コード例 #1
0
def make_corner(
    vmf: VMF,
    origin: Vec,
    start_dir: Vec,
    end_dir: Vec,
    size: int,
    config: Config,
) -> None:
    """Place a corner."""
    angles = Matrix.from_basis(z=start_dir, x=end_dir)
    conditions.add_inst(
        vmf,
        origin=origin,
        angles=angles,
        file=config.inst_corner[int(size)],
    )

    temp, visgroups = config.temp_corner[int(size)]
    if temp is not None:
        temp_solids = template_brush.import_template(
            vmf,
            temp,
            additional_visgroups=visgroups,
            origin=origin,
            angles=angles,
            force_type=template_brush.TEMP_TYPES.world,
            add_to_map=False,
        ).world
        motion_trigger(vmf, *temp_solids)
コード例 #2
0
ファイル: monitor.py プロジェクト: Thedoczek/BEE2.4
def make_voice_studio(vmf: VMF) -> bool:
    """Create the voice-line studio.

    This is either an instance (if monitors are present), or a nodraw room.
    """

    studio_file = options.get(str, 'voice_studio_inst')
    loc = voice_line.get_studio_loc()

    if HAS_MONITOR and studio_file:
        conditions.add_inst(
            vmf,
            file=studio_file,
            origin=loc,
        )
        return True
    else:
        # If there aren't monitors, the studio instance isn't used.
        # We need to seal anyway.
        vmf.add_brushes(vmf.make_hollow(
            loc - 256,
            loc + 256,
            thick=32,
        ))
        return False
コード例 #3
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ファイル: glass.py プロジェクト: Thedoczek/BEE2.4
 def make_frame(frame_type: str, loc: Vec, angles: Angle) -> None:
     """Make a frame instance."""
     conditions.add_inst(
         vmf,
         targetname=targ,
         file=conf['frame_' + frame_type],
         # Position at the center of the block, instead of at the glass.
         origin=loc - norm * 64,
         angles=angles,
     )
コード例 #4
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ファイル: addInstance.py プロジェクト: Thedoczek/BEE2.4
 def add_group(inst: Entity) -> None:
     """Place the group."""
     rng = rand.seed(b'shufflegroup', conf_seed, inst)
     pools = all_pools.copy()
     for (flags, value, potential_pools) in conf_selectors:
         for flag in flags:
             if not conditions.check_flag(flag, coll, inst):
                 break
         else:  # Succeeded.
             allowed_inst = [
                 (name, inst)
                 for (name, inst) in pools
                 if name in potential_pools
             ]
             name, filename = rng.choice(allowed_inst)
             pools.remove((name, filename))
             conditions.add_inst(
                 vmf,
                 targetname=inst['targetname'],
                 file=filename,
                 angles=inst['angles'],
                 origin=inst['origin'],
             ).fixup[conf_variable] = value
コード例 #5
0
ファイル: monitor.py プロジェクト: Thedoczek/BEE2.4
def res_camera(vmf: VMF, inst: Entity, res: Property):
    """Result for the camera item.

    Options:
    - cam_off: The position that the camera yaws around.
    - yaw_off: The offset from cam_off that the camera rotates up/down.
    - pitch_off: The offset from yaw_off that is where the sensor is.

    - yaw_inst: The instance to place for the yaw rotation.
    - pitch_inst: The instance to place for the up/down rotation.

    - yaw_range: How many degrees can the camera rotate from a forward position?
    - pitch_range: How many degrees can the camera rotate up/down?
    """
    conf = res.value
    normal = Vec(0, 0, 1).rotate_by_str(inst['angles'])
    if normal.z != 0:
        # Can't be on floor/ceiling!
        inst.remove()
        return
    base_yaw = math.degrees(math.atan2(normal.y, normal.x)) % 360
    inst['angles'] = '0 {:g} 0'.format(base_yaw)

    base_loc = Vec.from_str(inst['origin'])

    try:
        plate = faithplate.PLATES.pop(inst['targetname'])
    except KeyError:
        LOGGER.warning(
            'No faith plate info found for camera {}!',
            inst['targetname'],
        )
        inst.remove()
        return

    # Remove the triggers.
    plate.trig.remove()

    if isinstance(plate, faithplate.StraightPlate):
        # Just point straight ahead.
        target_loc = base_loc + 512 * normal
        # And remove the helper.
        plate.helper_trig.remove()
    else:
        if isinstance(plate.target, Vec):
            target_loc = plate.target
        else:
            # We don't particularly care about aiming to the front of angled
            # panels.
            target_loc = plate.target.pos + 64 * plate.target.normal
            # Remove the helper and a bullseye.
            plate.target.remove_portal_helper()
            plate.target.bullseye_count -= 1

    # Move three times to position the camera arms and lens.
    yaw_pos = Vec(conf['yaw_off']).rotate_by_str(inst['angles'])
    yaw_pos += base_loc

    pitch, yaw, _ = (target_loc - yaw_pos).to_angle()

    conditions.add_inst(
        vmf,
        targetname=inst['targetname'],
        file=conf['yaw_inst'],
        angles=Angle(yaw=yaw),
        origin=yaw_pos,
    )

    pitch_pos = Vec(conf['pitch_off'])
    pitch_pos.rotate(yaw=yaw)
    pitch_pos.rotate_by_str(inst['angles'])
    pitch_pos += yaw_pos

    conditions.add_inst(
        vmf,
        targetname=inst['targetname'],
        file=conf['pitch_inst'],
        angles=Angle(pitch, yaw, 0.0),
        origin=pitch_pos,
    )

    cam_pos = Vec(conf['cam_off'])
    cam_pos.rotate(pitch=pitch, yaw=yaw)
    cam_pos += pitch_pos

    # Recompute, since this can be slightly different if the camera is large.
    cam_angles = (target_loc - cam_pos).to_angle()

    ALL_CAMERAS.append(Camera(inst, cam_pos, cam_angles))
コード例 #6
0
    def make_tag_fizz(inst: Entity) -> None:
        """Create the Tag fizzler."""
        fizzler: Optional[Fizzler] = None
        fizzler_item: Optional[Item] = None

        # Look for the fizzler instance we want to replace.
        sign_item = connections.ITEMS[inst['targetname']]
        for conn in list(sign_item.outputs):
            if conn.to_item.name in FIZZLERS:
                if fizzler is None:
                    fizzler = FIZZLERS[conn.to_item.name]
                    fizzler_item = conn.to_item
                else:
                    raise ValueError('Multiple fizzlers attached to a sign!')

            conn.remove()  # Regardless, remove the useless output.

        sign_item.delete_antlines()

        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]

        # And also swap the connection's type.
        if fizz_conn_conf is not None:
            fizzler_item.config = fizz_conn_conf
            fizzler_item.enable_cmd = fizz_conn_conf.enable_cmd
            fizzler_item.disable_cmd = fizz_conn_conf.disable_cmd
            fizzler_item.sec_enable_cmd = fizz_conn_conf.sec_enable_cmd
            fizzler_item.sec_disable_cmd = fizz_conn_conf.sec_disable_cmd

        inst_orient = Matrix.from_angle(Angle.from_str(inst['angles']))

