Exemplo n.º 1
0
def add_floor_sides(locs):
    """We need to replace nodraw textures around the outside of the holes.

    This requires looping through all faces, since these will have been
    nodrawed.
    """
    added_locations = {
        barrier.wall.as_tuple(): False
        for barrier in
        locs
    }

    for face in conditions.VMF.iter_wfaces(world=True, detail=False):
        if face.mat != 'tools/toolsnodraw':
            continue
        loc = face.get_origin().as_tuple()
        if loc in added_locations:
            random.seed('floor_side_{}_{}_{}'.format(*loc))
            face.mat = random.choice(MATS['squarebeams'])
            added_locations[loc] = True
            # Swap these to flip the texture diagonally, so the beam is at top
            face.uaxis, face.vaxis = face.vaxis, face.uaxis
            face.uaxis.offset = 48

            vbsp.IGNORED_FACES.add(face)

    # Look for the ones without a texture - these are open to the void and
    # need to be sealed. The template chamfers the edges
    # to prevent showing void at outside corners.
    for wall_loc, ceil_loc, rot in locs:
        if added_locations[wall_loc.as_tuple()]:
            continue

        diag_loc = (wall_loc.x, wall_loc.y, wall_loc.z + 128)

        temp_data = conditions.import_template(
            # If there's a wall surface directly above this point
            # or a ceiling brush in the next block over
            # we want to use a world brush to seal the leak.
            # Otherwise we use the detail version for inside the map.
            temp_name=(
                FLOOR_TEMP_SIDE_DETAIL if
                ceil_loc not in conditions.SOLIDS and
                diag_loc not in conditions.SOLIDS
                else FLOOR_TEMP_SIDE_WORLD
            ),
            origin=wall_loc,
            angles=Vec(0, rot, 0),
        )
        conditions.retexture_template(
            temp_data,
            wall_loc,
            # Switch to use the configured squarebeams texture
            replace_tex={
                'anim_wp/framework/squarebeams': random.choice(
                    MATS['squarebeams']
                ),
            }
        )
Exemplo n.º 2
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def add_floor_sides(locs):
    """We need to replace nodraw textures around the outside of the holes.

    This requires looping through all faces, since these will have been
    nodrawed.
    """
    added_locations = {barrier.wall.as_tuple(): False for barrier in locs}

    for face in conditions.VMF.iter_wfaces(world=True, detail=False):
        if face.mat != 'tools/toolsnodraw':
            continue
        loc = face.get_origin().as_tuple()
        if loc in added_locations:
            random.seed('floor_side_{}_{}_{}'.format(*loc))
            face.mat = random.choice(MATS['squarebeams'])
            added_locations[loc] = True
            # Swap these to flip the texture diagonally, so the beam is at top
            face.uaxis, face.vaxis = face.vaxis, face.uaxis
            face.uaxis.offset = 48

            vbsp.IGNORED_FACES.add(face)

    # Look for the ones without a texture - these are open to the void and
    # need to be sealed. The template chamfers the edges
    # to prevent showing void at outside corners.
    for wall_loc, ceil_loc, rot in locs:
        if added_locations[wall_loc.as_tuple()]:
            continue

        diag_loc = (wall_loc.x, wall_loc.y, wall_loc.z + 128)

        temp_data = conditions.import_template(
            # If there's a wall surface directly above this point
            # or a ceiling brush in the next block over
            # we want to use a world brush to seal the leak.
            # Otherwise we use the detail version for inside the map.
            temp_name=(FLOOR_TEMP_SIDE_DETAIL
                       if ceil_loc not in conditions.SOLIDS
                       and diag_loc not in conditions.SOLIDS else
                       FLOOR_TEMP_SIDE_WORLD),
            origin=wall_loc,
            angles=Vec(0, rot, 0),
        )
        conditions.retexture_template(
            temp_data,
            wall_loc,
            # Switch to use the configured squarebeams texture
            replace_tex={
                consts.Special.SQUAREBEAMS: random.choice(MATS['squarebeams']),
            })
Exemplo n.º 3
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def make_corner(origin, angle, size, config):
    vbsp.VMF.create_ent(
        classname='func_instance',
        origin=origin,
        angles=angle,
        file=config['corner', size],
    )

    temp = config['corner_temp', size]
    if temp:
        temp_solids = import_template(
            temp,
            origin=origin,
            angles=Vec.from_str(angle),
            force_type=TEMP_TYPES.world,
        ).world
        for solid in temp_solids:
            vbsp.VMF.remove_brush(solid)
        motion_trigger(*temp_solids)
Exemplo n.º 4
0
def make_corner(origin, angle, size, config):
    vbsp.VMF.create_ent(
        classname='func_instance',
        origin=origin,
        angles=angle,
        file=config['corner', size],
    )

    temp = config['corner_temp', size]
    if temp:
        temp_solids = import_template(
            temp,
            origin=origin,
            angles=Vec.from_str(angle),
            force_type=TEMP_TYPES.world,
        ).world
        for solid in temp_solids:
            vbsp.VMF.remove_brush(solid)
        motion_trigger(*temp_solids)
Exemplo n.º 5
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def res_import_template(inst, res):
    """Import a template VMF file, retexturing it to match orientatation.

