import math import random 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 FOLIAGE_LABEL = "AGR_GroundZeroFoliage_FirstPass" FOLIAGE_RANDOM_SEED = 4160544 PLACEHOLDER_MESH_FOLDER = "/Game/Agrarian/Environment/PlaceholderMeshes" PLACEHOLDER_MESH_SOURCES = { "SM_AGR_Placeholder_Cube": "/Game/LevelPrototyping/Meshes/SM_Cube", "SM_AGR_Placeholder_ChamferCube": "/Game/LevelPrototyping/Meshes/SM_ChamferCube", "SM_AGR_Placeholder_Cylinder": "/Game/LevelPrototyping/Meshes/SM_Cylinder", "SM_AGR_Placeholder_QuarterCylinder": "/Game/LevelPrototyping/Meshes/SM_QuarterCylinder", "SM_AGR_Placeholder_Plane": "/Game/LevelPrototyping/Meshes/SM_Plane", } PLACEHOLDER_MESHES = { name: f"{PLACEHOLDER_MESH_FOLDER}/{name}" for name in PLACEHOLDER_MESH_SOURCES } FOLIAGE_MESHES = { "tree": PLACEHOLDER_MESHES["SM_AGR_Placeholder_Cylinder"], "shrub": PLACEHOLDER_MESHES["SM_AGR_Placeholder_Cube"], "grass": PLACEHOLDER_MESHES["SM_AGR_Placeholder_Cylinder"], } VARIATION_MESHES = { "cube": PLACEHOLDER_MESHES["SM_AGR_Placeholder_Cube"], "chamfer_cube": PLACEHOLDER_MESHES["SM_AGR_Placeholder_ChamferCube"], "cylinder": PLACEHOLDER_MESHES["SM_AGR_Placeholder_Cylinder"], "quarter_cylinder": PLACEHOLDER_MESHES["SM_AGR_Placeholder_QuarterCylinder"], "plane": PLACEHOLDER_MESHES["SM_AGR_Placeholder_Plane"], } MATERIAL_FOLDER = "/Game/Agrarian/Materials" ENVIRONMENT_MATERIALS = { "terrain": { "path": f"{MATERIAL_FOLDER}/M_AGR_GZ_Terrain_CoastalScrub", "color": unreal.LinearColor(0.28, 0.24, 0.16, 1.0), "roughness": 0.92, }, "tree": { "path": f"{MATERIAL_FOLDER}/M_AGR_GZ_Tree_CoastalOak", "color": unreal.LinearColor(0.18, 0.31, 0.16, 1.0), "roughness": 0.88, }, "shrub": { "path": f"{MATERIAL_FOLDER}/M_AGR_GZ_Shrub_CoyoteBrush", "color": unreal.LinearColor(0.31, 0.39, 0.20, 1.0), "roughness": 0.9, }, "grass": { "path": f"{MATERIAL_FOLDER}/M_AGR_GZ_Grass_DryCoastal", "color": unreal.LinearColor(0.47, 0.42, 0.23, 1.0), "roughness": 0.95, }, "wood_resource": { "path": f"{MATERIAL_FOLDER}/M_AGR_GZ_Wood_Resource", "color": unreal.LinearColor(0.26, 0.16, 0.08, 1.0), "roughness": 0.86, }, "fiber_resource": { "path": f"{MATERIAL_FOLDER}/M_AGR_GZ_Fiber_Resource", "color": unreal.LinearColor(0.55, 0.49, 0.28, 1.0), "roughness": 0.93, }, "stone_resource": { "path": f"{MATERIAL_FOLDER}/M_AGR_GZ_Stone_Sandstone", "color": unreal.LinearColor(0.43, 0.40, 0.35, 1.0), "roughness": 0.97, }, "fresh_water": { "path": f"{MATERIAL_FOLDER}/M_AGR_GZ_FreshWater", "color": unreal.LinearColor(0.08, 0.28, 0.38, 1.0), "roughness": 0.35, }, } RESOURCE_MATERIAL_BY_LABEL_PREFIX = { "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", } SAFE_SPAWN_CONFIG = { "player_start_label": "AGR_DemoPlayerStart", "safe_z_offset": 220.0, "min_elevation_m": 2.0, "max_slope_degrees": 8.0, "slope_sample_distance_cm": 500.0, "min_water_distance_cm": 10000.0, "min_resource_distance_cm": 5000.0, "fallback_location_xy": unreal.Vector(-22000.0, -3500.0, 0.0), "candidate_locations_xy": [ unreal.Vector(-22000.0, -3500.0, 0.0), unreal.Vector(-25000.0, -4000.0, 0.0), unreal.Vector(-20500.0, -10500.0, 0.0), unreal.Vector(-28000.0, -9000.0, 0.0), unreal.Vector(-30000.0, -12000.0, 0.0), unreal.Vector(-35000.0, 0.0, 0.0), ], } 