Document stone resource support

This commit is contained in:
2026-05-17 15:51:54 -07:00
parent 5fc6a61176
commit d69311363d
3 changed files with 98 additions and 1 deletions
+3 -1
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@@ -529,7 +529,9 @@ Target deliverable: A small group can join a server, spawn into one biome, gathe
- [x] Create resource node base class. - [x] Create resource node base class.
- [x] Add wood resource. - [x] Add wood resource.
- [ ] Add stone resource. - [x] Add stone resource. Stone is defined as `DA_Item_Stone`, exposed through
`BP_StoneResourceNode`, placed in the Ground Zero resource pass, and covered
by focused stone-resource verification.
- [x] Add fiber resource. - [x] Add fiber resource.
- [ ] Add edible plant resource. - [ ] Add edible plant resource.
- [ ] Add water gathering interaction. - [ ] Add water gathering interaction.
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@@ -415,6 +415,18 @@ Use Unreal Data Assets for designer-facing definitions such as:
Data Assets should describe content. Server code should enforce gameplay rules. Data Assets should describe content. Server code should enforce gameplay rules.
### Gatherable Resources
The 0.1.F resource baseline uses `AAgrarianResourceNode` for simple gatherable
world resources. Wood, fiber, and stone each have item definitions, resource
Blueprints, deterministic Ground Zero placements, replicated remaining harvest
counts, and bare-hand gathering through the shared interaction path.
Stone specifically is represented by `DA_Item_Stone` and
`BP_StoneResourceNode`. Ground Zero includes stone nodes in slope, exposed
terrain, and valley-edge positions so primitive tools, campfires, and early
construction recipes have an in-world source instead of relying on debug grants.
### Wildlife Navigation ### Wildlife Navigation
MVP wildlife movement is server authoritative. `AAgrarianWildlifeBase` uses an MVP wildlife movement is server authoritative. `AAgrarianWildlifeBase` uses an
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@@ -0,0 +1,83 @@
from pathlib import Path
ROOT = Path(__file__).resolve().parents[1]
FILES = {
"setup_item_definitions.py": ROOT / "Scripts" / "setup_item_definitions.py",
"setup_playable_blueprints.py": ROOT / "Scripts" / "setup_playable_blueprints.py",
"setup_ground_zero_demo_map.py": ROOT / "Scripts" / "setup_ground_zero_demo_map.py",
"verify_playable_blueprints.py": ROOT / "Scripts" / "verify_playable_blueprints.py",
"verify_ground_zero_resources.py": ROOT / "Scripts" / "verify_ground_zero_resources.py",
"GroundZeroResourcePass.md": ROOT / "Docs" / "Terrain" / "GroundZeroResourcePass.md",
"TechnicalDesignDocument.md": ROOT / "Docs" / "TechnicalDesignDocument.md",
"AGRARIAN_DEVELOPMENT_ROADMAP.md": ROOT / "AGRARIAN_DEVELOPMENT_ROADMAP.md",
}
EXPECTED = {
"setup_item_definitions.py": [
'"asset": "DA_Item_Stone"',
'"item_id": "stone"',
"Field stone suitable for crude tools",
'"unit_weight": 1.5',
],
"setup_playable_blueprints.py": [
'STONE_ITEM_PATH = "/Game/Agrarian/DataAssets/Items/DA_Item_Stone"',
'"asset": "BP_StoneResourceNode"',
'"yield_item_definition": STONE_ITEM_PATH',
'"remaining_harvests": 12',
'"quantity_per_harvest": 2',
],
"setup_ground_zero_demo_map.py": [
'"/Game/Agrarian/Blueprints/Resources/BP_StoneResourceNode"',
'"AGR_GZ_Stone_Slope_01"',
'"AGR_GZ_Stone_Slope_02"',
'"AGR_GZ_Stone_ExposedTerrain_03"',
'"AGR_GZ_Stone_ValleyEdge_04"',
],
"verify_playable_blueprints.py": [
'"/Game/Agrarian/Blueprints/Resources/BP_StoneResourceNode"',
'"yield_item_id": "stone"',
],
"verify_ground_zero_resources.py": [
'"stone": [',
'"AGR_GZ_Stone_Slope_01"',
'f"{len(EXPECTED_RESOURCE_LABELS[\'stone\'])} stone nodes."',
],
"GroundZeroResourcePass.md": [
"- Stone: slope, exposed terrain, and valley-edge areas.",
"Added `BP_StoneResourceNode`",
"Stone nodes: `4`",
],
"TechnicalDesignDocument.md": [
"### Gatherable Resources",
"`AAgrarianResourceNode`",
"`DA_Item_Stone`",
"`BP_StoneResourceNode`",
"primitive tools, campfires, and early",
"construction recipes",
],
"AGRARIAN_DEVELOPMENT_ROADMAP.md": [
"[x] Add stone resource.",
"`DA_Item_Stone`",
"`BP_StoneResourceNode`",
"Ground Zero resource pass",
],
}
def main():
missing = []
for label, path in FILES.items():
text = path.read_text(encoding="utf-8")
for snippet in EXPECTED[label]:
if snippet not in text:
missing.append(f"{label}: {snippet}")
if missing:
raise RuntimeError("Stone resource verification failed: " + "; ".join(missing))
print("Agrarian stone resource verification complete.")
if __name__ == "__main__":
main()