    It will be placed overlapping the given instance.
    Options:
    - ID: The ID of the template to be inserted.
    - force: a space-seperated list of overrides. If 'white' or 'black' is
             present, the colour of tiles will be overriden. If a tile size
            ('2x2', '4x4', 'wall', 'special') is included, all tiles will
            be switched to that size (if not a floor/ceiling). If 'world' or
            'detail' is present, the brush will be forced to that type.
    - replace: A block of template material -> replacement textures.
            This is case insensitive - any texture here will not be altered
            otherwise.
    - replaceBrush: The position of a brush to replace (0 0 0=the surface).
            This brush will be removed, and overlays will be fixed to use
            all faces with the same normal.
    """
    (
        temp_id,
        replace_tex,
        force_colour,
        force_grid,
        force_type,
        replace_brush_pos,
    ) = res.value

    if temp_id not in TEMPLATES:
        # The template map is read in after setup is performed, so
        # it must be checked here!
        # We don't want an error, just quit
        LOGGER.warning('"{}" not a valid template!', temp_id)
        return

    origin = Vec.from_str(inst['origin'])
    angles = Vec.from_str(inst['angles', '0 0 0'])
    temp_data = conditions.import_template(
        temp_id,
        origin,
        angles,
        targetname=inst['targetname', ''],
        force_type=force_type,
    )
    conditions.retexture_template(
        temp_data,
        origin,
        replace_tex,
        force_colour,
        force_grid,
    )

    # This is the original brush the template is replacing. We fix overlay
    # face IDs, so this brush is replaced by the faces in the template pointing
    # the same way.
    if replace_brush_pos is None:
        return

    pos = Vec(replace_brush_pos).rotate(angles.x, angles.y, angles.z)
    pos += origin

    try:
        brush_group = SOLIDS[pos.as_tuple()]
    except KeyError:
        return

    vbsp.VMF.remove_brush(brush_group.solid)
    new_ids = []

    all_brushes = temp_data.world
    if temp_data.detail is not None:
        for ent in temp_data.detail:
            all_brushes.extend(ent.solids)

    for brush in all_brushes:  # type: VLib.Solid
        for face in brush.sides:
            # Only faces pointing the same way!
            if face.normal() == brush_group.normal:
                # Skip tool brushes (nodraw, player clips..)
                if face.mat.casefold().startswith('tools/'):
                    continue
                new_ids.append(str(face.id))

    if new_ids:
        conditions.reallocate_overlays({
            str(brush_group.face.id): new_ids,
        })
Exemplo n.º 6
0
def res_faith_mods(inst: VLib.Entity, res: Property):
    """Modify the trigger_catrapult that is created for ItemFaithPlate items.

    Values:
        - raise_trig: Raise or lower the trigger_catapults by this amount.
        - angled_targ, angled_in: Instance entity and input for angled plates
        - straight_targ, straight_in: Instance entity and input for
            straight plates
        - instvar: A $replace value to set to either 'angled' or '
            'straight'.
        - enabledVar: A $replace value which will be copied to the main
            trigger's Start Disabled value (and inverted).
        - trig_temp: An ID for a template brush to add. This will be offset by
            the trigger's position (in the case of the 'helper' trigger).
    """
    # Get data about the trigger this instance uses for flinging
    fixup_var = res['instvar', '']
    trig_enabled = res['enabledVar', None]
    trig_temp = res['trig_temp', '']
    offset = utils.conv_int(res['raise_trig', '0'])
    if offset:
        offset = Vec(0, 0, offset).rotate_by_str(inst['angles', '0 0 0'])
    else:
        offset = Vec()

    if trig_enabled is not None:
        trig_enabled = utils.conv_bool(inst.fixup[trig_enabled])
    else:
        trig_enabled = None

    for trig in vbsp.VMF.by_class['trigger_catapult']:
        if inst['targetname'] not in trig['targetname']:
            continue

