def laser_catcher_skins(ctx: Context): """Fix Valve's bug where reloading saves causes lasers to get their skin wrong.""" for ent in ctx.vmf.by_class['prop_laser_catcher']: if not conv_bool(ent['src_fix_skins'], True): continue deact_skin, act_skin = '23' if ent['SkinType'] == '1' else '01' # Look for outputs which do this already. name = ent['targetname'] has_act = has_deact = False for out in ent.outputs: if has_act and has_deact: break if out.target == name or out.target == '!self': if out.input.casefold() == 'skin': if out.params == act_skin: has_act = True elif out.params == act_skin: has_act = True if not has_act: ent.add_out(Output('OnPowered', '!self', 'Skin', act_skin)) if not has_deact: ent.add_out(Output('OnUnPowered', '!self', 'Skin', deact_skin))
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_sendificator(vmf: VMF, inst: Entity): """Implement Sendificators.""" # For our version, we know which sendtor connects to what laser, # so we can couple the logic together (avoiding @sendtor_mutex). sendtor_name = inst['targetname'] sendtor = connections.ITEMS[sendtor_name] sendtor.enable_cmd += (Output( '', '@{}_las_relay_*'.format(sendtor_name), 'Trigger', delay=0.01, ), ) for ind, conn in enumerate(list(sendtor.outputs), start=1): las_item = conn.to_item conn.remove() try: targ_offset, targ_normal = SENDTOR_TARGETS[las_item.name] except KeyError: LOGGER.warning('"{}" is not a Sendificator target!', las_item.name) continue angles = Vec.from_str(las_item.inst['angles']) targ_offset = targ_offset.copy() targ_normal = targ_normal.copy().rotate(*angles) targ_offset.localise( Vec.from_str(las_item.inst['origin']), angles, ) relay_name = '@{}_las_relay_{}'.format(sendtor_name, ind) relay = vmf.create_ent( 'logic_relay', targetname=relay_name, origin=targ_offset, angles=targ_normal.to_angle(), ) relay.add_out( Output('OnTrigger', '!self', 'RunScriptCode', '::sendtor_source <- self;'), Output('OnTrigger', '@sendtor_fire', 'Trigger'), ) if not las_item.inputs: # No other inputs, make it on always. PeTI automatically turns # it off when inputs are connected, which is annoying. las_item.inst.fixup['$start_enabled'] = '1' is_on = True else: is_on = las_item.inst.fixup.bool('$start_enabled') relay['StartDisabled'] = not is_on las_item.enable_cmd += (Output('', relay_name, 'Enable'), ) las_item.disable_cmd += (Output('', relay_name, 'Disable'), ) LOGGER.info('Relay: {}', relay)
def make_tag_coop_inst(tag_loc: str): """Make the coop version of the tag instances. This needs to be shrunk, so all the logic entities are not spread out so much (coop tubes are small). This way we avoid distributing the logic. """ global TAG_COOP_INST_VMF TAG_COOP_INST_VMF = vmf = VMF.parse( os.path.join(tag_loc, TAG_GUN_COOP_INST) ) def logic_pos(): """Put the entities in a nice circle...""" while True: for ang in range(0, 44): ang *= 360/44 yield Vec(16*math.sin(ang), 16*math.cos(ang), 32) pos = logic_pos() # Move all entities that don't care about position to the base of the player for ent in TAG_COOP_INST_VMF.iter_ents(): if ent['classname'] == 'info_coop_spawn': # Remove the original spawn point from the instance. # That way it can overlay over other dropper instances. ent.remove() elif ent['classname'] in ('info_target', 'info_paint_sprayer'): pass else: ent['origin'] = next(pos) # These originally use the coop spawn point, but this doesn't # always work. Switch to the name of the player, which is much # more reliable. if ent['classname'] == 'logic_measure_movement': ent['measuretarget'] = '!player_blue' # Add in a trigger to start the gel gun, and reset the activated # gel whenever the player spawns. trig_brush = vmf.make_prism( Vec(-32, -32, 0), Vec(32, 32, 16), mat='tools/toolstrigger', ).solid start_trig = vmf.create_ent( classname='trigger_playerteam', target_team=3, # ATLAS spawnflags=1, # Clients only origin='0 0 8', ) start_trig.solids = [trig_brush] start_trig.add_out( # This uses the !activator as the target player so it must be via trigger. Output('OnStartTouchBluePlayer', '@gel_ui', 'Activate', delay=0, only_once=True), # Reset the gun to fire nothing. Output('OnStartTouchBluePlayer', '@blueisenabled', 'SetValue', 0, delay=0.1), Output('OnStartTouchBluePlayer', '@orangeisenabled', 'SetValue', 0, delay=0.1), )
def run_transformations( vmf: VMF, filesys: FileSystem, pack: PackList, ) -> None: """Run all transformations.""" context = Context( filesys, vmf, pack, ) for func_name, func in TRANSFORMS.items(): LOGGER.info('Running "{}"...', func_name) func(context) LOGGER.info('Remapping outputs...') for ent in vmf.entities: for out in ent.outputs[:]: try: # noinspection PyProtectedMember remaps = context._io_remaps[out.target.casefold(), out.input.casefold(), ] except KeyError: continue ent.outputs.remove(out) for new_out in remaps: ent.outputs.append( Output( out.output, new_out.target, new_out.input, new_out.params or out.params, out.delay + new_out.delay, times=min(new_out.only_once, out.only_once), ))
def add_output(inst: Entity) -> None: """Add the output.""" if out_type in ('activate', 'deactivate'): try: item_type = connections.ITEM_TYPES[out_id.casefold()] except KeyError: LOGGER.warning('"{}" has no connections!', out_id) return if out_type[0] == 'a': if item_type.output_act is None: return inst_out, output = item_type.output_act else: if item_type.output_deact is None: return inst_out, output = item_type.output_deact else: output = out_id inst_out = conf_inst_out inst.add_out( Output( inst.fixup.substitute(output), conditions.local_name(inst, inst.fixup.substitute(targ)) or inst['targetname'], inst.fixup.substitute(input_name), inst.fixup.substitute(parm), srctools.conv_float(inst.fixup.substitute(delay)), times=times, inst_out=inst.fixup.substitute(inst_out) or None, inst_in=inst.fixup.substitute(inst_in) or None, ))
def add_choreo( vmf: VMF, c_line: str, targetname: str, loc: Vec, use_dings=False, is_first=True, is_last=True, only_once=False, ) -> Entity: """Create a choreo scene.""" # Add this to the beginning, since all scenes need it... if not c_line.startswith('scenes/'): c_line = 'scenes/' + c_line choreo = vmf.create_ent( classname='logic_choreographed_scene', targetname=targetname, origin=loc, scenefile=c_line, busyactor="1", # Wait for actor to stop talking onplayerdeath='0', ) if use_dings: # Play ding_on/off before and after the line. if is_first: choreo.add_out( Output('OnUser1', '@ding_on', 'Start', only_once=only_once), Output('OnUser1', targetname, 'Start', delay=0.2, only_once=only_once), ) if is_last: choreo.add_out(Output('OnCompletion', '@ding_off', 'Start'), ) elif is_first: choreo.add_out( Output('OnUser1', targetname, 'Start', only_once=only_once)) if only_once: # Remove each section after it's played.. choreo.add_out(Output('OnCompletion', '!self', 'Kill'), ) return choreo
