Multiple-choice games written in ChoiceScript can be very hard to test, because each
*choice point can create new variations of the game that need testing. When testing by hand, it can be hard to be certain whether some path of choices can cause the game to crash, or whether some important part of the story can’t be reached at all.
To help with this, we’ve developed two tools that can make debugging ChoiceScript games considerably easier.
*choice, and both sides of every
*ifstatement. In order to do this quickly, Quicktest “cheats” by skipping lines that it has already tested.
Both types of tests are necessary. Quicktest can find some bugs that Randomtest can’t find, and vice versa. Unfortunately, Quicktest can also find some “fake” bugs — problems with code style that could cause a problem, but don’t actually do any harm for actual players.
On Windows, you can run the tests using the included
quicktest.bat batch files.
If you’re not sure how to run a
.bat file, see if you can find someone to give you a demonstration. The basic idea is to run
cmd to open a command line, then
cd to the directory containing the batch file, then type
quicktest to run the file.
On OSX, you’ll need to use the Terminal application.
cd to the directory containing the
build.xml file and run the scripts using Ant:
ant randomtest or
Quicktest a Single File: By default, Quicktest attempts to test every file listed in your
mygame.js list, but you can also use it to test just one file at a time. (Testing the whole game can be a waste of time when you’re only working on one file.) For example, to test a file called “spaceship.txt”, you can run
quicktest spaceship, or
ant quicktest -Dvig=spaceship on OSX.
Randomtest Iterations: By default, Randomtest runs your game 10,000 times. To run Randomtest only 500 times, type
randomtest 500 on Windows or
ant randomtest -Dnum=500 on OSX.
Note: Randomtest is not truly random. In fact, Randomtest’s output is completely deterministic; if you run it twice in a row, you’ll get exactly the same results both times. This catches a lot of people by surprise. (Specifically, Randomtest is using a pseudo-random number generator with a hard-coded “seed” value.)
Doing it this way has one big advantage: if Randomtest fails with an error and you run it again, it will fail again with the same error. If you fix a bug and Randomtest passes, you can be sure that you’ve fixed that problem.
As a result, if you want to run 30,000 random playthroughs with Randomtest, it won’t work to just run Randomtest three times; you’ll just play the same 10,000 variations over again. Instead, use the command above to specify 30,000 iterations instead of 10,000.
If Quicktest passes, it will say “QUICKTEST PASSED” on the console. If not, it will print out an error message.
Error: line 16: Non-existent command 'oops'
In this example, I added a broken line
*oops on line 16 of a ChoiceScript file, and this is what it printed out.
If Quicktest (or ChoiceScript) gives you an error message that you can’t understand, feel free to ask us about it on our forums. Be sure to post not only the error message, but also the entire file of code that causes the problem. If you don’t want to share that much code with the group, you can also just send the code to us at email@example.com; we’ll do our best to help you out.
But even if Quicktest passes, it may still report a number of lines untested, e.g.
13 UNTESTED startup 18 UNTESTED startup 19 UNTESTED startup SOME LINES UNTESTED QUICKTEST PASSED
If Quicktest says “SOME LINES UNTESTED,” it means that Quicktest thinks those lines are completely unreachable. Those lines are “dead code,” that no player can ever see.
For example, here’s a way to introduce dead code without noticing it. We start with code like this:
*set leadership %+ 20 *goto big_speech
But then later we realize we also want to decrease
strength. Foolishly, we just add a line at the end, like this:
*set leadership %+ 20 *goto big_speech *set strength %-15
*set strength %-15 line is dead code; it can never be reached, because it comes immediately after a
When Quicktest finds dead code, you should fix the problem, either by deleting the code or by fixing the bug that kills the code. In this example, we’d probably just move the
*goto line down to the end.
Note that Quicktest isn’t guaranteed to find all dead code… due to the way Quicktest “cheats,” it can sometimes reach code that normal human players can’t reach. Use Randomtest to find some of the other dead code in this system.
tl;dr: You may need to turn some of your
*if statements into
*else statements to get Quicktest to pass.
Quicktest automatically plays through the code as a normal player would, but when encountering a
*choice statement or an
*if statement, Quicktest makes multiple copies of itself and attempts to run them. (The copies run one at a time; for example, we test the
true lines of an
*if statement before we test the
To save time, Quicktest “cheats.” If one copy of Quicktest verifies a line of code, and then a later copy of Quicktest reaches the same line of code, the second copy of Quicktest will quit, assuming that the earlier copy of Quicktest has already done its job.
But Quicktest “cheats” in another way, too, by testing both sides of
*if statements even if the lines are not actually possible for a player to reach. This can cause Quicktest to identify “fake” bugs: bugs that can’t actually happen in real life.
For example, ChoiceScript attempts to guarantee correctness by requiring every
#option in a
*choice statement to end with
*finish. Quicktest can help you catch bugs like this:
Example 1 (Buggy) *choice #Be very naughty. Santa refuses to give you a present. #Be mostly nice. Santa gives you a present reluctantly. #Be as nice as can be. Santa gives you a present enthusiastically. Inside the gift box is a video game!