        # Edit both the normal and the helper trigger..
        trig_origin = trig['origin'] = Vec.from_str(trig['origin']) + offset

        if offset and not trig_temp:
            # No template, shift the current brushes.
            for solid in trig.solids:
                solid.translate(offset)
        elif trig_temp:
            trig.solids = conditions.import_template(
                temp_name=trig_temp,
                origin=trig_origin,
                angles=Vec.from_str(inst['angles']),
                force_type=conditions.TEMP_TYPES.world,
            ).world
            # Remove the trigger solids from worldspawn..
            for solid in trig.solids:
                vbsp.VMF.remove_brush(solid)

        if trig_enabled is not None and 'helper' not in trig['targetname']:
            trig['startdisabled'] = utils.bool_as_int(not trig_enabled)

        # Inspect the outputs to determine the type.
        # We also change them if desired, since that's not possible
        # otherwise.

        for out in trig.outputs:
            if out.inst_in == 'animate_angled_relay':
                # Instead of an instance: output, use local names.
                # This allows us to strip the proxy, as well as use
                # overlay instances.
                out.inst_in = None
                out.target = conditions.local_name(
                    inst,
                    res['angled_targ', 'animate_angled_relay']
                )
                out.input = res['angled_in', 'Trigger']
                if fixup_var:
                    inst.fixup[fixup_var] = 'angled'
                break  # There's only one output we want to look for...

            elif out.inst_in == 'animate_straightup_relay':
                out.inst_in = None
                out.target = conditions.local_name(
                    inst,
                    res[
                        'straight_targ',
                        'animate_straightup_relay'
                    ],
                )
                out.input = res['straight_in', 'Trigger']

                if fixup_var:
                    inst.fixup[fixup_var] = 'straight'
                break
def res_import_template(inst: Entity, res: Property):
    """Import a template VMF file, retexturing it to match orientatation.

    It will be placed overlapping the given instance.
    Options:
    - ID: The ID of the template to be inserted. Add visgroups to additionally
            add after a colon, comma-seperated (temp_id:vis1,vis2)
    - force: a space-seperated list of overrides. If 'white' or 'black' is
             present, the colour of tiles will be overriden. If 'invert' is
            added, white/black tiles will be swapped. If a tile size
            ('2x2', '4x4', 'wall', 'special') is included, all tiles will
            be switched to that size (if not a floor/ceiling). If 'world' or
            'detail' is present, the brush will be forced to that type.
    - replace: A block of template material -> replacement textures.
            This is case insensitive - any texture here will not be altered
            otherwise.
    - replaceBrush: The position of a brush to replace (0 0 0=the surface).
            This brush will be removed, and overlays will be fixed to use
            all faces with the same normal. Can alternately be a block:
            - Pos: The position to replace.
            - additionalIDs: Space-separated list of face IDs in the template
              to also fix for overlays. The surface should have close to a
              vertical normal, to prevent rescaling the overlay.
            - removeBrush: If true, the original brush will not be removed.
            - transferOverlay: Allow disabling transferring overlays to this
              template. The IDs will be removed instead. (This can be an instvar).
    - keys/localkeys: If set, a brush entity will instead be generated with
            these values. This overrides force world/detail.
            Specially-handled keys:
            - "origin", offset automatically.
            - "movedir" on func_movelinear - set a normal surrounded by <>,
              this gets replaced with angles.
    - invertVar or colorVar: If this fixup value is true, tile colour will be
            swapped to the opposite of the current force option. If it is set
            to 'white' or 'black', that colour will be forced instead.
    - visgroup: Sets how vigsrouped parts are handled. If 'none' (default),
            they are ignored. If 'choose', one is chosen. If a number, that
            is the percentage chance for each visgroup to be added.
    """
    (
        orig_temp_id,
        replace_tex,
        force_colour,
        force_grid,
        force_type,
        replace_brush_pos,
        rem_replace_brush,
        transfer_overlays,
        additional_replace_ids,
        invert_var,
        visgroup_func,
        key_block,
    ) = res.value
    temp_id = conditions.resolve_value(inst, orig_temp_id)

    temp_name, vis = conditions.parse_temp_name(temp_id)
    if temp_name not in TEMPLATES:
        # The template map is read in after setup is performed, so
        # it must be checked here!
        # We don't want an error, just quit
        if temp_id != orig_temp_id:
            LOGGER.warning('{} -> "{}" is not a valid template!', orig_temp_id,
                           temp_name)
        else:
            LOGGER.warning('"{}" is not a valid template!', temp_name)
        return

    if invert_var != '':
        invert_val = inst.fixup[invert_var].casefold()

