Add Ground Zero water source

This commit is contained in:
2026-05-14 07:20:32 -07:00
parent 8d20a90e02
commit 65d43839c8
10 changed files with 182 additions and 5 deletions
+2 -2
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@@ -427,7 +427,7 @@ Target deliverable: A small group can join a server, spawn into one biome, gathe
- [x] Add foliage pass. - [x] Add foliage pass.
- [~] Add resource nodes. - [~] Add resource nodes.
- [x] Add biome-appropriate natural resources based on Ground Zero. - [x] Add biome-appropriate natural resources based on Ground Zero.
- [ ] Add water source. - [x] Add water source.
- [ ] Add weather exposure zones if needed. - [ ] Add weather exposure zones if needed.
- [ ] Add landmark or ruin placeholder. - [ ] Add landmark or ruin placeholder.
- [ ] Add spawn area. - [ ] Add spawn area.
@@ -1402,4 +1402,4 @@ Next version .01 priorities:
Immediate next item: Immediate next item:
- [ ] Add water source. - [ ] Add weather exposure zones if needed.
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+27
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@@ -0,0 +1,27 @@
# Ground Zero Freshwater Source
The Ground Zero map now has a first-pass gameplay freshwater source.
## Placement
- Actor label: `AGR_GZ_FreshWaterSource_01`
- Blueprint: `/Game/Agrarian/Blueprints/World/BP_FreshWaterSource`
- Placement intent: drainage-candidate area identified during the landform pass.
The previous water/shoreline analysis found no ocean, lake, or confirmed stream
inside the current 1 km tile. This actor is therefore a gameplay MVP freshwater
source, not a confirmed hydrography feature.
## Gameplay
The water source is an interactable actor. On server-authoritative interaction,
it restores thirst through `UAgrarianSurvivalComponent::AddWater`.
- Restore amount: `45`
- Interaction text: `Drink from Fresh Water Spring`
## Follow-Up
Later hydrography work should validate this drainage candidate against USGS NHD
or equivalent data. If a confirmed stream or spring is available, replace this
placeholder with the real watercourse location and geometry.
+14
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@@ -179,6 +179,17 @@ BIOME_RESOURCE_ACTORS = [
] ]
WATER_SOURCE_ACTORS = [
{
"label": "AGR_GZ_FreshWaterSource_01",
"class_path": "/Game/Agrarian/Blueprints/World/BP_FreshWaterSource",
"location_xy": unreal.Vector(-7200.0, 10400.0, 0.0),
"z_offset": 36.0,
"rotation": unreal.Rotator(0.0, 0.0, 0.0),
},
]
FOLIAGE_ZONES = { FOLIAGE_ZONES = {
"trees": { "trees": {
"count": 42, "count": 42,
@@ -395,6 +406,7 @@ def main():
labels = {spec["label"] for spec in DEMO_ACTORS} labels = {spec["label"] for spec in DEMO_ACTORS}
labels.update(spec["label"] for spec in BIOME_RESOURCE_ACTORS) labels.update(spec["label"] for spec in BIOME_RESOURCE_ACTORS)
labels.update(spec["label"] for spec in WATER_SOURCE_ACTORS)
labels.add(FOLIAGE_LABEL) labels.add(FOLIAGE_LABEL)
remove_existing_demo_actors(labels) remove_existing_demo_actors(labels)
@@ -402,6 +414,8 @@ def main():
spawn_foliage_actor(height_values) spawn_foliage_actor(height_values)
for spec in BIOME_RESOURCE_ACTORS: for spec in BIOME_RESOURCE_ACTORS:
spawn_demo_actor(spec, height_values) spawn_demo_actor(spec, height_values)
for spec in WATER_SOURCE_ACTORS:
spawn_demo_actor(spec, height_values)
for spec in DEMO_ACTORS: for spec in DEMO_ACTORS:
spawn_demo_actor(spec, height_values) spawn_demo_actor(spec, height_values)
+13 -1
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@@ -5,6 +5,7 @@ BLUEPRINT_ROOT = "/Game/Agrarian/Blueprints"
RESOURCE_FOLDER = f"{BLUEPRINT_ROOT}/Resources" RESOURCE_FOLDER = f"{BLUEPRINT_ROOT}/Resources"
STRUCTURE_FOLDER = f"{BLUEPRINT_ROOT}/Structures" STRUCTURE_FOLDER = f"{BLUEPRINT_ROOT}/Structures"
WILDLIFE_FOLDER = f"{BLUEPRINT_ROOT}/Wildlife" WILDLIFE_FOLDER = f"{BLUEPRINT_ROOT}/Wildlife"
WORLD_FOLDER = f"{BLUEPRINT_ROOT}/World"
WOOD_ITEM_PATH = "/Game/Agrarian/DataAssets/Items/DA_Item_Wood" WOOD_ITEM_PATH = "/Game/Agrarian/DataAssets/Items/DA_Item_Wood"
FIBER_ITEM_PATH = "/Game/Agrarian/DataAssets/Items/DA_Item_Fiber" FIBER_ITEM_PATH = "/Game/Agrarian/DataAssets/Items/DA_Item_Fiber"
@@ -62,6 +63,17 @@ BLUEPRINTS = [
"mesh": MESH_CYLINDER_PATH, "mesh": MESH_CYLINDER_PATH,
"scale": unreal.Vector(1.3, 1.3, 0.25), "scale": unreal.Vector(1.3, 1.3, 0.25),
}, },
{
"asset": "BP_FreshWaterSource",
"folder": WORLD_FOLDER,
"parent": unreal.AgrarianWaterSource,
