コード例 #1
0
ファイル: cutoutTile.py プロジェクト: goodDOS/BEE2.4
def res_cutout_tile(inst, res):
    """Generate random quarter tiles, like in Destroyed or Retro maps.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    add_floor_sides(floor_edges)

    conditions.reallocate_overlays(overlay_ids)

    return True
コード例 #2
0
ファイル: cutoutTile.py プロジェクト: GLiTcH2/BEE2.4
def res_cutout_tile(inst, res):
    """Generate random quarter tiles, like in Destroyed or Retro maps.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    # Now count boundries near tiles, then generate them.

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

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

        max_x = max_y = 0

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

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

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

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

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

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

    add_floor_sides(floor_edges)

    conditions.reallocate_overlays(overlay_ids)

    return conditions.RES_EXHAUSTED