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AgrarianGameArchive/Scripts/verify_native_placeholder_meshes.py

119 lines
4.6 KiB
Python

from pathlib import Path
import unreal
MAP_PATH = "/Game/Agrarian/Maps/L_GroundZeroTerrain_Test"
PROJECT_ROOT = Path(unreal.Paths.convert_relative_path_to_full(unreal.Paths.project_dir()))
PLACEHOLDER_MESH_FOLDER = "/Game/Agrarian/Environment/PlaceholderMeshes"
VEGETATION_MESH_FOLDER = "/Game/Agrarian/Environment/Vegetation"
PLACEHOLDER_MESHES = {
"SM_AGR_Placeholder_Cube",
"SM_AGR_Placeholder_ChamferCube",
"SM_AGR_Placeholder_Cylinder",
"SM_AGR_Placeholder_QuarterCylinder",
"SM_AGR_Placeholder_Plane",
}
BLUEPRINT_PATHS = [
"/Game/Agrarian/Blueprints/Resources/BP_WoodResourceNode",
"/Game/Agrarian/Blueprints/Resources/BP_FiberResourceNode",
"/Game/Agrarian/Blueprints/Resources/BP_StoneResourceNode",
"/Game/Agrarian/Blueprints/Structures/BP_Campfire",
"/Game/Agrarian/Blueprints/Structures/BP_PrimitiveShelter",
"/Game/Agrarian/Blueprints/World/BP_FreshWaterSource",
]
DOC_SNIPPETS = [
(PROJECT_ROOT / "AGRARIAN_DEVELOPMENT_ROADMAP.md", "[x] Replace `LevelPrototyping` cube/cylinder mesh dependencies"),
(PROJECT_ROOT / "Docs" / "Terrain" / "GroundZeroNaturalEnvironmentPass.md", "Agrarian-native placeholder"),
]
def asset_path(asset):
if not asset:
return ""
return asset.get_path_name().split(".", 1)[0]
def get_actor_label(actor):
try:
return actor.get_actor_label()
except Exception:
return actor.get_name()
def assert_native_mesh(path, failures):
if not path.startswith(PLACEHOLDER_MESH_FOLDER):
failures.append(f"expected native Agrarian placeholder mesh, got {path}")
if "LevelPrototyping" in path:
failures.append(f"template mesh reference remains: {path}")
def assert_agrarian_environment_mesh(path, failures):
if not path.startswith((PLACEHOLDER_MESH_FOLDER, VEGETATION_MESH_FOLDER)):
failures.append(f"expected native Agrarian environment mesh, got {path}")
if "LevelPrototyping" in path or path.startswith("/Engine/BasicShapes/"):
failures.append(f"template/basic mesh reference remains: {path}")
def main():
failures = []
for mesh_name in PLACEHOLDER_MESHES:
mesh_path = f"{PLACEHOLDER_MESH_FOLDER}/{mesh_name}"
if not unreal.EditorAssetLibrary.does_asset_exist(mesh_path):
failures.append(f"missing native placeholder mesh asset: {mesh_path}")
for blueprint_path in BLUEPRINT_PATHS:
generated_class = unreal.EditorAssetLibrary.load_blueprint_class(blueprint_path)
if not generated_class:
failures.append(f"could not load Blueprint class: {blueprint_path}")
continue
cdo = unreal.get_default_object(generated_class)
mesh_component = cdo.get_editor_property("mesh")
assert_native_mesh(asset_path(mesh_component.get_editor_property("static_mesh")), failures)
if not unreal.EditorLevelLibrary.load_level(MAP_PATH):
failures.append(f"could not load map: {MAP_PATH}")
else:
actors = unreal.EditorLevelLibrary.get_all_level_actors()
foliage_actors = [
actor
for actor in actors
if get_actor_label(actor) == "AGR_GroundZeroFoliage_FirstPass"
]
if len(foliage_actors) != 1:
failures.append(f"expected one AGR_GroundZeroFoliage_FirstPass, found {len(foliage_actors)}")
else:
for property_name in ("tree_instances", "shrub_instances", "grass_instances"):
component = foliage_actors[0].get_editor_property(property_name)
assert_agrarian_environment_mesh(asset_path(component.get_editor_property("static_mesh")), failures)
for actor in actors:
label = get_actor_label(actor)
if not label.startswith("AGR_GZ_EnvVar_"):
continue
mesh_components = actor.get_components_by_class(unreal.StaticMeshComponent)
if not mesh_components:
failures.append(f"{label} has no static mesh component")
continue
assert_agrarian_environment_mesh(asset_path(mesh_components[0].get_editor_property("static_mesh")), failures)
for path, snippet in DOC_SNIPPETS:
text = path.read_text(encoding="utf-8")
if snippet not in text:
failures.append(f"{path} missing `{snippet}`")
if failures:
raise RuntimeError("Native placeholder mesh verification failed: " + "; ".join(failures))
unreal.log(
"Native placeholder mesh verification complete: "
f"{len(PLACEHOLDER_MESHES)} Agrarian mesh assets, {len(BLUEPRINT_PATHS)} Blueprint meshes, "
"foliage meshes, and environment variation meshes use native paths."
)
main()