test: e2e jump helper prefers undiscovered systems — fixes exhausted-territory ping-pong
CI / build + unit + e2e (pull_request) Successful in 2m30s
CI / build + unit + e2e (pull_request) Successful in 2m30s
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import { expect, type Page } from '@playwright/test';
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// Shared e2e helpers — kept out of the specs so both files can reuse them.
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interface WorldSystemDto { id: number; name: string; x: number; y: number; discovered: boolean; current: boolean }
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interface WorldState { systems: WorldSystemDto[]; edges: [number, number][]; turn: number }
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// Jump to an adjacent system, preferring one that is still undiscovered. Every jump into an
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// undiscovered system generates 4 fresh neighbours (lib/game/world.ts), so fresh territory is
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// always available — picking the FIRST edge instead ping-pongs between exhausted systems, because
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// edges come back in insertion order and the oldest route out of a system is usually the one that
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// led here. Falls back to any non-current adjacent system if none is undiscovered.
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export async function jumpToFreshSystem(page: Page): Promise<WorldState> {
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const world = (await (await page.request.get('/api/world')).json()) as WorldState;
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const currentId = world.systems.find((s) => s.current)!.id;
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const adjacentIds = new Set<number>();
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for (const [a, b] of world.edges) {
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if (a === currentId) adjacentIds.add(b);
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else if (b === currentId) adjacentIds.add(a);
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}
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const candidates = [...adjacentIds].map((id) => world.systems.find((s) => s.id === id)!);
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const target = candidates.find((s) => !s.discovered) ?? candidates[0];
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expect(target).toBeDefined(); // every system has at least one route out (ring generation)
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const res = await page.request.post('/api/jump', { data: { systemId: target.id } });
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expect(res.status()).toBe(200);
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return (await res.json()) as WorldState;
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}
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