コード例 #1
0
def res_set_tile(inst: Entity, res: Property) -> None:
    """Set 4x4 parts of a tile to the given values.

    `Offset` defines the position of the upper-left tile in the grid.
    Each `Tile` section defines a row of the positions to edit like so:
        "Tile" "bbbb"
        "Tile" "b..b"
        "Tile" "b..b"
        "Tile" "bbbb"
    If `Force` is true, the specified tiles will override any existing ones
    and create the tile if necessary.
    Otherwise they will be merged in - white/black tiles will not replace
    tiles set to nodraw or void for example.
    `chance`, if specified allows producing irregular tiles by randomly not
    changing the tile.

    If you need less regular placement (other orientation, precise positions)
    use a bee2_template_tilesetter in a template.

    Allowed tile characters:
    - `W`: White tile.
    - `w`: White 4x4 only tile.
    - `B`: Black tile.
    - `b`: Black 4x4 only tile.
    - `g`: The side/bottom of goo pits.
    - `n`: Nodraw surface.
    - `i`: Invert the tile surface, if black/white.
    - `1`: Convert to a 1x1 only tile, if a black/white tile.
    - `4`: Convert to a 4x4 only tile, if a black/white tile.
    - `.`: Void (remove the tile in this position).
    - `_` or ` `: Placeholder (don't modify this space).
    - `x`: Cutout Tile (Broken)
    - `o`: Cutout Tile (Partial)
    """
    origin = Vec.from_str(inst['origin'])
    orient = Matrix.from_angle(Angle.from_str(inst['angles']))

    offset = (res.vec('offset', -48, 48) - (0, 0, 64)) @ orient + origin

    norm = round(orient.up(), 6)

    force_tile = res.bool('force')

    tiles: list[str] = [
        row.value for row in res if row.name in ('tile', 'tiles')
    ]
    if not tiles:
        raise ValueError('No "tile" parameters in SetTile!')

    chance = srctools.conv_float(res['chance', '100'].rstrip('%'), 100.0)
    if chance < 100.0:
        rng = rand.seed(b'tile', inst, res['seed', ''])
    else:
        rng = None

    for y, row in enumerate(tiles):
        for x, val in enumerate(row):
            if val in '_ ':
                continue

            if rng is not None and rng.uniform(0, 100) > chance:
                continue

            pos = Vec(32 * x, -32 * y, 0) @ orient + offset

            if val == '4':
                size = tiling.TileSize.TILE_4x4
            elif val == '1':
                size = tiling.TileSize.TILE_1x1
            elif val == 'i':
                size = None
            else:
                try:
                    new_tile = tiling.TILETYPE_FROM_CHAR[val]
                except KeyError:
                    LOGGER.warning('Unknown tiletype "{}"!', val)
                else:
                    tiling.edit_quarter_tile(pos, norm, new_tile, force_tile)
                continue

            # Edit the existing tile.
            try:
                tile, u, v = tiling.find_tile(pos, norm, force_tile)
            except KeyError:
                LOGGER.warning(
                    'Expected tile, but none found: {}, {}',
                    pos,
                    norm,
                )
                continue

            if size is None:
                # Invert the tile.
                tile[u, v] = tile[u, v].inverted
                continue

            # Unless forcing is enabled don't alter the size of GOO_SIDE.
            if tile[u, v].is_tile and tile[u,
                                           v] is not tiling.TileType.GOO_SIDE:
                tile[u, v] = tiling.TileType.with_color_and_size(
                    size, tile[u, v].color)
            elif force_tile:
                # If forcing, make it black. Otherwise no need to change.
                tile[u, v] = tiling.TileType.with_color_and_size(
                    size, tiling.Portalable.BLACK)
コード例 #2
0
def res_signage(vmf: VMF, inst: Entity, res: Property):
    """Implement the Signage item."""
    sign: Optional[Sign]
    try:
        sign = (CONN_SIGNAGES if res.bool('connection') else
                SIGNAGES)[inst.fixup[consts.FixupVars.TIM_DELAY]]
    except KeyError:
        # Blank sign
        sign = None

    has_arrow = inst.fixup.bool(consts.FixupVars.ST_ENABLED)
    make_4x4 = res.bool('set4x4tile')

    sign_prim: Optional[Sign]
    sign_sec: Optional[Sign]

    if has_arrow:
        sign_prim = sign
        sign_sec = SIGNAGES['arrow']
    elif sign is not None:
        sign_prim = sign.primary or sign
        sign_sec = sign.secondary or None
    else:
        # Neither sign or arrow, delete this.
        inst.remove()
        return

