import { test, expect, type Page } from '@playwright/test'; /** * Fully deterministic end-to-end test. The Playwright webServer boots the real * stack (Vite → Express) with LLM_STUB=1, so the backend uses the deterministic * turn simulator in server/stub.ts. * * Batched-round model: actions and diplomatic messages are queued in * `game.pending` (no turn advance, no LLM call); a single "Jump forward" * commits the whole batch in one LLM turn. The stub emits one event per * queued item (action → military/success, diplomacy → diplomatic/partial) or * one political "The world moves on" event when the round is empty. It always * sets the player's military to (current + 5, clamped) and allies the player * with the first other nation, advancing the date by 2 days. */ test.describe('History — deterministic simulation (LLM_STUB=1)', () => { test('scenario → nation → queue action + diplomacy → jump, with predicted stat changes', async ({ page }) => { test.setTimeout(120000); await page.goto('/'); // Home: the scenario grid loads with all 5 presets. const presetCards = page.getByTestId('preset-card'); await expect(presetCards.first()).toBeVisible(); await expect(presetCards).toHaveCount(5); // Start the first scenario (World War II, 1939). await presetCards.first().getByRole('button', { name: 'Play' }).click(); // Nation select: the world brief is shown, then we lead the United Kingdom. await expect(page.getByTestId('world-background')).toBeVisible(); await page .getByTestId('nation-card-uk') .getByRole('button', { name: 'Play as United Kingdom' }) .click(); // Game screen mounts: map, command deck, and event feed all present; turn 1. await expect(page.getByTestId('world-map')).toBeVisible(); await expect(page.getByTestId('action-panel')).toBeVisible(); await expect(page.getByTestId('event-feed-panel')).toBeVisible(); await expect(page.getByTestId('turn-count')).toHaveText('1'); // The dossier shows the player's four stat bars (value-colored, animated). await expect(page.getByTestId('stat-military')).toBeVisible(); await expect(page.getByTestId('stat-economy')).toBeVisible(); await expect(page.getByTestId('stat-stability')).toBeVisible(); await expect(page.getByTestId('stat-population')).toBeVisible(); // The player (UK) starts at military 80, date 1939-09-01, no events yet. const military = page.getByTestId('stat-military'); const date = page.getByTestId('game-date'); await expect(military).toHaveText('80'); await expect(date).toHaveText('1939-09-01'); await expect(page.getByTestId('event-item')).toHaveCount(0); // The map legend is auto-generated from the region map: all 7 nations of the // scenario own at least one region, including the player (United Kingdom). await expect(page.getByTestId('map-legend-item')).toHaveCount(7, { timeout: 15000 }); await expect(page.getByTestId('map-legend-item').filter({ hasText: 'United Kingdom' })).toBeVisible(); // --- Queue an action (no turn advance, no LLM call) --- await page.getByTestId('action-textarea').fill('Mobilize the home guard and fortify Dover'); await page.getByTestId('add-action').click(); // The pending list shows one queued action; turn and date are unchanged. await expect(page.getByTestId('pending-item')).toHaveCount(1); await expect(page.getByTestId('pending-item').first()).toHaveAttribute('data-kind', 'action'); await expect(page.getByTestId('pending-item').first()).toContainText('Mobilize the home guard and fortify Dover'); await expect(page.getByTestId('turn-count')).toHaveText('1'); await expect(date).toHaveText('1939-09-01'); await expect(page.getByTestId('event-item')).toHaveCount(0); // The "Your move" window's title badge shows the pending count. await expect(page.getByTestId('title-queued')).toHaveText('1 queued'); // --- Queue a diplomatic message (no turn advance, no LLM call) --- await page.getByTestId('tab-diplo').click(); await page.getByTestId('chat-target').click(); await page.getByRole('option', { name: 'United States' }).click(); await page.getByTestId('chat-message').fill('We propose a mutual defense pact'); await page.getByTestId('add-diplomacy').click(); // The pending list now shows two items (action + diplomacy); turn still 1. await expect(page.getByTestId('pending-item')).toHaveCount(2); await expect(page.getByTestId('pending-item').first()).toHaveAttribute('data-kind', 'action'); await expect(page.getByTestId('pending-item').nth(1)).toHaveAttribute('data-kind', 'diplomacy'); await expect(page.getByTestId('pending-item').nth(1)).toContainText('→ United