Exemplo n.º 1
0
def res_get_item_config(inst: Entity, res: Property):
    """Check if an item config panel value matches another value.

    ID is the ID of the group. Name is the name of the widget.
    If UseTimer is true, it uses $timer_delay to choose the value to use.
    Value is the value to compare to.
    """
    group_id = res['ID']
    wid_name = res['Name'].casefold()
    desired_value = res['Value']
    if res.bool('UseTimer'):
        timer_delay = inst.fixup.int('$timer_delay')
    else:
        timer_delay = None

    conf = vbsp_options.get_itemconf((group_id, wid_name), None, timer_delay)
    if conf is None:  # Doesn't exist
        return False

    return conf == desired_value
Exemplo n.º 2
0
def res_get_item_config(inst: Entity, res: Property):
    """Load a config from the item config panel onto a fixup.

    ID is the ID of the group. Name is the name of the widget, and resultVar
    is the location to store. If UseTimer is true, it uses $timer_delay to
    choose the value to use. Default is the default value, if the config
    isn't found.
    """
    group_id = res['ID']
    wid_name = res['Name']
    default = res['default']
    if res.bool('UseTimer'):
        timer_delay = inst.fixup.int('$timer_delay')
    else:
        timer_delay = None

    inst.fixup[res['ResultVar']] = vbsp_options.get_itemconf(
        (group_id, wid_name),
        default,
        timer_delay,
    )
Exemplo n.º 3
0
def res_match_item_config(inst: Entity, res: Property) -> bool:
    """Check if an item config panel value matches another value.

    * `ID` is the ID of the group.
    * `Name` is the name of the widget.
    * If `UseTimer` is true, it uses `$timer_delay` to choose the value to use.
    * `Value` is the value to compare to.
    """
    group_id = res['ID']
    wid_name = res['Name'].casefold()
    desired_value = res['Value']
    if res.bool('UseTimer'):
        timer_delay = inst.fixup.int('$timer_delay')
    else:
        timer_delay = None

    conf = vbsp_options.get_itemconf((group_id, wid_name), None, timer_delay)
    if conf is None:  # Doesn't exist
        return False

    return conf == desired_value
Exemplo n.º 4
0
def res_item_config_to_fixup(inst: Entity, res: Property):
    """Load a config from the item config panel onto a fixup.

    * `ID` is the ID of the group.
    * `Name` is the name of the widget.
    * `resultVar` is the location to store the value into.
    * If `UseTimer` is true, it uses `$timer_delay` to choose the value to use.
    * `Default` is the default value, if the config isn't found.
    """
    group_id = res['ID']
    wid_name = res['Name']
    default = res['default']
    if res.bool('UseTimer'):
        timer_delay = inst.fixup.int('$timer_delay')
    else:
        timer_delay = None

    inst.fixup[res['ResultVar']] = vbsp_options.get_itemconf(
        (group_id, wid_name),
        default,
        timer_delay,
    )
Exemplo n.º 5
0
def res_item_config_to_fixup(inst: Entity, res: Property):
    """Load a config from the item config panel onto a fixup.

    * `ID` is the ID of the group.
    * `Name` is the name of the widget.
    * `resultVar` is the location to store the value into.
    * If `UseTimer` is true, it uses `$timer_delay` to choose the value to use.
    * `Default` is the default value, if the config isn't found.
    """
    group_id = res['ID']
    wid_name = res['Name']
    default = res['default']
    if res.bool('UseTimer'):
        timer_delay = inst.fixup.int('$timer_delay')
    else:
        timer_delay = None

    inst.fixup[res['ResultVar']] = vbsp_options.get_itemconf(
        (group_id, wid_name),
        default,
        timer_delay,
    )
Exemplo n.º 6
0
def make_barriers(vmf: VMF, get_tex: Callable[[str], str]):
    """Make barrier entities. get_tex is vbsp.get_tex."""
    glass_temp = template_brush.get_scaling_template(
        vbsp_options.get(str, "glass_template")
    )
    grate_temp = template_brush.get_scaling_template(
        vbsp_options.get(str, "grating_template")
    )
    # Avoid error without this package.
    if HOLES:
        # Grab the template solids we need.
        hole_temp = template_brush.get_template(
            vbsp_options.get(str, 'glass_hole_temp')
        )
        hole_world, hole_detail, _ = hole_temp.visgrouped({'small'})
        hole_temp_small = hole_world + hole_detail
        hole_world, hole_detail, _ = hole_temp.visgrouped({'large'})
        hole_temp_large = hole_world + hole_detail
        hole_world, hole_detail, _ = hole_temp.visgrouped({'large_corner'})
        hole_temp_corner = hole_world + hole_detail
    else:
        hole_temp_small = hole_temp_large = hole_temp_corner = None