def res_locking_input(inst: Entity, res: Property): """Executed on the input item, and evaluates to True if successful. The parameter is an `instance:name;Input` value, which resets the item. This must be executed after the `MarkLocking` results have run. """ from vbsp import IND_ITEM_NAMES, IND_PANEL_NAMES, VMF in_name, in_inp = Output.parse_name(res.value) targets = { out.target for out in inst.outputs # Skip toggle or indicator panel items. if out.target not in IND_ITEM_NAMES } # No outputs, or 2+ - we can't convert in that case if len(targets) != 1: return False target, = targets try: targ_inst, targ_out_name, targ_out, out_relay = LOCKABLE_ITEMS[target] except KeyError: # Some other item... return False # Remove the indicator panel instances. ind_panels = { out.target for out in inst.outputs # Skip toggle or indicator panel items. if out.target in IND_PANEL_NAMES } for pan_inst in VMF.by_class['func_instance']: if pan_inst['targetname'] in ind_panels: pan_inst.remove() # Add an output pointing in the opposite direction. if out_relay is None: targ_inst.add_out(Output( out=targ_out, inst_out=targ_out_name, targ=inst['targetname'], inp=in_inp, inst_in=in_name, )) else: from conditions.instances import add_global_input add_global_input( inst, in_name, in_inp, rl_name=out_relay, output=targ_out, ) return True
def add_output(inst: Entity, prop: Property, target: str) -> None: """Add a customisable output to an instance.""" inst.add_out(Output( prop['output', ''], target, prop['input', ''], inst_in=prop['targ_in', ''], inst_out=prop['targ_out', ''], ))
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 if out_type in ('activate', 'deactivate'): try: item_type = connections.ITEM_TYPES[out_id.casefold()] except KeyError: LOGGER.warning('"{}" has no connections!', out_id) return if out_type[0] == 'a': if item_type.output_act is None: return inst_out, output = item_type.output_act else: if item_type.output_deact is None: return inst_out, output = item_type.output_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)) or inst['targetname'], 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 add_output(inst, prop, target): """Add a customisable output to an instance.""" inst.add_out( Output( prop['output', ''], target, prop['input', ''], inst_in=prop['targ_in', ''], inst_out=prop['targ_out', ''], ))
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)
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 add_io_command( self, output: Optional[Tuple[Optional[str], str]], target: Union[Entity, str], inp_cmd: str, params: str = '', delay: float = 0.0, times: int = -1, inst_in: Optional[str]=None, ) -> None: """Add an output to this item. For convenience, if the output is None this does nothing. """ if output is None: return out_name, out_cmd = output if not out_name: out_name = '' # Dump the None. out_name = conditions.resolve_value(self.inst, out_name) if isinstance(target, Entity): target = target['targetname'] try: kv_setter = self._kv_setters[out_name] except KeyError: if out_name: full_name = conditions.local_name(self.inst, out_name) else: full_name = self.name kv_setter = self._kv_setters[out_name] = self.inst.map.create_ent( 'comp_kv_setter', origin=self.inst['origin'], target=full_name, ) kv_setter.add_out(Output( conditions.resolve_value(self.inst, out_cmd), target, inp_cmd, params, delay=delay, times=times, inst_in=inst_in, ))
def add_locking(item: Item): """Create IO to control buttons from the target item. This allows items to customise how buttons behave. """ # If more than one, it's not logical to lock the button. try: [lock_conn] = item.inputs # type: Connection except ValueError: return lock_button = lock_conn.from_item if item.item_type.inf_lock_only and lock_button.timer is not None: return # Check the button doesn't also activate other things - # we need exclusive control. # Also the button actually needs to be lockable. if len(lock_button.outputs) != 1 or not lock_button.item_type.lock_cmd: return instance_traits.get(item.inst).add('locking_targ') instance_traits.get(lock_button.inst).add('locking_btn') for output, input_cmds in [ (item.item_type.output_lock, lock_button.item_type.lock_cmd), (item.item_type.output_unlock, lock_button.item_type.unlock_cmd) ]: if not output: continue out_name, out_cmd = output for cmd in input_cmds: if cmd.target: target = conditions.local_name(lock_button.inst, cmd.target) else: target = lock_button.inst item.inst.add_out( Output( out_cmd, target, cmd.input, cmd.params, delay=cmd.delay, times=cmd.times, inst_out=out_name, ))
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
def comp_trigger_coop(ctx: Context): """Creates a trigger which only activates with both players.""" for trig in ctx.vmf.by_class['comp_trigger_coop']: trig['classname'] = 'trigger_playerteam' trig['target_team'] = 0 only_once = conv_bool(trig['trigger_once']) trig['trigger_once'] = 0 trig_name = trig['targetname'] if not trig_name: # Give it something unique trig['targetname'] = trig_name = '_comp_trigger_coop_' + str( trig['hammer_id']) man_name = trig_name + '_man' manager = ctx.vmf.create_ent( classname='logic_coop_manager', origin=trig['origin'], targetname=man_name, # Should make it die if the trigger does. parentname=trig_name, ) for out in list(trig.outputs): folded_out = out.output.casefold() if folded_out == 'onstarttouchboth': out.output = 'OnChangeToAllTrue' elif folded_out == 'onendtouchboth': out.output = 'OnChangeToAnyFalse' else: continue trig.outputs.remove(out) manager.add_out(out) trig.add_out( Output('OnStartTouchBluePlayer', man_name, 'SetStateATrue'), Output('OnStartTouchOrangePlayer', man_name, 'SetStateBrue'), Output('OnEndTouchBluePlayer', man_name, 'SetStateAFalse'), Output('OnEndTouchOrangePlayer', man_name, 'SetStateBFalse'), ) if only_once: manager.add_out( Output('OnChangeToAllTrue', man_name, 'Kill'), Output('OnChangeToAllTrue', trig_name, 'Kill'), ) # Only keep OnChangeToAllTrue outputs, and remove # them once they've fired. for out in list(manager): if out.output.casefold() == 'onchangetoalltrue': out.only_once = True else: manager.outputs.remove(out)
def res_global_input(inst: Entity, res: Property): """Trigger an input either on map spawn, or when a relay is triggered. Arguments: - "Input": the input to use, either a name or an instance: command. - "Target": If set, a local name to send commands to. - "Delay": Number of seconds to delay the input. - "Name": If set the name of the logic_relay which must be triggered. If not set the output will fire OnMapSpawn. - "Output": The name of the output, defaulting to OnTrigger. Ignored if Name is not set. - "Param": The parameter for the output. """ name, inp_name, inp_command, output, delay, param, target = res.value if name is not None: name = conditions.resolve_value(inst, name) if target is not None: target = conditions.resolve_value(inst, target) try: glob_ent = GLOBAL_INPUT_ENTS[name] except KeyError: if name is None: glob_ent = GLOBAL_INPUT_ENTS[None] = inst.map.create_ent( classname='logic_auto', origin=inst['origin'], ) else: glob_ent = GLOBAL_INPUT_ENTS[name] = inst.map.create_ent( classname='logic_relay', targetname=name, origin=inst['origin'], ) out = Output( out=('OnMapSpawn' if name is None else output), targ=(conditions.local_name(inst, target) if target else inst['targetname']), inp=inp_command, inst_in=inp_name, delay=delay, param=conditions.resolve_value(inst, param), ) glob_ent.add_out(out)
