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AcresPlaces.h#

Acres/Source/Acres/AcresPlaces.h Generated

Named places on the ACRE tile (Content/Simulation/ACRE/places.json, written by Tools/ACRE/Map/places.py from the "ACRE Map Labels" page) and the spawn places the simulator starts from.

A place has an id, a name, a category ("spawn", "landmark", ...) and a kind (point, route or area) with its points in survey cells: u east and v south, 1.524003048 m, cell (500, 500) the world origin, so the Unreal position is ((u - 500), (v - 500)) x 152.4003 cm. A point may carry a heading (compass degrees; Unreal yaw = heading - 90).

Every session that starts without an explicit pose starts at DefaultSpawnId (in front of the ICSC garage); -SpawnAt=<id or name> (case-insensitive) picks another point, and the menu lists the "spawn" places. Explicit poses (-VehicleSpawnU/V/Yaw, an agent's own pose, a replay's first logged pose, a review route) still win.

Pure data on the game thread; no Unreal objects.

Name Type Unit Default Description
DefaultSpawnId inline const TCHAR* TEXT("spawn-icsc-garage") The default spawn place of every session without an explicit pose.

All#

All places, loaded once from places.json (empty when the file is missing or invalid; logged).

const TArray<FAcresPlace>& All();

Find#

A point place by id or name, case-insensitive; nullptr when there is none.

const FAcresPlace* Find(const FString& IdOrName);

Spawns#

The "spawn" points, the default first, then in file order.

TArray<const FAcresPlace*> Spawns();

Requested#

The spawn place a session asked for: -SpawnAt=<id or name>, else the default. bExplicit is true when -SpawnAt was given; an unknown -SpawnAt is logged and falls back to the default.

const FAcresPlace* Requested(bool& bExplicit);

FAcresPlace#

struct FAcresPlace

One named place.

Name Type Unit Default Description
Id FString Stable key ("spawn-icsc-garage").
Name FString Label shown in the menu ("Spawn: ICSC garage").
Category, Kind FString Category ("spawn", "landmark", ...) and kind ("point", "route", "area").
U, V double First point, survey cells (u east, v south).
bHeading bool false Whether the place has a heading, and its Unreal yaw (deg, 0 = east, 90 = south).