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HEROLL/design/gameplay-validation/specs/qa-cases.csv
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case_id,priority,area,setup,action,expected,automation,gate,source_tag
QA-001,P0,scope,production-like local build,scan scenes scripts configs and packages,no account meta energy gacha IAP network real ad SDK story or BGM entry,static scan,release,VALIDATION_ADDED
QA-002,P0,dice,fixed seed and fresh streams,simulate 1000000 rolls,36 ordered outcomes pass chi-square p>=0.01,node test,release,VALIDATION_ADDED
QA-003,P0,dice,fixed seed,run 100 rolls twice,dieA dieB and RNG indices byte-identical,node test,release,VALIDATION_ADDED
QA-004,P0,dice,all blessings and DDA tiers,compare base dice sequence to clean run,base A/B sequence unchanged,node test,release,VALIDATION_ADDED
QA-005,P0,dice,ThirdDieReplace active,exercise replaceA replaceB discard,move sums correct and A/B log preserved,node test,release,VALIDATION_ADDED
QA-006,P1,dice,normal roll,force doubles,no universal reward or reroll appears,node test,release,VALIDATION_ADDED
QA-007,P0,board,position Tile39 and roll crosses Start,resolve move,exactly one floor transition and no second landing resolve,node test,release,VALIDATION_ADDED
QA-008,P0,board,each floor 1..10,finish lap,floor increments and heal round(maxHp*0.30) capped,node test,release,VALIDATION_ADDED
QA-009,P0,board,each floor transition with recorded zero-based loopIndex,inspect good-tile draw and install attempts,request count equals loopIndex plus2 and success count never exceeds request count,node test,release,SOURCE_CONFIRMED
QA-010,P0,board,fresh account default eight-meta deck and fixed seed,initialize run and inspect first eight draws,all eight default metas appear once before reshuffle,node simulation,release,SOURCE_CONFIRMED
QA-011,P0,board,seed suite 10000 runs,inspect merchant generation,merchant only and always on floors3 6 9,node simulation,release,VALIDATION_ADDED
QA-012,P0,boss,complete floor10,resolve transition,boss_0 with skill_0 and cooldown7 starts,node test,release,SOURCE_CONFIRMED
QA-013,P0,combat,naked run,create player snapshot,stats equal 5|40|10|100|150|0|0|0|5,node test,release,SOURCE_CONFIRMED
QA-014,P0,combat,floor1..10,spawn base enemies,base stats match floor-balance.csv exactly,node test,release,SOURCE_CONFIRMED
QA-015,P0,combat,floor10 boss spawn,inspect snapshot,multipliers attack2 hp4 defense1 speed1 evasion1 aim1 lifeSteal0,node test,release,SOURCE_CONFIRMED
QA-016,P0,combat,controlled attack and defense,run deterministic hit,validation baseline formula matches exact integer result,node test,prototype,VALIDATION_ADDED
QA-017,P0,combat,clean capture matrix,run fit report,player and enemy damage median APE<=5%,analysis script,release,VALIDATION_ADDED
QA-018,P0,combat,clean capture matrix,run duration fit,floor bands and boss median APE<=10%,analysis script,release,VALIDATION_ADDED
QA-019,P0,combat,hit and evasion capture,run Wilson check,predictions inside 95 percent intervals,analysis script,release,VALIDATION_ADDED
QA-020,P0,combat,critical and lifeSteal capture,run fit,crit ratio and healing median APE<=5%,analysis script,release,VALIDATION_ADDED
QA-021,P0,combat,attack speed capture,run interval fit,player and enemy median interval APE<=5%,analysis script,release,VALIDATION_ADDED
QA-022,P0,DDA,tier0 normal run,roll dice and loot sequences,DDA does not alter dice shop loot or events,node test,release,VALIDATION_ADDED
QA-023,P0,DDA,known state transitions,save reload,state arrays multipliers recentBattleMs and reason preserved,node test,release,VALIDATION_ADDED
QA-024,P0,DDA,clean DDA captures,run transition matcher,exact transition and multiplier match,analysis script,release,VALIDATION_ADDED
QA-025,P0,potion,Fight and one charge,double click same tick,only one use and one heal,node test,release,VALIDATION_ADDED
QA-026,P0,potion,each count and heal level,load lookup,10 capacity and 21 heal records exact,node test,release,SOURCE_CONFIRMED
QA-027,P0,potion,each of 9 augments,run isolated scripted scenario,state delta equals potions.csv contract,node test,release,VALIDATION_ADDED
QA-028,P1,potion,GuaranteedDouble source row,scan pools and shop,disabled augment never appears,static scan,release,SOURCE_CONFIRMED
