1284 lines
47 KiB
Python
1284 lines
47 KiB
Python
import math
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import random
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import struct
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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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PROJECT_ROOT = Path(unreal.Paths.convert_relative_path_to_full(unreal.Paths.project_dir()))
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TILE_ID = "gz_us_ca_pacifica_utm10n_e544_n4160"
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HEIGHTMAP_PATH = PROJECT_ROOT / "Data" / "Terrain" / "Unreal" / TILE_ID / f"{TILE_ID}_unreal_1009.r16"
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LANDSCAPE_SIZE = 1009
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XY_SCALE_CM = 100000.0 / (LANDSCAPE_SIZE - 1)
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Z_SCALE_CM = 100.0
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LANDSCAPE_MIN_XY = -50000.0
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FOLIAGE_LABEL = "AGR_GroundZeroFoliage_FirstPass"
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FOLIAGE_RANDOM_SEED = 4160544
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PLACEHOLDER_MESH_FOLDER = "/Game/Agrarian/Environment/PlaceholderMeshes"
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PLACEHOLDER_MESH_SOURCES = {
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"SM_AGR_Placeholder_Cube": "/Game/LevelPrototyping/Meshes/SM_Cube",
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"SM_AGR_Placeholder_ChamferCube": "/Game/LevelPrototyping/Meshes/SM_ChamferCube",
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"SM_AGR_Placeholder_Cylinder": "/Game/LevelPrototyping/Meshes/SM_Cylinder",
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"SM_AGR_Placeholder_QuarterCylinder": "/Game/LevelPrototyping/Meshes/SM_QuarterCylinder",
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"SM_AGR_Placeholder_Plane": "/Game/LevelPrototyping/Meshes/SM_Plane",
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}
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PLACEHOLDER_MESHES = {
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name: f"{PLACEHOLDER_MESH_FOLDER}/{name}"
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for name in PLACEHOLDER_MESH_SOURCES
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}
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FOLIAGE_MESHES = {
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"tree": PLACEHOLDER_MESHES["SM_AGR_Placeholder_Cylinder"],
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"shrub": PLACEHOLDER_MESHES["SM_AGR_Placeholder_Cube"],
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"grass": PLACEHOLDER_MESHES["SM_AGR_Placeholder_Cylinder"],
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}
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VARIATION_MESHES = {
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"cube": PLACEHOLDER_MESHES["SM_AGR_Placeholder_Cube"],
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"chamfer_cube": PLACEHOLDER_MESHES["SM_AGR_Placeholder_ChamferCube"],
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"cylinder": PLACEHOLDER_MESHES["SM_AGR_Placeholder_Cylinder"],
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"quarter_cylinder": PLACEHOLDER_MESHES["SM_AGR_Placeholder_QuarterCylinder"],
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"plane": PLACEHOLDER_MESHES["SM_AGR_Placeholder_Plane"],
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}
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MATERIAL_FOLDER = "/Game/Agrarian/Materials"
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ENVIRONMENT_MATERIALS = {
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"terrain": {
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"path": f"{MATERIAL_FOLDER}/M_AGR_GZ_Terrain_CoastalScrub",
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"color": unreal.LinearColor(0.28, 0.24, 0.16, 1.0),
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"roughness": 0.92,
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},
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"tree": {
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"path": f"{MATERIAL_FOLDER}/M_AGR_GZ_Tree_CoastalOak",
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"color": unreal.LinearColor(0.18, 0.31, 0.16, 1.0),
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"roughness": 0.88,
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"used_with_instanced_static_meshes": True,
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},
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"shrub": {
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"path": f"{MATERIAL_FOLDER}/M_AGR_GZ_Shrub_CoyoteBrush",
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"color": unreal.LinearColor(0.31, 0.39, 0.20, 1.0),
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"roughness": 0.9,
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"used_with_instanced_static_meshes": True,
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},
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"grass": {
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"path": f"{MATERIAL_FOLDER}/M_AGR_GZ_Grass_DryCoastal",
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"color": unreal.LinearColor(0.47, 0.42, 0.23, 1.0),
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"roughness": 0.95,
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"used_with_instanced_static_meshes": True,
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},
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"wood_resource": {
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"path": f"{MATERIAL_FOLDER}/M_AGR_GZ_Wood_Resource",
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"color": unreal.LinearColor(0.26, 0.16, 0.08, 1.0),
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"roughness": 0.86,
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},
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"fiber_resource": {