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_DemoSkyLightingController", "class": unreal.AgrarianSkyLightingController, "location_xy": unreal.Vector(-18000.0, -7000.0, 0.0), "fixed_z": 12000.0, "rotation": unreal.Rotator(-42.0, -35.0, 0.0), }, { "label": "AGR_DemoWeatherAudioController", "class": unreal.AgrarianWeatherAudioController, "location_xy": unreal.Vector(-18000.0, -7000.0, 0.0), "fixed_z": 11800.0, "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), }, ] LEGACY_DEMO_LIGHTING_LABELS = { "AGR_DemoSun", "AGR_DemoSkyLight", "AGR_DemoFog", } BIOME_RESOURCE_ACTORS = [ { "label": "AGR_GZ_Wood_CoastalScrub_01", "class_path": "/Game/Agrarian/Blueprints/Resources/BP_WoodResourceNode", "location_xy": unreal.Vector(-28600.0, 7400.0, 0.0), "z_offset": 70.0, "rotation": unreal.Rotator(0.0, 18.0, 0.0), }, { "label": "AGR_GZ_Wood_CoastalScrub_02", "class_path": "/Game/Agrarian/Blueprints/Resources/BP_WoodResourceNode", "location_xy": unreal.Vector(-5400.0, 21400.0, 0.0), "z_offset": 70.0, "rotation": unreal.Rotator(0.0, -42.0, 0.0), }, { "label": "AGR_GZ_Wood_Hillside_03", "class_path": "/Game/Agrarian/Blueprints/Resources/BP_WoodResourceNode", "location_xy": unreal.Vector(18400.0, 32200.0, 0.0), "z_offset": 70.0, "rotation": unreal.Rotator(0.0, 86.0, 0.0), }, { "label": "AGR_GZ_Fiber_Grassland_01", "class_path": "/Game/Agrarian/Blueprints/Resources/BP_FiberResourceNode", "location_xy": unreal.Vector(-33400.0, -16200.0, 0.0), "z_offset": 65.0, "rotation": unreal.Rotator(0.0, 6.0, 0.0), }, { "label": "AGR_GZ_Fiber_Grassland_02", "class_path": "/Game/Agrarian/Blueprints/Resources/BP_FiberResourceNode", "location_xy": unreal.Vector(8200.0, -18200.0, 0.0), "z_offset": 65.0, "rotation": unreal.Rotator(0.0, -28.0, 0.0), }, { "label": "AGR_GZ_Fiber_Scrub_03", "class_path": "/Game/Agrarian/Blueprints/Resources/BP_FiberResourceNode", "location_xy": unreal.Vector(29200.0, -4200.0, 0.0), "z_offset": 65.0, "rotation": unreal.Rotator(0.0, 54.0, 0.0), }, { "label": "AGR_GZ_Fiber_DrainageCandidate_04", "class_path": "/Game/Agrarian/Blueprints/Resources/BP_FiberResourceNode", "location_xy": unreal.Vector(-6200.0, 9200.0, 0.0), "z_offset": 65.0, "rotation": unreal.Rotator(0.0, 114.0, 0.0), }, { "label": "AGR_GZ_Stone_Slope_01", "class_path": "/Game/Agrarian/Blueprints/Resources/BP_StoneResourceNode", "location_xy": unreal.Vector(22600.0, 17600.0, 0.0), "z_offset": 45.0, "rotation": unreal.Rotator(0.0, 12.0, 0.0), }, { "label": "AGR_GZ_Stone_Slope_02", "class_path": "/Game/Agrarian/Blueprints/Resources/BP_StoneResourceNode", "location_xy": unreal.Vector(37600.0, 28600.0, 0.0), "z_offset": 45.0, "rotation": unreal.Rotator(0.0, -36.0, 0.0), }, { "label": "AGR_GZ_Stone_ExposedTerrain_03", "class_path": "/Game/Agrarian/Blueprints/Resources/BP_StoneResourceNode", "location_xy": unreal.Vector(11800.0, 38200.0, 0.0), "z_offset": 45.0, "rotation": unreal.Rotator(0.0, 71.0, 0.0), }, { "label": "AGR_GZ_Stone_ValleyEdge_04", "class_path": "/Game/Agrarian/Blueprints/Resources/BP_StoneResourceNode", "location_xy": unreal.Vector(-24800.0, 28600.0, 0.0), "z_offset": 45.0, "rotation": unreal.Rotator(0.0, 133.0, 0.0), }, ] WATER_SOURCE_ACTORS = [ { "label": "AGR_GZ_FreshWaterSource_01", "class_path": "/Game/Agrarian/Blueprints/World/BP_FreshWaterSource", "location_xy": unreal.Vector(-7200.0, 