Add Ground Zero map boundary

This commit is contained in:
2026-05-16 12:36:58 -07:00
parent 578220cf60
commit 65bcdf639e
8 changed files with 366 additions and 3 deletions
+4 -1
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@@ -470,7 +470,10 @@ Target deliverable: A small group can join a server, spawn into one biome, gathe
controller, samples reachable wander points, projects chase/flee targets onto
navmesh, requests server-authoritative AI movement when nav data exists, and
retains direct movement fallback for early maps without nav data.
- [ ] Add map boundaries or soft limits.
- [x] Add map boundaries or soft limits. Added native
`AAgrarianMapBoundaryVolume`, placed `AGR_GroundZeroMapBoundary` around the
loaded 1 km Ground Zero tile, clamps server-authoritative player pawns back
inside the tile with padding, and exposes a warning-zone hook for later UI.
- [ ] Add developer travel command.
## 0.1.E Inventory System
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+7
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@@ -173,6 +173,13 @@ rechecks the placed `AGR_DemoPlayerStart` against the same constraints so future
map, resource, water, or terrain changes cannot silently move the player below
sea level, into steep terrain, into water, or into a dense resource cluster.
The Ground Zero map also contains `AGR_GroundZeroMapBoundary`, a native
`AAgrarianMapBoundaryVolume` centered on the 1 km x 1 km MVP tile. For the MVP,
the boundary clamps server-authoritative player pawns back inside the loaded
tile with a small padding rather than allowing players to walk into missing
neighbor terrain. The actor exposes a warning distance hook so later UI can
present an in-world or HUD notice before a clamp occurs.
First-pass sky and lighting use `AAgrarianSkyLightingController`. The controller
owns movable sun, skylight, and exponential-height-fog components and reads the
replicated `AAgrarianGameState` time, active tile sunrise/sunset, weather state,
+34
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@@ -112,6 +112,15 @@ SAFE_SPAWN_CONFIG = {
],
}
MAP_BOUNDARY_CONFIG = {
"label": "AGR_GroundZeroMapBoundary",
"boundary_id": "ground_zero_mvp_tile",
"location": unreal.Vector(0.0, 0.0, 10000.0),
"extent": unreal.Vector(50000.0, 50000.0, 25000.0),
"padding_cm": 250.0,
"warning_distance_cm": 3000.0,
}
DEMO_ACTORS = [
{
@@ -880,6 +889,29 @@ def spawn_weather_exposure_zone(spec, height_values):
return actor
def spawn_map_boundary_volume():
actor = unreal.AgrarianEditorAutomationLibrary.spawn_actor_in_editor_world(
unreal.AgrarianMapBoundaryVolume,
MAP_BOUNDARY_CONFIG["location"],
unreal.Rotator(0.0, 0.0, 0.0),
MAP_BOUNDARY_CONFIG["label"],
)
if not actor:
raise RuntimeError(f"Could not spawn {MAP_BOUNDARY_CONFIG['label']}")
set_actor_label(actor, MAP_BOUNDARY_CONFIG["label"])
actor.set_editor_property("boundary_id", MAP_BOUNDARY_CONFIG["boundary_id"])
actor.set_editor_property("boundary_padding_cm", MAP_BOUNDARY_CONFIG["padding_cm"])
actor.set_editor_property("warning_distance_cm", MAP_BOUNDARY_CONFIG["warning_distance_cm"])
actor.set_editor_property("clamp_players_at_boundary", True)
actor.boundary_volume.set_box_extent(MAP_BOUNDARY_CONFIG["extent"], True)
unreal.log(
f"Placed {MAP_BOUNDARY_CONFIG['label']} at {actor.get_actor_location()} "
f"extent {MAP_BOUNDARY_CONFIG['extent']}"
)
return actor
def main():
if not unreal.EditorLevelLibrary.load_level(MAP_PATH):
raise RuntimeError(f"Could not load map: {MAP_PATH}")
@@ -894,6 +926,7 @@ def main():
labels.update(spec["label"] for spec in ENVIRONMENT_VARIATION_ACTORS)
labels.update(spec["label"] for spec in RUIN_PLACEHOLDER_ACTORS)
labels.add(FOLIAGE_LABEL)
labels.add(MAP_BOUNDARY_CONFIG["label"])
remove_existing_demo_actors(labels)