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"path": f"{MATERIAL_FOLDER}/M_AGR_GZ_Fiber_Resource",
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"color": unreal.LinearColor(0.55, 0.49, 0.28, 1.0),
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"roughness": 0.93,
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},
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"edible_plant_resource": {
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"path": f"{MATERIAL_FOLDER}/M_AGR_GZ_EdiblePlant_Resource",
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"color": unreal.LinearColor(0.22, 0.46, 0.18, 1.0),
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"roughness": 0.9,
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},
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"stone_resource": {
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"path": f"{MATERIAL_FOLDER}/M_AGR_GZ_Stone_Sandstone",
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"color": unreal.LinearColor(0.43, 0.40, 0.35, 1.0),
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"roughness": 0.97,
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},
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"fresh_water": {
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"path": f"{MATERIAL_FOLDER}/M_AGR_GZ_FreshWater",
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"color": unreal.LinearColor(0.08, 0.28, 0.38, 1.0),
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"roughness": 0.35,
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},
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}
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RESOURCE_MATERIAL_BY_LABEL_PREFIX = {
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"AGR_GZ_Wood": "wood_resource",
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"AGR_GZ_Fiber": "fiber_resource",
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"AGR_GZ_EdiblePlant": "edible_plant_resource",
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"AGR_GZ_Stone": "stone_resource",
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"AGR_DemoWoodResource": "wood_resource",
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"AGR_DemoFiberResource": "fiber_resource",
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"AGR_GZ_FreshWaterSource": "fresh_water",
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}
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SAFE_SPAWN_CONFIG = {
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"player_start_label": "AGR_DemoPlayerStart",
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"safe_z_offset": 220.0,
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"min_elevation_m": 2.0,
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"max_slope_degrees": 8.0,
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"slope_sample_distance_cm": 500.0,
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"min_water_distance_cm": 10000.0,
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"min_resource_distance_cm": 5000.0,
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"fallback_location_xy": unreal.Vector(-22000.0, -3500.0, 0.0),
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"candidate_locations_xy": [
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unreal.Vector(-22000.0, -3500.0, 0.0),
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unreal.Vector(-25000.0, -4000.0, 0.0),
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unreal.Vector(-20500.0, -10500.0, 0.0),
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unreal.Vector(-28000.0, -9000.0, 0.0),
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unreal.Vector(-30000.0, -12000.0, 0.0),
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unreal.Vector(-35000.0, 0.0, 0.0),
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],
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}
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MAP_BOUNDARY_CONFIG = {
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"label": "AGR_GroundZeroMapBoundary",
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"boundary_id": "ground_zero_mvp_tile",
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"location": unreal.Vector(0.0, 0.0, 10000.0),
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"extent": unreal.Vector(50000.0, 50000.0, 25000.0),
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"padding_cm": 250.0,
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"warning_distance_cm": 3000.0,
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}
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DEMO_ACTORS = [
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{
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"label": "AGR_DemoPlayerStart",
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"class": unreal.PlayerStart,
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"location_xy": unreal.Vector(-18500.0, -6400.0, 0.0),
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"z_offset": 220.0,
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"rotation": unreal.Rotator(0.0, 72.0, 0.0),
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},
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{
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"label": "AGR_DemoWoodResource_01",
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"class_path": "/Game/Agrarian/Blueprints/Resources/BP_WoodResourceNode",
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"location_xy": unreal.Vector(-16800.0, -5400.0, 0.0),
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"z_offset": 80.0,
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"rotation": unreal.Rotator(0.0, 25.0, 0.0),
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},
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{
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"label": "AGR_DemoFiberResource_01",
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"class_path": "/Game/Agrarian/Blueprints/Resources/BP_FiberResourceNode",
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"location_xy": unreal.Vector(-15600.0, -7850.0, 0.0),
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"z_offset": 80.0,
