toggle(shape_item.ind_toggle)

    fizz_base = fizz.base_inst
    fizz_base['origin'] = shape_inst['origin']
    origin = Vec.from_str(shape_inst['origin'])

    shape_angles = Vec.from_str(shape_inst['angles'])

    fizz.up_axis = res.vec('up_axis').rotate(*shape_angles)
    fizz.emitters.clear()

    for seg_prop in res.find_all('Segment'):
        vec1, vec2 = seg_prop.value.split(';')
        seg_min_max = Vec.bbox(
            Vec.from_str(vec1).rotate(*shape_angles) + origin,
            Vec.from_str(vec2).rotate(*shape_angles) + origin,
        )
        fizz.emitters.append(seg_min_max)
Esempio n. 2
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,
            )
Esempio n. 3
0
def res_make_catwalk(vmf: VMF, res: Property):
    """Speciallised result to generate catwalks from markers.

    Only runs once, and then quits the condition list.
    Instances:
        MarkerInst: The instance set in editoritems.
        Straight_128/256/512: Straight sections. Extends East
        Corner: A corner piece. Connects on N and W sides.
        TJunction; A T-piece. Connects on all but the East side.
        CrossJunction: A X-piece. Connects on all sides.
        End: An end piece. Connects on the East side.
        Stair: A stair. Starts East and goes Up and West.
        End_wall: Connects a West wall to a East catwalk.
        Support_Wall: A support extending from the East wall.
        Support_Ceil: A support extending from the ceiling.
        Support_Floor: A support extending from the floor.
        Support_Goo: A floor support, designed for goo pits.
        Single_Wall: A section connecting to an East wall.
    """
    LOGGER.info("Starting catwalk generator...")
    marker = instanceLocs.resolve(res['markerInst'])
    output_target = res['output_name', 'MARKER']

    instances = {
        name: instanceLocs.resolve_one(res[name, ''], error=True)
        for name in
        (
            'straight_128', 'straight_256', 'straight_512',
            'corner', 'tjunction', 'crossjunction', 'end', 'stair', 'end_wall',
            'support_wall', 'support_ceil', 'support_floor', 'support_goo',
            'single_wall',
            'markerInst',
        )
    }
    # If there are no attachments remove a catwalk piece
    instances['NONE'] = ''
    if instances['end_wall'] == '':
        instances['end_wall'] = instances['end']

    # The directions this instance is connected by (NSEW)
    links = {}  # type: Dict[Entity, Link]
    markers = {}

    # Find all our markers, so we can look them up by targetname.
    for inst in vmf.by_class['func_instance']:
        if inst['file'].casefold() not in marker:
            continue
        links[inst] = Link()
        markers[inst['targetname']] = inst

        # Snap the markers to the grid. If on glass it can become offset...
        origin = Vec.from_str(inst['origin'])
        origin = origin // 128 * 128
        origin += 64

        while brushLoc.POS['world': origin].is_goo:
            # The instance is in goo! Switch to floor orientation, and move
            # up until it's in air.
            inst['angles'] = '0 0 0'
            origin.z += 128

        inst['origin'] = str(origin)

    if not markers:
        return RES_EXHAUSTED

    LOGGER.info('Connections: {}', links)
    LOGGER.info('Markers: {}', markers)

    # First loop through all the markers, adding connecting sections
    for inst in markers.values():
        for conn in inst.outputs:
            if conn.output != output_target or conn.input != output_target:
                # Indicator toggles or similar, delete these entities.
                # Find the associated overlays too.
                for del_inst in vmf.by_target[conn.target]:
                    conditions.remove_ant_toggle(del_inst)
                continue

            inst2 = markers[conn.target]
            LOGGER.debug('{} <-> {}', inst['targetname'], inst2['targetname'])
            origin1 = Vec.from_str(inst['origin'])
            origin2 = Vec.from_str(inst2['origin'])
            if origin1.x != origin2.x and origin1.y != origin2.y:
                LOGGER.warning('Instances not aligned!')
                continue

            y_dir = origin1.x == origin2.x  # Which way the connection is
            if y_dir:
                dist = abs(origin1.y - origin2.y)
            else:
                dist = abs(origin1.x - origin2.x)
            vert_dist = origin1.z - origin2.z

            if (dist - 128) // 2 < abs(vert_dist):
                # The stairs are 2 long, 1 high. Check there's enough room
                # Subtract the last block though, since that's a corner.
                LOGGER.warning('Not enough room for stairs!')
                continue

            if dist > 128:
                # add straight sections in between
                place_catwalk_connections(vmf, instances, origin1, origin2)

            # Update the lists based on the directions that were set
            conn_lst1 = links[inst]
            conn_lst2 = links[inst2]
            if origin1.x < origin2.x:
                conn_lst1.E = conn_lst2.W = True
            elif origin2.x < origin1.x:
                conn_lst1.W = conn_lst2.E = True

            if origin1.y < origin2.y:
                conn_lst1.N = conn_lst2.S = True
            elif origin2.y < origin1.y:
                conn_lst1.S = conn_lst2.N = True

        inst.outputs.clear()  # Remove the outputs now, they're useless

    for inst, dir_mask in links.items():
        # Set the marker instances based on the attached walkways.
        normal = Vec(0, 0, 1).rotate_by_str(inst['angles'])

        new_type, inst['angles'] = utils.CONN_LOOKUP[dir_mask.as_tuple()]
        inst['file'] = instances[CATWALK_TYPES[new_type]]

        if new_type is utils.CONN_TYPES.side:
            # If the end piece is pointing at a wall, switch the instance.
            if normal.z == 0:
                if normal == dir_mask.conn_dir():
                    inst['file'] = instances['end_wall']
            continue  # We never have normal supports on end pieces
        elif new_type is utils.CONN_TYPES.none:
            # Unconnected catwalks on the wall switch to a special instance.
            # This lets players stand next to a portal surface on the wall.
            if normal.z == 0:
                inst['file'] = instances['single_wall']
                inst['angles'] = INST_ANGLE[normal.as_tuple()]
            else:
                inst.remove()
            continue  # These don't get supports otherwise

        # Add regular supports
        supp = None
        if normal == (0, 0, 1):
            # If in goo, use different supports!
            origin = Vec.from_str(inst['origin'])
            origin.z -= 128
            if brushLoc.POS['world': origin].is_goo:
                supp = instances['support_goo']
            else:
                supp = instances['support_floor']
        elif normal == (0, 0, -1):
            supp = instances['support_ceil']
        else:
            supp = instances['support_wall']

        if supp:
            vmf.create_ent(
                classname='func_instance',
                origin=inst['origin'],
                angles=INST_ANGLE[normal.as_tuple()],
                file=supp,
            )

    LOGGER.info('Finished catwalk generation!')
    return RES_EXHAUSTED
Esempio n. 4
0
def res_make_vactubes(res: Property):
    """Speciallised result to generate vactubes from markers.

