예제 #1
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def res_rand_vec(inst: Entity, res: Property) -> None:
    """A modification to RandomNum which generates a random vector instead.

    `decimal`, `seed` and `ResultVar` work like RandomNum. `min_x`, `max_y` etc
    are used to define the boundaries. If the min and max are equal that number
    will be always used instead.
    """
    is_float = srctools.conv_bool(res['decimal'])
    var = res['resultvar', '$random']

    set_random_seed(inst, 'e' + res['seed', 'random'])

    if is_float:
        func = random.uniform
    else:
        func = random.randint

    value = Vec()

    for axis in 'xyz':
        max_val = srctools.conv_float(res['max_' + axis, 0.0])
        min_val = srctools.conv_float(res['min_' + axis, 0.0])
        if min_val == max_val:
            value[axis] = min_val
        else:
            value[axis] = func(min_val, max_val)

    inst.fixup[var] = value.join(' ')
예제 #2
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def res_rand_vec(inst: Entity, res: Property) -> None:
    """A modification to RandomNum which generates a random vector instead.

    'decimal', 'seed' and 'ResultVar' work like RandomNum. min/max x/y/z
    are for each section. If the min and max are equal that number will be used
    instead.
    """
    is_float = srctools.conv_bool(res['decimal'])
    var = res['resultvar', '$random']

    set_random_seed(inst, 'e' + res['seed', 'random'])

    if is_float:
        func = random.uniform
    else:
        func = random.randint

    value = Vec()

    for axis in 'xyz':
        max_val = srctools.conv_float(res['max_' + axis, 0.0])
        min_val = srctools.conv_float(res['min_' + axis, 0.0])
        if min_val == max_val:
            value[axis] = min_val
        else:
            value[axis] = func(min_val, max_val)

    inst.fixup[var] = value.join(' ')
예제 #3
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def split_float(
    val: str, 
    enum: Callable[[str], EnumType], 
    default,
) -> Tuple[Union[float, EnumType], Union[float, EnumType]]:
    """Handle values which can be either single or a low, high pair of numbers.
    
    If single, low and high are the same.
    enum is a Enum with values to match text constants, or a converter function
    returning enums or raising ValueError, KeyError or IndexError.
    """
    if ',' in val:
        s_low, s_high = val.split(',')
        try: 
            low = enum(s_low.upper())
        except (LookupError, ValueError):
            low = conv_float(s_low, default)
        try: 
            high = enum(s_high.upper())
        except (LookupError, ValueError):
            high = conv_float(s_high, default)
        return low, high
    else:
        try: 
            out = enum(val.upper())
        except (LookupError, ValueError):
            out = conv_float(val, default)
        return out, out
예제 #4
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파일: sndscript.py 프로젝트: kb173/srctools
def split_float(
    val: str,
    enum: Callable[[str], EnumType],
    default,
) -> Tuple[Union[float, EnumType], Union[float, EnumType]]:
    """Handle values which can be either single or a low, high pair of numbers.
    
    If single, low and high are the same.
    enum is a Enum with values to match text constants, or a converter function
    returning enums or raising ValueError, KeyError or IndexError.
    """
    if ',' in val:
        s_low, s_high = val.split(',')
        try:
            low = enum(s_low.upper())
        except (LookupError, ValueError):
            low = conv_float(s_low, default)
        try:
            high = enum(s_high.upper())
        except (LookupError, ValueError):
            high = conv_float(s_high, default)
        return low, high
    else:
        try:
            out = enum(val.upper())
        except (LookupError, ValueError):
            out = conv_float(val, default)
        return out, out
def res_rand_vec(inst: Entity, res: Property):
    """A modification to RandomNum which generates a random vector instead.

    'decimal', 'seed' and 'ResultVar' work like RandomNum. min/max x/y/z
    are for each section. If the min and max are equal that number will be used
    instead.
    """
    is_float = srctools.conv_bool(res['decimal'])
    var = res['resultvar', '$random']
    seed = res['seed', 'random']

    random.seed(inst['origin'] + inst['angles'] + 'random_' + seed)

    if is_float:
        func = random.uniform
    else:
        func = random.randint

    value = Vec()

    for axis in 'xyz':
        max_val = srctools.conv_float(res['max_' + axis, 0.0])
        min_val = srctools.conv_float(res['min_' + axis, 0.0])
        if min_val == max_val:
            value[axis] = min_val
        else:
            value[axis] = func(min_val, max_val)

    inst.fixup[var] = value.join(' ')
예제 #6
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def test_conv_float():
    # Float should convert integers too
    for string, result in ints:
        assert srctools.conv_float(string) == float(result)
        assert srctools.conv_float(string) == result

    for string in non_floats:
        # Default default value
        assert srctools.conv_float(string) == 0.0
        for default in def_vals:
            # Check all default values pass through unchanged
            assert srctools.conv_float(string, default) is default
예제 #7
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def test_conv_float():
    # Float should convert integers too
    for string, result in ints:
        assert srctools.conv_float(string) == float(result)
        assert srctools.conv_float(string) == result

    for string in non_floats:
        # Default default value
        assert srctools.conv_float(string) == 0.0
        for default in def_vals:
            # Check all default values pass through unchanged
            assert srctools.conv_float(string, default) is default
예제 #8
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    def parse(prop: Property):
        """Parse from property values.

        The value can be in four forms:
        "prop" "material"
        "prop" "<scale>|material"
        "prop" "<scale>|material|static"
        "prop"
            {
            "tex"    "<mat>"
            "scale"  "<scale>"
            "static" "<is_static>"
            }
        """
        if prop.has_children():
            tex = prop['tex']
            scale = prop.float('scale', 0.25)
            static = prop.bool('static')
        else:
            vals = prop.value.split('|')
            opts = ()
            scale_str = '0.25'

            if len(vals) == 2:
                scale_str, tex = vals
            elif len(vals) > 2:
                scale_str, tex, *opts = vals
            else:
                # Unpack to ensure it only has 1 section
                [tex] = vals
            scale = conv_float(scale_str, 0.25)
            static = 'static' in opts

        return AntTex(tex, scale, static)
예제 #9
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    def parse(prop: Property):
        """Parse from property values.

