Пример #1
0
def res_cutout_tile(vmf: srctools.VMF, res: Property):
    """Generate random quarter tiles, like in Destroyed or Retro maps.

    - `MarkerItem` is the instance file to look for (`<ITEM_BEE2_CUTOUT_TILE>`)
    - `floor_chance`: The percentage change for a segment in the middle of the floor to be a normal tile.
    - `floor_glue_chance`: The chance for any tile to be glue - this should be higher than the regular chance, as that overrides this.
    - `rotateMax` is the maximum angle to rotate squarebeam models.
    - `squarebeamsSkin` sets the skin to use for the squarebeams floor frame.
    - `dispBase`, if true makes the floor a displacement with random alpha.
    - `Materials` blocks specify the possible materials to use:
          - `squarebeams` is the squarebeams variant to use.
          - `ceilingwalls` are the sides of the ceiling section.
          - `floorbase` is the texture under floor sections.
            If `dispBase` is True this is a displacement material.
          - `tile_glue` is used on top of a thinner tile segment.
          - `clip` is the player_clip texture used over floor segments.
            (This allows customising the surfaceprop.)

    """
    marker_filenames = instanceLocs.resolve(res['markeritem'])

    INST_LOCS = {}  # Map targetnames -> surface loc
    CEIL_IO = []  # Pairs of ceil inst corners to cut out.
    FLOOR_IO = []  # Pairs of floor inst corners to cut out.

    overlay_ids = {}  # When we replace brushes, we need to fix any overlays
    # on that surface.

    MATS.clear()
    floor_edges = []  # Values to pass to add_floor_sides() at the end

    sign_locs = set()
    # If any signage is present in the map, we need to force tiles to
    # appear at that location!
    for over in vmf.by_class['info_overlay']:
        if (over['material'].casefold() in FORCE_TILE_MATS and
                # Only check floor/ceiling overlays
                over['basisnormal'] in ('0 0 1', '0 0 -1')):
            add_signage_loc(sign_locs, Vec.from_str(over['origin']))

    for item in connections.ITEMS.values():
        for ind_pan in item.ind_panels:
            loc = Vec(0, 0, -64)
            loc.localise(
                Vec.from_str(ind_pan['origin']),
                Vec.from_str(ind_pan['angles']),
            )
            add_signage_loc(sign_locs, loc)

    SETTINGS = {
        'floor_chance':
        srctools.conv_int(res['floorChance', '100'], 100),
        'ceil_chance':
        srctools.conv_int(res['ceilingChance', '100'], 100),
        'floor_glue_chance':
        srctools.conv_int(res['floorGlueChance', '0']),
        'ceil_glue_chance':
        srctools.conv_int(res['ceilingGlueChance', '0']),
        'rotate_beams':
        int(srctools.conv_float(res['rotateMax', '0']) * BEAM_ROT_PRECISION),
        'beam_skin':
        res['squarebeamsSkin', '0'],
        'base_is_disp':
        srctools.conv_bool(res['dispBase', '0']),
        'quad_floor':
        res['FloorSize', '4x4'].casefold() == '2x2',
        'quad_ceil':
        res['CeilingSize', '4x4'].casefold() == '2x2',
    }

    random.seed(vbsp.MAP_RAND_SEED + '_CUTOUT_TILE_NOISE')
    noise = SimplexNoise(period=4 * 40)  # 4 tiles/block, 50 blocks max

    # We want to know the number of neighbouring tile cutouts before
    # placing tiles - blocks away from the sides generate fewer tiles.
    floor_neighbours = defaultdict(dict)  # all_floors[z][x,y] = count

    for mat_prop in res.find_key('Materials', []):
        MATS[mat_prop.name].append(mat_prop.value)

    if SETTINGS['base_is_disp']:
        # We want the normal brushes to become nodraw.
        MATS['floorbase_disp'] = MATS['floorbase']
        MATS['floorbase'] = ['tools/toolsnodraw']

        # Since this uses random data for initialisation, the alpha and
        # regular will use slightly different patterns.
        alpha_noise = SimplexNoise(period=4 * 50)
    else:
        alpha_noise = None

    for key, default in TEX_DEFAULT:
        if key not in MATS:
            MATS[key] = [default]

    # Find our marker ents
    for inst in vmf.by_class['func_instance']:
        if inst['file'].casefold() not in marker_filenames:
            continue
        targ = inst['targetname']
        normal = Vec(0, 0, 1).rotate_by_str(inst['angles', '0 0 0'])
        # Check the orientation of the marker to figure out what to generate
        if normal == (0, 0, 1):
            io_list = FLOOR_IO
        else:
            io_list = CEIL_IO

        # Reuse orient to calculate where the solid face will be.
        loc = Vec.from_str(inst['origin']) - 64 * normal
        INST_LOCS[targ] = loc

        item = connections.ITEMS[targ]
        item.delete_antlines()

        if item.outputs:
            for conn in list(item.outputs):
                if conn.to_item.inst['file'].casefold() in marker_filenames:
                    io_list.append((targ, conn.to_item.name))
                else:
                    LOGGER.warning('Cutout tile connected to non-cutout!')
                conn.remove()  # Delete the connection.
        else:
            # If the item doesn't have any connections, 'connect'
            # it to itself so we'll generate a 128x128 tile segment.
            io_list.append((targ, targ))

