Place initial gameplay actors in test map

This commit is contained in:
2026-05-13 19:04:41 -07:00
parent 744b3c35e2
commit 46d0e080b5
11 changed files with 288 additions and 21 deletions
+25 -19
View File
@@ -132,6 +132,11 @@ Completed in version .01:
- [x] Created `IA_Interact` input action.
- [x] Bound `IA_Interact` to `E` and `Gamepad_FaceButton_Left`.
- [x] Assigned `IA_Interact` to the character Blueprint's `InteractAction`.
- [x] Created item definition assets for wood, stone, fiber, food, meat, hide, and primitive structure parts.
- [x] Created recipe data assets for campfire, primitive shelter, basic tool, and bandage.
- [x] Created item definition assets for craft result items: campfire, primitive shelter, basic tool, and bandage.
- [x] Created Blueprint child actors for wood resource, campfire, primitive shelter, and first wildlife species.
- [x] Placed and verified wood resource, campfire, primitive shelter, and rabbit wildlife Blueprints in the test map.
Open version .01 tasks:
@@ -139,10 +144,11 @@ Open version .01 tasks:
- [x] Create `IA_Interact` input action.
- [x] Bind `IA_Interact` to `E` and a gamepad button.
- [x] Assign `IA_Interact` to the character Blueprint's `InteractAction`.
- [ ] Create item definition assets for wood, stone, fiber, food, meat, hide, and primitive structure parts.
- [ ] Create recipe data assets for campfire, primitive shelter, basic tool, and bandage.
- [ ] Create Blueprint child actors for wood resource, campfire, primitive shelter, and first wildlife species.
- [ ] Place resource nodes, campfire, shelter, and wildlife in the test map.
- [x] Create item definition assets for wood, stone, fiber, food, meat, hide, and primitive structure parts.
- [x] Create recipe data assets for campfire, primitive shelter, basic tool, and bandage.
- [x] Create item definition assets for craft result items: campfire, primitive shelter, basic tool, and bandage.
- [x] Create Blueprint child actors for wood resource, campfire, primitive shelter, and first wildlife species.
- [x] Place resource nodes, campfire, shelter, and wildlife in the test map.
- [~] Add a simple HUD/debug display for survival and inventory.
- [ ] Test gather -> inventory -> craft -> place shelter -> save/load loop.
- [ ] Test wildlife damage/death/harvest loop.
@@ -330,10 +336,10 @@ Target deliverable: A small group can join a server, spawn into one biome, gathe
## 1.4 Single Biome MVP Map
- [ ] Choose MVP biome.
- [ ] Create playable test map.
- [~] Create playable test map.
- [ ] Add terrain base.
- [ ] Add foliage pass.
- [ ] Add resource nodes.
- [~] Add resource nodes.
- [ ] Add water source.
- [ ] Add weather exposure zones if needed.
- [ ] Add landmark or ruin placeholder.
@@ -363,7 +369,7 @@ Target deliverable: A small group can join a server, spawn into one biome, gathe
## 1.6 Gathering And Resources
- [x] Create resource node base class.
- [~] Add wood resource.
- [x] Add wood resource.
- [ ] Add stone resource.
- [ ] Add fiber resource.
- [ ] Add edible plant resource.
@@ -381,11 +387,11 @@ Target deliverable: A small group can join a server, spawn into one biome, gathe
- [x] Create recipe data assets.
- [x] Implement recipe validation.
- [x] Implement crafting queue or instant crafting.
- [ ] Add primitive tool recipe.
- [ ] Add campfire recipe.
- [ ] Add shelter recipe.
- [x] Add primitive tool recipe.
- [x] Add campfire recipe.
- [x] Add shelter recipe.
- [ ] Add simple container recipe.
- [ ] Add bandage or basic treatment recipe.
- [x] Add bandage or basic treatment recipe.
- [ ] Add crafting UI.
- [x] Add multiplayer authority checks.
- [~] Add crafting debug tools.
@@ -438,7 +444,7 @@ Target deliverable: A small group can join a server, spawn into one biome, gathe
## 1.11 Wildlife Prototype
- [ ] Choose MVP wildlife species.
- [x] Choose MVP wildlife species.
- [x] Create wildlife base pawn.
- [x] Add simple AI wander.
- [x] Add flee behavior.
@@ -446,7 +452,7 @@ Target deliverable: A small group can join a server, spawn into one biome, gathe
- [x] Add health.
- [ ] Add damage.
- [x] Add harvesting interaction.
- [~] Add meat/hide/bone resources if needed.
- [x] Add meat/hide resources.
- [ ] Add spawn manager.
- [x] Add replication.
- [ ] Add performance limits.