        The value can be in four forms:
        "prop" "material"
        "prop" "<scale>|material"
        "prop" "<scale>|material|static"
        "prop"
            {
            "tex"    "<mat>"
            "scale"  "<scale>"
            "static" "<is_static>"
            }
        """
        if prop.has_children():
            tex = prop['tex']
            scale = prop.float('scale', 0.25)
            static = prop.bool('static')
        else:
            vals = prop.value.split('|')
            opts = ()
            scale_str = '0.25'

            if len(vals) == 2:
                scale_str, tex = vals
            elif len(vals) > 2:
                scale_str, tex, *opts = vals
            else:
                # Unpack to ensure it only has 1 section
                [tex] = vals
            scale = conv_float(scale_str, 0.25)
            static = 'static' in opts

        return AntTex(tex, scale, static)
예제 #10
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def sceneset(ctx: Context):
    """Chains a set of choreographed scenes together."""
    for ent in ctx.vmf.by_class['comp_choreo_sceneset']:
        scenes = [
            ent['scene{:02}'.format(i)] for i in range(1, 21)
            if ent['scene{:02}'.format(i)]
        ]
        if not scenes:
            LOGGER.warning(
                '"{}" at ({}) has no scenes!',
                ent['targetname'],
                ent['origin'],
            )
            continue

        if conv_bool(ent['play_dings']):
            scenes.insert(0, 'scenes/npc/glados_manual/ding_on.vcd')
            scenes.append('scenes/npc/glados_manual/ding_off.vcd')
        delay = conv_float(ent['delay'], 0.1)
        only_once = conv_bool(ent['only_once'])

        ent.remove()

        start_ent = None

        name = ent['targetname'] or '_choreo_{}'.format(ent.id)
        for i, scene in enumerate(scenes):
            part = ctx.vmf.create_ent(
                classname='logic_choreographed_scene',
                targetname=('{}_{}'.format(name, i) if i > 0 else name),
                origin=ent['origin'],
                scenefile=scene,
            )
            if i + 1 < len(scenes):
                part.add_out(
                    Output(
                        'OnCompletion',
                        '{}_{}'.format(name, i + 1),
                        'Start',
                        delay=delay,
                    ))
            if only_once:
                # When started blank the name so it can't be triggered,
                # then clean up after finished
                part.add_out(
                    Output('OnStart', '!self', 'AddOutput', 'targetname '),
                    Output('OnCompletion', '!self', 'Kill'),
                )
            if start_ent is None:
                start_ent = part

        assert start_ent is not None, "Has scenes but none made?"

        for out in ent.outputs:
            if out.output.casefold() == 'onstart':
                start_ent.add_out(out)
            elif out.output.casefold() == 'onfinish':
                # Part is the last in the loop.
                out.output = 'OnCompletion'
                part.add_out(out)
예제 #11
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def res_timed_relay(inst: Entity, res: Property):
    """Generate a logic_relay with outputs delayed by a certain amount.

    This allows triggering outputs based $timer_delay values.
    """
    var, name, disabled, flags, final_outs, rep_outs = res.value

    relay = VMF.create_ent(
        classname='logic_relay',
        spawnflags=flags,
        origin=inst['origin'],
        targetname=local_name(inst, name),
    )

    relay['StartDisabled'] = (inst.fixup[disabled]
                              if disabled.startswith('$') else disabled)

    delay = srctools.conv_float(inst.fixup[
        var, '0'] if var.startswith('$') else var)

    for off in range(int(math.ceil(delay))):
        for out in rep_outs:
            new_out = out.copy()  # type: Output
            new_out.target = local_name(inst, new_out.target)
            new_out.delay += off
            new_out.comma_sep = False
            relay.add_out(new_out)

    for out in final_outs:
        new_out = out.copy()  # type: Output
        new_out.target = local_name(inst, new_out.target)
        new_out.delay += delay
        new_out.comma_sep = False
        relay.add_out(new_out)
예제 #12
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def res_rotate_inst(inst: Entity, res: Property) -> None:
    """Rotate the instance around an axis.

    If `axis` is specified, it should be a normal vector and the instance will
    be rotated `angle` degrees around it.
    Otherwise, `angle` is a pitch-yaw-roll angle which is applied.
    `around` can be a point (local, pre-rotation) which is used as the origin.
    """
    angles = Angle.from_str(inst['angles'])
    if 'axis' in res:
        orient = Matrix.axis_angle(
            Vec.from_str(inst.fixup.substitute(res['axis'])),
            conv_float(inst.fixup.substitute(res['angle'])),
        )
    else:
        orient = Matrix.from_angle(
            Angle.from_str(inst.fixup.substitute(res['angle'])))

    try:
        offset = Vec.from_str(inst.fixup.substitute(res['around']))
    except NoKeyError:
        pass
    else:
        origin = Vec.from_str(inst['origin'])
        inst['origin'] = origin + (-offset @ orient + offset) @ angles

    inst['angles'] = (orient @ angles).to_angle()
예제 #13
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def res_global_input_setup(res: Property):
    target = res['target', ''] or None
    name = res['name', ''] or None
    output = res['output', 'OnTrigger']
    param = res['param', '']
    delay = srctools.conv_float(res['delay', ''])
    inp_name, inp_command = Output.parse_name(res['input'])

    return name, inp_name, inp_command, output, delay, param, target
def res_water_splash_setup(res: Property):
    parent = res['parent']
    name = res['name']
    scale = srctools.conv_float(res['scale', ''], 8.0)
    pos1 = Vec.from_str(res['position', ''])
    calc_type = res['type', '']
    pos2 = res['position2', '']
    fast_check = srctools.conv_bool(res['fast_check', ''])

    return name, parent, scale, pos1, pos2, calc_type, fast_check
예제 #15
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def res_add_output(inst: Entity, res: Property):
    """Add an output from an instance to a global or local name.

    Values:
    - output: The output name.Can be <ITEM_ID:activate> or <ITEM_ID:deactivate>
      to lookup that item type.
    - target: The name of the target entity
    - input: The input to give
    - parm: Parameters for the input
    - delay: Delay for the output
    - only_once: True to make the input last only once (overrides times)
    - times: The number of times to trigger the input
    """
    (
        out_type,
        out_id,
        targ,
        input_name,
        parm,
        delay,
        times,
        inst_in,
        inst_out,
    ) = res.value

    LOGGER.info('Conn: {}', res.value)

    if out_type in ('activate', 'deactivate'):
        try:
            connection = CONNECTIONS[out_id]
        except KeyError:
            LOGGER.warning('"{}" has no connections!', out_id)
            return
        if out_type[0] == 'a':
            inst_out, output = connection.out_act
        else:
            inst_out, output = connection.out_deact
    else:
        output = resolve_value(inst, out_id)
        inst_out = resolve_value(inst, inst_out)

    inst.add_out(
        Output(
            resolve_value(inst, output),
            local_name(inst, resolve_value(inst, targ)),
            resolve_value(inst, input_name),
            resolve_value(inst, parm),
            srctools.conv_float(resolve_value(inst, delay)),
            times=times,
            inst_out=resolve_value(inst, inst_out) or None,
            inst_in=resolve_value(inst, inst_in) or None,
        ))
def res_rand_num(inst: Entity, res: Property):
    """Generate a random number and save in a fixup value.

