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MVCF: Testing
In order to avoid breaking people's games, we will start testing MVCF before every release. Eventually this process will hopefully be automated, but for now it is manual. Each test has series of steps and an expected result, and fails if that result does not happen, or if an error is printed. All these test should be done with VEF and a mod that enables MVCF features, like Alpha Animals, VAE - Accessories, or Combat Bionics. Some tests require a specific mod or mods. Many of these tests can be done at once, but the steps are from starting the game each time, for completeness.
These test if vanilla functions still work, and are the most important.
- Generate map, crashlanding (use Dev Quicktest)
- Draft colonist
- Equip colonist with the rifle
- Attempt to fire at something
The gun fires a bullet.
- Generate map, crashlanding (use Dev Quicktest)
- Draft colonist
- Equip colonist with the rifle
- Unequip the rifle
- Spawn an enemy
Colonist does not fire at the enemy with a gun they don't have.
- Generate map, crashlanding (use Dev Quicktest)
- Draft colonist
- Equip colonist with the rifle
- Unequip the rifle
- Spawn an enemy
The colonist shoots the enemy.
- Generate map, crashlanding (use Dev Quicktest)
- Equip colonist with the rifle
- Set colonist to do Hunting work
- Designate an animal to hunt
Colonist hunts animal. Also, the "Colonist lacks hunting weapon" alert should not appear.
- Generate map (use Dev Quicktest)
- Generate an enemy raid, preferably pirates
The enemies shoot the colonists. If there are any rocket launchers, ensure they disappear and are not fired more than once.
- Generate map (use Dev Quicktest)
- Generate an enemy siege
The mortars are built and then fired at the colonists.
- Generate map, crashlanding (use Dev Quicktest)
- Draft colonist
- Equip colonist with the rifle
- Save
- Load the save
- Fire the weapon
Weapon is fired.
These tests are focused on ensuring the animal features work properly. Use Race to the Rim or Alpha Animals or something to test it.
- Generate map (use Dev Quicktest)
- Spawn an animal with a ranged attack
- Dev tame it
- Select attack training
- Dev train it
- Spawn an enemy
Animal shoots at the enemy.
- Generate map (use Dev Quicktest)
- Spawn an animal with a ranged attack
- Use dev tools to force it to be manhunter (Mental State -> Manhunter (Permanent)
Animal shoots at colonists with a ranged attack.
These tests test apparel verbs, as well as independent fire and drawing. All use VAE - Accessories.
- Generate map (use Dev Quicktest)
- Spawn Mini-Turret pack
- Equip pawn with it
- Spawn an enemy
You can see the pack rendered on the pawn's back. The gun on the pack will shoot at the enemy.
- Generate map (use Dev Quicktest)
- Spawn Mini-Turret pack
- Equip pawn with it
- Have them drop it
- Spawn an enemy
The pack disappears. The enemy is not shot at.
This part tests the reloading features of the mod. Use Reloadable Rockets or Heavy Weapons Reloading.
- Generate map (use Dev Quicktest)
- Spawn a reloadable weapon
- Select a pawn and right click the hit "Unload"
Pawn unloads weapon, spawning ammunition items.
- Generate map (use Dev Quicktest)
- Spawn a reloadable weapon
- Draft pawn
- Equip pawn with weapon
- Fire weapon
Weapon is fired and ammunition count goes down.
- Generate map (use Dev Quicktest)
- Spawn a reloadable weapon
- Draft pawn
- Equip pawn with weapon
- Fire weapon, several times
- Spawn ammo
- Select pawn, hit ammo, hit "Reload"
Weapon is reloaded: Ammo count increases and ammo items are removed.
- Generate map (use Dev Quicktest)
- Spawn a reloadable weapon
- Draft pawn
- Equip pawn with weapon
- Fire weapon until empty
- Spawn ammo
- Undraft pawn
Pawn should reload the weapon with the ammo.