@@ -1238,14 +1244,14 @@ Next version .01 priorities:
- [ ] Open the project in Unreal Editor from the shared project path.
- [ ] Create `IA_Interact` and bind it to `E` plus a gamepad button.
- [ ] Assign `IA_Interact` to the Agrarian character Blueprint.
- [ ] Create the first editor assets needed for the playable loop.
- [ ] Place and test the first gatherable resource node.
- [ ] Place and test the campfire.
- [ ] Place and test the primitive shelter.
- [ ] Place and test the first wildlife Blueprint.
- [x] Create the first editor assets needed for the playable loop.
- [x] Place and test the wood resource node.
- [x] Place and test the campfire.
- [x] Place and test the primitive shelter.
- [x] Place and test the rabbit wildlife Blueprint.
- [~] Add simple survival/inventory HUD feedback.
- [ ] Run the first full gather -> craft -> place -> save -> load test.
Immediate next item:
- [ ] Open the project in Unreal Editor on Windows-Builder using the shared project path, then create/bind `IA_Interact` so the C++ interaction path can be tested in the editor.
- [ ] Run the first full gather -> inventory -> craft -> place shelter -> save/load loop.
Binary file not shown.
+85
View File
@@ -0,0 +1,85 @@
import unreal
MAP_PATH = "/Game/ThirdPerson/Lvl_ThirdPerson"
PLACEMENTS = [
{
"label": "AGR_WoodResourceNode_01",
"class_path": "/Game/Agrarian/Blueprints/Resources/BP_WoodResourceNode",
"location": unreal.Vector(650.0, -150.0, 120.0),
"rotation": unreal.Rotator(0.0, 15.0, 0.0),
},
{
"label": "AGR_Campfire_01",
"class_path": "/Game/Agrarian/Blueprints/Structures/BP_Campfire",
"location": unreal.Vector(900.0, 120.0, 60.0),
"rotation": unreal.Rotator(0.0, 0.0, 0.0),
},
{
"label": "AGR_PrimitiveShelter_01",
"class_path": "/Game/Agrarian/Blueprints/Structures/BP_PrimitiveShelter",
"location": unreal.Vector(1200.0, -260.0, 140.0),
"rotation": unreal.Rotator(0.0, -20.0, 0.0),
},
{
"label": "AGR_RabbitWildlife_01",
"class_path": "/Game/Agrarian/Blueprints/Wildlife/BP_RabbitWildlife",
"location": unreal.Vector(450.0, 420.0, 100.0),
"rotation": unreal.Rotator(0.0, 135.0, 0.0),
},
]
def load_blueprint_class(path):
generated_class = unreal.EditorAssetLibrary.load_blueprint_class(path)
if not generated_class:
raise RuntimeError(f"Could not load Blueprint class: {path}")
return generated_class
def get_actor_label(actor):
try:
return actor.get_actor_label()
except Exception:
return actor.get_name()
def remove_existing_placed_actors(labels):
for actor in unreal.EditorLevelLibrary.get_all_level_actors():
if get_actor_label(actor) in labels:
unreal.EditorLevelLibrary.destroy_actor(actor)
def set_actor_label(actor, label):
try:
actor.set_actor_label(label, mark_dirty=True)
except TypeError:
actor.set_actor_label(label)
def main():
if not unreal.EditorLevelLibrary.load_level(MAP_PATH):
raise RuntimeError(f"Could not load map: {MAP_PATH}")
labels = {placement["label"] for placement in PLACEMENTS}
remove_existing_placed_actors(labels)
for placement in PLACEMENTS:
actor_class = load_blueprint_class(placement["class_path"])
actor = unreal.AgrarianEditorAutomationLibrary.spawn_actor_in_editor_world(
actor_class,
placement["location"],
placement["rotation"],
placement["label"],
)
if not actor:
raise RuntimeError(f"Could not spawn {placement['class_path']}")
unreal.log(f"Placed {placement['label']} at {placement['location']}")
unreal.EditorLevelLibrary.save_current_level()
unreal.log("Agrarian test map placement setup complete.")