    If 'decimal' is true, the value will contain decimals. 'max' and 'min' are
    inclusive. 'ResultVar' is the variable the result will be saved in.
    If 'seed' is set, it will be used to keep the value constant across
    map recompiles. This should be unique.
    """
    is_float = srctools.conv_bool(res['decimal'])
    max_val = srctools.conv_float(res['max', 1.0])
    min_val = srctools.conv_float(res['min', 0.0])
    var = res['resultvar', '$random']
    seed = res['seed', 'random']

    random.seed(inst['origin'] + inst['angles'] + 'random_' + seed)

    if is_float:
        func = random.uniform
    else:
        func = random.randint

    inst.fixup[var] = str(func(min_val, max_val))
예제 #17
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def res_rand_num(inst: Entity, res: Property) -> None:
    """Generate a random number and save in a fixup value.

    If 'decimal' is true, the value will contain decimals. 'max' and 'min' are
    inclusive. 'ResultVar' is the variable the result will be saved in.
    If 'seed' is set, it will be used to keep the value constant across
    map recompiles. This should be unique.
    """
    is_float = srctools.conv_bool(res['decimal'])
    max_val = srctools.conv_float(res['max', 1.0])
    min_val = srctools.conv_float(res['min', 0.0])
    var = res['resultvar', '$random']
    seed = 'd' + res['seed', 'random']

    set_random_seed(inst, seed)

    if is_float:
        func = random.uniform
    else:
        func = random.randint

    inst.fixup[var] = str(func(min_val, max_val))
예제 #18
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def res_add_output(inst: Entity, res: Property):
    """Add an output from an instance to a global or local name.

    Values:
    - output: The output name.Can be <ITEM_ID:activate> or <ITEM_ID:deactivate>
      to lookup that item type.
    - target: The name of the target entity
    - input: The input to give
    - parm: Parameters for the input
    - delay: Delay for the output
    - only_once: True to make the input last only once (overrides times)
    - times: The number of times to trigger the input
    """
    (
        out_type,
        out_id,
        targ,
        input_name,
        parm,
        delay,
        times,
        inst_in,
        inst_out,
    ) = res.value

    LOGGER.info('Conn: {}', res.value)

    if out_type in ('activate', 'deactivate'):
        try:
            connection = CONNECTIONS[out_id]
        except KeyError:
            LOGGER.warning('"{}" has no connections!', out_id)
            return
        if out_type[0] == 'a':
            inst_out, output = connection.out_act
        else:
            inst_out, output = connection.out_deact
    else:
        output = resolve_value(inst, out_id)
        inst_out = resolve_value(inst, inst_out)

    inst.add_out(Output(
        resolve_value(inst, output),
        local_name(inst, resolve_value(inst, targ)),
        resolve_value(inst, input_name),
        resolve_value(inst, parm),
        srctools.conv_float(resolve_value(inst, delay)),
        times=times,
        inst_out=resolve_value(inst, inst_out) or None,
        inst_in=resolve_value(inst, inst_in) or None,
    ))
예제 #19
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def res_rand_num(res: Property) -> Callable[[Entity], None]:
    """Generate a random number and save in a fixup value.

    If 'decimal' is true, the value will contain decimals. 'max' and 'min' are
    inclusive. 'ResultVar' is the variable the result will be saved in.
    If 'seed' is set, it will be used to keep the value constant across
    map recompiles. This should be unique.
    """
    is_float = srctools.conv_bool(res['decimal'])
    max_val = srctools.conv_float(res['max', 1.0])
    min_val = srctools.conv_float(res['min', 0.0])
    var = res['resultvar', '$random']
    seed = res['seed', '']

    def randomise(inst: Entity) -> None:
        """Apply the random number."""
        rng = rand.seed(b'rand_num', inst, seed)
        if is_float:
            inst.fixup[var] = rng.uniform(min_val, max_val)
        else:
            inst.fixup[var] = rng.randint(min_val, max_val)

    return randomise
예제 #20
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def res_change_inputs_setup(res: Property):
    vals = {}
    for prop in res:
        out_key = Output.parse_name(prop.real_name)
        if prop.has_children():
            vals[out_key] = (
                prop['inst_in', None],
                prop['input'],
                prop['params', ''],
                srctools.conv_float(prop['delay', 0.0]),
                1 if srctools.conv_bool(prop['only_once', '0']) else -1,
            )
        else:
            vals[out_key] = None
    return vals
예제 #21
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def comp_entity_mover(ctx: Context):
    """Move an entity to another location."""
    for mover in ctx.vmf.by_class['comp_entity_mover']:
        mover.remove()

        ref_name = mover['reference']
        offset = Vec()
        if ref_name:
            for ent in ctx.vmf.search(ref_name):
                offset = Vec.from_str(mover['origin']) - Vec.from_str(ent['origin'])
                offset *= conv_float(mover['distance'])
                break
            else:
                LOGGER.warning(
                    'Can\'t find ref entity named "{}" '
                    'for comp_ent_mover at <{}>!',
                    ref_name,
                    mover['origin'],
                )
        else:
            # Use angles + movement.
            offset = Vec(x=conv_float(mover['distance']))
            offset.rotate_by_str(mover['direction'])

        found_ent = None
        for found_ent in ctx.vmf.search(mover['target']):
            origin = Vec.from_str(found_ent['origin'])
            origin += offset
            found_ent['origin'] = str(origin)

        if found_ent is None:
            LOGGER.warning(
                'No entities found named "{}" for comp_ent_mover at ({})!',
                mover['target'],
                mover['origin'],
            )
예제 #22
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def res_global_input_setup(res: Property):
    if res.has_children():
        name = res['name', '']
        inp_name, inp_command = Output.parse_name(res['input'])
        return name, Output(
            out=res['output', 'OnTrigger'],
            targ=res['target', ''],
            inp=inp_command,
            inst_in=inp_name,
            delay=srctools.conv_float(res['delay', '']),
            param=res['param', ''],
        )
    else:
        out = Output.parse(res)
        out.output = ''  # Don't need to store GlobalInput...
        return '', out
예제 #23
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def comp_trigger_goo(ctx: Context):
    """Creates triggers for Toxic Goo."""
    for trig in ctx.vmf.by_class['comp_trigger_p2_goo']:
        trig.remove()
        outputs = trig.outputs.copy()
        trig.outputs.clear()

