84 lines
12 KiB
CSV
84 lines
12 KiB
CSV
case_id,priority,area,setup,action,expected,automation,gate,source_tag
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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
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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
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QA-003,P0,dice,fixed seed,run 100 rolls twice,dieA dieB and RNG indices byte-identical,node test,release,VALIDATION_ADDED
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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
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QA-005,P0,dice,ThirdDieReplace active,exercise replaceA replaceB discard,move sums correct and A/B log preserved,node test,release,VALIDATION_ADDED
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QA-006,P1,dice,normal roll,force doubles,no universal reward or reroll appears,node test,release,VALIDATION_ADDED
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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
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QA-008,P0,board,each floor 1..10,finish lap,floor increments and heal round(maxHp*0.30) capped,node test,release,VALIDATION_ADDED
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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
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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
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QA-011,P0,board,seed suite 10000 runs,inspect merchant generation,merchant only and always on floors3 6 9,node simulation,release,VALIDATION_ADDED
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QA-012,P0,boss,complete floor10,resolve transition,boss_0 with skill_0 and cooldown7 starts,node test,release,SOURCE_CONFIRMED
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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
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QA-014,P0,combat,floor1..10,spawn base enemies,base stats match floor-balance.csv exactly,node test,release,SOURCE_CONFIRMED
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QA-015,P0,combat,floor10 boss spawn,inspect snapshot,multipliers attack2 hp4 defense1 speed1 evasion1 aim1 lifeSteal0,node test,release,SOURCE_CONFIRMED
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QA-016,P0,combat,controlled attack and defense,run deterministic hit,validation baseline formula matches exact integer result,node test,prototype,VALIDATION_ADDED
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QA-017,P0,combat,clean capture matrix,run fit report,player and enemy damage median APE<=5%,analysis script,release,VALIDATION_ADDED
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QA-018,P0,combat,clean capture matrix,run duration fit,floor bands and boss median APE<=10%,analysis script,release,VALIDATION_ADDED
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QA-019,P0,combat,hit and evasion capture,run Wilson check,predictions inside 95 percent intervals,analysis script,release,VALIDATION_ADDED
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QA-020,P0,combat,critical and lifeSteal capture,run fit,crit ratio and healing median APE<=5%,analysis script,release,VALIDATION_ADDED
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QA-021,P0,combat,attack speed capture,run interval fit,player and enemy median interval APE<=5%,analysis script,release,VALIDATION_ADDED
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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
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QA-023,P0,DDA,known state transitions,save reload,state arrays multipliers recentBattleMs and reason preserved,node test,release,VALIDATION_ADDED
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QA-024,P0,DDA,clean DDA captures,run transition matcher,exact transition and multiplier match,analysis script,release,VALIDATION_ADDED
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QA-025,P0,potion,Fight and one charge,double click same tick,only one use and one heal,node test,release,VALIDATION_ADDED
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QA-026,P0,potion,each count and heal level,load lookup,10 capacity and 21 heal records exact,node test,release,SOURCE_CONFIRMED
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QA-027,P0,potion,each of 9 augments,run isolated scripted scenario,state delta equals potions.csv contract,node test,release,VALIDATION_ADDED
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QA-028,P1,potion,GuaranteedDouble source row,scan pools and shop,disabled augment never appears,static scan,release,SOURCE_CONFIRMED
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QA-029,P0,gear,catalog load,count and group,exactly 40 with 10 per slot,node test,release,SOURCE_CONFIRMED
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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
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QA-031,P0,gear,100000 simulated runs,count view opportunities,P50 between6 and8,node simulation,release,VALIDATION_ADDED
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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
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QA-033,P0,gear,batch with 3 unhandled,close modal,all 3 salvage in source order with no duplicate,integration,release,VALIDATION_ADDED
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QA-034,P0,gear,all 13 statuses,generate each,min max plus rank and display precision match,node test,release,SOURCE_CONFIRMED
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QA-035,P0,smithy,quality ranks0..3,run 100000 trials each,base success rates fit80|50|30|10,node simulation,release,SOURCE_CONFIRMED
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QA-036,P0,smithy,boost used ranks0..3,run 100000 trials each,boost rates fit100|80|50|30,node simulation,release,VALIDATION_ADDED
