Add Ground Zero biome resources

This commit is contained in:
2026-05-14 06:53:02 -07:00
parent 7ffe3ec978
commit 8d20a90e02
8 changed files with 224 additions and 4 deletions
+2 -2
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@@ -426,7 +426,7 @@ Target deliverable: A small group can join a server, spawn into one biome, gathe
- [x] Verify neighboring tile edge coordinates against the registry before multi-tile stitching. - [x] Verify neighboring tile edge coordinates against the registry before multi-tile stitching.
- [x] Add foliage pass. - [x] Add foliage pass.
- [~] Add resource nodes. - [~] Add resource nodes.
- [ ] Add biome-appropriate natural resources based on Ground Zero. - [x] Add biome-appropriate natural resources based on Ground Zero.
- [ ] Add water source. - [ ] 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.
@@ -1402,4 +1402,4 @@ Next version .01 priorities:
Immediate next item: Immediate next item:
- [ ] Add biome-appropriate natural resources based on Ground Zero. - [ ] Add water source.
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+39
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@@ -0,0 +1,39 @@
# Ground Zero Biome Resource Pass
The Ground Zero map now has a first pass of biome-appropriate natural resources
based on the selected tile's coastal California scrub/woodland biome, terrain
height, slope, and drainage-candidate analysis.
## Resource Types
- Wood: scrub/woodland and hillside patches.
- Fiber: grassland, scrub, and drainage-candidate areas.
- Stone: slope, exposed terrain, and valley-edge areas.
Freshwater remains separate because the water-source roadmap item follows this
pass and should be implemented as its own gameplay actor/system.
## Implementation
- Added `BP_StoneResourceNode` through `Scripts/setup_playable_blueprints.py`.
- Updated `Scripts/setup_ground_zero_demo_map.py` to place deterministic Ground
Zero resource nodes.
- Added `Scripts/verify_ground_zero_resources.py` to validate node presence,
yield item IDs, and remaining harvests.
## Counts
The map now contains:
- Wood nodes: `4`
- Fiber nodes: `5`
- Stone nodes: `4`
These counts include the original demo wood and fiber nodes so the first player
path remains intact while expanding the broader tile resource layer.
## Follow-Up
Future passes should replace the prototype meshes with real coastal scrub,
grass, rock, and woodland assets, then drive density from land-cover and
hydrography data instead of fixed authored points.
+84
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@@ -98,6 +98,87 @@ DEMO_ACTORS = [
] ]
BIOME_RESOURCE_ACTORS = [
{
"label": "AGR_GZ_Wood_CoastalScrub_01",
"class_path": "/Game/Agrarian/Blueprints/Resources/BP_WoodResourceNode",
"location_xy": unreal.Vector(-28600.0, 7400.0, 0.0),
"z_offset": 70.0,
"rotation": unreal.Rotator(0.0, 18.0, 0.0),
},
{
"label": "AGR_GZ_Wood_CoastalScrub_02",
"class_path": "/Game/Agrarian/Blueprints/Resources/BP_WoodResourceNode",
"location_xy": unreal.Vector(-5400.0, 21400.0, 0.0),
"z_offset": 70.0,
"rotation": unreal.Rotator(0.0, -42.0, 0.0),
},
{
"label": "AGR_GZ_Wood_Hillside_03",
