コード例 #1
0
def wcs_teleport_command(command_info, player:convert_userid_to_player, x:float, y:float, z:float):
    if player is None:
        return

    location = Vector(x, y, z)
    origin = player.origin
    angles = QAngle(*player.get_property_vector('m_angAbsRotation'))

    forward = Vector()
    right = Vector()
    up = Vector()
    angles.get_angle_vectors(forward, right, up)

    forward.normalize()
    forward *= 10

    playerinfo = player.playerinfo
    mins, maxs = playerinfo.mins, playerinfo.maxs
    players = TraceFilterSimple(PlayerIter())

    for _ in range(100):
        ray = Ray(location, location, mins, maxs)
        trace = GameTrace()
        engine_trace.trace_ray(ray, ContentMasks.PLAYER_SOLID, players, trace)

        if not trace.did_hit():
            player.teleport(origin=location)
            break

        location -= forward

        if location.get_distance(origin) <= 10.0:
            break
コード例 #2
0
    def get_trace_ray(self, mask=ContentMasks.ALL, trace_filter=None):
        """Return the player's current trace data.

        :param ContentMasks mask:
            Will be passed to the trace filter.
        :param TraceFilter trace_filter:
            The trace filter to use. If ``None`` was given
            :class:`engines.trace.TraceFilterSimple` will be used.
        :rtype: GameTrace
        """
        # Get the eye location of the player
        start_vec = self.eye_location

        # Calculate the greatest possible distance
        end_vec = start_vec + self.view_vector * MAX_TRACE_LENGTH

        # Create a new trace object
        trace = GameTrace()

        # Start the trace
        engine_trace.trace_ray(
            Ray(start_vec, end_vec), mask,
            TraceFilterSimple(
                (self, )) if trace_filter is None else trace_filter, trace)

        # Return the trace data
        return trace
コード例 #3
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    def is_in_solid(
            self, mask=ContentMasks.ALL, generator=None):
        """Return whether or not the entity is in solid.

        :param ContentMasks mask:
            Contents the ray can possibly collide with.
        :param generator:
            A callable that returns an iterable which contains
            :class:`BaseEntity` instances that are ignored by the ray.
        :rtype: bool
        """
        # Get the entity's origin
        origin = self.origin

        # Get a Ray object of the entity physic box
        ray = Ray(origin, origin, self.mins, self.maxs)

        # Get a new GameTrace instance
        trace = GameTrace()

        # Do the trace
        if generator is None:

            # No need to trace against anything but the world if we are going
            # to filter out everything regardless.
            engine_trace.clip_ray_to_entity(
                ray, mask, BaseEntity(WORLD_ENTITY_INDEX), trace
            )
        else:
            engine_trace.trace_ray(ray, mask, TraceFilterSimple(
                generator()), trace)

        # Return whether or not the trace did hit
        return trace.did_hit()
コード例 #4
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ファイル: commands.py プロジェクト: AlexxDone/WCS_GO
def check_space(position, mins, maxs):
    mask = ContentMasks.ALL
    generator = BaseEntityGenerator
    ray = Ray(position, position, mins, maxs)

    trace = GameTrace()
    engine_trace.trace_ray(ray, mask, TraceFilterSimple(generator()), trace)
    return trace
コード例 #5
0
ファイル: ctf.py プロジェクト: KirillMysnik/SP-CTF
    def _find_floor(self, origin):
        if origin is None:
            origin = self.origin

        end_trace_vec = origin + Vector(0, 0, -1) * MAX_TRACE_LENGTH

        trace = GameTrace()
        engine_trace.trace_ray(Ray(origin, end_trace_vec), ContentMasks.ALL,
                               TraceFilterSimple(), trace)

        if not trace.did_hit():
            return None

        return trace.end_position
コード例 #6
0
ファイル: entity.py プロジェクト: dsezen/Source.Python
    def is_in_solid(
            self, mask=ContentMasks.ALL, generator=BaseEntityGenerator):
        """Return whether or not the entity is in solid."""
        # Get a Ray object of the entity physic box
        ray = Ray(self.origin, self.origin, self.mins, self.maxs)

        # Get a new GameTrace instance
        trace = GameTrace()

        # Do the trace
        engine_trace.trace_ray(ray, mask, TraceFilterSimple(
            [entity.index for entity in generator()]), trace)

        # Return whether or not the trace did hit
        return trace.did_hit()
コード例 #7
0
ファイル: commands.py プロジェクト: AlexxDone/WCS_GO
def is_player_stuck(player_index, origin):
    '''Return whether or not the given player is stuck in solid.'''

    # Get the player's PlayerInfo instance...
    player_info = playerinfo_from_index(player_index)

    # Get the player's origin...
    #origin = player_info.origin

    # Get a Ray object based on the player physic box...
    ray = Ray(origin, origin, player_info.mins, player_info.maxs)

    # Get a new GameTrace instance...
    trace = GameTrace()

    # Do the trace...
    engine_trace.trace_ray(ray, ContentMasks.PLAYER_SOLID,
                           TraceFilterSimple(PlayerIter()), trace)

    # Return whether or not the trace did hit...
    return trace.did_hit()
コード例 #8
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ファイル: _base.py プロジェクト: 2389736818/Source.Python
    def is_in_solid(
            self, mask=ContentMasks.ALL, generator=BaseEntityGenerator):
        """Return whether or not the entity is in solid.