def res_global_input_setup(res: Property) -> tuple[str, Output]: """Pre-parse the global input.""" if res.has_children(): name = res['name', ''] if not name and res.bool('alsoonload'): name = ON_LOAD 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
def global_input( inst: Entity, command: str, proxy_name: str = None, relay_name: str = None, relay_out: str = 'OnTrigger', target: str = None, param='', delay=0.0, ): """Create a global input.""" if relay_name is not None: relay_name = conditions.resolve_value(inst, relay_name) if target is not None: target = conditions.resolve_value(inst, target) try: glob_ent = GLOBAL_INPUT_ENTS[relay_name] except KeyError: if relay_name is None: glob_ent = GLOBAL_INPUT_ENTS[None] = inst.map.create_ent( classname='logic_auto', origin=inst['origin'], ) else: glob_ent = GLOBAL_INPUT_ENTS[relay_name] = inst.map.create_ent( classname='logic_relay', targetname=relay_name, origin=inst['origin'], ) out = Output( out=('OnMapSpawn' if relay_name is None else relay_out), targ=(conditions.local_name(inst, target) if target else inst['targetname']), inp=command, inst_in=proxy_name, delay=delay, param=conditions.resolve_value(inst, param), ) glob_ent.add_out(out)
def res_script_var(vmf: VMF, inst: Entity, res: Property): """Set a variable on a script, via a logic_auto. Name is the local name for the script entity. Var is the variable name. Value is the value to set. """ global_input( vmf, inst['origin'], Output( 'OnMapSpawn', conditions.local_name(inst, inst.fixup.substitute(res['name'])), 'RunScriptCode', param='{} <- {}'.format( res['var'], inst.fixup.substitute(res['value']), ), ), )
def __init__(self, ent: Entity): """Convert the entity to have the right logic.""" self.scanner = None self.persist_tv = conv_bool(ent.keys.pop('persist_tv', False)) pos = Vec.from_str(ent['origin']) for prop in ent.map.by_class['prop_dynamic']: if (Vec.from_str(prop['origin']) - pos).mag_sq() > 64**2: continue model = prop['model'].casefold().replace('\\', '/') # Allow spelling this correctly, if you're not Valve. if 'vacum_scanner_tv' in model or 'vacuum_scanner_tv' in model: self.scanner = prop prop.make_unique('_vac_scanner') elif 'vacum_scanner_motion' in model or 'vacuum_scanner_motion' in model: prop.make_unique('_vac_scanner') ent.add_out(Output(self.pass_out_name, prop, "SetAnimation", "scan01")) super(Straight, self).__init__(ent)
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)
def res_conveyor_belt(vmf: VMF, inst: Entity, res: Property) -> None: """Create a conveyor belt. * Options: * `SegmentInst`: Generated at each square. (`track` is the name of the path to attach to.) * `TrackTeleport`: Set the track points so they teleport trains to the start. * `Speed`: The fixup or number for the train speed. * `MotionTrig`: If set, a trigger_multiple will be spawned that `EnableMotion`s weighted cubes. The value is the name of the relevant filter. * `EndOutput`: Adds an output to the last track. The value is the same as outputs in VMFs. `RotateSegments`: If true (default), force segments to face in the direction of movement. * `BeamKeys`: If set, a list of keyvalues to use to generate an env_beam travelling from start to end. The origin is treated specially - X is the distance from walls, y is the distance to the side, and z is the height. `RailTemplate`: A template for the track sections. This is made into a non-solid func_brush, combining all sections. * `NoPortalFloor`: If set, add a `func_noportal_volume` on the floor under the track. * `PaintFizzler`: If set, add a paint fizzler underneath the belt. """ move_dist = inst.fixup.int('$travel_distance') if move_dist <= 2: # There isn't room for a conveyor, so don't bother. inst.remove() return orig_orient = Matrix.from_angle(Angle.from_str(inst['angles'])) move_dir = Vec(1, 0, 0) @ Angle.from_str(inst.fixup['$travel_direction']) move_dir = move_dir @ orig_orient start_offset = inst.fixup.float('$starting_position') teleport_to_start = res.bool('TrackTeleport', True) segment_inst_file = instanceLocs.resolve_one(res['SegmentInst', '']) rail_template = res['RailTemplate', None] track_speed = res['speed', None] start_pos = Vec.from_str(inst['origin']) end_pos = start_pos + move_dist * move_dir if start_offset > 0: # If an oscillating platform, move to the closest side.. offset = start_offset * move_dir # The instance is placed this far along, so move back to the end. start_pos -= offset end_pos -= offset if start_offset > 0.5: # Swap the direction of movement.. start_pos, end_pos = end_pos, start_pos inst['origin'] = start_pos norm = orig_orient.up() if res.bool('rotateSegments', True): orient = Matrix.from_basis(x=move_dir, z=norm) inst['angles'] = orient.to_angle() else: orient = orig_orient # Add the EnableMotion trigger_multiple seen in platform items. # This wakes up cubes when it starts moving. motion_filter = res['motionTrig', None] # Disable on walls, or if the conveyor can't be turned on. if norm != (0, 0, 1) or inst.fixup['$connectioncount'] == '0': motion_filter = None track_name = conditions.local_name(inst, 'segment_{}') rail_temp_solids = [] last_track = None # Place tracks at the top, so they don't appear inside wall sections. track_start: Vec = start_pos + 48 * norm track_end: Vec = end_pos + 48 * norm for index, pos in enumerate(track_start.iter_line(track_end, stride=128), start=1): track = vmf.create_ent( classname='path_track', targetname=track_name.format(index) + '-track', origin=pos, spawnflags=0, orientationtype=0, # Don't rotate ) if track_speed is not None: track['speed'] = track_speed if last_track: last_track['target'] = track['targetname'] if index == 1 and teleport_to_start: track['spawnflags'] = 16 # Teleport here.. last_track = track # Don't place at the last point - it doesn't teleport correctly, # and would be one too many. if segment_inst_file and pos != track_end: seg_inst = conditions.add_inst( vmf, targetname=track_name.format(index), file=segment_inst_file, origin=pos, angles=orient, ) seg_inst.fixup.update(inst.fixup) if rail_template: temp = template_brush.import_template( vmf, rail_template, pos, orient, force_type=template_brush.TEMP_TYPES.world, add_to_map=False, ) rail_temp_solids.extend(temp.world) if rail_temp_solids: vmf.create_ent( classname='func_brush', origin=track_start, spawnflags=1, # Ignore +USE solidity=1, # Not solid vrad_brush_cast_shadows=1, drawinfastreflection=1, ).solids = rail_temp_solids if teleport_to_start: # Link back to the first