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Milestone 4 Test Plans

Milestone-1

Item NumberContextTestExpected ResultActual Result
1.1Saving objects Create a person or thing and save them the collection for each person or thing will be saved to a text fileworks as expected

Milestone-2

Item NumberContextTestExpected ResultActual Result
2.1Person-Person interactionFrank enters Junior's and sees Bill Leahy and food. His happyness level goes up and his hunger level goes downYes
2.2Person-Item interaction Kristin is directed to pick up a non-moveable item. The item should not be in her inventory of items picked-up.Yes
2.3Person-Item interaction Kristin picks up a moveable item and places it at another locationThe item should disapear from the location of origin and reappear at the destination.Yes
2.4 Person-Room interaction A person is directed to walk from one room to a non-adjacent room.This should not be allowed to happen. as expected

Milestone-3

Item NumberContextTestExpected ResultActual Result
3.1Room contents Empty a room of Persons and itemsThe room should report that there's nothing in it.Yes
3.2Room adjacency Move a person from one room to a non-adjacent roomShould not be allowed, no change will result.Yes
3.3add friends Jan is deprived of friends Upon enterring a room full of non-aquaintences she feels lonely as indicated by her drop in happyness factor.Yes
3.4 leave location Frank leaves his dorm room.Frank should no longer be inside his dorm room and should be outside the building.Yes
3.5Room-Building relationship Create a room containing moveable and non-moveable Items, and people, and place inside a particular building The building should contain the room, which contains the items and people.Yes


Milestone-4

Item NumberContextTestExpected ResultActual Result
4.1Saving objects (see 1.1) Save a game populated with Persons, Items and Buildings and then reload it game should reload with state that was last savedFirst try: Game saves but does not load. Possible issues is file parsing on load.

Second try: Save and quit works effectively! The game complexity has increased and parsing will have to be looked into further for M5 release.
4.2 Current viewable space Move a character from our outdoor campus map to indoor building space The viewable space should be replaced by a zoomed in view of the building and rooms contained within. The methods and classes are in place but we didn't get to this feature, slated for inclusion in M5.
4.3 Current viewable space Move a character into a room, or from one room to an adjacent room, within a building The room the character has been moved to will fill the viewable area and all the items and people in that room will be visible to the user. Desired: View Changes and Items and People are displayed. Actual: see 4.3 result.
4.4 GUI window Create new people and set factors outside of allowable limits Should not be possible to exceed allowable limits in GUI First try: Checks prevented person from being updated outside their factors.

Second try: works as expected.
4.5 GUI window Set the name of a person to blank/nothing Should not be possible. Game will prompt user for a name for the character being created/modifiedFirst try: The name was accepted as being blank error checking no in place.

Second try: This is now allowable! As a Person is simply an object in the PERSONOBJECTS collection, we itterate through the bag and pull out a Person. The GUI doesn't rely on the name anymore to reference a person.
4.6 GUI window Set the description of a building/item to blank/nothing Should not be possible. Game will prompt user for a description for the building/thing being created/modifiedFirst try: The description was accepted as being blank error checking no in place.

