Add Ground Zero weather exposure zones
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import unreal
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MAP_PATH = "/Game/Agrarian/Maps/L_GroundZeroTerrain_Test"
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EXPECTED_ZONES = {
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"AGR_GZ_WeatherExposure_Ridge_01": {
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"zone_id": "ground_zero_ridge_exposed",
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"exposure_multiplier_min": 1.4,
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"temperature_offset_max": -1.0,
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},
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"AGR_GZ_WeatherExposure_CoastalWind_01": {
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"zone_id": "ground_zero_coastal_wind",
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"exposure_multiplier_min": 1.2,
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"temperature_offset_max": -0.5,
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},
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"AGR_GZ_WeatherExposure_DrainageCool_01": {
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"zone_id": "ground_zero_drainage_cool",
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"exposure_multiplier_min": 1.05,
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"temperature_offset_max": -0.5,
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},
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}
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def get_actor_label(actor):
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try:
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return actor.get_actor_label()
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except Exception:
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return actor.get_name()
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def main():
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if not unreal.EditorLevelLibrary.load_level(MAP_PATH):
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raise RuntimeError(f"Could not load map: {MAP_PATH}")
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failures = []
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actors = unreal.EditorLevelLibrary.get_all_level_actors()
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zones_by_label = {
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get_actor_label(actor): actor
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for actor in actors
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if isinstance(actor, unreal.AgrarianWeatherExposureZone)
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}
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if len(zones_by_label) != len(EXPECTED_ZONES):
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failures.append(f"expected {len(EXPECTED_ZONES)} weather exposure zones, found {len(zones_by_label)}")
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for label, expected in EXPECTED_ZONES.items():
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zone = zones_by_label.get(label)
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if not zone:
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failures.append(f"missing weather exposure zone: {label}")
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continue
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zone_id = str(zone.get_editor_property("exposure_zone_id"))
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if zone_id != expected["zone_id"]:
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failures.append(f"{label} zone id expected {expected['zone_id']}, got {zone_id}")
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exposure_multiplier = zone.get_editor_property("exposure_multiplier")
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if exposure_multiplier < expected["exposure_multiplier_min"]:
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failures.append(
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f"{label} exposure multiplier expected >= {expected['exposure_multiplier_min']}, got {exposure_multiplier}"
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)
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temperature_offset_c = zone.get_editor_property("temperature_offset_c")
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if temperature_offset_c > expected["temperature_offset_max"]:
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failures.append(
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f"{label} temperature offset expected <= {expected['temperature_offset_max']}, got {temperature_offset_c}"
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)
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if not zone.exposure_volume:
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failures.append(f"{label} has no exposure volume")
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continue
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extent = zone.exposure_volume.get_unscaled_box_extent()
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if min(extent.x, extent.y, extent.z) <= 0.0:
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failures.append(f"{label} has invalid exposure volume extent {extent}")
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roadmap = unreal.Paths.convert_relative_path_to_full(unreal.Paths.project_dir()) + "AGRARIAN_DEVELOPMENT_ROADMAP.md"
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technical_design = unreal.Paths.convert_relative_path_to_full(unreal.Paths.project_dir()) + "Docs/TechnicalDesignDocument.md"
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for path, snippet in [
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(roadmap, "[x] Add weather exposure zones if needed"),
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(technical_design, "Weather exposure zones"),
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]:
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with open(path, "r", encoding="utf-8") as handle:
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text = handle.read()
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if snippet not in text:
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failures.append(f"{path} missing `{snippet}`")
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if failures:
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raise RuntimeError("Weather exposure zone verification failed: " + "; ".join(failures))
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unreal.log(
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"Weather exposure zone verification complete: "
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f"{len(zones_by_label)} zones with exposure multipliers and temperature offsets."
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)
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main()
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