Map (basemap was rendering black): - Inline MapLibre style (dark-navy background + subtle OpenFreeMap ne2sr raster) instead of the remote "dark" style, whose vector tiles are empty at world zoom and gated the choropleth on a remote styledata fetch. - Explicit prod worker URL (maplibre-gl-worker via ?url) so GeoJSON sources process in the production bundle. - Hardened the choropleth against geo load-order races (empty sources up front, ownership stamped once data lands) and bumped fill opacity so the vivid per-nation colors are the star on the non-black background. Save/resume (a refresh used to drop users to the home screen): - Persist the active game id in localStorage (history.activeGameId) on create and resume; clear it when explicitly starting a new game. - Auto-resume the last game on a page refresh (GET /api/games/:id + /map), re-attaching the SSE stream; fall back to home gracefully if it's gone. - Home screen: prominent "Resume last game" button + a "Saved games" section (newest first). New GET /api/games list endpoint. e2e: two new deterministic tests — auto-resume-on-reload and explicit resume from the home screen (both under LLM_STUB=1). Quality gates: typecheck, lint, 21 unit tests, 3 e2e tests — all pass.
148 lines
7.8 KiB
TypeScript
148 lines
7.8 KiB
TypeScript
import { test, expect, type Page } from '@playwright/test';
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/**
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* Fully deterministic end-to-end test. The Playwright webServer boots the real
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* stack (Vite :5173 → Express :4321) with LLM_STUB=1, so the backend uses the
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* deterministic turn simulator in server/stub.ts: the player nation's `military`
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* stat is set to (current + 5, clamped) each turn and exactly one event is
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* emitted (action → military, chat → diplomatic, jump → political). There is no
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* live LLM and no flakiness — every assertion below is an exact, predicted value.
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*
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* Beyond the core simulation loop it also asserts the polished command-center
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* UI: the dossier's animated stat bars, the map legend (generated from the
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* region map), and the new event cards (type icon + label + colored outcome
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* badge). The map itself is a canvas, so we assert on its DOM legend, not pixels.
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*/
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test.describe('History — deterministic simulation (LLM_STUB=1)', () => {
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test('scenario → nation → action → jump, with predicted stat changes', async ({ page }) => {
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await page.goto('/');
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// Home: the scenario grid loads with all 5 presets.
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const presetCards = page.getByTestId('preset-card');
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await expect(presetCards.first()).toBeVisible();
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await expect(presetCards).toHaveCount(5);
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// Start the first scenario (World War II, 1939).
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await presetCards.first().getByRole('button', { name: 'Play' }).click();
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// Nation select: the world brief is shown, then we lead the United Kingdom.
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await expect(page.getByTestId('world-background')).toBeVisible();
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await page
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.getByTestId('nation-card-uk')
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.getByRole('button', { name: 'Play as United Kingdom' })
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.click();
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// Game screen mounts: map, command deck, and event feed all present; turn 1.
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await expect(page.getByTestId('world-map')).toBeVisible();
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await expect(page.getByTestId('action-panel')).toBeVisible();
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await expect(page.getByTestId('event-feed-panel')).toBeVisible();
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await expect(page.getByTestId('turn-count')).toHaveText('1');
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// The dossier shows the player's four stat bars (value-colored, animated).
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await expect(page.getByTestId('stat-military')).toBeVisible();
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await expect(page.getByTestId('stat-economy')).toBeVisible();
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await expect(page.getByTestId('stat-stability')).toBeVisible();
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await expect(page.getByTestId('stat-population')).toBeVisible();
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// The player (UK) starts at military 80, with no events yet.
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const military = page.getByTestId('stat-military');
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await expect(military).toHaveText('80');
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await expect(page.getByTestId('event-item')).toHaveCount(0);
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// The map legend is auto-generated from the region map: all 7 nations of the
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// scenario own at least one region, including the player (United Kingdom).
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await expect(page.getByTestId('map-legend-item')).toHaveCount(7, { timeout: 15000 });
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await expect(page.getByTestId('map-legend-item').filter({ hasText: 'United Kingdom' })).toBeVisible();
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// Take an action: the stub bumps UK military to 85 and emits a military event.
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await page.getByTestId('action-textarea').fill('Mobilize the home guard and fortify Dover');
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await page.getByTestId('action-submit').click();
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await expect(page.getByTestId('turn-count')).toHaveText('2', { timeout: 20000 });
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await expect(military).toHaveText('85', { timeout: 20000 });
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await expect(page.getByTestId('event-item')).toHaveCount(1);
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await expect(
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page.getByTestId('event-feed').getByText('Mobilize the home guard and fortify Dover').first(),
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).toBeVisible();
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// The new event card carries its type (icon + label) and a colored outcome badge.