        failsafe_delay = conv_float(trig['failsafe_delay'], 0.5)
        del trig['failsafe_delay']
        if failsafe_delay < 0.01:
            failsafe_delay = 0.01

        hurt = trig.copy()
        diss = trig.copy()
        ctx.vmf.add_ents([hurt, diss])

        hurt['classname'] = 'trigger_hurt'
        hurt['damagetype'] = 262144  # Radiation
        hurt['damage'] = hurt['damagecap'] = 10000
        hurt['damagemodel'] = 0  # No doubling
        hurt['nodmgforce'] = 1  # Don't throw players around.
        hurt['spawnflags'] = 1  # Players.
        del hurt['filtername']

        diss['classname'] = 'trigger_multiple'
        diss['spawnflags'] = 1096  # Physics, physics debris, everything
        diss['wait'] = 0  # No delay.
        diss['filtername'] = trig['dissolve_filter']

        diss.add_out(
            Output('OnStartTouch', '!activator', 'SilentDissolve'),
            Output('OnStartTouch', '!activator', 'Kill', delay=failsafe_delay),
        )

        for out in outputs:
            if out.output.casefold() == 'onkillplayer':
                out.output = 'OnStartTouch'
                hurt.add_out(out)
            elif out.output.casefold() == 'ondissolvephysics':
                out.output = 'OnStartTouch'
                diss.add_out(out)
예제 #24
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def comp_trigger_goo(ctx: Context):
    """Creates triggers for Toxic Goo."""
    for trig in ctx.vmf.by_class['comp_trigger_p2_goo']:
        trig.remove()
        outputs = trig.outputs.copy()
        trig.outputs.clear()

        failsafe_delay = conv_float(trig['failsafe_delay'], 0.5)
        del trig['failsafe_delay']
        if failsafe_delay < 0.01:
            failsafe_delay = 0.01

        hurt = trig.copy()
        diss = trig.copy()
        ctx.vmf.add_ents([hurt, diss])

        hurt['classname'] = 'trigger_hurt'
        hurt['damagetype'] = 262144  # Radiation
        hurt['damage'] = hurt['damagecap'] = 10000
        hurt['damagemodel'] = 0  # No doubling
        hurt['nodmgforce'] = 1  # Don't throw players around.
        hurt['spawnflags'] = 1  # Players.
        del hurt['filtername']

        diss['classname'] = 'trigger_multiple'
        diss['spawnflags'] = 1096  # Physics, physics debris, everything
        diss['wait'] = 0  # No delay.
        diss['filtername'] = trig['dissolve_filter']

        diss.add_out(
            Output('OnStartTouch', '!activator', 'SilentDissolve'),
            Output('OnStartTouch', '!activator', 'Kill', delay=failsafe_delay),
        )

        for out in outputs:
            if out.output.casefold() == 'onkillplayer':
                out.output = 'OnStartTouch'
                hurt.add_out(out)
            elif out.output.casefold() == 'ondissolvephysics':
                out.output = 'OnStartTouch'
                diss.add_out(out)
예제 #25
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    def parse(cls, ent: Entity):
        """Parse a template from a config entity.

        This should be a 'bee2_template_scaling' entity.
        """
        axes = {}

        for norm, name in (
            ((0, 0, 1), 'up'),
            ((0, 0, -1), 'dn'),
            ((0, 1, 0), 'n'),
            ((0, -1, 0), 's'),
            ((1, 0, 0), 'e'),
            ((-1, 0, 0), 'w'),
        ):
            axes[norm] = (
                ent[name + '_tex'],
                UVAxis.parse(ent[name + '_uaxis']),
                UVAxis.parse(ent[name + '_vaxis']),
                srctools.conv_float(ent[name + '_rotation']),
            )
        return cls(ent['template_id'], axes)
예제 #26
0
파일: brushes.py 프로젝트: mariovct/BEE2.4
def res_fix_rotation_axis(ent: Entity, res: Property):
    """Generate a `func_rotating`, `func_door_rotating` or any similar entity.

    This uses the orientation of the instance to detemine the correct
    spawnflags to make it rotate in the correct direction. The brush
    will be 2x2x2 units large, and always set to be non-solid.
    - `Pos` and `name` are local to the
      instance, and will set the `origin` and `targetname` respectively.
    - `Keys` are any other keyvalues to be be set.
    - `Flags` sets additional spawnflags. Multiple values may be
       separated by `+`, and will be added together.
    - `Classname` specifies which entity will be created, as well as
       which other values will be set to specify the correct orientation.
    - `AddOut` is used to add outputs to the generated entity. It takes
       the options `Output`, `Target`, `Input`, `Param` and `Delay`. If
       `Inst_targ` is defined, it will be used with the input to construct
       an instance proxy input. If `OnceOnly` is set, the output will be
       deleted when fired.  

    Permitted entities:
       * `func_rotating`
       * `func_door_rotating`
       * `func_rot_button`
       * `func_platrot`
    """
    des_axis = res['axis', 'z'].casefold()
    reverse = srctools.conv_bool(res['reversed', '0'])
    door_type = res['classname', 'func_door_rotating']

    # Extra stuff to apply to the flags (USE, toggle, etc)
    flags = sum(
        map(
            # Add together multiple values
            srctools.conv_int,
            res['flags', '0'].split('+')))

    name = conditions.local_name(ent, res['name', ''])

    axis = Vec(**{des_axis: 1}).rotate_by_str(ent['angles', '0 0 0'])

    pos = Vec.from_str(res['Pos', '0 0 0']).rotate_by_str(ent['angles',
                                                              '0 0 0'])
    pos += Vec.from_str(ent['origin', '0 0 0'])

    door_ent = vbsp.VMF.create_ent(
        classname=door_type,
        targetname=name,
        origin=pos.join(' '),
    )

    conditions.set_ent_keys(door_ent, ent, res)

    for output in res.find_all('AddOut'):
        door_ent.add_out(
            Output(
                out=output['Output', 'OnUse'],
                inp=output['Input', 'Use'],
                targ=output['Target', ''],
                inst_in=output['Inst_targ', None],
                param=output['Param', ''],
                delay=srctools.conv_float(output['Delay', '']),
                times=(1 if srctools.conv_bool(output['OnceOnly',
                                                      False]) else -1),
            ))