    Only runs once, and then quits the condition list.
    Instances:
    """
    if res.value not in VAC_CONFIGS:
        # We've already executed this config group
        return RES_EXHAUSTED

    LOGGER.info('Running Generator ({})...', res.value)
    CONFIG, INST_CONFIGS = VAC_CONFIGS[res.value]
    del VAC_CONFIGS[res.value]  # Don't let this run twice

    markers = {}

    # Find all our markers, so we can look them up by targetname.
    for inst in vbsp.VMF.by_class['func_instance']:  # type: Entity
        try:
            config, inst_size = INST_CONFIGS[inst['file'].casefold()]
        except KeyError:
            continue  # Not a marker

        next_instances = {out.target for out in inst.outputs}

        # Destroy these outputs, they're useless now!
        inst.outputs.clear()

        # Remove the original instance from the level - we spawn entirely new
        # ones.
        inst.remove()

        markers[inst['targetname']] = {
            'ent': inst,
            'conf': config,
            'next': next_instances,
            'prev': None,
            'size': inst_size,
        }

    if not markers:
        # No actual vactubes..
        return RES_EXHAUSTED

    LOGGER.info('Markers: {}', markers.keys())

    for mark_name, marker in markers.items():
        LOGGER.info('Outputs: {}', marker['next'])
        next_marker = None
        for inst in marker['next']:
            try:
                next_marker = markers[inst]
            except KeyError:
                # Not a marker-instance, remove this (indicator_toggles, etc)
                # We want to remove any them as well as the assoicated
                # antlines!
                for toggle in vbsp.VMF.by_target[inst]:
                    remove_ant_toggle(toggle)
            else:
                marker['next'] = inst
                next_marker['prev'] = mark_name

        if next_marker is None:
            # No next-instances were found..
            # Mark as no-connections
            marker['next'] = None

    for marker in markers.values():
        if marker['prev'] is not None:
            continue

        make_vac_track(marker, markers)
Esempio n. 5
0
def res_cutout_tile(res: Property):
    """Generate random quarter tiles, like in Destroyed or Retro maps.

    - "MarkerItem" is the instance to look for.
    - "TileSize" can be "2x2" or "4x4".
    - rotateMax is the amount of degrees to rotate squarebeam models.

    Materials:
    - "squarebeams" is the squarebeams variant to use.
    - "ceilingwalls" are the sides of the ceiling section.
    - "floorbase" is the texture under floor sections.
    - "tile_glue" is used on top of a thinner tile segment.
    - "clip" is the player_clip texture used over floor segments.
        (This allows customising the surfaceprop.)
    - "Floor4x4Black", "Ceil2x2White" and other combinations can be used to
       override the textures used.
    """
    item = instanceLocs.resolve(res['markeritem'])

    INST_LOCS = {}  # Map targetnames -> surface loc
    CEIL_IO = []  # Pairs of ceil inst corners to cut out.
    FLOOR_IO = []  # Pairs of floor inst corners to cut out.

    overlay_ids = {}  # When we replace brushes, we need to fix any overlays
    # on that surface.

    MATS.clear()
    floor_edges = []  # Values to pass to add_floor_sides() at the end

    sign_loc = set(FORCE_LOCATIONS)
    # If any signage is present in the map, we need to force tiles to
    # appear at that location!
    for over in conditions.VMF.by_class['info_overlay']:
        if (over['material'].casefold() in FORCE_TILE_MATS and
                # Only check floor/ceiling overlays
                over['basisnormal'] in ('0 0 1', '0 0 -1')):
            loc = Vec.from_str(over['origin'])
            # Sometimes (light bridges etc) a sign will be halfway between
            # tiles, so in that case we need to force 2 tiles.
            loc_min = (loc - (15, 15, 0)) // 32 * 32  # type: Vec
            loc_max = (loc + (15, 15, 0)) // 32 * 32  # type: Vec
            loc_min += (16, 16, 0)
            loc_max += (16, 16, 0)
            FORCE_LOCATIONS.add(loc_min.as_tuple())
            FORCE_LOCATIONS.add(loc_max.as_tuple())

    SETTINGS = {
        'floor_chance':
        srctools.conv_int(res['floorChance', '100'], 100),
        'ceil_chance':
        srctools.conv_int(res['ceilingChance', '100'], 100),
        'floor_glue_chance':
        srctools.conv_int(res['floorGlueChance', '0']),
        'ceil_glue_chance':
        srctools.conv_int(res['ceilingGlueChance', '0']),
        'rotate_beams':
        int(srctools.conv_float(res['rotateMax', '0']) * BEAM_ROT_PRECISION),
        'beam_skin':
        res['squarebeamsSkin', '0'],
        'base_is_disp':
        srctools.conv_bool(res['dispBase', '0']),
        'quad_floor':
        res['FloorSize', '4x4'].casefold() == '2x2',
        'quad_ceil':
        res['CeilingSize', '4x4'].casefold() == '2x2',
    }

    random.seed(vbsp.MAP_RAND_SEED + '_CUTOUT_TILE_NOISE')
    noise = SimplexNoise(period=4 * 40)  # 4 tiles/block, 50 blocks max

    # We want to know the number of neighbouring tile cutouts before
    # placing tiles - blocks away from the sides generate fewer tiles.
    floor_neighbours = defaultdict(dict)  # all_floors[z][x,y] = count

    for mat_prop in res['Materials', []]:
        MATS[mat_prop.name].append(mat_prop.value)

    if SETTINGS['base_is_disp']:
        # We want the normal brushes to become nodraw.
        MATS['floorbase_disp'] = MATS['floorbase']
        MATS['floorbase'] = ['tools/toolsnodraw']

        # Since this uses random data for initialisation, the alpha and
        # regular will use slightly different patterns.
        alpha_noise = SimplexNoise(period=4 * 50)
    else:
        alpha_noise = None

    for key, default in TEX_DEFAULT:
        if key not in MATS:
            MATS[key] = [default]

    # Find our marker ents
    for inst in conditions.VMF.by_class['func_instance']:  # type: VLib.Entity
        if inst['file'].casefold() not in item:
            continue
        targ = inst['targetname']
        orient = Vec(0, 0, 1).rotate_by_str(inst['angles', '0 0 0'])
        # Check the orientation of the marker to figure out what to generate
        if orient == (0, 0, 1):
            io_list = FLOOR_IO
        else:
            io_list = CEIL_IO

        # Reuse orient to calculate where the solid face will be.
        loc = (orient * -64) + Vec.from_str(inst['origin'])
        INST_LOCS[targ] = loc

        for out in inst.output_targets():
            io_list.append((targ, out))

        if not inst.outputs and inst.fixup['$connectioncount'] == '0':
            # If the item doesn't have any connections, 'connect'
            # it to itself so we'll generate a 128x128 tile segment.
            io_list.append((targ, targ))
        inst.remove()  # Remove the instance itself from the map.

    for start_floor, end_floor in FLOOR_IO:
        if end_floor not in INST_LOCS:
            # Not a marker - remove this and the antline.
            for toggle in conditions.VMF.by_target[end_floor]:
                conditions.remove_ant_toggle(toggle)
            continue

        box_min = Vec(INST_LOCS[start_floor])
        box_min.min(INST_LOCS[end_floor])

        box_max = Vec(INST_LOCS[start_floor])
        box_max.max(INST_LOCS[end_floor])

        if box_min.z != box_max.z:
            continue  # They're not in the same level!
        z = box_min.z

        if SETTINGS['rotate_beams']:
            # We have to generate 1 model per 64x64 block to do rotation...
            gen_rotated_squarebeams(
                box_min - (64, 64, 0),
                box_max + (64, 64, -8),
                skin=SETTINGS['beam_skin'],
                max_rot=SETTINGS['rotate_beams'],
            )
        else:
            # Make the squarebeams props, using big models if possible
            gen_squarebeams(box_min + (-64, -64, 0),
                            box_max + (64, 64, -8),
                            skin=SETTINGS['beam_skin'])

