119 lines
4.6 KiB
Python
119 lines
4.6 KiB
Python
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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PLACEHOLDER_MESH_FOLDER = "/Game/Agrarian/Environment/PlaceholderMeshes"
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VEGETATION_MESH_FOLDER = "/Game/Agrarian/Environment/Vegetation"
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PLACEHOLDER_MESHES = {
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"SM_AGR_Placeholder_Cube",
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"SM_AGR_Placeholder_ChamferCube",
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"SM_AGR_Placeholder_Cylinder",
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"SM_AGR_Placeholder_QuarterCylinder",
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"SM_AGR_Placeholder_Plane",
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}
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BLUEPRINT_PATHS = [
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"/Game/Agrarian/Blueprints/Resources/BP_WoodResourceNode",
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"/Game/Agrarian/Blueprints/Resources/BP_FiberResourceNode",
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"/Game/Agrarian/Blueprints/Resources/BP_StoneResourceNode",
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"/Game/Agrarian/Blueprints/Structures/BP_Campfire",
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"/Game/Agrarian/Blueprints/Structures/BP_PrimitiveShelter",
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"/Game/Agrarian/Blueprints/World/BP_FreshWaterSource",
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]
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DOC_SNIPPETS = [
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(PROJECT_ROOT / "AGRARIAN_DEVELOPMENT_ROADMAP.md", "[x] Replace `LevelPrototyping` cube/cylinder mesh dependencies"),
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(PROJECT_ROOT / "Docs" / "Terrain" / "GroundZeroNaturalEnvironmentPass.md", "Agrarian-native placeholder"),
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]
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def asset_path(asset):
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if not asset:
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return ""
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return asset.get_path_name().split(".", 1)[0]
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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 assert_native_mesh(path, failures):
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if not path.startswith(PLACEHOLDER_MESH_FOLDER):
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failures.append(f"expected native Agrarian placeholder mesh, got {path}")
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if "LevelPrototyping" in path:
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failures.append(f"template mesh reference remains: {path}")
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def assert_agrarian_environment_mesh(path, failures):
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if not path.startswith((PLACEHOLDER_MESH_FOLDER, VEGETATION_MESH_FOLDER)):
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failures.append(f"expected native Agrarian environment mesh, got {path}")
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if "LevelPrototyping" in path or path.startswith("/Engine/BasicShapes/"):
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failures.append(f"template/basic mesh reference remains: {path}")
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def main():
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failures = []
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for mesh_name in PLACEHOLDER_MESHES:
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mesh_path = f"{PLACEHOLDER_MESH_FOLDER}/{mesh_name}"
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if not unreal.EditorAssetLibrary.does_asset_exist(mesh_path):
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failures.append(f"missing native placeholder mesh asset: {mesh_path}")
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for blueprint_path in BLUEPRINT_PATHS:
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generated_class = unreal.EditorAssetLibrary.load_blueprint_class(blueprint_path)
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if not generated_class:
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failures.append(f"could not load Blueprint class: {blueprint_path}")
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continue
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cdo = unreal.get_default_object(generated_class)
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mesh_component = cdo.get_editor_property("mesh")
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assert_native_mesh(asset_path(mesh_component.get_editor_property("static_mesh")), failures)
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if not unreal.EditorLevelLibrary.load_level(MAP_PATH):
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failures.append(f"could not load map: {MAP_PATH}")
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else:
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actors = unreal.EditorLevelLibrary.get_all_level_actors()
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foliage_actors = [
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actor
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for actor in actors
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if get_actor_label(actor) == "AGR_GroundZeroFoliage_FirstPass"
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]
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if len(foliage_actors) != 1:
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failures.append(f"expected one AGR_GroundZeroFoliage_FirstPass, found {len(foliage_actors)}")
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else:
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for property_name in ("tree_instances", "shrub_instances", "grass_instances"):
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component = foliage_actors[0].get_editor_property(property_name)
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assert_agrarian_environment_mesh(asset_path(component.get_editor_property("static_mesh")), failures)
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for actor in actors:
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label = get_actor_label(actor)
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if not label.startswith("AGR_GZ_EnvVar_"):
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continue
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mesh_components = actor.get_components_by_class(unreal.StaticMeshComponent)
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if not mesh_components:
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failures.append(f"{label} has no static mesh component")
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continue
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assert_agrarian_environment_mesh(asset_path(mesh_components[0].get_editor_property("static_mesh")), failures)
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for path, snippet in DOC_SNIPPETS:
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text = path.read_text(encoding="utf-8")
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if snippet not in text:
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failures.append(f"{path} missing `{snippet}`")
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if failures:
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raise RuntimeError("Native placeholder mesh verification failed: " + "; ".join(failures))
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unreal.log(
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"Native placeholder mesh verification complete: "
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f"{len(PLACEHOLDER_MESHES)} Agrarian mesh assets, {len(BLUEPRINT_PATHS)} Blueprint meshes, "
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"foliage meshes, and environment variation meshes use native paths."
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)
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main()
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