track.. last_track['target'] = track_name.format(1) + '-track' # Generate an env_beam pointing from the start to the end of the track. try: beam_keys = res.find_key('BeamKeys') except LookupError: pass else: beam = vmf.create_ent(classname='env_beam') beam_off = beam_keys.vec('origin', 0, 63, 56) for prop in beam_keys: beam[prop.real_name] = prop.value # Localise the targetname so it can be triggered.. beam['LightningStart'] = beam['targetname'] = conditions.local_name( inst, beam['targetname', 'beam']) del beam['LightningEnd'] beam['origin'] = start_pos + Vec( -beam_off.x, beam_off.y, beam_off.z, ) @ orient beam['TargetPoint'] = end_pos + Vec( +beam_off.x, beam_off.y, beam_off.z, ) @ orient # Allow adding outputs to the last path_track. for prop in res.find_all('EndOutput'): output = Output.parse(prop) output.output = 'OnPass' output.inst_out = None output.comma_sep = False output.target = conditions.local_name(inst, output.target) last_track.add_out(output) if motion_filter is not None: motion_trig = vmf.create_ent( classname='trigger_multiple', targetname=conditions.local_name(inst, 'enable_motion_trig'), origin=start_pos, filtername=motion_filter, startDisabled=1, wait=0.1, ) motion_trig.add_out( Output('OnStartTouch', '!activator', 'ExitDisabledState')) # Match the size of the original... motion_trig.solids.append( vmf.make_prism( start_pos + Vec(72, -56, 58) @ orient, end_pos + Vec(-72, 56, 144) @ orient, mat=consts.Tools.TRIGGER, ).solid) if res.bool('NoPortalFloor'): # Block portals on the floor.. floor_noportal = vmf.create_ent( classname='func_noportal_volume', origin=track_start, ) floor_noportal.solids.append( vmf.make_prism( start_pos + Vec(-60, -60, -66) @ orient, end_pos + Vec(60, 60, -60) @ orient, mat=consts.Tools.INVISIBLE, ).solid) # A brush covering under the platform. base_trig = vmf.make_prism( start_pos + Vec(-64, -64, 48) @ orient, end_pos + Vec(64, 64, 56) @ orient, mat=consts.Tools.INVISIBLE, ).solid vmf.add_brush(base_trig) # Make a paint_cleanser under the belt.. if res.bool('PaintFizzler'): pfizz = vmf.create_ent( classname='trigger_paint_cleanser', origin=start_pos, ) pfizz.solids.append(base_trig.copy()) for face in pfizz.sides(): face.mat = consts.Tools.TRIGGER
def res_resizeable_trigger(vmf: VMF, res: Property): """Replace two markers with a trigger brush. This is run once to affect all of an item. Options: * `markerInst`: <ITEM_ID:1,2> value referencing the marker instances, or a filename. * `markerItem`: The item's ID * `previewConf`: A item config which enables/disables the preview overlay. * `previewInst`: An instance to place at the marker location in preview mode. This should contain checkmarks to display the value when testing. * `previewMat`: If set, the material to use for an overlay func_brush. The brush will be parented to the trigger, so it vanishes once killed. It is also non-solid. * `previewScale`: The scale for the func_brush materials. * `previewActivate`, `previewDeactivate`: The VMF output to turn the previewInst on and off. * `triggerActivate, triggerDeactivate`: The `instance:name;Output` outputs used when the trigger turns on or off. * `coopVar`: The instance variable which enables detecting both Coop players. The trigger will be a trigger_playerteam. * `coopActivate, coopDeactivate`: The `instance:name;Output` outputs used when coopVar is enabled. These should be suitable for a logic_coop_manager. * `coopOnce`: If true, kill the manager after it first activates. * `keys`: A block of keyvalues for the trigger brush. Origin and targetname will be set automatically. * `localkeys`: The same as above, except values will be changed to use instance-local names. """ marker = instanceLocs.resolve(res['markerInst']) marker_names = set() for inst in vmf.by_class['func_instance']: if inst['file'].casefold() in marker: marker_names.add(inst['targetname']) # Unconditionally delete from the map, so it doesn't # appear even if placed wrongly. inst.remove() if not marker_names: # No markers in the map - abort return RES_EXHAUSTED item_id = res['markerItem'] # Synthesise the item type used for the final trigger. item_type_sp = connections.ItemType( id=item_id + ':TRIGGER', output_act=Output.parse_name(res['triggerActivate', 'OnStartTouchAll']), output_deact=Output.parse_name(res['triggerDeactivate', 'OnEndTouchAll']), ) # For Coop, we add a logic_coop_manager in the mix so both players can # be handled. try: coop_var = res['coopVar'] except LookupError: coop_var = item_type_coop = None coop_only_once = False else: coop_only_once = res.bool('coopOnce') item_type_coop = connections.ItemType( id=item_id + ':TRIGGER_COOP', output_act=Output.parse_name(res['coopActivate', 'OnChangeToAllTrue']), output_deact=Output.parse_name(res['coopDeactivate', 'OnChangeToAnyFalse']), ) # Display preview overlays if it's preview mode, and the config is true pre_act = pre_deact = None if vbsp.IS_PREVIEW and vbsp_options.get_itemconf(res['previewConf', ''], False): preview_mat = res['previewMat', ''] preview_inst_file = res['previewInst', ''] preview_scale = res.float('previewScale', 0.25) # None if not found. with suppress(LookupError): pre_act = Output.parse(res.find_key('previewActivate')) with suppress(LookupError): pre_deact = Output.parse(res.find_key('previewDeactivate')) else: # Deactivate the preview_ options when publishing. preview_mat = preview_inst_file = '' preview_scale = 0.25 # Now go through each brush. # We do while + pop to allow removing both names each loop through. todo_names = set(marker_names) while todo_names: targ = todo_names.pop() mark1 = connections.ITEMS.pop(targ) for conn in mark1.outputs: if conn.to_item.name in marker_names: mark2 = conn.to_item conn.remove() # Delete this connection. todo_names.discard(mark2.name) del connections.ITEMS[mark2.name] break else: if not mark1.inputs: # If the item doesn't have any connections, 'connect' # it to itself so we'll generate a 1-block trigger. mark2 = mark1 else: # It's a marker with an input, the other in the pair # will handle everything. # But reinstate it in ITEMS. connections.ITEMS[targ] = mark1 continue inst1 = mark1.inst inst2 = mark2.inst is_coop = coop_var is not None and vbsp.GAME_MODE == 'COOP' and ( inst1.fixup.bool(coop_var) or inst2.fixup.bool(coop_var)) bbox_min, bbox_max = Vec.bbox(Vec.from_str(inst1['origin']), Vec.from_str(inst2['origin'])) origin = (bbox_max + bbox_min) / 2 # Extend to the edge of the blocks. bbox_min -= 64 bbox_max += 64 out_ent = trig_ent = vmf.create_ent( classname='trigger_multiple', # Default targetname=targ, origin=origin, angles='0 0 0', ) trig_ent.solids = [ 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 = manager = vmf.create_ent( classname='logic_coop_manager', targetname=conditions.local_name(inst, 'man'), origin=origin, ) item = connections.Item( out_ent, item_type_coop, mark1.ant_floor_style, mark1.ant_wall_style, ) if coop_only_once: # Kill all the ents