100 lines
3.2 KiB
Python
100 lines
3.2 KiB
Python
import unreal
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MAP_PATH = "/Game/ThirdPerson/Lvl_ThirdPerson"
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EXPECTED_PLACEMENTS = {
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"AGR_WoodResourceNode_01": {
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"class_path": "/Game/Agrarian/Blueprints/Resources/BP_WoodResourceNode",
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"location": unreal.Vector(650.0, -150.0, 120.0),
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"properties": {
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"remaining_harvests": 16,
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"quantity_per_harvest": 2,
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},
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},
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"AGR_FiberResourceNode_01": {
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"class_path": "/Game/Agrarian/Blueprints/Resources/BP_FiberResourceNode",
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"location": unreal.Vector(560.0, 140.0, 90.0),
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"properties": {
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"remaining_harvests": 10,
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"quantity_per_harvest": 3,
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},
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},
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"AGR_Campfire_01": {
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"class_path": "/Game/Agrarian/Blueprints/Structures/BP_Campfire",
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"location": unreal.Vector(900.0, 120.0, 60.0),
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"properties": {
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"fuel_seconds": 180.0,
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"warmth_radius": 650.0,
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},
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},
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"AGR_PrimitiveShelter_01": {
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"class_path": "/Game/Agrarian/Blueprints/Structures/BP_PrimitiveShelter",
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"location": unreal.Vector(1200.0, -260.0, 140.0),
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"properties": {
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"weather_protection": 0.7,
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},
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},
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"AGR_RabbitWildlife_01": {
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"class_path": "/Game/Agrarian/Blueprints/Wildlife/BP_RabbitWildlife",
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"location": unreal.Vector(450.0, 420.0, 100.0),
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"properties": {
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"wildlife_id": "rabbit",
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"max_health": 12.0,
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},
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},
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}
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def nearly_equal(left, right):
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return abs(float(left) - float(right)) < 0.001
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def vectors_close(left, right):
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return (
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abs(left.x - right.x) < 0.1
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and abs(left.y - right.y) < 0.1
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and abs(left.z - right.z) < 0.1
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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 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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failures = []
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actors_by_label = {get_actor_label(actor): actor for actor in unreal.EditorLevelLibrary.get_all_level_actors()}
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for label, expected in EXPECTED_PLACEMENTS.items():
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actor = actors_by_label.get(label)
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if not actor:
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failures.append(f"{label} missing")
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continue
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actor_location = actor.get_actor_location()
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if not vectors_close(actor_location, expected["location"]):
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failures.append(f"{label} expected location {expected['location']}, got {actor_location}")
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for property_name, expected_value in expected.get("properties", {}).items():
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actual_value = actor.get_editor_property(property_name)
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if isinstance(expected_value, (int, float)):
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if not nearly_equal(actual_value, expected_value):
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failures.append(f"{label} {property_name} expected {expected_value}, got {actual_value}")
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elif str(actual_value) != expected_value:
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failures.append(f"{label} {property_name} expected {expected_value}, got {actual_value}")
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if failures:
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raise RuntimeError("Test map placement verification failed: " + "; ".join(failures))
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unreal.log("Agrarian test map placement verification complete.")
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main()
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