import struct from pathlib import Path import unreal MAP_PATH = "/Game/Agrarian/Maps/L_GroundZeroTerrain_Test" PROJECT_ROOT = Path(r"Z:\AgrarianGameBulid") TILE_ID = "gz_us_ca_pacifica_utm10n_e544_n4160" HEIGHTMAP_PATH = PROJECT_ROOT / "Data" / "Terrain" / "Unreal" / TILE_ID / f"{TILE_ID}_unreal_1009.r16" LANDSCAPE_SIZE = 1009 XY_SCALE_CM = 100000.0 / (LANDSCAPE_SIZE - 1) Z_SCALE_CM = 100.0 LANDSCAPE_MIN_XY = -50000.0 DEMO_ACTORS = [ { "label": "AGR_DemoPlayerStart", "class": unreal.PlayerStart, "location_xy": unreal.Vector(-18500.0, -6400.0, 0.0), "z_offset": 220.0, "rotation": unreal.Rotator(0.0, 72.0, 0.0), }, { "label": "AGR_DemoWoodResource_01", "class_path": "/Game/Agrarian/Blueprints/Resources/BP_WoodResourceNode", "location_xy": unreal.Vector(-16800.0, -5400.0, 0.0), "z_offset": 80.0, "rotation": unreal.Rotator(0.0, 25.0, 0.0), }, { "label": "AGR_DemoFiberResource_01", "class_path": "/Game/Agrarian/Blueprints/Resources/BP_FiberResourceNode", "location_xy": unreal.Vector(-15600.0, -7850.0, 0.0), "z_offset": 80.0, "rotation": unreal.Rotator(0.0, -15.0, 0.0), }, { "label": "AGR_DemoCampfire_01", "class_path": "/Game/Agrarian/Blueprints/Structures/BP_Campfire", "location_xy": unreal.Vector(-13200.0, -6350.0, 0.0), "z_offset": 90.0, "rotation": unreal.Rotator(0.0, 0.0, 0.0), }, { "label": "AGR_DemoPrimitiveShelter_01", "class_path": "/Game/Agrarian/Blueprints/Structures/BP_PrimitiveShelter", "location_xy": unreal.Vector(-11500.0, -7750.0, 0.0), "z_offset": 120.0, "rotation": unreal.Rotator(0.0, -30.0, 0.0), }, { "label": "AGR_DemoRabbitWildlife_01", "class_path": "/Game/Agrarian/Blueprints/Wildlife/BP_RabbitWildlife", "location_xy": unreal.Vector(-19800.0, -8550.0, 0.0), "z_offset": 120.0, "rotation": unreal.Rotator(0.0, 135.0, 0.0), }, { "label": "AGR_DemoSun", "class": unreal.DirectionalLight, "location_xy": unreal.Vector(-22000.0, -9000.0, 0.0), "fixed_z": 35000.0, "rotation": unreal.Rotator(-42.0, -35.0, 0.0), }, { "label": "AGR_DemoSkyLight", "class": unreal.SkyLight, "location_xy": unreal.Vector(-18000.0, -7000.0, 0.0), "fixed_z": 12000.0, "rotation": unreal.Rotator(0.0, 0.0, 0.0), }, { "label": "AGR_DemoFog", "class": unreal.ExponentialHeightFog, "location_xy": unreal.Vector(-18000.0, -7000.0, 0.0), "fixed_z": 4000.0, "rotation": unreal.Rotator(0.0, 0.0, 0.0), }, { "label": "AGR_DemoNoticeActor", "class": unreal.AgrarianDemoNoticeActor, "location_xy": unreal.Vector(-18500.0, -6400.0, 0.0), "fixed_z": 1600.0, "rotation": unreal.Rotator(0.0, 0.0, 0.0), }, ] def get_actor_label(actor): try: return actor.get_actor_label() except Exception: return actor.get_name() def set_actor_label(actor, label): try: actor.set_actor_label(label, mark_dirty=True) except TypeError: actor.set_actor_label(label) def load_blueprint_class(path): generated_class = unreal.EditorAssetLibrary.load_blueprint_class(path) if not generated_class: raise RuntimeError(f"Could not load Blueprint class: {path}") return generated_class def load_heightmap(): raw = HEIGHTMAP_PATH.read_bytes() expected_bytes = LANDSCAPE_SIZE * LANDSCAPE_SIZE * 2 if len(raw) != expected_bytes: raise RuntimeError(f"Unexpected heightmap size: {len(raw)} != {expected_bytes}") return struct.unpack(f"<{LANDSCAPE_SIZE * LANDSCAPE_SIZE}H", raw) def terrain_z_cm(height_values, x_cm, y_cm): sample_x = max(0, min(LANDSCAPE_SIZE - 1, round((x_cm - LANDSCAPE_MIN_XY) / XY_SCALE_CM))) sample_y = max(0, min(LANDSCAPE_SIZE - 1, round((y_cm - LANDSCAPE_MIN_XY) / XY_SCALE_CM))) height_value = height_values[int(sample_y) * LANDSCAPE_SIZE + int(sample_x)] elevation_m = (float(height_value) - 32768.0) * Z_SCALE_CM / (100.0 * 128.0) return elevation_m * 100.0 def remove_existing_demo_actors(labels): for actor in unreal.EditorLevelLibrary.get_all_level_actors(): if get_actor_label(actor) in labels: unreal.EditorLevelLibrary.destroy_actor(actor) def spawn_demo_actor(spec, height_values): location_xy = spec["location_xy"] z = spec.get("fixed_z") if z is None: z = terrain_z_cm(height_values, location_xy.x, location_xy.y) + spec.get("z_offset", 0.0) actor_class = spec.get("class") if actor_class is None: actor_class = load_blueprint_class(spec["class_path"]) actor = unreal.AgrarianEditorAutomationLibrary.spawn_actor_in_editor_world( actor_class, unreal.Vector(location_xy.x, location_xy.y, z), spec["rotation"], spec["label"], ) if not actor: raise RuntimeError(f"Could not spawn {spec['label']}") set_actor_label(actor, spec["label"]) unreal.log(f"Placed {spec['label']} at {actor.get_actor_location()}") return actor def main(): if not unreal.EditorLevelLibrary.load_level(MAP_PATH): raise RuntimeError(f"Could not load map: {MAP_PATH}") labels = {spec["label"] for spec in DEMO_ACTORS} remove_existing_demo_actors(labels) height_values = load_heightmap() for spec in DEMO_ACTORS: spawn_demo_actor(spec, height_values) unreal.EditorLevelLibrary.save_current_level() unreal.log("Ground Zero demo map setup complete.") main()