        # Remove all traces of this item (other than in connections lists).
        inst.remove()
        del connections.ITEMS[targ]

    for start_floor, end_floor in FLOOR_IO:
        box_min = Vec(INST_LOCS[start_floor])
        box_min.min(INST_LOCS[end_floor])

        box_max = Vec(INST_LOCS[start_floor])
        box_max.max(INST_LOCS[end_floor])

        if box_min.z != box_max.z:
            continue  # They're not in the same level!
        z = box_min.z

        if SETTINGS['rotate_beams']:
            # We have to generate 1 model per 64x64 block to do rotation...
            gen_rotated_squarebeams(
                vmf,
                box_min - (64, 64, 0),
                box_max + (64, 64, -8),
                skin=SETTINGS['beam_skin'],
                max_rot=SETTINGS['rotate_beams'],
            )
        else:
            # Make the squarebeams props, using big models if possible
            gen_squarebeams(vmf,
                            box_min + (-64, -64, 0),
                            box_max + (64, 64, -8),
                            skin=SETTINGS['beam_skin'])

        # Add a player_clip brush across the whole area
        vmf.add_brush(
            vmf.make_prism(
                p1=box_min - (64, 64, FLOOR_DEPTH),
                p2=box_max + (64, 64, 0),
                mat=MATS['clip'][0],
            ).solid)

        # Add a noportal_volume covering the surface, in case there's
        # room for a portal.
        noportal_solid = vmf.make_prism(
            # Don't go all the way to the sides, so it doesn't affect wall
            # brushes.
            p1=box_min - (63, 63, 9),
            p2=box_max + (63, 63, 0),
            mat='tools/toolsinvisible',
        ).solid
        noportal_ent = vmf.create_ent(
            classname='func_noportal_volume',
            origin=box_min.join(' '),
        )
        noportal_ent.solids.append(noportal_solid)

        if SETTINGS['base_is_disp']:
            # Use displacements for the base instead.
            make_alpha_base(
                vmf,
                box_min + (-64, -64, 0),
                box_max + (64, 64, 0),
                noise=alpha_noise,
            )

        for x, y in utils.iter_grid(
                min_x=int(box_min.x),
                max_x=int(box_max.x) + 1,
                min_y=int(box_min.y),
                max_y=int(box_max.y) + 1,
                stride=128,
        ):
            # Build the set of all positions..
            floor_neighbours[z][x, y] = -1

        # Mark borders we need to fill in, and the angle (for func_instance)
        # The wall is the face pointing inwards towards the bottom brush,
        # and the ceil is the ceiling of the block above the bordering grid
        # points.
        for x in range(int(box_min.x), int(box_max.x) + 1, 128):
            # North
            floor_edges.append(
                BorderPoints(
                    wall=Vec(x, box_max.y + 64, z - 64),
                    ceil=Vec_tuple(x, box_max.y + 128, z),
                    rot=270,
                ))
            # South
            floor_edges.append(
                BorderPoints(
                    wall=Vec(x, box_min.y - 64, z - 64),
                    ceil=Vec_tuple(x, box_min.y - 128, z),
                    rot=90,
                ))

        for y in range(int(box_min.y), int(box_max.y) + 1, 128):
            # East
            floor_edges.append(
                BorderPoints(
                    wall=Vec(box_max.x + 64, y, z - 64),
                    ceil=Vec_tuple(box_max.x + 128, y, z),
                    rot=180,
                ))

            # West
            floor_edges.append(
                BorderPoints(
                    wall=Vec(box_min.x - 64, y, z - 64),
                    ceil=Vec_tuple(box_min.x - 128, y, z),
                    rot=0,
                ))

    # Now count boundaries near tiles, then generate them.

    # Do it separately for each z-level:
    for z, xy_dict in floor_neighbours.items():  # type: float, dict
        for x, y in xy_dict:  # type: float, float
            # We want to count where there aren't any tiles
            xy_dict[x, y] = (((x - 128, y - 128) not in xy_dict) +
                             ((x - 128, y + 128) not in xy_dict) +
                             ((x + 128, y - 128) not in xy_dict) +
                             ((x + 128, y + 128) not in xy_dict) +
                             ((x - 128, y) not in xy_dict) +
                             ((x + 128, y) not in xy_dict) +
                             ((x, y - 128) not in xy_dict) +
                             ((x, y + 128) not in xy_dict))

        max_x = max_y = 0

        weights = {}
        # Now the counts are all correct, compute the weight to apply
        # for tiles.
        # Adding the neighbouring counts will make a 5x5 area needed to set
        # the center to 0.

        for (x, y), cur_count in xy_dict.items():
            max_x = max(x, max_x)
            max_y = max(y, max_y)