"defaults": {
"water_restore_amount": 45.0,
"display_name": "Fresh Water Spring",
},
"mesh": MESH_CYLINDER_PATH,
"scale": unreal.Vector(2.2, 2.2, 0.12),
},
{ {
"asset": "BP_PrimitiveShelter", "asset": "BP_PrimitiveShelter",
"folder": STRUCTURE_FOLDER, "folder": STRUCTURE_FOLDER,
@@ -165,7 +177,7 @@ def apply_defaults(blueprint, config):
def main(): def main():
for folder in (RESOURCE_FOLDER, STRUCTURE_FOLDER, WILDLIFE_FOLDER): for folder in (RESOURCE_FOLDER, STRUCTURE_FOLDER, WILDLIFE_FOLDER, WORLD_FOLDER):
unreal.EditorAssetLibrary.make_directory(folder) unreal.EditorAssetLibrary.make_directory(folder)
for config in BLUEPRINTS: for config in BLUEPRINTS:
@@ -0,0 +1,43 @@
import unreal
MAP_PATH = "/Game/Agrarian/Maps/L_GroundZeroTerrain_Test"
WATER_SOURCE_LABEL = "AGR_GZ_FreshWaterSource_01"
EXPECTED_WATER_RESTORE = 45.0
def nearly_equal(left, right, tolerance=0.001):
return abs(float(left) - float(right)) <= tolerance
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}")
actors = unreal.EditorLevelLibrary.get_all_level_actors()
water_sources = [actor for actor in actors if get_actor_label(actor) == WATER_SOURCE_LABEL]
if len(water_sources) != 1:
raise RuntimeError(f"Expected exactly one {WATER_SOURCE_LABEL}, found {len(water_sources)}")
water_source = water_sources[0]
actual_restore = water_source.get_editor_property("water_restore_amount")
if not nearly_equal(actual_restore, EXPECTED_WATER_RESTORE):
raise RuntimeError(f"Water restore expected {EXPECTED_WATER_RESTORE}, got {actual_restore}")
if not isinstance(water_source, unreal.AgrarianWaterSource):
raise RuntimeError(f"{WATER_SOURCE_LABEL} is not an AgrarianWaterSource")
unreal.log(
"Ground Zero water source verification complete: "
f"{WATER_SOURCE_LABEL}, restore={actual_restore}."
)
main()
+5
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@@ -30,6 +30,11 @@ EXPECTED = {
"warmth_per_second": 0.03, "warmth_per_second": 0.03,
}, },
}, },
"/Game/Agrarian/Blueprints/World/BP_FreshWaterSource": {
"properties": {
"water_restore_amount": 45.0,
},
},
"/Game/Agrarian/Blueprints/Structures/BP_PrimitiveShelter": { "/Game/Agrarian/Blueprints/Structures/BP_PrimitiveShelter": {
"properties": { "properties": {
"weather_protection": 0.7, "weather_protection": 0.7,
@@ -0,0 +1,41 @@
// Copyright Pacificao. All Rights Reserved.
#include "AgrarianWaterSource.h"
#include "AgrarianGameCharacter.h"
#include "AgrarianSurvivalComponent.h"
#include "Components/StaticMeshComponent.h"
AAgrarianWaterSource::AAgrarianWaterSource()
{
bReplicates = true;
Mesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Mesh"));
RootComponent = Mesh;
Mesh->SetCollisionProfileName(TEXT("BlockAll"));
DisplayName = FText::FromString(TEXT("Fresh Water"));
}
FText AAgrarianWaterSource::GetInteractionText_Implementation(const AAgrarianGameCharacter* Interactor) const
{
return FText::Format(NSLOCTEXT("AgrarianWaterSource", "DrinkFromWaterSource", "Drink from {0}"), DisplayName);
}
bool AAgrarianWaterSource::CanInteract_Implementation(const AAgrarianGameCharacter* Interactor) const
{
return Interactor != nullptr && Interactor->GetSurvivalComponent() != nullptr;
}
void AAgrarianWaterSource::Interact_Implementation(AAgrarianGameCharacter* Interactor)
{
if (!HasAuthority() || !Interactor)
{
return;
}
if (UAgrarianSurvivalComponent* SurvivalComponent = Interactor->GetSurvivalComponent())
{
SurvivalComponent->AddWater(WaterRestoreAmount);
}
}
+32
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@@ -0,0 +1,32 @@
// Copyright Pacificao. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "AgrarianInteractable.h"
#include "AgrarianWaterSource.generated.h"
class UStaticMeshComponent;
UCLASS(Blueprintable)
class AGRARIANGAME_API AAgrarianWaterSource : public AActor, public IAgrarianInteractable
{
GENERATED_BODY()
public:
AAgrarianWaterSource();
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Agrarian|Water")
TObjectPtr<UStaticMeshComponent> Mesh;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Water", meta = (ClampMin = "0"))
float WaterRestoreAmount = 45.0f;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Water")
FText DisplayName;
virtual FText GetInteractionText_Implementation(const AAgrarianGameCharacter* Interactor) const override;
virtual bool CanInteract_Implementation(const AAgrarianGameCharacter* Interactor) const override;
virtual void Interact_Implementation(AAgrarianGameCharacter* Interactor) override;
};