Document player stats persistence
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@@ -737,7 +737,10 @@ Target deliverable: A small group can join a server, spawn into one biome, gathe
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backwards-compatible `PlayerId` plus `FAgrarianSavedPlayerIdentity`, prefer a
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backwards-compatible `PlayerId` plus `FAgrarianSavedPlayerIdentity`, prefer a
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valid `APlayerState` network ID when available, and retain safe display/pawn
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valid `APlayerState` network ID when available, and retain safe display/pawn
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metadata without storing credentials.
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metadata without storing credentials.
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- [ ] Save player stats.
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- [x] Save player stats. Player save records capture
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`FAgrarianSavedPlayer::Survival`, including health, stamina, exhaustion,
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hunger, thirst, body temperature, injury, bleeding, sprain, sickness, death
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state, and death reason, then restore through `ApplySavedState`.
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- [ ] Save long-term character care history placeholders without applying aging gameplay yet.
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- [ ] Save long-term character care history placeholders without applying aging gameplay yet.
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- [ ] Save player inventory.
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- [ ] Save player inventory.
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- [x] Save placed structures.
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- [x] Save placed structures.
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@@ -409,6 +409,13 @@ identity block also records the display player name, raw network ID, whether
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the network ID was used, and the last known pawn name. It deliberately does not
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the network ID was used, and the last known pawn name. It deliberately does not
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store passwords, tokens, emails, or platform credentials.
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store passwords, tokens, emails, or platform credentials.
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Player stats are stored through `FAgrarianSavedPlayer::Survival`, which captures
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the replicated `FAgrarianSurvivalSnapshot`. The MVP stat save includes health,
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stamina, exhaustion, hunger, thirst, body temperature, generic injury,
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bleeding, sprain, sickness, death state, and death reason. Loading applies the
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snapshot through `UAgrarianSurvivalComponent::ApplySavedState`, keeping clamping
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and replicated change notifications inside the survival component.
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## Testing Gates
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## Testing Gates
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Minimum persistence smoke test:
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Minimum persistence smoke test:
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@@ -0,0 +1,58 @@
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from pathlib import Path
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ROOT = Path(__file__).resolve().parents[1]
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EXPECTED = {
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ROOT / "Source" / "AgrarianGame" / "AgrarianTypes.h": [
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"struct FAgrarianSurvivalSnapshot",
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"float Health = 100.0f;",
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"float Stamina = 100.0f;",
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"float Exhaustion = 0.0f;",
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"float Hunger = 100.0f;",
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"float Thirst = 100.0f;",
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"float BodyTemperature = 37.0f;",
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"float InjurySeverity = 0.0f;",
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"float BleedingSeverity = 0.0f;",
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"float SprainSeverity = 0.0f;",
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"float SicknessSeverity = 0.0f;",
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"bool bIsDead = false;",
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"FName LastDeathReason = NAME_None;",
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],
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ROOT / "Source" / "AgrarianGame" / "AgrarianSaveGame.h": [
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"FAgrarianSurvivalSnapshot Survival;",
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],
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ROOT / "Source" / "AgrarianGame" / "AgrarianPersistenceSubsystem.cpp": [
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"SavedPlayer.Survival = SurvivalComponent->Survival;",
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"SurvivalComponent->ApplySavedState(SavedPlayer->Survival, SavedPlayer->CareHistory);",
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],
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ROOT / "Docs" / "PersistenceDesignDocument.md": [
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"`FAgrarianSavedPlayer::Survival`",
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"The MVP stat save includes health",
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"bleeding, sprain, sickness, death state, and death reason",
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"`UAgrarianSurvivalComponent::ApplySavedState`",
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],
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ROOT / "AGRARIAN_DEVELOPMENT_ROADMAP.md": [
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"[x] Save player stats.",
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"`FAgrarianSavedPlayer::Survival`",
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"state, and death reason",
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],
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}
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def main() -> None:
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missing = []
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for path, snippets in EXPECTED.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)}: {snippet}")
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if missing:
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raise RuntimeError("Player stats persistence verification failed: " + "; ".join(missing))
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print("PASS: player stats persist through the saved survival snapshot.")
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if __name__ == "__main__":
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main()
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