Add craft shelter QA gate
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@@ -859,7 +859,7 @@ Target deliverable: A small group can join a server, spawn into one biome, gathe
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- [x] Can connect two clients. Added a two-client connection QA gate and Windows helper that checks the packaged client, launches two client instances against the same `play.agrariangame.com:7777` or LAN endpoint, and ties the manual observation steps to the multiplayer latency smoke plan.
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- [x] Can gather resources. Added a resource gathering QA gate tied to Ground Zero wood/fiber nodes, server-authoritative resource interaction, replicated harvest depletion, inventory grants, resource persistence coverage, and the natural shelter playable-loop smoke test.
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- [x] Can craft a fire. Added a craft-fire QA gate tied to `DA_Recipe_Campfire`, the player recipe setup, `BP_Campfire`, replicated campfire lit/fuel state, fire interaction prompts, campfire persistence, and fire-risk QA coverage.
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- [ ] Can craft a shelter.
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- [x] Can craft a shelter. Added a craft-shelter QA gate tied to primitive frame/wall/roof/shelter recipes, native build placement, `BP_PrimitiveShelter`, shelter persistence/protection hooks, and the natural shelter playable-loop smoke test.
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- [ ] Can survive one full day/night cycle.
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- [ ] Can die from survival pressure.
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- [ ] Can reconnect and retain state.
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@@ -91,6 +91,23 @@ Required evidence:
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This gate is gameplay/server-relevant and should be covered by the next server
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package deployment.
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## Craft Shelter
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The craft-shelter gate proves the MVP can build a primitive shelter path from
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resources through recipes and world placement.
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Required evidence:
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- Primitive frame, wall panel, roof panel, and shelter recipes exist.
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- `BP_PrimitiveShelter` derives from the native shelter actor.
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- Building placement consumes active buildable cost on the server.
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- Shelter actors persist through the world-actor persistence path.
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- `Scripts/verify_playable_loop_smoke.py` runs the natural shelter loop using
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wood, fiber, wildlife, shelter-piece recipes, and the primitive shelter class.
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This gate is gameplay/server-relevant and should be covered by the next server
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package deployment.
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## Craft Fire
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The craft-fire gate proves the MVP can produce or use a campfire through the
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@@ -0,0 +1,70 @@
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#!/usr/bin/env python3
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"""Verify the MVP craft-shelter QA gate is covered."""
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from pathlib import Path
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ROOT = Path(__file__).resolve().parents[1]
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ROADMAP = ROOT / "AGRARIAN_DEVELOPMENT_ROADMAP.md"
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QA_DOC = ROOT / "Docs" / "QA" / "MvpQaGates.md"
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SMOKE = ROOT / "Scripts" / "verify_playable_loop_smoke.py"
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BUILD_CPP = ROOT / "Source" / "AgrarianGame" / "AgrarianBuildingPlacementComponent.cpp"
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SHELTER_CPP = ROOT / "Source" / "AgrarianGame" / "AgrarianShelterActor.cpp"
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SHELTER_H = ROOT / "Source" / "AgrarianGame" / "AgrarianShelterActor.h"
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BLUEPRINT_SETUP = ROOT / "Scripts" / "setup_playable_blueprints.py"
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PERSISTENCE_VERIFY = ROOT / "Scripts" / "verify_shelter_weather_protection.py"
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REQUIRED = {
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QA_DOC: [
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"## Craft Shelter",
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"Primitive frame, wall panel, roof panel, and shelter recipes",
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"BP_PrimitiveShelter",
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"verify_playable_loop_smoke.py",
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],
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SMOKE: [
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"DA_Recipe_PrimitiveShelter",
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"DA_Recipe_PrimitiveFrame",
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"DA_Recipe_PrimitiveWallPanel",
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"DA_Recipe_PrimitiveRoofPanel",
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"run_natural_shelter_loop_smoke_test",
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],
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BUILD_CPP: [
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"ServerPlaceBuildable_Implementation",
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"PlacementCost",
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"SpawnActor",
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],
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SHELTER_H: [
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"class AAgrarianShelterActor",
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],
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SHELTER_CPP: [
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"PersistentActorComponent->ActorTypeId = TEXT(\"primitive_shelter\")",
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"ProtectionVolume->SetBoxExtent",
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],
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BLUEPRINT_SETUP: [
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"BP_PrimitiveShelter",
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"unreal.AgrarianShelterActor",
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],
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PERSISTENCE_VERIFY: [
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"shelter",
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"weather protection",
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],
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ROADMAP: [
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"[x] Can craft a shelter.",
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],
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}
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def main() -> None:
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missing: list[str] = []
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for path, snippets in REQUIRED.items():
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text = path.read_text(encoding="utf-8")
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for snippet in snippets:
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if snippet not in text:
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missing.append(f"{path.relative_to(ROOT)} missing {snippet!r}")
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if missing:
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raise SystemExit("FAILED: " + "; ".join(missing))
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print("OK: craft-shelter QA gate is covered by recipes, placement, and smoke-test hooks.")
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if __name__ == "__main__":
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main()
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