        # The actual location of the sign - on the wall
        sign_loc = Vec.from_str(inst['origin']) + Vec(0, 0, -64) @ inst_orient
        fizz_norm_axis = round(fizzler.normal(), 3).axis()

        # 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_normal = inst_orient.up()
        loc = Vec.from_str(inst['origin'])

        if disable_other or (blue_enabled and oran_enabled):
            inst['file'] = inst_frame_double
            conditions.ALL_INST.add(inst_frame_double.casefold())
            # On a wall, and pointing vertically
            if abs(inst_normal.z) < 0.01 and abs(inst_orient.left().z) > 0.01:
                # 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) @ inst_orient
                blue_loc = loc + offset
                oran_loc = loc - offset
        else:
            inst['file'] = inst_frame_single
            conditions.ALL_INST.add(inst_frame_single.casefold())
            # 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.

            s, l = Vec.bbox(itertools.chain.from_iterable(fizzler.emitters))

            if fizz_norm_axis == 'z':
                # For z-axis, just compare to the center point of the emitters.
                sign_dir = ((s.x + l.x) / 2,
                            (s.y + l.y) / 2, 0) - sign_floor_loc
            else:
                # For the other two, we compare to the line,
                # or compare to the closest side (in line with the fizz)

                if fizz_norm_axis == 'x':  #  Extends in Y direction
                    other_axis = 'y'
                    side_min = s.y
                    side_max = l.y
                    normal = s.x
                else:  # Extends in X direction
                    other_axis = 'x'
                    side_min = s.x
                    side_max = l.x
                    normal = s.y

                # Right in line with the fizzler. Point at the closest emitter.
                if abs(sign_floor_loc[other_axis] - normal) < 32:
                    # Compare to the closest side.
                    sign_dir = min([
                        sign_floor_loc - Vec.with_axes(
                            fizz_norm_axis,
                            side_min,
                            other_axis,
                            normal,
                        ), sign_floor_loc - Vec.with_axes(
                            fizz_norm_axis,
                            side_max,
                            other_axis,
                            normal,
                        )
                    ],
                                   key=Vec.mag)
                else:
                    # Align just based on whether we're in front or behind.
                    sign_dir = Vec.with_axes(
                        fizz_norm_axis,
                        normal - sign_floor_loc[fizz_norm_axis]).norm()

            sign_yaw = 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_yaw = (sign_yaw + 45) // 90 * 90

            # Rotate to fit the instances - south is down
            sign_yaw = int(sign_yaw - 90) % 360

            if inst_normal.z > 0:
                sign_angle = '0 {} 0'.format(sign_yaw)
            elif inst_normal.z < 0:
                # Flip upside-down for ceilings
                sign_angle = '0 {} 180'.format(sign_yaw)
            else:
                raise AssertionError('Cannot be zero here!')
        else:
            # On a wall, face upright
            sign_angle = conditions.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_on if blue_enabled else blue_sign_off if disable_other else None
        oran_sign = oran_sign_on if oran_enabled else oran_sign_off if disable_other else None

        if blue_sign:
            conditions.add_inst(
                vmf,
                file=blue_sign,
                targetname=inst['targetname'],
                angles=sign_angle,
                origin=blue_loc,
            )

        if oran_sign:
            conditions.add_inst(
                vmf,
                file=oran_sign,
                targetname=inst['targetname'],
                angles=sign_angle,
                origin=oran_loc,
            )

        # Now modify the fizzler...

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

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

        bbox_min, bbox_max = fizzler.emitters[0]

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

        # Figure out what the sides will set values to...
        pos_blue = pos_oran = False
        neg_blue = 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')
            output = 'OnStartTouch'

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

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

        pos_trig['startdisabled'] = neg_trig['startdisabled'] = (
            not fizzler.base_inst.fixup.bool('start_enabled'))

        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',
                    neg_blue,
                ))
            pos_trig.outputs.append(
                Output(
                    output,
                    '@BlueIsEnabled',
                    'SetValue',
                    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'] = conditions.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, )
コード例 #7
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.
    * 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)
コード例 #8
0
def add_voice(
    voice_attrs: dict,
    style_vars: dict,
    vmf: VMF,
    coll: Collisions,
    use_priority=True,
) -> None:
    """Add a voice line to the map."""
    from precomp.conditions.monitor import make_voice_studio
    LOGGER.info('Adding Voice Lines!')

    norm_config = ConfigFile('bee2/voice.cfg', in_conf_folder=False)
    mid_config = ConfigFile('bee2/mid_voice.cfg', in_conf_folder=False)

    quote_base = QUOTE_DATA['base', False]
    quote_loc = get_studio_loc()
    if quote_base:
        LOGGER.info('Adding Base instance!')
        conditions.add_inst(
            vmf,
            targetname='voice',
            file=INST_PREFIX + quote_base,
            origin=quote_loc,
        )

    # Either box in with nodraw, or place the voiceline studio.
    has_studio = make_voice_studio(vmf)

    bullsye_actor = vbsp_options.get(str, 'voice_studio_actor')
    if bullsye_actor and has_studio:
        ADDED_BULLSEYES.add(bullsye_actor)

    global_bullseye = QUOTE_DATA['bullseye', '']
    if global_bullseye:
        add_bullseye(vmf, quote_loc, global_bullseye)

    allow_mid_voices = not style_vars.get('nomidvoices', False)

    mid_quotes = []

    # Enable using the beep before and after choreo lines.
    allow_dings = srctools.conv_bool(QUOTE_DATA['use_dings', '0'])
    if allow_dings:
        vmf.create_ent(
            classname='logic_choreographed_scene',
            targetname='@ding_on',
            origin=quote_loc + (-8, -16, 0),
            scenefile='scenes/npc/glados_manual/ding_on.vcd',
            busyactor="1",  # Wait for actor to stop talking
            onplayerdeath='0',
        )
        vmf.create_ent(
            classname='logic_choreographed_scene',
            targetname='@ding_off',
            origin=quote_loc + (8, -16, 0),
            scenefile='scenes/npc/glados_manual/ding_off.vcd',
            busyactor="1",  # Wait for actor to stop talking
            onplayerdeath='0',
        )

    # QuoteEvents allows specifying an instance for particular items,
    # so a voice line can be played at a certain time. It's only active
    # in certain styles, but uses the default if not set.
    for event in QUOTE_DATA.find_all('QuoteEvents', 'Event'):
        event_id = event['id', ''].casefold()
        # We ignore the config if no result was executed.
        if event_id and event_id in QUOTE_EVENTS:
            # Instances from the voiceline config are in this subfolder,
            # but not the default item - that's set from the conditions
            QUOTE_EVENTS[event_id] = INST_PREFIX + event['file']

