Exemplo n.º 1
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def res_rand_inst_shift(res: Property) -> Callable[[Entity], None]:
    """Randomly shift a instance by the given amounts.

    The positions are local to the instance.
    """
    min_x = res.float('min_x')
    max_x = res.float('max_x')
    min_y = res.float('min_y')
    max_y = res.float('max_y')
    min_z = res.float('min_z')
    max_z = res.float('max_z')

    seed = 'f' + res['seed', 'randomshift']

    def shift_ent(inst: Entity) -> None:
        """Randomly shift the instance."""
        rng = rand.seed(b'rand_shift', inst, seed)
        pos = Vec(
            rng.uniform(min_x, max_x),
            rng.uniform(min_y, max_y),
            rng.uniform(min_z, max_z),
        )
        pos.localise(Vec.from_str(inst['origin']),
                     Angle.from_str(inst['angles']))
        inst['origin'] = pos

    return shift_ent
Exemplo n.º 2
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def widget_slider(parent: tk.Frame, var: tk.StringVar,
                  conf: Property) -> tk.Widget:
    """Provides a slider for setting a number in a range."""
    limit_min = conf.float('min', 0)
    limit_max = conf.float('max', 100)
    step = conf.float('step', 1)

    # We have to manually translate the UI position to a value.
    ui_min = 0
    ui_max = abs(math.ceil((limit_max - limit_min) / step))
    ui_var = tk.StringVar()

    # The formatting of the text display is a little complex.
    # We want to keep the same number of decimal points for all values.
    txt_format = '.{}f'.format(
        max(
            decimal_points(limit_min + step * offset)
            for offset in range(0,
                                int(ui_max) + 1)))
    # Then we want to figure out the longest value with this format to set
    # the widget width
    widget_width = max(
        len(format(limit_min + step * offset, txt_format))
        for offset in range(0,
                            int(ui_max) + 1))

    def change_cmd(*args) -> None:
        new_pos = format(limit_min + step * round(scale.get()), txt_format)
        if var.get() != new_pos:
            widget_sfx()
            var.set(new_pos)

    def trace_func(*args) -> None:
        off = (float(var.get()) - limit_min) / step
        ui_var.set(str(round(off)))

    trace_func()
    ui_var.trace_add('write', trace_func)

    frame = ttk.Frame(parent)
    frame.columnconfigure(1, weight=1)

    disp = ttk.Label(frame,
                     textvariable=var,
                     width=widget_width,
                     justify='right')
    scale = ttk.Scale(
        frame,
        orient='horizontal',
        from_=ui_min,
        to=ui_max,
        variable=ui_var,
        command=change_cmd,
    )

    disp.grid(row=0, column=0)
    scale.grid(row=0, column=1, sticky='ew')

    return frame
Exemplo n.º 3
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def res_rand_inst_shift_setup(res: Property) -> tuple:
    min_x = res.float('min_x')
    max_x = res.float('max_x')
    min_y = res.float('min_y')
    max_y = res.float('max_y')
    min_z = res.float('min_z')
    max_z = res.float('max_z')

    return (min_x, max_x, min_y, max_y, min_z, max_z,
            'f' + res['seed', 'randomshift'])
Exemplo n.º 4
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def widget_slider(parent: tk.Frame, var: tk.StringVar, conf: Property) -> tk.Widget:
    """Provides a slider for setting a number in a range."""
    scale = tk.Scale(
        parent,
        orient='horizontal',
        from_=conf.float('min'),
        to=conf.float('max', 100),
        resolution=conf.float('step', 1),
        variable=var,
        command=widget_sfx,
    )
    return scale
Exemplo n.º 5
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def res_breakable_glass_setup(res: Property):
    item_id = res['item']
    conf = {
        'template': template_brush.get_scaling_template(res['template']),
        'offset': res.float('offset', 0.5),
        # Distance inward from the frames the glass should span.
        'border_size': res.float('border_size', 0),
        'thickness': res.float('thickness', 4),
    }

    glass_item_setup(conf, item_id, BREAKABLE_GLASS_CONF)

    return res.value
Exemplo n.º 6
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def widget_slider(parent: tk.Frame, var: tk.StringVar,
                  conf: Property) -> tk.Widget:
    """Provides a slider for setting a number in a range."""
    scale = tk.Scale(
        parent,
        orient='horizontal',
        from_=conf.float('min'),
        to=conf.float('max', 100),
        resolution=conf.float('step', 1),
        variable=var,
        command=widget_sfx,
    )
    return scale
Exemplo n.º 7
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def res_breakable_glass_setup(res: Property):
    item_id = res['item']
    conf = {
        'template': template_brush.get_scaling_template(res['template']),
        'offset': res.float('offset', 0.5),
        # Distance inward from the frames the glass should span.
        'border_size': res.float('border_size', 0),
        'thickness': res.float('thickness', 4),
        }

    glass_item_setup(conf, item_id, BREAKABLE_GLASS_CONF)

    return res.value
Exemplo n.º 8
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def res_rand_inst_shift_setup(res: Property) -> tuple:
    min_x = res.float('min_x')
    max_x = res.float('max_x')
    min_y = res.float('min_y')
    max_y = res.float('max_y')
    min_z = res.float('min_z')
    max_z = res.float('max_z')

    return (
        min_x, max_x,
        min_y, max_y,
        min_z, max_z,
        'f' + res['seed', 'randomshift']
    )
Exemplo n.º 9
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    def parse(prop: Property):
        """Parse from property values.

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

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

        return AntTex(tex, scale, static)
Exemplo n.º 10
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    def parse(prop: Property):
        """Parse from property values.

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

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

        return AntTex(tex, scale, static)
Exemplo n.º 11
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    def parse(cls, conf: Property) -> 'FizzlerBrush':
        """Parse from a config file."""
        if 'side_color' in conf:
            side_color = conf.vec('side_color')
        else:
            side_color = None

        outputs = [
            Output.parse(prop)
            for prop in
            conf.find_children('Outputs')
        ]

        textures = {}
        for group in TexGroup:
            textures[group] = conf['tex_' + group.value, None]

        keys = {
            prop.name: prop.value
            for prop in
            conf.find_children('keys')
        }

        local_keys = {
            prop.name: prop.value
            for prop in
            conf.find_children('localkeys')
        }

        if 'classname' not in keys:
            raise ValueError(
                'Fizzler Brush "{}" does not have a classname!'.format(
                conf['name'],
                )
            )

        return FizzlerBrush(
            name=conf['name'],
            textures=textures,
            keys=keys,
            local_keys=local_keys,
            outputs=outputs,
            thickness=conf.float('thickness', 2.0),
            stretch_center=conf.bool('stretch_center', True),
            side_color=side_color,
            singular=conf.bool('singular'),
            mat_mod_name=conf['mat_mod_name', None],
            mat_mod_var=conf['mat_mod_var', None],
            set_axis_var=conf.bool('set_axis_var'),
        )
Exemplo n.º 12
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    def parse(cls, conf: Property) -> 'FizzlerBrush':
        """Parse from a config file."""
        if 'side_color' in conf:
            side_color = conf.vec('side_color')
        else:
            side_color = None

