Add vegetation ignition risk checks
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#!/usr/bin/env python3
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"""Verify grass/forest ignition checks use fire risk, foliage fuel, and weather."""
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from pathlib import Path
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ROOT = Path(__file__).resolve().parents[1]
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FOLIAGE_H = ROOT / "Source" / "AgrarianGame" / "AgrarianFoliagePatch.h"
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FOLIAGE_CPP = ROOT / "Source" / "AgrarianGame" / "AgrarianFoliagePatch.cpp"
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FIRE_H = ROOT / "Source" / "AgrarianGame" / "AgrarianCampfire.h"
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FIRE_CPP = ROOT / "Source" / "AgrarianGame" / "AgrarianCampfire.cpp"
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TDD = ROOT / "Docs" / "TechnicalDesignDocument.md"
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ROADMAP = ROOT / "AGRARIAN_DEVELOPMENT_ROADMAP.md"
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REQUIRED = {
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FOLIAGE_H: [
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"GetFuelCountsNearLocation",
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"GetDryVegetationFuelScoreNearLocation",
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"CountInstancesNearLocation",
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],
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FOLIAGE_CPP: [
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"AAgrarianFoliagePatch::GetFuelCountsNearLocation",
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"AAgrarianFoliagePatch::GetDryVegetationFuelScoreNearLocation",
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"AAgrarianFoliagePatch::CountInstancesNearLocation",
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"GetInstanceTransform",
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"FVector::DistSquared2D",
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],
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FIRE_H: [
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"GrassIgnitionRiskScore",
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"ForestIgnitionRiskScore",
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"bGrassOrBrushIgnited",
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"bForestFuelIgnited",
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"VegetationIgnitionCheckRadius",
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"VegetationIgnitionFuelScoreThreshold",
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"UpdateVegetationIgnitionRisk",
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"GetVegetationFuelScoreNearFire",
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"GetVegetationIgnitionWeatherMultiplier",
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],
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FIRE_CPP: [
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"#include \"AgrarianFoliagePatch.h\"",
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"DOREPLIFETIME(AAgrarianCampfire, GrassIgnitionRiskScore)",
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"DOREPLIFETIME(AAgrarianCampfire, ForestIgnitionRiskScore)",
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"UpdateVegetationIgnitionRisk(DeltaSeconds);",
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"UGameplayStatics::GetAllActorsOfClass(this, AAgrarianFoliagePatch::StaticClass()",
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"GameState->ActiveWeatherInputs.WindSpeedKmh",
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"EAgrarianWeatherType::Rain",
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"EAgrarianWeatherType::Storm",
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"EAgrarianWeatherType::ColdWind",
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"LitDurationSeconds",
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"GetFireRiskRatio()",
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"bGrassOrBrushIgnited = GrassIgnitionRiskScore >= 100.0f",
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"bForestFuelIgnited = ForestIgnitionRiskScore >= 100.0f",
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],
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TDD: [
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"Grass and forest ignition checks consume that risk score",
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"`AAgrarianFoliagePatch`",
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"wind speed",
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"burn\nduration",
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],
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ROADMAP: [
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"[x] Add grass and forest ignition checks",
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],
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}
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def main() -> None:
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missing = []
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for path, snippets in REQUIRED.items():
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text = path.read_text(encoding="utf-8")
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for snippet in snippets:
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if snippet not in text:
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missing.append(f"{path.relative_to(ROOT)} missing {snippet!r}")
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if missing:
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raise SystemExit("FAILED: " + "; ".join(missing))
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print("OK: vegetation ignition checks are wired to fire risk, foliage, and weather.")
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if __name__ == "__main__":
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main()
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