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AgrarianGameArchive/Scripts/verify_ground_zero_natural_environment_pass.py
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Python

import unreal
MAP_PATH = "/Game/Agrarian/Maps/L_GroundZeroTerrain_Test"
FOLIAGE_LABEL = "AGR_GroundZeroFoliage_FirstPass"
MATERIALS = {
"terrain": "/Game/Agrarian/Materials/M_AGR_GZ_Terrain_CoastalScrub",
"tree": "/Game/Agrarian/Materials/M_AGR_GZ_Tree_CoastalOak",
"shrub": "/Game/Agrarian/Materials/M_AGR_GZ_Shrub_CoyoteBrush",
"grass": "/Game/Agrarian/Materials/M_AGR_GZ_Grass_DryCoastal",
"wood_resource": "/Game/Agrarian/Materials/M_AGR_GZ_Wood_Resource",
"fiber_resource": "/Game/Agrarian/Materials/M_AGR_GZ_Fiber_Resource",
"edible_plant_resource": "/Game/Agrarian/Materials/M_AGR_GZ_EdiblePlant_Resource",
"stone_resource": "/Game/Agrarian/Materials/M_AGR_GZ_Stone_Sandstone",
"fresh_water": "/Game/Agrarian/Materials/M_AGR_GZ_FreshWater",
}
EXPECTED_FOLIAGE_COUNTS = {
"trees": 96,
"shrubs": 220,
"grass": 420,
}
RESOURCE_MATERIALS = {
"AGR_GZ_Wood": "wood_resource",
"AGR_GZ_Fiber": "fiber_resource",
"AGR_GZ_EdiblePlant": "edible_plant_resource",
"AGR_GZ_Stone": "stone_resource",
"AGR_DemoWoodResource": "wood_resource",
"AGR_DemoFiberResource": "fiber_resource",
"AGR_GZ_FreshWaterSource": "fresh_water",
}
VARIATION_PREFIX = "AGR_GZ_EnvVar_"
EXPECTED_VARIATION_COUNT = 31
EXPECTED_VARIATION_MATERIALS = {
"AGR_GZ_EnvVar_FirstLook_OakCanopy": "tree",
"AGR_GZ_EnvVar_FirstLook_OakTrunk": "wood_resource",
"AGR_GZ_EnvVar_FirstLook_Brush": "shrub",
"AGR_GZ_EnvVar_FirstLook_GrassMat": "grass",
"AGR_GZ_EnvVar_FirstLook_Rock": "stone_resource",
"AGR_GZ_EnvVar_Tree_Canopy": "tree",
"AGR_GZ_EnvVar_Tree_Trunk": "wood_resource",
"AGR_GZ_EnvVar_Bush": "shrub",
"AGR_GZ_EnvVar_Brush": "shrub",
"AGR_GZ_EnvVar_Grass": "grass",
"AGR_GZ_EnvVar_Rock": "stone_resource",
"AGR_GZ_EnvVar_Water_Bank": "stone_resource",
"AGR_GZ_EnvVar_Water_Reed": "grass",
"AGR_GZ_EnvVar_Water": "fresh_water",
}
def get_actor_label(actor):
try:
return actor.get_actor_label()
except Exception:
return actor.get_name()
def material_path(material):
if not material:
return ""
return material.get_path_name().split(".", 1)[0]
def material_key_for_label(label):
for prefix, material_key in RESOURCE_MATERIALS.items():
if label.startswith(prefix):
return material_key
return None
def variation_material_key_for_label(label):
for prefix, material_key in EXPECTED_VARIATION_MATERIALS.items():
if label.startswith(prefix):
return material_key
return None
def assert_asset(path):
asset = unreal.EditorAssetLibrary.load_asset(path)
if not asset:
raise RuntimeError(f"Missing required environment material: {path}")
return asset
def main():
if not unreal.EditorLevelLibrary.load_level(MAP_PATH):
raise RuntimeError(f"Could not load map: {MAP_PATH}")
materials = {key: assert_asset(path) for key, path in MATERIALS.items()}
actors = unreal.EditorLevelLibrary.get_all_level_actors()
failures = []
landscapes = [actor for actor in actors if isinstance(actor, unreal.Landscape)]
if not landscapes:
failures.append("no landscape actor found")
for landscape in landscapes:
assigned = material_path(landscape.get_editor_property("landscape_material"))
expected = MATERIALS["terrain"]
if assigned != expected:
failures.append(f"landscape material expected {expected}, got {assigned}")
foliage_actors = [actor for actor in actors if get_actor_label(actor) == FOLIAGE_LABEL]
if len(foliage_actors) != 1:
failures.append(f"expected one {FOLIAGE_LABEL}, found {len(foliage_actors)}")
else:
foliage = foliage_actors[0]
counts = {
"trees": foliage.get_tree_instance_count(),
"shrubs": foliage.get_shrub_instance_count(),
"grass": foliage.get_grass_instance_count(),
}
for key, expected_count in EXPECTED_FOLIAGE_COUNTS.items():
if counts[key] != expected_count:
failures.append(f"{key} expected {expected_count}, got {counts[key]}")
component_expectations = {
