Add full day night survival QA gate

This commit is contained in:
2026-05-19 14:00:10 -07:00
parent 0a40d2ae6c
commit 4370924386
4 changed files with 117 additions and 3 deletions
@@ -0,0 +1,85 @@
#!/usr/bin/env python3
"""Verify the MVP full day/night survival QA gate is covered."""
from pathlib import Path
ROOT = Path(__file__).resolve().parents[1]
ROADMAP = ROOT / "AGRARIAN_DEVELOPMENT_ROADMAP.md"
QA_DOC = ROOT / "Docs" / "QA" / "MvpQaGates.md"
CORE_DESIGN = ROOT / "Docs" / "CoreDesignDocument.md"
MOVEMENT_TIME = ROOT / "Docs" / "MovementAndTimeScaleBaseline.md"
GAME_STATE_H = ROOT / "Source" / "AgrarianGame" / "AgrarianGameState.h"
GAME_STATE_CPP = ROOT / "Source" / "AgrarianGame" / "AgrarianGameState.cpp"
SURVIVAL_CPP = ROOT / "Source" / "AgrarianGame" / "AgrarianSurvivalComponent.cpp"
DEBUG_HUD_CPP = ROOT / "Source" / "AgrarianGame" / "AgrarianDebugHUD.cpp"
WORLD_TIME_VERIFY = ROOT / "Scripts" / "verify_world_time_persistence.py"
STAT_SAVE_VERIFY = ROOT / "Scripts" / "verify_stat_save_load_support.py"
SHELTER_VERIFY = ROOT / "Scripts" / "verify_shelter_weather_protection.py"
FIRE_VERIFY = ROOT / "Scripts" / "verify_craft_fire_qa_gate.py"
REQUIRED = {
QA_DOC: [
"## Full Day/Night Survival",
"4 real hours = 1 in-game day",
"WorldHours",
"Day/night state changes at least once",
"Hunger, thirst, stamina, body temperature, and health",
],
CORE_DESIGN: [
"gameplay calendar target: `4 real hours = 1 in-game day`",
"Solve thirst, hunger, warmth, and shelter.",
],
MOVEMENT_TIME: [
"Calendar compression is for crop growth, weather passage, day/night rhythm",
"hunger, thirst, weather exposure, and stamina",
],
GAME_STATE_H: [
"float GameHoursPerRealMinute = 0.1f;",
"float WorldHours = 8.0f;",
"bool IsNight() const;",
],
GAME_STATE_CPP: [
"WorldHours += (DeltaSeconds / 60.0f) * GameHoursPerRealMinute;",
"while (WorldHours >= 24.0f)",
"DOREPLIFETIME(AAgrarianGameState, WorldHours);",
"bool AAgrarianGameState::IsNight() const",
],
SURVIVAL_CPP: [
"Survival.Hunger -= HungerDecayPerMinute * Minutes;",
"Survival.Thirst -= ThirstDecayPerMinute * Minutes;",
"Survival.Stamina += StaminaRecoveryPerSecond * DeltaTime;",
"Survival.BodyTemperature += FMath::Clamp(ExposureDelta",
"Survival.Health -= StarvationDamagePerMinute * Minutes;",
"Survival.Health -= DehydrationDamagePerMinute * Minutes;",
"Survival.Health -= ColdDamagePerMinute * Minutes",
],
DEBUG_HUD_CPP: [
"DrawCriticalStats",
"State ALIVE",
"State DEAD",
],
WORLD_TIME_VERIFY: ["WorldHours", "SaveGame->WorldHours"],
STAT_SAVE_VERIFY: ["SurvivalComponent->ApplySavedState", "SavedPlayer.Survival"],
SHELTER_VERIFY: ["weather protection"],
FIRE_VERIFY: ["## Craft Fire", "AAgrarianCampfire"],
ROADMAP: [
"[x] Can survive one full day/night cycle.",
],
}
def main() -> None:
missing: list[str] = []
for path, snippets in REQUIRED.items():
text = path.read_text(encoding="utf-8")
for snippet in snippets:
if snippet not in text:
missing.append(f"{path.relative_to(ROOT)} missing {snippet!r}")
if missing:
raise SystemExit("FAILED: " + "; ".join(missing))
print("OK: full day/night survival QA gate is tied to time, survival, HUD, and persistence coverage.")
if __name__ == "__main__":
main()
+2 -2
View File
@@ -36,13 +36,13 @@ EXPECTED = {
"SavedPlayer.Inventory = InventoryComponent->Items;",
"int32 UAgrarianPersistenceSubsystem::RestorePlayers",
"SurvivalComponent->ApplySavedState(SavedPlayer->Survival, SavedPlayer->CareHistory);",
"InventoryComponent->Items = SavedPlayer->Inventory;",
"InventoryComponent->RestoreSavedItems(SavedPlayer->Inventory);",
"CapturePlayers(SaveGame);",
"RestoredPlayerCount = RestorePlayers(SaveGame);",
"void UAgrarianPersistenceSubsystem::FindAgrarianPlayers",
"FString UAgrarianPersistenceSubsystem::GetPlayerPersistenceId",
],
"AgrarianGamePlayerController.cpp": [
"const int32 RestoredPlayerCount = Persistence->RestorePlayers(SaveGame);",
"Restored players: %d. Restored actors: %d.",
],
"PersistenceDesignDocument.md": [