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AgrarianGameArchive/Scripts/setup_ground_zero_demo_map.py
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Python

import math
import random
import struct
from pathlib import Path
import unreal
MAP_PATH = "/Game/Agrarian/Maps/L_GroundZeroTerrain_Test"
PROJECT_ROOT = Path(r"Z:\AgrarianGameBulid")
TILE_ID = "gz_us_ca_pacifica_utm10n_e544_n4160"
HEIGHTMAP_PATH = PROJECT_ROOT / "Data" / "Terrain" / "Unreal" / TILE_ID / f"{TILE_ID}_unreal_1009.r16"
LANDSCAPE_SIZE = 1009
XY_SCALE_CM = 100000.0 / (LANDSCAPE_SIZE - 1)
Z_SCALE_CM = 100.0
LANDSCAPE_MIN_XY = -50000.0
FOLIAGE_LABEL = "AGR_GroundZeroFoliage_FirstPass"
FOLIAGE_RANDOM_SEED = 4160544
PLACEHOLDER_MESH_FOLDER = "/Game/Agrarian/Environment/PlaceholderMeshes"
PLACEHOLDER_MESH_SOURCES = {
"SM_AGR_Placeholder_Cube": "/Game/LevelPrototyping/Meshes/SM_Cube",
"SM_AGR_Placeholder_ChamferCube": "/Game/LevelPrototyping/Meshes/SM_ChamferCube",
"SM_AGR_Placeholder_Cylinder": "/Game/LevelPrototyping/Meshes/SM_Cylinder",
"SM_AGR_Placeholder_QuarterCylinder": "/Game/LevelPrototyping/Meshes/SM_QuarterCylinder",
"SM_AGR_Placeholder_Plane": "/Game/LevelPrototyping/Meshes/SM_Plane",
}
PLACEHOLDER_MESHES = {
name: f"{PLACEHOLDER_MESH_FOLDER}/{name}"
for name in PLACEHOLDER_MESH_SOURCES
}
FOLIAGE_MESHES = {
"tree": PLACEHOLDER_MESHES["SM_AGR_Placeholder_Cylinder"],
"shrub": PLACEHOLDER_MESHES["SM_AGR_Placeholder_Cube"],
"grass": PLACEHOLDER_MESHES["SM_AGR_Placeholder_Cylinder"],
}
VARIATION_MESHES = {
"cube": PLACEHOLDER_MESHES["SM_AGR_Placeholder_Cube"],
"chamfer_cube": PLACEHOLDER_MESHES["SM_AGR_Placeholder_ChamferCube"],
"cylinder": PLACEHOLDER_MESHES["SM_AGR_Placeholder_Cylinder"],
"quarter_cylinder": PLACEHOLDER_MESHES["SM_AGR_Placeholder_QuarterCylinder"],
"plane": PLACEHOLDER_MESHES["SM_AGR_Placeholder_Plane"],
}
MATERIAL_FOLDER = "/Game/Agrarian/Materials"
ENVIRONMENT_MATERIALS = {
"terrain": {
"path": f"{MATERIAL_FOLDER}/M_AGR_GZ_Terrain_CoastalScrub",
"color": unreal.LinearColor(0.28, 0.24, 0.16, 1.0),
"roughness": 0.92,
},
"tree": {
"path": f"{MATERIAL_FOLDER}/M_AGR_GZ_Tree_CoastalOak",
"color": unreal.LinearColor(0.18, 0.31, 0.16, 1.0),
"roughness": 0.88,
},
"shrub": {
"path": f"{MATERIAL_FOLDER}/M_AGR_GZ_Shrub_CoyoteBrush",
"color": unreal.LinearColor(0.31, 0.39, 0.20, 1.0),
"roughness": 0.9,
},
"grass": {
"path": f"{MATERIAL_FOLDER}/M_AGR_GZ_Grass_DryCoastal",
"color": unreal.LinearColor(0.47, 0.42, 0.23, 1.0),
"roughness": 0.95,
},
"wood_resource": {
"path": f"{MATERIAL_FOLDER}/M_AGR_GZ_Wood_Resource",
"color": unreal.LinearColor(0.26, 0.16, 0.08, 1.0),
"roughness": 0.86,
},
"fiber_resource": {
"path": f"{MATERIAL_FOLDER}/M_AGR_GZ_Fiber_Resource",
"color": unreal.LinearColor(0.55, 0.49, 0.28, 1.0),
"roughness": 0.93,
},
"stone_resource": {
"path": f"{MATERIAL_FOLDER}/M_AGR_GZ_Stone_Sandstone",
"color": unreal.LinearColor(0.43, 0.40, 0.35, 1.0),
"roughness": 0.97,
},
"fresh_water": {
"path": f"{MATERIAL_FOLDER}/M_AGR_GZ_FreshWater",