QA-029,P0,gear,catalog load,count and group,exactly 40 with 10 per slot,node test,release,SOURCE_CONFIRMED
QA-030,P0,gear,loot simulation 1000000,inspect quality counts,weights fit 210|60|28|4|1 within statistical tolerance,node simulation,release,SOURCE_CONFIRMED
QA-031,P0,gear,100000 simulated runs,count view opportunities,P50 between6 and8,node simulation,release,VALIDATION_ADDED
QA-032,P0,gear,slot empty and occupied,equip new gear,new flies in old leaves and old salvage points once,integration,release,VALIDATION_ADDED
QA-033,P0,gear,batch with 3 unhandled,close modal,all 3 salvage in source order with no duplicate,integration,release,VALIDATION_ADDED
QA-034,P0,gear,all 13 statuses,generate each,min max plus rank and display precision match,node test,release,SOURCE_CONFIRMED
QA-035,P0,smithy,quality ranks0..3,run 100000 trials each,base success rates fit80|50|30|10,node simulation,release,SOURCE_CONFIRMED
QA-036,P0,smithy,boost used ranks0..3,run 100000 trials each,boost rates fit100|80|50|30,node simulation,release,VALIDATION_ADDED
QA-037,P0,smithy,force failure,resolve,equipment removed and pre-failure quality salvage once,node test,release,VALIDATION_ADDED
QA-038,P0,blessing,load pool,count enabled,31 source plus ThirdDieReplace equals32,node test,release,SOURCE_CONFIRMED
QA-039,P0,blessing,reveal card,use boost,replacement differs and only Accept remains,node test,release,VALIDATION_ADDED
QA-040,P0,blessing,pool edge only same eligible,use boost,original accepted and transaction commits without loop,node test,release,VALIDATION_ADDED
QA-041,P0,blessing,levels0..40,lookup star cost,index clamps to29 and sequence matches source,node test,release,SOURCE_CONFIRMED
QA-042,P0,shop,load offers,count and group,97 total with source distribution plus one augment,node test,release,VALIDATION_ADDED
QA-043,P0,shop,open merchant,inspect slots,3 fixed and 3 unique random eligible offers,integration,release,VALIDATION_ADDED
QA-044,P0,shop,reroll count0..5,inspect quote,cost equals3+2*n,node test,release,SOURCE_CONFIRMED
QA-045,P0,shop,insufficient points,attempt purchase,no negative balance no RNG consumption no offer mutation,node test,release,VALIDATION_ADDED
QA-046,P0,shop,purchase limit reached,reroll and reopen,offer remains ineligible,node test,release,SOURCE_CONFIRMED
QA-047,P0,shop,purchase tile and cancel install,reopen,pending install preserved and no refund or loss,integration,release,VALIDATION_ADDED
QA-048,P0,event,EV-140 forced,perform base digs,5x5 board and exactly5 actions before boost,integration,release,VALIDATION_ADDED
QA-049,P0,event,EV-151 forced,inspect cabinet,20 capsules and1 base attempt,integration,release,SOURCE_CONFIRMED
QA-050,P0,event,EV-166 forced,inspect all seeds,one of6 source maps and3 base shots,integration,release,SOURCE_CONFIRMED
QA-051,P0,event,each tile137 138 139 140 141 142 143 144 151 152 164 166,force via debug,input presentation settlement save and exit all pass,manual debug checklist,release,SOURCE_CONFIRMED
QA-052,P2,legacy boost,load old transaction fixture,restore,no UI control rendered and no new transaction created,node migration,archive,DEFERRED_NOT_EXPOSED
QA-053,P2,legacy boost,old PENDING fixture,restore,compatibility recovery does not expose button,node migration,archive,DEFERRED_NOT_EXPOSED
QA-054,P2,legacy boost,old COMMITTED fixture,restore,render does not apply balance or reward delta again,node migration,archive,DEFERRED_NOT_EXPOSED
QA-055,P2,legacy boost,normal event instance,inspect controls,no boost transaction can be initiated from UI,node test,archive,DEFERRED_NOT_EXPOSED
QA-056,P0,revive,lethal with source Revive available,resolve,source blessing resolves once before failure decision,node test,release,SOURCE_CONFIRMED
QA-057,P0,revive,lethal with no source Revive,resolve,full DEFEAT animation then direct failed state with no ad controls,node integration,release,VALIDATION_ADDED
QA-058,P0,revive,source Revive resolves but hp remains zero,resolve,run fails with no ad or second revive choice,node test,release,VALIDATION_ADDED
QA-059,P0,revive,transition to next floor then lethal without blessing,resolve,run fails directly and no floor-based ad eligibility exists,node test,release,VALIDATION_ADDED