            # Orthrogonal is worth 0.2, diagonal is worth 0.1.
            # Not-present tiles would be 8 - the maximum
            tile_count = (0.8 * cur_count + 0.1 * xy_dict.get(
                (x - 128, y - 128), 8) + 0.1 * xy_dict.get(
                    (x - 128, y + 128), 8) + 0.1 * xy_dict.get(
                        (x + 128, y - 128), 8) + 0.1 * xy_dict.get(
                            (x + 128, y + 128), 8) + 0.2 * xy_dict.get(
                                (x - 128, y), 8) + 0.2 * xy_dict.get(
                                    (x, y - 128), 8) + 0.2 * xy_dict.get(
                                        (x, y + 128), 8) + 0.2 * xy_dict.get(
                                            (x + 128, y), 8))
            # The number ranges from 0 (all tiles) to 12.8 (no tiles).
            # All tiles should still have a small chance to generate tiles.
            weights[x, y] = min((tile_count + 0.5) / 8, 1)

        # Share the detail entity among same-height tiles..
        detail_ent = vmf.create_ent(classname='func_detail', )

        for x, y in xy_dict:
            convert_floor(
                vmf,
                Vec(x, y, z),
                overlay_ids,
                MATS,
                SETTINGS,
                sign_locs,
                detail_ent,
                noise_weight=weights[x, y],
                noise_func=noise,
            )

    add_floor_sides(vmf, floor_edges)

    conditions.reallocate_overlays(overlay_ids)

    return conditions.RES_EXHAUSTED
Пример #2
0
def res_import_template(inst, res):
    """Import a template VMF file, retexturing it to match orientatation.

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

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

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

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

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

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

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

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

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

    if new_ids:
        conditions.reallocate_overlays({
            str(brush_group.face.id): new_ids,
        })
Пример #3
0
def res_cutout_tile(res: Property):
    """Generate random quarter tiles, like in Destroyed or Retro maps.

    - "MarkerItem" is the instance to look for.
    - "TileSize" can be "2x2" or "4x4".
    - rotateMax is the amount of degrees to rotate squarebeam models.

    Materials:
    - "squarebeams" is the squarebeams variant to use.
    - "ceilingwalls" are the sides of the ceiling section.
    - "floorbase" is the texture under floor sections.
    - "tile_glue" is used on top of a thinner tile segment.
    - "clip" is the player_clip texture used over floor segments.
        (This allows customising the surfaceprop.)
    - "Floor4x4Black", "Ceil2x2White" and other combinations can be used to
       override the textures used.
    """
    item = instanceLocs.resolve(res['markeritem'])

    INST_LOCS = {}  # Map targetnames -> surface loc
    CEIL_IO = []  # Pairs of ceil inst corners to cut out.
    FLOOR_IO = []  # Pairs of floor inst corners to cut out.

    overlay_ids = {}  # When we replace brushes, we need to fix any overlays
    # on that surface.

    MATS.clear()
    floor_edges = []  # Values to pass to add_floor_sides() at the end

    sign_loc = set(FORCE_LOCATIONS)
    # If any signage is present in the map, we need to force tiles to
    # appear at that location!
    for over in conditions.VMF.by_class['info_overlay']:
        if (over['material'].casefold() in FORCE_TILE_MATS and
                # Only check floor/ceiling overlays
                over['basisnormal'] in ('0 0 1', '0 0 -1')):
            loc = Vec.from_str(over['origin'])
            # Sometimes (light bridges etc) a sign will be halfway between
            # tiles, so in that case we need to force 2 tiles.
            loc_min = (loc - (15, 15, 0)) // 32 * 32  # type: Vec
            loc_max = (loc + (15, 15, 0)) // 32 * 32  # type: Vec
            loc_min += (16, 16, 0)
            loc_max += (16, 16, 0)
            FORCE_LOCATIONS.add(loc_min.as_tuple())
            FORCE_LOCATIONS.add(loc_max.as_tuple())

    SETTINGS = {
        'floor_chance':
        srctools.conv_int(res['floorChance', '100'], 100),
        'ceil_chance':
        srctools.conv_int(res['ceilingChance', '100'], 100),
        'floor_glue_chance':
        srctools.conv_int(res['floorGlueChance', '0']),
        'ceil_glue_chance':
        srctools.conv_int(res['ceilingGlueChance', '0']),
        'rotate_beams':
        int(srctools.conv_float(res['rotateMax', '0']) * BEAM_ROT_PRECISION),
        'beam_skin':
        res['squarebeamsSkin', '0'],
        'base_is_disp':
        srctools.conv_bool(res['dispBase', '0']),
        'quad_floor':
        res['FloorSize', '4x4'].casefold() == '2x2',
        'quad_ceil':
        res['CeilingSize', '4x4'].casefold() == '2x2',
    }

    random.seed(vbsp.MAP_RAND_SEED + '_CUTOUT_TILE_NOISE')
    noise = SimplexNoise(period=4 * 40)  # 4 tiles/block, 50 blocks max

    # We want to know the number of neighbouring tile cutouts before
    # placing tiles - blocks away from the sides generate fewer tiles.
    floor_neighbours = defaultdict(dict)  # all_floors[z][x,y] = count

    for mat_prop in res['Materials', []]:
        MATS[mat_prop.name].append(mat_prop.value)

    if SETTINGS['base_is_disp']:
        # We want the normal brushes to become nodraw.
        MATS['floorbase_disp'] = MATS['floorbase']
        MATS['floorbase'] = ['tools/toolsnodraw']