    origin = Vec.from_str(inst['origin'])
    orient = Matrix.from_angle(Angle.from_str(inst['angles']))

    normal = -orient.up()
    forward = -orient.forward()

    prim_pos = Vec(0, -16, -64) @ orient + origin
    sec_pos = Vec(0, +16, -64) @ orient + origin

    template_id = res['template_id', '']

    if inst.fixup.bool(consts.FixupVars.ST_REVERSED):
        # Flip around.
        forward = -forward
        prim_visgroup = 'secondary'
        sec_visgroup = 'primary'
        prim_pos, sec_pos = sec_pos, prim_pos
    else:
        prim_visgroup = 'primary'
        sec_visgroup = 'secondary'

    if sign_prim and sign_sec:
        inst['file'] = res['large_clip', '']
        inst['origin'] = (prim_pos + sec_pos) / 2
    else:
        inst['file'] = res['small_clip', '']
        inst['origin'] = prim_pos if sign_prim else sec_pos

    brush_faces: List[Side] = []
    tiledef: Optional[tiling.TileDef] = None

    if template_id:
        if sign_prim and sign_sec:
            visgroup = [prim_visgroup, sec_visgroup]
        elif sign_prim:
            visgroup = [prim_visgroup]
        else:
            visgroup = [sec_visgroup]
        template = template_brush.import_template(
            vmf,
            template_id,
            origin,
            orient,
            force_type=template_brush.TEMP_TYPES.detail,
            additional_visgroups=visgroup,
        )

        for face in template.detail.sides():
            if face.normal() == normal:
                brush_faces.append(face)
    else:
        # Direct on the surface.
        # Find the grid pos first.
        grid_pos = (origin // 128) * 128 + 64
        try:
            tiledef = tiling.TILES[(grid_pos + 128 * normal).as_tuple(),
                                   (-normal).as_tuple()]
        except KeyError:
            LOGGER.warning(
                "Can't place signage at ({}) in ({}) direction!",
                origin,
                normal,
                exc_info=True,
            )
            return

    if sign_prim is not None:
        over = place_sign(
            vmf,
            brush_faces,
            sign_prim,
            prim_pos,
            normal,
            forward,
            rotate=True,
        )

        if tiledef is not None:
            tiledef.bind_overlay(over)
        if make_4x4:
            try:
                tile, u, v = tiling.find_tile(prim_pos, -normal)
            except KeyError:
                pass
            else:
                tile[u, v] = tile[u, v].as_4x4

    if sign_sec is not None:
        if has_arrow and res.bool('arrowDown'):
            # Arrow texture points down, need to flip it.
            forward = -forward

        over = place_sign(
            vmf,
            brush_faces,
            sign_sec,
            sec_pos,
            normal,
            forward,
            rotate=not has_arrow,
        )

        if tiledef is not None:
            tiledef.bind_overlay(over)
        if make_4x4:
            try:
                tile, u, v = tiling.find_tile(sec_pos, -normal)
            except KeyError:
                pass
            else:
                tile[u, v] = tile[u, v].as_4x4
コード例 #3
0
def edit_panel(vmf: VMF, inst: Entity, props: Property, create: bool) -> None:
    """Implements SetPanelOptions and CreatePanel."""
    orient = Matrix.from_angle(Angle.from_str(inst['angles']))
    normal: Vec = round(props.vec('normal', 0, 0, 1) @ orient, 6)
    origin = Vec.from_str(inst['origin'])
    uaxis, vaxis = Vec.INV_AXIS[normal.axis()]

    points: set[tuple[float, float, float]] = set()

    if 'point' in props:
        for prop in props.find_all('point'):
            points.add(
                conditions.resolve_offset(inst, prop.value,
                                          zoff=-64).as_tuple())
    elif 'pos1' in props and 'pos2' in props:
        pos1, pos2 = Vec.bbox(
            conditions.resolve_offset(inst,
                                      props['pos1', '-48 -48 0'],
                                      zoff=-64),
            conditions.resolve_offset(inst, props['pos2', '48 48 0'],
                                      zoff=-64),
        )
        points.update(map(Vec.as_tuple, Vec.iter_grid(pos1, pos2, 32)))
    else:
        # Default to the full tile.
        points.update({(Vec(u, v, -64.0) @ orient + origin).as_tuple()
                       for u in [-48.0, -16.0, 16.0, 48.0]
                       for v in [-48.0, -16.0, 16.0, 48.0]})

    tiles_to_uv: dict[tiling.TileDef, set[tuple[int, int]]] = defaultdict(set)
    for pos in points:
        try:
            tile, u, v = tiling.find_tile(Vec(pos), normal, force=create)
        except KeyError:
            continue
        tiles_to_uv[tile].add((u, v))

    if not tiles_to_uv:
        LOGGER.warning('"{}": No tiles found for panels!', inst['targetname'])
        return

