diff --git a/client/README.md b/client/README.md index 77ee6e2..ff9fc75 100644 --- a/client/README.md +++ b/client/README.md @@ -239,6 +239,32 @@ Full checklist: [`docs/manual-qa/NEO-110.md`](../docs/manual-qa/NEO-110.md). Full checklist: [`docs/manual-qa/NEO-122.md`](../docs/manual-qa/NEO-122.md). +## End-to-end onboarding quest loop (NEO-123) + +Epic 7 Slice 1 capstone — complete all four prototype quests (three onboarding intros + operator chain) **in Godot** without Bruno. + +**Flow:** fresh server restart → **Q** gather intro → **Shift+Q** combat intro → **Shift+Q** refine intro → **Shift+Q** operator chain → four chain steps → Godot restart idempotency. + +| Step | Input / trigger | HUD / server outcome | +|------|-----------------|----------------------| +| Boot | Godot **F5** + fresh server | Four quests **`not started`**; empty bag | +| Gather intro | **Q** + **R** at nodes (×3 scrap) | Salvage Run **`active`** → **`completed`** | +| Combat intro | **Shift+Q** + defeat ×3 NPCs | Clear the Pocket **`completed`**; encounter **`completed (3/3)`**; **`contract_handoff_token`** in bag | +| Refine intro | **Shift+Q** + craft **`refine_scrap_standard`** | Refine Stock **`completed`** | +| Operator chain | **Shift+Q** + chain objectives | Operator Chain **`active step 1…4`** → **`completed`** when token held | +| Idempotency | Stop Godot + **F5** (server still running) | All four quests still **`completed`** | +| Duplicate accept | **Q** / **Shift+Q** on finished quests | **`already_completed`** / **`no eligible quest`**; HUD unchanged | + +**Accept order note:** **Shift+Q** uses quest-definitions **catalog order** (ordinal `id`). After gather intro completes, combat intro is offered before refine intro — see [`docs/manual-qa/NEO-123.md`](../docs/manual-qa/NEO-123.md). + +**Cross-links:** [NEO-112](../docs/plans/NEO-112-implementation-plan.md) catalog · [NEO-118](../docs/plans/NEO-118-implementation-plan.md) objective wiring · [NEO-119](../docs/plans/NEO-119-implementation-plan.md) quest-progress GET · [NEO-120](../docs/plans/NEO-120-implementation-plan.md) accept POST · [NEO-122](../docs/manual-qa/NEO-122.md) HUD components · [NEO-75](../docs/manual-qa/NEO-75.md) economy craft · [NEO-111](../docs/manual-qa/NEO-111.md) combat token loot. + +**Scripts:** `quest_progress_client.gd`, `quest_definitions_client.gd`, `quest_hud_controller.gd`, `encounter_progress_client.gd`, `inventory_client.gd`, `craft_client.gd`, `ability_cast_client.gd` — wired from `main.gd`. + +**Preconditions:** **Server restart** before capstone run resets quest progress, inventory, encounter state, and resource nodes. + +Full capstone checklist: [`docs/manual-qa/NEO-123.md`](../docs/manual-qa/NEO-123.md). + ## End-to-end encounter clear loop (NEO-111) Epic 5 Slice 3 capstone — defeat all three prototype NPCs, receive loot + quest token **once**, verify inventory **in Godot** without Bruno. diff --git a/docs/manual-qa/NEO-122.md b/docs/manual-qa/NEO-122.md index 8cf94ba..e38e4b9 100644 --- a/docs/manual-qa/NEO-122.md +++ b/docs/manual-qa/NEO-122.md @@ -22,7 +22,7 @@ | **Q** accept gather | **`Intro: Salvage Run: active step 1`** | **`Quest accept: Intro: Salvage Run accepted`** | | Gather scrap (**R** on resource node ×3) | Gather objective counter increases (e.g. **`gather_intro_obj_scrap=3`**) | unchanged | | Gather quest completes | **`Intro: Salvage Run: completed`** | unchanged | -| **Shift+Q** accept refine (after gather complete) | **`Intro: Refine Stock: active step 1`** | **`Quest