        if invert_val == 'white':
            force_colour = conditions.MAT_TYPES.white
        elif invert_val == 'black':
            force_colour = conditions.MAT_TYPES.black
        elif srctools.conv_bool(invert_val):
            force_colour = conditions.TEMP_COLOUR_INVERT[force_colour]

    origin = Vec.from_str(inst['origin'])
    angles = Vec.from_str(inst['angles', '0 0 0'])
    temp_data = conditions.import_template(
        temp_id,
        origin,
        angles,
        targetname=inst['targetname', ''],
        force_type=force_type,
        visgroup_choose=visgroup_func,
    )

    if key_block is not None:
        conditions.set_ent_keys(temp_data.detail, inst, key_block)
        br_origin = Vec.from_str(key_block.find_key('keys')['origin'])
        br_origin.localise(origin, angles)
        temp_data.detail['origin'] = br_origin

        move_dir = temp_data.detail['movedir', '']
        if move_dir.startswith('<') and move_dir.endswith('>'):
            move_dir = Vec.from_str(move_dir).rotate(*angles)
            temp_data.detail['movedir'] = move_dir.to_angle()

        # Add it to the list of ignored brushes, so vbsp.change_brush() doesn't
        # modify it.
        vbsp.IGNORED_BRUSH_ENTS.add(temp_data.detail)

    try:
        # This is the original brush the template is replacing. We fix overlay
        # face IDs, so this brush is replaced by the faces in the template
        # pointing
        # the same way.
        if replace_brush_pos is None:
            raise KeyError  # Not set, raise to jump out of the try block

        pos = Vec(replace_brush_pos).rotate(angles.x, angles.y, angles.z)
        pos += origin
        brush_group = SOLIDS[pos.as_tuple()]
    except KeyError:
        # Not set or solid group doesn't exist, skip..
        pass
    else:
        conditions.steal_from_brush(
            temp_data,
            brush_group,
            rem_replace_brush,
            additional_replace_ids,
            conv_bool(conditions.resolve_value(inst, transfer_overlays), True),
        )

    conditions.retexture_template(
        temp_data,
        origin,
        inst.fixup,
        replace_tex,
        force_colour,
        force_grid,
    )
Exemplo n.º 8
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'
Exemplo n.º 9
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'
def res_insert_overlay(inst: Entity, res: Property):
    """Use a template to insert one or more overlays on a surface.

    Options:
        - ID: The template ID. Brushes will be ignored.
        - Replace: old -> new material replacements
        - Face_pos: The offset of the brush face.
        - Normal: The direction of the brush face.
        - Offset: An offset to move the overlays by.
    """
    (
        temp_id,
        replace,
        face,
        norm,
        offset,
    ) = res.value

    if temp_id[:1] == '$':
        temp_id = inst.fixup[temp_id]

    origin = Vec.from_str(inst['origin'])  # type: Vec
    angles = Vec.from_str(inst['angles', '0 0 0'])

    face_pos = Vec(face).rotate(*angles)
    face_pos += origin
    normal = Vec(norm).rotate(*angles)

    # Don't make offset change the face_pos value..
    origin += offset.copy().rotate_by_str(inst['angles', '0 0 0'])

    for axis, norm in enumerate(normal):
        # Align to the center of the block grid. The normal direction is
        # already correct.
        if norm == 0:
            face_pos[axis] = face_pos[axis] // 128 * 128 + 64

    try:
        face_id = SOLIDS[face_pos.as_tuple()].face.id
    except KeyError:
        LOGGER.warning(
            'Overlay brush position is not valid: {}',
            face_pos,
        )
        return

    temp = conditions.import_template(
        temp_id,
        origin,
        angles,
        targetname=inst['targetname', ''],
        force_type=TEMP_TYPES.detail,
    )

    for over in temp.overlay:  # type: VLib.Entity
        random.seed('TEMP_OVERLAY_' + over['basisorigin'])
        mat = random.choice(
            replace.get(
                over['material'],
                (over['material'], ),
            ))
        if mat[:1] == '$':
            mat = inst.fixup[mat]
        if mat.startswith('<') or mat.endswith('>'):
            # Lookup in the style data.
            import vbsp
            LOGGER.info('Tex: {}', vbsp.settings['textures'].keys())
            mat = vbsp.get_tex(mat[1:-1])
        over['material'] = mat
        over['sides'] = str(face_id)

