Add resource node persistence
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@@ -864,6 +864,10 @@ def spawn_demo_actor(spec, height_values, materials, safe_spawn_location_xy=None
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raise RuntimeError(f"Could not spawn {spec['label']}")
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set_actor_label(actor, spec["label"])
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try:
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actor.set_editor_property("persistence_node_id", spec["label"])
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except Exception:
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pass
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material_key = material_key_for_actor_label(spec["label"])
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if material_key:
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apply_material_to_actor_meshes(actor, materials[material_key])
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@@ -65,6 +65,10 @@ def main():
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if actor.get_editor_property("remaining_harvests") <= 0:
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failures.append(f"{label} has no remaining harvests")
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persistence_node_id = str(actor.get_editor_property("persistence_node_id"))
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if persistence_node_id != label:
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failures.append(f"{label} persistence node id expected {label}, got {persistence_node_id}")
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if failures:
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raise RuntimeError("Ground Zero resource verification failed: " + "; ".join(failures))
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@@ -0,0 +1,74 @@
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from pathlib import Path
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ROOT = Path(__file__).resolve().parents[1]
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EXPECTED = {
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ROOT / "Source" / "AgrarianGame" / "AgrarianSaveGame.h": [
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"struct FAgrarianSavedResourceNode",
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"FName ResourceNodeId = NAME_None;",
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"int32 RemainingHarvests = 0;",
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"TArray<FAgrarianSavedResourceNode> ResourceNodes;",
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],
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ROOT / "Source" / "AgrarianGame" / "AgrarianResourceNode.h": [
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"FName PersistenceNodeId = NAME_None;",
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"FName GetResourcePersistenceId() const;",
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"FAgrarianSavedResourceNode CaptureResourceSaveState() const;",
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"void ApplyResourceSaveState(const FAgrarianSavedResourceNode& SavedNode);",
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],
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ROOT / "Source" / "AgrarianGame" / "AgrarianResourceNode.cpp": [
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"AAgrarianResourceNode::GetResourcePersistenceId",
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"PersistenceNodeId != NAME_None ? PersistenceNodeId : GetFName()",
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"SavedNode.RemainingHarvests = RemainingHarvests;",
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"RemainingHarvests = FMath::Clamp",
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"ScheduleRespawnIfNeeded();",
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],
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ROOT / "Source" / "AgrarianGame" / "AgrarianPersistenceSubsystem.h": [
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"int32 CaptureResourceNodes(UAgrarianSaveGame* SaveGame) const;",
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"int32 RestoreResourceNodes(const UAgrarianSaveGame* SaveGame) const;",
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"void FindResourceNodes(TArray<AAgrarianResourceNode*>& OutResourceNodes) const;",
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],
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ROOT / "Source" / "AgrarianGame" / "AgrarianPersistenceSubsystem.cpp": [
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"SaveGame->ResourceNodes.Reset();",
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"SaveGame->ResourceNodes.Add(SavedNode);",
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"RestoreResourceNodes(SaveGame);",
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"TActorIterator<AAgrarianResourceNode>",
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"ResourceNode->ApplyResourceSaveState(*SavedNode);",
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],
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ROOT / "Scripts" / "setup_ground_zero_demo_map.py": [
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'actor.set_editor_property("persistence_node_id", spec["label"])',
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],
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ROOT / "Scripts" / "verify_ground_zero_resources.py": [
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'actor.get_editor_property("persistence_node_id")',
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"persistence node id expected",
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],
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ROOT / "Docs" / "TechnicalDesignDocument.md": [
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"Resource node persistence is map/tile state",
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"captures only resource nodes that exist in the",
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],
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ROOT / "Docs" / "Terrain" / "GroundZeroResourcePass.md": [
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"Ground Zero resource actors receive stable `PersistenceNodeId` values",
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"resource nodes that exist in the loaded world",
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],
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ROOT / "AGRARIAN_DEVELOPMENT_ROADMAP.md": [
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"[x] Add resource node persistence.",
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],
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}
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def main() -> None:
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missing = []
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for path, snippets in EXPECTED.items():
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text = path.read_text(encoding="utf-8")
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for snippet in snippets:
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if snippet not in text:
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missing.append(f"{path.relative_to(ROOT)}: {snippet}")
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if missing:
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raise RuntimeError("Resource node persistence verification failed: " + "; ".join(missing))
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print("PASS: resource node persistence captures loaded map/tile nodes by stable id and restores depletion state.")
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if __name__ == "__main__":
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main()
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