10400.0, 0.0), "z_offset": 36.0, "rotation": unreal.Rotator(0.0, 0.0, 0.0), }, ] WEATHER_EXPOSURE_ZONES = [ { "label": "AGR_GZ_WeatherExposure_Ridge_01", "zone_id": "ground_zero_ridge_exposed", "location_xy": unreal.Vector(36000.0, 29200.0, 0.0), "z_offset": 450.0, "extent": unreal.Vector(11500.0, 9200.0, 2200.0), "exposure_multiplier": 1.45, "temperature_offset_c": -1.8, }, { "label": "AGR_GZ_WeatherExposure_CoastalWind_01", "zone_id": "ground_zero_coastal_wind", "location_xy": unreal.Vector(-31500.0, -14600.0, 0.0), "z_offset": 350.0, "extent": unreal.Vector(10500.0, 7600.0, 1600.0), "exposure_multiplier": 1.25, "temperature_offset_c": -0.9, }, { "label": "AGR_GZ_WeatherExposure_DrainageCool_01", "zone_id": "ground_zero_drainage_cool", "location_xy": unreal.Vector(-7200.0, 10400.0, 0.0), "z_offset": 260.0, "extent": unreal.Vector(7200.0, 5400.0, 1100.0), "exposure_multiplier": 1.1, "temperature_offset_c": -1.2, }, ] ENVIRONMENT_VARIATION_ACTORS = [ { "label": "AGR_GZ_EnvVar_Tree_Canopy_01", "mesh_key": "chamfer_cube", "material_key": "tree", "location_xy": unreal.Vector(-27500.0, 6900.0, 0.0), "z_offset": 390.0, "scale": unreal.Vector(2.5, 2.0, 1.6), "rotation": unreal.Rotator(0.0, 32.0, 0.0), }, { "label": "AGR_GZ_EnvVar_Tree_Trunk_01", "mesh_key": "cylinder", "material_key": "wood_resource", "location_xy": unreal.Vector(-27500.0, 6900.0, 0.0), "z_offset": 170.0, "scale": unreal.Vector(0.35, 0.35, 3.6), "rotation": unreal.Rotator(0.0, 32.0, 0.0), }, { "label": "AGR_GZ_EnvVar_Tree_Canopy_02", "mesh_key": "chamfer_cube", "material_key": "tree", "location_xy": unreal.Vector(17600.0, 31800.0, 0.0), "z_offset": 430.0, "scale": unreal.Vector(2.0, 2.8, 1.45), "rotation": unreal.Rotator(0.0, -18.0, 0.0), }, { "label": "AGR_GZ_EnvVar_Tree_Trunk_02", "mesh_key": "cylinder", "material_key": "wood_resource", "location_xy": unreal.Vector(17600.0, 31800.0, 0.0), "z_offset": 190.0, "scale": unreal.Vector(0.3, 0.3, 4.1), "rotation": unreal.Rotator(0.0, -18.0, 0.0), }, { "label": "AGR_GZ_EnvVar_Bush_Rounded_01", "mesh_key": "chamfer_cube", "material_key": "shrub", "location_xy": unreal.Vector(-33400.0, -15200.0, 0.0), "z_offset": 70.0, "scale": unreal.Vector(1.9, 1.4, 0.7), "rotation": unreal.Rotator(0.0, 11.0, 0.0), }, { "label": "AGR_GZ_EnvVar_Bush_Rounded_02", "mesh_key": "chamfer_cube", "material_key": "shrub", "location_xy": unreal.Vector(30400.0, -3900.0, 0.0), "z_offset": 75.0, "scale": unreal.Vector(1.45, 2.1, 0.85), "rotation": unreal.Rotator(0.0, 73.0, 0.0), }, { "label": "AGR_GZ_EnvVar_Grass_Mat_01", "mesh_key": "plane", "material_key": "grass", "location_xy": unreal.Vector(8200.0, -17100.0, 0.0), "z_offset": 14.0, "scale": unreal.Vector(3.6, 2.2, 1.0), "rotation": unreal.Rotator(0.0, -34.0, 0.0), }, { "label": "AGR_GZ_EnvVar_Grass_Mat_02", "mesh_key": "plane", "material_key": "grass", "location_xy": unreal.Vector(-6200.0, 8300.0, 0.0), "z_offset": 14.0, "scale": unreal.Vector(2.7, 4.0, 1.0), "rotation": unreal.Rotator(0.0, 41.0, 0.0), }, { "label": "AGR_GZ_EnvVar_Rock_Slab_01", "mesh_key": "chamfer_cube", "material_key": "stone_resource", "location_xy": unreal.Vector(22900.0, 18300.0, 0.0), "z_offset": 45.0, "scale": unreal.Vector(1.8, 1.05, 0.45), "rotation": unreal.Rotator(0.0, 24.0, 