147 lines
6.3 KiB
Plaintext
147 lines
6.3 KiB
Plaintext
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Testing checklist
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=================
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These tests should be run before each release (on every platform), and also
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before checking in major changes, or whenever you're really bored. This is a
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work in progress; feel free to add more tests.
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Support files are found in tests/Checklist-files/.
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Unless otherwise noted, the tests should be run with no OXPs installed except
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Debug.oxp.
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Galaxies
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--------
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This test validates the system and galaxy PRNGs.
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Starting at Lave, manually make eight galactic hyperspace jumps. (Don't use
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saved games, as the saved random seeds may mask problems.) Tip: use the Time
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Acceleration Factor and the console: PS.awardEquipment("EQ_GAL_DRIVE"). Also
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use PS.awardEquipment("EQ_ADVANCED_NAVIGATIONAL_ARRAY") so you can check the
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star chart grid easily.
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The system names should be:
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Lave-Inoran-Divera-Cebitza-Zaxeed-Oratedge-Tiared-Soladiar-Quator
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(Quator is 7.2 LY north of Lave; the sequence of jumps causes some drift.)
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Checklist-files/Galaxies contains three or four screen shots for each system.
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The first is immediately after exiting witchspace, with textured planets
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enabled. The second uses untextured planets. Where necessary, a third includes
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the sun. The last is of the galactic chart.
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Check the planet in both modes and the sun. Check the background stars
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(colours, density, pattern). Check that the player ship and space dust are
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appropriately lighted (for instance, a distinct blue tint in Inoran system).
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Repeat the process in Strict mode. Note that you can still use the JS console
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to get galactic hyperdrives, as long as the game was launched in unrestricted
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mode. However, you can't get an advanced nav array, so don't bother checking
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the long-range chart again.
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Missions
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--------
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Nova:
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Jump to any system. When you arrive, you should get a fuel leak, followed by
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a distress message from the witchpoint beacon. (There are four possible
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distress call texts, see "oolite-nova-distress-call" in descriptions.plist.)
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Wait half a minute, then query S.allShips in the console. There should only
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be the player, the main station, the witchpoint and nav beacons, possibly
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asteroids and possibly ships launched by the station (e.g. a patrol Viper).
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NOTE: normally, you are expected to leave the nova system using a galactic
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jump. However, you'll want to go back to the system for testing purposes, so
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award yourself some fule (PS.fuel = 7) when you arrive and use a normal jump.
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There are now several outcomes:
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* The coward: Leave the system with a galactic jump, or by giving youself fuel
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through the console. (It's also possible to get this outcome by following
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another ship through a wormhole - you're likely to come across some if you
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hyperspeed straight towards the station - or by using OXP equipment to get
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fuel.)
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Confirm that missionVariables.nova is "NOVA_ESCAPE_OTHER". Dock at the main
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station, and you should get the following message (with solar.png as a
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background):
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Commander,
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you were the last hope for survivival for the remaining refugees. If you
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hadn't ignored the emergency, they could have escaped the nova explosion.
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How could you abandon them to their fate...
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missionVariables.nova should now be "NOVA_HERO". (This indicates the end of
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the nova mission, regardless of actual heroism.)
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* The bastard: dock with the main station and get the following message (with
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solar.png as a background):
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You've arrived at an unfortunate time, Commander.
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Our sun has become unstable and is due to go nova at any moment. All our
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ships are evacuating the system, the last few refugees have come here to
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find a ship to take them to safety.
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Please, please help us to escape!
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[No, sorry.]
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[Okay, I'll help]
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Select [No, sorry.] You will get a comms message saying "Coward! You chose
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not to help the refugees!" (FIXME: this appears behind the station UI.
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Should it be removed, or deferred until launching?)
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Immediately leave the station. The station should explode behind you. [BUG:
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it doesn't.] Initiate galactic hyperspace jump with alacrity. The sun should
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go nova nine seconds after you selected [No, sorry]. (This is visible as a
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rising cabin temperature, not to mention a growing sun. In full shader mode,
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your ship should be glowing pink by the time you jump.)
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Verify that missionVariables.nova is "NOVA_ESCAPE_COWARD", then dock. You
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should get the following message (with solar.png as a background):
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Commander, you should be ashamed.
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Those people you left behind had placed all their hopes on you and you
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just left them to their fate.
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Such cowardly behaviour hasn't gone unnoticed.
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missionVariables.nova should now be "NOVA_HERO".
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* The hero: same as above, but select [Okay, I'll help]. You will be launched
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from the station with 30 seconds to nova (and no fuel, unless you added
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some). The station should explode behind you. [BUG: it doesn't.] Get out of
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there.
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missionVariables.nova should be "NOVA_ESCAPED_SYSTEM". Your Manifest screen
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should have the message "Get the refugees to safety."
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Dock at any (other) main station, and get the following message:
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Commander, we thank you.
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You've brought us all to safety but we have no money with which we can
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reward you - our last credits were taken by those who took us to the space
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station.
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Instead we offer you undying gratitude... and what few valuable
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possessions we can spare.
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You are our hero!
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You should have 100 g of gemstones (and nothing else) in your cargo hold.
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[BUG: 'reference to undefined property "Gem-Stones"'. I had my original
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cargo, despite the call to player.ship.removeAllCargo().]
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missionVariables.nova should now be "NOVA_HERO".
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* The dawdler: having jumped to any system, wait around for two game hours
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(7.5 minutes at full TAF). The sun should then go nova. (If you escape the
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system while it's going nova, you're back on the coward's path.)
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While you're hanging around, the sun's corona shoud periodically expand and
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contract, and the witchbuoy will send its distress call every 30 seconds
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(which also causes NPC ships to jump out).
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After testing each non-lethal path, return to the nova system. The sun should
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be overlarge, there should be no ships except you, some asteroids and a
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witchbuoy, and you should be overheating.
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[BUG: on entering the system, you'll get a message saying "Witchspace engine
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malfunction!", because the game assumes a system without a planet is a failed
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witchjump.]
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