Files
ark-stronghold-protocol/test/golden
sganggs 9ca52ba798 feedback5: merge CB1 — community reports (bonds / strategies / items): a pair of colds on an enemy becomes the freeze and leaves no cold (the 谢拉格 wind no longer freezes for good), a 复活 (埃芒加德's 命结之秘, M3茧甲) is a knock-out and an immediate free redeploy where the operator lies (砾's and 瑕光's 被击倒时 / 部署时 layers fire), 佩佩's special refresh is paid, the result card hides the layers of 调和 / 协防干员 / 独行 / 绝技, the 炎佑 keeps off 外勤医疗's slot, 凯瑟琳's 定向投放 offers every shop item; 烛煌's 绝处重燃 before the hammer's lock and the 寻呼模块 / 简易通讯机 tier cap kept as they are (the owner's decisions of 2026-10-07); §25.15 → §25.21 (§25.15 is the shortcuts'); golden: vs feedback5 CB1's own rules — roster-005/009/010/012/014/015/016/018/026/029/031/033/036/040/042/046/047/049, bond-egirShip-high, bond-indomShip-low, bond-kjeragShip-high, bond-maniShip-high, bond-raidShip-low, bond-steadShip-high, bond-suntShip-low, boss-boss_2/3/4/6-pair, hidden-boss_8/9/10-pair, standin-07, matches solo-FUNNY-1, solo-NORMAL-1, solo-HARD-1, solo-ABYSS-1, coop3-ABYSS-5, coop4-FUNNY-6, coop4-ABYSS-7; vs CB1 what feedback5 changed since its base (CB2, CB3, CB4, CB5) plus roster-014
Conflicts resolved by hand:
- server/sim/content/items/battle.js: CB3 had extended `revivedInPlace` (an in-place 复活 restarts a deploy-timed
  skill, item 44); CB1 replaced the in-place revive by PRTS's form — `reviveNow`, a `death` hook that redeploys the
  operator at once, free, where it lies — and removed `revivedInPlace`. CB1's side is kept: its redeploy resets the
  skill, so an `activateOnDeploy` skill starts anew by itself; CB3's tests (test/sim/feedback5-raid-revive.test.js:
  the jump at once after M3茧甲 / 埃芒加德, the window back to full, 砾's fresh barrier) pass on it unchanged. Their
  header, bonds_core's comment, DESIGN §25.17.5 say so.
- docs/SIM.md, docs/design/engine.md: CB1's `fatal` rows (the 复活 are `death` hooks now); the `death` rows also say a
  deploy-timed skill starts anew (§25.17.5).
- data/choices.json: no conflict; `node tools/build-data.mjs --offline` on the merged tree rewrites all 15 data files
  byte-identically, and the JSON compare with feedback5 shows only pools.pool_equip_kathe.maxTier removed (CB1).
- docs/history/0.2.0.md: CB1's section renumbered §25.21 (its §25.15.1–10 and two self-citations; no citation of it
  elsewhere), placed last; the owner's decisions of 2026-10-07 on items 5 and 45 recorded there, in the intro and in the
  two pin tests' headers (feedback5-blaze-hammer, feedback5-cb1-pins).

Golden: solo-FUNNY-1 (outside CB1's list) has 6 埃芒加德 revives and 85 freezes on feedback5's path (instrumented).
roster-014 differs from CB1's own digest by 玛恩纳's 无动于衷: CB3's rule (every enemy damage instance) answers the
萨卡兹枯朽战车's pollution that hits a 卡西米尔 operator in CB1's timeline — with that counter limited to attacks the merged
roster-014 equals CB1's digest exactly (checked).

Gate: non-browser suites 5021 / 5021, npm run golden ok, test/golden.test.js 9 / 9, lint 0 errors, check:imports ok,
typecheck ok.
2026-10-07 03:54:35 +08:00
..

Golden results

The simulation is deterministic: the same seed and inputs give the same battle and the same match, bit for bit. These files record the exact outcome of a fixed corpus of seeded scenarios, so a change that alters gameplay — even one meant to be a pure refactor that only reorders random draws, hook order or iteration order — fails loudly instead of slipping through.

  • tools/golden.mjs builds the corpus from data/*.json (fixed order, fixed seeds) and reduces every scenario to a digest. Its header documents the families and the digest fields.
  • test/golden/<family>.json hold the digests (roster, bonds, fields, matches, standins, diy).
  • test/golden.test.js recomputes them and compares. On a mismatch it prints the scenario, the field and old → new.