when both players are present. manager.add_out( Output('OnChangeToAllTrue', manager, 'Kill'), Output('OnChangeToAllTrue', targ, 'Kill'), ) trig_ent.add_out( Output('OnStartTouchBluePlayer', manager, 'SetStateATrue'), Output('OnStartTouchOrangePlayer', manager, 'SetStateBTrue'), Output('OnEndTouchBluePlayer', manager, 'SetStateAFalse'), Output('OnEndTouchOrangePlayer', manager, 'SetStateBFalse'), ) else: item = connections.Item( trig_ent, item_type_sp, mark1.ant_floor_style, mark1.ant_wall_style, ) # Register, and copy over all the antlines. connections.ITEMS[item.name] = item item.ind_panels = mark1.ind_panels | mark2.ind_panels item.antlines = mark1.antlines | mark2.antlines item.shape_signs = mark1.shape_signs + mark2.shape_signs if preview_mat: preview_brush = vmf.create_ent( classname='func_brush', parentname=targ, origin=origin, Solidity='1', # Not solid drawinfastreflection='1', # Draw in goo.. # Disable shadows and lighting.. disableflashlight='1', disablereceiveshadows='1', disableshadowdepth='1', disableshadows='1', ) preview_brush.solids = [ # Make it slightly smaller, so it doesn't z-fight with surfaces. vmf.make_prism( bbox_min + 0.5, bbox_max - 0.5, mat=preview_mat, ).solid, ] for face in preview_brush.sides(): face.scale = preview_scale if preview_inst_file: pre_inst = 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=inst2['origin'], ) if pre_act is not None: out = pre_act.copy() out.inst_out, out.output = item.output_act() out.target = conditions.local_name(pre_inst, out.target) out_ent.add_out(out) if pre_deact is not None: out = pre_deact.copy() out.inst_out, out.output = item.output_deact() out.target = conditions.local_name(pre_inst, out.target) out_ent.add_out(out) for conn in mark1.outputs | mark2.outputs: conn.from_item = item return RES_EXHAUSTED
def res_fix_rotation_axis(vmf: VMF, ent: Entity, res: Property): """Properly setup rotating brush entities to match the instance. This uses the orientation of the instance to determine the correct spawnflags to make it rotate in the correct direction. This can either modify an existing entity (which may be in an instance), or generate a new one. The generated brush will be 2x2x2 units large, and always set to be non-solid. For both modes: - `Axis`: specifies the rotation axis local to the instance. - `Reversed`: If set, flips the direction around. - `Classname`: Specifies which entity, since the spawnflags required varies. For application to an existing entity: - `ModifyTarget`: The local name of the entity to modify. For brush generation mode: - `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`, `Inst_targ`, `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_door_rotating`](https://developer.valvesoftware.com/wiki/func_door_rotating) * [`func_platrot`](https://developer.valvesoftware.com/wiki/func_platrot) * [`func_rot_button`](https://developer.valvesoftware.com/wiki/func_rot_button) * [`func_rotating`](https://developer.valvesoftware.com/wiki/func_rotating) * [`momentary_rot_button`](https://developer.valvesoftware.com/wiki/momentary_rot_button) """ des_axis = res['axis', 'z'].casefold() reverse = res.bool('reversed') door_type = res['classname', 'func_door_rotating'] orient = Matrix.from_angle(Angle.from_str(ent['angles'])) axis = round(Vec.with_axes(des_axis, 1) @ orient, 6) 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 axis = abs(axis) try: flag_values = FLAG_ROTATING[door_type] except KeyError: LOGGER.warning('Unknown rotating brush type "{}"!', door_type) return name = res['ModifyTarget', ''] door_ent: Entity | None if name: name = conditions.local_name(ent, name) setter_loc = ent['origin'] door_ent = None spawnflags = 0 else: # Generate a brush. name = conditions.local_name(ent, res['name', '']) pos = res.vec('Pos') @ Angle.from_str(ent['angles', '0 0 0']) pos += Vec.from_str(ent['origin', '0 0 0']) setter_loc = str(pos) door_ent = vmf.create_ent( classname=door_type, targetname=name, origin=pos.join(' '), ) # Extra stuff to apply to the flags (USE, toggle, etc) spawnflags = sum( map( # Add together multiple values srctools.conv_int, res['flags', '0'].split('+') # Make the door always non-solid! )) | flag_values.get('solid_flags', 0) 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 = [vmf.make_prism(pos - 1, pos + 1).solid] # Add or remove flags as needed for flag, value in zip( ('x', 'y', 'z', 'rev'), [axis.x > 1e-6, axis.y > 1e-6, axis.z > 1e-6, reverse], ): if flag not in flag_values: continue if door_ent is not None: if value: spawnflags |= flag_values[flag] else: spawnflags &= ~flag_values[flag] else: # Place a KV setter to set this. vmf.create_ent( 'comp_kv_setter', origin=setter_loc, target=name, mode='flags', kv_name=flag_values[flag], kv_value_global=value, ) if door_ent is not None: door_ent['spawnflags'] = spawnflags # This ent uses a keyvalue for reversing... if door_type == 'momentary_rot_button': vmf.create_ent( 'comp_kv_setter', origin=setter_loc, target=name, mode='kv', kv_name='StartDirection', kv_value_global='1' if reverse else '-1', )
def res_make_tag_fizzler(vmf: VMF, inst: Entity, res: Property): """Add an Aperture Tag Paint Gun activation fizzler. These fizzlers are created via signs, and work very specially. This must be before -250 so it runs before fizzlers and connections. """ ( sign_offset, fizz_conn_conf, inst_frame_double, inst_frame_single, blue_sign_on, blue_sign_off, oran_sign_on, oran_sign_off, ) = res.value # type: int, Optional[connections.Config], str, str, str, str, str, str import vbsp if options.get(str, 'game_id') != utils.STEAM_IDS['TAG']: # Abort - TAG fizzlers shouldn't appear in any other game! inst.remove() return fizzler = None fizzler_item = None # Look for the fizzler instance we want to replace. sign_item = connections.ITEMS[inst['targetname']] for conn in list(sign_item.outputs): if conn.to_item.name in FIZZLERS: if fizzler is None: fizzler = FIZZLERS[conn.to_item.name] fizzler_item = conn.to_item else: raise ValueError('Multiple fizzlers attached to a sign!') conn.remove() # Regardless, remove the useless output. sign_item.delete_antlines() if fizzler is None: # No fizzler - remove this sign inst.remove() return if fizzler.fizz_type.id == TAG_FIZZ_ID: LOGGER.warning('Two tag signs attached to one fizzler...') inst.remove() return # Swap to the special Tag Fizzler type. fizzler.fizz_type = FIZZ_TYPES[TAG_FIZZ_ID] # And also swap the connection's type. if fizz_conn_conf is not None: fizzler_item.config = fizz_conn_conf fizzler_item.enable_cmd = fizz_conn_conf.enable_cmd fizzler_item.disable_cmd = fizz_conn_conf.disable_cmd fizzler_item.sec_enable_cmd = fizz_conn_conf.sec_enable_cmd fizzler_item.sec_disable_cmd = fizz_conn_conf.sec_disable_cmd sign_loc = ( # The actual location of the sign - on the wall Vec.from_str(inst['origin']) + Vec(0, 0, -64).rotate_by_str(inst['angles'])) fizz_norm_axis = fizzler.normal().axis() # Now deal with the