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"rotation": unreal.Rotator(0.0, -15.0, 0.0),
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},
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{
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"label": "AGR_DemoCampfire_01",
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"class_path": "/Game/Agrarian/Blueprints/Structures/BP_Campfire",
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"location_xy": unreal.Vector(-13200.0, -6350.0, 0.0),
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"z_offset": 90.0,
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"rotation": unreal.Rotator(0.0, 0.0, 0.0),
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},
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{
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"label": "AGR_DemoPrimitiveShelter_01",
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"class_path": "/Game/Agrarian/Blueprints/Structures/BP_PrimitiveShelter",
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"location_xy": unreal.Vector(-11500.0, -7750.0, 0.0),
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"z_offset": 120.0,
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"rotation": unreal.Rotator(0.0, -30.0, 0.0),
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},
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{
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"label": "AGR_DemoRabbitWildlife_01",
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"class_path": "/Game/Agrarian/Blueprints/Wildlife/BP_RabbitWildlife",
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"location_xy": unreal.Vector(-19800.0, -8550.0, 0.0),
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"z_offset": 120.0,
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"rotation": unreal.Rotator(0.0, 135.0, 0.0),
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},
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{
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"label": "AGR_DemoSkyLightingController",
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"class": unreal.AgrarianSkyLightingController,
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"location_xy": unreal.Vector(-18000.0, -7000.0, 0.0),
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"fixed_z": 12000.0,
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"rotation": unreal.Rotator(-42.0, -35.0, 0.0),
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},
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{
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"label": "AGR_DemoWeatherAudioController",
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"class": unreal.AgrarianWeatherAudioController,
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"location_xy": unreal.Vector(-18000.0, -7000.0, 0.0),
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"fixed_z": 11800.0,
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"rotation": unreal.Rotator(0.0, 0.0, 0.0),
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},
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{
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"label": "AGR_DemoNoticeActor",
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"class": unreal.AgrarianDemoNoticeActor,
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"location_xy": unreal.Vector(-18500.0, -6400.0, 0.0),
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"fixed_z": 1600.0,
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"rotation": unreal.Rotator(0.0, 0.0, 0.0),
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},
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]
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LEGACY_DEMO_LIGHTING_LABELS = {
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"AGR_DemoSun",
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"AGR_DemoSkyLight",
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"AGR_DemoFog",
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}
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BIOME_RESOURCE_ACTORS = [
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{
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"label": "AGR_GZ_Wood_CoastalScrub_01",
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"class_path": "/Game/Agrarian/Blueprints/Resources/BP_WoodResourceNode",
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"location_xy": unreal.Vector(-28600.0, 7400.0, 0.0),
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"z_offset": 70.0,
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"rotation": unreal.Rotator(0.0, 18.0, 0.0),
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},
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{
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"label": "AGR_GZ_Wood_CoastalScrub_02",
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"class_path": "/Game/Agrarian/Blueprints/Resources/BP_WoodResourceNode",
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"location_xy": unreal.Vector(-5400.0, 21400.0, 0.0),
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"z_offset": 70.0,
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"rotation": unreal.Rotator(0.0, -42.0, 0.0),
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},
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{
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"label": "AGR_GZ_Wood_Hillside_03",
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"class_path": "/Game/Agrarian/Blueprints/Resources/BP_WoodResourceNode",
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"location_xy": unreal.Vector(18400.0, 32200.0, 0.0),
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"z_offset": 70.0,
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"rotation": unreal.Rotator(0.0, 86.0, 0.0),
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},
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{
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"label": "AGR_GZ_Fiber_Grassland_01",
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"class_path": "/Game/Agrarian/Blueprints/Resources/BP_FiberResourceNode",
