import unreal MAP_PATH = "/Game/Agrarian/Maps/L_GroundZeroTerrain_Test" FOLIAGE_LABEL = "AGR_GroundZeroFoliage_FirstPass" MATERIALS = { "terrain": "/Game/Agrarian/Materials/M_AGR_GZ_Terrain_CoastalScrub", "tree": "/Game/Agrarian/Materials/M_AGR_GZ_Tree_CoastalOak", "shrub": "/Game/Agrarian/Materials/M_AGR_GZ_Shrub_CoyoteBrush", "grass": "/Game/Agrarian/Materials/M_AGR_GZ_Grass_DryCoastal", "wood_resource": "/Game/Agrarian/Materials/M_AGR_GZ_Wood_Resource", "fiber_resource": "/Game/Agrarian/Materials/M_AGR_GZ_Fiber_Resource", "stone_resource": "/Game/Agrarian/Materials/M_AGR_GZ_Stone_Sandstone", "fresh_water": "/Game/Agrarian/Materials/M_AGR_GZ_FreshWater", } EXPECTED_FOLIAGE_COUNTS = { "trees": 42, "shrubs": 96, "grass": 180, } RESOURCE_MATERIALS = { "AGR_GZ_Wood": "wood_resource", "AGR_GZ_Fiber": "fiber_resource", "AGR_GZ_Stone": "stone_resource", "AGR_DemoWoodResource": "wood_resource", "AGR_DemoFiberResource": "fiber_resource", "AGR_GZ_FreshWaterSource": "fresh_water", } def get_actor_label(actor): try: return actor.get_actor_label() except Exception: return actor.get_name() def material_path(material): if not material: return "" return material.get_path_name().split(".", 1)[0] def material_key_for_label(label): for prefix, material_key in RESOURCE_MATERIALS.items(): if label.startswith(prefix): return material_key return None def assert_asset(path): asset = unreal.EditorAssetLibrary.load_asset(path) if not asset: raise RuntimeError(f"Missing required environment material: {path}") return asset def main(): if not unreal.EditorLevelLibrary.load_level(MAP_PATH): raise RuntimeError(f"Could not load map: {MAP_PATH}") materials = {key: assert_asset(path) for key, path in MATERIALS.items()} actors = unreal.EditorLevelLibrary.get_all_level_actors() failures = [] landscapes = [actor for actor in actors if isinstance(actor, unreal.Landscape)] if not landscapes: failures.append("no landscape actor found") for landscape in landscapes: assigned = material_path(landscape.get_editor_property("landscape_material")) expected = MATERIALS["terrain"] if assigned != expected: failures.append(f"landscape material expected {expected}, got {assigned}") foliage_actors = [actor for actor in actors if get_actor_label(actor) == FOLIAGE_LABEL] if len(foliage_actors) != 1: failures.append(f"expected one {FOLIAGE_LABEL}, found {len(foliage_actors)}") else: foliage = foliage_actors[0] counts = { "trees": foliage.get_tree_instance_count(), "shrubs": foliage.get_shrub_instance_count(), "grass": foliage.get_grass_instance_count(), } for key, expected_count in EXPECTED_FOLIAGE_COUNTS.items(): if counts[key] != expected_count: failures.append(f"{key} expected {expected_count}, got {counts[key]}") component_expectations = { "tree_instances": "tree", "shrub_instances": "shrub", "grass_instances": "grass", } for property_name, material_key in component_expectations.items(): component = foliage.get_editor_property(property_name) assigned = material_path(component.get_material(0)) expected = MATERIALS[material_key] if assigned != expected: failures.append(f"{property_name} material expected {expected}, got {assigned}") checked_resource_actors = 0 for actor in actors: label = get_actor_label(actor) material_key = material_key_for_label(label) if not material_key: continue checked_resource_actors += 1 expected = MATERIALS[material_key] mesh_components = actor.get_components_by_class(unreal.StaticMeshComponent) if not mesh_components: failures.append(f"{label} has no static mesh component for material assignment") continue assigned_any = any(material_path(component.get_material(0)) == expected for component in mesh_components) if not assigned_any: failures.append(f"{label} did not use expected material {expected}") if checked_resource_actors < 10: failures.append(f"expected at least 10 dressed resource/water actors, checked {checked_resource_actors}") docs = unreal.Paths.convert_relative_path_to_full(unreal.Paths.project_dir()) + "Docs/Terrain/GroundZeroNaturalEnvironmentPass.md" roadmap = unreal.Paths.convert_relative_path_to_full(unreal.Paths.project_dir()) + "AGRARIAN_DEVELOPMENT_ROADMAP.md" for path, snippet in [ (docs, "MVP natural environment pass"), (roadmap, "[x] Replace grey-box environment presentation with an MVP natural environment pass"), ]: with open(path, "r", encoding="utf-8") as handle: text = handle.read() if snippet not in text: failures.append(f"{path} missing {snippet}") if failures: raise RuntimeError("Ground Zero natural environment verification failed: " + "; ".join(failures)) unreal.log( "Ground Zero natural environment verification complete: " f"{len(materials)} materials, {len(landscapes)} landscape(s), {checked_resource_actors} dressed resource/water actor(s)." ) main()