Implement Sequence and Wait challenge types #244

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opened 2026-03-16 01:41:45 +00:00 by freemo · 0 comments
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Metadata

Field Value
Parent Epic Epic: Crafting Minigame Engine (#211)
Legendary Crafting & Resource Economy (#200)
Type Feature
Priority High
MoSCoW Must Have
Points 5
Branch feature/m4-sequence-wait-challenges
Commit Message Implement Sequence and Wait challenge types (#244)

Background and Context

Sequence and Wait are the remaining two core challenge types for the crafting minigame engine. While Strike and Hold test reflexes and sustained action, Sequence and Wait test memory and patience — two different but equally important aspects of craftsmanship.

Sequence challenges simulate complex multi-step actions — like adding reagents in the right order or performing a series of hammer strikes in a pattern. The player must press a series of keys in the correct order.

Wait challenges simulate patience and timing awareness — like waiting for a forge to reach the right temperature or letting a potion simmer for exactly the right amount of time. The player must press a key after an exact delay from a prompt.

Both challenges inherit from CraftingChallenge and integrate with the CraftingMinigame step sequencing system.

Expected Behavior

Sequence Challenge

  1. The player is shown a sequence of keys/actions to memorize (e.g., A B C A D).
  2. After a brief display period, the sequence is hidden.
  3. The player must reproduce the sequence by pressing keys in the correct order.
  4. Score calculation:
    • Each correct key in order earns max_score / sequence_length points.
    • A wrong key ends the sequence (no further points for remaining keys).
    • Perfect (all correct): 100% of max_score.
  5. If the player does not start within the timeout, the step scores 0.

Wait Challenge

  1. The player is told to wait for a specific duration before pressing a key (e.g., "Press ENTER after exactly 4 seconds").
  2. A start signal is given.
  3. The player waits and then presses the key.
  4. Score calculation:
    • Score is based on how close the actual wait is to the target: max_score * (1 - abs(actual - target) / target), minimum 0.
    • Perfect (within 5% of target): 100% of max_score.
  5. If the player does not press within the timeout (2x target duration), the step scores 0.

Acceptance Criteria

  • SequenceChallenge class inherits from CraftingChallenge and implements present, evaluate, max_score, and timeout.
  • Sequence scoring correctly awards partial credit for partially correct sequences.
  • A wrong key in a sequence stops further scoring for that step.
  • WaitChallenge class inherits from CraftingChallenge and implements present, evaluate, max_score, and timeout.
  • Wait scoring correctly calculates based on timing accuracy.
  • Both challenges integrate seamlessly with CraftingMinigame step sequencing.
  • Both challenges handle timeout gracefully (score 0, advance to next step).
  • Both challenges provide descriptive text feedback to the player.
  • Challenge parameters (sequence length, target duration, max score) are configurable.