        outputs = [
            Output.parse(prop)
            for prop in
            conf.find_children('Outputs')
        ]

        textures = {}
        for group in TexGroup:
            textures[group] = conf['tex_' + group.value, None]

        keys = {
            prop.name: prop.value
            for prop in
            conf.find_children('keys')
        }

        local_keys = {
            prop.name: prop.value
            for prop in
            conf.find_children('localkeys')
        }

        if 'classname' not in keys:
            raise ValueError(
                'Fizzler Brush "{}" does not have a classname!'.format(
                conf['name'],
                )
            )

        return FizzlerBrush(
            name=conf['name'],
            textures=textures,
            keys=keys,
            local_keys=local_keys,
            outputs=outputs,
            thickness=conf.float('thickness', 2.0),
            stretch_center=conf.bool('stretch_center', True),
            side_color=side_color,
            singular=conf.bool('singular'),
            mat_mod_name=conf['mat_mod_name', None],
            mat_mod_var=conf['mat_mod_var', None],
            set_axis_var=conf.bool('set_axis_var'),
        )
Exemplo n.º 13
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def res_cust_antline_setup(res: Property):
    def find(cat):
        """Helper to reduce code duplication."""
        return [p.value for p in res.find_all(cat)]

    # Allow overriding these options. If unset use the style's value - the
    # amount of destruction will usually be the same.
    broken_chance = res.float(
        'broken_antline_chance',
        vbsp_options.get(float, 'broken_antline_chance'),
    )
    broken_dist = res.int(
        'broken_antline_distance',
        vbsp_options.get(int, 'broken_antline_distance'),
    )

    toggle_inst = res['instance', '']
    toggle_out = list(res.find_all('addOut'))

    # These textures are required - the base ones.
    straight_tex = find('straight')
    corner_tex = find('corner')

    # Arguments to pass to setAntlineMat
    straight_args = [
        straight_tex,
        find('straightFloor') or (),
        # Extra broken antline textures / options, if desired.
        broken_chance,
        broken_dist,
        find('brokenStraight') or (),
        find('brokenStraightFloor') or (),
    ]

    # The same but for corners.
    corner_args = [
        corner_tex,
        find('cornerFloor') or (),
        broken_chance,
        broken_dist,
        find('brokenCorner') or (),
        find('brokenCornerFloor') or (),
    ]

    if not straight_tex or not corner_tex:
        # If we don't have two textures, something's wrong. Remove this result.
        LOGGER.warning('custAntline has no textures!')
        return None
    else:
        return straight_args, corner_args, toggle_inst, toggle_out
Exemplo n.º 14
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def res_calc_opposite_wall_dist(inst: Entity, res: Property):
    """Calculate the distance between this item and the opposing wall.

    The value is stored in the `$var` specified by the property value.
    Alternately it is set by `ResultVar`, and `offset` adds or subtracts to the value.
    `GooCollide` means that it will stop when goo is found, otherwise it is
    ignored.
    `GooAdjust` means additionally if the space is goo, the distance will
    be modified so that it specifies the surface of the goo.
    """
    if res.has_children():
        result_var = res['ResultVar']
        dist_off = res.float('offset')
        collide_goo = res.bool('GooCollide')
        adjust_goo = res.bool('GooAdjust')
    else:
        result_var = res.value
        dist_off = 0
        collide_goo = adjust_goo = False

    origin = Vec.from_str(inst['origin'])
    normal = Vec(z=1).rotate_by_str(inst['angles'])

    mask = [
        brushLoc.Block.SOLID,
        brushLoc.Block.EMBED,
        brushLoc.Block.PIT_BOTTOM,
        brushLoc.Block.PIT_SINGLE,
    ]

    # Only if actually downward.
    if normal == (0, 0, -1) and collide_goo:
        mask.append(brushLoc.Block.GOO_TOP)
        mask.append(brushLoc.Block.GOO_SINGLE)

    opposing_pos = brushLoc.POS.raycast_world(
        origin,
        normal,
        mask,
    )

    if adjust_goo and brushLoc.POS['world': opposing_pos + 128*normal].is_goo:
        # If the top is goo, adjust so the 64 below is the top of the goo.
        dist_off += 32

    inst.fixup[result_var] = (origin - opposing_pos).mag() + dist_off
Exemplo n.º 15
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def res_calc_opposite_wall_dist(inst: Entity, res: Property):
    """Calculate the distance between this item and the opposing wall.

    The value is stored in the `$var` specified by the property value.
    Alternately it is set by `ResultVar`, and `offset` adds or subtracts to the value.
    `GooCollide` means that it will stop when goo is found, otherwise it is
    ignored.
    `GooAdjust` means additionally if the space is goo, the distance will
    be modified so that it specifies the surface of the goo.
    """
    if res.has_children():
        result_var = res['ResultVar']
        dist_off = res.float('offset')
        collide_goo = res.bool('GooCollide')
        adjust_goo = res.bool('GooAdjust')
    else:
        result_var = res.value
        dist_off = 0
        collide_goo = adjust_goo = False

    origin = Vec.from_str(inst['origin'])
    normal = Vec(z=1).rotate_by_str(inst['angles'])

    mask = [
        brushLoc.Block.SOLID,
        brushLoc.Block.EMBED,
        brushLoc.Block.PIT_BOTTOM,
        brushLoc.Block.PIT_SINGLE,
    ]

    # Only if actually downward.
    if normal == (0, 0, -1) and collide_goo:
        mask.append(brushLoc.Block.GOO_TOP)
        mask.append(brushLoc.Block.GOO_SINGLE)

    opposing_pos = brushLoc.POS.raycast_world(
        origin,
        normal,
        mask,
    )

    if adjust_goo and brushLoc.POS['world':opposing_pos + 128 * normal].is_goo:
        # If the top is goo, adjust so the 64 below is the top of the goo.
        dist_off += 32