"color": unreal.LinearColor(0.08, 0.28, 0.38, 1.0),
"roughness": 0.35,
},
}
RESOURCE_MATERIAL_BY_LABEL_PREFIX = {
"AGR_GZ_Wood": "wood_resource",
"AGR_GZ_Fiber": "fiber_resource",
"AGR_GZ_Stone": "stone_resource",
"AGR_DemoWoodResource": "wood_resource",
"AGR_DemoFiberResource": "fiber_resource",
"AGR_GZ_FreshWaterSource": "fresh_water",
}
DEMO_ACTORS = [
{
"label": "AGR_DemoPlayerStart",
"class": unreal.PlayerStart,
"location_xy": unreal.Vector(-18500.0, -6400.0, 0.0),
"z_offset": 220.0,
"rotation": unreal.Rotator(0.0, 72.0, 0.0),
},
{
"label": "AGR_DemoWoodResource_01",
"class_path": "/Game/Agrarian/Blueprints/Resources/BP_WoodResourceNode",
"location_xy": unreal.Vector(-16800.0, -5400.0, 0.0),
"z_offset": 80.0,
"rotation": unreal.Rotator(0.0, 25.0, 0.0),
},
{
"label": "AGR_DemoFiberResource_01",
"class_path": "/Game/Agrarian/Blueprints/Resources/BP_FiberResourceNode",
"location_xy": unreal.Vector(-15600.0, -7850.0, 0.0),
"z_offset": 80.0,
"rotation": unreal.Rotator(0.0, -15.0, 0.0),
},
{
"label": "AGR_DemoCampfire_01",
"class_path": "/Game/Agrarian/Blueprints/Structures/BP_Campfire",
"location_xy": unreal.Vector(-13200.0, -6350.0, 0.0),
"z_offset": 90.0,
"rotation": unreal.Rotator(0.0, 0.0, 0.0),
},
{
"label": "AGR_DemoPrimitiveShelter_01",
"class_path": "/Game/Agrarian/Blueprints/Structures/BP_PrimitiveShelter",
"location_xy": unreal.Vector(-11500.0, -7750.0, 0.0),
"z_offset": 120.0,
"rotation": unreal.Rotator(0.0, -30.0, 0.0),
},
{
"label": "AGR_DemoRabbitWildlife_01",
"class_path": "/Game/Agrarian/Blueprints/Wildlife/BP_RabbitWildlife",
"location_xy": unreal.Vector(-19800.0, -8550.0, 0.0),
"z_offset": 120.0,
"rotation": unreal.Rotator(0.0, 135.0, 0.0),
},
{
"label": "AGR_DemoSkyLightingController",
"class": unreal.AgrarianSkyLightingController,
"location_xy": unreal.Vector(-18000.0, -7000.0, 0.0),
"fixed_z": 12000.0,
"rotation": unreal.Rotator(-42.0, -35.0, 0.0),
},
{
"label": "AGR_DemoWeatherAudioController",
"class": unreal.AgrarianWeatherAudioController,
"location_xy": unreal.Vector(-18000.0, -7000.0, 0.0),
"fixed_z": 11800.0,
"rotation": unreal.Rotator(0.0, 0.0, 0.0),
},
{
"label": "AGR_DemoNoticeActor",
"class": unreal.AgrarianDemoNoticeActor,
"location_xy": unreal.Vector(-18500.0, -6400.0, 0.0),
"fixed_z": 1600.0,
"rotation": unreal.Rotator(0.0, 0.0, 0.0),
},
]
LEGACY_DEMO_LIGHTING_LABELS = {
"AGR_DemoSun",
"AGR_DemoSkyLight",
"AGR_DemoFog",
}
BIOME_RESOURCE_ACTORS = [
{
"label": "AGR_GZ_Wood_CoastalScrub_01",
"class_path": "/Game/Agrarian/Blueprints/Resources/BP_WoodResourceNode",
"location_xy": unreal.Vector(-28600.0, 7400.0, 0.0),
"z_offset": 70.0,
"rotation": unreal.Rotator(0.0, 18.0, 0.0),
},
{
"label": "AGR_GZ_Wood_CoastalScrub_02",
"class_path": "/Game/Agrarian/Blueprints/Resources/BP_WoodResourceNode",
"location_xy": unreal.Vector(-5400.0, 21400.0, 0.0),
"z_offset": 70.0,
"rotation": unreal.Rotator(0.0, -42.0, 0.0),
},
{
"label": "AGR_GZ_Wood_Hillside_03",
