89 lines
3.1 KiB
Python
89 lines
3.1 KiB
Python
import unreal
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CHARACTER_BLUEPRINT_PATH = "/Game/Agrarian/Blueprints/Characters/BP_AgrarianPlayerCharacter"
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CONTROLLER_BLUEPRINT_PATH = "/Game/Agrarian/Blueprints/Characters/BP_AgrarianPlayerController"
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GAME_MODE_BLUEPRINT_PATH = "/Game/Agrarian/Blueprints/Characters/BP_AgrarianGameMode"
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EXPECTED_RECIPE_IDS = [
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"campfire",
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"primitive_frame",
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"primitive_wall_panel",
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"primitive_roof_panel",
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"primitive_shelter",
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"basic_tool",
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"simple_container",
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"bandage",
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]
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def class_path(value):
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if not value:
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return ""
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return value.get_path_name().split(".")[0]
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def load_blueprint_class(path):
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generated_class = unreal.EditorAssetLibrary.load_blueprint_class(path)
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if not generated_class:
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raise RuntimeError(f"Could not load generated Blueprint class: {path}")
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return generated_class
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def main():
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failures = []
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for path in [CHARACTER_BLUEPRINT_PATH, CONTROLLER_BLUEPRINT_PATH, GAME_MODE_BLUEPRINT_PATH]:
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if not unreal.EditorAssetLibrary.does_asset_exist(path):
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failures.append(f"{path} missing")
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character_class = load_blueprint_class(CHARACTER_BLUEPRINT_PATH)
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controller_class = load_blueprint_class(CONTROLLER_BLUEPRINT_PATH)
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game_mode_class = load_blueprint_class(GAME_MODE_BLUEPRINT_PATH)
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game_mode_cdo = unreal.get_default_object(game_mode_class)
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default_pawn_path = class_path(game_mode_cdo.get_editor_property("default_pawn_class"))
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player_controller_path = class_path(game_mode_cdo.get_editor_property("player_controller_class"))
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if default_pawn_path != CHARACTER_BLUEPRINT_PATH:
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failures.append(
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f"Game mode default pawn expected {CHARACTER_BLUEPRINT_PATH}, got {default_pawn_path}"
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)
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if player_controller_path != CONTROLLER_BLUEPRINT_PATH:
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failures.append(
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"Game mode player controller expected "
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f"{CONTROLLER_BLUEPRINT_PATH}, got {player_controller_path}"
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)
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character_cdo = unreal.get_default_object(character_class)
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if not character_cdo:
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failures.append(f"{CHARACTER_BLUEPRINT_PATH} CDO missing")
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else:
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crafting_component = character_cdo.get_editor_property("crafting_component")
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recipe_assets = crafting_component.get_editor_property("known_recipe_assets") if crafting_component else []
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recipe_ids = [
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str(asset.get_editor_property("recipe").get_editor_property("recipe_id"))
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for asset in recipe_assets
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if asset
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]
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if recipe_ids != EXPECTED_RECIPE_IDS:
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failures.append(
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"BP_AgrarianPlayerCharacter known recipes expected "
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f"{EXPECTED_RECIPE_IDS}, got {recipe_ids}"
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)
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controller_cdo = unreal.get_default_object(controller_class)
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if not controller_cdo:
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failures.append(f"{CONTROLLER_BLUEPRINT_PATH} CDO missing")
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if failures:
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raise RuntimeError("Agrarian player Blueprint verification failed: " + "; ".join(failures))
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unreal.log(
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"Agrarian player Blueprint verification complete: "
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"native Agrarian character, controller, and game mode asset paths load correctly."
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)
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main()
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