    inst.fixup[result_var] = (origin - opposing_pos).mag() + dist_off
Exemplo n.º 16
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 def parse(cls, prop: Property) -> 'AntType':
     """Parse this from a property block."""
     broken_chance = prop.float('broken_chance')
     tex_straight: List[AntTex] = []
     tex_corner: List[AntTex] = []
     brok_straight: List[AntTex] = []
     brok_corner: List[AntTex] = []
     for ant_list, name in zip(
         [tex_straight, tex_corner, brok_straight, brok_corner],
         ('straight', 'corner', 'broken_straight', 'broken_corner'),
     ):
         for sub_prop in prop.find_all(name):
             ant_list.append(AntTex.parse(sub_prop))
     return cls(
         tex_straight,
         tex_corner,
         brok_straight,
         brok_corner,
         broken_chance,
     )
Exemplo n.º 17
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 def parse(cls, prop: Property):
     """Parse this from a property block."""
     broken_chance = prop.float('broken_chance')
     tex_straight = []
     tex_corner = []
     brok_straight = []
     brok_corner = []
     for ant_list, name in zip(
         [tex_straight, tex_corner, brok_straight, brok_corner],
         ('straight', 'corner', 'broken_straight', 'broken_corner'),
     ):
         for sub_prop in prop.find_all(name):
             ant_list.append(AntTex.parse(sub_prop))
     return cls(
         tex_straight,
         tex_corner,
         brok_straight,
         brok_corner,
         broken_chance,
     )
Exemplo n.º 18
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    def parse(cls, prop: Property) -> AntType:
        """Parse this from a property block."""
        broken_chance = prop.float('broken_chance')
        tex_straight: list[AntTex] = []
        tex_corner: list[AntTex] = []
        brok_straight: list[AntTex] = []
        brok_corner: list[AntTex] = []
        for ant_list, name in zip(
            [tex_straight, tex_corner, brok_straight, brok_corner],
            ('straight', 'corner', 'broken_straight', 'broken_corner'),
        ):
            for sub_prop in prop.find_all(name):
                ant_list.append(AntTex.parse(sub_prop))

        if broken_chance < 0.0:
            LOGGER.warning('Antline broken chance must be between 0-100, got "{}"!', prop['broken_chance'])
            broken_chance = 0.0
        if broken_chance > 100.0:
            LOGGER.warning('Antline broken chance must be between 0-100, got "{}"!', prop['broken_chance'])
            broken_chance = 100.0

        if broken_chance == 0.0:
            brok_straight.clear()
            brok_corner.clear()

        # Cannot have broken corners if corners/straights are the same.
        if not tex_corner:
            brok_corner.clear()

        return cls(
            tex_straight,
            tex_corner,
            brok_straight,
            brok_corner,
            broken_chance,
        )
Exemplo n.º 19
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def res_antlaser(vmf: VMF, res: Property):
    """The condition to generate AntLasers.

    This is executed once to modify all instances.
    """
    conf_inst = instanceLocs.resolve(res['instance'])
    conf_glow_height = Vec(z=res.float('GlowHeight', 48) - 64)
    conf_las_start = Vec(z=res.float('LasStart') - 64)
    conf_rope_off = res.vec('RopePos')
    conf_toggle_targ = res['toggleTarg', '']

    beam_conf = res.find_key('BeamKeys', [])
    glow_conf = res.find_key('GlowKeys', [])
    cable_conf = res.find_key('CableKeys', [])

    if beam_conf:
        # Grab a copy of the beam spawnflags so we can set our own options.
        conf_beam_flags = beam_conf.int('spawnflags')
        # Mask out certain flags.
        conf_beam_flags &= (
            0
            | 1  # Start On
            | 2  # Toggle
            | 4  # Random Strike
            | 8  # Ring
            | 16  # StartSparks
            | 32  # EndSparks
            | 64  # Decal End
            #| 128  # Shade Start
            #| 256  # Shade End
            #| 512  # Taper Out
        )
    else:
        conf_beam_flags = 0

    conf_outputs = [
        Output.parse(prop)
        for prop in res
        if prop.name in ('onenabled', 'ondisabled')
    ]

    # Find all the markers.
    nodes = {}  # type: Dict[str, Item]

    for inst in vmf.by_class['func_instance']:
        if inst['file'].casefold() not in conf_inst:
            continue
        name = inst['targetname']
        try:
            # Remove the item - it's no longer going to exist after
            # we're done.
            nodes[name] = connections.ITEMS.pop(name)
        except KeyError:
            raise ValueError('No item for "{}"?'.format(name)) from None

    if not nodes:
        # None at all.
        return conditions.RES_EXHAUSTED

    # Now find every connected group, recording inputs, outputs and links.
    todo = set(nodes.values())

    groups = []  # type: List[Group]

    # Node -> is grouped already.
    node_pairing = dict.fromkeys(nodes.values(), False)

    while todo:
        start = todo.pop()
        # Synthesise the Item used for logic.
        # We use a random info_target to manage the IO data.
        group = Group(start)
        groups.append(group)
        for node in group.nodes:
            # If this node has no non-node outputs, destroy the antlines.
            has_output = False
            node_pairing[node] = True

            for conn in list(node.outputs):
                neighbour = conn.to_item
                todo.discard(neighbour)
                pair_state = node_pairing.get(neighbour, None)
                if pair_state is None:
                    # Not a node, a target of our logic.
                    conn.from_item = group.item
                    has_output = True
                    continue
                elif pair_state is False:
                    # Another node.
                    group.nodes.append(neighbour)
                # else: True, node already added.

                # For nodes, connect link.
                conn.remove()
                group.links.add(frozenset({node, neighbour}))

            # If we have a real output, we need to transfer it.
            # Otherwise we can just destroy it.
            if has_output:
                node.transfer_antlines(group.item)
            else:
                node.delete_antlines()

            # Do the same for inputs, so we can catch that.
            for conn in list(node.inputs):
                neighbour = conn.from_item
                todo.discard(neighbour)
                pair_state = node_pairing.get(neighbour, None)
                if pair_state is None:
                    # Not a node, an input to the group.
                    conn.to_item = group.item
                    continue
                elif pair_state is False:
                    # Another node.
                    group.nodes.append(neighbour)
                # else: True, node already added.

                # For nodes, connect link.
                conn.remove()
                group.links.add(frozenset({neighbour, node}))

    # Now every node is in a group. Generate the actual entities.
    for group in groups:
        # We generate two ent types. For each marker, we add a sprite
        # and a beam pointing at it. Then for each connection
        # another beam.

        # Choose a random antlaser name to use for our group.
        base_name = group.nodes[0].name

        out_enable = [Output('', '', 'FireUser2')]
        out_disable = [Output('', '', 'FireUser1')]
        for output in conf_outputs:
            if output.output.casefold() == 'onenabled':
                out_enable.append(output.copy())
            else:
                out_disable.append(output.copy())

        if conf_toggle_targ:
            # Make the group info_target into a texturetoggle.
            toggle = group.item.inst
            toggle['classname'] = 'env_texturetoggle'
            toggle['target'] = conditions.local_name(group.nodes[0].inst, conf_toggle_targ)

        group.item.enable_cmd = tuple(out_enable)
        group.item.disable_cmd = tuple(out_disable)