    # Generate brush
    door_ent.solids = [vbsp.VMF.make_prism(pos - 1, pos + 1).solid]

    if axis.x > 0 or axis.y > 0 or axis.z > 0:
        # If it points forward, we need to reverse the rotating door
        reverse = not reverse

    flag_values = FLAG_ROTATING[door_type]
    # Make the door always non-solid!
    flags |= flag_values.get('solid_flags', 0)
    # Add or remove flags as needed.
    # flags |= bit sets it to 1.
    # flags |= ~bit sets it to 0.
    if axis.x != 0:
        flags |= flag_values.get('x', 0)
    else:
        flags &= ~flag_values.get('x', 0)

    if axis.y != 0:
        flags |= flag_values.get('y', 0)
    else:
        flags &= ~flag_values.get('y', 0)

    if axis.z != 0:
        flags |= flag_values.get('z', 0)
    else:
        flags &= ~flag_values.get('z', 0)

    if door_type == 'momentary_rot_button':
        door_ent['startdirection'] = '1' if reverse else '-1'
    else:
        if reverse:
            flags |= flag_values.get('rev', 0)
        else:
            flags &= ~flag_values.get('rev', 0)
    door_ent['spawnflags'] = str(flags)
예제 #27
0
파일: brushes.py 프로젝트: mariovct/BEE2.4
def res_import_template_setup(res: Property):
    temp_id = res['id']

    force = res['force', ''].casefold().split()
    if 'white' in force:
        force_colour = template_brush.MAT_TYPES.white
    elif 'black' in force:
        force_colour = template_brush.MAT_TYPES.black
    elif 'invert' in force:
        force_colour = 'INVERT'
    else:
        force_colour = None

    if 'world' in force:
        force_type = template_brush.TEMP_TYPES.world
    elif 'detail' in force:
        force_type = template_brush.TEMP_TYPES.detail
    else:
        force_type = template_brush.TEMP_TYPES.default

    for size in ('2x2', '4x4', 'wall', 'special'):
        if size in force:
            force_grid = size
            break
    else:
        force_grid = None

    invert_var = res['invertVar', '']
    color_var = res['colorVar', '']

    replace_tex = defaultdict(list)
    for prop in res.find_key('replace', []):
        replace_tex[prop.name].append(prop.value)

    rem_replace_brush = True
    additional_ids = set()
    transfer_overlays = '1'
    try:
        replace_brush = res.find_key('replaceBrush')
    except NoKeyError:
        replace_brush_pos = None
    else:
        if replace_brush.has_children():
            replace_brush_pos = replace_brush['Pos', '0 0 0']
            additional_ids = set(
                map(
                    srctools.conv_int,
                    replace_brush['additionalIDs', ''].split(),
                ))
            rem_replace_brush = replace_brush.bool('removeBrush', True)
            transfer_overlays = replace_brush['transferOverlay', '1']
        else:
            replace_brush_pos = replace_brush.value  # type: str

        replace_brush_pos = Vec.from_str(replace_brush_pos)
        replace_brush_pos.z -= 64  # 0 0 0 defaults to the floor.

    key_values = res.find_key("Keys", [])
    if key_values:
        keys = Property("", [
            key_values,
            res.find_key("LocalKeys", []),
        ])
        # Ensure we have a 'origin' keyvalue - we automatically offset that.
        if 'origin' not in key_values:
            key_values['origin'] = '0 0 0'

        # Spawn everything as detail, so they get put into a brush
        # entity.
        force_type = template_brush.TEMP_TYPES.detail
    else:
        keys = None
    visgroup_mode = res['visgroup', 'none'].casefold()
    if visgroup_mode not in ('none', 'choose'):
        visgroup_mode = srctools.conv_float(visgroup_mode.rstrip('%'), 0.00)
        if visgroup_mode == 0:
            visgroup_mode = 'none'

    # Generate the function which picks which visgroups to add to the map.
    if visgroup_mode == 'none':

        def visgroup_func(_):
            """none = don't add any visgroups."""
            return ()
    elif visgroup_mode == 'choose':

        def visgroup_func(groups):
            """choose = add one random group."""
            return [random.choice(groups)]
    else:

        def visgroup_func(groups):
            """Number = percent chance for each to be added"""
            for group in groups:
                val = random.uniform(0, 100)
                if val <= visgroup_mode:
                    yield group

    # If true, force visgroups to all be used.
    visgroup_force_var = res['forceVisVar', '']

    return (
        temp_id,
        dict(replace_tex),
        force_colour,
        force_grid,
        force_type,
        replace_brush_pos,
        rem_replace_brush,
        transfer_overlays,
        additional_ids,
        invert_var,
        color_var,
        visgroup_func,
        visgroup_force_var,
        keys,
    )
예제 #28
0
def sceneset(ctx: Context):
    """Chains a set of choreographed scenes together."""
    for ent in ctx.vmf.by_class['comp_choreo_sceneset']:
        scenes = [
            ent['scene{:02}'.format(i)]
            for i in range(1, 21)
            if ent['scene{:02}'.format(i)]
        ]
        if not scenes:
            LOGGER.warning(
                '"{}" at ({}) has no scenes!',
                ent['targetname'],
                ent['origin'],
            )
            continue

        if conv_bool(ent['play_dings']):
            scenes.insert(0, 'scenes/npc/glados_manual/ding_on.vcd')
            scenes.append('scenes/npc/glados_manual/ding_off.vcd')
        delay = conv_float(ent['delay'], 0.1)
        only_once = conv_bool(ent['only_once'])

        ent.remove()

        start_ent = None

        name = ent['targetname'] or '_choreo_{}'.format(ent.id)
        for i, scene in enumerate(scenes):
            part = ctx.vmf.create_ent(
                classname='logic_choreographed_scene',
                targetname=(
                    '{}_{}'.format(name, i)
                    if i > 0 else
                    name
                ),
                origin=ent['origin'],
                scenefile=scene,
            )
            if i + 1 < len(scenes):
                part.add_out(Output(
                    'OnCompletion',
                    '{}_{}'.format(name, i+1),
                    'Start',
                    delay=delay,
                ))
            if only_once:
                # When started blank the name so it can't be triggered,
                # then clean up after finished
                part.add_out(
                    Output('OnStart', '!self', 'AddOutput', 'targetname '),
                    Output('OnCompletion', '!self', 'Kill'),
                )
            if start_ent is None:
                start_ent = part

        assert start_ent is not None, "Has scenes but none made?"

        for out in ent.outputs:
            if out.output.casefold() == 'onstart':
                start_ent.add_out(out)
            elif out.output.casefold() == 'onfinish':
                # Part is the last in the loop.
                out.output = 'OnCompletion'
                part.add_out(out)
def res_resizeable_trigger(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
    'previewVar': A stylevar 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 'instance:name;Input' value
        to turn the previewInst on and off.