    # If bevels is provided, parse out the overall world positions.
    bevel_world: set[tuple[int, int]] | None
    try:
        bevel_prop = props.find_key('bevel')
    except NoKeyError:
        bevel_world = None
    else:
        bevel_world = set()
        if bevel_prop.has_children():
            # Individually specifying offsets.
            for bevel_str in bevel_prop.as_array():
                bevel_point = Vec.from_str(bevel_str) @ orient + origin
                bevel_world.add(
                    (int(bevel_point[uaxis]), int(bevel_point[vaxis])))
        elif srctools.conv_bool(bevel_prop.value):
            # Fill the bounding box.
            bbox_min, bbox_max = Vec.bbox(map(Vec, points))
            off = Vec.with_axes(uaxis, 32, vaxis, 32)
            bbox_min -= off
            bbox_max += off
            for pos in Vec.iter_grid(bbox_min, bbox_max, 32):
                if pos.as_tuple() not in points:
                    bevel_world.add((pos[uaxis], pos[vaxis]))
        # else: No bevels.
    panels: list[tiling.Panel] = []

    for tile, uvs in tiles_to_uv.items():
        if create:
            panel = tiling.Panel(
                None,
                inst,
                tiling.PanelType.NORMAL,
                thickness=4,
                bevels=(),
            )
            panel.points = uvs
            tile.panels.append(panel)
        else:
            for panel in tile.panels:
                if panel.same_item(inst) and panel.points == uvs:
                    break
            else:
                LOGGER.warning('No panel to modify found for "{}"!',
                               inst['targetname'])
                continue
        panels.append(panel)

        pan_type = '<nothing?>'
        try:
            pan_type = conditions.resolve_value(inst, props['type'])
            panel.pan_type = tiling.PanelType(pan_type.lower())
        except LookupError:
            pass
        except ValueError:
            raise ValueError('Unknown panel type "{}"!'.format(pan_type))

        if 'thickness' in props:
            panel.thickness = srctools.conv_int(
                conditions.resolve_value(inst, props['thickness']))
            if panel.thickness not in (2, 4, 8):
                raise ValueError(
                    '"{}": Invalid panel thickess {}!\n'
                    'Must be 2, 4 or 8.',
                    inst['targetname'],
                    panel.thickness,
                )

        if bevel_world is not None:
            panel.bevels.clear()
            for u, v in bevel_world:
                # Convert from world points to UV positions.
                u = (u - tile.pos[uaxis] + 48) // 32
                v = (v - tile.pos[vaxis] + 48) // 32
                # Cull outside here, we wont't use them.
                if -1 <= u <= 4 and -1 <= v <= 4:
                    panel.bevels.add((u, v))

        if 'offset' in props:
            panel.offset = conditions.resolve_offset(inst, props['offset'])
            panel.offset -= Vec.from_str(inst['origin'])
        if 'template' in props:
            # We only want the template inserted once. So remove it from all but one.
            if len(panels) == 1:
                panel.template = inst.fixup.substitute(props['template'])
            else:
                panel.template = ''
        if 'nodraw' in props:
            panel.nodraw = srctools.conv_bool(
                inst.fixup.substitute(props['nodraw'], allow_invert=True))
        if 'seal' in props:
            panel.seal = srctools.conv_bool(
                inst.fixup.substitute(props['seal'], allow_invert=True))
        if 'move_bullseye' in props:
            panel.steals_bullseye = srctools.conv_bool(
                inst.fixup.substitute(props['move_bullseye'],
                                      allow_invert=True))
    if 'keys' in props or 'localkeys' in props:
        # First grab the existing ent, so we can edit it.
        # These should all have the same value, unless they were independently
        # edited with mismatching point sets. In that case destroy all those existing ones.
        existing_ents: set[Entity
                           | None] = {panel.brush_ent
                                      for panel in panels}
        try:
            [brush_ent] = existing_ents
        except ValueError:
            LOGGER.warning(
                'Multiple independent panels for "{}" were made, then the '
                'brush entity was edited as a group! Discarding '
                'individual ents...', inst['targetname'])
            for brush_ent in existing_ents:
                if brush_ent is not None and brush_ent in vmf.entities:
                    brush_ent.remove()
            brush_ent = None

