本文整理汇总了Python中srctools.Property类的典型用法代码示例。如果您正苦于以下问题:Python Property类的具体用法?Python Property怎么用?Python Property使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了Property类的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的Python代码示例。
示例1: parse
def parse(prop: Property):
"""Parse from property values.
The value can be in four forms:
"prop" "material"
"prop" "<scale>|material"
"prop" "<scale>|material|static"
"prop"
{
"tex" "<mat>"
"scale" "<scale>"
"static" "<is_static>"
}
"""
if prop.has_children():
tex = prop['tex']
scale = prop.float('scale', 0.25)
static = prop.bool('static')
else:
vals = prop.value.split('|')
opts = ()
scale_str = '0.25'
if len(vals) == 2:
scale_str, tex = vals
elif len(vals) > 2:
scale_str, tex, *opts = vals
else:
# Unpack to ensure it only has 1 section
[tex] = vals
scale = conv_float(scale_str, 0.25)
static = 'static' in opts
return AntTex(tex, scale, static)
开发者ID:BenVlodgi,项目名称:BEE2.4,代码行数:34,代码来源:antlines.py
示例2: load_conf
def load_conf(prop_block: Property):
"""Read the config and build our dictionaries."""
global INST_SPECIAL
# Extra definitions: key -> filename.
# Make sure to do this first, so numbered instances are set in
# ITEM_FOR_FILE.
for prop in prop_block.find_key('CustInstances', []):
CUST_INST_FILES[prop.name] = special_inst = {}
for inst in prop:
file = inst.value.casefold()
special_inst[inst.name] = file
ITEM_FOR_FILE[file] = (prop.name, inst.name)
# Normal instances: index -> filename
for prop in prop_block.find_key('Allinstances', []):
INSTANCE_FILES[prop.name] = inst_list = []
for ind, inst in enumerate(prop):
file = inst.value.casefold()
inst_list.append(file)
ITEM_FOR_FILE[file] = (prop.name, ind)
INST_SPECIAL = {
key.casefold(): resolve(val_string, silent=True)
for key, val_string in
SPECIAL_INST.items()
}
开发者ID:BenVlodgi,项目名称:BEE2.4,代码行数:27,代码来源:instanceLocs.py
示例3: set_ent_keys
def set_ent_keys(
ent: Entity,
inst: Entity,
prop_block: Property,
block_name: str='Keys',
) -> None:
"""Copy the given key prop block to an entity.
This uses the keys and 'localkeys' properties on the prop_block.
Values with $fixup variables will be treated appropriately.
LocalKeys keys will be changed to use instance-local names, where needed.
block_name lets you change the 'keys' suffix on the prop_block name.
ent can be any mapping.
"""
for prop in prop_block.find_key(block_name, []):
ent[prop.real_name] = resolve_value(inst, prop.value)
for prop in prop_block.find_key('Local' + block_name, []):
if prop.value.startswith('$'):
val = inst.fixup[prop.value]
else:
val = prop.value
if val.startswith('@'):
ent[prop.real_name] = val
else:
ent[prop.real_name] = local_name(inst, val)
开发者ID:BenVlodgi,项目名称:BEE2.4,代码行数:25,代码来源:__init__.py
示例4: res_make_tag_coop_spawn
def res_make_tag_coop_spawn(vmf: VMF, inst: Entity, res: Property):
"""Create the spawn point for ATLAS in the entry corridor.
It produces either an instance or the normal spawn entity. This is required since ATLAS may need to have the paint gun logic.
The two parameters `origin` and `facing` must be set to determine the required position.
If `global` is set, the spawn point will be absolute instead of relative to the current instance.