accept: Intro: Refine Stock accepted`** | +| **Shift+Q** after gather complete (catalog order) | **`Intro: Clear the Pocket: active`** — combat sorts before refine | **`Quest accept: Intro: Clear the Pocket accepted`** | | Craft **`refine_scrap_standard`** (Economy HUD) | Refine quest completes when recipe succeeds | unchanged | | Duplicate **Q** on gather | Gather row stays **`completed`** | **`Quest accept: denied — already_completed`** (or **`already_active`**) | @@ -33,9 +33,9 @@ 3. Press **Q**. Verify gather intro becomes **`active step 1`** and accept feedback shows success. 4. Gather scrap until gather quest completes (resource node **R**). Verify counter updates on **`QuestProgressLabel`** after each successful gather (may lag one GET). 5. Press **Shift+Q** before gather is complete — verify **`Quest accept: denied — prerequisite_incomplete`** for refine (or **`no eligible quest`** if refine is not yet eligible). -6. After gather completes, press **Shift+Q**. Verify refine quest becomes **`active`**. -7. Open **Economy HUD** recipe panel — **Refine Scrap (Standard)** is the **first** row (scroll starts at top). Craft when **≥5** scrap in bag. -8. Craft **`refine_scrap_standard`** with Economy HUD open. Verify refine quest **`completed`** after successful craft. +6. After gather completes, press **Shift+Q**. Verify **combat** intro becomes **`active`** (catalog order — combat before refine). Component refine/craft path: complete combat first, then repeat **Shift+Q** for refine; see [NEO-123 capstone](NEO-123.md) for full four-quest order. +7. Open **Economy HUD** recipe panel — **Refine Scrap (Standard)** is the **first** row (scroll starts at top). After combat intro is **`completed`** and refine intro is **`active`**, craft when **≥5** scrap in bag. +8. Craft **`refine_scrap_standard`** with Economy HUD open. Verify refine quest **`completed`** after successful craft (requires refine intro **`active`** from step 6 follow-up **Shift+Q**). 9. Press **Q** again on already-completed gather. Verify deny feedback on **`QuestAcceptFeedbackLabel`** without Bruno. 10. Optional: stop server while Godot running, press **Q** — verify **`Quests: error — …`** or **`Quest accept: failed — …`** visible on HUD. 11. Optional: block **`GET /game/world/quest-definitions`** only while progress GET succeeds — verify **`definitions error — …`** under **`QuestProgressLabel`** with raw quest ids as fallback. @@ -43,8 +43,8 @@ ## Notes -- Combat intro (**`prototype_quest_combat_intro`**) has no prerequisites — **Shift+Q** may offer it before refine if gather is still active; server deny is authoritative when prerequisites block accept. -- Full four-quest chain capstone: [NEO-123 manual QA](NEO-123.md). +- **Shift+Q** uses quest-definitions **catalog order** (ordinal `id`): after gather intro completes, **combat** intro is offered before **refine** intro. Server deny is authoritative when prerequisites block accept. +- Full four-quest chain capstone (supersedes partial intro path here): [NEO-123 manual QA](NEO-123.md). - Encounter progress HUD regression: [NEO-110 manual QA](NEO-110.md). ## Acceptance diff --git a/docs/manual-qa/NEO-123.md b/docs/manual-qa/NEO-123.md new file mode 100644 index 0000000..c784910 --- /dev/null +++ b/docs/manual-qa/NEO-123.md @@ -0,0 +1,143 @@ +# NEO-123 — Manual QA checklist + +| Field | Value | +|-------|-------| +| Key | NEO-123 | +| Title | E7M1-12: Playable onboarding quest chain capstone (Godot) | +| Linear | https://linear.app/neon-sprawl/issue/NEO-123/e7m1-12-playable-onboarding-quest-chain-capstone-godot | +| Plan | `docs/plans/NEO-123-implementation-plan.md` | +| Branch | `NEO-123-playable-onboarding-quest-chain-capstone` | + +## Preconditions + +- **Fresh dev player:** stop any running server, then start a new instance so in-memory **`dev-local-1`** quest progress, inventory, encounter progress, NPC HP, and resource-node depletion reset. +- **No Bruno/curl** for this checklist — accept uses **Q** / **Shift+Q**; gameplay uses **R**, **Tab** + **1**, and Economy HUD **Craft** buttons only. +- NEO-112–NEO-122 quest spine and NEO-75/NEO-111 economy/combat capstones landed on `main`. +- **`Economy HUD`** toggle **on** for craft and inventory verification. + +## Quest catalog (frozen) + +| Quest id | Display name | Prerequisites | Objective | +|----------|--------------|---------------|-----------| +| `prototype_quest_gather_intro` | Intro: Salvage Run | none | gather **3** `scrap_metal_bulk` | +| `prototype_quest_combat_intro` | Intro: Clear the Pocket | none | `encounter_complete` **`prototype_combat_pocket`** | +| `prototype_quest_refine_intro` | Intro: Refine Stock | gather intro | craft **`refine_scrap_standard`** ×1 | +| `prototype_quest_operator_chain` | Operator Chain | all three intros | gather ×5 → refine ×1 → **`make_field_stim_mk0`** ×1 → hold **`contract_handoff_token`** ×1 | + +## Accept key contract + +| Key | Action | +|-----|--------| +| **Q** | Accept **`prototype_quest_gather_intro`** | +| **Shift+Q** | First catalog-order **`not_started`** quest with all **`prerequisiteQuestIds`** **`completed`** | + +**Catalog order (ordinal `id`):** combat → gather → operator chain → refine. After gather intro completes, **Shift+Q** accepts **combat** (not refine). After combat completes, **Shift+Q** accepts **refine**. After all three intros complete, **Shift+Q** accepts **operator chain**. + +## Resource node anchors (gather) + +| Node id | Anchor | Yield per **R** | +|---------|--------|-----------------| +| `prototype_resource_node_alpha` | **(12, −6)** | +1 scrap | +| `prototype_subsurface_vein_beta` | **(18, −6)** | +2 scrap | +| `prototype_bio_mat_gamma` | **(12, 0)** | +3 scrap | +| `prototype_urban_bulk_delta` | **(18, 0)** | +5 scrap | + +Nodes allow multiple gathers (`maxGathers` **10** each). Quest gather counters credit **scrap quantity granted**, not gather event count. + +## Combat archetypes (defeat order flexible) + +| Archetype | Instance id | Marker | Pulses to defeat | +|-----------|-------------|--------|------------------| +| Melee | `prototype_npc_melee` | orange west **`(-3, -3)`** | 4 | +| Ranged | `prototype_npc_ranged` | purple SE **`(3, 3)`** | 4 | +| Elite | `prototype_npc_elite` | gold origin **`(0, 0)`** | 8 | + +Player casts **`prototype_pulse`** (**25** damage, ~**3 s** cooldown). + +## Expected quest HUD progression + +| Phase | `QuestProgressLabel` (high level) | `QuestAcceptFeedbackLabel` | +|-------|-----------------------------------|----------------------------| +| Boot | All four **`not started`** | **`Quest accept: — (Q gather / Shift+Q next)`** | +| Gather intro | Salvage Run **`active step 1`** → **`completed`** | **`accepted`** on **Q** | +| Combat intro | Clear the Pocket **`active`** → **`completed`** | **`accepted`** on **Shift+Q** | +| Refine intro | Refine Stock **`active`** → **`completed`** | **`accepted`** on **Shift+Q** | +| Operator chain | Operator Chain **`active step 1…4`** → **`completed`** | **`accepted`** on **Shift+Q** | +| Idempotency | All four still **`completed`** | **Q** deny / **Shift+Q** no eligible | + +## Material math (suggested path) + +| Phase | Actions | Bag after (approx.) | +|-------|---------|---------------------| +| Gather intro | **Q**; **R** at **gamma** once (+3 scrap) | 3 scrap | +| Combat intro | **Shift+Q**; defeat ×3 NPCs | 13 scrap, 1 token (+10 scrap loot) | +| Refine intro | **Shift+Q**; craft **`refine_scrap_standard`** | 8 scrap, 1 plate, 1 token | +| Chain step 1 | **Shift+Q**; **R** at **delta** once (+5 scrap) | 13 scrap; counter **5/5** | +| Chain step 2 | Craft **`refine_scrap_standard`** | 8 scrap, 2 plates, 1 token | +| Chain step 3 | Craft **`make_field_stim_mk0`** | 7 scrap, 0 plates, 1 stim, 1 token | +| Chain step 4 | Token already held from combat loot | Operator Chain **`completed`** | + +Adjust gathers/crafts if bag counts differ; counters and craft denies are authoritative. + +## Checklist + +### Boot + +1. Start server: `cd server/NeonSprawl.Server && dotnet run`. +2. Run Godot main scene (**F5**). Confirm **`QuestProgressLabel`** lists four **`not started`** quests and **`QuestAcceptFeedbackLabel`** shows the idle hint (in **`HudRootScroll`**). **`Economy HUD`** on; economy panel pinned bottom-left. + +### Intro: Salvage Run (gather) + +3. Press **Q**. Verify **`Intro: Salvage Run: active step 1`** and accept success feedback. +4. Walk to **gamma** **(12, 0)**; press **R** once. Verify counter **`chain_obj_gather`** is **not** present yet; gather intro counter increases (e.g. **`gather_intro_obj_scrap=3`**). +5. Verify **`Intro: Salvage Run: completed`**. + +### Intro: Clear the Pocket (combat) + +6. Press **Shift+Q**. Verify **`Intro: Clear the Pocket: active`** (combat intro — catalog order picks combat before refine). +7. Defeat all three prototype NPCs (**Tab** + **1**, any order). Verify **`EncounterProgressLabel`** **`completed (3/3)`** and **`EncounterCompleteLabel`** lists **`scrap_metal_bulk ×10`** + **`contract_handoff_token ×1`**. +8. Verify **`Intro: Clear the Pocket: completed`** and **`InventoryLabel`** shows **`contract_handoff_token`** (**1**). + +### Intro: Refine Stock (craft) + +9. Press **Shift+Q**. Verify **`Intro: Refine Stock: active step 1`**. +10. In Economy HUD, **Craft** **`refine_scrap_standard`** when **≥5** scrap in bag. Verify **`Intro: Refine Stock: completed`**. + +### Operator Chain (four steps) + +11. Press **Shift+Q**. Verify **`Operator Chain: active step 1`**. +12. **Chain step 1 — gather ×5:** press **R** at resource nodes until step advances (suggested: **delta** once for +5 scrap). Verify **`active step 2`** on **`QuestProgressLabel`**. +13. **Chain step 2 — refine:** craft **`refine_scrap_standard`**. Verify **`active step 3`**. +14. **Chain step 3 — stim:** craft **`make_field_stim_mk0`** (needs **2** plates + **1** scrap). Verify **`active step 4`**. +15. **Chain step 4 — token:** verify **`Operator Chain: completed`** without extra actions (token from step 8). + +### Capstone snapshot + +16. **Record** final **`QuestProgressLabel`**: all four quests **`completed`**. + +### Idempotency (no duplicate quest completion) + +17. **Godot restart:** stop Godot (**Shift+F5**); **F5** again **without** stopping the server. Verify all four quests still **`completed`**. +18. Press **Q** on gather intro. Verify **`Quest accept: denied — already_completed`** (or **`already_active`**). +19. Press **Shift+Q**. Verify **`Quest accept: no eligible quest`** (or equivalent deny). Quest HUD **unchanged** from step 