        # Since this uses random data for initialisation, the alpha and
        # regular will use slightly different patterns.
        alpha_noise = SimplexNoise(period=4 * 50)
    else:
        alpha_noise = None

    for key, default in TEX_DEFAULT:
        if key not in MATS:
            MATS[key] = [default]

    # Find our marker ents
    for inst in conditions.VMF.by_class['func_instance']:  # type: VLib.Entity
        if inst['file'].casefold() not in item:
            continue
        targ = inst['targetname']
        orient = Vec(0, 0, 1).rotate_by_str(inst['angles', '0 0 0'])
        # Check the orientation of the marker to figure out what to generate
        if orient == (0, 0, 1):
            io_list = FLOOR_IO
        else:
            io_list = CEIL_IO

        # Reuse orient to calculate where the solid face will be.
        loc = (orient * -64) + Vec.from_str(inst['origin'])
        INST_LOCS[targ] = loc

        for out in inst.output_targets():
            io_list.append((targ, out))

        if not inst.outputs and inst.fixup['$connectioncount'] == '0':
            # If the item doesn't have any connections, 'connect'
            # it to itself so we'll generate a 128x128 tile segment.
            io_list.append((targ, targ))
        inst.remove()  # Remove the instance itself from the map.

    for start_floor, end_floor in FLOOR_IO:
        if end_floor not in INST_LOCS:
            # Not a marker - remove this and the antline.
            for toggle in conditions.VMF.by_target[end_floor]:
                conditions.remove_ant_toggle(toggle)
            continue

        box_min = Vec(INST_LOCS[start_floor])
        box_min.min(INST_LOCS[end_floor])

        box_max = Vec(INST_LOCS[start_floor])
        box_max.max(INST_LOCS[end_floor])

        if box_min.z != box_max.z:
            continue  # They're not in the same level!
        z = box_min.z

        if SETTINGS['rotate_beams']:
            # We have to generate 1 model per 64x64 block to do rotation...
            gen_rotated_squarebeams(
                box_min - (64, 64, 0),
                box_max + (64, 64, -8),
                skin=SETTINGS['beam_skin'],
                max_rot=SETTINGS['rotate_beams'],
            )
        else:
            # Make the squarebeams props, using big models if possible
            gen_squarebeams(box_min + (-64, -64, 0),
                            box_max + (64, 64, -8),
                            skin=SETTINGS['beam_skin'])

        # Add a player_clip brush across the whole area
        conditions.VMF.add_brush(
            conditions.VMF.make_prism(
                p1=box_min - (64, 64, FLOOR_DEPTH),
                p2=box_max + (64, 64, 0),
                mat=MATS['clip'][0],
            ).solid)

        # Add a noportal_volume covering the surface, in case there's
        # room for a portal.
        noportal_solid = conditions.VMF.make_prism(
            # Don't go all the way to the sides, so it doesn't affect wall
            # brushes.
            p1=box_min - (63, 63, 9),
            p2=box_max + (63, 63, 0),
            mat='tools/toolsinvisible',
        ).solid
        noportal_ent = conditions.VMF.create_ent(
            classname='func_noportal_volume',
            origin=box_min.join(' '),
        )
        noportal_ent.solids.append(noportal_solid)

        if SETTINGS['base_is_disp']:
            # Use displacements for the base instead.
            make_alpha_base(
                box_min + (-64, -64, 0),
                box_max + (64, 64, 0),
                noise=alpha_noise,
            )

        for x, y in utils.iter_grid(
                min_x=int(box_min.x),
                max_x=int(box_max.x) + 1,
                min_y=int(box_min.y),
                max_y=int(box_max.y) + 1,
                stride=128,
        ):
            # Build the set of all positions..
            floor_neighbours[z][x, y] = -1

        # Mark borders we need to fill in, and the angle (for func_instance)
        # The wall is the face pointing inwards towards the bottom brush,
        # and the ceil is the ceiling of the block above the bordering grid
        # points.
        for x in range(int(box_min.x), int(box_max.x) + 1, 128):
            # North
            floor_edges.append(
                BorderPoints(
                    wall=Vec(x, box_max.y + 64, z - 64),
                    ceil=Vec_tuple(x, box_max.y + 128, z),
                    rot=270,
                ))
            # South
            floor_edges.append(
                BorderPoints(
                    wall=Vec(x, box_min.y - 64, z - 64),
                    ceil=Vec_tuple(x, box_min.y - 128, z),
                    rot=90,
                ))

        for y in range(int(box_min.y), int(box_max.y) + 1, 128):
            # East
            floor_edges.append(
                BorderPoints(
                    wall=Vec(box_max.x + 64, y, z - 64),
                    ceil=Vec_tuple(box_max.x + 128, y, z),
                    rot=180,
                ))

            # West
            floor_edges.append(
                BorderPoints(
                    wall=Vec(box_min.x - 64, y, z - 64),
                    ceil=Vec_tuple(box_min.x - 128, y, z),
                    rot=0,
                ))

