diff --git a/components/task-strip.tsx b/components/task-strip.tsx index 92294c2..d64a99d 100644 --- a/components/task-strip.tsx +++ b/components/task-strip.tsx @@ -2,7 +2,8 @@ import type { QueueDto } from '@/lib/game/save' -// TASK STRIP — the save's task queue, fixed bottom-left next to the NEXT TURN button (#44). +// TASK STRIP — the save's task queue, fixed bottom-left (#44); the NEXT TURN button moved into +// the right pane in #52, so the two can no longer overlap. // The array arrives pre-ordered from the snapshot builder (Task 6: ACTIVE block, then PENDING // block, each by (queuedAtTurn, id)) — the strip renders it as-is, dimming the PENDING rows, // and never fetches or re-sorts. Empty queue → null, no box at all. The shell re-renders it on diff --git a/e2e/smoke.spec.ts b/e2e/smoke.spec.ts index 8042a23..e7fce84 100644 --- a/e2e/smoke.spec.ts +++ b/e2e/smoke.spec.ts @@ -1054,7 +1054,7 @@ test('NEXT TURN button is full-width in the right pane and not covered by the ta const edge = world.edges.find(([a, b]) => a === currentId || b === currentId)!; const targetId = edge[0] === currentId ? edge[1] : edge[0]; const { crew } = (await (await page.request.get('/api/crew')).json()) as { crew: CrewDto[]; tasks: QueueTaskDto[] }; - expect(crew.length).toBeGreaterThanOrEqual(2); + expect(crew.length).toBeGreaterThanOrEqual(1); // Queue a one-person JUMP and deliberately do not tick it (the #44 jump scenarios' pattern, // the in-transit 409 one leaves it that way on purpose): the strip renders from the shell's