    floorbeam_temp = vbsp_options.get(str, 'glass_floorbeam_temp')

    if vbsp_options.get_itemconf('BEE_PELLET:PelletGrating', False):
        # Merge together these existing filters in global_pti_ents
        vmf.create_ent(
            origin=vbsp_options.get(Vec, 'global_pti_ents_loc'),
            targetname='@grating_filter',
            classname='filter_multi',
            filtertype=0,
            negated=0,
            filter01='@not_pellet',
            filter02='@not_paint_bomb',
        )
    else:
        # Just skip paint bombs.
        vmf.create_ent(
            origin=vbsp_options.get(Vec, 'global_pti_ents_loc'),
            targetname='@grating_filter',
            classname='filter_activator_class',
            negated=1,
            filterclass='prop_paint_bomb',
        )

    # Group the positions by planes in each orientation.
    # This makes them 2D grids which we can optimise.
    # (normal_dist, positive_axis, type) -> [(x, y)]
    slices = defaultdict(set)  # type: Dict[Tuple[Tuple[float, float, float], bool, BarrierType], Set[Tuple[float, float]]]
    # We have this on the 32-grid so we can cut squares for holes.

    for (origin, normal), barr_type in BARRIERS.items():
        origin = Vec(origin)
        normal = Vec(normal)
        norm_axis = normal.axis()
        u, v = origin.other_axes(norm_axis)
        norm_pos = Vec.with_axes(norm_axis, origin)
        slice_plane = slices[
            norm_pos.as_tuple(),  # distance from origin to this plane.
            normal[norm_axis] > 0,
            barr_type,
        ]
        for u_off in [-48, -16, 16, 48]:
            for v_off in [-48, -16, 16, 48]:
                slice_plane.add((
                    (u + u_off) // 32,
                    (v + v_off) // 32,
                ))

    # Remove pane sections where the holes are. We then generate those with
    # templates for slanted parts.
    for (origin, normal), hole_type in HOLES.items():
        barr_type = BARRIERS[origin, normal]

        origin = Vec(origin)
        normal = Vec(normal)
        norm_axis = normal.axis()
        u, v = origin.other_axes(norm_axis)
        norm_pos = Vec.with_axes(norm_axis, origin)
        slice_plane = slices[
            norm_pos.as_tuple(),
            normal[norm_axis] > 0,
            barr_type,
        ]
        if hole_type is HoleType.LARGE:
            offsets = (-80, -48, -16, 16, 48, 80)
            hole_temp = hole_temp_large.copy()
        else:
            offsets = (-16, 16)
            hole_temp = hole_temp_small.copy()
        for u_off in offsets:
            for v_off in offsets:
                # Skip the corners on large holes.
                # Those aren't actually used, so skip them. That way
                # we can have them diagonally or  without glass in the corner.
                if u_off in (-80, 80) and v_off in (-80, 80):
                    continue

                slice_plane.discard((
                    (u + u_off) // 32,
                    (v + v_off) // 32,
                ))

        # Now generate the curved brushwork.

        if barr_type is BarrierType.GLASS:
            front_temp = glass_temp
            front_mat = get_tex('special.glass')
        elif barr_type is BarrierType.GRATING:
            front_temp = grate_temp
            front_mat = get_tex('special.grating')
        else:
            raise NotImplementedError

        angles = normal.to_angle(0)
        # Angle corresponding to the brush, for the corners.
        angle_list = [angles] * len(hole_temp)

        # This is a tricky bit. Two large templates would collide
        # diagonally,
        # so chop off the corners, then put them back only if there's not
        # one diagonally.
        if hole_type is HoleType.LARGE:
            for roll in (0, 90, 180, 270):
                corn_angles = angles.copy()
                corn_angles.z = roll
                hole_off = origin + Vec(y=128, z=128).rotate(*corn_angles)
                diag_type = HOLES.get(
                    (hole_off.as_tuple(), normal.as_tuple()),
                    None,
                )
                if diag_type is not HoleType.LARGE:
                    hole_temp += hole_temp_corner
                    angle_list += [corn_angles] * len(hole_temp_corner)

