Implement Survival discipline tree: Foraging, Tracking, Navigation → Herbalism, Hunting, Map, Astronomy → Alchemy, Pathfinding #233

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opened 2026-03-16 01:40:17 +00:00 by freemo · 0 comments
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Metadata

Key Value
Parent Epic #225 — Non-Combat Discipline Trees
Legendary #198 — Character Progression & Skills
Branch feature/m4-survival-discipline-tree
Commit Message feat(skills): implement Survival discipline tree with 3 tiers
Points 8
Priority Medium
MoSCoW Should Have

Background and Context

The Survival discipline represents wilderness and exploration skills. It is the first non-combat discipline to receive a full three-tier tree, mirroring the depth of the Combat tree. The Survival tree is organized as follows:

  • Tier 1 (requires Survival 1): Foraging, Tracking, Navigation — basic wilderness skills.
  • Tier 2 (requires tier-1 at level 3): Herbalism (from Foraging), Hunting (from Tracking), Map (from Navigation), Astronomy (from Navigation).
  • Tier 3 (requires tier-2 at level 5): Alchemy (from Herbalism), Pathfinding (from Map + Astronomy).

This tree demonstrates the full range of prerequisite patterns: single prerequisites, and multi-prerequisite convergence (Pathfinding requires both Map 5 and Astronomy 5).

Expected Behavior

  1. YAML Definitions added to conf/skill_trees.yaml:

    Tier 1 branches (require Survival 1):

    • Foraging: Finding edible plants, useful materials, and hidden resources in the wild. Requires survival level 1.
    • Tracking: Reading tracks, following trails, and identifying creatures by their signs. Requires survival level 1.
    • Navigation: Orienting by landmarks, stars, and terrain to find paths through the wilderness. Requires survival level 1.

    Tier 2 branches (require tier-1 at level 3):

    • Herbalism: Knowledge of medicinal plants, poultice creation, and natural remedies. Requires foraging level 3.
    • Hunting: Advanced tracking and takedown techniques for game and dangerous beasts. Requires tracking level 3.
    • Map: Creating and reading detailed maps, charting territories, and marking points of interest. Requires navigation level 3.
    • Astronomy: Reading celestial patterns for navigation, predicting weather, and timing rituals. Requires navigation level 3.

    Tier 3 branches (require tier-2 at level 5):

    • Alchemy: Transmutation and distillation of natural ingredients into powerful elixirs and compounds. Requires herbalism level 5.
    • Pathfinding: Intuitive knowledge of optimal routes, combining cartography with celestial navigation. Requires map level 5 AND astronomy level 5.
  2. Tree Structure:

    Survival (tier 0)
    ├── Foraging (tier 1) → Herbalism (tier 2) → Alchemy (tier 3)
    ├── Tracking (tier 1) → Hunting (tier 2)
    └── Navigation (tier 1) → Map (tier 2) ──┐
                             → Astronomy (tier 2) ┘→ Pathfinding (tier 3)
    
  3. Node Count: 10 nodes total in the Survival discipline (1 root + 3 tier-1 + 4 tier-2 + 2 tier-3).

  4. Multi-Prerequisite: Pathfinding requires both Map 5 AND Astronomy 5, similar to how Martial Arts requires Kick 5 AND Grapple 5.

Acceptance Criteria

  • All 9 branch nodes (Foraging, Tracking, Navigation, Herbalism, Hunting, Map, Astronomy, Alchemy, Pathfinding) are defined in conf/skill_trees.yaml.
  • Tier 1 nodes require Survival level 1.
  • Tier 2 nodes require their parent tier-1 node at level 3.
  • Alchemy requires Herbalism level 5.
  • Pathfinding requires both Map level 5 AND Astronomy level 5.
  • list_by_discipline(:survival) returns 10 nodes sorted by tier.
  • children_of("navigation") returns Map and Astronomy.
  • children_of("map") and children_of("astronomy") both include Pathfinding.
  • validate! passes with the full survival tree.
  • check_unlockable correctly evaluates all prerequisite chains.