    # Wipe the brushes from the map.
    if temp.detail is not None:
        temp.detail.remove()
        LOGGER.info(
            'Overlay template "{}" could set keep_brushes=0.',
            temp_id,
        )
Exemplo n.º 11
0
def convert_floor(
    loc: Vec,
    overlay_ids,
    mats,
    settings,
    signage_loc,
    detail,
    noise_weight,
    noise_func: SimplexNoise,
):
    """Cut out tiles at the specified location."""
    try:
        brush = conditions.SOLIDS[loc.as_tuple()]
    except KeyError:
        return False  # No tile here!

    if brush.normal == (0, 0, 1):
        # This is a pillar block - there isn't actually tiles here!
        # We need to generate a squarebeams brush to fill this gap.

        brush.face.mat = 'tools/toolsnodraw'  # It won't be visible
        temp_data = conditions.import_template(
            temp_name=FLOOR_TEMP_PILLAR,
            origin=loc,
        )
        conditions.retexture_template(
            temp_data,
            loc,
            # Switch to use the configured squarebeams texture
            replace_tex={
                consts.Special.SQUAREBEAMS: random.choice(MATS['squarebeams']),
            })
        return False

    # The new brush IDs overlays need to use
    # NOTE: strings, not ints!
    ant_locs = overlay_ids[str(brush.face.id)] = []

    # Move the floor brush down and switch to the floorbase texture.
    for plane in brush.face.planes:
        plane.z -= FLOOR_DEPTH
    brush.face.mat = random.choice(mats['floorbase'])

    loc.x -= 64
    loc.y -= 64

    for x, y in utils.iter_grid(max_x=4, max_y=4):
        tile_loc = loc + (x * 32 + 16, y * 32 + 16, 0)
        if tile_loc.as_tuple() in signage_loc:
            # Force the tile to be present under signage..
            should_make_tile = True
            rand = 100
            # We don't need to check this again in future!
            signage_loc.remove(tile_loc.as_tuple())
        else:
            # Create a number between 0-100
            rand = 100 * get_noise(tile_loc // 32, noise_func) + 10

            # Adjust based on the noise_weight value, so boundries have more tiles
            rand *= 0.1 + 0.9 * (1 - noise_weight)

            should_make_tile = rand < settings['floor_chance']
            if random.randint(0, 7) == 0:
                # Sometimes there'll be random holes/extra tiles
                should_make_tile = not should_make_tile

        if should_make_tile:
            # Full tile
            tile = make_tile(
                p1=tile_loc - (16, 16, 0),
                p2=tile_loc + (16, 16, -2),
                top_mat=vbsp.get_tex(str(brush.color) + '.floor'),
                bottom_mat='tools/toolsnodraw',
                beam_mat=random.choice(mats['squarebeams']),
            )
            detail.solids.append(tile.solid)
            ant_locs.append(str(tile.top.id))
        elif rand < settings['floor_glue_chance']:
            # 'Glue' tile - this chance should be higher, making these appear
            # bordering the full tiles.
            tile = make_tile(
                p1=tile_loc - (16, 16, 1),
                p2=tile_loc + (16, 16, -2),
                top_mat=random.choice(mats['tile_glue']),
                bottom_mat='tools/toolsnodraw',
                beam_mat=random.choice(mats['squarebeams']),
            )
            detail.solids.append(tile.solid)
        else:
            # No tile at this loc!
            pass

    return True
Exemplo n.º 12
0
def res_insert_overlay(inst: VLib.Entity, res: Property):
    """Use a template to insert one or more overlays on a surface.

    Options:
        - ID: The template ID. Brushes will be ignored.
        - Replace: old -> new material replacements
        - Face_pos: The offset of the brush face.
        - Normal: The direction of the brush face.
        - Offset: An offset to move the overlays by.
    """
    (
        temp_id,
        replace,
        face,
        norm,
        offset,
    ) = res.value

    if temp_id[:1] == '$':
        temp_id = inst.fixup[temp_id]

    origin = Vec.from_str(inst['origin'])  # type: Vec
    angles = Vec.from_str(inst['angles', '0 0 0'])

    face_pos = Vec(face).rotate(*angles)
    face_pos += origin
    normal = Vec(norm).rotate(*angles)

    # Don't make offset change the face_pos value..
    origin += offset.copy().rotate_by_str(
        inst['angles', '0 0 0']
    )

    for axis, norm in enumerate(normal):
        # Align to the center of the block grid. The normal direction is
        # already correct.
        if norm == 0:
            face_pos[axis] = face_pos[axis] // 128 * 128 + 64

    try:
        face_id = SOLIDS[face_pos.as_tuple()].face.id
    except KeyError:
        LOGGER.warning(
            'Overlay brush position is not valid: {}',
            face_pos,
        )
        return

    temp = conditions.import_template(
        temp_id,
        origin,
        angles,
        targetname=inst['targetname', ''],
        force_type=TEMP_TYPES.detail,
    )

    for over in temp.overlay:  # type: VLib.Entity
        random.seed('TEMP_OVERLAY_' + over['basisorigin'])
        mat = random.choice(replace.get(
            over['material'],
            (over['material'], ),
        ))
        if mat[:1] == '$':
            mat = inst.fixup[mat]
        over['material'] = mat
        over['sides'] = str(face_id)