        # Node -> index for targetnames.
        indexes = {}  # type: Dict[Item, int]

        # For cables, it's a bit trickier than the beams.
        # The cable ent itself is the one which decides what it links to,
        # so we need to potentially make endpoint cables at locations with
        # only "incoming" lines.
        # So this dict is either a targetname to indicate cables with an
        # outgoing connection, or the entity for endpoints without an outgoing
        # connection.
        cable_points = {}  # type: Dict[Item, Union[Entity, str]]

        for i, node in enumerate(group.nodes, start=1):
            indexes[node] = i
            node.name = base_name

            sprite_pos = conf_glow_height.copy()
            sprite_pos.localise(
                Vec.from_str(node.inst['origin']),
                Vec.from_str(node.inst['angles']),
            )

            if glow_conf:
                # First add the sprite at the right height.
                sprite = vmf.create_ent('env_sprite')
                for prop in glow_conf:
                    sprite[prop.name] = conditions.resolve_value(node.inst, prop.value)

                sprite['origin'] = sprite_pos
                sprite['targetname'] = NAME_SPR(base_name, i)
            elif beam_conf:
                # If beams but not sprites, we need a target.
                vmf.create_ent(
                    'info_target',
                    origin=sprite_pos,
                    targetname=NAME_SPR(base_name, i),
                )

            if beam_conf:
                # Now the beam going from below up to the sprite.
                beam_pos = conf_las_start.copy()
                beam_pos.localise(
                    Vec.from_str(node.inst['origin']),
                    Vec.from_str(node.inst['angles']),
                )
                beam = vmf.create_ent('env_beam')
                for prop in beam_conf:
                    beam[prop.name] = conditions.resolve_value(node.inst, prop.value)

                beam['origin'] = beam['targetpoint'] = beam_pos
                beam['targetname'] = NAME_BEAM_LOW(base_name, i)
                beam['LightningStart'] = beam['targetname']
                beam['LightningEnd'] = NAME_SPR(base_name, i)
                beam['spawnflags'] = conf_beam_flags | 128  # Shade Start

        if beam_conf:
            for i, (node_a, node_b) in enumerate(group.links):
                beam = vmf.create_ent('env_beam')
                conditions.set_ent_keys(beam, node_a.inst, res, 'BeamKeys')
                beam['origin'] = beam['targetpoint'] = node_a.inst['origin']
                beam['targetname'] = NAME_BEAM_CONN(base_name, i)
                beam['LightningStart'] = NAME_SPR(base_name, indexes[node_a])
                beam['LightningEnd'] = NAME_SPR(base_name, indexes[node_b])
                beam['spawnflags'] = conf_beam_flags

        # We have a couple different situations to deal with here.
        # Either end could Not exist, be Unlinked, or be Linked = 8 combos.
        # Always flip so we do A to B.
        # AB |
        # NN | Make 2 new ones, one is an endpoint.
        # NU | Flip, do UN.
        # NL | Make A, link A to B. Both are linked.
        # UN | Make B, link A to B. B is unlinked.
        # UU | Link A to B, A is now linked, B is unlinked.
        # UL | Link A to B. Both are linked.
        # LN | Flip, do NL.
        # LU | Flip, do UL
        # LL | Make A, link A to B. Both are linked.
        if cable_conf:
            rope_ind = 0  # Uniqueness value.
            for node_a, node_b in group.links:
                state_a, ent_a = RopeState.from_node(cable_points, node_a)
                state_b, ent_b = RopeState.from_node(cable_points, node_b)

                if (state_a is RopeState.LINKED
                   or (state_a is RopeState.NONE and
                       state_b is RopeState.UNLINKED)
                ):
                    # Flip these, handle the opposite order.
                    state_a, state_b = state_b, state_a
                    ent_a, ent_b = ent_b, ent_a
                    node_a, node_b = node_b, node_a

                pos_a = conf_rope_off.copy()
                pos_a.localise(
                    Vec.from_str(node_a.inst['origin']),
                    Vec.from_str(node_a.inst['angles']),
                )

                pos_b = conf_rope_off.copy()
                pos_b.localise(
                    Vec.from_str(node_b.inst['origin']),
                    Vec.from_str(node_b.inst['angles']),
                )

                # Need to make the A rope if we don't have one that's unlinked.
                if state_a is not RopeState.UNLINKED:
                    rope_a = vmf.create_ent('move_rope')
                    for prop in beam_conf:
                        rope_a[prop.name] = conditions.resolve_value(node_a.inst, prop.value)
                    rope_a['origin'] = pos_a
                    rope_ind += 1
                    rope_a['targetname'] = NAME_CABLE(base_name, rope_ind)
                else:
                    # It is unlinked, so it's the rope to use.
                    rope_a = ent_a

                # Only need to make the B rope if it doesn't have one.
                if state_b is RopeState.NONE:
                    rope_b = vmf.create_ent('move_rope')
                    for prop in beam_conf:
                        rope_b[prop.name] = conditions.resolve_value(node_b.inst, prop.value)
                    rope_b['origin'] = pos_b
                    rope_ind += 1
                    name_b = rope_b['targetname'] = NAME_CABLE(base_name, rope_ind)

                    cable_points[node_b] = rope_b  # Someone can use this.
                elif state_b is RopeState.UNLINKED:
                    # Both must be unlinked, we aren't using this link though.
                    name_b = ent_b['targetname']
                else:  # Linked, we just have the name.
                    name_b = ent_b

                # By here, rope_a should be an unlinked rope,
                # and name_b should be a name to link to.
                rope_a['nextkey'] = name_b

                # Figure out how much slack to give.
                # If on floor, we need to be taut to have clearance.

                if on_floor(node_a) or on_floor(node_b):
                    rope_a['slack'] = 60
                else:
                    rope_a['slack'] = 125

                # We're always linking A to B, so A is always linked!
                if state_a is not RopeState.LINKED:
                    cable_points[node_a] = rope_a['targetname']

    return conditions.RES_EXHAUSTED
Exemplo n.º 20
0
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
Exemplo n.º 21
0
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
Exemplo n.º 22
0
def res_antlaser(vmf: VMF, res: Property):
    """The condition to generate AntLasers.

    This is executed once to modify all instances.
    """
    conf_inst = instanceLocs.resolve(res['instance'])
    conf_glow_height = Vec(z=res.float('GlowHeight', 48) - 64)
    conf_las_start = Vec(z=res.float('LasStart') - 64)
    conf_rope_off = res.vec('RopePos')
    conf_toggle_targ = res['toggleTarg', '']

    beam_conf = res.find_key('BeamKeys', [])
    glow_conf = res.find_key('GlowKeys', [])
    cable_conf = res.find_key('CableKeys', [])

    if beam_conf:
        # Grab a copy of the beam spawnflags so we can set our own options.
        conf_beam_flags = beam_conf.int('spawnflags')
        # Mask out certain flags.
        conf_beam_flags &= (
            0
            | 1  # Start On
            | 2  # Toggle
            | 4  # Random Strike
            | 8  # Ring
            | 16  # StartSparks
            | 32  # EndSparks
            | 64  # Decal End
            #| 128  # Shade Start
            #| 256  # Shade End
            #| 512  # Taper Out
        )
    else:
        conf_beam_flags = 0

    conf_outputs = [
        Output.parse(prop) for prop in res
        if prop.name in ('onenabled', 'ondisabled')
    ]

