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
+1 -1
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@@ -860,7 +860,7 @@ Target deliverable: A small group can join a server, spawn into one biome, gathe
- [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. - [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.
- [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. - [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.
- [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. - [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.
- [ ] Can survive one full day/night cycle. - [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.
- [ ] Can die from survival pressure. - [ ] Can die from survival pressure.
- [ ] Can reconnect and retain state. - [ ] Can reconnect and retain state.
- [ ] Can restart server and retain placed shelter. - [ ] Can restart server and retain placed shelter.
+29
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@@ -125,3 +125,32 @@ Required evidence:
This gate is gameplay/server-relevant and should be covered by the next server This gate is gameplay/server-relevant and should be covered by the next server
package deployment. package deployment.
## Full Day/Night Survival
The full day/night survival gate proves one player can remain alive through one
complete compressed Agrarian day while the server advances time, weather, and
survival pressure.
MVP timing:
- The gameplay calendar target is `4 real hours = 1 in-game day`.
- `AAgrarianGameState` advances and replicates `WorldHours`, day/year state,
solar bounds, `IsNight`, weather, and ambient temperature.
- The pass starts at a known hour, preferably dawn or morning, and ends after
`WorldHours` reaches the same solar phase on the next in-game day.
Required evidence:
- Hunger, thirst, stamina, body temperature, and health update over time on
server authority.
- A player can gather resources, craft or use a fire, craft or use shelter,
and recover enough food/water/warmth to avoid death for the full cycle.
- Day/night state changes at least once and returns to the original phase.
- The critical survival HUD can show alive/dead state and core stat pressure.
- World time and player survival state are covered by save/load persistence.
- The result is recorded as either a completed manual run or a captured test
log before external MVP demos treat the gate as fully play-proven.
This gate is gameplay/server-relevant and should be covered by the next server
package deployment.
@@ -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
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@@ -36,13 +36,13 @@ EXPECTED = {
"SavedPlayer.Inventory = InventoryComponent->Items;", "SavedPlayer.Inventory = InventoryComponent->Items;",
"int32 UAgrarianPersistenceSubsystem::RestorePlayers", "int32 UAgrarianPersistenceSubsystem::RestorePlayers",
"SurvivalComponent->ApplySavedState(SavedPlayer->Survival, SavedPlayer->CareHistory);", "SurvivalComponent->ApplySavedState(SavedPlayer->Survival, SavedPlayer->CareHistory);",
"InventoryComponent->Items = SavedPlayer->Inventory;", "InventoryComponent->RestoreSavedItems(SavedPlayer->Inventory);",
"CapturePlayers(SaveGame);", "CapturePlayers(SaveGame);",
"RestoredPlayerCount = RestorePlayers(SaveGame);",
"void UAgrarianPersistenceSubsystem::FindAgrarianPlayers", "void UAgrarianPersistenceSubsystem::FindAgrarianPlayers",
"FString UAgrarianPersistenceSubsystem::GetPlayerPersistenceId", "FString UAgrarianPersistenceSubsystem::GetPlayerPersistenceId",
], ],
"AgrarianGamePlayerController.cpp": [ "AgrarianGamePlayerController.cpp": [
"const int32 RestoredPlayerCount = Persistence->RestorePlayers(SaveGame);",
"Restored players: %d. Restored actors: %d.", "Restored players: %d. Restored actors: %d.",
], ],
"PersistenceDesignDocument.md": [ "PersistenceDesignDocument.md": [