Second try: As with 4.5 above, adding a blank descriptioned item is now allowable by the backend engine. This change allows us to deal with an item as an object rather than by referencing the descriptive name. Better object oriented design.
4.7 Gameboard constraints Click on a Person and direct them into a wall The room boundries should prevent the person from exiting unless they are heading out a door This feature not implemented, as not needed, until M5 inclusion of room view.
4.8a Item manipulation by Person Click on a Person and direct them to pickup a non-moveable object The person should not have that object in their inventory of items picked up. Person with focus does not pickup Item. They simply move to that grid spot and when they move away the Item is still visible and not in the Person's inventory of picked-up items.
4.8b Item manipulation by Person Click on a Person and direct them to pickup a moveable object The person should have that object in their inventory of items picked up. Person with focus picks up Item. They simply move to that grid spot and when they move away the Item is no longer visible and in the Person's inventory of picked-up items. When they drop the item and move away, the Item reappears on the GameBoard grid space they last occupied.
4.9 Person-Person interaction Click on a Person and direct them towards another person The person should interact with the other person based on their attributes accordingly. The person interacts with other person, and displays to the transcript that they are aware of having found a person within one grid position of them both to the left, right,up, down, and along diagonals.
4.10 Person-Person/Item interaction Click on a Person and direct them past another person or item The person should automatically interact with the other person based on their attributes accordingly, and should interact with any nearby object based on their factors that the Item object is designed to affect. Factors are changed when Person interacts with items. Interaction with a Person at this time is limitted to simply displaying to transcript that they are aware of a person within their comfort zone of one grid space (see 4.9).
4.11 Selection Select a Person and Display Person data The Person's data should be correctly displayed on the Right side of the GUI Data is displayed correctly
4.12 Person's Data Alter Peson's attributes click on attribute and change value should change value in list, also if you add a new attribute key value pair it should update First Try: Attributes are edited but errors occured if same item selected twice.

Second Try: Attributes are updated accordingly and all error checking works
4.13 Person's Data Drop Item Select Item in List and click remove to drop item First try: Able to remove items however kept trying to remove after list was empty. No error check.

Second try: Was able to remove and list is smart enough to know it's empty when the last item is dropped back on the grid from the Person's inventory.


Third try: a blank description item will appear in the inventory as a blank selection. It can be highlit and selected to be dropped. Works as expected.
4.14 Creation Create Building Fill in building's information and click createBuilding button should add building to screen and information should be in balloon text The methods are in place to do this but have not been included in this M4 build as the room views are not functioning to our satisfaction yet. This will be a feature of M5. Buildings are like Items and Persons in that they are kept in a collection class and all the methods to draw them to the GameBoard would be the same as those used to draw Items to the GameBoard. A building would be similar to a non-moveable Item, with the additional action given to the PluggableButtonMorph a building is applied to, once clicked, to launch an inside bulding room-view. Similar to the outside world. A world within a world. Look for this in M5.
4.15 Creation Create Item Fill in item's information and click createItem button should add item to screen and information should be in balloon text First try: The item is created but was not displayed. Information loads correctly.

Second Try: Made it that item is loaded in empy space on board.
4.16 Creation Create Person Fill in Person's information and click createPerson button should add Person to Screen and update information First try: The person is created and added to the first label. Information loads correctly.

Second try: Made it that Person is loaded in empy space on board.


Milestone-5

Item NumberContextTestExpected ResultActual Result
5.1PausePressing pause button on GUIsimulation mode should turn off...
5.2TimingCreate a variety of characters and give them each a different amount of time to wait before moving and interacting on their own.Each Person should wait and move differently than the other people....
5.3RandomThe People that are created will have random movements along with their timed onesEach Person should randomly move and interact with others....


Milestone-6

Item NumberContextTestExpected ResultActual Result
6.1Expand gameboardAttempt to create a building on top of an already existing one.Should not be possible for more than one building to occupy a space on the gameboard....
6.2Add RoomAttempt to create a building with no room adjacent to an exit.Should not be possible. Each building should require at least one room to be near an exit....
6.3Create Room Create a room with any number of moveable, non-moveable items and also containing people The room should contain a collection of all these objects as well as know it's location relative to other rooms or the building it resides within....
6.4Saving game-state(see 1.1, 4.1) /campus-map Save the gameboard and then exit the game. Startup the game and reload the gameboard. game should reload with state that was last saved excluding any game state....
6.5Saving Person-state(4.11) Save the People in the game. All People should be saved to file but nothing else. ...
6.6Saving Thing-state(4.12) Save the Things in the game. All Things should be saved to file but nothing else. ...
6.7(optional) Remote capability Edit an object on the gameboard, be it a person, item or building or room.Game state and gameboard should be updated on all remotely connected game clients....




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