visual aspect: # Blue signs should be on top. blue_enabled = inst.fixup.bool('$start_enabled') oran_enabled = inst.fixup.bool('$start_reversed') # If True, single-color signs will also turn off the other color. # This also means we always show both signs. # If both are enabled or disabled, this has no effect. disable_other = (not inst.fixup.bool('$disable_autorespawn', True) and blue_enabled != oran_enabled) # Delete fixups now, they aren't useful. inst.fixup.clear() if not blue_enabled and not oran_enabled: # Hide the sign in this case! inst.remove() inst_angle = srctools.parse_vec_str(inst['angles']) inst_normal = Vec(0, 0, 1).rotate(*inst_angle) loc = Vec.from_str(inst['origin']) if disable_other or (blue_enabled and oran_enabled): inst['file'] = inst_frame_double # On a wall, and pointing vertically if inst_normal.z == 0 and Vec(y=1).rotate(*inst_angle).z: # They're vertical, make sure blue's on top! blue_loc = Vec(loc.x, loc.y, loc.z + sign_offset) oran_loc = Vec(loc.x, loc.y, loc.z - sign_offset) # If orange is enabled, with two frames put that on top # instead since it's more important if disable_other and oran_enabled: blue_loc, oran_loc = oran_loc, blue_loc else: offset = Vec(0, sign_offset, 0).rotate(*inst_angle) blue_loc = loc + offset oran_loc = loc - offset else: inst['file'] = inst_frame_single # They're always centered blue_loc = loc oran_loc = loc if inst_normal.z != 0: # If on floors/ceilings, rotate to point at the fizzler! sign_floor_loc = sign_loc.copy() sign_floor_loc.z = 0 # We don't care about z-positions. s, l = Vec.bbox(itertools.chain.from_iterable(fizzler.emitters)) if fizz_norm_axis == 'z': # For z-axis, just compare to the center point of the emitters. sign_dir = ((s.x + l.x) / 2, (s.y + l.y) / 2, 0) - sign_floor_loc else: # For the other two, we compare to the line, # or compare to the closest side (in line with the fizz) if fizz_norm_axis == 'x': # Extends in Y direction other_axis = 'y' side_min = s.y side_max = l.y normal = s.x else: # Extends in X direction other_axis = 'x' side_min = s.x side_max = l.x normal = s.y # Right in line with the fizzler. Point at the closest emitter. if abs(sign_floor_loc[other_axis] - normal) < 32: # Compare to the closest side. sign_dir = min( (sign_floor_loc - Vec.with_axes( fizz_norm_axis, side_min, other_axis, normal, ), sign_floor_loc - Vec.with_axes( fizz_norm_axis, side_max, other_axis, normal, )), key=Vec.mag, ) else: # Align just based on whether we're in front or behind. sign_dir = Vec.with_axes( fizz_norm_axis, normal - sign_floor_loc[fizz_norm_axis]).norm() sign_yaw = math.degrees(math.atan2(sign_dir.y, sign_dir.x)) # Round to nearest 90 degrees # Add 45 so the switchover point is at the diagonals sign_yaw = (sign_yaw + 45) // 90 * 90 # Rotate to fit the instances - south is down sign_yaw = int(sign_yaw - 90) % 360 if inst_normal.z > 0: sign_angle = '0 {} 0'.format(sign_yaw) elif inst_normal.z < 0: # Flip upside-down for ceilings sign_angle = '0 {} 180'.format(sign_yaw) else: raise AssertionError('Cannot be zero here!') else: # On a wall, face upright sign_angle = PETI_INST_ANGLE[inst_normal.as_tuple()] # If disable_other, we show off signs. Otherwise we don't use that sign. blue_sign = blue_sign_on if blue_enabled else blue_sign_off if disable_other else None oran_sign = oran_sign_on if oran_enabled else oran_sign_off if disable_other else None if blue_sign: vmf.create_ent( classname='func_instance', file=blue_sign, targetname=inst['targetname'], angles=sign_angle, origin=blue_loc.join(' '), ) if oran_sign: vmf.create_ent( classname='func_instance', file=oran_sign, targetname=inst['targetname'], angles=sign_angle, origin=oran_loc.join(' '), ) # Now modify the fizzler... # Subtract the sign from the list of connections, but don't go below # zero fizzler.base_inst.fixup['$connectioncount'] = str( max( 0, srctools.conv_int(fizzler.base_inst.fixup['$connectioncount', '']) - 1)) # Find the direction the fizzler normal is. # Signs will associate with the given side! bbox_min, bbox_max = fizzler.emitters[0] sign_center = (bbox_min[fizz_norm_axis] + bbox_max[fizz_norm_axis]) / 2 # Figure out what the sides will set values to... pos_blue = False pos_oran = False neg_blue = False neg_oran = False if sign_loc[fizz_norm_axis] < sign_center: pos_blue = blue_enabled pos_oran = oran_enabled else: neg_blue = blue_enabled neg_oran = oran_enabled # If it activates the paint gun, use different textures fizzler.tag_on_pos = pos_blue or pos_oran fizzler.tag_on_neg = neg_blue or neg_oran # Now make the trigger ents. We special-case these since they need to swap # depending on the sign config and position. if vbsp.GAME_MODE == 'COOP': # We need ATLAS-specific triggers pos_trig = vmf.create_ent(classname='trigger_playerteam', ) neg_trig = vmf.create_ent(classname='trigger_playerteam', ) output = 'OnStartTouchBluePlayer' else: pos_trig = vmf.create_ent(classname='trigger_multiple', ) neg_trig = vmf.create_ent( classname='trigger_multiple', spawnflags='1', ) output = 'OnStartTouch' pos_trig['origin'] = neg_trig['origin'] = fizzler.base_inst['origin'] pos_trig['spawnflags'] = neg_trig['spawnflags'] = '1' # Clients Only pos_trig['targetname'] = local_name(fizzler.base_inst, 'trig_pos') neg_trig['targetname'] = local_name(fizzler.base_inst, 'trig_neg') pos_trig['startdisabled'] = neg_trig['startdisabled'] = ( not fizzler.base_inst.fixup.bool('start_enabled')) pos_trig.outputs = [ Output(output, neg_trig, 'Enable'), Output(output, pos_trig, 'Disable'), ] neg_trig.outputs = [ Output(output, pos_trig, 'Enable'), Output(output, neg_trig, 'Disable'), ] voice_attr = vbsp.settings['has_attr'] if blue_enabled or disable_other: # If this is blue/oran only, don't affect the other color neg_trig.outputs.append( Output( output, '@BlueIsEnabled', 'SetValue', param=srctools.bool_as_int(neg_blue), )) pos_trig.outputs.append( Output( output, '@BlueIsEnabled', 'SetValue', param=srctools.bool_as_int(pos_blue), )) if blue_enabled: # Add voice attributes - we have the gun and gel! voice_attr['bluegelgun'] = True voice_attr['bluegel'] = True voice_attr['bouncegun'] = True voice_attr['bouncegel'] = True if oran_enabled or disable_other: neg_trig.outputs.append( Output( output, '@OrangeIsEnabled', 'SetValue', param=srctools.bool_as_int(neg_oran), )) pos_trig.outputs.append( Output( output, '@OrangeIsEnabled', 'SetValue', param=srctools.bool_as_int(pos_oran), )) if oran_enabled: voice_attr['orangegelgun'] = True voice_attr['orangegel'] = True voice_attr['speedgelgun'] = True voice_attr['speedgel'] = True if not oran_enabled and not blue_enabled: # If both are disabled, we must shutdown the gun when touching # either side - use neg_trig for that purpose! # We want to get rid of pos_trig to save ents vmf.remove_ent(pos_trig) neg_trig['targetname'] = local_name(fizzler.base_inst, 'trig_off') neg_trig.outputs.clear() neg_trig.add_out( Output(output, '@BlueIsEnabled', 'SetValue', param='0')) neg_trig.add_out( Output(output, '@OrangeIsEnabled', 'SetValue', param='0')) # Make the triggers. for bbox_min, bbox_max in fizzler.emitters: bbox_min = bbox_min.copy() - 64 * fizzler.up_axis bbox_max = bbox_max.copy() + 64 * fizzler.up_axis # The triggers are 8 units thick, with a 32-unit gap in the middle neg_min, neg_max = Vec(bbox_min), Vec(bbox_max) neg_min[fizz_norm_axis] -= 24 neg_max[fizz_norm_axis] -= 16 pos_min, pos_max = Vec(bbox_min), Vec(bbox_max) pos_min[fizz_norm_axis] += 16 pos_max[fizz_norm_axis] += 24 if blue_enabled or oran_enabled: neg_trig.solids.append( vmf.make_prism( neg_min, neg_max, mat='tools/toolstrigger', ).solid, ) pos_trig.solids.append( vmf.make_prism( pos_min, pos_max, mat='tools/toolstrigger', ).solid, ) else: # If neither enabled, use one trigger neg_trig.solids.append( vmf.make_prism( neg_min, pos_max, mat='tools/toolstrigger', ).solid, )