        # Add a player_clip brush across the whole area
        conditions.VMF.add_brush(
            conditions.VMF.make_prism(
                p1=box_min - (64, 64, FLOOR_DEPTH),
                p2=box_max + (64, 64, 0),
                mat=MATS['clip'][0],
            ).solid)

        # Add a noportal_volume covering the surface, in case there's
        # room for a portal.
        noportal_solid = conditions.VMF.make_prism(
            # Don't go all the way to the sides, so it doesn't affect wall
            # brushes.
            p1=box_min - (63, 63, 9),
            p2=box_max + (63, 63, 0),
            mat='tools/toolsinvisible',
        ).solid
        noportal_ent = conditions.VMF.create_ent(
            classname='func_noportal_volume',
            origin=box_min.join(' '),
        )
        noportal_ent.solids.append(noportal_solid)

        if SETTINGS['base_is_disp']:
            # Use displacements for the base instead.
            make_alpha_base(
                box_min + (-64, -64, 0),
                box_max + (64, 64, 0),
                noise=alpha_noise,
            )

        for x, y in utils.iter_grid(
                min_x=int(box_min.x),
                max_x=int(box_max.x) + 1,
                min_y=int(box_min.y),
                max_y=int(box_max.y) + 1,
                stride=128,
        ):
            # Build the set of all positions..
            floor_neighbours[z][x, y] = -1

        # Mark borders we need to fill in, and the angle (for func_instance)
        # The wall is the face pointing inwards towards the bottom brush,
        # and the ceil is the ceiling of the block above the bordering grid
        # points.
        for x in range(int(box_min.x), int(box_max.x) + 1, 128):
            # North
            floor_edges.append(
                BorderPoints(
                    wall=Vec(x, box_max.y + 64, z - 64),
                    ceil=Vec_tuple(x, box_max.y + 128, z),
                    rot=270,
                ))
            # South
            floor_edges.append(
                BorderPoints(
                    wall=Vec(x, box_min.y - 64, z - 64),
                    ceil=Vec_tuple(x, box_min.y - 128, z),
                    rot=90,
                ))

        for y in range(int(box_min.y), int(box_max.y) + 1, 128):
            # East
            floor_edges.append(
                BorderPoints(
                    wall=Vec(box_max.x + 64, y, z - 64),
                    ceil=Vec_tuple(box_max.x + 128, y, z),
                    rot=180,
                ))

            # West
            floor_edges.append(
                BorderPoints(
                    wall=Vec(box_min.x - 64, y, z - 64),
                    ceil=Vec_tuple(box_min.x - 128, y, z),
                    rot=0,
                ))

    # Now count boundries near tiles, then generate them.

    # Do it seperately for each z-level:
    for z, xy_dict in floor_neighbours.items():  # type: float, dict
        for x, y in xy_dict:  # type: float, float
            # We want to count where there aren't any tiles
            xy_dict[x, y] = (((x - 128, y - 128) not in xy_dict) +
                             ((x - 128, y + 128) not in xy_dict) +
                             ((x + 128, y - 128) not in xy_dict) +
                             ((x + 128, y + 128) not in xy_dict) +
                             ((x - 128, y) not in xy_dict) +
                             ((x + 128, y) not in xy_dict) +
                             ((x, y - 128) not in xy_dict) +
                             ((x, y + 128) not in xy_dict))

        max_x = max_y = 0

        weights = {}
        # Now the counts are all correct, compute the weight to apply
        # for tiles.
        # Adding the neighbouring counts will make a 5x5 area needed to set
        # the center to 0.

        for (x, y), cur_count in xy_dict.items():
            max_x = max(x, max_x)
            max_y = max(y, max_y)

            # Orthrogonal is worth 0.2, diagonal is worth 0.1.
            # Not-present tiles would be 8 - the maximum
            tile_count = (0.8 * cur_count + 0.1 * xy_dict.get(
                (x - 128, y - 128), 8) + 0.1 * xy_dict.get(
                    (x - 128, y + 128), 8) + 0.1 * xy_dict.get(
                        (x + 128, y - 128), 8) + 0.1 * xy_dict.get(
                            (x + 128, y + 128), 8) + 0.2 * xy_dict.get(
                                (x - 128, y), 8) + 0.2 * xy_dict.get(
                                    (x, y - 128), 8) + 0.2 * xy_dict.get(
                                        (x, y + 128), 8) + 0.2 * xy_dict.get(
                                            (x + 128, y), 8))
            # The number ranges from 0 (all tiles) to 12.8 (no tiles).
            # All tiles should still have a small chance to generate tiles.
            weights[x, y] = min((tile_count + 0.5) / 8, 1)

        # Share the detail entity among same-height tiles..
        detail_ent = conditions.VMF.create_ent(classname='func_detail', )

        for x, y in xy_dict:
            convert_floor(
                Vec(x, y, z),
                overlay_ids,
                MATS,
                SETTINGS,
                sign_loc,
                detail_ent,
                noise_weight=weights[x, y],
                noise_func=noise,
            )

    add_floor_sides(floor_edges)

    conditions.reallocate_overlays(overlay_ids)

    return conditions.RES_EXHAUSTED
Esempio n. 6
0
def res_unst_scaffold(res: Property):
    """The condition to generate Unstationary Scaffolds.

    This is executed once to modify all instances.
    """
    # The instance types we're modifying
    if res.value not in SCAFFOLD_CONFIGS:
        # We've already executed this config group
        return RES_EXHAUSTED

    LOGGER.info(
        'Running Scaffold Generator ({})...',
        res.value
    )
    TARG_INST, LINKS = SCAFFOLD_CONFIGS[res.value]
    del SCAFFOLD_CONFIGS[res.value] # Don't let this run twice

    instances = {}
    # Find all the instances we're wanting to change, and map them to
    # targetnames
    for ent in vbsp.VMF.by_class['func_instance']:
        file = ent['file'].casefold()
        targ = ent['targetname']
        if file not in TARG_INST:
            continue
        config = TARG_INST[file]
        next_inst = set(
            out.target
            for out in
            ent.outputs
        )
        # Destroy these outputs, they're useless now!
        ent.outputs.clear()
        instances[targ] = {
            'ent': ent,
            'conf': config,
            'next': next_inst,
            'prev': None,
        }

    # Now link each instance to its in and outputs
    for targ, inst in instances.items():
        scaff_targs = 0
        for ent_targ in inst['next']:
            if ent_targ in instances:
                instances[ent_targ]['prev'] = targ
                inst['next'] = ent_targ
                scaff_targs += 1
            else:
                # If it's not a scaffold, it's probably an indicator_toggle.
                # We want to remove any them as well as the assoicated
                # antlines!
                for toggle in vbsp.VMF.by_target[ent_targ]:
                    conditions.remove_ant_toggle(toggle)
        if scaff_targs > 1:
            raise Exception('A scaffold item has multiple destinations!')
        elif scaff_targs == 0:
            inst['next'] = None  # End instance

    starting_inst = []
    # We need to find the start instances, so we can set everything up
    for inst in instances.values():
        if inst['prev'] is None and inst['next'] is None:
            # Static item!
            continue
        elif inst['prev'] is None:
            starting_inst.append(inst)

    # We need to make the link entities unique for each scaffold set,
    # otherwise the AllVar property won't work.
    group_counter = 0