"""
if vbsp.GAME_MODE != 'COOP':
return RES_EXHAUSTED
is_tag = vbsp_options.get(str, 'game_id') == utils.STEAM_IDS['TAG']
origin = res.vec('origin')
normal = res.vec('facing', z=1)
# Some styles might want to ignore the instance we're running on.
if not res.bool('global'):
origin = origin.rotate_by_str(inst['angles'])
normal = normal.rotate_by_str(inst['angles'])
origin += Vec.from_str(inst['origin'])
angles = normal.to_angle()
if is_tag:
vmf.create_ent(
classname='func_instance',
targetname='paint_gun',
origin=origin - (0, 0, 16),
angles=angles,
# Generated by the BEE2 app.
file='instances/bee2/tag_coop_gun.vmf',
)
# Blocks ATLAS from having a gun
vmf.create_ent(
classname='info_target',
targetname='supress_blue_portalgun_spawn',
origin=origin,
angles='0 0 0',
)
# Allows info_target to work
vmf.create_ent(
classname='env_global',
targetname='no_spawns',
globalstate='portalgun_nospawn',
initialstate=1,
spawnflags=1, # Use initial state
origin=origin,
)
vmf.create_ent(
classname='info_coop_spawn',
targetname='@coop_spawn_blue',
ForceGunOnSpawn=int(not is_tag),
origin=origin,
angles=angles,
enabled=1,
StartingTeam=3, # ATLAS
)
return RES_EXHAUSTED
开发者ID:BenVlodgi,项目名称:BEE2.4,代码行数:58,代码来源:apTag.py
示例5: get_curr_settings
def get_curr_settings() -> Property:
"""Return a property tree defining the current options."""
props = Property('', [])
for opt_id, opt_func in option_handler.items():
opt_prop = opt_func() # type: Property
opt_prop.name = opt_id.title()
props.append(opt_prop)
return props
开发者ID:BenVlodgi,项目名称:BEE2.4,代码行数:10,代码来源:BEE2_config.py
示例6: res_unst_scaffold_setup
def res_unst_scaffold_setup(res: Property):
group = res['group', 'DEFAULT_GROUP']
if group not in SCAFFOLD_CONFIGS:
# Store our values in the CONFIGS dictionary
targ_inst, links = SCAFFOLD_CONFIGS[group] = {}, {}
else:
# Grab the already-filled values, and add to them
targ_inst, links = SCAFFOLD_CONFIGS[group]
for block in res.find_all("Instance"):
conf = {
# If set, adjusts the offset appropriately
'is_piston': srctools.conv_bool(block['isPiston', '0']),
'rotate_logic': srctools.conv_bool(block['AlterAng', '1'], True),
'off_floor': Vec.from_str(block['FloorOff', '0 0 0']),
'off_wall': Vec.from_str(block['WallOff', '0 0 0']),
'logic_start': block['startlogic', ''],
'logic_end': block['endLogic', ''],
'logic_mid': block['midLogic', ''],
'logic_start_rev': block['StartLogicRev', None],
'logic_end_rev': block['EndLogicRev', None],
'logic_mid_rev': block['EndLogicRev', None],
'inst_wall': block['wallInst', ''],
'inst_floor': block['floorInst', ''],
'inst_offset': block['offsetInst', None],
# Specially rotated to face the next track!
'inst_end': block['endInst', None],
}
for logic_type in ('logic_start', 'logic_mid', 'logic_end'):
if conf[logic_type + '_rev'] is None:
conf[logic_type + '_rev'] = conf[logic_type]
for inst in instanceLocs.resolve(block['file']):
targ_inst[inst] = conf
# We need to provide vars to link the tracks and beams.
for block in res.find_all('LinkEnt'):
# The name for this set of entities.
# It must be a '@' name, or the name will be fixed-up incorrectly!
loc_name = block['name']
if not loc_name.startswith('@'):
loc_name = '@' + loc_name
links[block['nameVar']] = {
'name': loc_name,
# The next entity (not set in end logic)
'next': block['nextVar'],
# A '*' name to reference all the ents (set on the start logic)
'all': block['allVar', None],
}
return group # We look up the group name to find the values.
开发者ID:BenVlodgi,项目名称:BEE2.4,代码行数:55,代码来源:scaffold.py
示例7: widget_slider
def widget_slider(parent: tk.Frame, var: tk.StringVar, conf: Property) -> tk.Widget:
"""Provides a slider for setting a number in a range."""
scale = tk.Scale(
parent,
orient='horizontal',
from_=conf.float('min'),
to=conf.float('max', 100),
resolution=conf.float('step', 1),
variable=var,
command=widget_sfx,
)
return scale
开发者ID:BenVlodgi,项目名称:BEE2.4,代码行数:12,代码来源:itemconfig.py
示例8: save
def save(self, ignore_readonly=False):
"""Save the palette file into the specified location.