    LOGGER.info('Quote events: {}', list(QUOTE_EVENTS.keys()))

    if has_responses():
        LOGGER.info('Generating responses data..')
        encode_coop_responses(vmf, quote_loc, allow_dings, voice_attrs)

    for ind, file in enumerate(QUOTE_EVENTS.values()):
        if not file:
            continue
        conditions.add_inst(
            vmf,
            targetname='voice_event_' + str(ind),
            file=file,
            origin=quote_loc,
        )

    # Determine the flags that enable/disable specific lines based on which
    # players are used.
    player_model = vbsp.BEE2_config.get_val(
        'General',
        'player_model',
        'PETI',
    ).casefold()

    is_coop = (vbsp.GAME_MODE == 'COOP')
    is_sp = (vbsp.GAME_MODE == 'SP')

    player_flags = {
        'sp': is_sp,
        'coop': is_coop,
        'atlas': is_coop or player_model == 'atlas',
        'pbody': is_coop or player_model == 'pbody',
        'bendy': is_sp and player_model == 'peti',
        'chell': is_sp and player_model == 'sp',
        'human': is_sp and player_model in ('peti', 'sp'),
        'robot': is_coop or player_model in ('atlas', 'pbody'),
    }
    # All which are True.
    player_flag_set = {val for val, flag in player_flags.items() if flag}

    # For each group, locate the voice lines.
    for group in itertools.chain(
            QUOTE_DATA.find_all('group'),
            QUOTE_DATA.find_all('midchamber'),
    ):  # type: Property

        quote_targetname = group['Choreo_Name', '@choreo']
        use_dings = group.bool('use_dings', allow_dings)

        possible_quotes = sorted(
            find_group_quotes(
                vmf,
                coll,
                group,
                mid_quotes,
                use_dings=use_dings,
                allow_mid_voices=allow_mid_voices,
                conf=mid_config if group.name == 'midchamber' else norm_config,
                mid_name=quote_targetname,
                player_flag_set=player_flag_set,
            ),
            key=sort_func,
            reverse=True,
        )

        LOGGER.debug('Possible {}quotes:',
                     'mid ' if group.name == 'midchamber' else '')
        for quot in possible_quotes:
            LOGGER.debug('- {}', quot)

        if possible_quotes:
            choreo_loc = group.vec('choreo_loc', *quote_loc)

            if use_priority:
                chosen = possible_quotes[0].lines
            else:
                # Chose one of the quote blocks.
                chosen = rand.seed(
                    b'VOICE_QUOTE_BLOCK', *[
                        prop['id', 'ID'] for quoteblock in possible_quotes
                        for prop in quoteblock.lines
                    ]).choice(possible_quotes).lines

            # Use the IDs for the voice lines, so each quote block will chose different lines.
            rng = rand.seed(b'VOICE_QUOTE',
                            *[prop['id', 'ID'] for prop in chosen])

            # Add one of the associated quotes
            add_quote(
                vmf,
                rng.choice(chosen),
                quote_targetname,
                choreo_loc,
                style_vars,
                use_dings,
            )

    if ADDED_BULLSEYES or QUOTE_DATA.bool('UseMicrophones'):
        # Add microphones that broadcast audio directly at players.
        # This ensures it is heard regardless of location.
        # This is used for Cave and core Wheatley.
        LOGGER.info('Using microphones...')
        if vbsp.GAME_MODE == 'SP':
            vmf.create_ent(
                classname='env_microphone',
                targetname='player_speaker_sp',
                speakername='!player',
                maxRange='386',
                origin=quote_loc,
            )
        else:
            vmf.create_ent(
                classname='env_microphone',
                targetname='player_speaker_blue',
                speakername='!player_blue',
                maxRange='386',
                origin=quote_loc,
            )
            vmf.create_ent(
                classname='env_microphone',
                targetname='player_speaker_orange',
                speakername='!player_orange',
                maxRange='386',
                origin=quote_loc,
            )

    LOGGER.info('{} Mid quotes', len(mid_quotes))
    for mid_lines in mid_quotes:
        line = rand.seed(b'mid_quote',
                         *[name for item, ding, name in mid_lines
                           ]).choice(mid_lines)
        mid_item, use_ding, mid_name = line
        add_quote(vmf, mid_item, mid_name, quote_loc, style_vars, use_ding)

    LOGGER.info('Done!')
コード例 #9
0
def add_quote(
    vmf: VMF,
    quote: Property,
    targetname: str,
    quote_loc: Vec,
    style_vars: dict,
    use_dings: bool,
) -> None:
    """Add a quote to the map."""
    LOGGER.info('Adding quote: {}', quote)

    only_once = atomic = False
    cc_emit_name = None
    start_ents = []  # type: List[Entity]
    end_commands = []
    start_names = []

    # The OnUser1 outputs always play the quote (PlaySound/Start), so you can
    # mix ent types in the same pack.

    for prop in quote:
        name = prop.name.casefold()

        if name == 'file':
            conditions.add_inst(
                vmf,
                file=INST_PREFIX + prop.value,
                origin=quote_loc,
                no_fixup=True,
            )
        elif name == 'choreo':
            # If the property has children, the children are a set of sequential
            # voice lines.
            # If the name is set to '@glados_line', the ents will be named
            # ('@glados_line', 'glados_line_2', 'glados_line_3', ...)
            start_names.append(targetname)
            if prop.has_children():
                secondary_name = targetname.lstrip('@') + '_'
                # Evenly distribute the choreo ents across the width of the
                # voice-line room.
                off = Vec(y=120 / (len(prop) + 1))
                start = quote_loc - (0, 60, 0) + off
                for ind, choreo_line in enumerate(
                        prop, start=1):  # type: int, Property
                    is_first = (ind == 1)
                    is_last = (ind == len(prop))
                    name = (targetname if is_first else secondary_name +
                            str(ind))
                    choreo = add_choreo(
                        vmf,
                        choreo_line.value,
                        targetname=name,
                        loc=start + off * (ind - 1),
                        use_dings=use_dings,
                        is_first=is_first,
                        is_last=is_last,
                        only_once=only_once,
                    )
                    # Add a IO command to start the next one.
                    if not is_last:
                        choreo.add_out(
                            Output(
                                'OnCompletion',
                                secondary_name + str(ind + 1),
                                'Start',
                                delay=0.1,
                            ))
                    if is_first:  # Ensure this works with cc_emit
                        start_ents.append(choreo)
                    if is_last:
                        for out in end_commands:
                            choreo.add_out(out.copy())
                        end_commands.clear()
            else:
                # Add a single choreo command.
                choreo = add_choreo(
                    vmf,
                    prop.value,
                    targetname,
                    quote_loc,
                    use_dings=use_dings,
                    only_once=only_once,
                )
                start_ents.append(choreo)
                for out in end_commands:
                    choreo.add_out(out.copy())
                end_commands.clear()
        elif name == 'snd':
            start_names.append(targetname)