    # Set all the instances and properties
    for start_inst in starting_inst:
        group_counter += 1
        ent = start_inst['ent']
        for vals in LINKS.values():
            if vals['all'] is not None:
                ent.fixup[vals['all']] = SCAFF_PATTERN.format(
                    name=vals['name'],
                    group=group_counter,
                    index='*',
                )

        should_reverse = srctools.conv_bool(ent.fixup['$start_reversed'])

        # Now set each instance in the chain, including first and last
        for index, inst in enumerate(scaff_scan(instances, start_inst)):
            ent, conf = inst['ent'], inst['conf']
            orient = (
                'floor' if
                Vec(0, 0, 1).rotate_by_str(ent['angles']) == (0, 0, 1)
                else 'wall'
            )

            # Find the offset used for the logic ents
            offset = (conf['off_' + orient]).copy()
            if conf['is_piston']:
                # Adjust based on the piston position
                offset.z += 128 * srctools.conv_int(ent.fixup[
                    '$top_level' if
                    ent.fixup['$start_up'] == '1'
                    else '$bottom_level'
                ])
            offset.rotate_by_str(ent['angles'])
            offset += Vec.from_str(ent['origin'])

            if inst['prev'] is None:
                link_type = 'start'
            elif inst['next'] is None:
                link_type = 'end'
            else:
                link_type = 'mid'

            if (
                    orient == 'floor' and
                    link_type != 'mid' and
                    conf['inst_end'] is not None
                    ):
                # Add an extra instance pointing in the direction
                # of the connected track. This would be the endcap
                # model.
                other_ent = instances[inst[
                    'next' if link_type == 'start' else 'prev'
                ]]['ent']

                other_pos = Vec.from_str(other_ent['origin'])
                our_pos = Vec.from_str(ent['origin'])
                link_dir = other_pos - our_pos
                link_ang = math.degrees(
                    math.atan2(link_dir.y, link_dir.x)
                )
                # Round to nearest 90 degrees
                # Add 45 so the switchover point is at the diagonals
                link_ang = (link_ang + 45) // 90 * 90
                vbsp.VMF.create_ent(
                    classname='func_instance',
                    targetname=ent['targetname'],
                    file=conf['inst_end'],
                    origin=offset.join(' '),
                    angles='0 {:.0f} 0'.format(link_ang),
                )
                # Don't place the offset instance, this replaces that!
            elif conf['inst_offset'] is not None:
                # Add an additional rotated entity at the offset.
                # This is useful for the piston item.
                vbsp.VMF.create_ent(
                    classname='func_instance',
                    targetname=ent['targetname'],
                    file=conf['inst_offset'],
                    origin=offset.join(' '),
                    angles=ent['angles'],
                )

            logic_inst = vbsp.VMF.create_ent(
                classname='func_instance',
                targetname=ent['targetname'],
                file=conf.get(
                    'logic_' + link_type + (
                        '_rev' if
                        should_reverse
                        else ''
                        ),
                    '',
                ),
                origin=offset.join(' '),
                angles=(
                    '0 0 0' if
                    conf['rotate_logic']
                    else ent['angles']
                ),
            )
            for key, val in ent.fixup.items():
                # Copy over fixup values
                logic_inst.fixup[key] = val

            # Add the link-values
            for linkVar, link in LINKS.items():
                logic_inst.fixup[linkVar] = SCAFF_PATTERN.format(
                    name=link['name'],
                    group=group_counter,
                    index=index,
                )
                if inst['next'] is not None:
                    logic_inst.fixup[link['next']] = SCAFF_PATTERN.format(
                        name=link['name'],
                        group=group_counter,
                        index=index + 1,
                    )

            new_file = conf.get('inst_' + orient, '')
            if new_file != '':
                ent['file'] = new_file

    LOGGER.info('Finished Scaffold generation!')
    return RES_EXHAUSTED
Esempio n. 7
0
def res_unst_scaffold(_, res):
    """The condition to generate Unstationary Scaffolds.

    This is executed once to modify all instances.
    """
    # The instance types we're modifying
    if res.value not in SCAFFOLD_CONFIGS:
        # We've already executed this config group
        return RES_EXHAUSTED

    LOGGER.info("Running Scaffold Generator ({})...", res.value)
    TARG_INST, LINKS = SCAFFOLD_CONFIGS[res.value]
    del SCAFFOLD_CONFIGS[res.value]  # Don't let this run twice

    instances = {}
    # Find all the instances we're wanting to change, and map them to
    # targetnames
    for ent in vbsp.VMF.by_class["func_instance"]:
        file = ent["file"].casefold()
        targ = ent["targetname"]
        if file not in TARG_INST:
            continue
        config = TARG_INST[file]
        next_inst = set(out.target for out in ent.outputs)
        # Destroy these outputs, they're useless now!
        ent.outputs.clear()
        instances[targ] = {"ent": ent, "conf": config, "next": next_inst, "prev": None}

    # Now link each instance to its in and outputs
    for targ, inst in instances.items():
        scaff_targs = 0
        for ent_targ in inst["next"]:
            if ent_targ in instances:
                instances[ent_targ]["prev"] = targ
                inst["next"] = ent_targ
                scaff_targs += 1
            else:
                # If it's not a scaffold, it's probably an indicator_toggle.
                # We want to remove any them as well as the assoicated
                # antlines!
                for toggle in vbsp.VMF.by_target[ent_targ]:
                    conditions.remove_ant_toggle(toggle)
        if scaff_targs > 1:
            raise Exception("A scaffold item has multiple destinations!")
        elif scaff_targs == 0:
            inst["next"] = None  # End instance

    starting_inst = []
    # We need to find the start instances, so we can set everything up
    for inst in instances.values():
        if inst["prev"] is None and inst["next"] is None:
            # Static item!
            continue
        elif inst["prev"] is None:
            starting_inst.append(inst)

    # We need to make the link entities unique for each scaffold set,
    # otherwise the AllVar property won't work.
    group_counter = 0

    # Set all the instances and properties
    for start_inst in starting_inst:
        group_counter += 1
        ent = start_inst["ent"]
        for vals in LINKS.values():
            if vals["all"] is not None:
                ent.fixup[vals["all"]] = SCAFF_PATTERN.format(name=vals["name"], group=group_counter, index="*")

        should_reverse = utils.conv_bool(ent.fixup["$start_reversed"])

        # Now set each instance in the chain, including first and last
        for index, inst in enumerate(scaff_scan(instances, start_inst)):
            ent, conf = inst["ent"], inst["conf"]
            orient = "floor" if Vec(0, 0, 1).rotate_by_str(ent["angles"]) == (0, 0, 1) else "wall"

