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AgrarianGameArchive/Scripts/verify_weather_exposure_zones.py

97 lines
3.5 KiB
Python

import unreal
MAP_PATH = "/Game/Agrarian/Maps/L_GroundZeroTerrain_Test"
EXPECTED_ZONES = {
"AGR_GZ_WeatherExposure_Ridge_01": {
"zone_id": "ground_zero_ridge_exposed",
"exposure_multiplier_min": 1.4,
"temperature_offset_max": -1.0,
},
"AGR_GZ_WeatherExposure_CoastalWind_01": {
"zone_id": "ground_zero_coastal_wind",
"exposure_multiplier_min": 1.2,
"temperature_offset_max": -0.5,
},
"AGR_GZ_WeatherExposure_DrainageCool_01": {
"zone_id": "ground_zero_drainage_cool",
"exposure_multiplier_min": 1.05,
"temperature_offset_max": -0.5,
},
}
def get_actor_label(actor):
try:
return actor.get_actor_label()
except Exception:
return actor.get_name()
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()
zones_by_label = {
get_actor_label(actor): actor
for actor in actors
if isinstance(actor, unreal.AgrarianWeatherExposureZone)
}
if len(zones_by_label) != len(EXPECTED_ZONES):
failures.append(f"expected {len(EXPECTED_ZONES)} weather exposure zones, found {len(zones_by_label)}")
for label, expected in EXPECTED_ZONES.items():
zone = zones_by_label.get(label)
if not zone:
failures.append(f"missing weather exposure zone: {label}")
continue
zone_id = str(zone.get_editor_property("exposure_zone_id"))
if zone_id != expected["zone_id"]:
failures.append(f"{label} zone id expected {expected['zone_id']}, got {zone_id}")
exposure_multiplier = zone.get_editor_property("exposure_multiplier")
if exposure_multiplier < expected["exposure_multiplier_min"]:
failures.append(
f"{label} exposure multiplier expected >= {expected['exposure_multiplier_min']}, got {exposure_multiplier}"
)
temperature_offset_c = zone.get_editor_property("temperature_offset_c")
if temperature_offset_c > expected["temperature_offset_max"]:
failures.append(
f"{label} temperature offset expected <= {expected['temperature_offset_max']}, got {temperature_offset_c}"
)
if not zone.exposure_volume:
failures.append(f"{label} has no exposure volume")
continue
extent = zone.exposure_volume.get_unscaled_box_extent()
if min(extent.x, extent.y, extent.z) <= 0.0:
failures.append(f"{label} has invalid exposure volume extent {extent}")
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 weather exposure zones if needed"),
(technical_design, "Weather exposure zones"),
]:
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("Weather exposure zone verification failed: " + "; ".join(failures))
unreal.log(
"Weather exposure zone verification complete: "
f"{len(zones_by_label)} zones with exposure multipliers and temperature offsets."
)
main()