"class_path": "/Game/Agrarian/Blueprints/Resources/BP_WoodResourceNode",
"location_xy": unreal.Vector(18400.0, 32200.0, 0.0),
"z_offset": 70.0,
"rotation": unreal.Rotator(0.0, 86.0, 0.0),
},
{
"label": "AGR_GZ_Fiber_Grassland_01",
"class_path": "/Game/Agrarian/Blueprints/Resources/BP_FiberResourceNode",
"location_xy": unreal.Vector(-33400.0, -16200.0, 0.0),
"z_offset": 65.0,
"rotation": unreal.Rotator(0.0, 6.0, 0.0),
},
{
"label": "AGR_GZ_Fiber_Grassland_02",
"class_path": "/Game/Agrarian/Blueprints/Resources/BP_FiberResourceNode",
"location_xy": unreal.Vector(8200.0, -18200.0, 0.0),
"z_offset": 65.0,
"rotation": unreal.Rotator(0.0, -28.0, 0.0),
},
{
"label": "AGR_GZ_Fiber_Scrub_03",
"class_path": "/Game/Agrarian/Blueprints/Resources/BP_FiberResourceNode",
"location_xy": unreal.Vector(29200.0, -4200.0, 0.0),
"z_offset": 65.0,
"rotation": unreal.Rotator(0.0, 54.0, 0.0),
},
{
"label": "AGR_GZ_Fiber_DrainageCandidate_04",
"class_path": "/Game/Agrarian/Blueprints/Resources/BP_FiberResourceNode",
"location_xy": unreal.Vector(-6200.0, 9200.0, 0.0),
"z_offset": 65.0,
"rotation": unreal.Rotator(0.0, 114.0, 0.0),
},
{
"label": "AGR_GZ_Stone_Slope_01",
"class_path": "/Game/Agrarian/Blueprints/Resources/BP_StoneResourceNode",
"location_xy": unreal.Vector(22600.0, 17600.0, 0.0),
"z_offset": 45.0,
"rotation": unreal.Rotator(0.0, 12.0, 0.0),
},
{
"label": "AGR_GZ_Stone_Slope_02",
"class_path": "/Game/Agrarian/Blueprints/Resources/BP_StoneResourceNode",
"location_xy": unreal.Vector(37600.0, 28600.0, 0.0),
"z_offset": 45.0,
"rotation": unreal.Rotator(0.0, -36.0, 0.0),
},
{
"label": "AGR_GZ_Stone_ExposedTerrain_03",
"class_path": "/Game/Agrarian/Blueprints/Resources/BP_StoneResourceNode",
"location_xy": unreal.Vector(11800.0, 38200.0, 0.0),
"z_offset": 45.0,
"rotation": unreal.Rotator(0.0, 71.0, 0.0),
},
{
"label": "AGR_GZ_Stone_ValleyEdge_04",
"class_path": "/Game/Agrarian/Blueprints/Resources/BP_StoneResourceNode",
"location_xy": unreal.Vector(-24800.0, 28600.0, 0.0),
"z_offset": 45.0,
"rotation": unreal.Rotator(0.0, 133.0, 0.0),
},
]
FOLIAGE_ZONES = { FOLIAGE_ZONES = {
"trees": { "trees": {
"count": 42, "count": 42,
@@ -313,11 +394,14 @@ def main():
raise RuntimeError(f"Could not load map: {MAP_PATH}") raise RuntimeError(f"Could not load map: {MAP_PATH}")
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.add(FOLIAGE_LABEL) labels.add(FOLIAGE_LABEL)
remove_existing_demo_actors(labels) remove_existing_demo_actors(labels)
height_values = load_heightmap() height_values = load_heightmap()
spawn_foliage_actor(height_values) spawn_foliage_actor(height_values)
for spec in BIOME_RESOURCE_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
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@@ -8,6 +8,7 @@ WILDLIFE_FOLDER = f"{BLUEPRINT_ROOT}/Wildlife"
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"
STONE_ITEM_PATH = "/Game/Agrarian/DataAssets/Items/DA_Item_Stone"
MESH_CUBE_PATH = "/Game/LevelPrototyping/Meshes/SM_Cube" MESH_CUBE_PATH = "/Game/LevelPrototyping/Meshes/SM_Cube"
MESH_CYLINDER_PATH = "/Game/LevelPrototyping/Meshes/SM_Cylinder" MESH_CYLINDER_PATH = "/Game/LevelPrototyping/Meshes/SM_Cylinder"