"tree_instances": "tree",
"shrub_instances": "shrub",
"grass_instances": "grass",
}
for property_name, material_key in component_expectations.items():
component = foliage.get_editor_property(property_name)
assigned = material_path(component.get_material(0))
expected = MATERIALS[material_key]
if assigned != expected:
failures.append(f"{property_name} material expected {expected}, got {assigned}")
checked_resource_actors = 0
for actor in actors:
label = get_actor_label(actor)
material_key = material_key_for_label(label)
if not material_key:
continue
checked_resource_actors += 1
expected = MATERIALS[material_key]
mesh_components = actor.get_components_by_class(unreal.StaticMeshComponent)
if not mesh_components:
failures.append(f"{label} has no static mesh component for material assignment")
continue
assigned_any = any(material_path(component.get_material(0)) == expected for component in mesh_components)
if not assigned_any:
failures.append(f"{label} did not use expected material {expected}")
if checked_resource_actors < 10:
failures.append(f"expected at least 10 dressed resource/water actors, checked {checked_resource_actors}")
variation_actors = [actor for actor in actors if get_actor_label(actor).startswith(VARIATION_PREFIX)]
if len(variation_actors) != EXPECTED_VARIATION_COUNT:
failures.append(f"expected {EXPECTED_VARIATION_COUNT} environment variation actors, found {len(variation_actors)}")
variation_meshes = set()
variation_scales = set()
variation_material_keys = set()
for actor in variation_actors:
label = get_actor_label(actor)
expected_material_key = variation_material_key_for_label(label)
if not expected_material_key:
failures.append(f"{label} does not match a known variation material family")
continue
mesh_components = actor.get_components_by_class(unreal.StaticMeshComponent)
if not mesh_components:
failures.append(f"{label} has no static mesh component")
continue
component = mesh_components[0]
mesh = component.get_editor_property("static_mesh")
variation_meshes.add(mesh.get_path_name().split(".", 1)[0] if mesh else "")
scale = actor.get_actor_scale3d()
variation_scales.add((round(scale.x, 2), round(scale.y, 2), round(scale.z, 2)))
variation_material_keys.add(expected_material_key)
assigned = material_path(component.get_material(0))
expected = MATERIALS[expected_material_key]
if assigned != expected:
failures.append(f"{label} material expected {expected}, got {assigned}")
if len(variation_meshes) < 4:
failures.append(f"expected at least 4 variation mesh silhouettes, got {len(variation_meshes)}")
if len(variation_scales) < 18:
failures.append(f"environment variation actors should use at least 18 scale profiles, got {len(variation_scales)}")
if not {"tree", "wood_resource", "shrub", "grass", "stone_resource", "fresh_water"}.issubset(variation_material_keys):
failures.append("environment variation actors do not cover tree, shrub, grass, resource, and water families")
docs = unreal.Paths.convert_relative_path_to_full(unreal.Paths.project_dir()) + "Docs/Terrain/GroundZeroNaturalEnvironmentPass.md"
roadmap = unreal.Paths.convert_relative_path_to_full(unreal.Paths.project_dir()) + "AGRARIAN_DEVELOPMENT_ROADMAP.md"
for path, snippet in [
(docs, "asset variation"),
(roadmap, "[x] Replace grey-box environment presentation with an MVP natural environment pass"),
(roadmap, "[x] Add first-pass environment asset variation"),
]:
with open(path, "r", encoding="utf-8") as handle:
text = handle.read()
if snippet not in text:
failures.append(f"{path} missing {snippet}")
if failures:
raise RuntimeError("Ground Zero natural environment verification failed: " + "; ".join(failures))
unreal.log(
"Ground Zero natural environment verification complete: "
f"{len(materials)} materials, {len(landscapes)} landscape(s), "
f"{checked_resource_actors} dressed resource/water actor(s), {len(variation_actors)} variation actor(s)."
)
main()