main()
+91
View File
@@ -0,0 +1,91 @@
import unreal
MAP_PATH = "/Game/ThirdPerson/Lvl_ThirdPerson"
EXPECTED_PLACEMENTS = {
"AGR_WoodResourceNode_01": {
"class_path": "/Game/Agrarian/Blueprints/Resources/BP_WoodResourceNode",
"location": unreal.Vector(650.0, -150.0, 120.0),
"properties": {
"remaining_harvests": 6,
"quantity_per_harvest": 2,
},
},
"AGR_Campfire_01": {
"class_path": "/Game/Agrarian/Blueprints/Structures/BP_Campfire",
"location": unreal.Vector(900.0, 120.0, 60.0),
"properties": {
"fuel_seconds": 180.0,
"warmth_radius": 650.0,
},
},
"AGR_PrimitiveShelter_01": {
"class_path": "/Game/Agrarian/Blueprints/Structures/BP_PrimitiveShelter",
"location": unreal.Vector(1200.0, -260.0, 140.0),
"properties": {
"weather_protection": 0.7,
},
},
"AGR_RabbitWildlife_01": {
"class_path": "/Game/Agrarian/Blueprints/Wildlife/BP_RabbitWildlife",
"location": unreal.Vector(450.0, 420.0, 100.0),
"properties": {
"wildlife_id": "rabbit",
"max_health": 12.0,
},
},
}
def nearly_equal(left, right):
return abs(float(left) - float(right)) < 0.001
def vectors_close(left, right):
return (
abs(left.x - right.x) < 0.1
and abs(left.y - right.y) < 0.1
and abs(left.z - right.z) < 0.1
)
def get_actor_label(actor):
try:
return actor.get_actor_label()
except Exception:
return actor.get_name()
def main():
if not unreal.EditorLevelLibrary.load_level(MAP_PATH):
raise RuntimeError(f"Could not load map: {MAP_PATH}")
failures = []
actors_by_label = {get_actor_label(actor): actor for actor in unreal.EditorLevelLibrary.get_all_level_actors()}
for label, expected in EXPECTED_PLACEMENTS.items():
actor = actors_by_label.get(label)
if not actor:
failures.append(f"{label} missing")
continue
actor_location = actor.get_actor_location()
if not vectors_close(actor_location, expected["location"]):
failures.append(f"{label} expected location {expected['location']}, got {actor_location}")
for property_name, expected_value in expected.get("properties", {}).items():
actual_value = actor.get_editor_property(property_name)
if isinstance(expected_value, (int, float)):
if not nearly_equal(actual_value, expected_value):
failures.append(f"{label} {property_name} expected {expected_value}, got {actual_value}")
elif str(actual_value) != expected_value:
failures.append(f"{label} {property_name} expected {expected_value}, got {actual_value}")
if failures:
raise RuntimeError("Test map placement verification failed: " + "; ".join(failures))
unreal.log("Agrarian test map placement verification complete.")
main()
@@ -0,0 +1,46 @@
// Copyright Epic Games, Inc. All Rights Reserved.
#include "AgrarianEditorAutomationLibrary.h"
#include "Engine/World.h"
#if WITH_EDITOR
#include "Editor.h"
#endif
AActor* UAgrarianEditorAutomationLibrary::SpawnActorInEditorWorld(TSubclassOf<AActor> ActorClass, const FVector& Location, const FRotator& Rotation, const FString& ActorLabel)
{
#if WITH_EDITOR
if (!ActorClass)
{
return nullptr;
}
UWorld* EditorWorld = GEditor ? GEditor->GetEditorWorldContext().World() : nullptr;
if (!EditorWorld)
{
return nullptr;
}
FActorSpawnParameters SpawnParameters;
SpawnParameters.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
SpawnParameters.ObjectFlags = RF_Transactional;
AActor* SpawnedActor = EditorWorld->SpawnActor<AActor>(ActorClass, Location, Rotation, SpawnParameters);
if (!SpawnedActor)
{
return nullptr;
}
if (!ActorLabel.IsEmpty())
{
SpawnedActor->SetActorLabel(ActorLabel, true);
}
SpawnedActor->MarkPackageDirty();
EditorWorld->MarkPackageDirty();
return SpawnedActor;
#else
return nullptr;
#endif
}
@@ -0,0 +1,20 @@
// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Kismet/BlueprintFunctionLibrary.h"
#include "AgrarianEditorAutomationLibrary.generated.h"
/**
* Editor automation helpers used by Python setup scripts.
*/
UCLASS()
class AGRARIANGAME_API UAgrarianEditorAutomationLibrary : public UBlueprintFunctionLibrary
{
GENERATED_BODY()
public:
UFUNCTION(BlueprintCallable, Category = "Agrarian|Editor Automation")
static AActor* SpawnActorInEditorWorld(TSubclassOf<AActor> ActorClass, const FVector& Location, const FRotator& Rotation, const FString& ActorLabel);
};
@@ -23,6 +23,13 @@ public class AgrarianGame : ModuleRules
PrivateDependencyModuleNames.AddRange(new string[] { });
if (Target.bBuildEditor)
{
PrivateDependencyModuleNames.AddRange(new string[] {
"UnrealEd"
});
}
PublicIncludePaths.AddRange(new string[] {
"AgrarianGame",
"AgrarianGame/Variant_Platforming",