            # Find the offset used for the logic ents
            offset = (conf["off_" + orient]).copy()
            if conf["is_piston"]:
                # Adjust based on the piston position
                offset.z += 128 * utils.conv_int(
                    ent.fixup["$top_level" if ent.fixup["$start_up"] == "1" else "$bottom_level"]
                )
            offset.rotate_by_str(ent["angles"])
            offset += Vec.from_str(ent["origin"])

            if inst["prev"] is None:
                link_type = "start"
            elif inst["next"] is None:
                link_type = "end"
            else:
                link_type = "mid"

            if orient == "floor" and link_type != "mid" and conf["inst_end"] is not None:
                # Add an extra instance pointing in the direction
                # of the connected track. This would be the endcap
                # model.
                other_ent = instances[inst["next" if link_type == "start" else "prev"]]["ent"]

                other_pos = Vec.from_str(other_ent["origin"])
                our_pos = Vec.from_str(ent["origin"])
                link_dir = other_pos - our_pos
                link_ang = math.degrees(math.atan2(link_dir.y, link_dir.x))
                # Round to nearest 90 degrees
                # Add 45 so the switchover point is at the diagonals
                link_ang = (link_ang + 45) // 90 * 90
                vbsp.VMF.create_ent(
                    classname="func_instance",
                    targetname=ent["targetname"],
                    file=conf["inst_end"],
                    origin=offset.join(" "),
                    angles="0 {:.0f} 0".format(link_ang),
                )
                # Don't place the offset instance, this replaces that!
            elif conf["inst_offset"] is not None:
                # Add an additional rotated entity at the offset.
                # This is useful for the piston item.
                vbsp.VMF.create_ent(
                    classname="func_instance",
                    targetname=ent["targetname"],
                    file=conf["inst_offset"],
                    origin=offset.join(" "),
                    angles=ent["angles"],
                )

            logic_inst = vbsp.VMF.create_ent(
                classname="func_instance",
                targetname=ent["targetname"],
                file=conf.get("logic_" + link_type + ("_rev" if should_reverse else ""), ""),
                origin=offset.join(" "),
                angles=("0 0 0" if conf["rotate_logic"] else ent["angles"]),
            )
            for key, val in ent.fixup.items():
                # Copy over fixup values
                logic_inst.fixup[key] = val

            # Add the link-values
            for linkVar, link in LINKS.items():
                logic_inst.fixup[linkVar] = SCAFF_PATTERN.format(name=link["name"], group=group_counter, index=index)
                if inst["next"] is not None:
                    logic_inst.fixup[link["next"]] = SCAFF_PATTERN.format(
                        name=link["name"], group=group_counter, index=index + 1
                    )

            new_file = conf.get("inst_" + orient, "")
            if new_file != "":
                ent["file"] = new_file

    LOGGER.info("Finished Scaffold generation!")
    return RES_EXHAUSTED
Esempio n. 8
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,
            )
Esempio n. 9
0
def res_make_vactubes(_, res):
    """Speciallised result to generate vactubes from markers.

    Only runs once, and then quits the condition list.
    Instances:
    """
    if res.value not in VAC_CONFIGS:
        # We've already executed this config group
        return RES_EXHAUSTED

    LOGGER.info(
        'Running Generator ({})...',
        res.value
    )
    CONFIG, INST_CONFIGS = VAC_CONFIGS[res.value]
    del VAC_CONFIGS[res.value]  # Don't let this run twice

    markers = {}

    # Find all our markers, so we can look them up by targetname.
    for inst in vbsp.VMF.by_class['func_instance']:  # type: VLib.Entity
        try:
            config, inst_size = INST_CONFIGS[inst['file'].casefold()]
        except KeyError:
            continue  # Not a marker

        next_instances = {
            out.target
            for out in
            inst.outputs
        }

        # Destroy these outputs, they're useless now!
        inst.outputs.clear()

        # Remove the original instance from the level - we spawn entirely new
        # ones.
        inst.remove()

        markers[inst['targetname']] = {
            'ent': inst,
            'conf': config,
            'next': next_instances,
            'prev': None,
            'size': inst_size,
        }

    if not markers:
        # No actual vactubes..
        return RES_EXHAUSTED

    LOGGER.info('Markers: {}', markers.keys())

    for mark_name, marker in markers.items():
        LOGGER.info('Outputs: {}', marker['next'])
        next_marker = None
        for inst in marker['next']:
            try:
                next_marker = markers[inst]
            except KeyError:
                # Not a marker-instance, remove this (indicator_toggles, etc)
                # We want to remove any them as well as the assoicated
                # antlines!
                for toggle in vbsp.VMF.by_target[inst]:
                    remove_ant_toggle(toggle)
            else:
                marker['next'] = inst
                next_marker['prev'] = mark_name

        if next_marker is None:
            # No next-instances were found..
            # Mark as no-connections
            marker['next'] = None

    for marker in markers.values():
        if marker['prev'] is not None:
            continue

        make_vac_track(marker, markers)
Esempio n. 10
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, )
Esempio n. 11
0
def res_make_catwalk(res: Property):
    """Speciallised result to generate catwalks from markers.

    Only runs once, and then quits the condition list.
    Instances:
        MarkerInst: The instance set in editoritems.
        Straight_128/256/512: Straight sections. Extends East
        Corner: A corner piece. Connects on N and W sides.
        TJunction; A T-piece. Connects on all but the East side.
        CrossJunction: A X-piece. Connects on all sides.
        End: An end piece. Connects on the East side.
        Stair: A stair. Starts East and goes Up and West.
        End_wall: Connects a West wall to a East catwalk.
        Support_Wall: A support extending from the East wall.
        Support_Ceil: A support extending from the ceiling.
        Support_Floor: A support extending from the floor.
        Support_Goo: A floor support, designed for goo pits.
        Single_Wall: A section connecting to an East wall.
    """
    LOGGER.info("Starting catwalk generator...")
    marker = resolve_inst(res['markerInst'])
    output_target = res['output_name', 'MARKER']

    instances = {
        name: resolve_inst(res[name, ''])[0]
        for name in
        (
            'straight_128', 'straight_256', 'straight_512',
            'corner', 'tjunction', 'crossjunction', 'end', 'stair', 'end_wall',
            'support_wall', 'support_ceil', 'support_floor', 'support_goo',
            'single_wall',
            'markerInst',
        )
    }
    # If there are no attachments remove a catwalk piece
    instances['NONE'] = ''
    if instances['end_wall'] == '':
        instances['end_wall'] = instances['end']

    connections = {}  # The directions this instance is connected by (NSEW)
    markers = {}

    # Find all our markers, so we can look them up by targetname.
    for inst in vbsp.VMF.by_class['func_instance']:
        if inst['file'].casefold() not in marker:
            continue
        #                   [North, South, East,  West ]
        connections[inst] = [False, False, False, False]
        markers[inst['targetname']] = inst

        # Snap the markers to the grid. If on glass it can become offset...
        origin = Vec.from_str(inst['origin'])
        origin = origin // 128 * 128  # type: Vec
        origin += 64

        while origin.as_tuple() in conditions.GOO_LOCS:
            # The instance is in goo! Switch to floor orientation, and move
            # up until it's in air.
            inst['angles'] = '0 0 0'
            origin.z += 128

        inst['origin'] = str(origin)

    if not markers:
        return RES_EXHAUSTED

    LOGGER.info('Connections: {}', connections)
    LOGGER.info('Markers: {}', markers)

    # First loop through all the markers, adding connecting sections
    for inst in markers.values():
        for conn in inst.outputs:
            if conn.output != output_target or conn.input != output_target:
                # Indicator toggles or similar, delete these entities.
                # Find the associated overlays too.
                for del_inst in vbsp.VMF.by_target[conn.target]:
                    conditions.remove_ant_toggle(del_inst)
                continue

            inst2 = markers[conn.target]
            LOGGER.debug('{} <-> {}', inst['targetname'], inst2['targetname'])
            origin1 = Vec.from_str(inst['origin'])
            origin2 = Vec.from_str(inst2['origin'])
            if origin1.x != origin2.x and origin1.y != origin2.y:
                LOGGER.warning('Instances not aligned!')
                continue

            y_dir = origin1.x == origin2.x  # Which way the connection is
            if y_dir:
                dist = abs(origin1.y - origin2.y)
            else:
                dist = abs(origin1.x - origin2.x)
            vert_dist = origin1.z - origin2.z