If ChoiceScript allowed this code, it would create a hard-to-detect bug; if you’re very naughty, you still get a video game. Instead, ChoiceScript crashes if you write code like this; Quicktest can detect the crash automatically, allowing you to catch the bug easily.
You can fix the code like this:
Example 2 (Fixed) *choice #Be very naughty. Santa refuses to give you a present. *finish #Be mostly nice. Santa gives you a present reluctantly. *goto present #Be as nice as can be. Santa gives you a present enthusiastically. *label present Inside the gift box is a video game!
But now suppose we included an
*if statement in the middle of this
*choice. Suppose we have a
politics variable, which we set to either “democrat” or “republican”. Then we might write code like this:
Example 3 (Politics Bug) *choice #Be very naughty. Santa refuses to give you a present. *finish #Be mostly nice. *if politics = "democrat" *goto democrat_present *if politics = "republican" *goto republican_present #Be as nice as can be. Santa gives you a video game.
This code has a bug, but it might never happen in real life: what if
politics is neither “democrat” nor “republican?”
If a political independent were playing through Example 3, the game would crash, with the same error as Example 1; Quicktest automatically detects that.
Here’s how: at the first
*if statement, Quicktest creates a copy of itself: it starts with one copy where
politics = "democrat", and then another copy where
politics != "democrat"; that non-Democrat copy then makes a copy of itself, one where
politics = "republican" and another copy where
politics != "republican".
In that final copy, Quicktest tests the case where
politics is neither “democrat” nor “republican”; since there is no
*finish in that case, Quicktest crashes with an error.
Now, in your game, you may not actually have any other political parties. But Quicktest can’t know that for sure, so Quicktest will say that Example 3 is buggy, even if there’s a 0% chance of the bug occurring in real life.
You can fix Example 3 with an
*else statement, which helps Quicktest to understand that there are only two possibilities in this case:
Example 4 (Politics Fixed) *choice #Be very naughty. Santa refuses to give you a present. *finish #Be mostly nice. *if politics = "democrat" *goto democrat_present *else *goto republican_present #Be as nice as can be. Santa gives you a video game.
Here, Quicktest only makes two copies: one where
politics = "democrat" and another where
poliics != "democrat". The
*else guarantees no other possibilities.
You can also fix “fake” Quicktest failures using the
*bug command, below.
ChoiceScript includes a
*bug* command, which causes the game to crash with a specific message.
*if someone_murdered and (victim = "none") *bug Someone was murdered, but there's no victim!
*bug command can be especially useful with Randomtest, which can tell you an exact set of steps that it used to reach the
Beware, if a user actually encounters a
*bug in normal play, the game will stop with an error message, so you’ll want to run Randomtest to make sure the
*bug lines can never be reached.
It might surprise you to learn that the
*bug command is ignored by Quicktest. This is necessary due to the way Quicktest “cheats.” Quicktest will always run both sides of every
*if statement, regardless of which side is actually true. So Quicktest will necessarily run the
*bug command one way or another. When it does, that wayward copy of Quicktest will just halt, without reporting an error.
That means that you can fix Example 3 from the previous section with a
*bug statement, like this:
Example 5 (fixed with a *bug) *choice #Be very naughty. Santa refuses to give you a present. *finish #Be mostly nice. *if politics = "democrat" *goto democrat_present *if politics = "republican" *goto republican_present *bug Politics should only be Democrat or Republican! #Be as nice as can be. Santa gives you a video game.
When the copy of Quicktest that is neither Democrat nor Republican hits that
*bug line, Quicktest will stop and ignore the
*bug. Of course, this is no proof that the bug won’t actually occur in real life; if the game includes politics other other than “democrat” or “republican”, then we would need to run Randomtest to automatically report the
Thus, it’s arguably safer to fix Quicktest “fake bugs” with
*else as in Example 4 above, because that guarantees that the code will not crash for real users.
When Randomtest runs, it generates a huge file called
randomtest-output.txt. The file is in two parts: the first part of the file is the “game log” of all 10,000 random playthroughs. The second part of the file is a “hit count” report, which tells you how many times each line of code was used (“hit”) in the course of playing the game.
Here’s a sample of the first part of the
randomtest-output.txt file, generated from our example game provided with ChoiceScript.
*****0 startup 42#1 (43) startup 46#2 (51) animal 19#3 (26) variables 24#1 (25) variables 33#2 (40) *****1 startup 42#2 (59) startup 62#2 (67) animal 19#1 (20) variables 24#1 (25) variables 33#1 (34) *****2 startup 42#1 (43) startup 46#3 (55) animal 19#2 (22) variables 24#1 (25) variables 33#2 (40) *****3
***** lines tell you when Randomtest finished a playthrough and started over again on its next playthrough. The other lines specify which exact choices Randomtest made while playing through the game.