        :param ContentMasks mask:
            Contents the ray can possibly collide with.
        :param generator:
            A callable that returns an iterable which contains
            :class:`BaseEntity` instances that are ignored by the ray.
        :rtype: bool
        """
        # Get a Ray object of the entity physic box
        ray = Ray(self.origin, self.origin, self.mins, self.maxs)

        # Get a new GameTrace instance
        trace = GameTrace()

        # Do the trace
        engine_trace.trace_ray(ray, mask, TraceFilterSimple(
            generator()), trace)

        # Return whether or not the trace did hit
        return trace.did_hit()
コード例 #9
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    def _tick(self):
        now = time()
        players = {
            wcsplayer: player.origin
            for player, wcsplayer in self._filter
        }

        for wcsplayer in list(players.keys()):
            if wcsplayer.player.dead:
                warn(f'Player "{wcsplayer.name}" should NOT be here')

                del players[wcsplayer]

        ignore = TraceFilterSimple(PlayerIter())

        for ward in self.copy():
            if ward._next_tick <= now:
                try:
                    ward.on_tick()
                except:
                    except_hooks.print_exception()

                    try:
                        ward.on_disappear()
                    except:
                        except_hooks.print_exception()

                    self.remove(ward)

                    continue
                else:
                    ward._next_tick = now + ward.tick_interval

                    ward.duration -= 1

                    if not ward.duration:
                        try:
                            ward.on_disappear()
                        except:
                            except_hooks.print_exception()

                        self.remove(ward)

            entities = ward.entities
            team = ward.team_target

            for wcsplayer, origin in players.items():
                if team is None or wcsplayer.player.team == team:
                    trace = GameTrace()
                    ray = Ray(ward.origin, origin)

                    engine_trace.trace_ray(ray, ContentMasks.ALL, ignore,
                                           trace)

                    if ward.has_within(origin) and not trace.did_hit_world():
                        if wcsplayer in entities:
                            if entities[wcsplayer] <= now:
                                entities[
                                    wcsplayer] = now + ward.update_interval

                                try:
                                    ward.on_update(wcsplayer)
                                except:
                                    except_hooks.print_exception()
                        else:
                            entities[wcsplayer] = now + ward.update_interval

                            try:
                                ward.on_enter(wcsplayer)
                            except:
                                except_hooks.print_exception()
                    else:
                        if wcsplayer in entities:
                            del entities[wcsplayer]

                            try:
                                ward.on_exit(wcsplayer)
                            except:
                                except_hooks.print_exception()
コード例 #10
0
 def _get_trace(self, start, end, mask, player, trace):
     engine_trace.trace_ray(Ray(start, end), ContentMasks.ALL,
                            TraceFilterSimple((player, )), trace)
     return trace
コード例 #11
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class Turret(Prop):
    "Extensions of Prop, to add turret intelligence."

    # All intelligence, and damage management.
    tick_manager = on_tick_listener_manager
    last_fired = 0
    delay = 2
    ammunition = 200
    damage = 50

    def __init__(self, index):
        super(Prop, self).__init__(index)

        self.tick_manager.register_listener(self._tick)
        self.last_fired = time()

    def _tick(self):
        "Generic intelligence handling for turrets. Do not override!"
        # Check the turret firstly has ammunition. If not then stop.
        if self.ammunition == 0:
            return

        # Should the turret be able to fire? If not then just delay.
        next_fire = self.last_fired + self.delay
        if next_fire > time():
            return

        # Try and find a local enemy, that we have vision on. If not then just delay again.
        enemy = self.get_closest_enemy()
        if not enemy:
            return

        # Cause the damage, and all changes to the turret.
        enemy.take_damage(self.damage, attacker_index=self.owner.index)
        self.last_fired = time()
        self.ammunition -= 1

        # To be implemented.
        self.animate()

    # Storing trace masks and filters for checking obstructions.
    mask = ContentMasks.ALL
    trace_filter = TraceFilterSimple()

    def get_ray(self, vector):
        "Returns a game engine ray between the turrets aim and the target <Vector>."
        return Ray(self.origin, vector)

    def can_see_location(self, vector):
        "Checks to see if the turret can see the <Vector> provided."
        trace = GameTrace()
        engine_trace.trace_ray(self.get_ray(vector), self.mask,
                               self.trace_filter, trace)
        return not trace.did_hit()

    def can_see_entity(self, entity):
        "Checks to see if the turret can see the <Entity> provided."
        return self.can_see_location(entity.origin)

    # Setting defaults for targetting enemies.
    target = "t"
    radius = 350

    def get_surrounding_enemies(self):
        "Returns a list of all surrounding targets."
        return [
            player for player in PlayerIter(self.target)
            if self.origin.get_distance(player.origin) <= self.radius
            and self.can_see_entity(player)
        ]

    def get_closest_enemy(self):
        "Returns the <Player> instance of the closest enemy."
        enemies = self.get_surrounding_enemies()
        if len(enemies) == 0:
            return None
        return sorted(enemies,
                      key=lambda x: self.origin.get_distance(x.origin))[0]

    # Animation (TBC)
    def animate(self):
        "Not currently implemented."