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"location_xy": unreal.Vector(-33400.0, -16200.0, 0.0),
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"z_offset": 65.0,
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"rotation": unreal.Rotator(0.0, 6.0, 0.0),
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},
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{
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"label": "AGR_GZ_Fiber_Grassland_02",
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"class_path": "/Game/Agrarian/Blueprints/Resources/BP_FiberResourceNode",
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"location_xy": unreal.Vector(8200.0, -18200.0, 0.0),
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"z_offset": 65.0,
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"rotation": unreal.Rotator(0.0, -28.0, 0.0),
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},
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{
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"label": "AGR_GZ_Fiber_Scrub_03",
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"class_path": "/Game/Agrarian/Blueprints/Resources/BP_FiberResourceNode",
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"location_xy": unreal.Vector(29200.0, -4200.0, 0.0),
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"z_offset": 65.0,
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"rotation": unreal.Rotator(0.0, 54.0, 0.0),
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},
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{
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"label": "AGR_GZ_Fiber_DrainageCandidate_04",
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"class_path": "/Game/Agrarian/Blueprints/Resources/BP_FiberResourceNode",
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"location_xy": unreal.Vector(-6200.0, 9200.0, 0.0),
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"z_offset": 65.0,
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"rotation": unreal.Rotator(0.0, 114.0, 0.0),
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},
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{
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"label": "AGR_GZ_EdiblePlant_CoastalScrub_01",
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"class_path": "/Game/Agrarian/Blueprints/Resources/BP_EdiblePlantResourceNode",
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"location_xy": unreal.Vector(-31400.0, -7600.0, 0.0),
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"z_offset": 58.0,
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"rotation": unreal.Rotator(0.0, 21.0, 0.0),
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},
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{
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"label": "AGR_GZ_EdiblePlant_Grassland_02",
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"class_path": "/Game/Agrarian/Blueprints/Resources/BP_EdiblePlantResourceNode",
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"location_xy": unreal.Vector(6200.0, -26800.0, 0.0),
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"z_offset": 58.0,
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"rotation": unreal.Rotator(0.0, -48.0, 0.0),
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},
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{
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"label": "AGR_GZ_EdiblePlant_DrainageCandidate_03",
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"class_path": "/Game/Agrarian/Blueprints/Resources/BP_EdiblePlantResourceNode",
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"location_xy": unreal.Vector(-9400.0, 12800.0, 0.0),
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"z_offset": 58.0,
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"rotation": unreal.Rotator(0.0, 96.0, 0.0),
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},
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{
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"label": "AGR_GZ_Stone_Slope_01",
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"class_path": "/Game/Agrarian/Blueprints/Resources/BP_StoneResourceNode",
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"location_xy": unreal.Vector(22600.0, 17600.0, 0.0),
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"z_offset": 45.0,
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"rotation": unreal.Rotator(0.0, 12.0, 0.0),
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},
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{
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"label": "AGR_GZ_Stone_Slope_02",
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"class_path": "/Game/Agrarian/Blueprints/Resources/BP_StoneResourceNode",
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"location_xy": unreal.Vector(37600.0, 28600.0, 0.0),
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"z_offset": 45.0,
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"rotation": unreal.Rotator(0.0, -36.0, 0.0),
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},
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{
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"label": "AGR_GZ_Stone_ExposedTerrain_03",
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"class_path": "/Game/Agrarian/Blueprints/Resources/BP_StoneResourceNode",
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"location_xy": unreal.Vector(11800.0, 38200.0, 0.0),
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"z_offset": 45.0,
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"rotation": unreal.Rotator(0.0, 71.0, 0.0),
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},
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{
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"label": "AGR_GZ_Stone_ValleyEdge_04",
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"class_path": "/Game/Agrarian/Blueprints/Resources/BP_StoneResourceNode",
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"location_xy": unreal.Vector(-24800.0, 28600.0, 0.0),
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"z_offset": 45.0,