        def solid_pane_func(off1, off2, mat):
            """Given the two thicknesses, produce the curved hole from the template."""
            off_min = min(off1, off2)
            off_max = max(off1, off2)
            new_brushes = [
                brush.copy(vmf_file=vmf)
                for brush in hole_temp
            ]

            for brush, br_angles in zip(new_brushes, angle_list):
                for face in brush.sides:
                    face.mat = mat
                    f_norm = face.normal()
                    if f_norm.x == 1:
                        face.translate(Vec(x=4 - off_max))
                        # face.mat = 'min'
                    elif f_norm.x == -1:
                        face.translate(Vec(x=-4 - off_min))
                        # face.mat = 'max'
                    face.localise(origin, br_angles)
            return new_brushes

        make_glass_grating(
            vmf,
            origin,
            normal,
            barr_type,
            front_temp,
            front_mat,
            solid_pane_func,
        )

    for (plane_pos, is_pos, barr_type), pos_slice in slices.items():
        plane_pos = Vec(plane_pos)
        norm_axis = plane_pos.axis()
        normal = Vec.with_axes(norm_axis, 1 if is_pos else -1)

        if barr_type is BarrierType.GLASS:
            front_temp = glass_temp
            front_mat = get_tex('special.glass')
        elif barr_type is BarrierType.GRATING:
            front_temp = grate_temp
            front_mat = get_tex('special.grating')
        else:
            raise NotImplementedError

        u_axis, v_axis = Vec.INV_AXIS[norm_axis]

        for min_u, min_v, max_u, max_v in grid_optimise(dict.fromkeys(pos_slice, True)):
            # These are two points in the origin plane, at the borders.
            pos_min = Vec.with_axes(
                norm_axis, plane_pos,
                u_axis, min_u * 32,
                v_axis, min_v * 32,
            )
            pos_max = Vec.with_axes(
                norm_axis, plane_pos,
                u_axis, max_u * 32 + 32,
                v_axis, max_v * 32 + 32,
            )

            def solid_pane_func(pos1, pos2, mat):
                """Make the solid brush."""
                return [vmf.make_prism(
                    pos_min + normal * (64.0 - pos1),
                    pos_max + normal * (64.0 - pos2),
                    mat=mat,
                ).solid]

            make_glass_grating(
                vmf,
                (pos_min + pos_max)/2,
                normal,
                barr_type,
                front_temp,
                front_mat,
                solid_pane_func,
            )

    if floorbeam_temp:
        LOGGER.info('Adding Glass floor beams...')
        add_glass_floorbeams(vmf, floorbeam_temp)
        LOGGER.info('Done!')
Exemplo n.º 7
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 8
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 9
0
def make_barriers(vmf: VMF):
    """Make barrier entities. get_tex is vbsp.get_tex."""
    glass_temp = template_brush.get_scaling_template(
        vbsp_options.get(str, "glass_template"))
    grate_temp = template_brush.get_scaling_template(
        vbsp_options.get(str, "grating_template"))
    # Avoid error without this package.
    if HOLES:
        # Grab the template solids we need.
        hole_temp = template_brush.get_template(
            vbsp_options.get(str, 'glass_hole_temp'))
        hole_world, hole_detail, _ = hole_temp.visgrouped({'small'})
        hole_temp_small = hole_world + hole_detail
        hole_world, hole_detail, _ = hole_temp.visgrouped({'large'})
        hole_temp_large = hole_world + hole_detail
        hole_world, hole_detail, _ = hole_temp.visgrouped({'large_corner'})
        hole_temp_corner = hole_world + hole_detail
    else:
        hole_temp_small = hole_temp_large = hole_temp_corner = None

    floorbeam_temp = vbsp_options.get(str, 'glass_floorbeam_temp')

    if vbsp_options.get_itemconf('BEE_PELLET:PelletGrating', False):
        # Merge together these existing filters in global_pti_ents
        vmf.create_ent(
            origin=vbsp_options.get(Vec, 'global_pti_ents_loc'),
            targetname='@grating_filter',
            classname='filter_multi',
            filtertype=0,
            negated=0,
            filter01='@not_pellet',
            filter02='@not_paint_bomb',
        )
    else:
        # Just skip paint bombs.
        vmf.create_ent(
            origin=vbsp_options.get(Vec, 'global_pti_ents_loc'),
            targetname='@grating_filter',
            classname='filter_activator_class',
            negated=1,
            filterclass='prop_paint_bomb',
        )