States'); await expect(page.getByTestId('pending-item').nth(1)).toContainText('We propose a mutual defense pact'); await expect(page.getByTestId('turn-count')).toHaveText('1'); await expect(date).toHaveText('1939-09-01'); await expect(page.getByTestId('event-item')).toHaveCount(0); await expect(page.getByTestId('title-queued')).toHaveText('2 queued'); // --- Jump forward: commit the whole pending round in a single LLM turn --- // The button sits at the bottom of the scrollable "Your move" window body // (max-h-[72vh] overflow-y-auto) and may be outside the page viewport; a // native DOM click bypasses Playwright's viewport actionability check. await page .getByTestId('jump-forward') .evaluate((el) => (el as HTMLElement).click()); // Turn advances to 2, date to 1939-09-03 (+2 days), military 80 → 85. await expect(page.getByTestId('turn-count')).toHaveText('2', { timeout: 20000 }); await expect(military).toHaveText('85', { timeout: 20000 }); await expect(date).toHaveText('1939-09-03', { timeout: 20000 }); // Two events were emitted (one per queued item): one military, one diplomatic. await expect(page.getByTestId('event-item')).toHaveCount(2); // The pending queue is now empty — the round was committed and cleared. await expect(page.getByTestId('pending-empty')).toBeVisible(); await expect(page.getByTestId('title-queued')).not.toBeVisible(); // Newest first: the diplomatic event (2nd queued item) sits on top, the // military event (1st queued item) is second. await expect(page.getByTestId('event-item').first().getByTestId('event-type')).toHaveText('diplomatic'); await expect(page.getByTestId('event-item').first().getByTestId('event-outcome')).toHaveText('partial'); await expect(page.getByTestId('event-item').nth(1).getByTestId('event-type')).toHaveText('military'); await expect(page.getByTestId('event-item').nth(1).getByTestId('event-outcome')).toHaveText('success'); }); }); /** * Save / resume across a page refresh. The active game's id is persisted in * localStorage, so a reload (or the home screen's "Resume last game" button) * must drop the user straight back into the same game — same turn, same stats, * same map — rather than resetting to the home screen. Deterministic under the * stub (UK military starts at 80 and +5 per committed turn). */ test.describe('History — save / resume across a page refresh', () => { async function createUkGameAtTurn2(page: Page): Promise { await page.goto('/'); await page.getByTestId('preset-card').first().waitFor({ timeout: 15000 }); await page.getByTestId('preset-card').first().getByRole('button', { name: 'Play' }).click(); await page .getByTestId('nation-card-uk') .getByRole('button', { name: 'Play as United Kingdom' }) .click(); // Game screen mounts at turn 1 (UK military starts at 80). await expect(page.getByTestId('world-map')).toBeVisible(); await expect(page.getByTestId('turn-count')).toHaveText('1'); await expect(page.getByTestId('stat-military')).toHaveText('80'); // Queue one action onto the pending round, then jump forward: the stub // bumps UK military to 85 and advances to turn 2. await page.getByTestId('action-textarea').fill('Reinforce the Atlantic convoys'); await page.getByTestId('add-action').click(); await expect(page.getByTestId('pending-item')).toHaveCount(1); await page.getByTestId('jump-forward').click(); await expect(page.getByTestId('turn-count')).toHaveText('2', { timeout: 20000 }); await expect(page.getByTestId('stat-military')).toHaveText('85', { timeout: 20000 }); } test('auto-resumes into the same game after a page reload', async ({ page }) => { await createUkGameAtTurn2(page); // Reload: the persisted active game id must restore the game — not home. await page.reload(); await expect(page.getByTestId('world-map')).toBeVisible(); await expect(page.getByTestId('turn-count')).toHaveText('2', { timeout: 20000 }); await expect(page.getByTestId('stat-military')).toHaveText('85', { timeout: 20000 }); // The player's identity is restored in the header… await expect(page.getByTestId('player-nation')).toHaveText('United Kingdom'); // …and the map legend is regenerated from the persisted region map. await expect(page.getByTestId('map-legend-item').first()).toBeVisible({ timeout: 15000 }); }); test('explicitly resumes a saved game from the home screen', async ({ page }) => { await createUkGameAtTurn2(page); // Back to the home screen: the "Resume last game" affordance is present. await page.getByTestId('back-to-scenarios').click(); await expect(page.getByTestId('resume-last')).toBeVisible(); // Resuming