"class_path": "/Game/Agrarian/Blueprints/Resources/BP_WoodResourceNode",
"location_xy": unreal.Vector(18400.0, 32200.0, 0.0),
"z_offset": 70.0,
"rotation": unreal.Rotator(0.0, 86.0, 0.0),
},
{
"label": "AGR_GZ_Fiber_Grassland_01",
"class_path": "/Game/Agrarian/Blueprints/Resources/BP_FiberResourceNode",
"location_xy": unreal.Vector(-33400.0, -16200.0, 0.0),
"z_offset": 65.0,
"rotation": unreal.Rotator(0.0, 6.0, 0.0),
},
{
"label": "AGR_GZ_Fiber_Grassland_02",
"class_path": "/Game/Agrarian/Blueprints/Resources/BP_FiberResourceNode",
"location_xy": unreal.Vector(8200.0, -18200.0, 0.0),
"z_offset": 65.0,
"rotation": unreal.Rotator(0.0, -28.0, 0.0),
},
{
"label": "AGR_GZ_Fiber_Scrub_03",
"class_path": "/Game/Agrarian/Blueprints/Resources/BP_FiberResourceNode",
"location_xy": unreal.Vector(29200.0, -4200.0, 0.0),
"z_offset": 65.0,
"rotation": unreal.Rotator(0.0, 54.0, 0.0),
},
{
"label": "AGR_GZ_Fiber_DrainageCandidate_04",
"class_path": "/Game/Agrarian/Blueprints/Resources/BP_FiberResourceNode",
"location_xy": unreal.Vector(-6200.0, 9200.0, 0.0),
"z_offset": 65.0,
"rotation": unreal.Rotator(0.0, 114.0, 0.0),
},
{
"label": "AGR_GZ_Stone_Slope_01",
"class_path": "/Game/Agrarian/Blueprints/Resources/BP_StoneResourceNode",
"location_xy": unreal.Vector(22600.0, 17600.0, 0.0),
"z_offset": 45.0,
"rotation": unreal.Rotator(0.0, 12.0, 0.0),
},
{
"label": "AGR_GZ_Stone_Slope_02",
"class_path": "/Game/Agrarian/Blueprints/Resources/BP_StoneResourceNode",
"location_xy": unreal.Vector(37600.0, 28600.0, 0.0),
"z_offset": 45.0,
"rotation": unreal.Rotator(0.0, -36.0, 0.0),
},
{
"label": "AGR_GZ_Stone_ExposedTerrain_03",
"class_path": "/Game/Agrarian/Blueprints/Resources/BP_StoneResourceNode",
"location_xy": unreal.Vector(11800.0, 38200.0, 0.0),
"z_offset": 45.0,
"rotation": unreal.Rotator(0.0, 71.0, 0.0),
},
{
"label": "AGR_GZ_Stone_ValleyEdge_04",
"class_path": "/Game/Agrarian/Blueprints/Resources/BP_StoneResourceNode",
"location_xy": unreal.Vector(-24800.0, 28600.0, 0.0),
"z_offset": 45.0,
"rotation": unreal.Rotator(0.0, 133.0, 0.0),
},
]
WATER_SOURCE_ACTORS = [
{
"label": "AGR_GZ_FreshWaterSource_01",
"class_path": "/Game/Agrarian/Blueprints/World/BP_FreshWaterSource",
"location_xy": unreal.Vector(-7200.0, 10400.0, 0.0),
"z_offset": 36.0,
"rotation": unreal.Rotator(0.0, 0.0, 0.0),
},
]
WEATHER_EXPOSURE_ZONES = [
{
"label": "AGR_GZ_WeatherExposure_Ridge_01",
"zone_id": "ground_zero_ridge_exposed",
"location_xy": unreal.Vector(36000.0, 29200.0, 0.0),
"z_offset": 450.0,
"extent": unreal.Vector(11500.0, 9200.0, 2200.0),
"exposure_multiplier": 1.45,
"temperature_offset_c": -1.8,
},
{
"label": "AGR_GZ_WeatherExposure_CoastalWind_01",
"zone_id": "ground_zero_coastal_wind",
"location_xy": unreal.Vector(-31500.0, -14600.0, 0.0),
"z_offset": 350.0,
"extent": unreal.Vector(10500.0, 7600.0, 1600.0),
"exposure_multiplier": 1.25,
"temperature_offset_c": -0.9,
},
{
"label": "AGR_GZ_WeatherExposure_DrainageCool_01",
"zone_id": "ground_zero_drainage_cool",
"location_xy": unreal.Vector(-7200.0, 10400.0, 0.0),