    # Group the positions by planes in each orientation.
    # This makes them 2D grids which we can optimise.
    # (normal_dist, positive_axis, type) -> [(x, y)]
    slices = defaultdict(
        set
    )  # type: Dict[Tuple[Tuple[float, float, float], bool, BarrierType], Set[Tuple[float, float]]]
    # We have this on the 32-grid so we can cut squares for holes.

    for (origin, normal), barr_type in BARRIERS.items():
        origin = Vec(origin)
        normal = Vec(normal)
        norm_axis = normal.axis()
        u, v = origin.other_axes(norm_axis)
        norm_pos = Vec.with_axes(norm_axis, origin)
        slice_plane = slices[
            norm_pos.as_tuple(),  # distance from origin to this plane.
            normal[norm_axis] > 0, barr_type, ]
        for u_off in [-48, -16, 16, 48]:
            for v_off in [-48, -16, 16, 48]:
                slice_plane.add((
                    (u + u_off) // 32,
                    (v + v_off) // 32,
                ))

    # Remove pane sections where the holes are. We then generate those with
    # templates for slanted parts.
    for (origin, normal), hole_type in HOLES.items():
        barr_type = BARRIERS[origin, normal]

        origin = Vec(origin)
        normal = Vec(normal)
        norm_axis = normal.axis()
        u, v = origin.other_axes(norm_axis)
        norm_pos = Vec.with_axes(norm_axis, origin)
        slice_plane = slices[norm_pos.as_tuple(), normal[norm_axis] > 0,
                             barr_type, ]
        if hole_type is HoleType.LARGE:
            offsets = (-80, -48, -16, 16, 48, 80)
            hole_temp = hole_temp_large.copy()
        else:
            offsets = (-16, 16)
            hole_temp = hole_temp_small.copy()
        for u_off in offsets:
            for v_off in offsets:
                # Skip the corners on large holes.
                # Those aren't actually used, so skip them. That way
                # we can have them diagonally or  without glass in the corner.
                if u_off in (-80, 80) and v_off in (-80, 80):
                    continue

                slice_plane.discard((
                    (u + u_off) // 32,
                    (v + v_off) // 32,
                ))

        # Now generate the curved brushwork.

        if barr_type is BarrierType.GLASS:
            front_temp = glass_temp
        elif barr_type is BarrierType.GRATING:
            front_temp = grate_temp
        else:
            raise NotImplementedError

        angles = normal.to_angle(0)
        # Angle corresponding to the brush, for the corners.
        angle_list = [angles] * len(hole_temp)

        # This is a tricky bit. Two large templates would collide
        # diagonally,
        # so chop off the corners, then put them back only if there's not
        # one diagonally.
        if hole_type is HoleType.LARGE:
            for roll in (0, 90, 180, 270):
                corn_angles = angles.copy()
                corn_angles.z = roll
                hole_off = origin + Vec(y=128, z=128).rotate(*corn_angles)
                diag_type = HOLES.get(
                    (hole_off.as_tuple(), normal.as_tuple()),
                    None,
                )
                if diag_type is not HoleType.LARGE:
                    hole_temp += hole_temp_corner
                    angle_list += [corn_angles] * len(hole_temp_corner)

        def solid_pane_func(off1, off2, mat):
            """Given the two thicknesses, produce the curved hole from the template."""
            off_min = min(off1, off2)
            off_max = max(off1, off2)
            new_brushes = [brush.copy(vmf_file=vmf) for brush in hole_temp]

            for brush, br_angles in zip(new_brushes, angle_list):
                for face in brush.sides:
                    face.mat = mat
                    f_norm = face.normal()
                    if f_norm.x == 1:
                        face.translate(Vec(x=4 - off_max))
                        # face.mat = 'min'
                    elif f_norm.x == -1:
                        face.translate(Vec(x=-4 - off_min))
                        # face.mat = 'max'
                    face.localise(origin, br_angles)
            return new_brushes

        make_glass_grating(
            vmf,
            origin,
            normal,
            barr_type,
            front_temp,
            solid_pane_func,
        )

    for (plane_pos, is_pos, barr_type), pos_slice in slices.items():
        plane_pos = Vec(plane_pos)
        norm_axis = plane_pos.axis()
        normal = Vec.with_axes(norm_axis, 1 if is_pos else -1)

        if barr_type is BarrierType.GLASS:
            front_temp = glass_temp
        elif barr_type is BarrierType.GRATING:
            front_temp = grate_temp
        else:
            raise NotImplementedError