@@ -37,6 +38,18 @@ BLUEPRINTS = [
"mesh": MESH_CYLINDER_PATH, "mesh": MESH_CYLINDER_PATH,
"scale": unreal.Vector(0.8, 0.8, 1.0), "scale": unreal.Vector(0.8, 0.8, 1.0),
}, },
{
"asset": "BP_StoneResourceNode",
"folder": RESOURCE_FOLDER,
"parent": unreal.AgrarianResourceNode,
"defaults": {
"yield_item_definition": STONE_ITEM_PATH,
"remaining_harvests": 12,
"quantity_per_harvest": 2,
},
"mesh": MESH_CUBE_PATH,
"scale": unreal.Vector(0.9, 0.75, 0.45),
},
{ {
"asset": "BP_Campfire", "asset": "BP_Campfire",
"folder": STRUCTURE_FOLDER, "folder": STRUCTURE_FOLDER,
+74
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@@ -0,0 +1,74 @@
import unreal
MAP_PATH = "/Game/Agrarian/Maps/L_GroundZeroTerrain_Test"
EXPECTED_RESOURCE_LABELS = {
"wood": [
"AGR_DemoWoodResource_01",
"AGR_GZ_Wood_CoastalScrub_01",
"AGR_GZ_Wood_CoastalScrub_02",
"AGR_GZ_Wood_Hillside_03",
],
"fiber": [
"AGR_DemoFiberResource_01",
"AGR_GZ_Fiber_Grassland_01",
"AGR_GZ_Fiber_Grassland_02",
"AGR_GZ_Fiber_Scrub_03",
"AGR_GZ_Fiber_DrainageCandidate_04",
],
"stone": [
"AGR_GZ_Stone_Slope_01",
"AGR_GZ_Stone_Slope_02",
"AGR_GZ_Stone_ExposedTerrain_03",
"AGR_GZ_Stone_ValleyEdge_04",
],
}
def get_actor_label(actor):
try:
return actor.get_actor_label()
except Exception:
return actor.get_name()
def resource_item_id(actor):
item_asset = actor.get_editor_property("yield_item_definition")
definition = item_asset.get_editor_property("definition") if item_asset else None
return str(definition.get_editor_property("item_id")) if definition else ""
def main():
if not unreal.EditorLevelLibrary.load_level(MAP_PATH):
raise RuntimeError(f"Could not load map: {MAP_PATH}")
actors_by_label = {get_actor_label(actor): actor for actor in unreal.EditorLevelLibrary.get_all_level_actors()}
failures = []
for expected_item_id, labels in EXPECTED_RESOURCE_LABELS.items():
for label in labels:
actor = actors_by_label.get(label)
if not actor:
failures.append(f"{label} missing")
continue
actual_item_id = resource_item_id(actor)
if actual_item_id != expected_item_id:
failures.append(f"{label} expected {expected_item_id}, got {actual_item_id}")
if actor.get_editor_property("remaining_harvests") <= 0:
failures.append(f"{label} has no remaining harvests")
if failures:
raise RuntimeError("Ground Zero resource verification failed: " + "; ".join(failures))
unreal.log(
"Ground Zero resource verification complete: "
f"{len(EXPECTED_RESOURCE_LABELS['wood'])} wood, "
f"{len(EXPECTED_RESOURCE_LABELS['fiber'])} fiber, "
f"{len(EXPECTED_RESOURCE_LABELS['stone'])} stone nodes."
)
main()
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@@ -16,6 +16,13 @@ EXPECTED = {
}, },
"yield_item_id": "fiber", "yield_item_id": "fiber",
}, },
"/Game/Agrarian/Blueprints/Resources/BP_StoneResourceNode": {
"properties": {
"remaining_harvests": 12,
"quantity_per_harvest": 2,
},
"yield_item_id": "stone",
},
"/Game/Agrarian/Blueprints/Structures/BP_Campfire": { "/Game/Agrarian/Blueprints/Structures/BP_Campfire": {
"properties": { "properties": {
"fuel_seconds": 180.0, "fuel_seconds": 180.0,