"z_offset": 260.0,
"extent": unreal.Vector(7200.0, 5400.0, 1100.0),
"exposure_multiplier": 1.1,
"temperature_offset_c": -1.2,
},
]
ENVIRONMENT_VARIATION_ACTORS = [
{
"label": "AGR_GZ_EnvVar_Tree_Canopy_01",
"mesh_key": "chamfer_cube",
"material_key": "tree",
"location_xy": unreal.Vector(-27500.0, 6900.0, 0.0),
"z_offset": 390.0,
"scale": unreal.Vector(2.5, 2.0, 1.6),
"rotation": unreal.Rotator(0.0, 32.0, 0.0),
},
{
"label": "AGR_GZ_EnvVar_Tree_Trunk_01",
"mesh_key": "cylinder",
"material_key": "wood_resource",
"location_xy": unreal.Vector(-27500.0, 6900.0, 0.0),
"z_offset": 170.0,
"scale": unreal.Vector(0.35, 0.35, 3.6),
"rotation": unreal.Rotator(0.0, 32.0, 0.0),
},
{
"label": "AGR_GZ_EnvVar_Tree_Canopy_02",
"mesh_key": "chamfer_cube",
"material_key": "tree",
"location_xy": unreal.Vector(17600.0, 31800.0, 0.0),
"z_offset": 430.0,
"scale": unreal.Vector(2.0, 2.8, 1.45),
"rotation": unreal.Rotator(0.0, -18.0, 0.0),
},
{
"label": "AGR_GZ_EnvVar_Tree_Trunk_02",
"mesh_key": "cylinder",
"material_key": "wood_resource",
"location_xy": unreal.Vector(17600.0, 31800.0, 0.0),
"z_offset": 190.0,
"scale": unreal.Vector(0.3, 0.3, 4.1),
"rotation": unreal.Rotator(0.0, -18.0, 0.0),
},
{
"label": "AGR_GZ_EnvVar_Bush_Rounded_01",
"mesh_key": "chamfer_cube",
"material_key": "shrub",
"location_xy": unreal.Vector(-33400.0, -15200.0, 0.0),
"z_offset": 70.0,
"scale": unreal.Vector(1.9, 1.4, 0.7),
"rotation": unreal.Rotator(0.0, 11.0, 0.0),
},
{
"label": "AGR_GZ_EnvVar_Bush_Rounded_02",
"mesh_key": "chamfer_cube",
"material_key": "shrub",
"location_xy": unreal.Vector(30400.0, -3900.0, 0.0),
"z_offset": 75.0,
"scale": unreal.Vector(1.45, 2.1, 0.85),
"rotation": unreal.Rotator(0.0, 73.0, 0.0),
},
{
"label": "AGR_GZ_EnvVar_Grass_Mat_01",
"mesh_key": "plane",
"material_key": "grass",
"location_xy": unreal.Vector(8200.0, -17100.0, 0.0),
"z_offset": 14.0,
"scale": unreal.Vector(3.6, 2.2, 1.0),
"rotation": unreal.Rotator(0.0, -34.0, 0.0),
},
{
"label": "AGR_GZ_EnvVar_Grass_Mat_02",
"mesh_key": "plane",
"material_key": "grass",
"location_xy": unreal.Vector(-6200.0, 8300.0, 0.0),
"z_offset": 14.0,
"scale": unreal.Vector(2.7, 4.0, 1.0),
"rotation": unreal.Rotator(0.0, 41.0, 0.0),
},
{
"label": "AGR_GZ_EnvVar_Rock_Slab_01",
"mesh_key": "chamfer_cube",
"material_key": "stone_resource",
"location_xy": unreal.Vector(22900.0, 18300.0, 0.0),
"z_offset": 45.0,
"scale": unreal.Vector(1.8, 1.05, 0.45),
"rotation": unreal.Rotator(0.0, 24.0, 0.0),
},
{
"label": "AGR_GZ_EnvVar_Rock_Slab_02",
"mesh_key": "quarter_cylinder",
"material_key": "stone_resource",
"location_xy": unreal.Vector(38100.0, 29300.0, 0.0),
"z_offset": 55.0,
"scale": unreal.Vector(1.2, 1.8, 0.75),
"rotation": unreal.Rotator(0.0, -47.0, 0.0),
},
{
"label": "AGR_GZ_EnvVar_Water_Surface_01",
"mesh_key": "plane",
"material_key": "fresh_water",
"location_xy": unreal.Vector(-7200.0, 10400.0, 0.0),
"z_offset": 18.0,
"scale": unreal.Vector(2.6, 1.6, 1.0),
"rotation": unreal.Rotator(0.0, -15.0, 0.0),