        if brush_ent is None:
            brush_ent = vmf.create_ent('')

        old_pos = brush_ent.keys.pop('origin', None)

        conditions.set_ent_keys(brush_ent, inst, props)
        if not brush_ent['classname']:
            if create:  # This doesn't make sense, you could just omit the prop.
                LOGGER.warning(
                    'No classname provided for panel "{}"!',
                    inst['targetname'],
                )
            # Make it a world brush.
            brush_ent.remove()
            brush_ent = None
        else:
            # We want to do some post-processing.
            # Localise any origin value.
            if 'origin' in brush_ent.keys:
                pos = Vec.from_str(brush_ent['origin'])
                pos.localise(
                    Vec.from_str(inst['origin']),
                    Angle.from_str(inst['angles']),
                )
                brush_ent['origin'] = pos
            elif old_pos is not None:
                brush_ent['origin'] = old_pos

            # If it's func_detail, clear out all the keys.
            # Particularly `origin`, but the others are useless too.
            if brush_ent['classname'] == 'func_detail':
                brush_ent.clear_keys()
                brush_ent['classname'] = 'func_detail'
        for panel in panels:
            panel.brush_ent = brush_ent
コード例 #4
0
def brush_at_loc(
    inst: Entity,
    props: Property,
) -> Tuple[tiling.TileType, bool, Set[tiling.TileType]]:
    """Common code for posIsSolid and ReadSurfType.

    This returns the average tiletype, if both colors were found,
    and a set of all types found.
    """
    origin = Vec.from_str(inst['origin'])
    angles = Angle.from_str(inst['angles'])

    # Allow using pos1 instead, to match pos2.
    pos = props.vec('pos1' if 'pos1' in props else 'pos')
    pos.z -= 64  # Subtract so origin is the floor-position

    pos.localise(origin, angles)

    norm: Vec = round(props.vec('dir', 0, 0, 1) @ angles, 6)

    if props.bool('gridpos') and norm is not None:
        for axis in 'xyz':
            # Don't realign things in the normal's axis -
            # those are already fine.
            if norm[axis] == 0:
                pos[axis] = pos[axis] // 128 * 128 + 64

    result_var = props['setVar', '']
    # RemoveBrush is the pre-tiling name.
    should_remove = props.bool('RemoveTile', props.bool('RemoveBrush', False))

    tile_types: Set[tiling.TileType] = set()
    both_colors = False

    if 'pos2' in props:
        pos2 = props.vec('pos2')
        pos2.z -= 64  # Subtract so origin is the floor-position
        pos2.localise(origin, angles)

        bbox_min, bbox_max = Vec.bbox(round(pos, 6), round(pos2, 6))

        white_count = black_count = 0

        for pos in Vec.iter_grid(bbox_min, bbox_max, 32):
            try:
                tiledef, u, v = tiling.find_tile(pos, norm)
            except KeyError:
                continue

            tile_type = tiledef[u, v]
            tile_types.add(tile_type)
            if should_remove:
                tiledef[u, v] = tiling.TileType.VOID
            if tile_type.is_tile:
                if tile_type.color is tiling.Portalable.WHITE:
                    white_count += 1
                else:
                    black_count += 1

        both_colors = white_count > 0 and black_count > 0

        if white_count == black_count == 0:
            tile_type = tiling.TileType.VOID
            tile_types.add(tiling.TileType.VOID)
        elif white_count > black_count:
            tile_type = tiling.TileType.WHITE
        else:
            tile_type = tiling.TileType.BLACK
    else:
        # Single tile.
        try:
            tiledef, u, v = tiling.find_tile(pos, norm)
        except KeyError:
            tile_type = tiling.TileType.VOID
        else:
            tile_type = tiledef[u, v]
            if should_remove:
                tiledef[u, v] = tiling.TileType.VOID
        tile_types.add(tile_type)

    if result_var:
        if tile_type.is_tile:
            # Don't distinguish between 4x4, goo sides
            inst.fixup[result_var] = tile_type.color.value
        elif tile_type is tiling.TileType.VOID:
            inst.fixup[result_var] = 'none'
        else:
            inst.fixup[result_var] = tile_type.name.casefold()

    return tile_type, both_colors, tile_types