    'triggerActivate, triggerDeactivate': The 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 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 = resolve_inst(res['markerInst'])

    markers = {}
    for inst in vbsp.VMF.by_class['func_instance']:
        if inst['file'].casefold() in marker:
            markers[inst['targetname']] = inst

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

    trig_act = res['triggerActivate', 'OnStartTouchAll']
    trig_deact = res['triggerDeactivate','OnEndTouchAll']

    coop_var = res['coopVar', None]
    coop_act = res['coopActivate', 'OnChangeToAllTrue']
    coop_deact = res['coopDeactivate', 'OnChangeToAnyFalse']
    coop_only_once = res.bool('coopOnce')

    marker_connection = conditions.CONNECTIONS[res['markerItem'].casefold()]
    mark_act_name, mark_act_out = marker_connection.out_act
    mark_deact_name, mark_deact_out = marker_connection.out_deact
    del marker_connection

    preview_var = res['previewVar', ''].casefold()

    # Display preview overlays if it's preview mode, and the style var is true
    # or does not exist
    if vbsp.IS_PREVIEW and (not preview_var or vbsp.settings['style_vars'][preview_var]):
        preview_mat = res['previewMat', '']
        preview_inst_file = res['previewInst', '']
        pre_act_name, pre_act_inp = Output.parse_name(
            res['previewActivate', ''])
        pre_deact_name, pre_deact_inp = Output.parse_name(
            res['previewDeactivate', ''])
        preview_scale = srctools.conv_float(res['previewScale', '0.25'], 0.25)
    else:
        # Deactivate the preview_ options when publishing.
        preview_mat = preview_inst_file = ''
        pre_act_name = pre_deact_name = None
        pre_act_inp = pre_deact_inp = ''
        preview_scale = 0.25

    # Now convert each brush
    # Use list() to freeze it, allowing us to delete from the dict
    for targ, inst in list(markers.items()):  # type: str, VLib.Entity
        for out in inst.output_targets():
            if out in markers:
                other = markers[out]  # type: Entity
                del markers[out]  # Don't let it get repeated
                break
        else:
            if inst.fixup['$connectioncount'] == '0':
                # If the item doesn't have any connections, 'connect'
                # it to itself so we'll generate a 1-block trigger.
                other = inst
            else:
                continue  # It's a marker with an input, the other in the pair
                # will handle everything.

        for ent in {inst, other}:
            # Only do once if inst == other
            ent.remove()

        is_coop = vbsp.GAME_MODE == 'COOP' and (
            inst.fixup.bool(coop_var) or
            other.fixup.bool(coop_var)
        )

        bbox_min, bbox_max = Vec.bbox(
            Vec.from_str(inst['origin']),
            Vec.from_str(other['origin'])
        )

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

        out_ent = trig_ent = vbsp.VMF.create_ent(
            classname='trigger_multiple',  # Default
            # Use the 1st instance's name - that way other inputs control the
            # trigger itself.
            targetname=targ,
            origin=inst['origin'],
            angles='0 0 0',
        )
        trig_ent.solids = [
            vbsp.VMF.make_prism(
                bbox_min,
                bbox_max,
                mat=const.Tools.TRIGGER,
            ).solid,
        ]

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

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

            out_ent_name = conditions.local_name(inst, 'man')
            out_ent = vbsp.VMF.create_ent(
                classname='logic_coop_manager',
                targetname=out_ent_name,
                origin=inst['origin']
            )
            if coop_only_once:
                # Kill all the ents when both players are present.
                out_ent.add_out(
                    Output('OnChangeToAllTrue', out_ent_name, 'Kill'),
                    Output('OnChangeToAllTrue', targ, 'Kill'),
                )
            trig_ent.add_out(
                Output('OnStartTouchBluePlayer', out_ent_name, 'SetStateATrue'),
                Output('OnStartTouchOrangePlayer', out_ent_name, 'SetStateBTrue'),
                Output('OnEndTouchBluePlayer', out_ent_name, 'SetStateAFalse'),
                Output('OnEndTouchOrangePlayer', out_ent_name, 'SetStateBFalse'),
            )
            act_out = coop_act
            deact_out = coop_deact
        else:
            act_out = trig_act
            deact_out = trig_deact

        if preview_mat:
            preview_brush = vbsp.VMF.create_ent(
                classname='func_brush',
                parentname=targ,
                origin=inst['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.
                vbsp.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:
            vbsp.VMF.create_ent(
                classname='func_instance',
                targetname=targ + '_preview',
                file=preview_inst_file,
                # Put it at the second marker, since that's usually
                # closest to antlines if present.
                origin=other['origin'],
            )

            if pre_act_name and trig_act:
                out_ent.add_out(Output(
                    trig_act,
                    targ + '_preview',
                    inst_in=pre_act_name,
                    inp=pre_act_inp,
                ))
            if pre_deact_name and trig_deact:
                out_ent.add_out(Output(
                    trig_deact,
                    targ + '_preview',
                    inst_in=pre_deact_name,
                    inp=pre_deact_inp,
                ))

        # Now copy over the outputs from the markers, making it work.
        for out in inst.outputs + other.outputs:
            # Skip the output joining the two markers together.
            if out.target == other['targetname']:
                continue

            if out.inst_out == mark_act_name and out.output == mark_act_out:
                ent_out = act_out
            elif out.inst_out == mark_deact_name and out.output == mark_deact_out:
                ent_out = deact_out
            else:
                continue  # Skip this output - it's somehow invalid for this item.

            if not ent_out:
                continue  # Allow setting the output to "" to skip

            out_ent.add_out(Output(
                ent_out,
                out.target,
                inst_in=out.inst_in,
                inp=out.input,
                param=out.params,
                delay=out.delay,
                times=out.times,
            ))

    return RES_EXHAUSTED
예제 #30
0
def res_conveyor_belt(inst: Entity, res: Property):
    """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.
        `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 = srctools.conv_int(inst.fixup['$travel_distance'])

