Add fire risk QA coverage gate

This commit is contained in:
2026-05-19 12:27:27 -07:00
parent dbb911038a
commit 61548d1153
3 changed files with 131 additions and 1 deletions
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- [x] Add fire maintenance gameplay so watched, cleared, contained, or extinguished fires are safe, while neglected fires can become dangerous. Updated lit campfire interaction to maintain the fire, added watch, clear-area, and contain-fire hooks, and made maintenance reduce campfire, vegetation, forest, and structure ignition risks while extinguishing resets active risk state. - [x] Add fire maintenance gameplay so watched, cleared, contained, or extinguished fires are safe, while neglected fires can become dangerous. Updated lit campfire interaction to maintain the fire, added watch, clear-area, and contain-fire hooks, and made maintenance reduce campfire, vegetation, forest, and structure ignition risks while extinguishing resets active risk state.
- [x] Add fire suppression hooks for rain, water carrying, dirt/sand, cleared firebreaks, and future firefighting tools. Added shared server-side suppression hooks plus water, dirt/sand, firebreak, and tool wrappers that raise suppression pressure, reduce ignition risks, reduce active fire intensity, shrink spread radius, and let rain/water drain fuel. - [x] Add fire suppression hooks for rain, water carrying, dirt/sand, cleared firebreaks, and future firefighting tools. Added shared server-side suppression hooks plus water, dirt/sand, firebreak, and tool wrappers that raise suppression pressure, reduce ignition risks, reduce active fire intensity, shrink spread radius, and let rain/water drain fuel.
- [x] Persist active grass, forest, and structure fires across save/load without corrupting world state. Extended campfire persistence coverage for ignition flags, ignition risk scores, active grass/forest/structure fire intensities, spread radius, and suppression pressure so save/load recovery preserves active and partially suppressed fire state. - [x] Persist active grass, forest, and structure fires across save/load without corrupting world state. Extended campfire persistence coverage for ignition flags, ignition risk scores, active grass/forest/structure fire intensities, spread radius, and suppression pressure so save/load recovery preserves active and partially suppressed fire state.
- [ ] Add QA coverage for safe campfires, unsafe campfires, vegetation spread, shelter ignition, suppression, and save/load recovery. - [x] Add QA coverage for safe campfires, unsafe campfires, vegetation spread, shelter ignition, suppression, and save/load recovery. Added a fire-risk QA coverage document and verifier requiring safe/unsafe campfire, vegetation spread, shelter ignition, suppression, and save/load recovery scenarios plus the supporting fire-risk verification scripts.
- [ ] Add weather sounds. - [ ] Add weather sounds.
- [ ] Add wildlife sounds. - [ ] Add wildlife sounds.
- [ ] Add UI sounds. - [ ] Add UI sounds.
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# Fire Risk QA Coverage
This gate covers the MVP campfire/open-flame risk model introduced in `0.1.P`.
It is intentionally systems-focused: the current visuals may still be
placeholder-level, but the server state must behave predictably before investor
or multiplayer testing calls fire risk complete.
## Required Scenarios
- Safe campfire:
- light a campfire away from grass, shrubs, trees, primitive shelter pieces,
wood piles, and fiber piles.
- maintain or contain it.
- verify `FireRiskScore`, vegetation ignition risk, structure ignition risk,
and spread radius stay low or return to zero.
- Unsafe campfire:
- light a campfire near dry grass, shrubs, trees, wood, fiber, or shelter
pieces.
- leave it unmaintained with enough fuel.
- verify `FireRiskScore` rises and feeds ignition checks.
- Vegetation spread:
- place a lit fire inside `VegetationIgnitionCheckRadius` of grass/shrub/tree
fuel.
- verify grass/brush and forest ignition risk accumulates from nearby fuel,
burn duration, wind/weather, and current fire risk.
- verify active grass/forest fire intensities and spread radius grow only on
the server after ignition flags are set.
- Shelter ignition:
- place a lit fire too close to a primitive shelter or wood/fiber resource
node.
- verify `StructureIgnitionRiskScore` accumulates unless the fire is
contained.
- verify structure fire intensity contributes to active spread radius after
ignition.
- Suppression:
- apply water, dirt/sand, firebreak, and tool suppression hooks.
- verify suppression pressure rises, fire risks fall, active fire intensities
fall, spread radius shrinks, and water/rain drains fuel.
- Save/load recovery:
- save while grass, forest, or structure fire state is active or partially
suppressed.
- load the world and verify ignition flags, risk scores, intensities, spread
radius, suppression pressure, fuel, maintenance, and cooking state are
restored together.
## Minimum Script Gate
Run these local checks before packaging:
```bash
python3 Scripts/verify_unattended_fire_risk.py
python3 Scripts/verify_vegetation_ignition_checks.py
python3 Scripts/verify_structure_ignition_risk.py
python3 Scripts/verify_fire_spread_rules.py
python3 Scripts/verify_fire_maintenance_gameplay.py
python3 Scripts/verify_fire_suppression_hooks.py
python3 Scripts/verify_fire_persistence_state.py
python3 Scripts/verify_fire_risk_qa_coverage.py
```
The manual scenarios should be promoted into Unreal automation once dedicated
test fixtures exist for spawning controlled campfires, foliage fuel, shelters,
weather/wind inputs, and persistence round trips.
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#!/usr/bin/env python3
"""Verify fire-risk QA scenarios and supporting gates are documented."""
from pathlib import Path
ROOT = Path(__file__).resolve().parents[1]
QA_DOC = ROOT / "Docs" / "QA" / "FireRiskQACoverage.md"
ROADMAP = ROOT / "AGRARIAN_DEVELOPMENT_ROADMAP.md"
REQUIRED_SCENARIOS = [
"Safe campfire",
"Unsafe campfire",
"Vegetation spread",
"Shelter ignition",
"Suppression",
"Save/load recovery",
]
REQUIRED_SCRIPTS = [
"verify_unattended_fire_risk.py",
"verify_vegetation_ignition_checks.py",
"verify_structure_ignition_risk.py",
"verify_fire_spread_rules.py",
"verify_fire_maintenance_gameplay.py",
"verify_fire_suppression_hooks.py",
"verify_fire_persistence_state.py",
"verify_fire_risk_qa_coverage.py",
]
def main() -> None:
doc = QA_DOC.read_text(encoding="utf-8")
roadmap = ROADMAP.read_text(encoding="utf-8")
missing = []
for scenario in REQUIRED_SCENARIOS:
if scenario not in doc:
missing.append(f"QA doc missing scenario {scenario!r}")
for script in REQUIRED_SCRIPTS:
if script not in doc:
missing.append(f"QA doc missing script {script!r}")
if not (ROOT / "Scripts" / script).exists():
missing.append(f"required script does not exist: Scripts/{script}")
for token in [
"`FireRiskScore`",
"StructureIgnitionRiskScore",
"suppression pressure",
"spread radius",
"server",
]:
if token not in doc:
missing.append(f"QA doc missing token {token!r}")
if "[x] Add QA coverage for safe campfires" not in roadmap:
missing.append("roadmap item is not checked off")
if missing:
raise SystemExit("FAILED: " + "; ".join(missing))
print("OK: fire-risk QA coverage is documented and tied to verifiers.")
if __name__ == "__main__":
main()