drops back into the same game, at the saved turn. await page.getByTestId('resume-last').click(); await expect(page.getByTestId('world-map')).toBeVisible(); await expect(page.getByTestId('turn-count')).toHaveText('2', { timeout: 20000 }); await expect(page.getByTestId('stat-military')).toHaveText('85', { timeout: 20000 }); await expect(page.getByTestId('player-nation')).toHaveText('United Kingdom'); }); }); /** * URL deep-linking (issue #3). The active game's id lives in the URL fragment: * home is `#/` and an active game is `#/game/`. A fresh page navigated to * that hash loads that exact game; a bad/missing id falls back to home and * clears the hash; returning to home clears it. A browser context is fresh per * test, so localStorage is isolated, but the e2e webServer shares one SQLite * (`data/e2e`) across tests — so each test captures the *specific* id of the * game it creates (via the POST /api/games response) rather than assuming "the * only game". */ /** * Start the first scenario (World War II) and pick the United Kingdom, returning * the freshly created game's id (read from the POST /api/games response). Leaves * the caller on the game screen at turn 1. */ async function createUkGame(page: Page): Promise { await page.goto('/'); await page.getByTestId('preset-card').first().waitFor({ timeout: 15000 }); await page.getByTestId('preset-card').first().getByRole('button', { name: 'Play' }).click(); await expect(page.getByTestId('world-background')).toBeVisible(); const [resp] = await Promise.all([ page.waitForResponse( (r) => r.request().method() === 'POST' && new URL(r.url()).pathname === '/api/games', ), page .getByTestId('nation-card-uk') .getByRole('button', { name: 'Play as United Kingdom' }) .click(), ]); const body = (await resp.json()) as { game: { id: string } }; return body.game.id; } /** Poll until `location.hash` equals `expected` (hash writes happen in effects). */ async function waitHash(page: Page, expected: string): Promise { await page.waitForFunction( (exp) => window.location.hash === exp, expected, { timeout: 15000 }, ); } test.describe('History — URL deep-linking (#/game/)', () => { test('creating a game puts its id in the URL', async ({ page }) => { test.setTimeout(60000); const id = await createUkGame(page); // The game screen mounts at turn 1; the URL-sync effect writes the deep link. await expect(page.getByTestId('world-map')).toBeVisible(); await expect(page.getByTestId('turn-count')).toHaveText('1'); await expect(page.getByTestId('player-nation')).toHaveText('United Kingdom'); await waitHash(page, `#/game/${id}`); }); test('a fresh page deep-links to the exact saved game', async ({ page, context }) => { test.setTimeout(60000); const id = await createUkGame(page); await waitHash(page, `#/game/${id}`); const origin = await page.evaluate(() => location.origin); // A brand-new page navigated straight to the deep link must load that exact // game (matching id, preset, and player) — the URL hash takes precedence over // the (shared) localStorage, so this is deterministic. const page2 = await context.newPage(); await page2.goto(`${origin}/#/game/${id}`); await expect(page2.getByTestId('world-map')).toBeVisible(); await expect(page2.getByTestId('turn-count')).toHaveText('1'); await expect(page2.getByTestId('player-nation')).toHaveText('United Kingdom'); await waitHash(page2, `#/game/${id}`); await page2.close(); }); test('a bad game id falls back to the home screen and clears the hash', async ({ page, context, }) => { test.setTimeout(60000); await page.goto('/'); const origin = await page.evaluate(() => location.origin); // A fresh page navigated to a non-existent id must not crash: it lands on the // home screen and the bad hash is cleared to `#/`. const page2 = await context.newPage(); await page2.goto(`${origin}/#/game/does-not-exist-xyz`); await expect(page2.getByTestId('preset-card').first()).toBeVisible({ timeout: 20000 }); await waitHash(page2, '#/'); await page2.close(); }); test('returning to home from a game clears the hash to #/', async ({ page }) => { test.setTimeout(60000); const id = await createUkGame(page); await expect(page.getByTestId('world-map')).toBeVisible(); await waitHash(page, `#/game/${id}`); // "← Scenarios" returns to the home screen; the URL-sync effect clears the hash. await page.getByTestId('back-to-scenarios').click(); await expect(page.getByTestId('preset-card').first()).toBeVisible({ timeout: 15000 }); await waitHash(page, '#/'); }); });