Files
ark-stronghold-protocol/test/golden
sganggs 8cef750e14 feedback6 R21D: a consume-on-equip item on a full carrier opens the replace dialog and replaces the picked item first (GitHub #263, PR #264); golden: matches 10 of 18 moved (a targeted consumable on a full carrier now destroys the oldest item), the rest unchanged
PRTS 卫戍协议/帮助 §装备: 「达到上限强行佩戴会改为替换装备:指定一件已佩戴装备替换为将要佩戴的装备,并销毁被指定的装备」,
no exception for the 装备时销毁 items. Before: a normal 博士投影 opened no dialog and its kept item pushed the OLDEST
equipped item out (replaceUid ignored); 盟约之币 and the other consumables kept both items.

- server PlayerState.equip (player/items.js): on a full carrier the consume path takes the pick (replaceUid, else the
  oldest) off before onEquip (_takeReplaced), destroys it (onDestroy reason replace) once the effect went through —
  the normal 博士投影 takes the freed slot —, and puts it back at its index when the effect refuses (博士投影 on an elite:
  nothing destroyed)
- client gameLogic equipReplaces: the replace dialog opens for every item on a full carrier, consumables included,
  except an attaching item that completes an item merge and a 博士投影 on an elite; itemAttaches removed
- bots (itemTarget): a consumable whose effect is the same on anyone goes to a carrier with a free slot first (PR #264)
- docs: design/match.md equipment rules, META §2.5, PLAYING 装备 row, research 04

golden (matches only; each traced equip by equip against the parent — the first change of state is a bot's, or the
AI 托管 human seat's, targeted consumable on a full carrier destroying its oldest item): solo-FUNNY-1 (r9 ai_0 随身身份牌),
solo-FUNNY-2 (r9 ai_0 寻呼模块), solo-HARD-2 (r9 ai_0 随身身份牌, r12 简易通讯机), coop2-NORMAL-3 (r9 ai_1 随身身份牌),
coop3-ABYSS-5 (r11 ai_1 随身身份牌), coop4-FUNNY-6 (r4 ai_1 随身身份牌), solo-HARD-9-boosted (r14 ai_0 随身身份牌),
coop2-ABYSS-10-boosted (r13 ai_0 随身身份牌, r14 ai_1 简易通讯机), coop2-NORMAL-14-standins (r9 ai_0 随身身份牌; now won,
14 rounds), coop2-NORMAL-70-diy (r14 h_0 随身身份牌); the bots' free-slot carrier for target-agnostic consumables moves
no scenario by itself; roster / bonds / fields / standins / diy unchanged
2026-10-07 18:03:53 +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).