Subtasks

  • Add Foraging, Tracking, Navigation (tier 1) definitions to conf/skill_trees.yaml.
  • Add Herbalism, Hunting, Map, Astronomy (tier 2) definitions to conf/skill_trees.yaml.
  • Add Alchemy, Pathfinding (tier 3) definitions to conf/skill_trees.yaml.
  • Verify single-prerequisite chains for each tier-1 and tier-2 node.
  • Verify multi-prerequisite logic for Pathfinding (Map 5 AND Astronomy 5).
  • Verify list_by_discipline(:survival) returns 10 nodes across 4 tiers.
  • Verify children_of for all survival nodes returns correct children.
  • Run validate! on the tree with all survival nodes loaded.
  • Test check_unlockable with various player skill levels across the survival tree.
  • Docs: Update YARD comments on affected classes and methods. Update relevant Docusaurus documentation pages if applicable.
  • Tests (Cucumber): Add tests/unit/survival_discipline_tree.feature covering tier 1/2/3 node loading, single prerequisite chains, multi-prerequisite for Pathfinding, discipline listing, children traversal, tree validation, unlockable checking across tiers.
  • Tests (Cucumber Integration): Add integration feature in tests/integration/ for Survival discipline tree loading and multi-tier prerequisite validation.
  • Tests (Profiling): Run bundle exec rake unit_profile and verify no performance regressions.
  • Quality: Verify coverage >=97% via bundle exec rake unit. If coverage is <97% then review the current unit test coverage report at build/tests/unit/coverage/ and use it to write new Cucumber based unit tests to improve code coverage. Specifically, write Cucumber/Gherkin style unit tests that are descriptively named and specifically improve coverage on whichever file has the most uncovered lines by writing tests that will target the uncovered lines in the report. Once that is done rerun bundle exec rake unit to verify all tests pass and coverage is above >=97%. Only mark this as complete once coverage is >=97%, if not repeat this task as many times as is needed until coverage reaches >=97%.
  • Quality: Run bundle exec rake (default task: unit tests with coverage) and bundle exec rake integration, fix any errors if needed ensuring both pass across entire code base, do not ignore any failure even if it seems unrelated to this commit, fix it.

Definition of Done

This issue is complete when:

  • All subtasks above are completed and checked off.
  • A Git commit is created where the first line of the commit message matches the Commit Message in Metadata exactly, followed by a blank line, then additional lines providing relevant details about the implementation.
  • The commit is pushed to the remote on the branch matching the Branch in Metadata exactly.
  • The commit is submitted as a pull request to master, reviewed, and merged before this issue is marked done.
## Metadata | Key | Value | |-----|-------| | **Parent Epic** | #225 — Non-Combat Discipline Trees | | **Legendary** | #198 — Character Progression & Skills | | **Branch** | `feature/m4-survival-discipline-tree` | | **Commit Message** | `feat(skills): implement Survival discipline tree with 3 tiers` | | **Points** | 8 | | **Priority** | Medium | | **MoSCoW** | Should Have | ## Background and Context The Survival discipline represents wilderness and exploration skills. It is the first non-combat discipline to receive a full three-tier tree, mirroring the depth of the Combat tree. The Survival tree is organized as follows: - **Tier 1** (requires Survival 1): Foraging, Tracking, Navigation — basic wilderness skills. - **Tier 2** (requires tier-1 at level 3): Herbalism (from Foraging), Hunting (from Tracking), Map (from Navigation), Astronomy (from Navigation). - **Tier 3** (requires tier-2 at level 5): Alchemy (from Herbalism), Pathfinding (from Map + Astronomy). This tree demonstrates the full range of prerequisite patterns: single prerequisites, and multi-prerequisite convergence (Pathfinding requires both Map 5 and Astronomy 5). ## Expected Behavior 1. **YAML Definitions** added to `conf/skill_trees.yaml`: **Tier 1 branches (require Survival 1):** - **Foraging**: Finding edible plants, useful materials, and hidden resources in the wild. Requires `survival` level 1. - **Tracking**: Reading tracks, following trails, and identifying creatures by their signs. Requires `survival` level 1. - **Navigation**: Orienting by landmarks, stars, and terrain to find paths through the wilderness. Requires `survival` level 1. **Tier 2 branches (require tier-1 at level 3):** - **Herbalism**: Knowledge of medicinal plants, poultice creation, and natural remedies. Requires `foraging` level 3. - **Hunting**: Advanced tracking and takedown techniques for game and dangerous beasts. Requires `tracking` level 3. - **Map**: Creating and reading detailed maps, charting territories, and marking points of interest. Requires `navigation` level 3. - **Astronomy**: Reading celestial patterns for navigation, predicting weather, and timing rituals. Requires `navigation` level 3. **Tier 3 branches (require tier-2 at level 5):** - **Alchemy**: Transmutation and distillation of natural ingredients into powerful elixirs and compounds. Requires `herbalism` level 5. - **Pathfinding**: Intuitive knowledge of optimal routes, combining cartography with celestial navigation. Requires `map` level 5 AND `astronomy` level 5. 2. **Tree Structure:** ``` Survival (tier 0) ├── Foraging (tier 1) → Herbalism (tier 2) → Alchemy (tier 3) ├── Tracking (tier 1) → Hunting (tier 2) └── Navigation (tier 1) → Map (tier 2) ──┐ → Astronomy (tier 2) ┘→ Pathfinding (tier 3) ``` 3. **Node Count:** 10 nodes total in the Survival discipline (1 root + 3 tier-1 + 4 tier-2 + 2 tier-3). 4. **Multi-Prerequisite:** Pathfinding requires both Map 5 AND Astronomy 5, similar to how Martial Arts requires Kick 5 AND Grapple 5. ## Acceptance Criteria - [ ] All 9 branch nodes (Foraging, Tracking, Navigation, Herbalism, Hunting, Map, Astronomy, Alchemy, Pathfinding) are defined in `conf/skill_trees.yaml`. - [ ] Tier 1 nodes require Survival level 1. - [ ] Tier 2 nodes require their parent tier-1 node at level 3. - [ ] Alchemy requires Herbalism level 5. - [ ] Pathfinding requires both Map level 5 AND Astronomy level 5. - [ ] `list_by_discipline(:survival)` returns 10 nodes sorted by tier. - [ ] `children_of("navigation")` returns Map and Astronomy. - [ ] `children_of("map")` and `children_of("astronomy")` both include Pathfinding. - [ ] `validate!` passes with the full survival tree. - [ ] `check_unlockable` correctly evaluates all prerequisite chains. ## Subtasks - [ ] Add Foraging, Tracking, Navigation (tier 1) definitions to `conf/skill_trees.yaml`. - [ ] Add Herbalism, Hunting, Map, Astronomy (tier 2) definitions to `conf/skill_trees.yaml`. - [ ] Add Alchemy, Pathfinding (tier 3) definitions to `conf/skill_trees.yaml`. - [ ] Verify single-prerequisite chains for each tier-1 and tier-2 node. - [ ] Verify multi-prerequisite logic for Pathfinding (Map 5 AND Astronomy 5). - [ ] Verify `list_by_discipline(:survival)` returns 10 nodes across 4 tiers. - [ ] Verify `children_of` for all survival nodes returns correct children. - [ ] Run `validate!` on the tree with all survival nodes loaded. - [ ] Test `check_unlockable` with various player skill levels across the survival tree. - [ ] Docs: Update YARD comments on affected classes and methods. Update relevant Docusaurus documentation pages if applicable. - [ ] Tests (Cucumber): Add `tests/unit/survival_discipline_tree.feature` covering tier 1/2/3 node loading, single prerequisite chains, multi-prerequisite for Pathfinding, discipline listing, children traversal, tree validation, unlockable checking across tiers. - [ ] Tests (Cucumber Integration): Add integration feature in `tests/integration/` for Survival discipline tree loading and multi-tier prerequisite validation. - [ ] Tests (Profiling): Run `bundle exec rake unit_profile` and verify no performance regressions. - [ ] Quality: Verify coverage >=97% via `bundle exec rake unit`. If coverage is <97% then review the current unit test coverage report at `build/tests/unit/coverage/` and use it to write new Cucumber based unit tests to improve code coverage. Specifically, write Cucumber/Gherkin style unit tests that are descriptively named and specifically improve coverage on whichever file has the most uncovered lines by writing tests that will target the uncovered lines in the report. Once that is done rerun `bundle exec rake unit` to verify all tests pass and coverage is above >=97%. Only mark this as complete once coverage is >=97%, if not repeat this task as many times as is needed until coverage reaches >=97%. - [ ] Quality: Run `bundle exec rake` (default task: unit tests with coverage) and `bundle exec rake integration`, fix any errors if needed ensuring both pass across **entire** code base, do not ignore any failure even if it seems unrelated to this commit, fix it. ## Definition of Done This issue is complete when: - All subtasks above are completed and checked off. - A Git commit is created where the **first line** of the commit message matches the Commit Message in Metadata exactly, followed by a blank line, then additional lines providing relevant details about the implementation. - The commit is pushed to the remote on the branch matching the **Branch** in Metadata exactly. - The commit is submitted as a **pull request** to `master`, reviewed, and **merged** before this issue is marked done.
freemo added this to the v1.3.0 milestone 2026-03-16 01:40:17 +00:00
freemo self-assigned this 2026-03-16 01:40:18 +00:00
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Reference: aethyr/Aethyr#233
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