},
]
FOLIAGE_ZONES = {
"trees": {
"count": 42,
"x_range": (-25000.0, 42000.0),
"y_range": (-12000.0, 42000.0),
"min_elevation_m": 18.0,
"avoid_radius_cm": 3600.0,
"scale_range": (0.75, 1.35),
},
"shrubs": {
"count": 96,
"x_range": (-42000.0, 45000.0),
"y_range": (-38000.0, 45000.0),
"min_elevation_m": 7.0,
"avoid_radius_cm": 2600.0,
"scale_range": (0.45, 1.05),
},
"grass": {
"count": 180,
"x_range": (-46000.0, 46000.0),
"y_range": (-46000.0, 46000.0),
"min_elevation_m": 4.0,
"avoid_radius_cm": 1800.0,
"scale_range": (0.35, 0.9),
},
}
def get_actor_label(actor):
try:
return actor.get_actor_label()
except Exception:
return actor.get_name()
def set_actor_label(actor, label):
try:
actor.set_actor_label(label, mark_dirty=True)
except TypeError:
actor.set_actor_label(label)
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 load_required_asset(path):
asset = unreal.EditorAssetLibrary.load_asset(path)
if not asset:
raise RuntimeError(f"Required asset not found: {path}")
return asset
def ensure_native_placeholder_meshes():
unreal.EditorAssetLibrary.make_directory(PLACEHOLDER_MESH_FOLDER)
for asset_name, source_path in PLACEHOLDER_MESH_SOURCES.items():
destination_path = f"{PLACEHOLDER_MESH_FOLDER}/{asset_name}"
if unreal.EditorAssetLibrary.does_asset_exist(destination_path):
continue
if not unreal.EditorAssetLibrary.duplicate_asset(source_path, destination_path):
raise RuntimeError(f"Could not create native placeholder mesh {destination_path} from {source_path}")
unreal.EditorAssetLibrary.save_asset(destination_path)
unreal.log(f"Created native placeholder mesh: {destination_path}")
def ensure_environment_materials():
if not unreal.EditorAssetLibrary.does_directory_exist(MATERIAL_FOLDER):
unreal.EditorAssetLibrary.make_directory(MATERIAL_FOLDER)
asset_tools = unreal.AssetToolsHelpers.get_asset_tools()
created_or_loaded = {}
for key, spec in ENVIRONMENT_MATERIALS.items():
material = unreal.EditorAssetLibrary.load_asset(spec["path"])
if not material:
asset_name = spec["path"].rsplit("/", 1)[-1]
material = asset_tools.create_asset(asset_name, MATERIAL_FOLDER, unreal.Material, unreal.MaterialFactoryNew())
if not material:
raise RuntimeError(f"Could not create material: {spec['path']}")
base_color = unreal.MaterialEditingLibrary.create_material_expression(
material, unreal.MaterialExpressionConstant3Vector, -420, -120
)
base_color.set_editor_property("constant", spec["color"])
unreal.MaterialEditingLibrary.connect_material_property(
base_color, "", unreal.MaterialProperty.MP_BASE_COLOR
)
roughness = unreal.MaterialEditingLibrary.create_material_expression(
material, unreal.MaterialExpressionConstant, -420, 80
)
roughness.set_editor_property("r", spec["roughness"])
unreal.MaterialEditingLibrary.connect_material_property(
roughness, "", unreal.MaterialProperty.MP_ROUGHNESS
)
unreal.MaterialEditingLibrary.recompile_material(material)
unreal.EditorAssetLibrary.save_asset(spec["path"])
unreal.log(f"Created Ground Zero environment material: {spec['path']}")