The corpus

family what runs
roster 49 battles: every visible chess record (normal and elite) with every selectable skill and module (DESIGN §16), 12 operators per battle on a real stage (all 11 in turn) against the round's real wave three times over, every non-leader enemy kind of data/enemies.json as extra spawns (half of them bounties), placeable summons on the board, every equipment item, band, battle-side 机变 card and stage map card in turn, bonds from the board
bonds 46 battles: every bond at its activation threshold (1 layer) and at its top tier (999 layers)
fields 22 battles: every Final Assault / Hidden Core leader on a pair and a solo template (shared pool, 200 s cap) and the 联防 field with 1 and 2 helpers on its own map (carried HP / SP, a knocked-out operator, two leakers' enemies)
matches 18 matches to the end in virtual time: 16 bot-only (solo 标准 / 险境 / 绝境 / 终极 × 2 seeds, co-op 2 / 3 / 4, one server-run combat match, two runs boosted to the Hidden Core), one co-op match whose human seat (AI 托管, offline) does not own 9 NORMAL chess — they fight as their 补位 stand-ins (its digest lists them per round, standIns) — and one whose human seat slots 自选 picks (推进之王 and prototypes) with its 调度中心 at level 5 from the first prep: its own shop draws them and its AI fields 推进之王 (its digest lists per round the 自选 shop draws and the fielded pieces, diy)
standins 10 battles: every NORMAL chess record (normal and elite, 110) fielded as its 补位 stand-in (standIn: true: the stand-in's body, backup skill / module and kit — all 17 stand-ins, every skill a chess names for them), 12 per battle by strength band, laid out by the stand-in's position on a real stage, against the round's real wave three times over plus 8 ground enemy kinds (melee stand-ins always meet an enemy), an item each, bonds from the board
diy battles of 自选 pieces (a DIY slot with its diy pick, shared/diy.js): every owned 6★ with an operator kit (kits/index.js OPERATOR_KITS) in each form of tiers 5 and 6 (normal; elite with no module and with each module) under each skill, then every prototype pick with a kit at its locked selection, normal and elite, 12 per battle against the round's real wave; a new operator kit adds its scenarios (the battle count grows with the kits)

Battles go through the production BattleSpec path (server/sim/spec.js, as browsers and the server's headless fields run them); matches construct Match directly with a VirtualScheduler. Every option is explicit, so a change to a test-harness default never moves a digest.

What a digest ignores on purpose (it does not affect gameplay): object key order, engine unit ids (snapshot ids are renumbered by first appearance, units are named by board uid or def id), board piece uids, the order of client events within a tick (they are counted, not hashed) and wall-clock time. Damage / healing sums are rounded to integers and HP to 2 decimals.

npm test runs the fast subset (the scenarios marked "fast": true: every chess record with its default loadout, every stage and every non-leader enemy kind, every bond at its top tier, six fields, seven matches, the five stand-in battles of the normal records, the first 自选 battle of the operator kits and of the prototypes — 62 of the 151). GOLDEN_FULL=1 checks everything.

Workflow

GOLDEN_FULL=1 node --test test/golden.test.js   # the whole corpus (≈ 20 s with 4 worker threads)
node --test test/golden.test.js                 # the fast subset
npm run golden                                  # the same comparison from the tool (all families, a short report)
npm run golden:update                           # recompute and rewrite test/golden/*.json
node tools/golden.mjs --twice                   # determinism: the corpus twice in one process, the second pass reversed
  • A refactor commit must never change these files. Run GOLDEN_FULL=1 node --test test/golden.test.js before committing it. If a digest moves, the refactor changed behaviour: find out why (the first differing value of snaps says when two runs parted, in 10-game-second steps) instead of updating the files.
  • An intended gameplay change (a fix, new content, a data rebuild): run npm run golden:update and commit the changed files together with the change, saying in the commit message which scenarios moved and why.
  • Reviewing the diff: every scenario is a block of its own and every unit / enemy / round is one line, so a diff shows which scenarios moved and which values changed. A change confined to the scenarios that contain the touched operator, enemy or rule is expected; a change everywhere (every rngDraws, every snaps) means something global moved — the RNG draw order, the tick order, a shared rule.
  • Adding to the corpus (a new family, more scenarios, a new digest field) changes the files by design: do it in a commit of its own, never together with a refactor.
  • A new engine hook, event or chess record does not change the digests of the existing scenarios by itself — the hook list is frozen in the tool and the corpus is regenerated only on golden:update — but new data records do join the corpus there (the roster family enumerates data/chess.json).