    # Find all the markers.
    nodes: Dict[str, connections.Item] = {}

    for inst in vmf.by_class['func_instance']:
        if inst['file'].casefold() not in conf_inst:
            continue
        name = inst['targetname']
        try:
            # Remove the item - it's no longer going to exist after
            # we're done.
            nodes[name] = connections.ITEMS.pop(name)
        except KeyError:
            raise ValueError('No item for "{}"?'.format(name)) from None

    if not nodes:
        # None at all.
        return conditions.RES_EXHAUSTED

    # Now find every connected group, recording inputs, outputs and links.
    todo = set(nodes.values())

    groups = []  # type: List[Group]

    # Node -> is grouped already.
    node_pairing = dict.fromkeys(nodes.values(), False)

    while todo:
        start = todo.pop()
        # Synthesise the Item used for logic.
        # We use a random info_target to manage the IO data.
        group = Group(start)
        groups.append(group)
        for node in group.nodes:
            # If this node has no non-node outputs, destroy the antlines.
            has_output = False
            node_pairing[node] = True

            for conn in list(node.outputs):
                neighbour = conn.to_item
                todo.discard(neighbour)
                pair_state = node_pairing.get(neighbour, None)
                if pair_state is None:
                    # Not a node, a target of our logic.
                    conn.from_item = group.item
                    has_output = True
                    continue
                elif pair_state is False:
                    # Another node.
                    group.nodes.append(neighbour)
                # else: True, node already added.

                # For nodes, connect link.
                conn.remove()
                group.links.add(frozenset({node, neighbour}))

            # If we have a real output, we need to transfer it.
            # Otherwise we can just destroy it.
            if has_output:
                node.transfer_antlines(group.item)
            else:
                node.delete_antlines()

            # Do the same for inputs, so we can catch that.
            for conn in list(node.inputs):
                neighbour = conn.from_item
                todo.discard(neighbour)
                pair_state = node_pairing.get(neighbour, None)
                if pair_state is None:
                    # Not a node, an input to the group.
                    conn.to_item = group.item
                    continue
                elif pair_state is False:
                    # Another node.
                    group.nodes.append(neighbour)
                # else: True, node already added.

                # For nodes, connect link.
                conn.remove()
                group.links.add(frozenset({neighbour, node}))

    # Now every node is in a group. Generate the actual entities.
    for group in groups:
        # We generate two ent types. For each marker, we add a sprite
        # and a beam pointing at it. Then for each connection
        # another beam.

        # Choose a random antlaser name to use for our group.
        base_name = group.nodes[0].name

        out_enable = [Output('', '', 'FireUser2')]
        out_disable = [Output('', '', 'FireUser1')]
        for output in conf_outputs:
            if output.output.casefold() == 'onenabled':
                out_enable.append(output.copy())
            else:
                out_disable.append(output.copy())

        if conf_toggle_targ:
            # Make the group info_target into a texturetoggle.
            toggle = group.item.inst
            toggle['classname'] = 'env_texturetoggle'
            toggle['target'] = conditions.local_name(group.nodes[0].inst,
                                                     conf_toggle_targ)

        group.item.enable_cmd = tuple(out_enable)
        group.item.disable_cmd = tuple(out_disable)

        # Node -> index for targetnames.
        indexes: Dict[connections.Item, int] = {}

        # For cables, it's a bit trickier than the beams.
        # The cable ent itself is the one which decides what it links to,
        # so we need to potentially make endpoint cables at locations with
        # only "incoming" lines.
        # So this dict is either a targetname to indicate cables with an
        # outgoing connection, or the entity for endpoints without an outgoing
        # connection.
        cable_points: Dict[connections.Item, Union[Entity, str]] = {}

        for i, node in enumerate(group.nodes, start=1):
            indexes[node] = i
            node.name = base_name

            sprite_pos = conf_glow_height.copy()
            sprite_pos.localise(
                Vec.from_str(node.inst['origin']),
                Vec.from_str(node.inst['angles']),
            )

            if glow_conf:
                # First add the sprite at the right height.
                sprite = vmf.create_ent('env_sprite')
                for prop in glow_conf:
                    sprite[prop.name] = conditions.resolve_value(
                        node.inst, prop.value)

                sprite['origin'] = sprite_pos
                sprite['targetname'] = NAME_SPR(base_name, i)
            elif beam_conf:
                # If beams but not sprites, we need a target.
                vmf.create_ent(
                    'info_target',
                    origin=sprite_pos,
                    targetname=NAME_SPR(base_name, i),
                )

            if beam_conf:
                # Now the beam going from below up to the sprite.
                beam_pos = conf_las_start.copy()
                beam_pos.localise(
                    Vec.from_str(node.inst['origin']),
                    Vec.from_str(node.inst['angles']),
                )
                beam = vmf.create_ent('env_beam')
                for prop in beam_conf:
                    beam[prop.name] = conditions.resolve_value(
                        node.inst, prop.value)

                beam['origin'] = beam['targetpoint'] = beam_pos
                beam['targetname'] = NAME_BEAM_LOW(base_name, i)
                beam['LightningStart'] = beam['targetname']
                beam['LightningEnd'] = NAME_SPR(base_name, i)
                beam['spawnflags'] = conf_beam_flags | 128  # Shade Start

        if beam_conf:
            for i, (node_a, node_b) in enumerate(group.links):
                beam = vmf.create_ent('env_beam')
                conditions.set_ent_keys(beam, node_a.inst, res, 'BeamKeys')
                beam['origin'] = beam['targetpoint'] = node_a.inst['origin']
                beam['targetname'] = NAME_BEAM_CONN(base_name, i)
                beam['LightningStart'] = NAME_SPR(base_name, indexes[node_a])
                beam['LightningEnd'] = NAME_SPR(base_name, indexes[node_b])
                beam['spawnflags'] = conf_beam_flags

        # We have a couple different situations to deal with here.
        # Either end could Not exist, be Unlinked, or be Linked = 8 combos.
        # Always flip so we do A to B.
        # AB |
        # NN | Make 2 new ones, one is an endpoint.
        # NU | Flip, do UN.
        # NL | Make A, link A to B. Both are linked.
        # UN | Make B, link A to B. B is unlinked.
        # UU | Link A to B, A is now linked, B is unlinked.
        # UL | Link A to B. Both are linked.
        # LN | Flip, do NL.
        # LU | Flip, do UL
        # LL | Make A, link A to B. Both are linked.
        if cable_conf:
            rope_ind = 0  # Uniqueness value.
            for node_a, node_b in group.links:
                state_a, ent_a = RopeState.from_node(cable_points, node_a)
                state_b, ent_b = RopeState.from_node(cable_points, node_b)

                if (state_a is RopeState.LINKED
                        or (state_a is RopeState.NONE
                            and state_b is RopeState.UNLINKED)):
                    # Flip these, handle the opposite order.
                    state_a, state_b = state_b, state_a
                    ent_a, ent_b = ent_b, ent_a
                    node_a, node_b = node_b, node_a

                pos_a = conf_rope_off.copy()
                pos_a.localise(
                    Vec.from_str(node_a.inst['origin']),
                    Vec.from_str(node_a.inst['angles']),
                )

                pos_b = conf_rope_off.copy()
                pos_b.localise(
                    Vec.from_str(node_b.inst['origin']),
                    Vec.from_str(node_b.inst['angles']),
                )