QA-060,P0,checkpoint,each modal battle purchase equip blessing event boundary,refresh before and after commit,no half settlement duplicate RNG or duplicate reward,node integration,release,VALIDATION_ADDED
QA-061,P0,checkpoint,corrupt main checksum,load,backup slot loads and committed transaction set preserved,node test,release,VALIDATION_ADDED
QA-062,P0,checkpoint,corrupt both slots,load,user sees corrupt save prompt and can start clean run,node integration,release,VALIDATION_ADDED
QA-063,P0,checkpoint,same seed DDA and command transcript,replay,board loot combat shop and checkpoints byte-identical,node replay,release,VALIDATION_ADDED
QA-064,P0,UI,750x1334 and808x1440,visit all screens,no crop overlap or inaccessible control,visual regression,release,VALIDATION_ADDED
QA-065,P1,UI,first-time flags clear,trigger five guides,each appears once points at correct control and never stacks,integration,release,VALIDATION_ADDED
QA-066,P0,UI,normal build,inspect board and combat,no auto-roll combat speed debug or real ad playback screen,static and manual,release,VALIDATION_ADDED
QA-067,P0,art,all sprite nodes at rest,capture transform,world pixel coordinates and scales are integers,node test,release,VALIDATION_ADDED
QA-068,P0,VFX,all boss and curved/rush attacks,compare tell and hit mask,mismatch<=4 logical pixels,integration capture,release,VALIDATION_ADDED
QA-069,P1,VFX,stress battle and boss death,profile particles,live particles stay within animation-vfx budgets,profiler,release,VALIDATION_ADDED
QA-070,P0,audio,production build,scan loaded banks and clips,no background music and all looping SFX stop on exit,static and integration,release,VALIDATION_ADDED
QA-071,P0,debug,force all commands,inspect logs,commands use Domain API and every record has debug=true,integration,release,VALIDATION_ADDED
QA-072,P0,logs,normal 10-floor run,export JSON,only technical allowlist fields and no user profile or cross-run stats,static schema test,release,VALIDATION_ADDED
QA-073,P0,onsite,10 live runs,cover attack attackSpeedCrit survival zeroRevive oneRevive,lead signs overall gameplay and roughly10-12min,onsite signoff,release,VALIDATION_ADDED
QA-074,P0,boss cycle,DiceGauge debug stage and six completed ROLL actions,observe runtimeGauge counter and board,first2 reach gauge100 and enter countdown4; next4 reach0 then exactly4 unique nonblessing tiles convert and runtimeGauge clears,node integration and visual regression,release,RUNTIME_OBSERVED
QA-075,P0,potion,150 maxHP 1 currentHP and heal level80,use one potion,currentHP becomes81 and charge decreases once; healing caps at maxHP,node test,release,SOURCE_CONFIRMED
QA-076,P0,board,ROLL any legal 2D6 result from Start,compare visible sum animation steps and final tile index,visible total equals exact number of clockwise one-tile moves and final index equals sum,browser visual regression,release,RUNTIME_OBSERVED
QA-077,P0,board,render battle merchant mini-boss infected-boss and all installable event tiles,inspect labels image URLs and load status,1-4 skull battle tiles and both boss tiles use distinct original assets and every event remains identifiable,browser integration,release,SOURCE_CONFIRMED
QA-078,P0,ads,open every normal screen event and lethal flow,scan controls and DOM,zero ad boost reroll extra-attempt extra-shot or ad-revive buttons; lethal flow reaches DEFEAT,browser integration,release,VALIDATION_ADDED
QA-079,P0,balance,new run with initial stats and no potion ads or debug buff,resolve first three normal battle groups,player survives and defeats all three groups,node test,release,VALIDATION_ADDED
QA-080,P0,tile lifecycle,resolve battle mini-boss and event then advance a floor,inspect source cells,each resolved source becomes EMPTY wasteland and stays wasteland unless a legal new tile covers it,node integration,release,VALIDATION_ADDED
QA-081,P0,infected boss,leave infected boss alive and cross Start three times,inspect all existing normal battle cells,each crossing adds one enemy per normal battle capped at4 and source stops after three pollution triggers,node integration,release,VALIDATION_ADDED
QA-082,P0,boss rule,stage0 Default run from initialization through floor10,inspect state HUD and checkpoints,no runtimeBossGauge or BossDiceCounter pressure state is created; boss_0 begins only after the tenth floor,node integration and visual regression,release,SOURCE_CONFIRMED