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"rotation": unreal.Rotator(0.0, 133.0, 0.0),
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},
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]
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WATER_SOURCE_ACTORS = [
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{
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"label": "AGR_GZ_FreshWaterSource_01",
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"class_path": "/Game/Agrarian/Blueprints/World/BP_FreshWaterSource",
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"location_xy": unreal.Vector(-7200.0, 10400.0, 0.0),
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"z_offset": 36.0,
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"rotation": unreal.Rotator(0.0, 0.0, 0.0),
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},
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]
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WEATHER_EXPOSURE_ZONES = [
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{
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"label": "AGR_GZ_WeatherExposure_Ridge_01",
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"zone_id": "ground_zero_ridge_exposed",
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"location_xy": unreal.Vector(36000.0, 29200.0, 0.0),
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"z_offset": 450.0,
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"extent": unreal.Vector(11500.0, 9200.0, 2200.0),
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"exposure_multiplier": 1.45,
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"temperature_offset_c": -1.8,
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},
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{
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"label": "AGR_GZ_WeatherExposure_CoastalWind_01",
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"zone_id": "ground_zero_coastal_wind",
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"location_xy": unreal.Vector(-31500.0, -14600.0, 0.0),
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"z_offset": 350.0,
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"extent": unreal.Vector(10500.0, 7600.0, 1600.0),
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"exposure_multiplier": 1.25,
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"temperature_offset_c": -0.9,
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},
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{
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"label": "AGR_GZ_WeatherExposure_DrainageCool_01",
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"zone_id": "ground_zero_drainage_cool",
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"location_xy": unreal.Vector(-7200.0, 10400.0, 0.0),
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"z_offset": 260.0,
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"extent": unreal.Vector(7200.0, 5400.0, 1100.0),
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"exposure_multiplier": 1.1,
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"temperature_offset_c": -1.2,
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},
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]
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ENVIRONMENT_VARIATION_ACTORS = [
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{
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"label": "AGR_GZ_EnvVar_Tree_Canopy_01",
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"mesh_key": "chamfer_cube",
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"material_key": "tree",
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"location_xy": unreal.Vector(-27500.0, 6900.0, 0.0),
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"z_offset": 390.0,
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"scale": unreal.Vector(2.5, 2.0, 1.6),
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"rotation": unreal.Rotator(0.0, 32.0, 0.0),
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},
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{
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"label": "AGR_GZ_EnvVar_Tree_Trunk_01",
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"mesh_key": "cylinder",
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"material_key": "wood_resource",
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"location_xy": unreal.Vector(-27500.0, 6900.0, 0.0),
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"z_offset": 170.0,
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"scale": unreal.Vector(0.35, 0.35, 3.6),
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"rotation": unreal.Rotator(0.0, 32.0, 0.0),
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},
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{
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"label": "AGR_GZ_EnvVar_Tree_Canopy_02",
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"mesh_key": "chamfer_cube",
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"material_key": "tree",
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"location_xy": unreal.Vector(17600.0, 31800.0, 0.0),
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"z_offset": 430.0,
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"scale": unreal.Vector(2.0, 2.8, 1.45),
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"rotation": unreal.Rotator(0.0, -18.0, 0.0),
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},
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{
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"label": "AGR_GZ_EnvVar_Tree_Trunk_02",
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"mesh_key": "cylinder",
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"material_key": "wood_resource",
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"location_xy": unreal.Vector(17600.0, 31800.0, 0.0),
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"z_offset": 190.0,
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"scale": unreal.Vector(0.3, 0.3, 4.1),