            snd = vmf.create_ent(
                classname='ambient_generic',
                spawnflags='49',  # Infinite Range, Starts Silent
                targetname=targetname,
                origin=quote_loc,
                message=prop.value,
                health='10',  # Volume
            )
            snd.add_out(
                Output(
                    'OnUser1',
                    targetname,
                    'PlaySound',
                    only_once=only_once,
                ))
            start_ents.append(snd)
        elif name == 'bullseye':
            add_bullseye(vmf, quote_loc, prop.value)
        elif name == 'cc_emit':
            # In Aperture Tag, this additional console command is used
            # to add the closed captions.
            # Store in a variable, so we can be sure to add the output
            # regardless of the property order.
            cc_emit_name = prop.value
        elif name == 'setstylevar':
            # Set this stylevar to True
            # This is useful so some styles can react to which line was
            # chosen.
            style_vars[prop.value.casefold()] = True
        elif name == 'packlist':
            packing.pack_list(vmf, prop.value)
        elif name == 'pack':
            if prop.has_children():
                packing.pack_files(vmf, *[subprop.value for subprop in prop])
            else:
                packing.pack_files(vmf, prop.value)
        elif name == 'choreo_name':
            # Change the targetname used for subsequent entities
            targetname = prop.value
        elif name == 'onlyonce':
            only_once = srctools.conv_bool(prop.value)
        elif name == 'atomic':
            atomic = srctools.conv_bool(prop.value)
        elif name == 'endcommand':
            end_commands.append(
                Output(
                    'OnCompletion',
                    prop['target'],
                    prop['input'],
                    prop['parm', ''],
                    prop.float('delay'),
                    only_once=prop.bool('only_once'),
                    times=prop.int('times', -1),
                ))

    if cc_emit_name:
        for ent in start_ents:
            ent.add_out(
                Output(
                    'OnUser1',
                    '@command',
                    'Command',
                    param='cc_emit ' + cc_emit_name,
                ))

    # If Atomic is true, after a line is started all variants
    # are blocked from playing.
    if atomic:
        for ent in start_ents:
            for name in start_names:
                if ent['targetname'] == name:
                    # Don't block yourself.
                    continue
                ent.add_out(Output(
                    'OnUser1',
                    name,
                    'Kill',
                    only_once=True,
                ))
コード例 #10
0
ファイル: linked_items.py プロジェクト: Thedoczek/BEE2.4
def link_item(vmf: VMF, group: list[item_chain.Node[Config]]) -> None:
    """Link together a single group of items."""
    chains = item_chain.chain(group, allow_loop=True)
    for group_counter, node_list in enumerate(chains):
        is_looped = False
        if node_list[
                0].prev is not None:  # It's looped, check if it's allowed.
            if not all(node.conf.allow_loop for node in node_list):
                LOGGER.warning(
                    '- Group is looped, but this is not allowed! Arbitarily breaking.'
                )
                node_list[0].prev = node_list[-1].next = None
            else:
                is_looped = True
        for index, node in enumerate(node_list):
            conf = node.conf
            is_floor = node.orient.up().z > 0.99

            if node.next is None and node.prev is None:
                # No connections in either direction, just skip.
                continue

            # We can't touch antlines if the item has regular outputs.
            if not node.item.outputs:
                if conf.antline is AntlineHandling.REMOVE:
                    node.item.delete_antlines()
                elif conf.antline is AntlineHandling.MOVE:
                    if index != 0:
                        node.item.transfer_antlines(node_list[0].item)
                elif conf.antline is AntlineHandling.KEEP:
                    pass
                else:
                    raise AssertionError(conf.antline)

            # Transfer inputs and outputs to the first.
            if index != 0 and conf.transfer_io:
                for conn in list(node.item.outputs):
                    conn.from_item = node_list[0].item
                for conn in list(node.item.inputs):
                    conn.to_item = node_list[0].item

            # If start/end, the other node.
            other_node: Optional[item_chain.Node[Config]] = None
            if is_looped:
                node.inst.fixup['$type'] = 'loop'
                logic_fname = conf.logic_loop
            elif node.prev is None:
                node.inst.fixup['$type'] = 'start'
                logic_fname = conf.logic_start
                other_node = node.next
            elif node.next is None:
                node.inst.fixup['$type'] = 'end'
                logic_fname = conf.logic_end
                other_node = node.prev
            else:
                node.inst.fixup['$type'] = 'mid'
                logic_fname = conf.logic_mid

            # Add values indicating the group, position, and next item.
            node.inst.fixup['$group'] = group_counter
            node.inst.fixup['$ind'] = index
            if node.next is not None:
                # If looped, it might have to wrap around.
                if node.next is node_list[0]:
                    node.inst.fixup['$next'] = '0'
                else:
                    node.inst.fixup['$next'] = index + 1

            if logic_fname:
                inst_logic = conditions.add_inst(
                    vmf,
                    targetname=node.inst['targetname'],
                    file=logic_fname,
                    origin=node.pos,
                    angles=node.inst['angles'],
                )
                inst_logic.fixup.update(node.inst.fixup)

            # Special case for Unstationary Scaffolds - change to an instance
            # for the ends, pointing in the direction of the connected track.
            if other_node is not None and is_floor and conf.scaff_endcap:
                link_dir = other_node.pos - node.pos

                # Compute the horizontal gradient (z / xy dist).
                # Don't use endcap if rising more than ~45 degrees, or lowering
                # more than ~12 degrees.
                horiz_dist = math.sqrt(link_dir.x**2 + link_dir.y**2)
                if horiz_dist != 0 and -0.15 <= (link_dir.z / horiz_dist) <= 1:
                    link_ang = math.degrees(math.atan2(link_dir.y, link_dir.x))
                    if not conf.scaff_endcap_free_rot:
                        # Round to nearest 90 degrees
                        # Add 45 so the switchover point is at the diagonals
                        link_ang = (link_ang + 45) // 90 * 90
                    node.inst['file'] = conf.scaff_endcap
                    conditions.ALL_INST.add(conf.scaff_endcap.casefold())
                    node.inst['angles'] = '0 {:.0f} 0'.format(link_ang)
コード例 #11
0
ファイル: bottomlessPit.py プロジェクト: Thedoczek/BEE2.4
def make_bottomless_pit(vmf: VMF, max_height):
    """Generate bottomless pits."""
    import vbsp

    tele_ref = SETTINGS['tele_ref']
    tele_dest = SETTINGS['tele_dest']

    use_skybox = bool(SETTINGS['skybox'])

    if use_skybox:
        tele_off = Vec(
            x=SETTINGS['off_x'],
            y=SETTINGS['off_y'],
        )
    else:
        tele_off = Vec(0, 0, 0)

    # Controlled by the style, not skybox!
    blend_light = options.get(str, 'pit_blend_light')

    if use_skybox:
        # Add in the actual skybox edges and triggers.
        conditions.add_inst(
            vmf,
            file=SETTINGS['skybox'],
            targetname='skybox',
            origin=tele_off,
        )

        fog_opt = vbsp.settings['fog']