created_or_loaded[key] = material
return created_or_loaded
def apply_material_to_actor_meshes(actor, material):
applied_count = 0
for component in actor.get_components_by_class(unreal.StaticMeshComponent):
slot_count = component.get_num_materials()
if slot_count == 0:
component.set_material(0, material)
applied_count += 1
continue
for slot_index in range(slot_count):
component.set_material(slot_index, material)
applied_count += 1
return applied_count
def material_key_for_actor_label(label):
for prefix, material_key in RESOURCE_MATERIAL_BY_LABEL_PREFIX.items():
if label.startswith(prefix):
return material_key
return None
def apply_landscape_material(material):
applied = 0
for actor in unreal.EditorLevelLibrary.get_all_level_actors():
if isinstance(actor, unreal.Landscape):
actor.set_editor_property("landscape_material", material)
applied += 1
unreal.log(f"Applied Ground Zero terrain material to {applied} landscape actor(s).")
return applied
def load_heightmap():
raw = HEIGHTMAP_PATH.read_bytes()
expected_bytes = LANDSCAPE_SIZE * LANDSCAPE_SIZE * 2
if len(raw) != expected_bytes:
raise RuntimeError(f"Unexpected heightmap size: {len(raw)} != {expected_bytes}")
return struct.unpack(f"<{LANDSCAPE_SIZE * LANDSCAPE_SIZE}H", raw)
def terrain_z_cm(height_values, x_cm, y_cm):
sample_x = max(0, min(LANDSCAPE_SIZE - 1, round((x_cm - LANDSCAPE_MIN_XY) / XY_SCALE_CM)))
sample_y = max(0, min(LANDSCAPE_SIZE - 1, round((y_cm - LANDSCAPE_MIN_XY) / XY_SCALE_CM)))
height_value = height_values[int(sample_y) * LANDSCAPE_SIZE + int(sample_x)]
elevation_m = (float(height_value) - 32768.0) * Z_SCALE_CM / (100.0 * 128.0)
return elevation_m * 100.0
def terrain_elevation_m(height_values, x_cm, y_cm):
return terrain_z_cm(height_values, x_cm, y_cm) / 100.0
def remove_existing_demo_actors(labels):
for actor in unreal.EditorLevelLibrary.get_all_level_actors():
if get_actor_label(actor) in labels:
unreal.EditorLevelLibrary.destroy_actor(actor)
def distance_2d(a, b):
return math.hypot(a.x - b.x, a.y - b.y)
def make_foliage_transform(height_values, x, y, yaw, z_offset, scale_xy, scale_z):
return unreal.Transform(
location=unreal.Vector(x, y, terrain_z_cm(height_values, x, y) + z_offset),
rotation=unreal.Rotator(0.0, yaw, 0.0),
scale=unreal.Vector(scale_xy, scale_xy, scale_z),
)
def configure_foliage_meshes(foliage_actor):
component_meshes = {
"tree_instances": load_required_asset(FOLIAGE_MESHES["tree"]),
"shrub_instances": load_required_asset(FOLIAGE_MESHES["shrub"]),
"grass_instances": load_required_asset(FOLIAGE_MESHES["grass"]),
}
for property_name, mesh in component_meshes.items():
component = foliage_actor.get_editor_property(property_name)
component.set_editor_property("static_mesh", mesh)
def apply_foliage_materials(foliage_actor, materials):
component_materials = {
"tree_instances": materials["tree"],
"shrub_instances": materials["shrub"],
"grass_instances": materials["grass"],
}
for property_name, material in component_materials.items():