If ignore_readonly is true, this will ignore the `prevent_overwrite`
property of the palette (allowing resaving those properties over old
versions). Otherwise those palettes always create a new file.
"""
LOGGER.info('Saving "{}"!', self.name)
props = Property(None, [
Property('Name', self.name),
Property('TransName', self.trans_name),
Property('ReadOnly', srctools.bool_as_int(self.prevent_overwrite)),
Property('Items', [
Property(item_id, str(subitem))
for item_id, subitem in self.pos
])
])
# If default, don't include in the palette file.
# Remove the translated name, in case it's not going to write
# properly to the file.
if self.trans_name:
props['Name'] = ''
else:
del props['TransName']
if not self.prevent_overwrite:
del props['ReadOnly']
if self.settings is not None:
self.settings.name = 'Settings'
props.append(self.settings.copy())
# We need to write a new file, determine a valid path.
# Use a hash to ensure it's a valid path (without '-' if negative)
# If a conflict occurs, add ' ' and hash again to get a different
# value.
if self.filename is None or (self.prevent_overwrite and not ignore_readonly):
hash_src = self.name
while True:
hash_filename = str(abs(hash(hash_src))) + PAL_EXT
if os.path.isfile(hash_filename):
# Add a random character to iterate the hash.
hash_src += chr(random.randrange(0x10ffff))
else:
file = open(os.path.join(PAL_DIR, hash_filename), 'w', encoding='utf8')
self.filename = os.path.join(PAL_DIR, hash_filename)
break
else:
file = open(os.path.join(PAL_DIR, self.filename), 'w', encoding='utf8')
with file:
for line in props.export():
file.write(line)
开发者ID:BenVlodgi,项目名称:BEE2.4,代码行数:52,代码来源:paletteLoader.py
示例9: res_breakable_glass_setup
def res_breakable_glass_setup(res: Property):
item_id = res['item']
conf = {
'template': template_brush.get_scaling_template(res['template']),
'offset': res.float('offset', 0.5),
# Distance inward from the frames the glass should span.
'border_size': res.float('border_size', 0),
'thickness': res.float('thickness', 4),
}
glass_item_setup(conf, item_id, BREAKABLE_GLASS_CONF)
return res.value
开发者ID:BenVlodgi,项目名称:BEE2.4,代码行数:13,代码来源:glass.py
示例10: res_rand_inst_shift_setup
def res_rand_inst_shift_setup(res: Property) -> tuple:
min_x = res.float('min_x')
max_x = res.float('max_x')
min_y = res.float('min_y')
max_y = res.float('max_y')
min_z = res.float('min_z')
max_z = res.float('max_z')
return (
min_x, max_x,
min_y, max_y,
min_z, max_z,
'f' + res['seed', 'randomshift']
)
开发者ID:BenVlodgi,项目名称:BEE2.4,代码行数:14,代码来源:randomise.py
示例11: init_trans
def init_trans(self):
"""Try and load a copy of basemodui from Portal 2 to translate.
Valve's items use special translation strings which would look ugly
if we didn't convert them.
"""
# Already loaded
if TRANS_DATA:
return
# We need to first figure out what language is used (if not English),
# then load in the file. This is saved in the 'appmanifest',
try:
appman_file = open(self.abs_path("../../appmanifest_620.acf"))
except FileNotFoundError:
# Portal 2 isn't here...
return
with appman_file:
appman = Property.parse(appman_file, "appmanifest_620.acf")
try:
lang = appman.find_key("AppState").find_key("UserConfig")["language"]
except NoKeyError:
return
basemod_loc = self.abs_path("../Portal 2/portal2_dlc2/resource/basemodui_" + lang + ".txt")
# Basemod files are encoded in UTF-16.
try:
basemod_file = open(basemod_loc, encoding="utf16")
except FileNotFoundError:
return
with basemod_file:
if lang == "english":
def filterer(file):
"""The English language has some unused language text.
This needs to be skipped since it has invalid quotes."""
for line in file:
if line.count('"') <= 4:
yield line
basemod_file = filterer(basemod_file)
trans_prop = Property.parse(basemod_file, "basemodui.txt")
for item in trans_prop.find_key("lang", []).find_key("tokens", []):
TRANS_DATA[item.real_name] = item.value
开发者ID:BenVlodgi,项目名称:BEE2.4,代码行数:49,代码来源:gameMan.py
示例12: from_file
def from_file(cls, path, zip_file):
"""Initialise from a file.
path is the file path for the map inside the zip, without extension.
zip_file is either a ZipFile or FakeZip object.
