Add survival pressure death QA gate
This commit is contained in:
@@ -154,3 +154,28 @@ Required evidence:
|
||||
|
||||
This gate is gameplay/server-relevant and should be covered by the next server
|
||||
package deployment.
|
||||
|
||||
## Survival Pressure Death
|
||||
|
||||
The survival-pressure death gate proves the MVP does not merely display hunger,
|
||||
thirst, exposure, illness, or injury as cosmetic stats. Sustained pressure must
|
||||
be able to reduce health, mark the character dead, replicate the death state,
|
||||
and expose a clear respawn path.
|
||||
|
||||
Required evidence:
|
||||
|
||||
- Starvation, dehydration, cold exposure, sickness, and bleeding can reduce
|
||||
`Survival.Health` on server authority.
|
||||
- `ClampSurvival` calls `UpdateDeathState`, clamps health to zero, clears
|
||||
stamina, sets `bIsDead`, and records `LastDeathReason`.
|
||||
- The replicated survival snapshot includes the death state and last death
|
||||
reason.
|
||||
- The critical survival HUD and death/respawn panel display the dead state and
|
||||
cause.
|
||||
- The player controller exposes the MVP respawn path and revives the survival
|
||||
component on the server.
|
||||
- Death/respawn behavior remains persistence-safe through the player stat
|
||||
save/load path.
|
||||
|
||||
This gate is gameplay/server-relevant and should be covered by the next server
|
||||
package deployment.
|
||||
|
||||
Reference in New Issue
Block a user