    # Now count boundries near tiles, then generate them.

    # Do it seperately for each z-level:
    for z, xy_dict in floor_neighbours.items():  # type: float, dict
        for x, y in xy_dict:  # type: float, float
            # We want to count where there aren't any tiles
            xy_dict[x, y] = (((x - 128, y - 128) not in xy_dict) +
                             ((x - 128, y + 128) not in xy_dict) +
                             ((x + 128, y - 128) not in xy_dict) +
                             ((x + 128, y + 128) not in xy_dict) +
                             ((x - 128, y) not in xy_dict) +
                             ((x + 128, y) not in xy_dict) +
                             ((x, y - 128) not in xy_dict) +
                             ((x, y + 128) not in xy_dict))

        max_x = max_y = 0

        weights = {}
        # Now the counts are all correct, compute the weight to apply
        # for tiles.
        # Adding the neighbouring counts will make a 5x5 area needed to set
        # the center to 0.

        for (x, y), cur_count in xy_dict.items():
            max_x = max(x, max_x)
            max_y = max(y, max_y)

            # Orthrogonal is worth 0.2, diagonal is worth 0.1.
            # Not-present tiles would be 8 - the maximum
            tile_count = (0.8 * cur_count + 0.1 * xy_dict.get(
                (x - 128, y - 128), 8) + 0.1 * xy_dict.get(
                    (x - 128, y + 128), 8) + 0.1 * xy_dict.get(
                        (x + 128, y - 128), 8) + 0.1 * xy_dict.get(
                            (x + 128, y + 128), 8) + 0.2 * xy_dict.get(
                                (x - 128, y), 8) + 0.2 * xy_dict.get(
                                    (x, y - 128), 8) + 0.2 * xy_dict.get(
                                        (x, y + 128), 8) + 0.2 * xy_dict.get(
                                            (x + 128, y), 8))
            # The number ranges from 0 (all tiles) to 12.8 (no tiles).
            # All tiles should still have a small chance to generate tiles.
            weights[x, y] = min((tile_count + 0.5) / 8, 1)

        # Share the detail entity among same-height tiles..
        detail_ent = conditions.VMF.create_ent(classname='func_detail', )

        for x, y in xy_dict:
            convert_floor(
                Vec(x, y, z),
                overlay_ids,
                MATS,
                SETTINGS,
                sign_loc,
                detail_ent,
                noise_weight=weights[x, y],
                noise_func=noise,
            )

    add_floor_sides(floor_edges)

    conditions.reallocate_overlays(overlay_ids)

    return conditions.RES_EXHAUSTED
Пример #4
0
def res_cutout_tile(vmf: srctools.VMF, res: Property):
    """Generate random quarter tiles, like in Destroyed or Retro maps.

    - "MarkerItem" is the instance to look for.
    - "TileSize" can be "2x2" or "4x4".
    - rotateMax is the amount of degrees to rotate squarebeam models.

    Materials:
    - "squarebeams" is the squarebeams variant to use.
    - "ceilingwalls" are the sides of the ceiling section.
    - "floorbase" is the texture under floor sections.
    - "tile_glue" is used on top of a thinner tile segment.
    - "clip" is the player_clip texture used over floor segments.
        (This allows customising the surfaceprop.)
    - "Floor4x4Black", "Ceil2x2White" and other combinations can be used to
       override the textures used.
    """
    marker_filenames = instanceLocs.resolve(res['markeritem'])

    INST_LOCS = {}  # Map targetnames -> surface loc
    CEIL_IO = []  # Pairs of ceil inst corners to cut out.
    FLOOR_IO = []  # Pairs of floor inst corners to cut out.

    overlay_ids = {}  # When we replace brushes, we need to fix any overlays
    # on that surface.

    MATS.clear()
    floor_edges = []  # Values to pass to add_floor_sides() at the end

    sign_locs = set()
    # If any signage is present in the map, we need to force tiles to
    # appear at that location!
    for over in vmf.by_class['info_overlay']:
        if (
                over['material'].casefold() in FORCE_TILE_MATS and
                # Only check floor/ceiling overlays
                over['basisnormal'] in ('0 0 1', '0 0 -1')
                ):
            add_signage_loc(sign_locs, Vec.from_str(over['origin']))

    for item in connections.ITEMS.values():
        for ind_pan in item.ind_panels:
            loc = Vec(0, 0, -64)
            loc.localise(
                Vec.from_str(ind_pan['origin']),
                Vec.from_str(ind_pan['angles']),
            )
            add_signage_loc(sign_locs, loc)

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

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

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

        'base_is_disp': srctools.conv_bool(res['dispBase', '0']),

        'quad_floor': res['FloorSize', '4x4'].casefold() == '2x2',
        'quad_ceil': res['CeilingSize', '4x4'].casefold() == '2x2',
    }

    random.seed(vbsp.MAP_RAND_SEED + '_CUTOUT_TILE_NOISE')
    noise = SimplexNoise(period=4 * 40)  # 4 tiles/block, 50 blocks max

    # We want to know the number of neighbouring tile cutouts before
    # placing tiles - blocks away from the sides generate fewer tiles.
    floor_neighbours = defaultdict(dict)  # all_floors[z][x,y] = count

    for mat_prop in res.find_key('Materials', []):
        MATS[mat_prop.name].append(mat_prop.value)

    if SETTINGS['base_is_disp']:
        # We want the normal brushes to become nodraw.
        MATS['floorbase_disp'] = MATS['floorbase']
        MATS['floorbase'] = ['tools/toolsnodraw']