        # Now generate the sky_camera, with appropriate values.
        sky_camera = vmf.create_ent(
            classname='sky_camera',
            scale='1.0',
            origin=tele_off,
            angles=fog_opt['direction'],
            fogdir=fog_opt['direction'],
            fogcolor=fog_opt['primary'],
            fogstart=fog_opt['start'],
            fogend=fog_opt['end'],
            fogenable='1',
            heightFogStart=fog_opt['height_start'],
            heightFogDensity=fog_opt['height_density'],
            heightFogMaxDensity=fog_opt['height_max_density'],
        )

        if fog_opt['secondary']:
            # Only enable fog blending if a secondary color is enabled
            sky_camera['fogblend'] = '1'
            sky_camera['fogcolor2'] = fog_opt['secondary']
            sky_camera['use_angles'] = '1'
        else:
            sky_camera['fogblend'] = '0'
            sky_camera['use_angles'] = '0'

        if SETTINGS['skybox_ceil'] != '':
            # We dynamically add the ceiling so it resizes to match the map,
            # and lighting won't be too far away.
            conditions.add_inst(
                vmf,
                file=SETTINGS['skybox_ceil'],
                targetname='skybox',
                origin=tele_off + (0, 0, max_height),
            )

        if SETTINGS['targ'] != '':
            # Add in the teleport reference target.
            conditions.add_inst(
                vmf,
                file=SETTINGS['targ'],
                targetname='skybox',
                origin='0 0 0',
            )

    # First, remove all of Valve's triggers inside pits.
    for trig in vmf.by_class['trigger_multiple'] | vmf.by_class['trigger_hurt']:
        if brushLoc.POS['world':Vec.from_str(trig['origin'])].is_pit:
            trig.remove()

    # Potential locations of bordering brushes..
    wall_pos = set()

    side_dirs = [
        (0, -128, 0),  # N
        (0, +128, 0),  # S
        (-128, 0, 0),  # E
        (+128, 0, 0)  # W
    ]

    # Only use 1 entity for the teleport triggers. If multiple are used,
    # cubes can contact two at once and get teleported odd places.
    tele_trig = None
    hurt_trig = None

    for grid_pos, block_type in brushLoc.POS.items(
    ):  # type: Vec, brushLoc.Block
        pos = brushLoc.grid_to_world(grid_pos)
        if not block_type.is_pit:
            continue

        # Physics objects teleport when they hit the bottom of a pit.
        if block_type.is_bottom and use_skybox:
            if tele_trig is None:
                tele_trig = vmf.create_ent(
                    classname='trigger_teleport',
                    spawnflags='4106',  # Physics and npcs
                    landmark=tele_ref,
                    target=tele_dest,
                    origin=pos,
                )
            tele_trig.solids.append(
                vmf.make_prism(
                    pos + (-64, -64, -64),
                    pos + (64, 64, -8),
                    mat='tools/toolstrigger',
                ).solid, )

        # Players, however get hurt as soon as they enter - that way it's
        # harder to see that they don't teleport.
        if block_type.is_top:
            if hurt_trig is None:
                hurt_trig = vmf.create_ent(
                    classname='trigger_hurt',
                    damagetype=32,  # FALL
                    spawnflags=1,  # CLients
                    damage=100000,
                    nodmgforce=1,  # No physics force when hurt..
                    damagemodel=0,  # Always apply full damage.
                    origin=pos,  # We know this is not in the void..
                )
            hurt_trig.solids.append(
                vmf.make_prism(
                    Vec(pos.x - 64, pos.y - 64, -128),
                    pos + (64, 64, 48 if use_skybox else 16),
                    mat='tools/toolstrigger',
                ).solid, )

        if not block_type.is_bottom:
            continue
        # Everything else is only added to the bottom-most position.

        if use_skybox and blend_light:
            # Generate dim lights at the skybox location,
            # to blend the lighting together.
            light_pos = pos + (0, 0, -60)
            vmf.create_ent(
                classname='light',
                origin=light_pos,
                _light=blend_light,
                _fifty_percent_distance='256',
                _zero_percent_distance='512',
            )
            vmf.create_ent(
                classname='light',
                origin=light_pos + tele_off,
                _light=blend_light,
                _fifty_percent_distance='256',
                _zero_percent_distance='512',
            )

        wall_pos.update([(pos + off).as_tuple() for off in side_dirs])

    if hurt_trig is not None:
        hurt_trig.outputs.append(Output(
            'OnHurtPlayer',
            '@goo_fade',
            'Fade',
        ), )

    if not use_skybox:
        make_pit_shell(vmf)
        return

    # Now determine the position of side instances.
    # We use the utils.CONN_TYPES dict to determine instance positions
    # based on where nearby walls are.
    side_types = {
        utils.CONN_TYPES.side: PIT_INST['side'],  # o|
        utils.CONN_TYPES.corner: PIT_INST['corner'],  # _|
        utils.CONN_TYPES.straight: PIT_INST['side'],  # Add this twice for |o|
        utils.CONN_TYPES.triple: PIT_INST['triple'],  # U-shape
        utils.CONN_TYPES.all: PIT_INST['pillar'],  # [o]
    }

    LOGGER.info('Pit instances: {}', side_types)

    for pos in wall_pos:
        pos = Vec(pos)
        if not brushLoc.POS['world':pos].is_solid:
            # Not actually a wall here!
            continue

        # CONN_TYPES has n,s,e,w as keys - whether there's something in that direction.
        nsew = tuple(brushLoc.POS['world':pos + off].is_pit
                     for off in side_dirs)
        LOGGER.info('Pos: {}, NSEW: {}, lookup: {}', pos, nsew,
                    utils.CONN_LOOKUP[nsew])
        inst_type, angle = utils.CONN_LOOKUP[nsew]

        if inst_type is utils.CONN_TYPES.none:
            # Middle of the pit...
            continue

        rng = rand.seed(b'pit', pos.x, pos.y)
        file = rng.choice(side_types[inst_type])

        if file != '':
            conditions.add_inst(
                vmf,
                file=file,
                targetname='goo_side',
                origin=tele_off + pos,
                angles=angle,
            ).make_unique()

        # Straight uses two side-instances in parallel - "|o|"
        if inst_type is utils.CONN_TYPES.straight:
            file = rng.choice(side_types[inst_type])
            if file != '':
                conditions.add_inst(
                    vmf,
                    file=file,
                    targetname='goo_side',
                    origin=tele_off + pos,
                    # Reverse direction
                    angles=Angle.from_str(angle) + (0, 180, 0),
                ).make_unique()
コード例 #12
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: An L-corner piece. Connects on North and West 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'])