def res_piston_plat(vmf: VMF, inst: Entity, res: Property) -> None: """Generates piston platforms with optimized logic.""" template: template_brush.Template visgroup_names: List[str] inst_filenames: Dict[str, str] has_dn_fizz: bool automatic_var: str color_var: str source_ent: str snd_start: str snd_loop: str snd_stop: str ( template, visgroup_names, inst_filenames, has_dn_fizz, automatic_var, color_var, source_ent, snd_start, snd_loop, snd_stop, ) = res.value min_pos = inst.fixup.int(FixupVars.PIST_BTM) max_pos = inst.fixup.int(FixupVars.PIST_TOP) start_up = inst.fixup.bool(FixupVars.PIST_IS_UP) # Allow doing variable lookups here. visgroup_names = [ conditions.resolve_value(inst, name) for name in visgroup_names ] if len(ITEMS[inst['targetname']].inputs) == 0: # No inputs. Check for the 'auto' var if applicable. if automatic_var and inst.fixup.bool(automatic_var): pass # The item is automatically moving, so we generate the dynamics. else: # It's static, we just make that and exit. position = max_pos if start_up else min_pos inst.fixup[FixupVars.PIST_BTM] = position inst.fixup[FixupVars.PIST_TOP] = position static_inst = inst.copy() vmf.add_ent(static_inst) static_inst['file'] = inst_filenames['fullstatic_' + str(position)] return init_script = 'SPAWN_UP <- {}'.format('true' if start_up else 'false') if snd_start and snd_stop: packing.pack_files(vmf, snd_start, snd_stop, file_type='sound') init_script += '; START_SND <- `{}`; STOP_SND <- `{}`'.format( snd_start, snd_stop) elif snd_start: packing.pack_files(vmf, snd_start, file_type='sound') init_script += '; START_SND <- `{}`'.format(snd_start) elif snd_stop: packing.pack_files(vmf, snd_stop, file_type='sound') init_script += '; STOP_SND <- `{}`'.format(snd_stop) script_ent = vmf.create_ent( classname='info_target', targetname=local_name(inst, 'script'), vscripts='BEE2/piston/common.nut', vscript_init_code=init_script, origin=inst['origin'], ) if has_dn_fizz: script_ent['thinkfunction'] = 'FizzThink' if start_up: st_pos, end_pos = max_pos, min_pos else: st_pos, end_pos = min_pos, max_pos script_ent.add_out( Output('OnUser1', '!self', 'RunScriptCode', 'moveto({})'.format(st_pos)), Output('OnUser2', '!self', 'RunScriptCode', 'moveto({})'.format(end_pos)), ) origin = Vec.from_str(inst['origin']) angles = Vec.from_str(inst['angles']) off = Vec(z=128).rotate(*angles) move_ang = off.to_angle() # Index -> func_movelinear. pistons = {} # type: Dict[int, Entity] static_ent = vmf.create_ent('func_brush', origin=origin) for pist_ind in [1, 2, 3, 4]: pist_ent = inst.copy() vmf.add_ent(pist_ent) if pist_ind <= min_pos: # It's below the lowest position, so it can be static. pist_ent['file'] = inst_filenames['static_' + str(pist_ind)] pist_ent['origin'] = brush_pos = origin + pist_ind * off temp_targ = static_ent else: # It's a moving component. pist_ent['file'] = inst_filenames['dynamic_' + str(pist_ind)] if pist_ind > max_pos: # It's 'after' the highest position, so it never extends. # So simplify by merging those all. # That's before this so it'll have to exist. temp_targ = pistons[max_pos] if start_up: pist_ent['origin'] = brush_pos = origin + max_pos * off else: pist_ent['origin'] = brush_pos = origin + min_pos * off pist_ent.fixup['$parent'] = 'pist' + str(max_pos) else: # It's actually a moving piston. if start_up: brush_pos = origin + pist_ind * off else: brush_pos = origin + min_pos * off pist_ent['origin'] = brush_pos pist_ent.fixup['$parent'] = 'pist' + str(pist_ind) pistons[pist_ind] = temp_targ = vmf.create_ent( 'func_movelinear', targetname=local_name(pist_ent, 'pist' + str(pist_ind)), origin=brush_pos - off, movedir=move_ang, startposition=start_up, movedistance=128, speed=150, ) if pist_ind - 1 in pistons: pistons[pist_ind]['parentname'] = local_name( pist_ent, 'pist' + str(pist_ind - 1), ) if not pist_ent['file']: # No actual instance, remove. pist_ent.remove() temp_result = template_brush.import_template( template, brush_pos, angles, force_type=template_brush.TEMP_TYPES.world, add_to_map=False, additional_visgroups={visgroup_names[pist_ind - 1]}, ) temp_targ.solids.extend(temp_result.world) template_brush.retexture_template( temp_result, origin, pist_ent.fixup, generator=GenCat.PANEL, ) # Associate any set panel with the same entity, if it's present. tile_pos = Vec(z=-128) tile_pos.localise(origin, angles) panel: Optional[Panel] = None try: tiledef = TILES[tile_pos.as_tuple(), off.norm().as_tuple()] except KeyError: pass else: for panel in tiledef.panels: if panel.same_item(inst): break else: # Checked all of them. panel = None if panel is not None: if panel.brush_ent in vmf.entities and not panel.brush_ent.solids: panel.brush_ent.remove() panel.brush_ent = pistons[max(pistons.keys())] panel.offset = st_pos * off if not static_ent.solids and (panel is None or panel.brush_ent is not static_ent): static_ent.remove() if snd_loop: script_ent['classname'] = 'ambient_generic' script_ent['message'] = snd_loop script_ent['health'] = 10 # Volume script_ent['pitch'] = '100' script_ent['spawnflags'] = 16 # Start silent, looped. script_ent['radius'] = 1024 if source_ent: # Parent is irrelevant for actual entity locations, but it # survives for the script to read. script_ent['SourceEntityName'] = script_ent[ 'parentname'] = local_name(inst, source_ent)
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