    # Wipe the brushes from the map.
    if temp.detail is not None:
        temp.detail.remove()
        LOGGER.info(
            'Overlay template "{}" could set keep_brushes=0.',
            temp_id,
        )
Exemplo n.º 13
0
def res_import_template(inst, res):
    """Import a template VMF file, retexturing it to match orientatation.

    It will be placed overlapping the given instance.
    Options:
    - ID: The ID of the template to be inserted.
    - force: a space-seperated list of overrides. If 'white' or 'black' is
             present, the colour of tiles will be overriden. If 'invert' is
            added, white/black tiles will be swapped. If a tile size
            ('2x2', '4x4', 'wall', 'special') is included, all tiles will
            be switched to that size (if not a floor/ceiling). If 'world' or
            'detail' is present, the brush will be forced to that type.
    - replace: A block of template material -> replacement textures.
            This is case insensitive - any texture here will not be altered
            otherwise.
    - replaceBrush: The position of a brush to replace (0 0 0=the surface).
            This brush will be removed, and overlays will be fixed to use
            all faces with the same normal.
    - keys/localkeys: If set, a brush entity will instead be generated with
            these values. This overrides force world/detail. The origin is
            set automatically.
    - invertVar: If this fixup value is true, tile colour will be swapped to
            the opposite of the current force option. If it is set to
            'white' or 'black', that colour will be forced instead.
    """
    (
        temp_id,
        replace_tex,
        force_colour,
        force_grid,
        force_type,
        replace_brush_pos,
        invert_var,
        key_block,
    ) = res.value

    if temp_id not in TEMPLATES:
        # The template map is read in after setup is performed, so
        # it must be checked here!
        # We don't want an error, just quit
        LOGGER.warning('"{}" not a valid template!', temp_id)
        return

    if invert_var != '':
        invert_val = inst.fixup[invert_var].casefold()

        if invert_val == 'white':
            force_colour = conditions.MAT_TYPES.white
        elif invert_val == 'black':
            force_colour = conditions.MAT_TYPES.black
        elif utils.conv_bool(invert_val):
            force_colour = conditions.TEMP_COLOUR_INVERT[force_colour]

    origin = Vec.from_str(inst['origin'])
    angles = Vec.from_str(inst['angles', '0 0 0'])
    temp_data = conditions.import_template(
        temp_id,
        origin,
        angles,
        targetname=inst['targetname', ''],
        force_type=force_type,
    )
    conditions.retexture_template(
        temp_data,
        origin,
        replace_tex,
        force_colour,
        force_grid,
    )

    if key_block is not None:
        conditions.set_ent_keys(temp_data.detail, inst, key_block)
        br_origin = Vec.from_str(key_block.find_key('keys')['origin'])
        br_origin.localise(origin, angles)
        temp_data.detail['origin'] = br_origin
        # Add it to the list of ignored brushes, so vbsp.change_brush() doesn't
        # modify it.
        vbsp.IGNORED_BRUSH_ENTS.add(temp_data.detail)

    # This is the original brush the template is replacing. We fix overlay
    # face IDs, so this brush is replaced by the faces in the template pointing
    # the same way.
    if replace_brush_pos is None:
        return

    pos = Vec(replace_brush_pos).rotate(angles.x, angles.y, angles.z)
    pos += origin

    try:
        brush_group = SOLIDS[pos.as_tuple()]
    except KeyError:
        return

    vbsp.VMF.remove_brush(brush_group.solid)
    new_ids = []

    all_brushes = temp_data.world
    # Overlays can't be applied to entities (other than func_detail).
    if temp_data.detail is not None and key_block is None:
        all_brushes.extend(temp_data.detail.solids)

    for brush in all_brushes:  # type: VLib.Solid
        for face in brush.sides:
            # Only faces pointing the same way!
            if face.normal() == brush_group.normal:
                # Skip tool brushes (nodraw, player clips..)
                if face.mat.casefold().startswith('tools/'):
                    continue
                new_ids.append(str(face.id))

    if new_ids:
        conditions.reallocate_overlays({
            str(brush_group.face.id): new_ids,
        })
def res_faith_mods(inst: Entity, res: Property):
    """Modify the trigger_catrapult that is created for ItemFaithPlate items.