Subtasks

  • Implement SequenceChallenge class inheriting from CraftingChallenge.
  • Implement Sequence display, hide, and input collection logic.
  • Implement Sequence scoring: partial credit per correct key, wrong key ends scoring.
  • Implement WaitChallenge class inheriting from CraftingChallenge.
  • Implement Wait prompt, timing, and input collection logic.
  • Implement Wait scoring based on timing accuracy.
  • Implement configurable parameters for both challenge types.
  • Write descriptive text feedback for each performance level.
  • Docs: Update YARD comments on affected classes and methods. Update relevant Docusaurus documentation pages if applicable.
  • Tests (Cucumber): Add tests/unit/sequence_wait_challenges.feature covering Sequence partial scoring, wrong key termination, Wait timing accuracy, timeout handling, parameter configuration.
  • Tests (Cucumber Integration): Add integration feature in tests/integration/ for a minigame run using Sequence and Wait challenges.
  • 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 | Field | Value | |---|---| | **Parent Epic** | Epic: Crafting Minigame Engine (#211) | | **Legendary** | Crafting & Resource Economy (#200) | | **Type** | Feature | | **Priority** | High | | **MoSCoW** | Must Have | | **Points** | 5 | | **Branch** | `feature/m4-sequence-wait-challenges` | | **Commit Message** | `Implement Sequence and Wait challenge types (#244)` | ## Background and Context Sequence and Wait are the remaining two core challenge types for the crafting minigame engine. While Strike and Hold test reflexes and sustained action, Sequence and Wait test memory and patience — two different but equally important aspects of craftsmanship. **Sequence** challenges simulate complex multi-step actions — like adding reagents in the right order or performing a series of hammer strikes in a pattern. The player must press a series of keys in the correct order. **Wait** challenges simulate patience and timing awareness — like waiting for a forge to reach the right temperature or letting a potion simmer for exactly the right amount of time. The player must press a key after an exact delay from a prompt. Both challenges inherit from `CraftingChallenge` and integrate with the `CraftingMinigame` step sequencing system. ## Expected Behavior ### Sequence Challenge 1. The player is shown a sequence of keys/actions to memorize (e.g., `A B C A D`). 2. After a brief display period, the sequence is hidden. 3. The player must reproduce the sequence by pressing keys in the correct order. 4. Score calculation: - Each correct key in order earns `max_score / sequence_length` points. - A wrong key ends the sequence (no further points for remaining keys). - Perfect (all correct): 100% of `max_score`. 5. If the player does not start within the timeout, the step scores 0. ### Wait Challenge 1. The player is told to wait for a specific duration before pressing a key (e.g., "Press ENTER after exactly 4 seconds"). 2. A start signal is given. 3. The player waits and then presses the key. 4. Score calculation: - Score is based on how close the actual wait is to the target: `max_score * (1 - abs(actual - target) / target)`, minimum 0. - Perfect (within 5% of target): 100% of `max_score`. 5. If the player does not press within the timeout (2x target duration), the step scores 0. ## Acceptance Criteria - [ ] `SequenceChallenge` class inherits from `CraftingChallenge` and implements `present`, `evaluate`, `max_score`, and `timeout`. - [ ] Sequence scoring correctly awards partial credit for partially correct sequences. - [ ] A wrong key in a sequence stops further scoring for that step. - [ ] `WaitChallenge` class inherits from `CraftingChallenge` and implements `present`, `evaluate`, `max_score`, and `timeout`. - [ ] Wait scoring correctly calculates based on timing accuracy. - [ ] Both challenges integrate seamlessly with `CraftingMinigame` step sequencing. - [ ] Both challenges handle timeout gracefully (score 0, advance to next step). - [ ] Both challenges provide descriptive text feedback to the player. - [ ] Challenge parameters (sequence length, target duration, max score) are configurable. ## Subtasks - [ ] Implement `SequenceChallenge` class inheriting from `CraftingChallenge`. - [ ] Implement Sequence display, hide, and input collection logic. - [ ] Implement Sequence scoring: partial credit per correct key, wrong key ends scoring. - [ ] Implement `WaitChallenge` class inheriting from `CraftingChallenge`. - [ ] Implement Wait prompt, timing, and input collection logic. - [ ] Implement Wait scoring based on timing accuracy. - [ ] Implement configurable parameters for both challenge types. - [ ] Write descriptive text feedback for each performance level. - [ ] Docs: Update YARD comments on affected classes and methods. Update relevant Docusaurus documentation pages if applicable. - [ ] Tests (Cucumber): Add `tests/unit/sequence_wait_challenges.feature` covering Sequence partial scoring, wrong key termination, Wait timing accuracy, timeout handling, parameter configuration. - [ ] Tests (Cucumber Integration): Add integration feature in `tests/integration/` for a minigame run using Sequence and Wait challenges. - [ ] 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 01:41:45 +00:00
freemo self-assigned this 2026-03-16 01:41:45 +00:00
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Reference: aethyr/Aethyr#244
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