This one also requires Pick Up and Haul, or a similar mod to add stuff to inventory.
- Generate map (use Dev Quicktest)
- Spawn a reloadable weapon
- Draft pawn
- Equip pawn with weapon
- Spawn ammo
- Put ammo in pawn's inventory
- Fire weapon until empty
Pawn reloads weapon with ammo from their inventory.
- Generate map (use Dev Quicktest)
- Disable player damage
- Spawn Mercenary Heavies until there's a bunch with rocket launchers
Enemies should fire rockets at colonists, then reload their launchers, then switch weapons when they run out.
This one also requires Pick Up and Haul, or a similar mod to add stuff to inventory.
- Generate map (use Dev Quicktest)
- Spawn a reloadable weapon
- Draft pawn
- Equip pawn with weapon
- Spawn ammo
- Put ammo in pawn's inventory
- Set pawn to hunt
- Designate animals to hunt
- Undraft pawn
Pawn will hunt animals until out of ammo, then reload and continue hunting.
This section tests hediff verbs. Requires Combat Bionics.
- Generate map (use Dev Quicktest)
- Add wrist minigun to pawn's hands.
- Fire it at something.
Minigun fires correctly.
- Generate map (use Dev Quicktest)
- Add wrist minigun to pawn's hands.
- Remove it
- Spawn an enemy
Enemy is not fired at.
- QuestNode_GetFaction
- Expandable projectiles
- Faction Def Extension
- Toggable patches
- Recipes Inheritance
- Adding new backstories
- Spawning things on new generated maps
- ThoughtExtensions
- WeatherLetterExtensions
- WeatherOverlayExtension
- WeatherEffectsExtension
- ThingDefExtension
- Stuff commonality extension
- Biome extension
- PipeSystem basics
- Resource
- Resource storage
- Resource processor
- Resource to thing
- Resource to power
- Thing to resource
- Resource trader
- Refill building with pipes
- Pipe valve
- Update to KCSG 2.0
- Exporting buildings
- Customizing symbols
- Debug helpers options
- Custom faction settlement
- Custom structure and scenarios
- Custom structure in quests
- Custom structure in WorldObjects
- Biome based structures
- Spawning world object(s) at world generation
- Prevent settlement spawning for nomadic factions
- Animal Behaviours Basics
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Animal Behaviours Comp Classes
- Acid Attacks and Acid Immunity
- Animal Resources
- Animal Resources On Caravan
- Apply Hediff When Bound
- Asexual Reproduction
- Auto Nutrition
- Blink
- Build Periodically
- Cause Incident
- Change Def if Not Unique
- Change Weather
- Corpse Decayer
- Destroy This Item
- Die After Period
- Die And Change Into Another Def
- Dig Periodically
- Dig When Hungry
- Disease Event Immunity
- Disease Immunity
- Diseases After Period
- Doesn't flee
- Draftability
- Drop on Death
- Eat Weird Food
- Electrified
- Enrage Other Pawns
- Exploding Hatcher
- Extreme Xenophobia
- Fertilizer
- Filth Producer
- Fixed Gender
- Floating
- Gas Producer
- Give Thoughts On Caravan
- Graphic by Style
- Graphic by Terrain
- Hediff Effecter
- Hediff When Fleeing
- Highly Flammable
- Infecter
- Initial Ability
- Initial Hediff
- Initial Mental State
- Last Stand
- Light Sustenance
- Metamorphosis
- Mind Effecter
- Nearby Effecter
- No Taming Decay
- Passive Regenerator
- Pawn Overlay
- Produces no filth
- Refueling
- Regeneration
- State After Health Loss
- Summon On Spawn
- Swallow Whole
- Thought Effecter
- Untameable
- Animal Behaviours Hediff Comp Classes
- Animal Behaviours Damage Workers
- Animal Behaviours Def Extensions
- Animal Behaviours Extra Defs
- Animal Behaviours Misc