Add resource gathering QA gate
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@@ -857,7 +857,7 @@ Target deliverable: A small group can join a server, spawn into one biome, gathe
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- [x] Can launch packaged client. Added an MVP QA gate that requires the Windows package script, packaged executable, installed investor launchers, and the real-GPU visual QA readiness check before the client launch gate qualifies.
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- [x] Can launch server. Added an MVP QA gate for the Linux gameplay host requiring the true dedicated build path or current binary-engine fallback, deployment to `/opt/agrarian/server`, `agrarian-game-server.service` active state, UDP `7777` listener evidence, and Ground Zero map browse evidence.
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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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- [ ] Can gather resources.
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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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- [ ] Can craft a fire.
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- [ ] Can craft a shelter.
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- [ ] Can survive one full day/night cycle.
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@@ -71,3 +71,22 @@ Required evidence:
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The manual observation steps continue in
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`Docs/Ops/MultiplayerLatencyTestPlan.md` until gameplay automation can drive
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two clients directly.
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## Resource Gathering
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The resource gathering gate proves a player can interact with placed Ground
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Zero resource nodes and receive authoritative resource inventory changes.
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Required evidence:
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- Ground Zero includes placed wood and fiber resource nodes.
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- `AAgrarianResourceNode` exposes `Gather` or `Gather by hand` prompts.
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- Gathering runs only with server authority.
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- Successful gathering decrements replicated `RemainingHarvests`.
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- The gathered item stack is granted through the character inventory path.
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- Resource depletion persistence is covered by the save/load gate.
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- `Scripts/verify_playable_loop_smoke.py` includes wood and fiber gathering in
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the natural shelter loop smoke test.
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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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@@ -0,0 +1,66 @@
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#!/usr/bin/env python3
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"""Verify the MVP resource gathering 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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RESOURCE_H = ROOT / "Source" / "AgrarianGame" / "AgrarianResourceNode.h"
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RESOURCE_CPP = ROOT / "Source" / "AgrarianGame" / "AgrarianResourceNode.cpp"
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SMOKE = ROOT / "Scripts" / "verify_playable_loop_smoke.py"
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PERSISTENCE = ROOT / "Scripts" / "verify_resource_node_persistence.py"
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REQUIRED = {
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QA_DOC: [
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"## Resource Gathering",
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"Gather by hand",
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"RemainingHarvests",
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"character inventory path",
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"verify_playable_loop_smoke.py",
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],
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RESOURCE_H: [
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"RemainingHarvests",
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"QuantityPerHarvest",
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"YieldItemDefinition",
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"OnRep_RemainingHarvests",
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],
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RESOURCE_CPP: [
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"FText::FromString(TEXT(\"Gather\"))",
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"FText::FromString(TEXT(\"Gather by hand\"))",
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"if (!HasAuthority() || !Interactor || RemainingHarvests <= 0)",
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"RemainingHarvests--;",
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"Interactor->GetInventoryComponent()",
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"Inventory->AddItem(Granted)",
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"DOREPLIFETIME(AAgrarianResourceNode, RemainingHarvests);",
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],
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SMOKE: [
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"WOOD_NODE_LABEL",
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"FIBER_NODE_LABEL",
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"run_natural_shelter_loop_smoke_test",
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],
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PERSISTENCE: [
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"FAgrarianSavedResourceNode",
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"RemainingHarvests",
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],
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ROADMAP: [
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"[x] Can gather resources.",
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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: resource gathering QA gate is covered by gameplay and smoke-test hooks.")
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if __name__ == "__main__":
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main()
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