0.0), }, { "label": "AGR_GZ_EnvVar_Rock_Slab_02", "mesh_key": "quarter_cylinder", "material_key": "stone_resource", "location_xy": unreal.Vector(38100.0, 29300.0, 0.0), "z_offset": 55.0, "scale": unreal.Vector(1.2, 1.8, 0.75), "rotation": unreal.Rotator(0.0, -47.0, 0.0), }, { "label": "AGR_GZ_EnvVar_Water_Surface_01", "mesh_key": "plane", "material_key": "fresh_water", "location_xy": unreal.Vector(-7200.0, 10400.0, 0.0), "z_offset": 18.0, "scale": unreal.Vector(2.6, 1.6, 1.0), "rotation": unreal.Rotator(0.0, -15.0, 0.0), }, ] RUIN_PLACEHOLDER_ACTORS = [ { "label": "AGR_GZ_Landmark_Ruin_Foundation_01", "mesh_key": "chamfer_cube", "material_key": "stone_resource", "location_xy": unreal.Vector(6400.0, 24700.0, 0.0), "z_offset": 38.0, "scale": unreal.Vector(4.8, 3.2, 0.22), "rotation": unreal.Rotator(0.0, -22.0, 0.0), }, { "label": "AGR_GZ_Landmark_Ruin_Wall_01", "mesh_key": "chamfer_cube", "material_key": "stone_resource", "location_xy": unreal.Vector(5750.0, 25350.0, 0.0), "z_offset": 165.0, "scale": unreal.Vector(0.42, 2.35, 1.65), "rotation": unreal.Rotator(0.0, -22.0, 0.0), }, { "label": "AGR_GZ_Landmark_Ruin_Wall_02", "mesh_key": "chamfer_cube", "material_key": "stone_resource", "location_xy": unreal.Vector(7250.0, 24250.0, 0.0), "z_offset": 118.0, "scale": unreal.Vector(0.36, 1.7, 1.05), "rotation": unreal.Rotator(0.0, 68.0, 0.0), }, { "label": "AGR_GZ_Landmark_Ruin_Cairn_01", "mesh_key": "cylinder", "material_key": "stone_resource", "location_xy": unreal.Vector(7900.0, 25300.0, 0.0), "z_offset": 92.0, "scale": unreal.Vector(0.9, 0.9, 1.15), "rotation": unreal.Rotator(0.0, 11.0, 0.0), }, { "label": "AGR_GZ_Landmark_Ruin_Threshold_01", "mesh_key": "quarter_cylinder", "material_key": "stone_resource", "location_xy": unreal.Vector(6550.0, 23550.0, 0.0), "z_offset": 70.0, "scale": unreal.Vector(1.8, 0.55, 0.5), "rotation": unreal.Rotator(0.0, -22.0, 0.0), }, ] FOLIAGE_ZONES = { "trees": { "count": 42, "x_range": (-25000.0, 42000.0), "y_range": (-12000.0, 42000.0), "min_elevation_m": 18.0, "avoid_radius_cm": 3600.0, "scale_range": (0.75, 1.35), }, "shrubs": { "count": 96, "x_range": (-42000.0, 45000.0), "y_range": (-38000.0, 45000.0), "min_elevation_m": 7.0, "avoid_radius_cm": 2600.0, "scale_range": (0.45, 1.05), }, "grass": { "count": 180, "x_range": (-46000.0, 46000.0), "y_range": (-46000.0, 46000.0), "min_elevation_m": 4.0, "avoid_radius_cm": 1800.0, "scale_range": (0.35, 0.9), }, } 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_required_asset(path): asset = unreal.EditorAssetLibrary.load_asset(path) if not asset: raise RuntimeError(f"Required asset not found: {path}") return asset def ensure_native_placeholder_meshes(): unreal.EditorAssetLibrary.make_directory(PLACEHOLDER_MESH_FOLDER) for asset_name, source_path in PLACEHOLDER_MESH_SOURCES.items(): destination_path = f"{PLACEHOLDER_MESH_FOLDER}/{asset_name}" if unreal.EditorAssetLibrary.does_asset_exist(destination_path): continue if not unreal.EditorAssetLibrary.duplicate_asset(source_path, destination_path): raise RuntimeError(f"Could not create native placeholder mesh {destination_path} from {source_path}") unreal.EditorAssetLibrary.save_asset(destination_path) unreal.log(f"Created native placeholder mesh: {destination_path}") def