194 lines
6.8 KiB
Python
194 lines
6.8 KiB
Python
import math
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from pathlib import Path
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import unreal
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MAP_PATH = "/Game/Agrarian/Maps/L_GroundZeroTerrain_Test"
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FOLIAGE_LABEL = "AGR_GroundZeroFoliage_FirstPass"
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EXPECTED_FOLIAGE_COUNTS = {
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"trees": 64,
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"shrubs": 148,
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"grass": 260,
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}
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CRITICAL_CLEARANCE_CM = {
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"trees": 5200.0,
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"shrubs": 3400.0,
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"grass": 1250.0,
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}
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CORRIDOR_CLEARANCE_CM = {
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"trees": 3600.0,
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"shrubs": 2100.0,
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"grass": 850.0,
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}
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CORRIDOR_SAMPLE_SPACING_CM = 1600.0
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CRITICAL_ACTOR_LABELS = {
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"AGR_DemoPlayerStart",
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"AGR_DemoWoodResource_01",
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"AGR_DemoFiberResource_01",
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"AGR_DemoCampfire_01",
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"AGR_DemoPrimitiveShelter_01",
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"AGR_DemoRabbitWildlife_01",
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"AGR_GZ_FreshWaterSource_01",
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"AGR_GZ_Wood_CoastalScrub_01",
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"AGR_GZ_Wood_CoastalScrub_02",
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"AGR_GZ_Wood_Hillside_03",
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"AGR_GZ_Fiber_Grassland_01",
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"AGR_GZ_Fiber_Grassland_02",
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"AGR_GZ_Fiber_Scrub_03",
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"AGR_GZ_Fiber_DrainageCandidate_04",
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"AGR_GZ_EdiblePlant_CoastalScrub_01",
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"AGR_GZ_EdiblePlant_Grassland_02",
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"AGR_GZ_EdiblePlant_DrainageCandidate_03",
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"AGR_GZ_Stone_Slope_01",
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"AGR_GZ_Stone_Slope_02",
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"AGR_GZ_Stone_ExposedTerrain_03",
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"AGR_GZ_Stone_ValleyEdge_04",
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}
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SIGHTLINE_PAIRS = [
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("AGR_DemoPlayerStart", "AGR_DemoWoodResource_01"),
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("AGR_DemoPlayerStart", "AGR_DemoFiberResource_01"),
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("AGR_DemoPlayerStart", "AGR_DemoCampfire_01"),
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("AGR_DemoPlayerStart", "AGR_DemoPrimitiveShelter_01"),
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("AGR_DemoPlayerStart", "AGR_DemoRabbitWildlife_01"),
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("AGR_DemoPlayerStart", "AGR_GZ_FreshWaterSource_01"),
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]
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def get_actor_label(actor):
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try:
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return actor.get_actor_label()
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except Exception:
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return actor.get_name()
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def distance_2d(a, b):
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return math.hypot(a.x - b.x, a.y - b.y)
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def transform_location(transform_result):
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transform = transform_result[0] if isinstance(transform_result, tuple) else transform_result
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if hasattr(transform, "translation"):
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return transform.translation
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try:
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return transform.get_editor_property("translation")
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except Exception:
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return transform.get_location()
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def instance_locations(component):
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locations = []
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for index in range(component.get_instance_count()):
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locations.append(transform_location(component.get_instance_transform(index, True)))
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return locations
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def sampled_corridor_points(start, end):
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length_cm = distance_2d(start, end)
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sample_count = max(1, int(length_cm / CORRIDOR_SAMPLE_SPACING_CM))
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points = []
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for index in range(1, sample_count):
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alpha = index / sample_count
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points.append(
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unreal.Vector(
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start.x + ((end.x - start.x) * alpha),
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start.y + ((end.y - start.y) * alpha),
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0.0,
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)
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)
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return points
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def main():
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if not unreal.EditorLevelLibrary.load_level(MAP_PATH):
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raise RuntimeError(f"Could not load map: {MAP_PATH}")
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actors = unreal.EditorLevelLibrary.get_all_level_actors()
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actors_by_label = {get_actor_label(actor): actor for actor in actors}
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failures = []
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missing_labels = sorted(label for label in CRITICAL_ACTOR_LABELS if label not in actors_by_label)
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if missing_labels:
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failures.append("missing critical actor label(s): " + ", ".join(missing_labels))
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foliage = actors_by_label.get(FOLIAGE_LABEL)
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if not foliage:
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failures.append(f"missing {FOLIAGE_LABEL}")
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else:
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foliage_components = {
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"trees": foliage.get_editor_property("tree_instances"),
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"shrubs": foliage.get_editor_property("shrub_instances"),
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"grass": foliage.get_editor_property("grass_instances"),
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}
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foliage_locations = {
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family: instance_locations(component)
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for family, component in foliage_components.items()
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}
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for family, expected_count in EXPECTED_FOLIAGE_COUNTS.items():
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actual_count = len(foliage_locations[family])
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if actual_count != expected_count:
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failures.append(f"{family} expected {expected_count}, got {actual_count}")
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critical_points = {
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label: actors_by_label[label].get_actor_location()
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for label in CRITICAL_ACTOR_LABELS
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if label in actors_by_label
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}
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for family, locations in foliage_locations.items():
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clearance = CRITICAL_CLEARANCE_CM[family]
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for label, point in critical_points.items():
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nearest = min((distance_2d(location, point) for location in locations), default=999999.0)
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if nearest < clearance:
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failures.append(
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f"{family} nearest to {label} is {nearest:.0f}cm, below {clearance:.0f}cm clearance"
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)
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for start_label, end_label in SIGHTLINE_PAIRS:
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start_actor = actors_by_label.get(start_label)
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end_actor = actors_by_label.get(end_label)
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if not start_actor or not end_actor:
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continue
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corridor_points = sampled_corridor_points(
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start_actor.get_actor_location(),
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end_actor.get_actor_location(),
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)
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for family, locations in foliage_locations.items():
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clearance = CORRIDOR_CLEARANCE_CM[family]
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for point in corridor_points:
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nearest = min((distance_2d(location, point) for location in locations), default=999999.0)
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if nearest < clearance:
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failures.append(
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f"{family} nearest to {start_label}->{end_label} corridor is "
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f"{nearest:.0f}cm, below {clearance:.0f}cm clearance"
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)
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break
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project_root = Path(unreal.Paths.convert_relative_path_to_full(unreal.Paths.project_dir()))
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docs = project_root / "Docs" / "Terrain" / "GroundZeroDensitySightlineTuning.md"
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roadmap = project_root / "AGRARIAN_DEVELOPMENT_ROADMAP.md"
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for path, snippets in {
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docs: ["Ground Zero Density And Sightline Tuning", "First-Look Sightlines"],
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roadmap: ["[x] Add density and sightline tuning"],
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}.items():
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text = path.read_text(encoding="utf-8")
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for snippet in snippets:
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if snippet not in text:
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failures.append(f"{path} missing snippet: {snippet}")
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if failures:
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raise RuntimeError("Ground Zero density/sightline verification failed: " + "; ".join(failures))
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unreal.log(
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"Ground Zero density/sightline verification complete: "
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f"{len(CRITICAL_ACTOR_LABELS)} critical labels, "
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f"{len(SIGHTLINE_PAIRS)} sightline corridor(s), "
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f"{EXPECTED_FOLIAGE_COUNTS['trees']} trees, "
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f"{EXPECTED_FOLIAGE_COUNTS['shrubs']} shrubs, "
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f"{EXPECTED_FOLIAGE_COUNTS['grass']} grass clumps."
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)
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main()
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