materials = ensure_environment_materials()
@@ -911,6 +944,7 @@ def main():
spawn_environment_variation_actor(spec, height_values, materials)
for spec in RUIN_PLACEHOLDER_ACTORS:
spawn_environment_variation_actor(spec, height_values, materials)
spawn_map_boundary_volume()
for spec in DEMO_ACTORS:
spawn_demo_actor(spec, height_values, materials, safe_spawn_location_xy)
@@ -0,0 +1,82 @@
import unreal
MAP_PATH = "/Game/Agrarian/Maps/L_GroundZeroTerrain_Test"
BOUNDARY_LABEL = "AGR_GroundZeroMapBoundary"
EXPECTED_BOUNDARY_ID = "ground_zero_mvp_tile"
EXPECTED_LOCATION = unreal.Vector(0.0, 0.0, 10000.0)
EXPECTED_EXTENT = unreal.Vector(50000.0, 50000.0, 25000.0)
EXPECTED_PADDING_CM = 250.0
EXPECTED_WARNING_DISTANCE_CM = 3000.0
TOLERANCE = 1.0
def get_actor_label(actor):
try:
return actor.get_actor_label()
except Exception:
return actor.get_name()
def nearly_equal(a, b, tolerance=TOLERANCE):
return abs(float(a) - float(b)) <= tolerance
def vectors_nearly_equal(a, b, tolerance=TOLERANCE):
return nearly_equal(a.x, b.x, tolerance) and nearly_equal(a.y, b.y, tolerance) and nearly_equal(a.z, b.z, tolerance)
def main():
if not unreal.EditorLevelLibrary.load_level(MAP_PATH):
raise RuntimeError(f"Could not load map: {MAP_PATH}")
boundaries = [
actor
for actor in unreal.EditorLevelLibrary.get_all_level_actors()
if isinstance(actor, unreal.AgrarianMapBoundaryVolume)
]
labeled_boundaries = [actor for actor in boundaries if get_actor_label(actor) == BOUNDARY_LABEL]
failures = []
if len(labeled_boundaries) != 1:
failures.append(f"expected one {BOUNDARY_LABEL}, found {len(labeled_boundaries)}")
if len(boundaries) != 1:
failures.append(f"expected one AgrarianMapBoundaryVolume actor, found {len(boundaries)}")
if labeled_boundaries:
boundary = labeled_boundaries[0]
if str(boundary.get_editor_property("boundary_id")) != EXPECTED_BOUNDARY_ID:
failures.append(f"boundary_id expected {EXPECTED_BOUNDARY_ID}, got {boundary.get_editor_property('boundary_id')}")
if not bool(boundary.get_editor_property("clamp_players_at_boundary")):
failures.append("clamp_players_at_boundary is disabled")
if not nearly_equal(boundary.get_editor_property("boundary_padding_cm"), EXPECTED_PADDING_CM):
failures.append("boundary_padding_cm mismatch")
if not nearly_equal(boundary.get_editor_property("warning_distance_cm"), EXPECTED_WARNING_DISTANCE_CM):
failures.append("warning_distance_cm mismatch")
if not vectors_nearly_equal(boundary.get_actor_location(), EXPECTED_LOCATION):
failures.append(f"boundary location expected {EXPECTED_LOCATION}, got {boundary.get_actor_location()}")
extent = boundary.boundary_volume.get_unscaled_box_extent()
if not vectors_nearly_equal(extent, EXPECTED_EXTENT):
failures.append(f"boundary extent expected {EXPECTED_EXTENT}, got {extent}")
inside_location = unreal.Vector(0.0, 0.0, 10000.0)
warning_location = unreal.Vector(48200.0, 0.0, 10000.0)
outside_location = unreal.Vector(52000.0, 0.0, 10000.0)
clamped_location = boundary.clamp_location_to_boundary(outside_location)
if boundary.is_location_outside_boundary(inside_location):
failures.append("inside test location incorrectly detected outside boundary")
if not boundary.is_location_inside_warning_zone(warning_location):
failures.append("warning-zone test location did not trigger warning zone")
if not boundary.is_location_outside_boundary(outside_location):
failures.append("outside test location did not trigger outside boundary")
if clamped_location.x > EXPECTED_EXTENT.x - EXPECTED_PADDING_CM + TOLERANCE:
failures.append(f"clamped X exceeds padded east boundary: {clamped_location.x}")
if failures:
raise RuntimeError("Ground Zero map boundary verification failed: " + "; ".join(failures))
unreal.log("Ground Zero map boundary verification complete.")