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"rotation": unreal.Rotator(0.0, -18.0, 0.0),
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},
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{
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"label": "AGR_GZ_EnvVar_Bush_Rounded_01",
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"mesh_key": "chamfer_cube",
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"material_key": "shrub",
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|
"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),
|
|
},
|
|
{
|
|
"label": "AGR_GZ_EnvVar_Tree_Canopy_03",
|
|
"mesh_key": "chamfer_cube",
|
|
"material_key": "tree",
|
|
"location_xy": unreal.Vector(-8200.0, 12600.0, 0.0),
|
|
"z_offset": 360.0,
|
|
"scale": unreal.Vector(1.85, 2.25, 1.35),
|
|
"rotation": unreal.Rotator(0.0, 61.0, 0.0),
|
|
},
|
|
{
|
|
"label": "AGR_GZ_EnvVar_Tree_Trunk_03",
|
|
"mesh_key": "cylinder",
|
|
"material_key": "wood_resource",
|
|
"location_xy": unreal.Vector(-8200.0, 12600.0, 0.0),
|
|
"z_offset": 155.0,
|
|
"scale": unreal.Vector(0.24, 0.24, 3.25),
|
|
"rotation": unreal.Rotator(0.0, 61.0, 0.0),
|
|
},
|
|
{
|
|
"label": "AGR_GZ_EnvVar_Brush_Coyote_01",
|
|
"mesh_key": "chamfer_cube",
|
|
"material_key": "shrub",
|
|
"location_xy": unreal.Vector(-12600.0, -5100.0, 0.0),
|
|
"z_offset": 72.0,
|
|
"scale": unreal.Vector(1.7, 1.15, 0.62),
|
|
"rotation": unreal.Rotator(0.0, 7.0, 0.0),
|
|
},
|
|
{
|
|
"label": "AGR_GZ_EnvVar_Brush_Coyote_02",
|
|
"mesh_key": "chamfer_cube",
|
|
"material_key": "shrub",
|
|
"location_xy": unreal.Vector(-10400.0, -8500.0, 0.0),
|
|
"z_offset": 74.0,
|
|
"scale": unreal.Vector(1.2, 1.85, 0.7),
|
|
"rotation": unreal.Rotator(0.0, -38.0, 0.0),
|
|
},
|
|
{
|
|
"label": "AGR_GZ_EnvVar_Brush_Coyote_03",
|
|
"mesh_key": "chamfer_cube",
|
|
"material_key": "shrub",
|
|
"location_xy": unreal.Vector(-15800.0, -9800.0, 0.0),
|
|
"z_offset": 78.0,
|
|
"scale": unreal.Vector(1.55, 1.35, 0.58),
|
|
"rotation": unreal.Rotator(0.0, 47.0, 0.0),
|
|
},
|
|
{
|
|
"label": "AGR_GZ_EnvVar_Grass_Mat_03",
|
|
"mesh_key": "plane",
|
|
"material_key": "grass",
|
|
"location_xy": unreal.Vector(-14600.0, -4200.0, 0.0),
|
|
"z_offset": 14.0,
|
|
"scale": unreal.Vector(3.2, 1.8, 1.0),
|
|
"rotation": unreal.Rotator(0.0, 16.0, 0.0),
|
|
},
|
|
{
|
|
"label": "AGR_GZ_EnvVar_Grass_Mat_04",
|
|
"mesh_key": "plane",
|
|
"material_key": "grass",
|
|
"location_xy": unreal.Vector(-11800.0, -10600.0, 0.0),
|
|
"z_offset": 14.0,
|
|
"scale": unreal.Vector(2.1, 3.1, 1.0),
|
|
"rotation": unreal.Rotator(0.0, -27.0, 0.0),
|
|
},
|
|
{
|
|
"label": "AGR_GZ_EnvVar_Rock_Slab_03",
|
|
"mesh_key": "quarter_cylinder",
|
|
"material_key": "stone_resource",
|
|
"location_xy": unreal.Vector(-9200.0, -7600.0, 0.0),
|
|
"z_offset": 48.0,
|
|
"scale": unreal.Vector(0.95, 1.45, 0.55),
|
|
"rotation": unreal.Rotator(0.0, 34.0, 0.0),
|
|
},
|
|
{
|
|
"label": "AGR_GZ_EnvVar_Rock_Slab_04",
|
|
"mesh_key": "chamfer_cube",
|
|
"material_key": "stone_resource",
|
|
"location_xy": unreal.Vector(-18200.0, -5000.0, 0.0),
|
|
"z_offset": 42.0,
|
|
"scale": unreal.Vector(1.05, 0.72, 0.32),
|
|
"rotation": unreal.Rotator(0.0, -64.0, 0.0),
|
|
},
|
|
{
|
|
"label": "AGR_GZ_EnvVar_Water_Bank_01",
|
|
"mesh_key": "quarter_cylinder",
|
|
"material_key": "stone_resource",
|
|
"location_xy": unreal.Vector(-6150.0, 9700.0, 0.0),
|
|
"z_offset": 42.0,
|
|
"scale": unreal.Vector(1.4, 0.75, 0.45),
|
|
"rotation": unreal.Rotator(0.0, 22.0, 0.0),
|
|
},
|
|
{
|
|
"label": "AGR_GZ_EnvVar_Water_Reed_01",
|
|
"mesh_key": "cylinder",
|
|
"material_key": "grass",
|
|
"location_xy": unreal.Vector(-8050.0, 9600.0, 0.0),
|
|
"z_offset": 74.0,
|
|
"scale": unreal.Vector(0.08, 0.08, 1.35),
|
|
"rotation": unreal.Rotator(0.0, 11.0, 0.0),
|
|
},
|
|
{
|
|
"label": "AGR_GZ_EnvVar_Water_Reed_02",
|
|
"mesh_key": "cylinder",
|
|
"material_key": "grass",
|
|
"location_xy": unreal.Vector(-6600.0, 11700.0, 0.0),
|
|
"z_offset": 68.0,
|
|
"scale": unreal.Vector(0.07, 0.07, 1.15),
|
|
"rotation": unreal.Rotator(0.0, -19.0, 0.0),
|
|
},
|
|
{
|
|
"label": "AGR_GZ_EnvVar_FirstLook_OakCanopy_01",
|
|
"mesh_key": "chamfer_cube",
|
|
"material_key": "tree",
|
|
"location_xy": unreal.Vector(-26200.0, -7200.0, 0.0),
|
|
"z_offset": 410.0,
|
|
"scale": unreal.Vector(2.2, 2.6, 1.55),
|
|
"rotation": unreal.Rotator(0.0, 24.0, 0.0),
|
|
},
|
|
{
|
|
"label": "AGR_GZ_EnvVar_FirstLook_OakTrunk_01",
|
|
"mesh_key": "cylinder",
|
|
"material_key": "wood_resource",
|
|
"location_xy": unreal.Vector(-26200.0, -7200.0, 0.0),
|
|
"z_offset": 180.0,
|
|
"scale": unreal.Vector(0.28, 0.28, 3.7),
|
|
"rotation": unreal.Rotator(0.0, 24.0, 0.0),
|
|
},
|
|
{
|
|
"label": "AGR_GZ_EnvVar_FirstLook_Brush_01",
|
|
"mesh_key": "chamfer_cube",
|
|
"material_key": "shrub",
|
|
"location_xy": unreal.Vector(-19100.0, -8350.0, 0.0),
|
|
"z_offset": 72.0,
|
|
"scale": unreal.Vector(1.65, 1.25, 0.68),
|
|
"rotation": unreal.Rotator(0.0, -14.0, 0.0),
|
|
},
|
|
{
|
|
"label": "AGR_GZ_EnvVar_FirstLook_Brush_02",
|
|
"mesh_key": "chamfer_cube",
|
|
"material_key": "shrub",
|
|
"location_xy": unreal.Vector(-23900.0, 1300.0, 0.0),
|
|
"z_offset": 76.0,
|
|
"scale": unreal.Vector(1.25, 1.95, 0.72),
|
|
"rotation": unreal.Rotator(0.0, 39.0, 0.0),
|
|
},
|
|
{
|
|
"label": "AGR_GZ_EnvVar_FirstLook_GrassMat_01",
|
|
"mesh_key": "plane",
|
|
"material_key": "grass",
|
|
"location_xy": unreal.Vector(-20500.0, -6400.0, 0.0),
|
|
"z_offset": 15.0,
|
|
"scale": unreal.Vector(3.8, 2.4, 1.0),
|
|
"rotation": unreal.Rotator(0.0, 18.0, 0.0),
|
|
},
|
|
{
|
|
"label": "AGR_GZ_EnvVar_FirstLook_GrassMat_02",
|
|
"mesh_key": "plane",
|
|
"material_key": "grass",
|
|
"location_xy": unreal.Vector(-24200.0, -1800.0, 0.0),
|
|
"z_offset": 15.0,
|
|
"scale": unreal.Vector(2.9, 3.7, 1.0),
|
|
"rotation": unreal.Rotator(0.0, -31.0, 0.0),
|
|
},
|
|
{
|
|
"label": "AGR_GZ_EnvVar_FirstLook_Rock_01",
|
|
"mesh_key": "quarter_cylinder",
|
|
"material_key": "stone_resource",
|
|
"location_xy": unreal.Vector(-18400.0, -2400.0, 0.0),
|
|
"z_offset": 45.0,
|
|
"scale": unreal.Vector(1.15, 1.55, 0.52),
|
|
"rotation": unreal.Rotator(0.0, 66.0, 0.0),
|
|
},
|
|
{
|
|
"label": "AGR_GZ_EnvVar_FirstLook_Rock_02",
|
|
"mesh_key": "chamfer_cube",
|
|