    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 conditions.RES_EXHAUSTED

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

    # First loop through all the markers, adding connecting sections
    for marker_name, inst in markers.items():
        mark_item = ITEMS[marker_name]
        mark_item.delete_antlines()
        for conn in list(mark_item.outputs):
            try:
                inst2 = markers[conn.to_item.name]
            except KeyError:
                LOGGER.warning('Catwalk connected to non-catwalk!')

            conn.remove()

            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

    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'] = filename = instances[CATWALK_TYPES[new_type]]
        conditions.ALL_INST.add(filename.casefold())

        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']
                    conditions.ALL_INST.add(instances['end_wall'].casefold())
            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']
                conditions.ALL_INST.add(instances['single_wall'].casefold())
                inst['angles'] = conditions.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:
            conditions.add_inst(
                vmf,
                origin=inst['origin'],
                angles=conditions.INST_ANGLE[normal.as_tuple()],
                file=supp,
            )

    LOGGER.info('Finished catwalk generation!')
    return conditions.RES_EXHAUSTED
コード例 #13
0
ファイル: addInstance.py プロジェクト: Thedoczek/BEE2.4
def res_add_overlay_inst(vmf: VMF, inst: Entity, res: Property) -> Optional[Entity]:
    """Add another instance on top of this one.

    If a single value, this sets only the filename.
    Values:

    - `file`: The filename.
    - `fixup_style`: The Fixup style for the instance. '0' (default) is
            Prefix, '1' is Suffix, and '2' is None.
    - `copy_fixup`: If true, all the `$replace` values from the original
            instance will be copied over.
    - `move_outputs`: If true, outputs will be moved to this instance.
    - `offset`: The offset (relative to the base) that the instance
        will be placed. Can be set to `<piston_top>` and
        `<piston_bottom>` to offset based on the configuration.
        `<piston_start>` will set it to the starting position, and
        `<piston_end>` will set it to the ending position of the Piston
        Platform's handles.
    - `rotation`: Rotate the instance by this amount.
    - `angles`: If set, overrides `rotation` and the instance angles entirely.
    - `fixup`/`localfixup`: Keyvalues in this block will be copied to the
            overlay entity.
        - If the value starts with `$`, the variable will be copied over.
        - If this is present, `copy_fixup` will be disabled.
    """

    if not res.has_children():
        # Use all the defaults.
        res = Property('AddOverlay', [
            Property('File', res.value)
        ])

    if 'angles' in res:
        angles = Angle.from_str(res['angles'])
        if 'rotation' in res:
            LOGGER.warning('"angles" option overrides "rotation"!')
    else:
        angles = Angle.from_str(res['rotation', '0 0 0'])
        angles @= Angle.from_str(inst['angles', '0 0 0'])

    orig_name = conditions.resolve_value(inst, res['file', ''])
    filename = instanceLocs.resolve_one(orig_name)

    if not filename:
        if not res.bool('silentLookup'):
            LOGGER.warning('Bad filename for "{}" when adding overlay!', orig_name)
        # Don't bother making a overlay which will be deleted.
        return None

    overlay_inst = conditions.add_inst(
        vmf,
        targetname=inst['targetname', ''],
        file=filename,
        angles=angles,
        origin=inst['origin'],
        fixup_style=res.int('fixup_style'),
    )
    # Don't run if the fixup block exists..
    if srctools.conv_bool(res['copy_fixup', '1']):
        if 'fixup' not in res and 'localfixup' not in res:
            # Copy the fixup values across from the original instance
            for fixup, value in inst.fixup.items():
                overlay_inst.fixup[fixup] = value

    conditions.set_ent_keys(overlay_inst.fixup, inst, res, 'fixup')

    if res.bool('move_outputs', False):
        overlay_inst.outputs = inst.outputs
        inst.outputs = []

    if 'offset' in res:
        overlay_inst['origin'] = conditions.resolve_offset(inst, res['offset'])

    return overlay_inst
コード例 #14
0
def make_straight(
    vmf: VMF,
    origin: Vec,
    normal: Vec,
    dist: int,
    config: Config,
    is_start=False,
) -> None:
    """Make a straight line of instances from one point to another."""
    angles = round(normal, 6).to_angle()
    orient = Matrix.from_angle(angles)

    # The starting brush needs to stick out a bit further, to cover the
    # point_push entity.
    start_off = -96 if is_start else -64

    p1, p2 = Vec.bbox(
        origin +
        Vec(start_off, -config.trig_radius, -config.trig_radius) @ orient,
        origin +
        Vec(dist - 64, config.trig_radius, config.trig_radius) @ orient,
    )

    solid = vmf.make_prism(p1, p2, mat='tools/toolstrigger').solid

    motion_trigger(vmf, solid.copy())

    push_trigger(vmf, origin, normal, [solid])

    off = 0
    for seg_dist in utils.fit(dist, config.inst_straight_sizes):
        conditions.add_inst(
            vmf,
            origin=origin + off * orient.forward(),
            angles=angles,
            file=config.inst_straight[seg_dist],
        )
        off += seg_dist
    # Supports.
    if config.inst_support:
        for off in range(0, int(dist), 128):
            position = origin + off * normal
            placed_support = False
            for supp_dir in [
                    orient.up(),
                    orient.left(), -orient.left(), -orient.up()
            ]:
                try:
                    tile = tiling.TILES[(position - 128 * supp_dir).as_tuple(),
                                        supp_dir.norm().as_tuple()]
                except KeyError:
                    continue
                # Check all 4 center tiles are present.
                if all(tile[u, v].is_tile for u in (1, 2) for v in (1, 2)):
                    conditions.add_inst(
                        vmf,
                        origin=position,
                        angles=Matrix.from_basis(x=normal,
                                                 z=supp_dir).to_angle(),
                        file=config.inst_support,
                    )
                    placed_support = True
            if placed_support and config.inst_support_ring:
                conditions.add_inst(
                    vmf,
                    origin=position,
                    angles=angles,
                    file=config.inst_support_ring,
                )
コード例 #15
0
ファイル: music.py プロジェクト: Thedoczek/BEE2.4
def add(
    vmf: VMF,
    loc: Vec,
    conf: Property,
    voice_attr: Dict[str, str],
    is_sp: bool,
) -> None:
    """Add music to the map."""
    LOGGER.info("Adding Music...")
    # These values are exported by the BEE2 app, indicating the
    # options on the music item.
    inst = options.get(str, 'music_instance')
    snd_length = options.get(int, 'music_looplen')

    # Don't add our logic if an instance was provided.
    # If this settings is set, we have a music config.
    if conf and not inst:
        music = vmf.create_ent(
            classname='ambient_generic',
            spawnflags='17',  # Looping, Infinite Range, Starts Silent
            targetname='@music',
            origin=loc,
            message='music.BEE2',
            health='10',  # Volume
        )

        music_start = vmf.create_ent(
            classname='logic_relay',
            spawnflags='0',
            targetname='@music_start',
            origin=loc + (-16, 0, -16),
        )
        music_stop = vmf.create_ent(
            classname='logic_relay',
            spawnflags='0',
            targetname='@music_stop',
            origin=loc + (16, 0, -16),
        )
        music_stop.add_out(
            Output('OnTrigger', music, 'StopSound'),
            Output('OnTrigger', music, 'Volume', '0'),
        )

        # In SinglePlayer, music gets killed during reload,
        # so we need to restart it.

        # If snd_length is set, we have a non-loopable MP3
        # and want to re-trigger it after the time elapses, to simulate
        # looping.

