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