import math import struct from pathlib import Path import unreal MAP_PATH = "/Game/Agrarian/Maps/L_GroundZeroTerrain_Test" PROJECT_ROOT = Path(r"Y:\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 PLAYER_START_LABEL = "AGR_DemoPlayerStart" SAFE_Z_OFFSET_CM = 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 KNOWN_SAFE_FALLBACK_XY = (-22000.0, -3500.0) RESOURCE_PREFIXES = ( "AGR_GZ_Wood", "AGR_GZ_Fiber", "AGR_GZ_Stone", "AGR_DemoWoodResource", "AGR_DemoFiberResource", ) WATER_LABELS = { "AGR_GZ_FreshWaterSource_01", "AGR_GZ_EnvVar_Water_Surface_01", } def get_actor_label(actor): try: return actor.get_actor_label() except Exception: return actor.get_name() 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_elevation_m(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)] return (float(height_value) - 32768.0) * Z_SCALE_CM / (100.0 * 128.0) def terrain_slope_degrees(height_values, x_cm, y_cm): dz_dx_m = ( terrain_elevation_m(height_values, x_cm + SLOPE_SAMPLE_DISTANCE_CM, y_cm) - terrain_elevation_m(height_values, x_cm - SLOPE_SAMPLE_DISTANCE_CM, y_cm) ) / ((SLOPE_SAMPLE_DISTANCE_CM * 2.0) / 100.0) dz_dy_m = ( terrain_elevation_m(height_values, x_cm, y_cm + SLOPE_SAMPLE_DISTANCE_CM) - terrain_elevation_m(height_values, x_cm, y_cm - SLOPE_SAMPLE_DISTANCE_CM) ) / ((SLOPE_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 distance_2d(a, b): return math.hypot(a.x - b.x, a.y - b.y) def main(): if not unreal.EditorLevelLibrary.load_level(MAP_PATH): raise RuntimeError(f"Could not load map: {MAP_PATH}") failures = [] actors = unreal.EditorLevelLibrary.get_all_level_actors() starts = [actor for actor in actors if get_actor_label(actor) == PLAYER_START_LABEL] if len(starts) != 1: raise RuntimeError(f"Expected exactly one {PLAYER_START_LABEL}, found {len(starts)}") player_start = starts[0] location = player_start.get_actor_location() height_values = load_heightmap() terrain_elevation = terrain_elevation_m(height_values, location.x, location.y) terrain_z_cm = terrain_elevation * 100.0 slope_degrees = terrain_slope_degrees(height_values, location.x, location.y) actual_z_offset_cm = location.z - terrain_z_cm resource_points = [ actor.get_actor_location() for actor in actors if get_actor_label(actor).startswith(RESOURCE_PREFIXES) ] water_points = [ actor.get_actor_location() for actor in actors if get_actor_label(actor) in WATER_LABELS ] if terrain_elevation < MIN_ELEVATION_M: failures.append(f"spawn elevation {terrain_elevation:.2f}m below {MIN_ELEVATION_M:.2f}m") if actual_z_offset_cm < SAFE_Z_OFFSET_CM - 1.0: failures.append(f"spawn z offset {actual_z_offset_cm:.1f}cm below {SAFE_Z_OFFSET_CM:.1f}cm") if slope_degrees > MAX_SLOPE_DEGREES: failures.append(f"spawn slope {slope_degrees:.2f}deg exceeds {MAX_SLOPE_DEGREES:.2f}deg") if not resource_points: failures.append("no resource actors found for spacing validation") elif min(distance_2d(location, point) for point in resource_points) < MIN_RESOURCE_DISTANCE_CM: failures.append("spawn is too close to a resource cluster") if not water_points: failures.append("no water actors found for spacing validation") elif min(distance_2d(location, point) for point in water_points) < MIN_WATER_DISTANCE_CM: failures.append("spawn is too close to water") fallback_point = unreal.Vector(KNOWN_SAFE_FALLBACK_XY[0], KNOWN_SAFE_FALLBACK_XY[1], 0.0) if distance_2d(location, fallback_point) > 1.0: failures.append( "spawn is not using the known safe fallback coordinate " f"{KNOWN_SAFE_FALLBACK_XY}, got ({location.x:.0f}, {location.y:.0f})" ) roadmap = unreal.Paths.convert_relative_path_to_full(unreal.Paths.project_dir()) + "AGRARIAN_DEVELOPMENT_ROADMAP.md" technical_design = unreal.Paths.convert_relative_path_to_full(unreal.Paths.project_dir()) + "Docs/TechnicalDesignDocument.md" for path, snippet in [ (roadmap, "[x] Add spawn area with validation"), (technical_design, "safe Ground Zero spawn"), ]: 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 safe spawn verification failed: " + "; ".join(failures)) unreal.log( "Ground Zero safe spawn verification complete: " f"location ({location.x:.0f}, {location.y:.0f}, {location.z:.0f}), " f"terrain {terrain_elevation:.2f}m, slope {slope_degrees:.2f}deg, z offset {actual_z_offset_cm:.0f}cm." ) main()