        u_axis, v_axis = Vec.INV_AXIS[norm_axis]

        for min_u, min_v, max_u, max_v in grid_optimise(
                dict.fromkeys(pos_slice, True)):
            # These are two points in the origin plane, at the borders.
            pos_min = Vec.with_axes(
                norm_axis,
                plane_pos,
                u_axis,
                min_u * 32,
                v_axis,
                min_v * 32,
            )
            pos_max = Vec.with_axes(
                norm_axis,
                plane_pos,
                u_axis,
                max_u * 32 + 32,
                v_axis,
                max_v * 32 + 32,
            )

            def solid_pane_func(pos1, pos2, mat):
                """Make the solid brush."""
                return [
                    vmf.make_prism(
                        pos_min + normal * (64.0 - pos1),
                        pos_max + normal * (64.0 - pos2),
                        mat=mat,
                    ).solid
                ]

            make_glass_grating(
                vmf,
                (pos_min + pos_max) / 2,
                normal,
                barr_type,
                front_temp,
                solid_pane_func,
            )

    if floorbeam_temp:
        LOGGER.info('Adding Glass floor beams...')
        add_glass_floorbeams(vmf, floorbeam_temp)
        LOGGER.info('Done!')
Exemplo n.º 10
0
    def gen_flinch_trigs(self, vmf: VMF, name: str,
                         start_disabled: str) -> None:
        """For deadly fizzlers optionally make them safer.

        This adds logic to force players
        back instead when walking into the field.
        Only applies to vertical triggers.
        """
        normal = abs(self.normal())  # type: Vec

        # Horizontal fizzlers would just have you fall through.
        if normal.z:
            return

        # Disabled.
        if not vbsp_options.get_itemconf(
            ('VALVE_FIZZLER', 'FlinchBack'), False):
            return

        # Make global entities if not present.
        if '_fizz_flinch_hurt' not in vmf.by_target:
            glob_ent_loc = vbsp_options.get(Vec, 'global_ents_loc')
            vmf.create_ent(
                classname='point_hurt',
                targetname='_fizz_flinch_hurt',
                Damage=10,  # Just for visuals and sounds.
                # BURN | ENERGYBEAM | PREVENT_PHYSICS_FORCE
                DamageType=8 | 1024 | 2048,
                DamageTarget='!activator',  # Hurt the triggering player.
                DamageRadius=1,  # Target makes this unused.
                origin=glob_ent_loc,
            )

        # We need two catapults - one for each side.
        neg_brush = vmf.create_ent(
            targetname=name,
            classname='trigger_catapult',
            spawnflags=1,  # Players only.
            origin=self.base_inst['origin'],
            physicsSpeed=0,
            playerSpeed=96,
            launchDirection=(-normal).to_angle(),
            startDisabled=start_disabled,
        )
        neg_brush.add_out(Output('OnCatapulted', '_fizz_flinch_hurt', 'Hurt'))

        pos_brush = neg_brush.copy()
        pos_brush['launchDirection'] = normal.to_angle()
        vmf.add_ent(pos_brush)

        for seg_min, seg_max in self.emitters:
            neg_brush.solids.append(
                vmf.make_prism(
                    p1=(seg_min - 4 * normal - 64 * self.up_axis),
                    p2=seg_max + 64 * self.up_axis,
                    mat=const.Tools.TRIGGER,
                ).solid)
            pos_brush.solids.append(
                vmf.make_prism(
                    p1=seg_min - 64 * self.up_axis,
                    p2=(seg_max + 4 * normal + 64 * self.up_axis),
                    mat=const.Tools.TRIGGER,
                ).solid)
Exemplo n.º 11
0
    def gen_flinch_trigs(self, vmf: VMF, name: str, start_disabled: str) -> None:
        """For deadly fizzlers optionally make them safer.