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

    move_dir = Vec(1, 0, 0).rotate_by_str(inst.fixup['$travel_direction'])
    move_dir.rotate_by_str(inst['angles'])
    start_offset = srctools.conv_float(inst.fixup['$starting_position'], 0)
    teleport_to_start = res.bool('TrackTeleport', True)
    segment_inst_file = instanceLocs.resolve_one(res['SegmentInst', ''])
    rail_template = res['RailTemplate', None]

    vmf = inst.map

    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

    # Find the angle which generates an instance pointing in the direction
    # of movement, with the same normal.
    norm = Vec(z=1).rotate_by_str(inst['angles'])
    for roll in range(0, 360, 90):
        angles = move_dir.to_angle(roll)
        if Vec(z=1).rotate(*angles) == norm:
            break
    else:
        raise ValueError("Can't find angles to give a"
                         ' z={} and x={}!'.format(norm, move_dir))

    if res.bool('rotateSegments', True):
        inst['angles'] = angles
    else:
        angles = Vec.from_str(inst['angles'])

    # 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 beams at the top, so they don't appear inside wall sections.
    beam_start = start_pos + 48 * norm  # type: Vec
    beam_end = end_pos + 48 * norm  # type: Vec
    for index, pos in enumerate(beam_start.iter_line(beam_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 != end_pos:
            seg_inst = vmf.create_ent(
                classname='func_instance',
                targetname=track_name.format(index),
                file=segment_inst_file,
                origin=pos,
                angles=angles,
            )
            seg_inst.fixup.update(inst.fixup)

        if rail_template:
            temp = template_brush.import_template(
                rail_template,
                pos,
                angles,
                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=beam_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.
    beam_keys = res.find_key('BeamKeys', [])
    if beam_keys.value:
        beam = vmf.create_ent(classname='env_beam')

        # 3 offsets - x = distance from walls, y = side, z = height
        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,
        ).rotate(*angles)
        beam['TargetPoint'] = end_pos + Vec(
            +beam_off.x,
            beam_off.y,
            beam_off.z,
        ).rotate(*angles)

    # 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).rotate(*angles),
                end_pos + Vec(-72, 56, 144).rotate(*angles),
                mat='tools/toolstrigger',
            ).solid)

    if res.bool('NoPortalFloor'):
        # Block portals on the floor..
        floor_noportal = vmf.create_ent(
            classname='func_noportal_volume',
            origin=beam_start,
        )
        floor_noportal.solids.append(
            vmf.make_prism(
                start_pos + Vec(-60, -60, -66).rotate(*angles),
                end_pos + Vec(60, 60, -60).rotate(*angles),
                mat='tools/toolsinvisible',
            ).solid)

    # A brush covering under the platform.
    base_trig = vmf.make_prism(
        start_pos + Vec(-64, -64, 48).rotate(*angles),
        end_pos + Vec(64, 64, 56).rotate(*angles),
        mat='tools/toolsinvisible',
    ).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 = 'tools/toolstrigger'
예제 #31
0
def res_conveyor_belt(inst: Entity, res: Property):
    """Create a conveyor belt.

    Options:
        SegmentInst: Generated at each square. ('track' is the name of the path.)
        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 EnableMotions
          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
        RailTemplate: A template for the railings. This is made into a non-solid
          func_brush, combining all sections.
    """
    move_dist = srctools.conv_int(inst.fixup['$travel_distance'])

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

    move_dir = Vec(1, 0, 0).rotate_by_str(inst.fixup['$travel_direction'])
    move_dir.rotate_by_str(inst['angles'])
    start_offset = srctools.conv_float(inst.fixup['$starting_position'], 0)
    teleport_to_start = res.bool('TrackTeleport', True)
    segment_inst_file = res['SegmentInst', '']
    rail_template = res['RailTemplate', None]

    vmf = inst.map

    if segment_inst_file:
        segment_inst_file = conditions.resolve_inst(segment_inst_file)[0]

    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

    # Find the angle which generates an instance pointing in the direction
    # of movement, with the same normal.
    norm = Vec(z=1).rotate_by_str(inst['angles'])
    for roll in range(0, 360, 90):
        angles = move_dir.to_angle(roll)
        if Vec(z=1).rotate(*angles) == norm:
            break
    else:
        raise ValueError(
            "Can't find angles to give a"
            ' z={} and x={}!'.format(norm, move_dir)
        )

    if res.bool('rotateSegments', True):
        inst['angles'] = angles
    else:
        angles = Vec.from_str(inst['angles'])

    # 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 beams at the top, so they don't appear inside wall sections.
    beam_start = start_pos + 48 * norm  # type: Vec
    beam_end = end_pos + 48 * norm  # type: Vec
    for index, pos in enumerate(beam_start.iter_line(beam_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 != end_pos:
            seg_inst = vmf.create_ent(
                classname='func_instance',
                targetname=track_name.format(index),
                file=segment_inst_file,
                origin=pos,
                angles=angles,
            )
            seg_inst.fixup.update(inst.fixup)

        if rail_template:
            temp = conditions.import_template(
                rail_template,
                pos,
                angles,
                force_type=conditions.TEMP_TYPES.world,
                add_to_map=False,
            )
            rail_temp_solids.extend(temp.world)

    if rail_temp_solids:
        vmf.create_ent(
            classname='func_brush',
            origin=beam_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.
    beam_keys = res.find_key('BeamKeys', [])
    if beam_keys.value:
        beam = vmf.create_ent(classname='env_beam')

        # 3 offsets - x = distance from walls, y = side, z = height
        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,
        ).rotate(*angles)
        beam['TargetPoint'] = end_pos + Vec(
            +beam_off.x, beam_off.y, beam_off.z,
        ).rotate(*angles)

    # 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).rotate(*angles),
            end_pos + Vec(-72, 56, 144).rotate(*angles),
            mat='tools/toolstrigger',
        ).solid)

    if res.bool('NoPortalFloor'):
        # Block portals on the floor..
        floor_noportal = vmf.create_ent(
            classname='func_noportal_volume',
            origin=beam_start,
        )
        floor_noportal.solids.append(vmf.make_prism(
            start_pos + Vec(-60, -60, -66).rotate(*angles),
            end_pos + Vec(60, 60, -60).rotate(*angles),
            mat='tools/toolsinvisible',
        ).solid)