component = foliage_actor.get_editor_property(property_name)
component.set_material(0, material)
def choose_foliage_points(height_values, zone, reserved_points, existing_points):
rng = random.Random(FOLIAGE_RANDOM_SEED + len(existing_points) + int(zone["count"]))
chosen = []
attempts = 0
max_attempts = zone["count"] * 80
while len(chosen) < zone["count"] and attempts < max_attempts:
attempts += 1
x = rng.uniform(zone["x_range"][0], zone["x_range"][1])
y = rng.uniform(zone["y_range"][0], zone["y_range"][1])
point = unreal.Vector(x, y, 0.0)
if terrain_elevation_m(height_values, x, y) < zone["min_elevation_m"]:
continue
if any(distance_2d(point, reserved) < zone["avoid_radius_cm"] for reserved in reserved_points):
continue
if any(distance_2d(point, existing) < zone["avoid_radius_cm"] * 0.55 for existing in existing_points):
continue
chosen.append(point)
existing_points.append(point)
if len(chosen) != zone["count"]:
unreal.log_warning(f"Placed {len(chosen)} of {zone['count']} requested foliage instances for zone.")
return chosen
def spawn_foliage_actor(height_values, materials):
reserved_points = [
spec["location_xy"]
for spec in DEMO_ACTORS
if spec["label"] not in {"AGR_DemoSkyLightingController", "AGR_DemoWeatherAudioController", "AGR_DemoNoticeActor"}
]
foliage_actor = unreal.AgrarianEditorAutomationLibrary.spawn_actor_in_editor_world(
unreal.AgrarianFoliagePatch,
unreal.Vector(0.0, 0.0, 0.0),
unreal.Rotator(0.0, 0.0, 0.0),
FOLIAGE_LABEL,
)
if not foliage_actor:
raise RuntimeError("Could not spawn first-pass foliage actor.")
set_actor_label(foliage_actor, FOLIAGE_LABEL)
configure_foliage_meshes(foliage_actor)
apply_foliage_materials(foliage_actor, materials)
foliage_actor.clear_foliage()
existing_points = []
rng = random.Random(FOLIAGE_RANDOM_SEED)
for point in choose_foliage_points(height_values, FOLIAGE_ZONES["trees"], reserved_points, existing_points):
scale = rng.uniform(*FOLIAGE_ZONES["trees"]["scale_range"])
foliage_actor.add_tree_instance(
make_foliage_transform(height_values, point.x, point.y, rng.uniform(0.0, 360.0), 5.0, scale, scale * 5.5)
)
for point in choose_foliage_points(height_values, FOLIAGE_ZONES["shrubs"], reserved_points, existing_points):
scale = rng.uniform(*FOLIAGE_ZONES["shrubs"]["scale_range"])
foliage_actor.add_shrub_instance(
make_foliage_transform(height_values, point.x, point.y, rng.uniform(0.0, 360.0), 4.0, scale * 2.2, scale * 0.85)
)
for point in choose_foliage_points(height_values, FOLIAGE_ZONES["grass"], reserved_points, existing_points):
scale = rng.uniform(*FOLIAGE_ZONES["grass"]["scale_range"])
foliage_actor.add_grass_instance(
make_foliage_transform(height_values, point.x, point.y, rng.uniform(0.0, 360.0), 2.0, scale * 0.28, scale * 1.6)
)
unreal.log(
"Placed first-pass Ground Zero foliage: "
f"{foliage_actor.get_tree_instance_count()} trees, "
f"{foliage_actor.get_shrub_instance_count()} shrubs, "
f"{foliage_actor.get_grass_instance_count()} grass clumps."
