Esempio n. 1
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    def __init__(self, start: Node, typ: NodeType) -> None:
        self.type = typ  # Antlaser or corner?
        self.nodes: list[Node] = [start]
        # We use a frozenset here to ensure we don't double-up the links -
        # users might accidentally do that.
        self.links: set[frozenset[Node]] = set()

        # For antline corners, each endpoint + normal -> the segment
        self.ant_seg: dict[tuple[tuple[float, float, float],
                                 tuple[float, float, float], ],
                           antlines.Segment] = {}

        # Create a comp_relay to attach I/O to.
        # The corners have an origin on the floor whereas lasers are normal.
        if typ is NodeType.CORNER:
            logic_pos = start.pos + 8 * start.orient.up()
            logic_conf = CONFIG_ANTLINE
        else:
            logic_pos = start.pos - 56 * start.orient.up()
            logic_conf = CONFIG_ANTLASER
        logic_ent = start.inst.map.create_ent(
            'comp_relay',
            origin=logic_pos,
            targetname=start.item.name,
        )

        # Create the item for the entire group of markers.
        self.item = connections.Item(
            logic_ent,
            logic_conf,
            ant_floor_style=start.item.ant_floor_style,
            ant_wall_style=start.item.ant_wall_style,
        )
        connections.ITEMS[self.item.name] = self.item
Esempio n. 2
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 def __init__(self, start: connections.Item):
     self.nodes: List[connections.Item] = [start]
     # We use a frozenset here to ensure we don't double-up the links -
     # users might accidentally do that.
     self.links: Set[FrozenSet[connections.Item]] = set()
     # Create the item for the entire group of markers.
     logic_ent = start.inst.map.create_ent(
         'info_target',
         origin=start.inst['origin'],
         targetname=start.name,
     )
     self.item = connections.Item(
         logic_ent,
         AntLaserConn,
         start.ant_floor_style,
         start.ant_wall_style,
     )
     connections.ITEMS[self.item.name] = self.item
Esempio n. 3
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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.
    * If none are connected, a regular fizzler will be synthesized.

    The following fixup vars will be set to allow the shape to match the fizzler:

    * `$uses_nodraw` will be 1 if the fizzler nodraws surfaces behind it.
    """
    shape_name = shape_inst['targetname']
    shape_item = connections.ITEMS.pop(shape_name)

    shape_orient = Matrix.from_angle(Angle.from_str(shape_inst['angles']))
    up_axis: Vec = round(res.vec('up_axis') @ shape_orient, 6)

    for conn in shape_item.outputs:
        fizz_item = conn.to_item
        try:
            fizz = fizzler.FIZZLERS[fizz_item.name]
        except KeyError:
            continue
        # Detach this connection and remove traces of it.
        conn.remove()

        fizz.emitters.clear()  # Remove old positions.
        fizz.up_axis = up_axis
        fizz.base_inst['origin'] = shape_inst['origin']
        fizz.base_inst['angles'] = shape_inst['angles']
        break
    else:
        # No fizzler, so generate a default.
        # We create the fizzler instance, Fizzler object, and Item object
        # matching it.
        # This is hardcoded to use regular Emancipation Fields.
        base_inst = conditions.add_inst(
            vmf,
            targetname=shape_name,
            origin=shape_inst['origin'],
            angles=shape_inst['angles'],
            file=resolve_one('<ITEM_BARRIER_HAZARD:fizz_base>'),
        )
        base_inst.fixup.update(shape_inst.fixup)
        fizz = fizzler.FIZZLERS[shape_name] = fizzler.Fizzler(
            fizzler.FIZZ_TYPES['VALVE_MATERIAL_EMANCIPATION_GRID'],
            up_axis,
            base_inst,
            [],
        )
        fizz_item = connections.Item(
            base_inst,
            connections.ITEM_TYPES['item_barrier_hazard'],
            ant_floor_style=shape_item.ant_floor_style,
            ant_wall_style=shape_item.ant_wall_style,
        )
        connections.ITEMS[shape_name] = fizz_item

    # Transfer the input/outputs from us to the fizzler.
    for inp in list(shape_item.inputs):
        inp.to_item = fizz_item
    for conn in list(shape_item.outputs):
        conn.from_item = fizz_item

    # If the fizzler has no outputs, then strip out antlines. Otherwise,
    # they need to be transferred across, so we can't tell safely.
    if fizz_item.output_act() is None and fizz_item.output_deact() is None:
        shape_item.delete_antlines()
    else:
        shape_item.transfer_antlines(fizz_item)

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

    fizz.has_cust_position = True
    # Since the fizzler is moved elsewhere, it's the responsibility of
    # the new item to have holes.
    fizz.embedded = False
    # So tell it whether or not it needs to do so.
    shape_inst.fixup['$uses_nodraw'] = fizz.fizz_type.nodraw_behind

    for seg_prop in res.find_all('Segment'):
        vec1, vec2 = seg_prop.value.split(';')
        seg_min_max = Vec.bbox(
            Vec.from_str(vec1) @ shape_orient + origin,
            Vec.from_str(vec2) @ shape_orient + origin,
        )
        fizz.emitters.append(seg_min_max)
Esempio n. 4
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def res_resizeable_trigger(vmf: VMF, res: Property):
    """Replace two markers with a trigger brush.

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

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

    marker_names = set()

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

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

    item_id = res['markerItem']

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

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

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

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

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

        inst1 = mark1.inst
        inst2 = mark2.inst

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    return RES_EXHAUSTED