            LOGGER.debug('Dist = {}, Vert = {}', dist, vert_dist)

            if (dist - 128) // 2 < abs(vert_dist):
                # The stairs are 2 long, 1 high. Check there's enough room
                # Subtract the last block though, since that's a corner.
                LOGGER.warning('Not enough room for stairs!')
                continue

            if dist > 128:
                # add straight sections in between
                place_catwalk_connections(instances, origin1, origin2)

            # Update the lists based on the directions that were set
            conn_lst1 = connections[inst]
            conn_lst2 = connections[inst2]
            if origin1.x < origin2.x:
                conn_lst1[2] = True  # E
                conn_lst2[3] = True  # W
            elif origin2.x < origin1.x:
                conn_lst1[3] = True  # W
                conn_lst2[2] = True  # E

            if origin1.y < origin2.y:
                conn_lst1[0] = True  # N
                conn_lst2[1] = True  # S
            elif origin2.y < origin1.y:
                conn_lst1[1] = True  # S
                conn_lst2[0] = True  # N

        inst.outputs.clear()  # Remove the outputs now, they're useless

    for inst, dir_mask in connections.items():
        # Set the marker instances based on the attached walkways.
        normal = Vec(0, 0, 1).rotate_by_str(inst['angles'])

        new_type, inst['angles'] = utils.CONN_LOOKUP[tuple(dir_mask)]
        inst['file'] = instances[CATWALK_TYPES[new_type]]

        if new_type is utils.CONN_TYPES.side:
            # If the end piece is pointing at a wall, switch the instance.
            if normal.z == 0:
                # Treat booleans as ints to get the direction the connection is
                # in - True == 1, False == 0
                conn_dir = Vec(
                    x=dir_mask[2] - dir_mask[3],  # +E, -W
                    y=dir_mask[0] - dir_mask[1],  # +N, -S,
                    z=0,
                )
                if normal == conn_dir:
                    inst['file'] = instances['end_wall']
            continue  # We never have normal supports on end pieces
        elif new_type is utils.CONN_TYPES.none:
            # Unconnected catwalks on the wall switch to a special instance.
            # This lets players stand next to a portal surface on the wall.
            if normal.z == 0:
                inst['file'] = instances['single_wall']
                inst['angles'] = INST_ANGLE[normal.as_tuple()]
            else:
                inst.remove()
            continue  # These don't get supports otherwise

        # Add regular supports
        if normal == (0, 0, 1):
            # If in goo, use different supports!
            origin = Vec.from_str(inst['origin'])
            origin.z -= 128
            if origin.as_tuple() in conditions.GOO_LOCS:
                supp = instances['support_goo']
            else:
                supp = instances['support_floor']
        elif normal == (0, 0, -1):
            supp = instances['support_ceil']
        else:
            supp = instances['support_wall']

        if supp:
            vbsp.VMF.create_ent(
                classname='func_instance',
                origin=inst['origin'],
                angles=INST_ANGLE[normal.as_tuple()],
                file=supp,
            )

    LOGGER.info('Finished catwalk generation!')
    return RES_EXHAUSTED
Esempio n. 12
0
def res_cutout_tile(inst, res):
    """Generate random quarter tiles, like in Destroyed or Retro maps.

    - "MarkerItem" is the instance to look for.
    - "TileSize" can be "2x2" or "4x4".
    - rotateMax is the amount of degrees to rotate squarebeam models.

    Materials:
    - "squarebeams" is the squarebeams variant to use.
    - "ceilingwalls" are the sides of the ceiling section.
    - "floorbase" is the texture under floor sections.
    - "tile_glue" is used on top of a thinner tile segment.
    - "clip" is the player_clip texture used over floor segments.
        (This allows customising the surfaceprop.)
    - "Floor4x4Black", "Ceil2x2White" and other combinations can be used to
       override the textures used.
    """
    item = resolve_inst(res['markeritem'])

    INST_LOCS = {}  # Map targetnames -> surface loc
    CEIL_IO = []  # Pairs of ceil inst corners to cut out.
    FLOOR_IO = []  # Pairs of floor inst corners to cut out.

    overlay_ids = {}  # When we replace brushes, we need to fix any overlays
    # on that surface.

    MATS.clear()
    floor_edges = []  # Values to pass to add_floor_sides() at the end

    sign_loc = set(FORCE_LOCATIONS)
    # If any signage is present in the map, we need to force tiles to
    # appear at that location!
    for over in conditions.VMF.by_class['info_overlay']:
        if (
                over['material'].casefold() in FORCE_TILE_MATS and
                # Only check floor/ceiling overlays
                over['basisnormal'] in ('0 0 1', '0 0 -1')
                ):
            loc = Vec.from_str(over['origin'])
            # Sometimes (light bridges etc) a sign will be halfway between
            # tiles, so in that case we need to force 2 tiles.
            loc_min = (loc - (15, 15, 0)) // 32 * 32 + (16, 16, 0)
            loc_max = (loc + (15, 15, 0)) // 32 * 32 + (16, 16, 0)
            sign_loc.add(loc_min.as_tuple())
            sign_loc.add(loc_max.as_tuple())

    SETTINGS = {
        'floor_chance': utils.conv_int(
            res['floorChance', '100'], 100),
        'ceil_chance': utils.conv_int(
            res['ceilingChance', '100'], 100),
        'floor_glue_chance': utils.conv_int(
            res['floorGlueChance', '0']),
        'ceil_glue_chance': utils.conv_int(
            res['ceilingGlueChance', '0']),

        'rotate_beams': int(utils.conv_float(
            res['rotateMax', '0']) * BEAM_ROT_PRECISION),

        'beam_skin': res['squarebeamsSkin', '0'],

        'base_is_disp': utils.conv_bool(res['dispBase', '0']),

        'quad_floor': res['FloorSize', '4x4'].casefold() == '2x2',
        'quad_ceil': res['CeilingSize', '4x4'].casefold() == '2x2',
    }

    for mat_prop in res['Materials', []]:
        MATS[mat_prop.name].append(mat_prop.value)

    if SETTINGS['base_is_disp']:
        # We want the normal brushes to become nodraw.
        MATS['floorbase_disp'] = MATS['floorbase']
        MATS['floorbase'] = ['tools/toolsnodraw']

    for key, default in TEX_DEFAULT:
        if key not in MATS:
            MATS[key] = [default]

    # Find our marker ents
    for inst in conditions.VMF.by_class['func_instance']: # type: VLib.Entity
        if inst['file'].casefold() not in item:
            continue
        targ = inst['targetname']
        orient = Vec(0, 0, 1).rotate_by_str(inst['angles', '0 0 0'])
        # Check the orientation of the marker to figure out what to generate
        if orient == (0, 0, 1):
            io_list = FLOOR_IO
        else:
            io_list = CEIL_IO

