Add full day night survival QA gate
This commit is contained in:
@@ -860,7 +860,7 @@ Target deliverable: A small group can join a server, spawn into one biome, gathe
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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 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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- [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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- [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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- [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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- [x] Can survive one full day/night cycle. Added a full day/night survival QA gate tied to the `4 real hours = 1 in-game day` calendar, replicated world time and solar phase, authoritative hunger/thirst/stamina/body-temperature/health pressure, fire and shelter mitigation, critical survival HUD visibility, and save/load persistence coverage before investor demos treat the gate as play-proven.
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- [ ] Can die from survival pressure.
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- [ ] Can die from survival pressure.
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- [ ] Can reconnect and retain state.
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- [ ] Can reconnect and retain state.
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- [ ] Can restart server and retain placed shelter.
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- [ ] Can restart server and retain placed shelter.
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@@ -125,3 +125,32 @@ Required evidence:
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This gate is gameplay/server-relevant and should be covered by the next server
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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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package deployment.
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## Full Day/Night Survival
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The full day/night survival gate proves one player can remain alive through one
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complete compressed Agrarian day while the server advances time, weather, and
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survival pressure.
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MVP timing:
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- The gameplay calendar target is `4 real hours = 1 in-game day`.
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- `AAgrarianGameState` advances and replicates `WorldHours`, day/year state,
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solar bounds, `IsNight`, weather, and ambient temperature.
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- The pass starts at a known hour, preferably dawn or morning, and ends after
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`WorldHours` reaches the same solar phase on the next in-game day.
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Required evidence:
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- Hunger, thirst, stamina, body temperature, and health update over time on
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server authority.
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- A player can gather resources, craft or use a fire, craft or use shelter,
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and recover enough food/water/warmth to avoid death for the full cycle.
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- Day/night state changes at least once and returns to the original phase.
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- The critical survival HUD can show alive/dead state and core stat pressure.
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- World time and player survival state are covered by save/load persistence.
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- The result is recorded as either a completed manual run or a captured test
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log before external MVP demos treat the gate as fully play-proven.
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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 +1,85 @@
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#!/usr/bin/env python3
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"""Verify the MVP full day/night survival 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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CORE_DESIGN = ROOT / "Docs" / "CoreDesignDocument.md"
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MOVEMENT_TIME = ROOT / "Docs" / "MovementAndTimeScaleBaseline.md"
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GAME_STATE_H = ROOT / "Source" / "AgrarianGame" / "AgrarianGameState.h"
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GAME_STATE_CPP = ROOT / "Source" / "AgrarianGame" / "AgrarianGameState.cpp"
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SURVIVAL_CPP = ROOT / "Source" / "AgrarianGame" / "AgrarianSurvivalComponent.cpp"
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DEBUG_HUD_CPP = ROOT / "Source" / "AgrarianGame" / "AgrarianDebugHUD.cpp"
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WORLD_TIME_VERIFY = ROOT / "Scripts" / "verify_world_time_persistence.py"
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STAT_SAVE_VERIFY = ROOT / "Scripts" / "verify_stat_save_load_support.py"
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SHELTER_VERIFY = ROOT / "Scripts" / "verify_shelter_weather_protection.py"
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FIRE_VERIFY = ROOT / "Scripts" / "verify_craft_fire_qa_gate.py"
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REQUIRED = {
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QA_DOC: [
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"## Full Day/Night Survival",
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"4 real hours = 1 in-game day",
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"WorldHours",
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"Day/night state changes at least once",
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"Hunger, thirst, stamina, body temperature, and health",
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],
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CORE_DESIGN: [
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"gameplay calendar target: `4 real hours = 1 in-game day`",
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"Solve thirst, hunger, warmth, and shelter.",
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],
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MOVEMENT_TIME: [
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"Calendar compression is for crop growth, weather passage, day/night rhythm",
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"hunger, thirst, weather exposure, and stamina",
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],
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GAME_STATE_H: [
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"float GameHoursPerRealMinute = 0.1f;",
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"float WorldHours = 8.0f;",
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"bool IsNight() const;",
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],
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GAME_STATE_CPP: [
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"WorldHours += (DeltaSeconds / 60.0f) * GameHoursPerRealMinute;",
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"while (WorldHours >= 24.0f)",
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"DOREPLIFETIME(AAgrarianGameState, WorldHours);",
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"bool AAgrarianGameState::IsNight() const",
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],
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SURVIVAL_CPP: [
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"Survival.Hunger -= HungerDecayPerMinute * Minutes;",
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"Survival.Thirst -= ThirstDecayPerMinute * Minutes;",
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"Survival.Stamina += StaminaRecoveryPerSecond * DeltaTime;",
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"Survival.BodyTemperature += FMath::Clamp(ExposureDelta",
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"Survival.Health -= StarvationDamagePerMinute * Minutes;",
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"Survival.Health -= DehydrationDamagePerMinute * Minutes;",
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"Survival.Health -= ColdDamagePerMinute * Minutes",
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],
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DEBUG_HUD_CPP: [
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"DrawCriticalStats",
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"State ALIVE",
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"State DEAD",
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],
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WORLD_TIME_VERIFY: ["WorldHours", "SaveGame->WorldHours"],
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STAT_SAVE_VERIFY: ["SurvivalComponent->ApplySavedState", "SavedPlayer.Survival"],
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SHELTER_VERIFY: ["weather protection"],
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FIRE_VERIFY: ["## Craft Fire", "AAgrarianCampfire"],
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ROADMAP: [
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"[x] Can survive one full day/night cycle.",
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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: full day/night survival QA gate is tied to time, survival, HUD, and persistence coverage.")
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if __name__ == "__main__":
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main()
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@@ -36,13 +36,13 @@ EXPECTED = {
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"SavedPlayer.Inventory = InventoryComponent->Items;",
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"SavedPlayer.Inventory = InventoryComponent->Items;",
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"int32 UAgrarianPersistenceSubsystem::RestorePlayers",
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"int32 UAgrarianPersistenceSubsystem::RestorePlayers",
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"SurvivalComponent->ApplySavedState(SavedPlayer->Survival, SavedPlayer->CareHistory);",
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"SurvivalComponent->ApplySavedState(SavedPlayer->Survival, SavedPlayer->CareHistory);",
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"InventoryComponent->Items = SavedPlayer->Inventory;",
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"InventoryComponent->RestoreSavedItems(SavedPlayer->Inventory);",
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"CapturePlayers(SaveGame);",
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"CapturePlayers(SaveGame);",
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"RestoredPlayerCount = RestorePlayers(SaveGame);",
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"void UAgrarianPersistenceSubsystem::FindAgrarianPlayers",
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"void UAgrarianPersistenceSubsystem::FindAgrarianPlayers",
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"FString UAgrarianPersistenceSubsystem::GetPlayerPersistenceId",
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"FString UAgrarianPersistenceSubsystem::GetPlayerPersistenceId",
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],
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],
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"AgrarianGamePlayerController.cpp": [
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"AgrarianGamePlayerController.cpp": [
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"const int32 RestoredPlayerCount = Persistence->RestorePlayers(SaveGame);",
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"Restored players: %d. Restored actors: %d.",
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"Restored players: %d. Restored actors: %d.",
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],
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],
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"PersistenceDesignDocument.md": [
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"PersistenceDesignDocument.md": [
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