    # A brush covering under the platform.
    base_trig = vmf.make_prism(
        start_pos + Vec(-64, -64, 48).rotate(*angles),
        end_pos + Vec(64, 64, 56).rotate(*angles),
        mat='tools/toolsinvisible',
    ).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 = 'tools/toolstrigger'
예제 #32
0
def res_cutout_tile(res: Property):
    """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 = instanceLocs.resolve(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  # type: Vec
            loc_max = (loc + (15, 15, 0)) // 32 * 32  # type: Vec
            loc_min += (16, 16, 0)
            loc_max += (16, 16, 0)
            FORCE_LOCATIONS.add(loc_min.as_tuple())
            FORCE_LOCATIONS.add(loc_max.as_tuple())

    SETTINGS = {
        'floor_chance':
        srctools.conv_int(res['floorChance', '100'], 100),
        'ceil_chance':
        srctools.conv_int(res['ceilingChance', '100'], 100),
        'floor_glue_chance':
        srctools.conv_int(res['floorGlueChance', '0']),
        'ceil_glue_chance':
        srctools.conv_int(res['ceilingGlueChance', '0']),
        'rotate_beams':
        int(srctools.conv_float(res['rotateMax', '0']) * BEAM_ROT_PRECISION),
        'beam_skin':
        res['squarebeamsSkin', '0'],
        'base_is_disp':
        srctools.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
예제 #33
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 def mode_func(comp_ent: Entity, ent: Entity) -> str:
     """Rotate the axis by the given value."""
     pos = Vec.from_str(ent['origin'])
     scale = conv_float(comp_ent['const'], 1.0)
     return str(pos[axis] * scale)
예제 #34
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 def mode_func(comp_ent: Entity, ent: Entity) -> str:
     """Rotate the axis by the given value."""
     out = norm.copy().rotate_by_str(ent['angles', '0 0 0'])
     scale = conv_float(comp_ent['const'], 1.0)
     return vs_vec(scale * out)
예제 #35
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def mode_dist(comp_ent: Entity, ent: Entity) -> str:
    """Return the distance from the ent to the reference."""
    scale = conv_float(comp_ent['const'], 1.0)
    offset = Vec.from_str(ent['origin']) - Vec.from_str(comp_ent['origin'])
    return offset.mag() * scale
예제 #36
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def mode_off(comp_ent: Entity, ent: Entity) -> str:
    """Return the offset from the ent to the reference."""
    scale = conv_float(comp_ent['const'], 1.0)
    offset = Vec.from_str(ent['origin']) - Vec.from_str(comp_ent['origin'])
    return vs_vec(offset * scale)
예제 #37
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def mode_pos(comp_ent: Entity, ent: Entity) -> str:
    """Return the position of the entity."""
    pos = Vec.from_str(ent['origin'])
    scale = conv_float(comp_ent['const'], 1.0)
    return vs_vec(scale * pos)
예제 #38
0
def res_cutout_tile(res: Property):
    """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  # type: Vec
            loc_max = (loc + (15, 15, 0)) // 32 * 32  # type: Vec
            loc_min += (16, 16, 0)
            loc_max += (16, 16, 0)
            FORCE_LOCATIONS.add(loc_min.as_tuple())
            FORCE_LOCATIONS.add(loc_max.as_tuple())

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

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

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

        'base_is_disp': srctools.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
예제 #39
0
def comp_trigger_goo(ctx: Context):
    """Creates triggers for Toxic Goo."""
    reloader_cache = {
    }  # type: Dict[Tuple[float, float, float, float], Entity]

    for trig in ctx.vmf.by_class['comp_trigger_p2_goo']:
        trig.remove()
        outputs = trig.outputs.copy()
        trig.outputs.clear()

        failsafe_delay = conv_float(trig['failsafe_delay'], 0.5)
        if failsafe_delay < 0.01:
            failsafe_delay = 0.01

        hurt = trig.copy()
        diss = trig.copy()
        ctx.vmf.add_ents([hurt, diss])
        spawnflags = conv_int(trig['spawnflags'])

        for keyvalue in [
                'dissolve_filter',
                'phys_offset',
                'failsafe_delay',
                'fadepreset',
                'fadecolor',
                'fadetime',
        ]:
            del diss[keyvalue], hurt[keyvalue]

        diss['classname'] = 'trigger_multiple'
        # No clients, add physics. But otherwise leave it to the user.
        diss['spawnflags'] = (spawnflags & ~1) | 8
        diss['wait'] = 0  # No delay.
        diss['filtername'] = trig['dissolve_filter']
        del diss['damagetype']

        diss_pos = Vec.from_str(diss['origin'])
        diss_pos.z -= conv_float(trig['phys_offset'])
        diss['origin'] = diss_pos

        hurt['spawnflags'] = 1  # Players.

        if conv_bool(trig['enablefade']):
            fade_time = conv_float(trig['fadetime'])
            fade_color = Vec.from_str(trig['fadepreset'])
            if fade_color == (-1, -1, -1):
                fade_color = Vec.from_str(trig['fadecolor'])
            fade_key = fade_color.x, fade_color.y, fade_color.z, fade_time
            try:
                reloader = reloader_cache[fade_key]
            except KeyError:
                reloader = reloader_cache[fade_key] = ctx.vmf.create_ent(
                    'player_loadsaved',
                    origin=diss['origin'],
                    rendercolor=str(fade_color),
                    renderamt=255,
                    duration=fade_time,
                    holdtime=10,
                    loadtime=fade_time + 0.1,
                )
                reloader.make_unique('reloader')
            hurt['classname'] = 'trigger_once'
            del hurt['damagetype']
            hurt.add_out(
                Output('OnStartTouch', reloader, 'Reload', only_once=True))

            # Make sure the failsafe delay is longer than the total fade time.
            failsafe_delay = min(failsafe_delay, fade_time + 0.15)
        else:
            hurt['classname'] = 'trigger_hurt'
            hurt['damage'] = hurt['damagecap'] = 10000
            hurt['damagemodel'] = 0  # No doubling
            hurt['nodmgforce'] = 1  # Don't throw players around.

        for out in outputs:
            if out.output.casefold() == 'onkillplayer':
                # Better than OnStartTouch, doesn't apply for god mode.
                out.output = 'OnHurtPlayer'
                hurt.add_out(out)
            elif out.output.casefold() == 'ondissolvephysics':
                out.output = 'OnStartTouch'
                diss.add_out(out)

        diss.add_out(
            Output('OnStartTouch', '!activator', 'SilentDissolve'),
            Output('OnStartTouch', '!activator', 'Kill', delay=failsafe_delay),
        )
예제 #40
0
 def _parse_value(value: str) -> float:
     return conv_float(value)