Пример #1
0
def find_glass_items(config,
                     vmf: VMF) -> Iterator[Tuple[str, Vec, Vec, Vec, dict]]:
    """Find the bounding boxes for all the glass items matching a config.

    This yields (targetname, min, max, normal, config) tuples.
    """
    # targetname -> min, max, normal, config
    glass_items = {}
    for inst in vmf.by_class['func_instance']:  # type: Entity
        try:
            conf = config[inst['file'].casefold()]
        except KeyError:
            continue
        targ = inst['targetname']
        norm = Vec(x=1).rotate_by_str(inst['angles'])
        origin = Vec.from_str(inst['origin']) - 64 * norm
        try:
            bbox_min, bbox_max, group_norm, group_conf = glass_items[targ]
        except KeyError:
            # First of this group..
            bbox_min, bbox_max = origin.copy(), origin.copy()
            group_norm = norm.copy()
            glass_items[targ] = bbox_min, bbox_max, group_norm, conf
        else:
            bbox_min.min(origin)
            bbox_max.max(origin)
            assert group_norm == norm, '"{}" is inconsistently rotated!'.format(
                targ)
            assert group_conf is conf, '"{}" has multiple configs!'.format(
                targ)
        inst.remove()

    for targ, (bbox_min, bbox_max, norm, conf) in glass_items.items():
        yield targ, bbox_min, bbox_max, norm, conf
Пример #2
0
def find_glass_items(config, vmf: VMF) -> Iterator[Tuple[str, Vec, Vec, Vec, dict]]:
    """Find the bounding boxes for all the glass items matching a config.

    This yields (targetname, min, max, normal, config) tuples.
    """
    # targetname -> min, max, normal, config
    glass_items = {}
    for inst in vmf.by_class['func_instance']:  # type: Entity
        try:
            conf = config[inst['file'].casefold()]
        except KeyError:
            continue
        targ = inst['targetname']
        norm = Vec(x=1).rotate_by_str(inst['angles'])
        origin = Vec.from_str(inst['origin']) - 64 * norm
        try:
            bbox_min, bbox_max, group_norm, group_conf = glass_items[targ]
        except KeyError:
            # First of this group..
            bbox_min, bbox_max = origin.copy(), origin.copy()
            group_norm = norm.copy()
            glass_items[targ] = bbox_min, bbox_max, group_norm, conf
        else:
            bbox_min.min(origin)
            bbox_max.max(origin)
            assert group_norm == norm, '"{}" is inconsistently rotated!'.format(targ)
            assert group_conf is conf, '"{}" has multiple configs!'.format(targ)
        inst.remove()

    for targ, (bbox_min, bbox_max, norm, conf) in glass_items.items():
        yield targ, bbox_min, bbox_max, norm, conf
Пример #3
0
def res_antlaser(vmf: VMF, res: Property):
    """The condition to generate AntLasers.

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

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

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

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

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

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

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

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

    groups = []  # type: List[Group]

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    return conditions.RES_EXHAUSTED
Пример #4
0
def res_antlaser(vmf: VMF, res: Property):
    """The condition to generate AntLasers.

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

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

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

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

    groups = []  # type: List[Group]

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    return conditions.RES_EXHAUSTED
Пример #5
0
 def __init__(self, pos: Vec, radius: float) -> None:
     self.pos = pos
     self.prev_pos = pos.copy()
     self.radius = radius
Пример #6
0
def res_antlaser(vmf: VMF, res: Property):
    """The condition to generate AntLasers.

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

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

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

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

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

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

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

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

    groups = []  # type: List[Group]

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    return conditions.RES_EXHAUSTED