        This adds logic to force players
        back instead when walking into the field.
        Only applies to vertical triggers.
        """
        normal = abs(self.normal())  # type: Vec

        # Horizontal fizzlers would just have you fall through.
        if normal.z:
            return

        # Disabled.
        if not vbsp_options.get_itemconf(('VALVE_FIZZLER', 'FlinchBack'), False):
            return

        # Make global entities if not present.
        if '_fizz_flinch_hurt' not in vmf.by_target:
            glob_ent_loc = vbsp_options.get(Vec, 'global_ents_loc')
            vmf.create_ent(
                classname='point_hurt',
                targetname='_fizz_flinch_hurt',
                Damage=10,  # Just for visuals and sounds.
                # BURN | ENERGYBEAM | PREVENT_PHYSICS_FORCE
                DamageType=8 | 1024 | 2048,
                DamageTarget='!activator',  # Hurt the triggering player.
                DamageRadius=1,  # Target makes this unused.
                origin=glob_ent_loc,
            )

        # We need two catapults - one for each side.
        neg_brush = vmf.create_ent(
            targetname=name,
            classname='trigger_catapult',
            spawnflags=1,  # Players only.
            origin=self.base_inst['origin'],
            physicsSpeed=0,
            playerSpeed=96,
            launchDirection=(-normal).to_angle(),
            startDisabled=start_disabled,
        )
        neg_brush.add_out(Output('OnCatapulted', '_fizz_flinch_hurt', 'Hurt'))

        pos_brush = neg_brush.copy()
        pos_brush['launchDirection'] = normal.to_angle()
        vmf.add_ent(pos_brush)

        for seg_min, seg_max in self.emitters:
            neg_brush.solids.append(vmf.make_prism(
                p1=(seg_min
                    - 4 * normal
                    - 64 * self.up_axis
                    ),
                p2=seg_max + 64 * self.up_axis,
                mat=const.Tools.TRIGGER,
            ).solid)
            pos_brush.solids.append(vmf.make_prism(
                p1=seg_min - 64 * self.up_axis,
                p2=(seg_max
                    + 4 * normal
                    + 64 * self.up_axis
                    ),
                mat=const.Tools.TRIGGER,
            ).solid)
Exemplo n.º 12
0
def res_resizeable_trigger(res: Property):
    """Replace two markers with a trigger brush.  

    This is run once to affect all of an item.  
    Options:
    * `markerInst`: <ITEM_ID:1,2> value referencing the marker instances, or a filename.
    * `markerItem`: The item's ID
    * `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 `instance:name;Input` value
        to turn the previewInst on and off.

    * `triggerActivate, triggerDeactivate`: The outputs used when the trigger
        turns on or off.

    * `coopVar`: The instance variable which enables detecting both Coop players.
        The trigger will be a trigger_playerteam.

    * `coopActivate, coopDeactivate`: The outputs used when coopVar is enabled.
        These should be suitable for a logic_coop_manager.
    * `coopOnce`: If true, kill the manager after it first activates.

    * `keys`: A block of keyvalues for the trigger brush. Origin and targetname
        will be set automatically.
    * `localkeys`: The same as above, except values will be changed to use
        instance-local names.
    """
    marker = instanceLocs.resolve(res['markerInst'])

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

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

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

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

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

    # Display preview overlays if it's preview mode, and the config is true
    if vbsp.IS_PREVIEW and vbsp_options.get_itemconf(res['previewConf', ''],
                                                     False):
        preview_mat = res['previewMat', '']
        preview_inst_file = res['previewInst', '']
        pre_act_name, pre_act_inp = Output.parse_name(res['previewActivate',
                                                          ''])
        pre_deact_name, pre_deact_inp = Output.parse_name(
            res['previewDeactivate', ''])
        preview_scale = srctools.conv_float(res['previewScale', '0.25'], 0.25)
    else:
        # Deactivate the preview_ options when publishing.
        preview_mat = preview_inst_file = ''
        pre_act_name = pre_deact_name = None
        pre_act_inp = pre_deact_inp = ''
        preview_scale = 0.25

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

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

        is_coop = coop_var is not None and vbsp.GAME_MODE == 'COOP' and (
            inst.fixup.bool(coop_var) or other.fixup.bool(coop_var))

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

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

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

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

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

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

        if preview_mat:
            preview_brush = vbsp.VMF.create_ent(
                classname='func_brush',
                parentname=targ,
                origin=inst['origin'],
                Solidity='1',  # Not solid
                drawinfastreflection='1',  # Draw in goo..

                # Disable shadows and lighting..
                disableflashlight='1',
                disablereceiveshadows='1',
                disableshadowdepth='1',
                disableshadows='1',
            )
            preview_brush.solids = [
                # Make it slightly smaller, so it doesn't z-fight with surfaces.
                vbsp.VMF.make_prism(
                    bbox_min + 0.5,
                    bbox_max - 0.5,
                    mat=preview_mat,
                ).solid,
            ]
            for face in preview_brush.sides():
                face.scale = preview_scale

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

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

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

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

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

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

    return RES_EXHAUSTED