main()
+86
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@@ -0,0 +1,86 @@
#!/usr/bin/env python3
"""Validate native map boundary source and roadmap/doc wiring."""
from pathlib import Path
import sys
REPO_ROOT = Path(__file__).resolve().parents[1]
def read_text(relative_path: str) -> str:
path = REPO_ROOT / relative_path
if not path.exists():
raise AssertionError(f"Missing required file: {relative_path}")
return path.read_text(encoding="utf-8")
def require(needle: str, haystack: str, context: str) -> None:
if needle not in haystack:
raise AssertionError(f"Missing {needle!r} in {context}")
def main() -> int:
errors: list[str] = []
try:
header = read_text("Source/AgrarianGame/AgrarianMapBoundaryVolume.h")
for marker in [
"AAgrarianMapBoundaryVolume",
"BoundaryVolume",
"BoundaryId",
"bClampPlayersAtBoundary",
"BoundaryPaddingCm",
"WarningDistanceCm",
"IsLocationOutsideBoundary",
"IsLocationInsideWarningZone",
"ClampLocationToBoundary",
]:
require(marker, header, "AgrarianMapBoundaryVolume.h")
except AssertionError as exc:
errors.append(str(exc))
try:
source = read_text("Source/AgrarianGame/AgrarianMapBoundaryVolume.cpp")
for marker in [
"UGameplayStatics::GetAllActorsOfClass",
"AAgrarianGameCharacter::StaticClass()",
"TeleportTo",
"StopMovementImmediately",
"BoundaryVolume->SetBoxExtent(FVector(50000.0f, 50000.0f, 25000.0f))",
]:
require(marker, source, "AgrarianMapBoundaryVolume.cpp")
except AssertionError as exc:
errors.append(str(exc))
try:
setup = read_text("Scripts/setup_ground_zero_demo_map.py")
for marker in [
"MAP_BOUNDARY_CONFIG",
"AGR_GroundZeroMapBoundary",
"unreal.AgrarianMapBoundaryVolume",
"spawn_map_boundary_volume()",
]:
require(marker, setup, "Scripts/setup_ground_zero_demo_map.py")
except AssertionError as exc:
errors.append(str(exc))
try:
roadmap = read_text("AGRARIAN_DEVELOPMENT_ROADMAP.md")
require("[x] Add map boundaries or soft limits.", roadmap, "AGRARIAN_DEVELOPMENT_ROADMAP.md")
docs = read_text("Docs/TechnicalDesignDocument.md")
require("AGR_GroundZeroMapBoundary", docs, "Docs/TechnicalDesignDocument.md")
require("AAgrarianMapBoundaryVolume", docs, "Docs/TechnicalDesignDocument.md")
except AssertionError as exc:
errors.append(str(exc))
if errors:
for error in errors:
print(f"ERROR: {error}", file=sys.stderr)
return 1
print("Map boundary source is wired.")
return 0
if __name__ == "__main__":
raise SystemExit(main())
@@ -0,0 +1,103 @@
// Copyright Pacificao. All Rights Reserved.
#include "AgrarianMapBoundaryVolume.h"
#include "AgrarianGameCharacter.h"
#include "Components/BoxComponent.h"
#include "GameFramework/CharacterMovementComponent.h"
#include "Kismet/GameplayStatics.h"
AAgrarianMapBoundaryVolume::AAgrarianMapBoundaryVolume()
{
PrimaryActorTick.bCanEverTick = true;
bReplicates = false;
BoundaryVolume = CreateDefaultSubobject<UBoxComponent>(TEXT("BoundaryVolume"));
RootComponent = BoundaryVolume;
BoundaryVolume->SetBoxExtent(FVector(50000.0f, 50000.0f, 25000.0f));
BoundaryVolume->SetCollisionEnabled(ECollisionEnabled::NoCollision);
BoundaryVolume->SetHiddenInGame(false);
BoundaryVolume->ShapeColor = FColor::Yellow;
}
void AAgrarianMapBoundaryVolume::Tick(float DeltaSeconds)
{
Super::Tick(DeltaSeconds);
if (!HasAuthority() || !bClampPlayersAtBoundary)
{
return;
}
TArray<AActor*> Characters;
UGameplayStatics::GetAllActorsOfClass(this, AAgrarianGameCharacter::StaticClass(), Characters);
for (AActor* Actor : Characters)
{
EnforceBoundaryForCharacter(Cast<AAgrarianGameCharacter>(Actor));
}
}
bool AAgrarianMapBoundaryVolume::IsLocationOutsideBoundary(const FVector& WorldLocation) const