"""
# Some P2Cs may have non-ASCII characters in descriptions, so we
# need to read it as bytes and convert to utf-8 ourselves - zips
# don't convert encodings automatically for us.
try:
with zip_open_bin(zip_file, path + '.p2c') as file:
props = Property.parse(
# Decode the P2C as UTF-8, and skip unknown characters.
# We're only using it for display purposes, so that should
# be sufficent.
TextIOWrapper(
file,
encoding='utf-8',
errors='replace',
),
path,
)
except KeyValError:
# Silently fail if we can't parse the file. That way it's still
# possible to backup.
LOGGER.warning('Failed parsing puzzle file!', path, exc_info=True)
props = Property('portal2_puzzle', [])
title = None
desc = _('Failed to parse this puzzle file. It can still be backed up.')
else:
props = props.find_key('portal2_puzzle', [])
title = props['title', None]
desc = props['description', _('No description found.')]
if title is None:
title = '<' + path.rsplit('/', 1)[-1] + '.p2c>'
return cls(
filename=os.path.basename(path),
zip_file=zip_file,
title=title,
desc=desc,
is_coop=srctools.conv_bool(props['coop', '0']),
create_time=Date(props['timestamp_created', '']),
mod_time=Date(props['timestamp_modified', '']),
)
开发者ID:BenVlodgi,项目名称:BEE2.4,代码行数:48,代码来源:backup.py
示例13: make_static_pist_setup
def make_static_pist_setup(res: Property):
instances = (
'bottom_0', 'bottom_1', 'bottom_2', 'bottom_3',
'logic_0', 'logic_1', 'logic_2', 'logic_3',
'static_0', 'static_1', 'static_2', 'static_3', 'static_4',
'grate_low', 'grate_high',
)
if res.has_children():
# Pull from config
return {
name: instanceLocs.resolve_one(
res[name, ''],
error=False,
) for name in instances
}
else:
# Pull from editoritems
if ':' in res.value:
from_item, prefix = res.value.split(':', 1)
else:
from_item = res.value
prefix = ''
return {
name: instanceLocs.resolve_one(
'<{}:bee2_{}{}>'.format(from_item, prefix, name),
error=False,
) for name in instances
}
开发者ID:BenVlodgi,项目名称:BEE2.4,代码行数:29,代码来源:__init__.py
示例14: write_sound
def write_sound(
file: StringIO,
snds: Property,
pack_list: PackList,
snd_prefix: str='*',
) -> None:
"""Write either a single sound, or multiple rndsound.
snd_prefix is the prefix for each filename - *, #, @, etc.
"""
if snds.has_children():
file.write('"rndwave"\n\t{\n')
for snd in snds:
file.write(
'\t"wave" "{sndchar}{file}"\n'.format(
file=snd.value.lstrip(SOUND_CHARS),
sndchar=snd_prefix,
)
)
pack_list.pack_file('sound/' + snd.value.casefold())
file.write('\t}\n')
else:
file.write(
'"wave" "{sndchar}{file}"\n'.format(
file=snds.value.lstrip(SOUND_CHARS),
sndchar=snd_prefix,
)
)
pack_list.pack_file('sound/' + snds.value.casefold())
开发者ID:BenVlodgi,项目名称:BEE2.4,代码行数:29,代码来源:vrad.py
示例15: res_monitor_setup
def res_monitor_setup(res: Property):
return (
res['breakInst', None],
res['bullseye_name', ''],
res.vec('bullseye_loc'),
res['bullseye_parent', ''],
)
开发者ID:BenVlodgi,项目名称:BEE2.4,代码行数:7,代码来源:monitor.py
示例16: parse_packlists
def parse_packlists(props: Property) -> None:
"""Parse the packlists.cfg file, to load our packing lists."""
