A tool for extending SonarQube by a gamification system. Handle your code quality issues in a playful way by solving quests and adventures, earning rewards for refactoring code smells and optimization.
- more about SonarQuest's game concepts and application scenarios: https://www.viadee.de/sonarquest_en
- Sonar Quest info package: https://github.com/viadee/sonarQuest/blob/master/docs/SonarQuest_info_package.pdf
Reduce technical debts in your code project by changing the refactoring process into a game. Create quests from SonarQube issues and write your own story.
An example: a team defines the solvation of issues with priority levels "blocker" and "critical" as goals on a fictious adventure map in a game they call "travel through the wild Codeistan". They can reach the respective targets in the adventure by decreasing the number of code smells, bugs and security vulnerabilities detected by SonarQube.
The quickest way to get a running SonarQuest and to start playing is to use Docker, see INSTALLATION.md or if you do not have Docker, just do the following:
- download the runnable backend jar from the latest release, e.g. https://github.com/viadee/sonarQuest/releases/tag/0.7.1/
- start it with "java -jar [name of the jar]"
- check out the sonarquest-frontend folder from github
- Install Node.js. Please follow the instructions on the Node.js website.
- Install Angular-Cli globally with
npm install -g @angular/cli
After that you can start the SonarQuest client:
- switch to the directory:
cd sonarQuest-frontend
- install the node modules:
npm install
- start the test server with the SonarQuest client:
ng serve
You can access the SonarQuest client in a browser athttp://localhost:4200
- Log in as admin with password test
- Check the connection to the SonarQube server
- Get all the projects on SonarQube into SonarQuest and make a single project playable as a "world"
- Assign a gm and players to this world
- Log in as gm with password test
- Get all issues aka tasks for the current world
- Create quests by writing a short story and add tasks to make them solvable
- (Optionally) create an adventure and add quests to it to support a story arc
- Get your players to log in (all pre-made avatars have the password test and their username as login) and take on your quests by selecting to "fight" in a quest and to "fight" issues in the quests
- Login in as a gm from time to time to synchronize SonarQuest with the SonarQube project to have SonarQuest pay out rewards to your players!
Have fun!
See INSTALLATION.md for instruction to get started with SonarQuest. These instructions will get you a copy of the project up and running on your local machine for development and testing purposes.
The SonarQuest client is an Angular application on the basis of TypeScript. Angular Material, Teradata Covalent and RPG-Awesome (Icons) are used for the UI. You need Node.js for your development environment.
- Angular (licensed under MIT)
- Angular Material (licensed under MIT)
- Teradata Covalent (licensed under MIT)
- RPG-Awesome (licensed under BSD 2-Clause)
- Node.js
- express.js (licensed under MIT)
- Spring Boot (licensed under Apache License 2.0)
Interested in helping out? Welcome! Check out the guide CONTRIBUTING.md to get started.
This project is licensed under the BSD 3-Clause "New" or "Revised" License - see the LICENSE file for details. The licenses of the reused components of the SonarQuest server can be found in Licenses SonarQuestServer.
A user can choose an individual avatar with a name, a class (e.g. warrior or magician) and a race (e.g. dwarf or elf). A set of predefined avatars is available here in PDF format.
Please note the username (login) is the character's name by default (first letter is always uppercase!) and the standard password is test
for all accounts.
During an adventure the party (which may be represented by a project team) takes on quests and every avatar has several possibilities to gain experience points (XP) and get to the next level. Besides, some quests and tasks contain a reward in form of gold -- which can be used to purchase items and improvements in the marketplace.
The levels are determined based on experience points (XP) as follows:
Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 |
---|---|---|---|---|---|---|---|---|
XP | 0 | 10 | 30 | 60 | 100 | 150 | 210 | 280 |
Levels 1 to 100 are included in the standard game data. In case you want to add some extra levels, consider reading the level calculation documentation.
Every issue is assessed in experience points and gold. The higher the severity of a issue the more experience points that a user gets.
- Blocker = 10 XP
- Critical = 7 XP
- Major = 5 XP
- Minor = 2 XP
- Info = 1 XP
The number of gold is calculated depending on the effort (minutes/10), e.g. approximately 30 minutes = 3 gold, 2 hours = 12 gold. Thus issues with a low severity and a high effort are also attractive for a user.
A "Game-Master" is responsible for the administration of quests and adventures and assigning issues from SonarQube to them. This process is supported by automatic generation: The results from the previous SonarQube-Build are being loaded and evaluated using the severity the effort to solve them. Subsequently, the issues are randomly grouped to predefined quests. These can be assigned to team adventures. When a quest is solved, i.e. the related SonarQube issues don't exist anymore, the avatar receives the reward.
Additionally, a Game Master is able to manually create "special tasks" which are rewarded by bonus experience points or bonus gold, such as:
- Increase the coverage of a changed class for 10%
- Increase the documentation quality of a changed class
- Apply the DRY principle in one class