                # Need to make the A rope if we don't have one that's unlinked.
                if state_a is not RopeState.UNLINKED:
                    rope_a = vmf.create_ent('move_rope')
                    for prop in beam_conf:
                        rope_a[prop.name] = conditions.resolve_value(
                            node_a.inst, prop.value)
                    rope_a['origin'] = pos_a
                    rope_ind += 1
                    rope_a['targetname'] = NAME_CABLE(base_name, rope_ind)
                else:
                    # It is unlinked, so it's the rope to use.
                    rope_a = ent_a

                # Only need to make the B rope if it doesn't have one.
                if state_b is RopeState.NONE:
                    rope_b = vmf.create_ent('move_rope')
                    for prop in beam_conf:
                        rope_b[prop.name] = conditions.resolve_value(
                            node_b.inst, prop.value)
                    rope_b['origin'] = pos_b
                    rope_ind += 1
                    name_b = rope_b['targetname'] = NAME_CABLE(
                        base_name, rope_ind)

                    cable_points[node_b] = rope_b  # Someone can use this.
                elif state_b is RopeState.UNLINKED:
                    # Both must be unlinked, we aren't using this link though.
                    name_b = ent_b['targetname']
                else:  # Linked, we just have the name.
                    name_b = ent_b

                # By here, rope_a should be an unlinked rope,
                # and name_b should be a name to link to.
                rope_a['nextkey'] = name_b

                # Figure out how much slack to give.
                # If on floor, we need to be taut to have clearance.

                if on_floor(node_a) or on_floor(node_b):
                    rope_a['slack'] = 60
                else:
                    rope_a['slack'] = 125

                # We're always linking A to B, so A is always linked!
                if state_a is not RopeState.LINKED:
                    cable_points[node_a] = rope_a['targetname']

    return conditions.RES_EXHAUSTED
Exemplo n.º 23
0
def res_antlaser(vmf: VMF, res: Property) -> object:
    """The condition to generate AntLasers and Antline Corners.

    This is executed once to modify all instances.
    """
    conf_inst_corner = instanceLocs.resolve('<item_bee2_antline_corner>',
                                            silent=True)
    conf_inst_laser = instanceLocs.resolve(res['instance'])
    conf_glow_height = Vec(z=res.float('GlowHeight', 48) - 64)
    conf_las_start = Vec(z=res.float('LasStart') - 64)
    conf_rope_off = res.vec('RopePos')
    conf_toggle_targ = res['toggleTarg', '']

    beam_conf = res.find_key('BeamKeys', or_blank=True)
    glow_conf = res.find_key('GlowKeys', or_blank=True)
    cable_conf = res.find_key('CableKeys', or_blank=True)

    if beam_conf:
        # Grab a copy of the beam spawnflags so we can set our own options.
        conf_beam_flags = beam_conf.int('spawnflags')
        # Mask out certain flags.
        conf_beam_flags &= (
            0
            | 1  # Start On
            | 2  # Toggle
            | 4  # Random Strike
            | 8  # Ring
            | 16  # StartSparks
            | 32  # EndSparks
            | 64  # Decal End
            #| 128  # Shade Start
            #| 256  # Shade End
            #| 512  # Taper Out
        )
    else:
        conf_beam_flags = 0

    conf_outputs = [
        Output.parse(prop) for prop in res
        if prop.name in ('onenabled', 'ondisabled')
    ]

    # Find all the markers.
    nodes: dict[str, Node] = {}

    for inst in vmf.by_class['func_instance']:
        filename = inst['file'].casefold()
        name = inst['targetname']
        if filename in conf_inst_laser:
            node_type = NodeType.LASER
        elif filename in conf_inst_corner:
            node_type = NodeType.CORNER
        else:
            continue

        try:
            # Remove the item - it's no longer going to exist after
            # we're done.
            item = connections.ITEMS.pop(name)
        except KeyError:
            raise ValueError('No item for "{}"?'.format(name)) from None
        pos = Vec.from_str(inst['origin'])
        orient = Matrix.from_angle(Angle.from_str(inst['angles']))
        if node_type is NodeType.CORNER:
            timer_delay = item.inst.fixup.int('$timer_delay')
            # We treat inf, 1, 2 and 3 as the same, to get around the 1 and 2 not
            # being selectable issue.
            pos = CORNER_POS[max(0, timer_delay - 3) % 8] @ orient + pos
        nodes[name] = Node(node_type, inst, item, pos, orient)

    if not nodes:
        # None at all.
        return conditions.RES_EXHAUSTED

    # Now find every connected group, recording inputs, outputs and links.
    todo = set(nodes.values())

    groups: list[Group] = []

    while todo:
        start = todo.pop()
        # Synthesise the Item used for logic.
        # We use a random info_target to manage the IO data.
        group = Group(start, start.type)
        groups.append(group)
        for node in group.nodes:
            # If this node has no non-node outputs, destroy the antlines.
            has_output = False
            node.is_grouped = True

            for conn in list(node.item.outputs):
                neighbour = conn.to_item
                neigh_node = nodes.get(neighbour.name, None)
                todo.discard(neigh_node)
                if neigh_node is None or neigh_node.type is not node.type:
                    # Not a node or different item type, it must therefore
                    # be a target of our logic.
                    conn.from_item = group.item
                    has_output = True
                    continue
                elif not neigh_node.is_grouped:
                    # Another node.
                    group.nodes.append(neigh_node)
                # else: True, node already added.

                # For nodes, connect link.
                conn.remove()
                group.links.add(frozenset({node, neigh_node}))

            # If we have a real output, we need to transfer it.
            # Otherwise we can just destroy it.
            if has_output:
                node.item.transfer_antlines(group.item)
            else:
                node.item.delete_antlines()

            # Do the same for inputs, so we can catch that.
            for conn in list(node.item.inputs):
                neighbour = conn.from_item
                neigh_node = nodes.get(neighbour.name, None)
                todo.discard(neigh_node)
                if neigh_node is None or neigh_node.type is not node.type:
                    # Not a node or different item type, it must therefore
                    # be a target of our logic.
                    conn.to_item = group.item
                    node.had_input = True
                    continue
                elif not neigh_node.is_grouped:
                    # Another node.
                    group.nodes.append(neigh_node)
                # else: True, node already added.