16. + +### Regression + +20. Component quest HUD: [NEO-122 manual QA](NEO-122.md). +21. Encounter loot + token: [NEO-111 manual QA](NEO-111.md). +22. Economy craft panel: [NEO-75 manual QA](NEO-75.md). + +## Notes + +- **Shift+Q catalog order** is intentional for Slice 1 — combat intro before refine intro after gather completes. Full capstone supersedes [NEO-122](NEO-122.md) partial intro path. +- Combat defeat order is flexible; only **0/3 → completed (3/3)** is asserted. +- Chain terminal step is **`inventory_has_item`** — no token consume in Slice 1. +- **`POST /game/__dev/combat-targets-fixture`** is **out of scope** — clears encounter progress unsuitable for idempotency ([server README — dev combat-target fixture](../../server/README.md#dev-combat-target-fixture-brunomanual-qa)). +- Epic 7 Slice 1 AC: 3 onboarding + 1 chain complete without duped completion ([epic_07 Definition of Done](../decomposition/epics/epic_07_quest_faction.md#epic-7-definition-of-done)). + +## Acceptance + +- [ ] Steps 1–19 completable in one session without Bruno/curl. +- [ ] All four prototype quests reach **`completed`**; operator chain finishes when **`contract_handoff_token`** held. +- [ ] Godot restart + duplicate **Q**/**Shift+Q** leave quest statuses unchanged (no duplicate completion). +- [ ] Epic 7 Slice 1 AC satisfied in Godot. diff --git a/docs/plans/E7M1-prototype-backlog.md b/docs/plans/E7M1-prototype-backlog.md index a147e83..c4424fc 100644 --- a/docs/plans/E7M1-prototype-backlog.md +++ b/docs/plans/E7M1-prototype-backlog.md @@ -372,6 +372,8 @@ Working backlog for **Epic 7 — Slice 1** ([quest core and persistence](../deco - [ ] Epic 7 Slice 1 AC: 3 onboarding + 1 chain complete without duplicate completion on replay. - [ ] Re-read [epic_07 Definition of Done](../decomposition/epics/epic_07_quest_faction.md#definition-of-done) for prototype minimums. +**Landed (docs — NEO-123):** [`docs/manual-qa/NEO-123.md`](../manual-qa/NEO-123.md); [client README — End-to-end onboarding quest loop (NEO-123)](../../client/README.md#end-to-end-onboarding-quest-loop-neo-123); plan [NEO-123](../plans/NEO-123-implementation-plan.md). Human capstone QA + module **Ready** alignment pending. + **Client counterpart:** this story **is** the Slice 1 client capstone. --- diff --git a/docs/plans/NEO-123-implementation-plan.md b/docs/plans/NEO-123-implementation-plan.md index c8b0707..7f234be 100644 --- a/docs/plans/NEO-123-implementation-plan.md +++ b/docs/plans/NEO-123-implementation-plan.md @@ -54,6 +54,14 @@ - [ ] Epic 7 Slice 1 AC: 3 onboarding + 1 chain complete without duplicate completion on replay (idempotency steps pass). - [ ] Re-read [epic_07 Definition of Done](../decomposition/epics/epic_07_quest_faction.md#epic-7-definition-of-done) for prototype minimums. +## Implementation reconciliation (shipped — docs) + +- **`docs/manual-qa/NEO-123.md`** — single-session four-quest capstone with Shift+Q catalog accept order, material math, idempotency steps. +- **`client/README.md`** — **End-to-end onboarding quest loop (NEO-123)** section with flow table and cross-links. +- **`docs/manual-qa/NEO-122.md`** — catalog-order note + capstone cross-link; expected HUD table aligned with Shift+Q picker. +- **No integration code changes** — docs-primary scope pending human capstone QA on `main`. +- **Module alignment** (E7.M1 **Ready**, register row, backlog checkboxes): update after human QA passes steps 1–19. + ## Technical approach ### 1. Capstone manual QA script (`docs/manual-qa/NEO-123.md`)