        # Since this uses random data for initialisation, the alpha and
        # regular will use slightly different patterns.
        alpha_noise = SimplexNoise(period=4 * 50)
    else:
        alpha_noise = None

    for key, default in TEX_DEFAULT:
        if key not in MATS:
            MATS[key] = [default]

    # Find our marker ents
    for inst in vmf.by_class['func_instance']:
        if inst['file'].casefold() not in marker_filenames:
            continue
        targ = inst['targetname']
        normal = Vec(0, 0, 1).rotate_by_str(inst['angles', '0 0 0'])
        # Check the orientation of the marker to figure out what to generate
        if normal == (0, 0, 1):
            io_list = FLOOR_IO
        else:
            io_list = CEIL_IO

        # Reuse orient to calculate where the solid face will be.
        loc = Vec.from_str(inst['origin']) - 64 * normal
        INST_LOCS[targ] = loc

        item = connections.ITEMS[targ]
        item.delete_antlines()

        if item.outputs:
            for conn in list(item.outputs):
                if conn.to_item.inst['file'].casefold() in marker_filenames:
                    io_list.append((targ, conn.to_item.name))
                else:
                    LOGGER.warning('Cutout tile connected to non-cutout!')
                conn.remove()  # Delete the connection.
        else:
            # If the item doesn't have any connections, 'connect'
            # it to itself so we'll generate a 128x128 tile segment.
            io_list.append((targ, targ))

        # Remove all traces of this item (other than in connections lists).
        inst.remove()
        del connections.ITEMS[targ]

    for start_floor, end_floor in FLOOR_IO:
        box_min = Vec(INST_LOCS[start_floor])
        box_min.min(INST_LOCS[end_floor])

        box_max = Vec(INST_LOCS[start_floor])
        box_max.max(INST_LOCS[end_floor])

        if box_min.z != box_max.z:
            continue  # They're not in the same level!
        z = box_min.z

        if SETTINGS['rotate_beams']:
            # We have to generate 1 model per 64x64 block to do rotation...
            gen_rotated_squarebeams(
                vmf,
                box_min - (64, 64, 0),
                box_max + (64, 64, -8),
                skin=SETTINGS['beam_skin'],
                max_rot=SETTINGS['rotate_beams'],
            )
        else:
            # Make the squarebeams props, using big models if possible
            gen_squarebeams(
                vmf,
                box_min + (-64, -64, 0),
                box_max + (64, 64, -8),
                skin=SETTINGS['beam_skin']
            )

        # Add a player_clip brush across the whole area
        vmf.add_brush(vmf.make_prism(
            p1=box_min - (64, 64, FLOOR_DEPTH),
            p2=box_max + (64, 64, 0),
            mat=MATS['clip'][0],
        ).solid)

        # Add a noportal_volume covering the surface, in case there's
        # room for a portal.
        noportal_solid = vmf.make_prism(
            # Don't go all the way to the sides, so it doesn't affect wall
            # brushes.
            p1=box_min - (63, 63, 9),
            p2=box_max + (63, 63, 0),
            mat='tools/toolsinvisible',
        ).solid
        noportal_ent = vmf.create_ent(
            classname='func_noportal_volume',
            origin=box_min.join(' '),
        )
        noportal_ent.solids.append(noportal_solid)

        if SETTINGS['base_is_disp']:
            # Use displacements for the base instead.
            make_alpha_base(
                vmf,
                box_min + (-64, -64, 0),
                box_max + (64, 64, 0),
                noise=alpha_noise,
            )

        for x, y in utils.iter_grid(
                min_x=int(box_min.x),
                max_x=int(box_max.x) + 1,
                min_y=int(box_min.y),
                max_y=int(box_max.y) + 1,
                stride=128,
                ):
            # Build the set of all positions..
            floor_neighbours[z][x, y] = -1

        # Mark borders we need to fill in, and the angle (for func_instance)
        # The wall is the face pointing inwards towards the bottom brush,
        # and the ceil is the ceiling of the block above the bordering grid
        # points.
        for x in range(int(box_min.x), int(box_max.x) + 1, 128):
            # North
            floor_edges.append(BorderPoints(
                wall=Vec(x, box_max.y + 64, z - 64),
                ceil=Vec_tuple(x, box_max.y + 128, z),
                rot=270,
            ))
            # South
            floor_edges.append(BorderPoints(
                wall=Vec(x, box_min.y - 64, z - 64),
                ceil=Vec_tuple(x, box_min.y - 128, z),
                rot=90,
            ))

        for y in range(int(box_min.y), int(box_max.y) + 1, 128):
            # East
            floor_edges.append(BorderPoints(
                wall=Vec(box_max.x + 64, y, z - 64),
                ceil=Vec_tuple(box_max.x + 128, y, z),
                rot=180,
            ))

            # West
            floor_edges.append(BorderPoints(
                wall=Vec(box_min.x - 64, y, z - 64),
                ceil=Vec_tuple(box_min.x - 128, y, z),
                rot=0,
            ))

