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AgrarianGameArchive/Scripts/verify_vegetation_ignition_checks.py

80 lines
2.8 KiB
Python

#!/usr/bin/env python3
"""Verify grass/forest ignition checks use fire risk, foliage fuel, and weather."""
from pathlib import Path
ROOT = Path(__file__).resolve().parents[1]
FOLIAGE_H = ROOT / "Source" / "AgrarianGame" / "AgrarianFoliagePatch.h"
FOLIAGE_CPP = ROOT / "Source" / "AgrarianGame" / "AgrarianFoliagePatch.cpp"
FIRE_H = ROOT / "Source" / "AgrarianGame" / "AgrarianCampfire.h"
FIRE_CPP = ROOT / "Source" / "AgrarianGame" / "AgrarianCampfire.cpp"
TDD = ROOT / "Docs" / "TechnicalDesignDocument.md"
ROADMAP = ROOT / "AGRARIAN_DEVELOPMENT_ROADMAP.md"
REQUIRED = {
FOLIAGE_H: [
"GetFuelCountsNearLocation",
"GetDryVegetationFuelScoreNearLocation",
"CountInstancesNearLocation",
],
FOLIAGE_CPP: [
"AAgrarianFoliagePatch::GetFuelCountsNearLocation",
"AAgrarianFoliagePatch::GetDryVegetationFuelScoreNearLocation",
"AAgrarianFoliagePatch::CountInstancesNearLocation",
"GetInstanceTransform",
"FVector::DistSquared2D",
],
FIRE_H: [
"GrassIgnitionRiskScore",
"ForestIgnitionRiskScore",
"bGrassOrBrushIgnited",
"bForestFuelIgnited",
"VegetationIgnitionCheckRadius",
"VegetationIgnitionFuelScoreThreshold",
"UpdateVegetationIgnitionRisk",
"GetVegetationFuelScoreNearFire",
"GetVegetationIgnitionWeatherMultiplier",
],
FIRE_CPP: [
"#include \"AgrarianFoliagePatch.h\"",
"DOREPLIFETIME(AAgrarianCampfire, GrassIgnitionRiskScore)",
"DOREPLIFETIME(AAgrarianCampfire, ForestIgnitionRiskScore)",
"UpdateVegetationIgnitionRisk(DeltaSeconds);",
"UGameplayStatics::GetAllActorsOfClass(this, AAgrarianFoliagePatch::StaticClass()",
"GameState->ActiveWeatherInputs.WindSpeedKmh",
"EAgrarianWeatherType::Rain",
"EAgrarianWeatherType::Storm",
"EAgrarianWeatherType::ColdWind",
"LitDurationSeconds",
"GetFireRiskRatio()",
"bGrassOrBrushIgnited = GrassIgnitionRiskScore >= 100.0f",
"bForestFuelIgnited = ForestIgnitionRiskScore >= 100.0f",
],
TDD: [
"Grass and forest ignition checks consume that risk score",
"`AAgrarianFoliagePatch`",
"wind speed",
"burn\nduration",
],
ROADMAP: [
"[x] Add grass and forest ignition checks",
],
}
def main() -> None:
missing = []
for path, snippets in REQUIRED.items():
text = path.read_text(encoding="utf-8")
for snippet in snippets:
if snippet not in text:
missing.append(f"{path.relative_to(ROOT)} missing {snippet!r}")
if missing:
raise SystemExit("FAILED: " + "; ".join(missing))
print("OK: vegetation ignition checks are wired to fire risk, foliage, and weather.")
if __name__ == "__main__":
main()