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await expect(page.getByTestId('event-item').first().getByTestId('event-type-icon')).toBeVisible();
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await expect(page.getByTestId('event-item').first().getByTestId('event-type')).toHaveText('military');
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await expect(page.getByTestId('event-item').first().getByTestId('event-outcome')).toHaveText('success');
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// Jump forward (no action): a "world moves on" political event, military → 90.
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await page.getByTestId('jump-forward').click();
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await expect(page.getByTestId('turn-count')).toHaveText('3', { timeout: 20000 });
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await expect(military).toHaveText('90', { timeout: 20000 });
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await expect(page.getByTestId('event-item')).toHaveCount(2);
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await expect(page.getByTestId('event-feed').getByText('The world moves on').first()).toBeVisible();
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// Newest first: the jump event (political / neutral) sits on top, and the
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// action event (military / success) is second — both with their outcome badges.
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await expect(page.getByTestId('event-item').first().getByTestId('event-type')).toHaveText('political');
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await expect(page.getByTestId('event-item').first().getByTestId('event-outcome')).toHaveText('neutral');
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await expect(page.getByTestId('event-item').nth(1).getByTestId('event-outcome')).toHaveText('success');
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});
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});
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/**
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* Save / resume across a page refresh. The active game's id is persisted in
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* localStorage, so a reload (or the home screen's "Resume last game" button)
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* must drop the user straight back into the same game — same turn, same stats,
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* same map — rather than resetting to the home screen. Deterministic under the
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* stub (UK military starts at 80 and +5 per turn).
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*/
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test.describe('History — save / resume across a page refresh', () => {
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async function createUkGameAtTurn2(page: Page): Promise<void> {
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await page.goto('/');
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await page.getByTestId('preset-card').first().waitFor({ timeout: 15000 });
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await page.getByTestId('preset-card').first().getByRole('button', { name: 'Play' }).click();
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await page
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.getByTestId('nation-card-uk')
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.getByRole('button', { name: 'Play as United Kingdom' })
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.click();
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// Game screen mounts at turn 1 (UK military starts at 80).
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await expect(page.getByTestId('world-map')).toBeVisible();
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await expect(page.getByTestId('turn-count')).toHaveText('1');
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await expect(page.getByTestId('stat-military')).toHaveText('80');
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// One action: the stub bumps UK military to 85 and advances to turn 2.
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await page.getByTestId('action-textarea').fill('Reinforce the Atlantic convoys');
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await page.getByTestId('action-submit').click();
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await expect(page.getByTestId('turn-count')).toHaveText('2', { timeout: 20000 });
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await expect(page.getByTestId('stat-military')).toHaveText('85', { timeout: 20000 });
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}
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test('auto-resumes into the same game after a page reload', async ({ page }) => {
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await createUkGameAtTurn2(page);
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// Reload: the persisted active game id must restore the game — not home.
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await page.reload();
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await expect(page.getByTestId('world-map')).toBeVisible();
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await expect(page.getByTestId('turn-count')).toHaveText('2', { timeout: 20000 });
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await expect(page.getByTestId('stat-military')).toHaveText('85', { timeout: 20000 });
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// The player's identity is restored in the header…
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await expect(page.getByTestId('player-nation')).toHaveText('United Kingdom');
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// …and the map legend is regenerated from the persisted region map.
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await expect(page.getByTestId('map-legend-item').first()).toBeVisible({ timeout: 15000 });
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});
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test('explicitly resumes a saved game from the home screen', async ({ page }) => {
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await createUkGameAtTurn2(page);
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// Back to the home screen: the "Resume last game" affordance is present.
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await page.getByTestId('back-to-scenarios').click();
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await expect(page.getByTestId('resume-last')).toBeVisible();
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// Resuming drops back into the same game, at the saved turn.
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await page.getByTestId('resume-last').click();
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await expect(page.getByTestId('world-map')).toBeVisible();
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await expect(page.getByTestId('turn-count')).toHaveText('2', { timeout: 20000 });
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await expect(page.getByTestId('stat-military')).toHaveText('85', { timeout: 20000 });
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await expect(page.getByTestId('player-nation')).toHaveText('United Kingdom');
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});
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});
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