ensure_environment_materials(): if not unreal.EditorAssetLibrary.does_directory_exist(MATERIAL_FOLDER): unreal.EditorAssetLibrary.make_directory(MATERIAL_FOLDER) asset_tools = unreal.AssetToolsHelpers.get_asset_tools() created_or_loaded = {} for key, spec in ENVIRONMENT_MATERIALS.items(): material = unreal.EditorAssetLibrary.load_asset(spec["path"]) if not material: asset_name = spec["path"].rsplit("/", 1)[-1] material = asset_tools.create_asset(asset_name, MATERIAL_FOLDER, unreal.Material, unreal.MaterialFactoryNew()) if not material: raise RuntimeError(f"Could not create material: {spec['path']}") base_color = unreal.MaterialEditingLibrary.create_material_expression( material, unreal.MaterialExpressionConstant3Vector, -420, -120 ) base_color.set_editor_property("constant", spec["color"]) unreal.MaterialEditingLibrary.connect_material_property( base_color, "", unreal.MaterialProperty.MP_BASE_COLOR ) roughness = unreal.MaterialEditingLibrary.create_material_expression( material, unreal.MaterialExpressionConstant, -420, 80 ) roughness.set_editor_property("r", spec["roughness"]) unreal.MaterialEditingLibrary.connect_material_property( roughness, "", unreal.MaterialProperty.MP_ROUGHNESS ) unreal.MaterialEditingLibrary.recompile_material(material) unreal.EditorAssetLibrary.save_asset(spec["path"]) unreal.log(f"Created Ground Zero environment material: {spec['path']}") created_or_loaded[key] = material return created_or_loaded def apply_material_to_actor_meshes(actor, material): applied_count = 0 for component in actor.get_components_by_class(unreal.StaticMeshComponent): slot_count = component.get_num_materials() if slot_count == 0: component.set_material(0, material) applied_count += 1 continue for slot_index in range(slot_count): component.set_material(slot_index, material) applied_count += 1 return applied_count def material_key_for_actor_label(label): for prefix, material_key in RESOURCE_MATERIAL_BY_LABEL_PREFIX.items(): if label.startswith(prefix): return material_key return None def apply_landscape_material(material): applied = 0 for actor in unreal.EditorLevelLibrary.get_all_level_actors(): if isinstance(actor, unreal.Landscape): actor.set_editor_property("landscape_material", material) applied += 1 unreal.log(f"Applied Ground Zero terrain material to {applied} landscape actor(s).") return applied 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 terrain_elevation_m(height_values, x_cm, y_cm): return terrain_z_cm(height_values, x_cm, y_cm) / 100.0 def terrain_slope_degrees(height_values, x_cm, y_cm, sample_distance_cm): dz_dx_m = ( terrain_elevation_m(height_values, x_cm + sample_distance_cm, y_cm) - terrain_elevation_m(height_values, x_cm - sample_distance_cm, y_cm) ) / ((sample_distance_cm * 2.0) / 100.0) dz_dy_m = ( terrain_elevation_m(height_values, x_cm, y_cm + sample_distance_cm) - terrain_elevation_m(height_values, x_cm, y_cm - sample_distance_cm) ) / ((sample_distance_cm * 2.0) / 100.0) return math.degrees(math.atan(math.sqrt((dz_dx_m * dz_dx_m) + (dz_dy_m * dz_dy_m)))) 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 distance_2d(a, b): return math.hypot(a.x - b.x, a.y - b.y) def validate_safe_spawn_location(height_values, location_xy, resource_points, water_points): failures = [] elevation_m = terrain_elevation_m(height_values, location_xy.x, location_xy.y) slope_degrees = terrain_slope_degrees( height_values, location_xy.x, location_xy.y, SAFE_SPAWN_CONFIG["slope_sample_distance_cm"], ) min_resource_distance_cm = min(distance_2d(location_xy, point) for point in resource_points) min_water_distance_cm = min(distance_2d(location_xy, point) for point in water_points) if elevation_m < SAFE_SPAWN_CONFIG["min_elevation_m"]: failures.append(f"elevation {elevation_m:.2f}m below minimum") if slope_degrees > SAFE_SPAWN_CONFIG["max_slope_degrees"]: failures.append(f"slope {slope_degrees:.2f}deg above maximum") if min_resource_distance_cm < SAFE_SPAWN_CONFIG["min_resource_distance_cm"]: failures.append(f"resource distance {min_resource_distance_cm:.0f}cm below minimum") if min_water_distance_cm < SAFE_SPAWN_CONFIG["min_water_distance_cm"]: failures.append(f"water distance {min_water_distance_cm:.0f}cm below minimum") return failures def select_safe_spawn_location(height_values): resource_points = [spec["location_xy"] for spec in BIOME_RESOURCE_ACTORS] resource_points.extend( spec["location_xy"] for spec in DEMO_ACTORS if spec["label"] in {"AGR_DemoWoodResource_01", "AGR_DemoFiberResource_01"} ) water_points = [spec["location_xy"] for spec in WATER_SOURCE_ACTORS] candidates = list(SAFE_SPAWN_CONFIG["candidate_locations_xy"]) fallback = SAFE_SPAWN_CONFIG["fallback_location_xy"] if all(distance_2d(fallback, candidate) > 1.0 for candidate in candidates): candidates.append(fallback) rejected = [] for candidate in candidates: failures = validate_safe_spawn_location(height_values, candidate, resource_points, water_points) if not failures: unreal.log( "Selected safe Ground Zero spawn at " f"({candidate.x:.0f}, {candidate.y:.0f}) " f"elevation {terrain_elevation_m(height_values, candidate.x, candidate.y):.2f}m " f"slope {terrain_slope_degrees(height_values, candidate.x, candidate.y, SAFE_SPAWN_CONFIG['slope_sample_distance_cm']):.2f}deg" ) return candidate rejected.append(f"({candidate.x:.0f}, {candidate.y:.0f}): {', '.join(failures)}") raise RuntimeError("No safe Ground Zero spawn candidate found. Rejected: " + "; ".join(rejected)) def make_foliage_transform(height_values, x, y, yaw, z_offset, scale_xy, scale_z): return unreal.Transform( location=unreal.Vector(x, y, terrain_z_cm(height_values, x, y) + z_offset), rotation=unreal.Rotator(0.0, yaw, 0.0), scale=unreal.Vector(scale_xy, scale_xy, scale_z), ) def configure_foliage_meshes(foliage_actor): component_meshes = { "tree_instances": load_required_asset(FOLIAGE_MESHES["tree"]), "shrub_instances": load_required_asset(FOLIAGE_MESHES["shrub"]), "grass_instances": load_required_asset(FOLIAGE_MESHES["grass"]), } for property_name, mesh in component_meshes.items(): component = foliage_actor.get_editor_property(property_name) component.set_editor_property("static_mesh", mesh) def apply_foliage_materials(foliage_actor, materials): component_materials = { "tree_instances": materials["tree"], "shrub_instances": materials["shrub"], "grass_instances": materials["grass"], } for property_name, material in component_materials.items(): component = foliage_actor.get_editor_property(property_name) component.set_material(0, material) def