"material_key": "stone_resource",
|
|
"location_xy": unreal.Vector(-27900.0, -3600.0, 0.0),
|
|
"z_offset": 42.0,
|
|
"scale": unreal.Vector(0.98, 0.82, 0.36),
|
|
"rotation": unreal.Rotator(0.0, -52.0, 0.0),
|
|
},
|
|
]
|
|
|
|
RUIN_PLACEHOLDER_ACTORS = [
|
|
{
|
|
"label": "AGR_GZ_Landmark_Ruin_Foundation_01",
|
|
"mesh_key": "chamfer_cube",
|
|
"material_key": "stone_resource",
|
|
"location_xy": unreal.Vector(6400.0, 24700.0, 0.0),
|
|
"z_offset": 38.0,
|
|
"scale": unreal.Vector(4.8, 3.2, 0.22),
|
|
"rotation": unreal.Rotator(0.0, -22.0, 0.0),
|
|
},
|
|
{
|
|
"label": "AGR_GZ_Landmark_Ruin_Wall_01",
|
|
"mesh_key": "chamfer_cube",
|
|
"material_key": "stone_resource",
|
|
"location_xy": unreal.Vector(5750.0, 25350.0, 0.0),
|
|
"z_offset": 165.0,
|
|
"scale": unreal.Vector(0.42, 2.35, 1.65),
|
|
"rotation": unreal.Rotator(0.0, -22.0, 0.0),
|
|
},
|
|
{
|
|
"label": "AGR_GZ_Landmark_Ruin_Wall_02",
|
|
"mesh_key": "chamfer_cube",
|
|
"material_key": "stone_resource",
|
|
"location_xy": unreal.Vector(7250.0, 24250.0, 0.0),
|
|
"z_offset": 118.0,
|
|
"scale": unreal.Vector(0.36, 1.7, 1.05),
|
|
"rotation": unreal.Rotator(0.0, 68.0, 0.0),
|
|
},
|
|
{
|
|
"label": "AGR_GZ_Landmark_Ruin_Cairn_01",
|
|
"mesh_key": "cylinder",
|
|
"material_key": "stone_resource",
|
|
"location_xy": unreal.Vector(7900.0, 25300.0, 0.0),
|
|
"z_offset": 92.0,
|
|
"scale": unreal.Vector(0.9, 0.9, 1.15),
|
|
"rotation": unreal.Rotator(0.0, 11.0, 0.0),
|
|
},
|
|
{
|
|
"label": "AGR_GZ_Landmark_Ruin_Threshold_01",
|
|
"mesh_key": "quarter_cylinder",
|
|
"material_key": "stone_resource",
|
|
"location_xy": unreal.Vector(6550.0, 23550.0, 0.0),
|
|
"z_offset": 70.0,
|
|
"scale": unreal.Vector(1.8, 0.55, 0.5),
|
|
"rotation": unreal.Rotator(0.0, -22.0, 0.0),
|
|
},
|
|
]
|
|
|
|
|
|
FOLIAGE_ZONES = {
|
|
"trees": {
|
|
"count": 96,
|
|
"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": 220,
|
|
"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": 420,
|
|
"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),
|
|
},
|
|
}
|
|
|
|
SIGHTLINE_TUNING_CONFIG = {
|
|
"critical_clearance_cm": {
|
|
"trees": 5200.0,
|
|
"shrubs": 3400.0,
|
|
"grass": 1250.0,
|
|
},
|
|
"corridor_clearance_cm": {
|
|
"trees": 3600.0,
|
|
"shrubs": 2100.0,
|
|
"grass": 850.0,
|
|
},
|
|
"corridor_sample_spacing_cm": 1600.0,
|
|
"critical_actor_labels": {
|
|
"AGR_DemoPlayerStart",
|
|
"AGR_DemoWoodResource_01",
|
|
"AGR_DemoFiberResource_01",
|
|
"AGR_DemoCampfire_01",
|
|
"AGR_DemoPrimitiveShelter_01",
|
|
"AGR_DemoRabbitWildlife_01",
|
|
"AGR_GZ_FreshWaterSource_01",
|
|
},
|
|
"sightline_pairs": [
|
|
("AGR_DemoPlayerStart", "AGR_DemoWoodResource_01"),
|
|
("AGR_DemoPlayerStart", "AGR_DemoFiberResource_01"),
|
|
("AGR_DemoPlayerStart", "AGR_DemoCampfire_01"),
|
|
("AGR_DemoPlayerStart", "AGR_DemoPrimitiveShelter_01"),
|
|
("AGR_DemoPlayerStart", "AGR_DemoRabbitWildlife_01"),
|
|
("AGR_DemoPlayerStart", "AGR_GZ_FreshWaterSource_01"),
|
|
],
|
|
}
|
|
|
|
|
|
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']}")
|
|
if spec.get("used_with_instanced_static_meshes"):
|
|
material.set_editor_property("used_with_instanced_static_meshes", True)
|
|
unreal.MaterialEditingLibrary.recompile_material(material)
|
|
unreal.EditorAssetLibrary.save_asset(spec["path"], only_if_is_dirty=False)
|
|
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 apply_water_source_materials(actor, materials):
|
|
component_materials = {
|
|
"Mesh": materials["stone_resource"],
|
|
"StoneBankProxy": materials["stone_resource"],
|
|
"WaterSurfaceProxy": materials["fresh_water"],
|
|
"CollectMarkerProxy": materials["fresh_water"],
|
|
}
|
|
|
|
for component in actor.get_components_by_class(unreal.StaticMeshComponent):
|
|
material = component_materials.get(component.get_name())
|
|
if material:
|
|
component.set_material(0, material)
|
|
|
|
|
|
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 terrain_slope_degrees(height_values, x_cm, y_cm, sample_distance_cm):
|
|
dz_dx_m = (
|
|
terrain_elevation_m(height_values, x_cm + sample_distance_cm, y_cm)
|
|
- terrain_elevation_m(height_values, x_cm - sample_distance_cm, y_cm)
|
|
) / ((sample_distance_cm * 2.0) / 100.0)
|
|
dz_dy_m = (
|
|
terrain_elevation_m(height_values, x_cm, y_cm + sample_distance_cm)
|
|
- terrain_elevation_m(height_values, x_cm, y_cm - sample_distance_cm)
|
|
) / ((sample_distance_cm * 2.0) / 100.0)
|
|
return math.degrees(math.atan(math.sqrt((dz_dx_m * dz_dx_m) + (dz_dy_m * dz_dy_m))))
|
|
|
|
|
|
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 reserved_point(point, source_label, clearances):
|
|
return {
|
|
"point": point,
|
|
"source_label": source_label,
|
|
"clearances": clearances,
|
|
}
|
|
|
|
|
|
def reserved_point_clearance(reservation, foliage_family):
|
|
return reservation["clearances"].get(foliage_family, 0.0)
|
|
|
|
|
|
def add_sightline_corridor_reservations(reservations, label_points):
|
|
spacing_cm = SIGHTLINE_TUNING_CONFIG["corridor_sample_spacing_cm"]
|
|
corridor_clearances = SIGHTLINE_TUNING_CONFIG["corridor_clearance_cm"]
|
|
|
|
for start_label, end_label in SIGHTLINE_TUNING_CONFIG["sightline_pairs"]:
|
|
start = label_points.get(start_label)
|
|
end = label_points.get(end_label)
|
|
if not start or not end:
|
|
continue
|
|
|
|
length_cm = distance_2d(start, end)
|
|
sample_count = max(1, int(length_cm / spacing_cm))
|
|
for index in range(1, sample_count):
|
|
alpha = index / sample_count
|
|
point = unreal.Vector(
|
|
start.x + ((end.x - start.x) * alpha),
|
|
start.y + ((end.y - start.y) * alpha),
|
|
0.0,
|
|
)
|
|
reservations.append(
|
|
reserved_point(point, f"{start_label}->{end_label}", corridor_clearances)
|
|
)
|
|
|
|
|
|
def validate_safe_spawn_location(height_values, location_xy, resource_points, water_points):
|
|
failures = []
|
|
elevation_m = terrain_elevation_m(height_values, location_xy.x, location_xy.y)
|
|
slope_degrees = terrain_slope_degrees(
|
|
height_values,
|
|
location_xy.x,
|
|
location_xy.y,
|
|
SAFE_SPAWN_CONFIG["slope_sample_distance_cm"],
|
|
)
|
|
min_resource_distance_cm = min(distance_2d(location_xy, point) for point in resource_points)
|
|
min_water_distance_cm = min(distance_2d(location_xy, point) for point in water_points)
|
|
|
|
if elevation_m < SAFE_SPAWN_CONFIG["min_elevation_m"]:
|
|
failures.append(f"elevation {elevation_m:.2f}m below minimum")
|
|
if slope_degrees > SAFE_SPAWN_CONFIG["max_slope_degrees"]:
|
|
failures.append(f"slope {slope_degrees:.2f}deg above maximum")
|
|
if min_resource_distance_cm < SAFE_SPAWN_CONFIG["min_resource_distance_cm"]:
|
|
failures.append(f"resource distance {min_resource_distance_cm:.0f}cm below minimum")
|
|
if min_water_distance_cm < SAFE_SPAWN_CONFIG["min_water_distance_cm"]:
|
|
failures.append(f"water distance {min_water_distance_cm:.0f}cm below minimum")
|
|
|
|
return failures
|
|
|
|
|
|
def select_safe_spawn_location(height_values):
|
|
resource_points = [spec["location_xy"] for spec in BIOME_RESOURCE_ACTORS]
|
|
resource_points.extend(
|
|
spec["location_xy"]
|
|
for spec in DEMO_ACTORS
|
|
if spec["label"] in {"AGR_DemoWoodResource_01", "AGR_DemoFiberResource_01"}
|
|
)
|
|
water_points = [spec["location_xy"] for spec in WATER_SOURCE_ACTORS]
|
|
|
|
candidates = list(SAFE_SPAWN_CONFIG["candidate_locations_xy"])
|
|
fallback = SAFE_SPAWN_CONFIG["fallback_location_xy"]
|
|
if all(distance_2d(fallback, candidate) > 1.0 for candidate in candidates):
|
|
candidates.append(fallback)
|
|
|
|
rejected = []
|
|
for candidate in candidates:
|
|
failures = validate_safe_spawn_location(height_values, candidate, resource_points, water_points)
|
|
if not failures:
|
|
unreal.log(
|
|
"Selected safe Ground Zero spawn at "
|
|
f"({candidate.x:.0f}, {candidate.y:.0f}) "
|
|
f"elevation {terrain_elevation_m(height_values, candidate.x, candidate.y):.2f}m "
|
|
f"slope {terrain_slope_degrees(height_values, candidate.x, candidate.y, SAFE_SPAWN_CONFIG['slope_sample_distance_cm']):.2f}deg"
|
|
)
|
|
return candidate
|
|
rejected.append(f"({candidate.x:.0f}, {candidate.y:.0f}): {', '.join(failures)}")
|
|
|
|
raise RuntimeError("No safe Ground Zero spawn candidate found. Rejected: " + "; ".join(rejected))
|
|
|
|
|
|
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, family_name, zone, reservations, 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, reservation["point"]) < reserved_point_clearance(reservation, family_name)
|
|
for reservation in reservations
|
|
):
|
|
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 build_foliage_reservations(safe_spawn_location_xy):
|
|
label_points = {}
|
|
specs = DEMO_ACTORS + BIOME_RESOURCE_ACTORS + WATER_SOURCE_ACTORS
|
|
for spec in specs:
|
|
label = spec["label"]
|
|
location_xy = spec["location_xy"]
|
|
if label == SAFE_SPAWN_CONFIG["player_start_label"] and safe_spawn_location_xy is not None:
|
|
location_xy = safe_spawn_location_xy
|
|
label_points[label] = location_xy
|
|
|
|
reservations = []
|
|
critical_clearances = SIGHTLINE_TUNING_CONFIG["critical_clearance_cm"]
|
|
for label in SIGHTLINE_TUNING_CONFIG["critical_actor_labels"]:
|
|
point = label_points.get(label)
|
|
if point:
|
|
reservations.append(reserved_point(point, label, critical_clearances))
|
|
|
|
for spec in BIOME_RESOURCE_ACTORS:
|
|
reservations.append(reserved_point(spec["location_xy"], spec["label"], critical_clearances))
|
|
|
|
add_sightline_corridor_reservations(reservations, label_points)
|
|
unreal.log(f"Prepared {len(reservations)} Ground Zero foliage sightline reservation point(s).")
|
|
return reservations
|
|
|
|
|
|
def spawn_foliage_actor(height_values, materials, safe_spawn_location_xy):
|
|
reservations = build_foliage_reservations(safe_spawn_location_xy)
|
|
|
|
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, "trees", FOLIAGE_ZONES["trees"], reservations, 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, "shrubs", FOLIAGE_ZONES["shrubs"], reservations, 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, "grass", FOLIAGE_ZONES["grass"], reservations, 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, safe_spawn_location_xy=None):
|
|
location_xy = spec["location_xy"]
|
|
if spec["label"] == SAFE_SPAWN_CONFIG["player_start_label"] and safe_spawn_location_xy is not None:
|
|
location_xy = safe_spawn_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"])
|
|
try:
|
|
actor.set_editor_property("persistence_node_id", spec["label"])
|
|
except Exception:
|
|
pass
|
|
|
|
if spec["label"].startswith("AGR_GZ_FreshWaterSource"):
|
|
apply_water_source_materials(actor, materials)
|
|
else:
|
|
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 spawn_map_boundary_volume():
|
|
actor = unreal.AgrarianEditorAutomationLibrary.spawn_actor_in_editor_world(
|
|
unreal.AgrarianMapBoundaryVolume,
|
|
MAP_BOUNDARY_CONFIG["location"],
|
|
unreal.Rotator(0.0, 0.0, 0.0),
|
|
MAP_BOUNDARY_CONFIG["label"],
|
|
)
|
|
if not actor:
|
|
raise RuntimeError(f"Could not spawn {MAP_BOUNDARY_CONFIG['label']}")
|
|
|
|
set_actor_label(actor, MAP_BOUNDARY_CONFIG["label"])
|
|
actor.set_editor_property("boundary_id", MAP_BOUNDARY_CONFIG["boundary_id"])
|
|
actor.set_editor_property("boundary_padding_cm", MAP_BOUNDARY_CONFIG["padding_cm"])
|
|
actor.set_editor_property("warning_distance_cm", MAP_BOUNDARY_CONFIG["warning_distance_cm"])
|
|
actor.set_editor_property("clamp_players_at_boundary", True)
|
|
actor.boundary_volume.set_box_extent(MAP_BOUNDARY_CONFIG["extent"], True)
|
|
unreal.log(
|
|
f"Placed {MAP_BOUNDARY_CONFIG['label']} at {actor.get_actor_location()} "
|
|
f"extent {MAP_BOUNDARY_CONFIG['extent']}"
|
|
)
|
|
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.update(spec["label"] for spec in RUIN_PLACEHOLDER_ACTORS)
|
|
labels.add(FOLIAGE_LABEL)
|
|
labels.add(MAP_BOUNDARY_CONFIG["label"])
|
|
remove_existing_demo_actors(labels)
|
|
|
|
materials = ensure_environment_materials()
|
|
apply_landscape_material(materials["terrain"])
|
|
height_values = load_heightmap()
|
|
safe_spawn_location_xy = select_safe_spawn_location(height_values)
|
|
spawn_foliage_actor(height_values, materials, safe_spawn_location_xy)
|
|
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 RUIN_PLACEHOLDER_ACTORS:
|
|
spawn_environment_variation_actor(spec, height_values, materials)
|
|
spawn_map_boundary_volume()
|
|
for spec in DEMO_ACTORS:
|
|
spawn_demo_actor(spec, height_values, materials, safe_spawn_location_xy)
|
|
|
|
unreal.EditorLevelLibrary.save_current_level()
|
|
unreal.log("Ground Zero demo map setup complete.")
|
|
|
|
|
|
main()
|