        # In either case, we need @music_restart to do that safely.
        if is_sp or snd_length > 0:
            music_restart = vmf.create_ent(
                classname='logic_relay',
                spawnflags='2',  # Allow fast retrigger.
                targetname='@music_restart',
                StartDisabled='1',
                origin=loc + (0, 0, -16),
            )

            music_start.add_out(
                Output('OnTrigger', music_restart, 'Enable'),
                Output('OnTrigger', music_restart, 'Trigger', delay=0.01),
            )

            music_stop.add_out(
                Output('OnTrigger', music_restart, 'Disable'),
                Output('OnTrigger', music_restart, 'CancelPending'),
            )

            music_restart.add_out(
                Output('OnTrigger', music, 'StopSound'),
                Output('OnTrigger', music, 'Volume', '0'),
                Output('OnTrigger', music, 'Volume', '10', delay=0.1),
                Output('OnTrigger', music, 'PlaySound', delay=0.1),
            )

            if is_sp == 'SP':
                # Trigger on level loads.
                vmf.create_ent(
                    classname='logic_auto',
                    origin=loc + (0, 0, 16),
                    spawnflags='0',  # Don't remove after fire
                    globalstate='',
                ).add_out(
                    Output('OnLoadGame', music_restart, 'CancelPending'),
                    Output('OnLoadGame', music_restart, 'Trigger', delay=0.01),
                )

            if snd_length > 0:
                # Re-trigger after the music duration.
                music_restart.add_out(
                    Output('OnTrigger', '!self', 'Trigger', delay=snd_length))
                # Set to non-looping, so re-playing will restart it correctly.
                music['spawnflags'] = '49'
        else:
            # The music track never needs to have repeating managed,
            # just directly trigger.
            music_start.add_out(
                Output('OnTrigger', music, 'PlaySound'),
                Output('OnTrigger', music, 'Volume', '10'),
            )

        # Add the ents for the config itself.
        # If the items aren't in the map, we can skip adding them.
        # Speed-gel sounds also play when flinging, so keep it always.
        funnel = conf.find_key('tbeam', or_blank=True)
        bounce = conf.find_key('bouncegel', or_blank=True)

        make_channel_conf(
            vmf,
            loc,
            Channel.BASE,
            conf.find_key('base', or_blank=True).as_array(),
        )
        make_channel_conf(
            vmf,
            loc,
            Channel.SPEED,
            conf.find_key('speedgel', or_blank=True).as_array(),
        )
        if 'funnel' in voice_attr or 'excursionfunnel' in voice_attr:
            make_channel_conf(
                vmf,
                loc,
                Channel.TBEAM,
                funnel.as_array(),
                conf.bool('sync_funnel'),
            )

        if 'bouncegel' in voice_attr or 'bluegel' in voice_attr:
            make_channel_conf(
                vmf,
                loc,
                Channel.BOUNCE,
                bounce.as_array(),
            )

        packfiles = conf.find_key('pack', or_blank=True).as_array()
        if packfiles:
            packer = vmf.create_ent('comp_pack', origin=loc)
            for i, fname in enumerate(packfiles, 1):
                packer[f'generic{i:02}'] = fname

    if inst:
        # We assume the instance is setup correct.
        conditions.add_inst(
            vmf,
            targetname='music',
            origin=loc,
            file=inst,
        )
コード例 #16
0
def place_catwalk_connections(vmf: VMF, instances, point_a: Vec, point_b: Vec):
    """Place catwalk sections to connect two straight points."""
    diff = point_b - point_a

    # The horizontal unit vector in the direction we are placing catwalks
    direction = diff.copy()
    direction.z = 0
    distance = direction.len() - 128
    direction = direction.norm()

    if diff.z > 0:
        angle = conditions.INST_ANGLE[direction.as_tuple()]
        # We need to add stairs
        for stair_pos in range(0, int(diff.z), 128):
            # Move twice the vertical horizontally
            # plus 128 so we don't start in point A
            loc = point_a + (2 * stair_pos + 128) * direction
            # Do the vertical offset
            loc.z += stair_pos
            conditions.add_inst(
                vmf,
                origin=loc,
                angles=angle,
                file=instances['stair'],
            )
        # This is the location we start flat sections at
        point_a = loc + 128 * direction
        point_a.z += 128
    elif diff.z < 0:
        # We need to add downward stairs
        # They point opposite to normal ones
        LOGGER.debug('down from {}', point_a)
        angle = conditions.INST_ANGLE[(-direction).as_tuple()]
        for stair_pos in range(0, -int(diff.z), 128):
            LOGGER.debug(stair_pos)
            # Move twice the vertical horizontally
            loc = point_a + (2 * stair_pos + 256) * direction
            # Do the vertical offset plus additional 128 units
            # to account for the moved instance
            loc.z -= (stair_pos + 128)
            conditions.add_inst(
                vmf,
                origin=loc,
                angles=angle,
                file=instances['stair'],
            )
        # Adjust point A to be at the end of the catwalks
        point_a = loc
    # Remove the space the stairs take up from the horiz distance
    distance -= abs(diff.z) * 2

    # Now do straight sections
    LOGGER.debug('Stretching {} {}', distance, direction)
    angle = conditions.INST_ANGLE[direction.as_tuple()]
    loc = point_a + (direction * 128)

    # Figure out the most efficient number of sections
    for segment_len in utils.fit(distance, [512, 256, 128]):
        conditions.add_inst(
            vmf,
            origin=loc,
            angles=angle,
            file=instances['straight_' + str(segment_len)],
        )
        loc += (segment_len * direction)
コード例 #17
0
ファイル: conveyorBelt.py プロジェクト: Thedoczek/BEE2.4
def res_conveyor_belt(vmf: VMF, inst: Entity, res: Property) -> None:
    """Create a conveyor belt.