)
return foliage_actor
def spawn_demo_actor(spec, height_values, materials):
location_xy = spec["location_xy"]
z = spec.get("fixed_z")
if z is None:
z = terrain_z_cm(height_values, location_xy.x, location_xy.y) + spec.get("z_offset", 0.0)
actor_class = spec.get("class")
if actor_class is None:
actor_class = load_blueprint_class(spec["class_path"])
actor = unreal.AgrarianEditorAutomationLibrary.spawn_actor_in_editor_world(
actor_class,
unreal.Vector(location_xy.x, location_xy.y, z),
spec["rotation"],
spec["label"],
)
if not actor:
raise RuntimeError(f"Could not spawn {spec['label']}")
set_actor_label(actor, spec["label"])
material_key = material_key_for_actor_label(spec["label"])
if material_key:
apply_material_to_actor_meshes(actor, materials[material_key])
unreal.log(f"Placed {spec['label']} at {actor.get_actor_location()}")
return actor
def spawn_environment_variation_actor(spec, height_values, materials):
location_xy = spec["location_xy"]
z = terrain_z_cm(height_values, location_xy.x, location_xy.y) + spec.get("z_offset", 0.0)
actor = unreal.AgrarianEditorAutomationLibrary.spawn_actor_in_editor_world(
unreal.StaticMeshActor,
unreal.Vector(location_xy.x, location_xy.y, z),
spec["rotation"],
spec["label"],
)
if not actor:
raise RuntimeError(f"Could not spawn {spec['label']}")
set_actor_label(actor, spec["label"])
actor.set_actor_scale3d(spec["scale"])
mesh_component = actor.static_mesh_component
mesh_component.set_editor_property("static_mesh", load_required_asset(VARIATION_MESHES[spec["mesh_key"]]))
mesh_component.set_material(0, materials[spec["material_key"]])
unreal.log(f"Placed {spec['label']} at {actor.get_actor_location()}")
return actor
def spawn_weather_exposure_zone(spec, height_values):
location_xy = spec["location_xy"]
z = terrain_z_cm(height_values, location_xy.x, location_xy.y) + spec.get("z_offset", 0.0)
actor = unreal.AgrarianEditorAutomationLibrary.spawn_actor_in_editor_world(
unreal.AgrarianWeatherExposureZone,
unreal.Vector(location_xy.x, location_xy.y, z),
unreal.Rotator(0.0, 0.0, 0.0),
spec["label"],
)
if not actor:
raise RuntimeError(f"Could not spawn {spec['label']}")
set_actor_label(actor, spec["label"])
actor.set_editor_property("exposure_zone_id", spec["zone_id"])
actor.set_editor_property("exposure_multiplier", spec["exposure_multiplier"])
actor.set_editor_property("temperature_offset_c", spec["temperature_offset_c"])
actor.exposure_volume.set_box_extent(spec["extent"], True)
unreal.log(
f"Placed {spec['label']} at {actor.get_actor_location()} "
f"exposure x{spec['exposure_multiplier']} temp {spec['temperature_offset_c']} C"
)
return actor
def main():
if not unreal.EditorLevelLibrary.load_level(MAP_PATH):
raise RuntimeError(f"Could not load map: {MAP_PATH}")
ensure_native_placeholder_meshes()
labels = {spec["label"] for spec in DEMO_ACTORS}
labels.update(LEGACY_DEMO_LIGHTING_LABELS)
labels.update(spec["label"] for spec in BIOME_RESOURCE_ACTORS)
labels.update(spec["label"] for spec in WATER_SOURCE_ACTORS)
labels.update(spec["label"] for spec in WEATHER_EXPOSURE_ZONES)
labels.update(spec["label"] for spec in ENVIRONMENT_VARIATION_ACTORS)
labels.add(FOLIAGE_LABEL)
remove_existing_demo_actors(labels)
materials = ensure_environment_materials()
apply_landscape_material(materials["terrain"])
height_values = load_heightmap()
spawn_foliage_actor(height_values, materials)
for spec in BIOME_RESOURCE_ACTORS:
spawn_demo_actor(spec, height_values, materials)
for spec in WATER_SOURCE_ACTORS:
spawn_demo_actor(spec, height_values, materials)
for spec in WEATHER_EXPOSURE_ZONES:
spawn_weather_exposure_zone(spec, height_values)
for spec in ENVIRONMENT_VARIATION_ACTORS:
spawn_environment_variation_actor(spec, height_values, materials)
for spec in DEMO_ACTORS:
spawn_demo_actor(spec, height_values, materials)
unreal.EditorLevelLibrary.save_current_level()
unreal.log("Ground Zero demo map setup complete.")
main()