        # Reuse orient to calculate where the solid face will be.
        loc = (orient * -64) + Vec.from_str(inst['origin'])
        INST_LOCS[targ] = loc

        for out in inst.output_targets():
            io_list.append((targ, out))

        if not inst.outputs and inst.fixup['$connectioncount'] == '0':
            # If the item doesn't have any connections, 'connect'
            # it to itself so we'll generate a 128x128 tile segment.
            io_list.append((targ, targ))
        inst.remove()  # Remove the instance itself from the map.
    for start_floor, end_floor in FLOOR_IO:
        if end_floor not in INST_LOCS:
            # Not a marker - remove this and the antline.
            for toggle in conditions.VMF.by_target[end_floor]:
                conditions.remove_ant_toggle(toggle)
            continue

        detail_ent = conditions.VMF.create_ent(
            classname='func_detail'
        )

        box_min = Vec(INST_LOCS[start_floor])
        box_min.min(INST_LOCS[end_floor])

        box_max = Vec(INST_LOCS[start_floor])
        box_max.max(INST_LOCS[end_floor])

        if box_min.z != box_max.z:
            continue  # They're not in the same level!
        z = box_min.z

        if SETTINGS['rotate_beams']:
            # We have to generate 1 model per 64x64 block to do rotation...
            gen_rotated_squarebeams(
                box_min - (64, 64, 0),
                box_max + (64, 64, -8),
                skin=SETTINGS['beam_skin'],
                max_rot=SETTINGS['rotate_beams'],
            )
        else:
            # Make the squarebeams props, using big models if possible
            gen_squarebeams(
                box_min + (-64, -64, 0),
                box_max + (64, 64, -8),
                skin=SETTINGS['beam_skin']
            )

        # Add a player_clip brush across the whole area
        conditions.VMF.add_brush(conditions.VMF.make_prism(
            p1=box_min - (64, 64, FLOOR_DEPTH),
            p2=box_max + (64, 64, 0),
            mat=MATS['clip'][0],
        ).solid)

        # Add a noportal_volume covering the surface, in case there's
        # room for a portal.
        noportal_solid = conditions.VMF.make_prism(
            # Don't go all the way to the sides, so it doesn't affect wall
            # brushes.
            p1=box_min - (63, 63, 9),
            p2=box_max + (63, 63, 0),
            mat='tools/toolsinvisible',
        ).solid
        noportal_ent = conditions.VMF.create_ent(
            classname='func_noportal_volume',
            origin=box_min.join(' '),
        )
        noportal_ent.solids.append(noportal_solid)

        if SETTINGS['base_is_disp']:
            # Use displacements for the base instead.
            make_alpha_base(
                box_min + (-64, -64, 0),
                box_max + (64, 64, 0),
            )

        for x, y in utils.iter_grid(
                min_x=int(box_min.x),
                max_x=int(box_max.x)+1,
                min_y=int(box_min.y),
                max_y=int(box_max.y)+1,
                stride=128,
                ):
            convert_floor(
                Vec(x, y, z),
                overlay_ids,
                MATS,
                SETTINGS,
                sign_loc,
                detail_ent,
            )

        # Mark borders we need to fill in, and the angle (for func_instance)
        # The wall is the face pointing inwards towards the bottom brush,
        # and the ceil is the ceiling of the block above the bordering grid
        # points.
        for x in range(int(box_min.x), int(box_max.x) + 1, 128):
            # North
            floor_edges.append(BorderPoints(
                wall=Vec(x, box_max.y + 64, z - 64),
                ceil=Vec_tuple(x, box_max.y + 128, z),
                rot=270,
            ))
            # South
            floor_edges.append(BorderPoints(
                wall=Vec(x, box_min.y - 64, z - 64),
                ceil=Vec_tuple(x, box_min.y - 128, z),
                rot=90,
            ))

        for y in range(int(box_min.y), int(box_max.y) + 1, 128):
            # East
            floor_edges.append(BorderPoints(
                wall=Vec(box_max.x + 64, y, z - 64),
                ceil=Vec_tuple(box_max.x + 128, y, z),
                rot=180,
            ))

            # West
            floor_edges.append(BorderPoints(
                wall=Vec(box_min.x - 64, y, z - 64),
                ceil=Vec_tuple(box_min.x - 128, y, z),
                rot=0,
            ))

    add_floor_sides(floor_edges)

    conditions.reallocate_overlays(overlay_ids)

    return True
Esempio n. 13
0
def res_cutout_tile(inst, res):
    """Generate random quarter tiles, like in Destroyed or Retro maps.

    - "MarkerItem" is the instance to look for.
    - "TileSize" can be "2x2" or "4x4".
    - rotateMax is the amount of degrees to rotate squarebeam models.

    Materials:
    - "squarebeams" is the squarebeams variant to use.
    - "ceilingwalls" are the sides of the ceiling section.
    - "floorbase" is the texture under floor sections.
    - "tile_glue" is used on top of a thinner tile segment.
    - "clip" is the player_clip texture used over floor segments.
        (This allows customising the surfaceprop.)
    - "Floor4x4Black", "Ceil2x2White" and other combinations can be used to
       override the textures used.
    """
    item = resolve_inst(res['markeritem'])

    INST_LOCS = {}  # Map targetnames -> surface loc
    CEIL_IO = []  # Pairs of ceil inst corners to cut out.
    FLOOR_IO = []  # Pairs of floor inst corners to cut out.

    overlay_ids = {}  # When we replace brushes, we need to fix any overlays
    # on that surface.

    MATS.clear()
    floor_edges = []  # Values to pass to add_floor_sides() at the end

    sign_loc = set(FORCE_LOCATIONS)
    # If any signage is present in the map, we need to force tiles to
    # appear at that location!
    for over in conditions.VMF.by_class['info_overlay']:
        if (
                over['material'].casefold() in FORCE_TILE_MATS and
                # Only check floor/ceiling overlays
                over['basisnormal'] in ('0 0 1', '0 0 -1')
                ):
            loc = Vec.from_str(over['origin'])
            # Sometimes (light bridges etc) a sign will be halfway between
            # tiles, so in that case we need to force 2 tiles.
            loc_min = (loc - (15, 15, 0)) // 32 * 32 + (16, 16, 0)
            loc_max = (loc + (15, 15, 0)) // 32 * 32 + (16, 16, 0)
            sign_loc.add(loc_min.as_tuple())
            sign_loc.add(loc_max.as_tuple())

    SETTINGS = {
        'floor_chance': utils.conv_int(
            res['floorChance', '100'], 100),
        'ceil_chance': utils.conv_int(
            res['ceilingChance', '100'], 100),
        'floor_glue_chance': utils.conv_int(
            res['floorGlueChance', '0']),
        'ceil_glue_chance': utils.conv_int(
            res['ceilingGlueChance', '0']),

        'rotate_beams': int(utils.conv_float(
            res['rotateMax', '0']) * BEAM_ROT_PRECISION),

        'beam_skin': res['squarebeamsSkin', '0'],

        'base_is_disp': utils.conv_bool(res['dispBase', '0']),

        'quad_floor': res['FloorSize', '4x4'].casefold() == '2x2',
        'quad_ceil': res['CeilingSize', '4x4'].casefold() == '2x2',
    }

    random.seed(vbsp.MAP_RAND_SEED + '_CUTOUT_TILE_NOISE')
    noise = SimplexNoise(period=4 * 40)  # 4 tiles/block, 50 blocks max

    # We want to know the number of neighbouring tile cutouts before
    # placing tiles - blocks away from the sides generate fewer tiles.
    floor_neighbours = defaultdict(dict)  # all_floors[z][x,y] = count

    for mat_prop in res['Materials', []]:
        MATS[mat_prop.name].append(mat_prop.value)

    if SETTINGS['base_is_disp']:
        # We want the normal brushes to become nodraw.
        MATS['floorbase_disp'] = MATS['floorbase']
        MATS['floorbase'] = ['tools/toolsnodraw']