    # Now count boundaries near tiles, then generate them.

    # Do it separately for each z-level:
    for z, xy_dict in floor_neighbours.items():  # type: float, dict
        for x, y in xy_dict:  # type: float, float
            # We want to count where there aren't any tiles
            xy_dict[x, y] = (
                ((x - 128, y - 128) not in xy_dict) +
                ((x - 128, y + 128) not in xy_dict) +
                ((x + 128, y - 128) not in xy_dict) +
                ((x + 128, y + 128) not in xy_dict) +

                ((x - 128, y) not in xy_dict) +
                ((x + 128, y) not in xy_dict) +
                ((x, y - 128) not in xy_dict) +
                ((x, y + 128) not in xy_dict)
            )

        max_x = max_y = 0

        weights = {}
        # Now the counts are all correct, compute the weight to apply
        # for tiles.
        # Adding the neighbouring counts will make a 5x5 area needed to set
        # the center to 0.

        for (x, y), cur_count in xy_dict.items():
            max_x = max(x, max_x)
            max_y = max(y, max_y)

            # Orthrogonal is worth 0.2, diagonal is worth 0.1.
            # Not-present tiles would be 8 - the maximum
            tile_count = (
                0.8 * cur_count +
                0.1 * xy_dict.get((x - 128, y - 128), 8) +
                0.1 * xy_dict.get((x - 128, y + 128), 8) +
                0.1 * xy_dict.get((x + 128, y - 128), 8) +
                0.1 * xy_dict.get((x + 128, y + 128), 8) +

                0.2 * xy_dict.get((x - 128, y), 8) +
                0.2 * xy_dict.get((x, y - 128), 8) +
                0.2 * xy_dict.get((x, y + 128), 8) +
                0.2 * xy_dict.get((x + 128, y), 8)
            )
            # The number ranges from 0 (all tiles) to 12.8 (no tiles).
            # All tiles should still have a small chance to generate tiles.
            weights[x, y] = min((tile_count + 0.5) / 8, 1)

        # Share the detail entity among same-height tiles..
        detail_ent = vmf.create_ent(
            classname='func_detail',
        )

        for x, y in xy_dict:
            convert_floor(
                vmf,
                Vec(x, y, z),
                overlay_ids,
                MATS,
                SETTINGS,
                sign_locs,
                detail_ent,
                noise_weight=weights[x, y],
                noise_func=noise,
            )

    add_floor_sides(vmf, floor_edges)

    conditions.reallocate_overlays(overlay_ids)

    return conditions.RES_EXHAUSTED
Пример #5
0
def res_import_template(inst, res):
    """Import a template VMF file, retexturing it to match orientatation.

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

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

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

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

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

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

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

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

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

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

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

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

    if new_ids:
        conditions.reallocate_overlays({
            str(brush_group.face.id): new_ids,
        })
Пример #6
0
def res_cutout_tile(inst, res):
    """Generate random quarter tiles, like in Destroyed or Retro maps.

    - "MarkerItem" is the instance to look for.
    - "TileSize" can be "2x2" or "4x4".
    - rotateMax is the amount of degrees to rotate squarebeam models.

    Materials:
    - "squarebeams" is the squarebeams variant to use.
    - "ceilingwalls" are the sides of the ceiling section.
    - "floorbase" is the texture under floor sections.
    - "tile_glue" is used on top of a thinner tile segment.
    - "clip" is the player_clip texture used over floor segments.
        (This allows customising the surfaceprop.)
    - "Floor4x4Black", "Ceil2x2White" and other combinations can be used to
       override the textures used.
    """
    item = resolve_inst(res['markeritem'])

    INST_LOCS = {}  # Map targetnames -> surface loc
    CEIL_IO = []  # Pairs of ceil inst corners to cut out.
    FLOOR_IO = []  # Pairs of floor inst corners to cut out.

    overlay_ids = {}  # When we replace brushes, we need to fix any overlays
    # on that surface.

    MATS.clear()
    floor_edges = []  # Values to pass to add_floor_sides() at the end

    sign_loc = set(FORCE_LOCATIONS)
    # If any signage is present in the map, we need to force tiles to
    # appear at that location!
    for over in conditions.VMF.by_class['info_overlay']:
        if (
                over['material'].casefold() in FORCE_TILE_MATS and
                # Only check floor/ceiling overlays
                over['basisnormal'] in ('0 0 1', '0 0 -1')
                ):
            loc = Vec.from_str(over['origin'])
            # Sometimes (light bridges etc) a sign will be halfway between
            # tiles, so in that case we need to force 2 tiles.
            loc_min = (loc - (15, 15, 0)) // 32 * 32 + (16, 16, 0)
            loc_max = (loc + (15, 15, 0)) // 32 * 32 + (16, 16, 0)
            sign_loc.add(loc_min.as_tuple())
            sign_loc.add(loc_max.as_tuple())

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

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

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

        'base_is_disp': utils.conv_bool(res['dispBase', '0']),

        'quad_floor': res['FloorSize', '4x4'].casefold() == '2x2',
        'quad_ceil': res['CeilingSize', '4x4'].casefold() == '2x2',
    }

    for mat_prop in res['Materials', []]:
        MATS[mat_prop.name].append(mat_prop.value)

    if SETTINGS['base_is_disp']:
        # We want the normal brushes to become nodraw.
        MATS['floorbase_disp'] = MATS['floorbase']
        MATS['floorbase'] = ['tools/toolsnodraw']

    for key, default in TEX_DEFAULT:
        if key not in MATS:
            MATS[key] = [default]

