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docs/REGRESSION_CHECKLIST.md
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# Regression Checklist
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Version: 15.24.33
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This pass freezes the current internal baseline before continuing deeper behavior refactors.
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## Scope
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- Static loading order must remain generated from `app_manifest.json`.
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- `index.html` and `service-worker.js` must match the manifest after `scripts/generate_app_files.py`.
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- JavaScript syntax must pass `node --check`.
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- `ActionSpec` lifecycle helpers must support `selectTarget / canStart / start / tick / finish / fail`.
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- Save-data migration is intentionally out of scope for this pass.
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- Population caps and family-tree UI are intentionally out of scope.
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## Command
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```bash
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python3 scripts/regression_check.py
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```
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Expected result: all checks print `[OK]` and exit with status 0.
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## 15.24.28 runtime diagnostics
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When opening with `?debug=1`, verify the overlay reports spatial rebuilds, draw-list state, item bucket/id-map state, forced/locked behavior counts, and top behavior ids. These are observation aids only and do not change player controls or simulation rules.
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## Social balance regression checks
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For `15.24.33+`, also verify:
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- Ordinary conflict does not crowd out `approach_friend` / `approach_mate` in a neutral population.
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- Fight mochi still forces conflict, but one individual should not start several fights at once.
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- Intimidation resolves quickly enough that it does not visually lock the colony.
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- With `?debug=1`, behavior counts should show non-conflict social actions appearing over time in a dense but non-drugged population.
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## 15.24.33 runtime item-bucket checks
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- Runtime-created items should go through `World.addItem()` where safe.
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- `World.itemsOfType()` should call `ensureItemBuckets()` before returning a bucket.
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- `World.itemById()` should not return dead items.
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- The debug overlay should expose item bucket dirty state, id-map size, and bucket rebuild counters.
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- Save migration remains out of scope until this runtime polish is observed in-browser.
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