choose_foliage_points(height_values, zone, reserved_points, existing_points): rng = random.Random(FOLIAGE_RANDOM_SEED + len(existing_points) + int(zone["count"])) chosen = [] attempts = 0 max_attempts = zone["count"] * 80 while len(chosen) < zone["count"] and attempts < max_attempts: attempts += 1 x = rng.uniform(zone["x_range"][0], zone["x_range"][1]) y = rng.uniform(zone["y_range"][0], zone["y_range"][1]) point = unreal.Vector(x, y, 0.0) if terrain_elevation_m(height_values, x, y) < zone["min_elevation_m"]: continue if any(distance_2d(point, reserved) < zone["avoid_radius_cm"] for reserved in reserved_points): continue if any(distance_2d(point, existing) < zone["avoid_radius_cm"] * 0.55 for existing in existing_points): continue chosen.append(point) existing_points.append(point) if len(chosen) != zone["count"]: unreal.log_warning(f"Placed {len(chosen)} of {zone['count']} requested foliage instances for zone.") return chosen def spawn_foliage_actor(height_values, materials): reserved_points = [ spec["location_xy"] for spec in DEMO_ACTORS if spec["label"] not in {"AGR_DemoSkyLightingController", "AGR_DemoWeatherAudioController", "AGR_DemoNoticeActor"} ] foliage_actor = unreal.AgrarianEditorAutomationLibrary.spawn_actor_in_editor_world( unreal.AgrarianFoliagePatch, unreal.Vector(0.0, 0.0, 0.0), unreal.Rotator(0.0, 0.0, 0.0), FOLIAGE_LABEL, ) if not foliage_actor: raise RuntimeError("Could not spawn first-pass foliage actor.") set_actor_label(foliage_actor, FOLIAGE_LABEL) configure_foliage_meshes(foliage_actor) apply_foliage_materials(foliage_actor, materials) foliage_actor.clear_foliage() existing_points = [] rng = random.Random(FOLIAGE_RANDOM_SEED) for point in choose_foliage_points(height_values, FOLIAGE_ZONES["trees"], reserved_points, existing_points): scale = rng.uniform(*FOLIAGE_ZONES["trees"]["scale_range"]) foliage_actor.add_tree_instance( make_foliage_transform(height_values, point.x, point.y, rng.uniform(0.0, 360.0), 5.0, scale, scale * 5.5) ) for point in choose_foliage_points(height_values, FOLIAGE_ZONES["shrubs"], reserved_points, existing_points): scale = rng.uniform(*FOLIAGE_ZONES["shrubs"]["scale_range"]) foliage_actor.add_shrub_instance( make_foliage_transform(height_values, point.x, point.y, rng.uniform(0.0, 360.0), 4.0, scale * 2.2, scale * 0.85) ) for point in choose_foliage_points(height_values, FOLIAGE_ZONES["grass"], reserved_points, existing_points): scale = rng.uniform(*FOLIAGE_ZONES["grass"]["scale_range"]) foliage_actor.add_grass_instance( make_foliage_transform(height_values, point.x, point.y, rng.uniform(0.0, 360.0), 2.0, scale * 0.28, scale * 1.6) ) unreal.log( "Placed first-pass Ground Zero foliage: " f"{foliage_actor.get_tree_instance_count()} trees, " f"{foliage_actor.get_shrub_instance_count()} shrubs, " f"{foliage_actor.get_grass_instance_count()} grass clumps." ) return foliage_actor def spawn_demo_actor(spec, height_values, materials, safe_spawn_location_xy=None): location_xy = spec["location_xy"] if spec["label"] == SAFE_SPAWN_CONFIG["player_start_label"] and safe_spawn_location_xy is not None: location_xy = safe_spawn_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"]) material_key = material_key_for_actor_label(spec["label"]) if material_key: apply_material_to_actor_meshes(actor, materials[material_key]) unreal.log(f"Placed {spec['label']} at {actor.get_actor_location()}") return actor def spawn_environment_variation_actor(spec, height_values, materials): location_xy = spec["location_xy"] z = terrain_z_cm(height_values, location_xy.x, location_xy.y) + spec.get("z_offset", 0.0) actor = unreal.AgrarianEditorAutomationLibrary.spawn_actor_in_editor_world( unreal.StaticMeshActor, 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"]) actor.set_actor_scale3d(spec["scale"]) mesh_component = actor.static_mesh_component mesh_component.set_editor_property("static_mesh", load_required_asset(VARIATION_MESHES[spec["mesh_key"]])) mesh_component.set_material(0, materials[spec["material_key"]]) unreal.log(f"Placed {spec['label']} at {actor.get_actor_location()}") return actor def spawn_weather_exposure_zone(spec, height_values): location_xy = spec["location_xy"] z = terrain_z_cm(height_values, location_xy.x, location_xy.y) + spec.get("z_offset", 0.0) actor = unreal.AgrarianEditorAutomationLibrary.spawn_actor_in_editor_world( unreal.AgrarianWeatherExposureZone, unreal.Vector(location_xy.x, location_xy.y, z), unreal.Rotator(0.0, 0.0, 0.0), spec["label"], ) if not actor: raise RuntimeError(f"Could not spawn {spec['label']}") set_actor_label(actor, spec["label"]) actor.set_editor_property("exposure_zone_id", spec["zone_id"]) actor.set_editor_property("exposure_multiplier", spec["exposure_multiplier"]) actor.set_editor_property("temperature_offset_c", spec["temperature_offset_c"]) actor.exposure_volume.set_box_extent(spec["extent"], True) unreal.log( f"Placed {spec['label']} at {actor.get_actor_location()} " f"exposure x{spec['exposure_multiplier']} temp {spec['temperature_offset_c']} C" ) return actor def main(): if not unreal.EditorLevelLibrary.load_level(MAP_PATH): raise RuntimeError(f"Could not load map: {MAP_PATH}") ensure_native_placeholder_meshes() labels = {spec["label"] for spec in DEMO_ACTORS} labels.update(LEGACY_DEMO_LIGHTING_LABELS) labels.update(spec["label"] for spec in BIOME_RESOURCE_ACTORS) labels.update(spec["label"] for spec in WATER_SOURCE_ACTORS) labels.update(spec["label"] for spec in WEATHER_EXPOSURE_ZONES) labels.update(spec["label"] for spec in ENVIRONMENT_VARIATION_ACTORS) labels.update(spec["label"] for spec in RUIN_PLACEHOLDER_ACTORS) labels.add(FOLIAGE_LABEL) remove_existing_demo_actors(labels) materials = ensure_environment_materials() apply_landscape_material(materials["terrain"]) height_values = load_heightmap() safe_spawn_location_xy = select_safe_spawn_location(height_values) spawn_foliage_actor(height_values, materials) for spec in BIOME_RESOURCE_ACTORS: spawn_demo_actor(spec, height_values, materials) for spec in WATER_SOURCE_ACTORS: spawn_demo_actor(spec, height_values, materials) for spec in WEATHER_EXPOSURE_ZONES: spawn_weather_exposure_zone(spec, height_values) for spec in ENVIRONMENT_VARIATION_ACTORS: spawn_environment_variation_actor(spec, height_values, materials) for spec in RUIN_PLACEHOLDER_ACTORS: spawn_environment_variation_actor(spec, height_values, materials) for spec in DEMO_ACTORS: spawn_demo_actor(spec, height_values, materials, safe_spawn_location_xy) unreal.EditorLevelLibrary.save_current_level() unreal.log("Ground Zero demo map setup complete.") main()