                # For nodes, connect link.
                conn.remove()
                group.links.add(frozenset({neigh_node, node}))

    # Now every node is in a group. Generate the actual entities.
    for group in groups:
        # We generate two ent types. For each marker, we add a sprite
        # and a beam pointing at it. Then for each connection
        # another beam.

        # Choose a random item name to use for our group.
        base_name = group.nodes[0].item.name

        out_enable = [Output('', '', 'FireUser2')]
        out_disable = [Output('', '', 'FireUser1')]
        if group.type is NodeType.LASER:
            for output in conf_outputs:
                if output.output.casefold() == 'onenabled':
                    out_enable.append(output.copy())
                else:
                    out_disable.append(output.copy())

        group.item.enable_cmd = tuple(out_enable)
        group.item.disable_cmd = tuple(out_disable)

        if group.type is NodeType.LASER and conf_toggle_targ:
            # Make the group info_target into a texturetoggle.
            toggle = group.item.inst
            toggle['classname'] = 'env_texturetoggle'
            toggle['target'] = conditions.local_name(group.nodes[0].inst,
                                                     conf_toggle_targ)

        # Node -> index for targetnames.
        indexes: dict[Node, int] = {}

        # For antline corners, the antline segments.
        segments: list[antlines.Segment] = []

        # frozenset[Node] unpacking isn't clear.
        node_a: Node
        node_b: Node

        if group.type is NodeType.CORNER:
            for node_a, node_b in group.links:
                # Place a straight antline between each connected node.
                # If on the same plane, we only need one. If not, we need to
                # do one for each plane it's in.
                offset = node_b.pos - node_a.pos
                up_a = node_a.orient.up()
                up_b = node_b.orient.up()
                plane_a = Vec.dot(node_a.pos, up_a)
                plane_b = Vec.dot(node_b.pos, up_b)
                if Vec.dot(up_a, up_b) > 0.9:
                    if abs(plane_a - plane_b) > 1e-6:
                        LOGGER.warning(
                            'Antline corners "{}" - "{}" '
                            'are on different planes',
                            node_a.item.name,
                            node_b.item.name,
                        )
                        continue
                    u = node_a.orient.left()
                    v = node_a.orient.forward()
                    # Which are we aligned to?
                    if abs(Vec.dot(offset, u)) < 1e-6 or abs(Vec.dot(
                            offset, v)) < 1e-6:
                        forward = offset.norm()
                        group.add_ant_straight(
                            up_a,
                            node_a.pos + 8.0 * forward,
                            node_b.pos - 8.0 * forward,
                        )
                    else:
                        LOGGER.warning(
                            'Antline corners "{}" - "{}" '
                            'are not directly aligned',
                            node_a.item.name,
                            node_b.item.name,
                        )
                else:
                    # We expect them be aligned to each other.
                    side = Vec.cross(up_a, up_b)
                    if abs(Vec.dot(side, offset)) < 1e-6:
                        mid1 = node_a.pos + Vec.dot(offset, up_b) * up_b
                        mid2 = node_b.pos - Vec.dot(offset, up_a) * up_a
                        if mid1 != mid2:
                            LOGGER.warning(
                                'Midpoint mismatch: {} != {} for "{}" - "{}"',
                                mid1,
                                mid2,
                                node_a.item.name,
                                node_b.item.name,
                            )
                        group.add_ant_straight(
                            up_a,
                            node_a.pos + 8.0 * (mid1 - node_a.pos).norm(),
                            mid1,
                        )
                        group.add_ant_straight(
                            up_b,
                            node_b.pos + 8.0 * (mid2 - node_b.pos).norm(),
                            mid2,
                        )

        # For cables, it's a bit trickier than the beams.
        # The cable ent itself is the one which decides what it links to,
        # so we need to potentially make endpoint cables at locations with
        # only "incoming" lines.
        # So this dict is either a targetname to indicate cables with an
        # outgoing connection, or the entity for endpoints without an outgoing
        # connection.
        cable_points: dict[Node, Union[Entity, str]] = {}

        for i, node in enumerate(group.nodes, start=1):
            indexes[node] = i
            node.item.name = base_name

            if group.type is NodeType.CORNER:
                node.inst.remove()
                # Figure out whether we want a corner at this point, or
                # just a regular dot. If a non-node input was provided it's
                # always a corner. Otherwise it's one if there's an L, T or X
                # junction.
                use_corner = True
                norm = node.orient.up().as_tuple()
                if not node.had_input:
                    neighbors = [
                        mag * direction for direction in [
                            node.orient.forward(),
                            node.orient.left(),
                        ] for mag in [-8.0, 8.0]
                        if ((node.pos + mag * direction).as_tuple(),
                            norm) in group.ant_seg
                    ]
                    if len(neighbors) == 2:
                        [off1, off2] = neighbors
                        if Vec.dot(off1, off2) < -0.99:
                            # ---o---, merge together. The endpoints we want
                            # are the other ends of the two segments.
                            group.add_ant_straight(
                                node.orient.up(),
                                group.rem_ant_straight(norm, node.pos + off1),
                                group.rem_ant_straight(norm, node.pos + off2),
                            )
                            use_corner = False
                    elif len(neighbors) == 1:
                        # o-----, merge.
                        [offset] = neighbors
                        group.add_ant_straight(
                            node.orient.up(),
                            group.rem_ant_straight(norm, node.pos + offset),
                            node.pos - offset,
                        )
                        use_corner = False
                if use_corner:
                    segments.append(
                        antlines.Segment(
                            antlines.SegType.CORNER,
                            round(node.orient.up(), 3),
                            Vec(node.pos),
                            Vec(node.pos),
                        ))
            elif group.type is NodeType.LASER:
                sprite_pos = node.pos + conf_glow_height @ node.orient

                if glow_conf:
                    # First add the sprite at the right height.
                    sprite = vmf.create_ent('env_sprite')
                    for prop in glow_conf:
                        sprite[prop.name] = conditions.resolve_value(
                            node.inst, prop.value)

                    sprite['origin'] = sprite_pos
                    sprite['targetname'] = NAME_SPR(base_name, i)
                elif beam_conf:
                    # If beams but not sprites, we need a target.
                    vmf.create_ent(
                        'info_target',
                        origin=sprite_pos,
                        targetname=NAME_SPR(base_name, i),
                    )

                if beam_conf:
                    # Now the beam going from below up to the sprite.
                    beam_pos = node.pos + conf_las_start @ node.orient
                    beam = vmf.create_ent('env_beam')
                    for prop in beam_conf:
                        beam[prop.name] = conditions.resolve_value(
                            node.inst, prop.value)

                    beam['origin'] = beam['targetpoint'] = beam_pos
                    beam['targetname'] = NAME_BEAM_LOW(base_name, i)
                    beam['LightningStart'] = beam['targetname']
                    beam['LightningEnd'] = NAME_SPR(base_name, i)
                    beam['spawnflags'] = conf_beam_flags | 128  # Shade Start