{
if (!BoundaryVolume)
{
return false;
}
const FVector LocalLocation = GetActorTransform().InverseTransformPosition(WorldLocation);
const FVector Extent = BoundaryVolume->GetUnscaledBoxExtent();
return FMath::Abs(LocalLocation.X) > Extent.X
|| FMath::Abs(LocalLocation.Y) > Extent.Y
|| FMath::Abs(LocalLocation.Z) > Extent.Z;
}
bool AAgrarianMapBoundaryVolume::IsLocationInsideWarningZone(const FVector& WorldLocation) const
{
if (!BoundaryVolume)
{
return false;
}
const FVector LocalLocation = GetActorTransform().InverseTransformPosition(WorldLocation);
const FVector Extent = BoundaryVolume->GetUnscaledBoxExtent();
if (FMath::Abs(LocalLocation.X) > Extent.X || FMath::Abs(LocalLocation.Y) > Extent.Y)
{
return true;
}
return FMath::Abs(LocalLocation.X) >= Extent.X - WarningDistanceCm
|| FMath::Abs(LocalLocation.Y) >= Extent.Y - WarningDistanceCm;
}
FVector AAgrarianMapBoundaryVolume::ClampLocationToBoundary(const FVector& WorldLocation) const
{
if (!BoundaryVolume)
{
return WorldLocation;
}
const FVector Extent = BoundaryVolume->GetUnscaledBoxExtent();
const float SafePadding = FMath::Clamp(BoundaryPaddingCm, 0.0f, FMath::Min(Extent.X, Extent.Y) * 0.5f);
const FVector LocalLocation = GetActorTransform().InverseTransformPosition(WorldLocation);
const FVector ClampedLocalLocation(
FMath::Clamp(LocalLocation.X, -Extent.X + SafePadding, Extent.X - SafePadding),
FMath::Clamp(LocalLocation.Y, -Extent.Y + SafePadding, Extent.Y - SafePadding),
FMath::Clamp(LocalLocation.Z, -Extent.Z + SafePadding, Extent.Z - SafePadding));
return GetActorTransform().TransformPosition(ClampedLocalLocation);
}
void AAgrarianMapBoundaryVolume::EnforceBoundaryForCharacter(AAgrarianGameCharacter* Character) const
{
if (!Character || !IsLocationOutsideBoundary(Character->GetActorLocation()))
{
return;
}
const FVector ClampedLocation = ClampLocationToBoundary(Character->GetActorLocation());
Character->TeleportTo(ClampedLocation, Character->GetActorRotation(), false, true);
if (UCharacterMovementComponent* Movement = Character->GetCharacterMovement())
{
Movement->StopMovementImmediately();
}
}
@@ -0,0 +1,48 @@
// Copyright Pacificao. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "AgrarianMapBoundaryVolume.generated.h"
class AAgrarianGameCharacter;
class UBoxComponent;
UCLASS(Blueprintable)
class AGRARIANGAME_API AAgrarianMapBoundaryVolume : public AActor
{
GENERATED_BODY()
public:
AAgrarianMapBoundaryVolume();
virtual void Tick(float DeltaSeconds) override;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Agrarian|Map Boundary")
TObjectPtr<UBoxComponent> BoundaryVolume;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Map Boundary")
FName BoundaryId = TEXT("ground_zero_mvp_tile");
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Map Boundary")
bool bClampPlayersAtBoundary = true;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Map Boundary", meta = (ClampMin = "0"))
float BoundaryPaddingCm = 250.0f;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Map Boundary", meta = (ClampMin = "0"))
float WarningDistanceCm = 3000.0f;
UFUNCTION(BlueprintCallable, Category = "Agrarian|Map Boundary")
bool IsLocationOutsideBoundary(const FVector& WorldLocation) const;
UFUNCTION(BlueprintCallable, Category = "Agrarian|Map Boundary")
bool IsLocationInsideWarningZone(const FVector& WorldLocation) const;
UFUNCTION(BlueprintCallable, Category = "Agrarian|Map Boundary")
FVector ClampLocationToBoundary(const FVector& WorldLocation) const;
protected:
void EnforceBoundaryForCharacter(AAgrarianGameCharacter* Character) const;
};