    * Options:
        * `SegmentInst`: Generated at each square. (`track` is the name of the
          path to attach to.)
        * `TrackTeleport`: Set the track points so they teleport trains to the start.
        * `Speed`: The fixup or number for the train speed.
        * `MotionTrig`: If set, a trigger_multiple will be spawned that
          `EnableMotion`s weighted cubes. The value is the name of the relevant filter.
        * `EndOutput`: Adds an output to the last track. The value is the same as
          outputs in VMFs.
        `RotateSegments`: If true (default), force segments to face in the
          direction of movement.
        * `BeamKeys`: If set, a list of keyvalues to use to generate an env_beam
          travelling from start to end. The origin is treated specially - X is
          the distance from walls, y is the distance to the side, and z is the
          height.
        `RailTemplate`: A template for the track sections. This is made into a
          non-solid func_brush, combining all sections.
        * `NoPortalFloor`: If set, add a `func_noportal_volume` on the floor
          under the track.
        * `PaintFizzler`: If set, add a paint fizzler underneath the belt.
    """
    move_dist = inst.fixup.int('$travel_distance')

    if move_dist <= 2:
        # There isn't room for a conveyor, so don't bother.
        inst.remove()
        return

    orig_orient = Matrix.from_angle(Angle.from_str(inst['angles']))
    move_dir = Vec(1, 0, 0) @ Angle.from_str(inst.fixup['$travel_direction'])
    move_dir = move_dir @ orig_orient
    start_offset = inst.fixup.float('$starting_position')
    teleport_to_start = res.bool('TrackTeleport', True)
    segment_inst_file = instanceLocs.resolve_one(res['SegmentInst', ''])
    rail_template = res['RailTemplate', None]

    track_speed = res['speed', None]

    start_pos = Vec.from_str(inst['origin'])
    end_pos = start_pos + move_dist * move_dir

    if start_offset > 0:
        # If an oscillating platform, move to the closest side..
        offset = start_offset * move_dir
        # The instance is placed this far along, so move back to the end.
        start_pos -= offset
        end_pos -= offset
        if start_offset > 0.5:
            # Swap the direction of movement..
            start_pos, end_pos = end_pos, start_pos
        inst['origin'] = start_pos

    norm = orig_orient.up()

    if res.bool('rotateSegments', True):
        orient = Matrix.from_basis(x=move_dir, z=norm)
        inst['angles'] = orient.to_angle()
    else:
        orient = orig_orient

    # Add the EnableMotion trigger_multiple seen in platform items.
    # This wakes up cubes when it starts moving.
    motion_filter = res['motionTrig', None]

    # Disable on walls, or if the conveyor can't be turned on.
    if norm != (0, 0, 1) or inst.fixup['$connectioncount'] == '0':
        motion_filter = None

    track_name = conditions.local_name(inst, 'segment_{}')
    rail_temp_solids = []
    last_track = None
    # Place tracks at the top, so they don't appear inside wall sections.
    track_start: Vec = start_pos + 48 * norm
    track_end: Vec = end_pos + 48 * norm
    for index, pos in enumerate(track_start.iter_line(track_end, stride=128),
                                start=1):
        track = vmf.create_ent(
            classname='path_track',
            targetname=track_name.format(index) + '-track',
            origin=pos,
            spawnflags=0,
            orientationtype=0,  # Don't rotate
        )
        if track_speed is not None:
            track['speed'] = track_speed
        if last_track:
            last_track['target'] = track['targetname']

        if index == 1 and teleport_to_start:
            track['spawnflags'] = 16  # Teleport here..

        last_track = track

        # Don't place at the last point - it doesn't teleport correctly,
        # and would be one too many.
        if segment_inst_file and pos != track_end:
            seg_inst = conditions.add_inst(
                vmf,
                targetname=track_name.format(index),
                file=segment_inst_file,
                origin=pos,
                angles=orient,
            )
            seg_inst.fixup.update(inst.fixup)

        if rail_template:
            temp = template_brush.import_template(
                vmf,
                rail_template,
                pos,
                orient,
                force_type=template_brush.TEMP_TYPES.world,
                add_to_map=False,
            )
            rail_temp_solids.extend(temp.world)

    if rail_temp_solids:
        vmf.create_ent(
            classname='func_brush',
            origin=track_start,
            spawnflags=1,  # Ignore +USE
            solidity=1,  # Not solid
            vrad_brush_cast_shadows=1,
            drawinfastreflection=1,
        ).solids = rail_temp_solids

    if teleport_to_start:
        # Link back to the first track..
        last_track['target'] = track_name.format(1) + '-track'

    # Generate an env_beam pointing from the start to the end of the track.
    try:
        beam_keys = res.find_key('BeamKeys')
    except LookupError:
        pass
    else:
        beam = vmf.create_ent(classname='env_beam')

        beam_off = beam_keys.vec('origin', 0, 63, 56)

        for prop in beam_keys:
            beam[prop.real_name] = prop.value

        # Localise the targetname so it can be triggered..
        beam['LightningStart'] = beam['targetname'] = conditions.local_name(
            inst, beam['targetname', 'beam'])
        del beam['LightningEnd']
        beam['origin'] = start_pos + Vec(
            -beam_off.x,
            beam_off.y,
            beam_off.z,
        ) @ orient
        beam['TargetPoint'] = end_pos + Vec(
            +beam_off.x,
            beam_off.y,
            beam_off.z,
        ) @ orient

    # Allow adding outputs to the last path_track.
    for prop in res.find_all('EndOutput'):
        output = Output.parse(prop)
        output.output = 'OnPass'
        output.inst_out = None
        output.comma_sep = False
        output.target = conditions.local_name(inst, output.target)
        last_track.add_out(output)

    if motion_filter is not None:
        motion_trig = vmf.create_ent(
            classname='trigger_multiple',
            targetname=conditions.local_name(inst, 'enable_motion_trig'),
            origin=start_pos,
            filtername=motion_filter,
            startDisabled=1,
            wait=0.1,
        )
        motion_trig.add_out(
            Output('OnStartTouch', '!activator', 'ExitDisabledState'))
        # Match the size of the original...
        motion_trig.solids.append(
            vmf.make_prism(
                start_pos + Vec(72, -56, 58) @ orient,
                end_pos + Vec(-72, 56, 144) @ orient,
                mat=consts.Tools.TRIGGER,
            ).solid)

    if res.bool('NoPortalFloor'):
        # Block portals on the floor..
        floor_noportal = vmf.create_ent(
            classname='func_noportal_volume',
            origin=track_start,
        )
        floor_noportal.solids.append(
            vmf.make_prism(
                start_pos + Vec(-60, -60, -66) @ orient,
                end_pos + Vec(60, 60, -60) @ orient,
                mat=consts.Tools.INVISIBLE,
            ).solid)

    # A brush covering under the platform.
    base_trig = vmf.make_prism(
        start_pos + Vec(-64, -64, 48) @ orient,
        end_pos + Vec(64, 64, 56) @ orient,
        mat=consts.Tools.INVISIBLE,
    ).solid

    vmf.add_brush(base_trig)

    # Make a paint_cleanser under the belt..
    if res.bool('PaintFizzler'):
        pfizz = vmf.create_ent(
            classname='trigger_paint_cleanser',
            origin=start_pos,
        )
        pfizz.solids.append(base_trig.copy())
        for face in pfizz.sides():
            face.mat = consts.Tools.TRIGGER
コード例 #18
0
ファイル: resizableTrigger.py プロジェクト: Thedoczek/BEE2.4
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 = conditions.add_inst(
                vmf,
                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