for prop in props.find_children('Packlist'):
PACKLISTS[prop.name] = {
file.value
for file in prop
}
开发者ID:BenVlodgi,项目名称:BEE2.4,代码行数:7,代码来源:packing.py
示例17: clean_text
def clean_text(file_path):
# Try and parse as a property file. If it succeeds,
# write that out - it removes excess whitespace between lines
with open(file_path, 'r') as f:
try:
props = Property.parse(f)
except KeyValError:
pass
else:
for line in props.export():
yield line.lstrip()
return
with open(file_path, 'r') as f:
for line in f:
if line.isspace():
continue
if line.lstrip().startswith('//'):
continue
# Remove // comments, but only if the comment doesn't have
# a quote char after it - it could be part of the string,
# so leave it just to be safe.
if '//' in line and '"' not in line:
yield line.split('//')[0] + '\n'
else:
yield line.lstrip()
开发者ID:xDadiKx,项目名称:BEE2-items,代码行数:26,代码来源:compile_packages.py
示例18: load_settings
def load_settings(pit: Property):
if not pit:
SETTINGS.clear()
# No pits are permitted..
return
SETTINGS.update({
'use_skybox': srctools.conv_bool(pit['teleport', '0']),
'tele_dest': pit['tele_target', '@goo_targ'],
'tele_ref': pit['tele_ref', '@goo_ref'],
'off_x': srctools.conv_int(pit['off_x', '0']),
'off_y': srctools.conv_int(pit['off_y', '0']),
'skybox': pit['sky_inst', ''],
'skybox_ceil': pit['sky_inst_ceil', ''],
'targ': pit['targ_inst', ''],
'blend_light': pit['blend_light', '']
})
for inst_type in (
'support',
'side',
'corner',
'double',
'triple',
'pillar',
):
vals = [
prop.value
for prop in
pit.find_all(inst_type + '_inst')
]
if len(vals) == 0:
vals = [""]
PIT_INST[inst_type] = vals
开发者ID:BenVlodgi,项目名称:BEE2.4,代码行数:33,代码来源:bottomlessPit.py
示例19: res_cust_antline_setup
def res_cust_antline_setup(res: Property):
if 'wall' in res:
wall_type = antlines.AntType.parse(res.find_key('wall'))
else:
wall_type = None
if 'floor' in res:
floor_type = antlines.AntType.parse(res.find_key('floor'))
else:
floor_type = wall_type
return (
wall_type,
floor_type,
res.bool('remove_signs'),
res['toggle_var', ''],
)
开发者ID:BenVlodgi,项目名称:BEE2.4,代码行数:17,代码来源:custItems.py
示例20: res_calc_opposite_wall_dist
def res_calc_opposite_wall_dist(inst: Entity, res: Property):
"""Calculate the distance between this item and the opposing wall.
The value is stored in the `$var` specified by the property value.
Alternately it is set by `ResultVar`, and `offset` adds or subtracts to the value.
`GooCollide` means that it will stop when goo is found, otherwise it is
ignored.
`GooAdjust` means additionally if the space is goo, the distance will
be modified so that it specifies the surface of the goo.
"""
if res.has_children():
result_var = res['ResultVar']
dist_off = res.float('offset')
collide_goo = res.bool('GooCollide')
adjust_goo = res.bool('GooAdjust')
else:
result_var = res.value
dist_off = 0
collide_goo = adjust_goo = False
origin = Vec.from_str(inst['origin'])
normal = Vec(z=1).rotate_by_str(inst['angles'])
mask = [
brushLoc.Block.SOLID,
brushLoc.Block.EMBED,
brushLoc.Block.PIT_BOTTOM,
brushLoc.Block.PIT_SINGLE,
]
# Only if actually downward.
if normal == (0, 0, -1) and collide_goo:
mask.append(brushLoc.Block.GOO_TOP)
mask.append(brushLoc.Block.GOO_SINGLE)
opposing_pos = brushLoc.POS.raycast_world(
origin,
normal,
mask,
)
if adjust_goo and brushLoc.POS['world': opposing_pos + 128*normal].is_goo:
# If the top is goo, adjust so the 64 below is the top of the goo.
dist_off += 32
inst.fixup[result_var] = (origin - opposing_pos).mag() + dist_off
开发者ID:BenVlodgi,项目名称:BEE2.4,代码行数:46,代码来源:positioning.py
注:本文中的srctools.Property类示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。 |
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