        # Since this uses random data for initialisation, the alpha and
        # regular will use slightly different patterns.
        alpha_noise = SimplexNoise(period=4 * 50)
    else:
        alpha_noise = None

    for key, default in TEX_DEFAULT:
        if key not in MATS:
            MATS[key] = [default]

    # Find our marker ents
    for inst in conditions.VMF.by_class['func_instance']: # type: VLib.Entity
        if inst['file'].casefold() not in item:
            continue
        targ = inst['targetname']
        orient = Vec(0, 0, 1).rotate_by_str(inst['angles', '0 0 0'])
        # Check the orientation of the marker to figure out what to generate
        if orient == (0, 0, 1):
            io_list = FLOOR_IO
        else:
            io_list = CEIL_IO

        # Reuse orient to calculate where the solid face will be.
        loc = (orient * -64) + Vec.from_str(inst['origin'])
        INST_LOCS[targ] = loc

        for out in inst.output_targets():
            io_list.append((targ, out))

        if not inst.outputs and inst.fixup['$connectioncount'] == '0':
            # If the item doesn't have any connections, 'connect'
            # it to itself so we'll generate a 128x128 tile segment.
            io_list.append((targ, targ))
        inst.remove()  # Remove the instance itself from the map.

    for start_floor, end_floor in FLOOR_IO:
        if end_floor not in INST_LOCS:
            # Not a marker - remove this and the antline.
            for toggle in conditions.VMF.by_target[end_floor]:
                conditions.remove_ant_toggle(toggle)
            continue

        box_min = Vec(INST_LOCS[start_floor])
        box_min.min(INST_LOCS[end_floor])

        box_max = Vec(INST_LOCS[start_floor])
        box_max.max(INST_LOCS[end_floor])

        if box_min.z != box_max.z:
            continue  # They're not in the same level!
        z = box_min.z

        if SETTINGS['rotate_beams']:
            # We have to generate 1 model per 64x64 block to do rotation...
            gen_rotated_squarebeams(
                box_min - (64, 64, 0),
                box_max + (64, 64, -8),
                skin=SETTINGS['beam_skin'],
                max_rot=SETTINGS['rotate_beams'],
            )
        else:
            # Make the squarebeams props, using big models if possible
            gen_squarebeams(
                box_min + (-64, -64, 0),
                box_max + (64, 64, -8),
                skin=SETTINGS['beam_skin']
            )

        # Add a player_clip brush across the whole area
        conditions.VMF.add_brush(conditions.VMF.make_prism(
            p1=box_min - (64, 64, FLOOR_DEPTH),
            p2=box_max + (64, 64, 0),
            mat=MATS['clip'][0],
        ).solid)

        # Add a noportal_volume covering the surface, in case there's
        # room for a portal.
        noportal_solid = conditions.VMF.make_prism(
            # Don't go all the way to the sides, so it doesn't affect wall
            # brushes.
            p1=box_min - (63, 63, 9),
            p2=box_max + (63, 63, 0),
            mat='tools/toolsinvisible',
        ).solid
        noportal_ent = conditions.VMF.create_ent(
            classname='func_noportal_volume',
            origin=box_min.join(' '),
        )
        noportal_ent.solids.append(noportal_solid)

        if SETTINGS['base_is_disp']:
            # Use displacements for the base instead.
            make_alpha_base(
                box_min + (-64, -64, 0),
                box_max + (64, 64, 0),
                noise=alpha_noise,
            )

        for x, y in utils.iter_grid(
                min_x=int(box_min.x),
                max_x=int(box_max.x) + 1,
                min_y=int(box_min.y),
                max_y=int(box_max.y) + 1,
                stride=128,
                ):
            # Build the set of all positions..
            floor_neighbours[z][x, y] = -1

        # Mark borders we need to fill in, and the angle (for func_instance)
        # The wall is the face pointing inwards towards the bottom brush,
        # and the ceil is the ceiling of the block above the bordering grid
        # points.
        for x in range(int(box_min.x), int(box_max.x) + 1, 128):
            # North
            floor_edges.append(BorderPoints(
                wall=Vec(x, box_max.y + 64, z - 64),
                ceil=Vec_tuple(x, box_max.y + 128, z),
                rot=270,
            ))
            # South
            floor_edges.append(BorderPoints(
                wall=Vec(x, box_min.y - 64, z - 64),
                ceil=Vec_tuple(x, box_min.y - 128, z),
                rot=90,
            ))

        for y in range(int(box_min.y), int(box_max.y) + 1, 128):
            # East
            floor_edges.append(BorderPoints(
                wall=Vec(box_max.x + 64, y, z - 64),
                ceil=Vec_tuple(box_max.x + 128, y, z),
                rot=180,
            ))

            # West
            floor_edges.append(BorderPoints(
                wall=Vec(box_min.x - 64, y, z - 64),
                ceil=Vec_tuple(box_min.x - 128, y, z),
                rot=0,
            ))

    # Now count boundries near tiles, then generate them.

    # Do it seperately for each z-level:
    for z, xy_dict in floor_neighbours.items():  # type: float, dict
        for x, y in xy_dict:  # type: float, float
            # We want to count where there aren't any tiles
            xy_dict[x, y] = (
                ((x - 128, y - 128) not in xy_dict) +
                ((x - 128, y + 128) not in xy_dict) +
                ((x + 128, y - 128) not in xy_dict) +
                ((x + 128, y + 128) not in xy_dict) +

                ((x - 128, y) not in xy_dict) +
                ((x + 128, y) not in xy_dict) +
                ((x, y - 128) not in xy_dict) +
                ((x, y + 128) not in xy_dict)
            )

        max_x = max_y = 0

        weights = {}
        # Now the counts are all correct, compute the weight to apply
        # for tiles.
        # Adding the neighbouring counts will make a 5x5 area needed to set
        # the center to 0.

        for (x, y), cur_count in xy_dict.items():
            max_x = max(x, max_x)
            max_y = max(y, max_y)

            # Orthrogonal is worth 0.2, diagonal is worth 0.1.
            # Not-present tiles would be 8 - the maximum
            tile_count = (
                0.8 * cur_count +
                0.1 * xy_dict.get((x - 128, y - 128), 8) +
                0.1 * xy_dict.get((x - 128, y + 128), 8) +
                0.1 * xy_dict.get((x + 128, y - 128), 8) +
                0.1 * xy_dict.get((x + 128, y + 128), 8) +

                0.2 * xy_dict.get((x - 128, y), 8) +
                0.2 * xy_dict.get((x, y - 128), 8) +
                0.2 * xy_dict.get((x, y + 128), 8) +
                0.2 * xy_dict.get((x + 128, y), 8)
            )
            # The number ranges from 0 (all tiles) to 12.8 (no tiles).
            # All tiles should still have a small chance to generate tiles.
            weights[x, y] = min((tile_count + 0.5) / 8, 1)

        # Share the detail entity among same-height tiles..
        detail_ent = conditions.VMF.create_ent(
            classname='func_detail',
        )

        for x, y in xy_dict:
            convert_floor(
                Vec(x, y, z),
                overlay_ids,
                MATS,
                SETTINGS,
                sign_loc,
                detail_ent,
                noise_weight=weights[x, y],
                noise_func=noise,
            )

    add_floor_sides(floor_edges)

    conditions.reallocate_overlays(overlay_ids)

    return conditions.RES_EXHAUSTED