    Values:
        - raise_trig: Raise or lower the trigger_catapults by this amount.
        - angled_targ, angled_in: Instance entity and input for angled plates
        - straight_targ, straight_in: Instance entity and input for
            straight plates
        - instvar: A $replace value to set to either 'angled' or '
            'straight'.
        - enabledVar: A $replace value which will be copied to the main
            trigger's Start Disabled value (and inverted).
        - trig_temp: An ID for a template brush to add. This will be offset by
            the trigger's position (in the case of the 'helper' trigger).
    """
    # Get data about the trigger this instance uses for flinging
    fixup_var = res['instvar', '']
    trig_enabled = res['enabledVar', None]
    trig_temp = res['trig_temp', '']
    offset = srctools.conv_int(res['raise_trig', '0'])
    if offset:
        offset = Vec(0, 0, offset).rotate_by_str(inst['angles', '0 0 0'])
    else:
        offset = Vec()

    if trig_enabled is not None:
        trig_enabled = srctools.conv_bool(inst.fixup[trig_enabled])
    else:
        trig_enabled = None

    for trig in vbsp.VMF.by_class['trigger_catapult']:
        if inst['targetname'] not in trig['targetname']:
            continue

        # Edit both the normal and the helper trigger..
        trig_origin = trig['origin'] = Vec.from_str(trig['origin']) + offset

        if offset and not trig_temp:
            # No template, shift the current brushes.
            for solid in trig.solids:
                solid.translate(offset)
        elif trig_temp:
            trig.solids = conditions.import_template(
                temp_name=trig_temp,
                origin=trig_origin,
                angles=Vec.from_str(inst['angles']),
                force_type=conditions.TEMP_TYPES.world,
            ).world
            # Remove the trigger solids from worldspawn..
            for solid in trig.solids:
                vbsp.VMF.remove_brush(solid)

        if trig_enabled is not None and 'helper' not in trig['targetname']:
            trig['startdisabled'] = srctools.bool_as_int(not trig_enabled)

        # Inspect the outputs to determine the type.
        # We also change them if desired, since that's not possible
        # otherwise.

        for out in trig.outputs:
            if out.inst_in == 'animate_angled_relay':
                # Instead of an instance: output, use local names.
                # This allows us to strip the proxy, as well as use
                # overlay instances.
                out.inst_in = None
                out.target = conditions.local_name(
                    inst, res['angled_targ', 'animate_angled_relay'])
                out.input = res['angled_in', 'Trigger']
                if fixup_var:
                    inst.fixup[fixup_var] = 'angled'
                break  # There's only one output we want to look for...

            elif out.inst_in == 'animate_straightup_relay':
                out.inst_in = None
                out.target = conditions.local_name(
                    inst,
                    res['straight_targ', 'animate_straightup_relay'],
                )
                out.input = res['straight_in', 'Trigger']

                if fixup_var:
                    inst.fixup[fixup_var] = 'straight'
                break
Exemplo n.º 15
0
def convert_floor(
        loc,
        overlay_ids,
        mats,
        settings,
        signage_loc,
        detail,
):
    """Cut out tiles at the specified location."""
    try:
        brush = conditions.SOLIDS[loc.as_tuple()]
    except KeyError:
        return False  # No tile here!

    if brush.normal == (0, 0, 1):
        # This is a pillar block - there isn't actually tiles here!
        # We need to generate a squarebeams brush to fill this gap.

        brush.face.mat = 'tools/toolsnodraw'  # It won't be visible
        temp_data = conditions.import_template(
            temp_name=FLOOR_TEMP_PILLAR,
            origin=loc,
        )
        conditions.retexture_template(
            temp_data,
            loc,
            # Switch to use the configured squarebeams texture
            replace_tex={
                'anim_wp/framework/squarebeams': random.choice(
                    MATS['squarebeams']
                ),
            }
        )
        return False

    # The new brush IDs overlays need to use
    # NOTE: strings, not ints!
    ant_locs = overlay_ids[str(brush.face.id)] = []

