def __init__(self, start: Node, typ: NodeType) -> None: self.type = typ # Antlaser or corner? self.nodes: list[Node] = [start] # We use a frozenset here to ensure we don't double-up the links - # users might accidentally do that. self.links: set[frozenset[Node]] = set() # For antline corners, each endpoint + normal -> the segment self.ant_seg: dict[tuple[tuple[float, float, float], tuple[float, float, float], ], antlines.Segment] = {} # Create a comp_relay to attach I/O to. # The corners have an origin on the floor whereas lasers are normal. if typ is NodeType.CORNER: logic_pos = start.pos + 8 * start.orient.up() logic_conf = CONFIG_ANTLINE else: logic_pos = start.pos - 56 * start.orient.up() logic_conf = CONFIG_ANTLASER logic_ent = start.inst.map.create_ent( 'comp_relay', origin=logic_pos, targetname=start.item.name, ) # Create the item for the entire group of markers. self.item = connections.Item( logic_ent, logic_conf, ant_floor_style=start.item.ant_floor_style, ant_wall_style=start.item.ant_wall_style, ) connections.ITEMS[self.item.name] = self.item
def __init__(self, start: connections.Item): self.nodes: List[connections.Item] = [start] # We use a frozenset here to ensure we don't double-up the links - # users might accidentally do that. self.links: Set[FrozenSet[connections.Item]] = set() # Create the item for the entire group of markers. logic_ent = start.inst.map.create_ent( 'info_target', origin=start.inst['origin'], targetname=start.name, ) self.item = connections.Item( logic_ent, AntLaserConn, start.ant_floor_style, start.ant_wall_style, ) connections.ITEMS[self.item.name] = self.item
def res_reshape_fizzler(vmf: VMF, shape_inst: Entity, res: Property): """Convert a fizzler connected via the output to a new shape. This allows for different placing of fizzler items. * Each `segment` parameter should be a `x y z;x y z` pair of positions that represent the ends of the fizzler. * `up_axis` should be set to a normal vector pointing in the new 'upward' direction. * If none are connected, a regular fizzler will be synthesized. The following fixup vars will be set to allow the shape to match the fizzler: * `$uses_nodraw` will be 1 if the fizzler nodraws surfaces behind it. """ shape_name = shape_inst['targetname'] shape_item = connections.ITEMS.pop(shape_name) shape_orient = Matrix.from_angle(Angle.from_str(shape_inst['angles'])) up_axis: Vec = round(res.vec('up_axis') @ shape_orient, 6) for conn in shape_item.outputs: fizz_item = conn.to_item try: fizz = fizzler.FIZZLERS[fizz_item.name] except KeyError: continue # Detach this connection and remove traces of it. conn.remove() fizz.emitters.clear() # Remove old positions. fizz.up_axis = up_axis fizz.base_inst['origin'] = shape_inst['origin'] fizz.base_inst['angles'] = shape_inst['angles'] break else: # No fizzler, so generate a default. # We create the fizzler instance, Fizzler object, and Item object # matching it. # This is hardcoded to use regular Emancipation Fields. base_inst = conditions.add_inst( vmf, targetname=shape_name, origin=shape_inst['origin'], angles=shape_inst['angles'], file=resolve_one('<ITEM_BARRIER_HAZARD:fizz_base>'), ) base_inst.fixup.update(shape_inst.fixup) fizz = fizzler.FIZZLERS[shape_name] = fizzler.Fizzler( fizzler.FIZZ_TYPES['VALVE_MATERIAL_EMANCIPATION_GRID'], up_axis, base_inst, [], ) fizz_item = connections.Item( base_inst, connections.ITEM_TYPES['item_barrier_hazard'], ant_floor_style=shape_item.ant_floor_style, ant_wall_style=shape_item.ant_wall_style, ) connections.ITEMS[shape_name] = fizz_item # Transfer the input/outputs from us to the fizzler. for inp in list(shape_item.inputs): inp.to_item = fizz_item for conn in list(shape_item.outputs): conn.from_item = fizz_item # If the fizzler has no outputs, then strip out antlines. Otherwise, # they need to be transferred across, so we can't tell safely. if fizz_item.output_act() is None and fizz_item.output_deact() is None: shape_item.delete_antlines() else: shape_item.transfer_antlines(fizz_item) fizz_base = fizz.base_inst fizz_base['origin'] = shape_inst['origin'] origin = Vec.from_str(shape_inst['origin']) fizz.has_cust_position = True # Since the fizzler is moved elsewhere, it's the responsibility of # the new item to have holes. fizz.embedded = False # So tell it whether or not it needs to do so. shape_inst.fixup['$uses_nodraw'] = fizz.fizz_type.nodraw_behind for seg_prop in res.find_all('Segment'): vec1, vec2 = seg_prop.value.split(';') seg_min_max = Vec.bbox( Vec.from_str(vec1) @ shape_orient + origin, Vec.from_str(vec2) @ shape_orient + origin, ) fizz.emitters.append(seg_min_max)
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() inst = None 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() del inst # Make sure we don't use this later. if not marker_names: # No markers in the map - abort return RES_EXHAUSTED item_id = res['markerItem'] # Synthesise the connection config used for the final trigger. conn_conf_sp = connections.Config( 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 = conn_conf_coop = None coop_only_once = False else: coop_only_once = res.bool('coopOnce') conn_conf_coop = connections.Config( id=item_id + ':TRIGGER', 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 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=options.get(Vec, "global_ents_loc"), angles='0 0 0', ) trig_ent.solids = [ vmf.make_prism( bbox_min, bbox_max, mat=consts.Tools.TRIGGER, ).solid, ] # Use 'keys' and 'localkeys' blocks to set all the other keyvalues. conditions.set_ent_keys(trig_ent, inst1, 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(inst1, 'man'), origin=origin, ) item = connections.Item( out_ent, conn_conf_coop, ant_floor_style=mark1.ant_floor_style, ant_wall_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, conn_conf_sp, ant_floor_style=mark1.ant_floor_style, ant_wall_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