    # Find our marker ents
    for inst in conditions.VMF.by_class['func_instance']: # type: VLib.Entity
        if inst['file'].casefold() not in item:
            continue
        targ = inst['targetname']
        orient = Vec(0, 0, 1).rotate_by_str(inst['angles', '0 0 0'])
        # Check the orientation of the marker to figure out what to generate
        if orient == (0, 0, 1):
            io_list = FLOOR_IO
        else:
            io_list = CEIL_IO

        # Reuse orient to calculate where the solid face will be.
        loc = (orient * -64) + Vec.from_str(inst['origin'])
        INST_LOCS[targ] = loc

        for out in inst.output_targets():
            io_list.append((targ, out))

        if not inst.outputs and inst.fixup['$connectioncount'] == '0':
            # If the item doesn't have any connections, 'connect'
            # it to itself so we'll generate a 128x128 tile segment.
            io_list.append((targ, targ))
        inst.remove()  # Remove the instance itself from the map.
    for start_floor, end_floor in FLOOR_IO:
        if end_floor not in INST_LOCS:
            # Not a marker - remove this and the antline.
            for toggle in conditions.VMF.by_target[end_floor]:
                conditions.remove_ant_toggle(toggle)
            continue

        detail_ent = conditions.VMF.create_ent(
            classname='func_detail'
        )

        box_min = Vec(INST_LOCS[start_floor])
        box_min.min(INST_LOCS[end_floor])

        box_max = Vec(INST_LOCS[start_floor])
        box_max.max(INST_LOCS[end_floor])

        if box_min.z != box_max.z:
            continue  # They're not in the same level!
        z = box_min.z

        if SETTINGS['rotate_beams']:
            # We have to generate 1 model per 64x64 block to do rotation...
            gen_rotated_squarebeams(
                box_min - (64, 64, 0),
                box_max + (64, 64, -8),
                skin=SETTINGS['beam_skin'],
                max_rot=SETTINGS['rotate_beams'],
            )
        else:
            # Make the squarebeams props, using big models if possible
            gen_squarebeams(
                box_min + (-64, -64, 0),
                box_max + (64, 64, -8),
                skin=SETTINGS['beam_skin']
            )

        # Add a player_clip brush across the whole area
        conditions.VMF.add_brush(conditions.VMF.make_prism(
            p1=box_min - (64, 64, FLOOR_DEPTH),
            p2=box_max + (64, 64, 0),
            mat=MATS['clip'][0],
        ).solid)

        # Add a noportal_volume covering the surface, in case there's
        # room for a portal.
        noportal_solid = conditions.VMF.make_prism(
            # Don't go all the way to the sides, so it doesn't affect wall
            # brushes.
            p1=box_min - (63, 63, 9),
            p2=box_max + (63, 63, 0),
            mat='tools/toolsinvisible',
        ).solid
        noportal_ent = conditions.VMF.create_ent(
            classname='func_noportal_volume',
            origin=box_min.join(' '),
        )
        noportal_ent.solids.append(noportal_solid)

        if SETTINGS['base_is_disp']:
            # Use displacements for the base instead.
            make_alpha_base(
                box_min + (-64, -64, 0),
                box_max + (64, 64, 0),
            )

        for x, y in utils.iter_grid(
                min_x=int(box_min.x),
                max_x=int(box_max.x)+1,
                min_y=int(box_min.y),
                max_y=int(box_max.y)+1,
                stride=128,
                ):
            convert_floor(
                Vec(x, y, z),
                overlay_ids,
                MATS,
                SETTINGS,
                sign_loc,
                detail_ent,
            )

        # Mark borders we need to fill in, and the angle (for func_instance)
        # The wall is the face pointing inwards towards the bottom brush,
        # and the ceil is the ceiling of the block above the bordering grid
        # points.
        for x in range(int(box_min.x), int(box_max.x) + 1, 128):
            # North
            floor_edges.append(BorderPoints(
                wall=Vec(x, box_max.y + 64, z - 64),
                ceil=Vec_tuple(x, box_max.y + 128, z),
                rot=270,
            ))
            # South
            floor_edges.append(BorderPoints(
                wall=Vec(x, box_min.y - 64, z - 64),
                ceil=Vec_tuple(x, box_min.y - 128, z),
                rot=90,
            ))

        for y in range(int(box_min.y), int(box_max.y) + 1, 128):
            # East
            floor_edges.append(BorderPoints(
                wall=Vec(box_max.x + 64, y, z - 64),
                ceil=Vec_tuple(box_max.x + 128, y, z),
                rot=180,
            ))

            # West
            floor_edges.append(BorderPoints(
                wall=Vec(box_min.x - 64, y, z - 64),
                ceil=Vec_tuple(box_min.x - 128, y, z),
                rot=0,
            ))

    add_floor_sides(floor_edges)

    conditions.reallocate_overlays(overlay_ids)

    return True