    # Move the floor brush down and switch to the floorbase texture.
    for plane in brush.face.planes:
        plane.z -= FLOOR_DEPTH
    brush.face.mat = random.choice(mats['floorbase'])

    loc.x -= 64
    loc.y -= 64

    random.seed('cutout_tile' + loc.join(' '))
    tile_map = [
        (random.randint(0, 100) < settings['floor_chance'])
        for _ in range(16)
    ]

    for x, y in utils.iter_grid(max_x=4, max_y=4):
        tile_loc = loc + (x*32 + 16, y*32 + 16, 0)
        if tile_loc.as_tuple() in signage_loc:
            should_make_tile = True
            # We don't need to check this again in future!
            signage_loc.remove(tile_loc.as_tuple())
        else:
            should_make_tile = tile_map[x*4 + y]
        if should_make_tile:
            # Full tile
            tile = make_tile(
                p1=tile_loc - (16, 16, 0),
                p2=tile_loc + (16, 16, -2),
                top_mat=vbsp.get_tex(str(brush.color) + '.floor'),
                bottom_mat='tools/toolsnodraw',
                beam_mat=random.choice(mats['squarebeams']),
            )
            detail.solids.append(tile.solid)
            ant_locs.append(str(tile.top.id))
        elif random.randint(0, 100) < settings['floor_glue_chance']:
            # 'Glue' tile
            tile = make_tile(
                p1=tile_loc - (16, 16, 1),
                p2=tile_loc + (16, 16, -2),
                top_mat=random.choice(mats['tile_glue']),
                bottom_mat='tools/toolsnodraw',
                beam_mat=random.choice(mats['squarebeams']),
            )
            detail.solids.append(tile.solid)
        else:
            # No tile at this loc!
            pass

    return True
Exemplo n.º 16
0
def convert_floor(
        loc: Vec,
        overlay_ids,
        mats,
        settings,
        signage_loc,
        detail,
        noise_weight,
        noise_func: SimplexNoise,
):
    """Cut out tiles at the specified location."""
    try:
        brush = conditions.SOLIDS[loc.as_tuple()]
    except KeyError:
        return False  # No tile here!


    if brush.normal == (0, 0, 1):
        # This is a pillar block - there isn't actually tiles here!
        # We need to generate a squarebeams brush to fill this gap.

        brush.face.mat = 'tools/toolsnodraw'  # It won't be visible
        temp_data = conditions.import_template(
            temp_name=FLOOR_TEMP_PILLAR,
            origin=loc,
        )
        conditions.retexture_template(
            temp_data,
            loc,
            # Switch to use the configured squarebeams texture
            replace_tex={
                'anim_wp/framework/squarebeams': random.choice(
                    MATS['squarebeams']
                ),
            }
        )
        return False

    # The new brush IDs overlays need to use
    # NOTE: strings, not ints!
    ant_locs = overlay_ids[str(brush.face.id)] = []

    # Move the floor brush down and switch to the floorbase texture.
    for plane in brush.face.planes:
        plane.z -= FLOOR_DEPTH
    brush.face.mat = random.choice(mats['floorbase'])

    loc.x -= 64
    loc.y -= 64

    for x, y in utils.iter_grid(max_x=4, max_y=4):
        tile_loc = loc + (x * 32 + 16, y * 32 + 16, 0)
        if tile_loc.as_tuple() in signage_loc:
            # Force the tile to be present under signage..
            should_make_tile = True
            rand = 100
            # We don't need to check this again in future!
            signage_loc.remove(tile_loc.as_tuple())
        else:
            # Create a number between 0-100
            rand = 100 * get_noise(tile_loc // 32, noise_func) + 10

            # Adjust based on the noise_weight value, so boundries have more tiles
            rand *= 0.1 + 0.9 * (1 - noise_weight)

            should_make_tile = rand < settings['floor_chance']
            if random.randint(0, 7) == 0:
                # Sometimes there'll be random holes/extra tiles
                should_make_tile = not should_make_tile

        if should_make_tile:
            # Full tile
            tile = make_tile(
                p1=tile_loc - (16, 16, 0),
                p2=tile_loc + (16, 16, -2),
                top_mat=vbsp.get_tex(str(brush.color) + '.floor'),
                bottom_mat='tools/toolsnodraw',
                beam_mat=random.choice(mats['squarebeams']),
            )
            detail.solids.append(tile.solid)
            ant_locs.append(str(tile.top.id))
        elif rand < settings['floor_glue_chance']:
            # 'Glue' tile - this chance should be higher, making these appear
            # bordering the full tiles.
            tile = make_tile(
                p1=tile_loc - (16, 16, 1),
                p2=tile_loc + (16, 16, -2),
                top_mat=random.choice(mats['tile_glue']),
                bottom_mat='tools/toolsnodraw',
                beam_mat=random.choice(mats['squarebeams']),
            )
            detail.solids.append(tile.solid)
        else:
            # No tile at this loc!
            pass

    return True