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QA-037,P0,smithy,force failure,resolve,equipment removed and pre-failure quality salvage once,node test,release,VALIDATION_ADDED
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QA-038,P0,blessing,load pool,count enabled,31 source plus ThirdDieReplace equals32,node test,release,SOURCE_CONFIRMED
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QA-039,P0,blessing,reveal card,use boost,replacement differs and only Accept remains,node test,release,VALIDATION_ADDED
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QA-040,P0,blessing,pool edge only same eligible,use boost,original accepted and transaction commits without loop,node test,release,VALIDATION_ADDED
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QA-041,P0,blessing,levels0..40,lookup star cost,index clamps to29 and sequence matches source,node test,release,SOURCE_CONFIRMED
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QA-042,P0,shop,load offers,count and group,97 total with source distribution plus one augment,node test,release,VALIDATION_ADDED
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QA-043,P0,shop,open merchant,inspect slots,3 fixed and 3 unique random eligible offers,integration,release,VALIDATION_ADDED
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QA-044,P0,shop,reroll count0..5,inspect quote,cost equals3+2*n,node test,release,SOURCE_CONFIRMED
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QA-045,P0,shop,insufficient points,attempt purchase,no negative balance no RNG consumption no offer mutation,node test,release,VALIDATION_ADDED
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QA-046,P0,shop,purchase limit reached,reroll and reopen,offer remains ineligible,node test,release,SOURCE_CONFIRMED
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QA-047,P0,shop,purchase tile and cancel install,reopen,pending install preserved and no refund or loss,integration,release,VALIDATION_ADDED
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QA-048,P0,event,EV-140 forced,perform base digs,5x5 board and exactly5 actions before boost,integration,release,VALIDATION_ADDED
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QA-049,P0,event,EV-151 forced,inspect cabinet,20 capsules and1 base attempt,integration,release,SOURCE_CONFIRMED
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QA-050,P0,event,EV-166 forced,inspect all seeds,one of6 source maps and3 base shots,integration,release,SOURCE_CONFIRMED
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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
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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
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QA-053,P2,legacy boost,old PENDING fixture,restore,compatibility recovery does not expose button,node migration,archive,DEFERRED_NOT_EXPOSED
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QA-054,P2,legacy boost,old COMMITTED fixture,restore,render does not apply balance or reward delta again,node migration,archive,DEFERRED_NOT_EXPOSED
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QA-055,P2,legacy boost,normal event instance,inspect controls,no boost transaction can be initiated from UI,node test,archive,DEFERRED_NOT_EXPOSED
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QA-056,P0,revive,lethal with source Revive available,resolve,source blessing resolves once before failure decision,node test,release,SOURCE_CONFIRMED
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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
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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
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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
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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
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QA-061,P0,checkpoint,corrupt main checksum,load,backup slot loads and committed transaction set preserved,node test,release,VALIDATION_ADDED
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QA-062,P0,checkpoint,corrupt both slots,load,user sees corrupt save prompt and can start clean run,node integration,release,VALIDATION_ADDED
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QA-063,P0,checkpoint,same seed DDA and command transcript,replay,board loot combat shop and checkpoints byte-identical,node replay,release,VALIDATION_ADDED
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QA-064,P0,UI,750x1334 and808x1440,visit all screens,no crop overlap or inaccessible control,visual regression,release,VALIDATION_ADDED
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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
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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
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QA-067,P0,art,all sprite nodes at rest,capture transform,world pixel coordinates and scales are integers,node test,release,VALIDATION_ADDED
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QA-068,P0,VFX,all boss and curved/rush attacks,compare tell and hit mask,mismatch<=4 logical pixels,integration capture,release,VALIDATION_ADDED
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QA-069,P1,VFX,stress battle and boss death,profile particles,live particles stay within animation-vfx budgets,profiler,release,VALIDATION_ADDED
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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
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QA-071,P0,debug,force all commands,inspect logs,commands use Domain API and every record has debug=true,integration,release,VALIDATION_ADDED
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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