def vactube_transform(ctx: Context) -> None: """Implements the dynamic Vactube system.""" all_nodes = list(nodes.parse(ctx.vmf)) if not all_nodes: # No vactubes. return LOGGER.info('{} vactube nodes found.', len(all_nodes)) LOGGER.debug('Nodes: {}', all_nodes) if ctx.studiomdl is None: raise ValueError('Vactubes present, but no studioMDL path provided! ' 'Set the path to studiomdl.exe in srctools.vdf.') obj_count, vac_objects, objects_code = objects.parse(ctx.vmf, ctx.pack) groups = set(objects_code) if not obj_count: raise ValueError('Vactube nodes present, but no objects. ' 'You need to add comp_vactube_objects to your map ' 'to define the contents.') LOGGER.info('{} vactube objects found.', obj_count) # Now join all the nodes to each other. # Tubes only have 90 degree bends, so a system should mostly be formed # out of about 6 different normals. So group by that. inputs_by_norm: Dict[Tuple[float, float, float], List[Tuple[Vec, nodes.Node]]] = defaultdict(list) for node in all_nodes: # Spawners have no inputs. if isinstance(node, nodes.Spawner): node.has_input = True else: inputs_by_norm[node.input_norm().as_tuple()].append( (node.vec_point(0.0), node)) norm_inputs = [(Vec(norm), node_lst) for norm, node_lst in inputs_by_norm.items()] sources: List[nodes.Spawner] = [] LOGGER.info('Linking nodes...') for node in all_nodes: # Destroyers (or Droppers) have no inputs. if isinstance(node, nodes.Destroyer): continue for dest_type in node.out_types: node.outputs[dest_type] = find_closest( norm_inputs, node, node.vec_point(1.0, dest_type), node.output_norm(dest_type), ) if isinstance(node, nodes.Spawner): sources.append(node) if node.group not in groups: group_warn = (f'Node {node} uses group "{node.group}", ' 'which has no objects registered!') if '' in groups: # Fall back to ignoring the group, using the default # blank one which is present. LOGGER.warning("{} Using blank group.", group_warn) node.group = "" else: raise ValueError(group_warn) # Run through them again, check to see if any miss inputs. for node in all_nodes: if not node.has_input: raise ValueError('No source found for junction ' f'{node.ent["targetname"]} at ({node.origin})!') LOGGER.info('Generating animations...') all_anims = animations.generate(sources) # Sort the animations by their start and end, so they ideally are consistent. all_anims.sort(key=lambda a: (a.start_node.origin, a.end_node.origin)) anim_mdl_name = Path('maps', ctx.bsp_path.stem, 'vac_anim.mdl') # Now generate the animation model. # First wipe the model. full_loc = ctx.game.path / 'models' / anim_mdl_name for ext in MDL_EXTS: try: full_loc.with_suffix(ext).unlink() except FileNotFoundError: pass with TemporaryDirectory(prefix='vactubes_') as temp_dir: # Make the reference mesh. with open(temp_dir + '/ref.smd', 'wb') as f: Mesh.build_bbox('root', 'demo', Vec(-32, -32, -32), Vec(32, 32, 32)).export(f) with open(temp_dir + '/prop.qc', 'w') as qc_file: qc_file.write(QC_TEMPLATE.format(path=anim_mdl_name)) for i, anim in enumerate(all_anims): anim.name = anim_name = f'anim_{i:03x}' qc_file.write( SEQ_TEMPLATE.format(name=anim_name, fps=animations.FPS)) with open(temp_dir + f'/{anim_name}.smd', 'wb') as f: anim.mesh.export(f) args = [ str(ctx.studiomdl), '-nop4', '-i', # Ignore warnings. '-game', str(ctx.game.path), temp_dir + '/prop.qc', ] LOGGER.info('Compiling vactube animations {}...', args) subprocess.run(args) # Ensure they're all packed. for ext in MDL_EXTS: try: f = full_loc.with_suffix(ext).open('rb') except FileNotFoundError: pass else: with f: ctx.pack.pack_file(Path('models', anim_mdl_name.with_suffix(ext)), data=f.read()) LOGGER.info('Setting up vactube ents...') # Generate the shared template. ctx.vmf.create_ent( 'prop_dynamic', targetname='_vactube_temp_mover', angles='0 270 0', origin='-16384 0 1024', model=str(Path('models', anim_mdl_name)), rendermode=10, solid=0, spawnflags=64 | 256, # Use Hitboxes for Renderbox, collision disabled. ) ctx.vmf.create_ent( 'prop_dynamic_override', # In case you use the physics model. targetname='_vactube_temp_visual', parentname='_vactube_temp_mover,move', origin='-16384 0 1024', model=nodes.CUBE_MODEL, solid=0, spawnflags=64 | 256, # Use Hitboxes for Renderbox, collision disabled. ) ctx.vmf.create_ent( 'point_template', targetname='_vactube_template', template01='_vactube_temp_mover', template02='_vactube_temp_visual', origin='-16384 0 1024', spawnflags='2', # Preserve names, remove originals. ) # Group animations by their start point. anims_by_start: Dict[nodes.Spawner, List[animations.Animation]] = defaultdict(list) for anim in all_anims: anims_by_start[anim.start_node].append(anim) # And create a dict to link droppers to the animation they want. dropper_to_anim: Dict[nodes.Dropper, animations.Animation] = {} for start_node, anims in anims_by_start.items(): spawn_maker = start_node.ent spawn_maker['classname'] = 'env_entity_maker' spawn_maker['entitytemplate'] = '_vactube_template' spawn_maker['angles'] = '0 0 0' orig_name = spawn_maker['targetname'] spawn_maker.make_unique('_vac_maker') spawn_name = spawn_maker['targetname'] if start_node.is_auto: spawn_timer = ctx.vmf.create_ent( 'logic_timer', targetname=spawn_name + '_timer', origin=start_node.origin, startdisabled='0', userandomtime='1', lowerrandombound=start_node.time_min, upperrandombound=start_node.time_max, ).make_unique() spawn_timer.add_out( Output('OnTimer', spawn_name, 'CallScriptFunction', 'make_cube')) ctx.add_io_remap( orig_name, Output('EnableTimer', spawn_timer, 'Enable'), Output('DisableTimer', spawn_timer, 'Disable'), ) ctx.add_io_remap( orig_name, Output('ForceSpawn', spawn_name, 'CallScriptFunction', 'make_cube'), ) # Now, generate the code so the VScript knows about the animations. code = [ f'// Node: {start_node.ent["targetname"]}, {start_node.origin}' ] for anim in anims: target = anim.end_node anim_speed = anim.start_node.speed pass_code = ','.join([ f'Output({time:.2f}, "{node.ent["targetname"]}", ' f'{node.tv_code(anim_speed)})' for time, node in anim.pass_points ]) cube_name = 'null' if isinstance(target, nodes.Dropper): cube_model = target.cube['model'].replace('\\', '/') cube_skin = conv_int(target.cube['skin']) try: cube_name = vac_objects[start_node.group, cube_model, cube_skin].id except KeyError: LOGGER.warning( 'Cube model "{}", skin {} is not a type of cube travelling ' 'in this vactube!\n\n' 'Add a comp_vactube_object entity with this cube model' # Mention groups if they're used, otherwise it's not important. + (f' with the group "{start_node.group}".' if start_node.group else '.'), cube_model, cube_skin, ) continue # Skip this animation so it's not broken. else: dropper_to_anim[target] = anim code.append(f'{anim.name} <- anim("{anim.name}", {anim.duration}, ' f'{cube_name}, [{pass_code}]);') spawn_maker['vscripts'] = ' '.join([ 'srctools/vac_anim.nut', objects_code[start_node.group], ctx.pack.inject_vscript('\n'.join(code)), ]) # Now, go through each dropper and generate their logic. for dropper, anim in dropper_to_anim.items(): # Pick the appropriate output to fire once left the dropper. if dropper.cube['classname'] == 'prop_monster_box': cube_input = 'BecomeMonster' else: cube_input = 'EnablePortalFunnel' ctx.add_io_remap( dropper.ent['targetname'], # Used to dissolve the existing cube when respawning. Output('FireCubeUser1', dropper.cube['targetname'], 'FireUser1'), # Tell the spawn to redirect a cube to us. Output( 'RequestSpawn', anim.start_node.ent['targetname'], 'RunScriptCode', f'{anim.name}.req_spawn = true', ), Output('CubeReleased', '!activator', cube_input), )