For example, the line
startup 42#1 (43) says that in the file
startup.txt there was a
*choice on line 42. The rest of the line indicates which option Randomtest chose, and the line number of that option. In this example, Randomtest chose option #1 on line 43. In the second playthrough, we see
startup 42#2 (59) which says that Randomtest instead chose option #2 on line 59.
Ideally, the last line of randomtest-output.txt says “RANDOMTEST PASSED.” If not, it contains an error message; see “Interpreting Error Messages” above for additional details. But note that you can use the Randomtest log to tell you exactly how to reproduce the bug by hand: just make the exact same choices that Randomtest did (“option #1, #2, #3, #1, #2 …”) before the error occurred. Reproducing Randomtest bugs by hand can make them much easier to understand and fix.
The game log is usually the longest part of
randomtest-output.txt; the hit count typically appears way down at the end of the file. The hit count is a report of how many times Randomtest used (or “hit”) each line in the game.
For example, here’s a sample from the hit count for the
startup 10000: Your majesty, your people are starving in the streets, and threaten revolution. startup 10000: Our enemies to the west are weak, but they threaten soon to invade. What will you do? startup 10000: startup 10000: *choice startup 10000: #Make pre-emptive war on the western lands. startup 3418: If you can seize their territory, your kingdom will flourish. But your army's startup 3418: morale is low and the kingdom's armory is empty. How will you win the war? startup 3418: *choice startup 3418: #Drive the peasants like slaves; if we work hard enough, we'll win. startup 1133: Unfortunately, morale doesn't work like that. Your army soon turns against you startup 1133: and the kingdom falls to the western barbarians. startup 1133: *finish startup 3418: #Appoint charismatic knights and give them land, peasants, and resources. startup 1132: Your majesty's people are eminently resourceful. Your knights win the day, startup 1132: but take care: they may soon demand a convention of parliament. startup 1132: *finish startup 3418: #Steal food and weapons from the enemy in the dead of night. startup 1153: A cunning plan. Soon your army is a match for the westerners; they choose startup 1153: not to invade for now, but how long can your majesty postpone the inevitable? startup 1153: *finish startup 10000: #Beat swords to plowshares and trade food to the westerners for protection. startup 3278: The westerners have you at the point of a sword. They demand unfair terms startup 3278: from you. startup 3278: *choice startup 3278: #Accept the terms for now. startup 1601: Eventually, the barbarian westerners conquer you anyway, destroying their startup 1601: bread basket, and the entire region starves. startup 1601: *finish startup 3278: #Threaten to salt our fields if they don't offer better terms. startup 1677: They blink. Your majesty gets a fair price for wheat. startup 1677: *finish startup 10000: #Abdicate the throne. I have clearly mismanaged this kingdom! startup 3304: The kingdom descends into chaos, but you manage to escape with your own hide. startup 3304: Perhaps in time you can return to restore order to this fair land. startup 3304: *finish
Randomtest plays 10,000 times by default, so you can see the intro and the option text was displayed all 10,000 times. There are three options (“war”, “trade”, and “abdicate”) each of which was hit approximately one third of the time: Randomtest hit “war” 3,418 times, “trade” 3,278 times, and “abdicate” 3,304 times.
Under “war” there are three sub-options; those options divided the 3,418 “war” hits approximately into thirds: 1,133, 1,132, and 1,153. Under “trade” there are only two sub-options; those options divided the 3,279 “trade” hits in half: 1,601 and 1,677.
If the hit count report tells you that some lines were hit zero times, that suggests that the lines might be “dead” code — code that can’t be reached no matter what choices the player makes. However, code with 0 hits doesn’t guarantee that the code is dead — it could just be very difficult to reach.
If you find code that’s hard to reach, you’ll have to decide for yourself whether that indicates you have a bug. For example, in the traditional “choose a path” books, it was very hard to reach a “good” ending; most endings had a bad outcome (e.g. death). On the one hand, that might be a good thing, if it encourages players to try again; on the other hand, it might be frustrating to keep reaching bad endings.
To pick another example, if your choices have “right” and “wrong” answers (e.g. if your game has a lot of puzzles in it), Randomtest may tell you that it’s very unlikely to win your game when playing randomly. But that may be ideal; if you can beat the game just by random choices, your puzzles may be too easy!
When interpreting the hit count report, remember that you can divide the hit count by 10,000 to get the percentage likelihood of hitting a given line. If a line is hit less than 100 times, then there’s less than 1% chance of hitting the line at random. If that’s too low in your opinion, consider sculpting your game balance to allow more players to reach that code.
Randomtest can be quite unlike a real player; sometimes the hit count can be more useful if you force Randomtest to make certain choices.
There’s a special variable,
choice_randomtest which is true if and only if the game is currently running in a randomtest. That lets you write code like this:
*if choice_randomtest *goto success In what year was William Howard Taft elected president of the United States? *choice #1908. *label success *set success true Correct! *finish #1909. No, that's the year he took office. He was elected in 1908. *finish #1912. No, in 1912 Taft lost the election to Woodrow Wilson. *finish #1857. No, that's the year Taft was born. *finish