        segments += set(group.ant_seg.values())
        if group.type is NodeType.CORNER and segments:
            group.item.antlines.add(
                antlines.Antline(group.item.name + '_antline', segments))

        if group.type is NodeType.LASER and beam_conf:
            for i, (node_a, node_b) in enumerate(group.links):
                beam = vmf.create_ent('env_beam')
                conditions.set_ent_keys(beam, node_a.inst, res, 'BeamKeys')
                beam['origin'] = beam['targetpoint'] = node_a.pos
                beam['targetname'] = NAME_BEAM_CONN(base_name, i)
                beam['LightningStart'] = NAME_SPR(base_name, indexes[node_a])
                beam['LightningEnd'] = NAME_SPR(base_name, indexes[node_b])
                beam['spawnflags'] = conf_beam_flags

        if group.type is NodeType.LASER and cable_conf:
            build_cables(
                vmf,
                group,
                cable_points,
                base_name,
                beam_conf,
                conf_rope_off,
            )

    return conditions.RES_EXHAUSTED
Exemplo n.º 24
0
def res_antlaser(vmf: VMF, res: Property):
    """The condition to generate AntLasers.

    This is executed once to modify all instances.
    """
    conf_inst = instanceLocs.resolve(res['instance'])
    conf_glow_height = Vec(z=res.float('GlowHeight', 48) - 64)
    conf_las_start = Vec(z=res.float('LasStart') - 64)
    # Grab a copy of the beam spawnflags so we can set our own options.
    conf_beam_flags = res.find_key('BeamKeys', []).int('spawnflags')
    # Mask out certain flags.
    conf_beam_flags &= (
        0
        | 1  # Start On
        | 2  # Toggle
        | 4  # Random Strike
        | 8  # Ring
        | 16  # StartSparks
        | 32  # EndSparks
        | 64  # Decal End
        #| 128  # Shade Start
        #| 256  # Shade End
        #| 512  # Taper Out
    )
    conf_outputs = [
        Output.parse(prop) for prop in res
        if prop.name in ('onenabled', 'ondisabled')
    ]

    # Find all the markers.
    nodes = {}  # type: Dict[str, Item]

    for inst in vmf.by_class['func_instance']:
        if inst['file'].casefold() not in conf_inst:
            continue
        name = inst['targetname']
        try:
            # Remove the item - it's no longer going to exist after
            # we're done.
            nodes[name] = connections.ITEMS.pop(name)
        except KeyError:
            raise ValueError('No item for "{}"?'.format(name)) from None

    # Now find every connected group, recording inputs, outputs and links.
    todo = set(nodes.values())

    groups = []  # type: List[Group]

    # Node -> is grouped already.
    node_pairing = dict.fromkeys(nodes.values(), False)

    while todo:
        start = todo.pop()
        # Synthesise the Item used for logic.
        # We use a random info_target to manage the IO data.
        group = Group(start)
        groups.append(group)
        for node in group.nodes:
            # If this node has no non-node outputs, destroy the antlines.
            has_output = False
            node_pairing[node] = True

            for conn in list(node.outputs):
                neighbour = conn.to_item
                todo.discard(neighbour)
                pair_state = node_pairing.get(neighbour, None)
                if pair_state is None:
                    # Not a node, a target of our logic.
                    conn.from_item = group.item
                    has_output = True
                    continue
                elif pair_state is False:
                    # Another node.
                    group.nodes.append(neighbour)
                # else: True, node already added.

                # For nodes, connect link.
                conn.remove()
                group.links.add((node, neighbour))

            # If we have a real output, we need to transfer it.
            # Otherwise we can just destroy it.
            if has_output:
                group.item.antlines.update(node.antlines)
                group.item.ind_panels.update(node.ind_panels)
                group.item.shape_signs.extend(node.shape_signs)
            else:
                node.delete_antlines()

            # Do the same for inputs, so we can catch that.
            for conn in list(node.inputs):
                neighbour = conn.from_item
                todo.discard(neighbour)
                pair_state = node_pairing.get(neighbour, None)
                if pair_state is None:
                    # Not a node, an input to the group.
                    conn.to_item = group.item
                    continue
                elif pair_state is False:
                    # Another node.
                    group.nodes.append(neighbour)
                # else: True, node already added.

                # For nodes, connect link.
                conn.remove()
                group.links.add((neighbour, node))

    # Now every node is in a group. Generate the actual entities.
    for group in groups:
        # We generate two ent types. For each marker, we add a sprite
        # and a beam pointing at it. Then for each connection
        # another beam.

        # Choose a random antlaser name to use for our group.
        base_name = group.nodes[0].name

        out_enable = [Output('', '', 'FireUser2')]
        out_disable = [Output('', '', 'FireUser1')]
        for output in conf_outputs:
            if output.output.casefold() == 'onenabled':
                out_enable.append(output.copy())
            else:
                out_disable.append(output.copy())

        group.item.enable_cmd = tuple(out_enable)
        group.item.disable_cmd = tuple(out_disable)

        # Node -> index for targetnames.
        indexes = {}  # type: Dict[Item, int]

        for i, node in enumerate(group.nodes, start=1):
            indexes[node] = i
            node.name = base_name

            # First add the sprite at the right height.
            sprite_pos = conf_glow_height.copy()
            sprite_pos.localise(
                Vec.from_str(node.inst['origin']),
                Vec.from_str(node.inst['angles']),
            )
            sprite = vmf.create_ent('env_sprite')
            conditions.set_ent_keys(sprite, node.inst, res, 'GlowKeys')
            sprite['origin'] = sprite_pos
            sprite['targetname'] = NAME_SPR(base_name, i)

            # Now the beam going from below up to the sprite.
            beam_pos = conf_las_start.copy()
            beam_pos.localise(
                Vec.from_str(node.inst['origin']),
                Vec.from_str(node.inst['angles']),
            )
            beam = vmf.create_ent('env_beam')
            conditions.set_ent_keys(beam, node.inst, res, 'BeamKeys')
            beam['origin'] = beam_pos
            beam['targetname'] = NAME_BEAM_LOW(base_name, i)
            beam['LightningStart'] = beam['targetname']
            beam['LightningEnd'] = NAME_SPR(base_name, i)
            beam['spawnflags'] = conf_beam_flags | 128  # Shade Start

        for i, (node1, node2) in enumerate(group.links):
            beam = vmf.create_ent('env_beam')
            conditions.set_ent_keys(beam, node1.inst, res, 'BeamKeys')
            beam['origin'] = node1.inst['origin']
            beam['targetname'] = NAME_BEAM_CONN(base_name, i)
            beam['LightningStart'] = NAME_SPR(base_name, indexes[node1])
            beam['LightningEnd'] = NAME_SPR(base_name, indexes[node2])
            beam['spawnflags'] = conf_beam_flags

    return conditions.RES_EXHAUSTED