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AgrarianGameArchive/Scripts/setup_test_map_placements.py
T

92 lines
2.8 KiB
Python

import unreal
MAP_PATH = "/Game/ThirdPerson/Lvl_ThirdPerson"
PLACEMENTS = [
{
"label": "AGR_WoodResourceNode_01",
"class_path": "/Game/Agrarian/Blueprints/Resources/BP_WoodResourceNode",
"location": unreal.Vector(650.0, -150.0, 120.0),
"rotation": unreal.Rotator(0.0, 15.0, 0.0),
},
{
"label": "AGR_FiberResourceNode_01",
"class_path": "/Game/Agrarian/Blueprints/Resources/BP_FiberResourceNode",
"location": unreal.Vector(560.0, 140.0, 90.0),
"rotation": unreal.Rotator(0.0, -10.0, 0.0),
},
{
"label": "AGR_Campfire_01",
"class_path": "/Game/Agrarian/Blueprints/Structures/BP_Campfire",
"location": unreal.Vector(900.0, 120.0, 60.0),
"rotation": unreal.Rotator(0.0, 0.0, 0.0),
},
{
"label": "AGR_PrimitiveShelter_01",
"class_path": "/Game/Agrarian/Blueprints/Structures/BP_PrimitiveShelter",
"location": unreal.Vector(1200.0, -260.0, 140.0),
"rotation": unreal.Rotator(0.0, -20.0, 0.0),
},
{
"label": "AGR_RabbitWildlife_01",
"class_path": "/Game/Agrarian/Blueprints/Wildlife/BP_RabbitWildlife",
"location": unreal.Vector(450.0, 420.0, 100.0),
"rotation": unreal.Rotator(0.0, 135.0, 0.0),
},
]
def load_blueprint_class(path):
generated_class = unreal.EditorAssetLibrary.load_blueprint_class(path)
if not generated_class:
raise RuntimeError(f"Could not load Blueprint class: {path}")
return generated_class
def get_actor_label(actor):
try:
return actor.get_actor_label()
except Exception:
return actor.get_name()
def remove_existing_placed_actors(labels):
for actor in unreal.EditorLevelLibrary.get_all_level_actors():
if get_actor_label(actor) in labels:
unreal.EditorLevelLibrary.destroy_actor(actor)
def set_actor_label(actor, label):
try:
actor.set_actor_label(label, mark_dirty=True)
except TypeError:
actor.set_actor_label(label)
def main():
if not unreal.EditorLevelLibrary.load_level(MAP_PATH):
raise RuntimeError(f"Could not load map: {MAP_PATH}")
labels = {placement["label"] for placement in PLACEMENTS}
remove_existing_placed_actors(labels)
for placement in PLACEMENTS:
actor_class = load_blueprint_class(placement["class_path"])
actor = unreal.AgrarianEditorAutomationLibrary.spawn_actor_in_editor_world(
actor_class,
placement["location"],
placement["rotation"],
placement["label"],
)
if not actor:
raise RuntimeError(f"Could not spawn {placement['class_path']}")
unreal.log(f"Placed {placement['label']} at {placement['location']}")
unreal.EditorLevelLibrary.save_current_level()
unreal.log("Agrarian test map placement setup complete.")
main()