Add edible plant resource nodes

This commit is contained in:
2026-05-17 16:01:06 -07:00
parent d69311363d
commit 054552202d
11 changed files with 155 additions and 6 deletions
+5
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@@ -8,6 +8,8 @@ height, slope, and drainage-candidate analysis.
- Wood: scrub/woodland and hillside patches.
- Fiber: grassland, scrub, and drainage-candidate areas.
- Edible plants: coastal scrub, grassland, and drainage-candidate forage
patches that yield the MVP `food` item.
- Stone: slope, exposed terrain, and valley-edge areas.
Freshwater remains separate because the water-source roadmap item follows this
@@ -16,6 +18,8 @@ pass and should be implemented as its own gameplay actor/system.
## Implementation
- Added `BP_StoneResourceNode` through `Scripts/setup_playable_blueprints.py`.
- Added `BP_EdiblePlantResourceNode` through
`Scripts/setup_playable_blueprints.py`.
- Updated `Scripts/setup_ground_zero_demo_map.py` to place deterministic Ground
Zero resource nodes.
- Added `Scripts/verify_ground_zero_resources.py` to validate node presence,
@@ -27,6 +31,7 @@ The map now contains:
- Wood nodes: `4`
- Fiber nodes: `5`
- Edible plant nodes: `3`
- Stone nodes: `4`
These counts include the original demo wood and fiber nodes so the first player