diff --git a/e2e/smoke.spec.ts b/e2e/smoke.spec.ts index 840250e..4cd0750 100644 --- a/e2e/smoke.spec.ts +++ b/e2e/smoke.spec.ts @@ -1,12 +1,15 @@ -import { expect, test } from '@playwright/test'; -import { jumpToFreshSystem } from './helpers'; +import { expect, test, type Page } from '@playwright/test'; +import { jumpToFreshSystem, resolveAction } from './helpers'; // Mirrors the /api/world + /api/system response shapes (lib/game/save.ts) — kept local so the spec stays self-contained. +// Since Task 6 both snapshots also carry the save's task queue (ACTIVE block first, then PENDING). interface WorldSystemDto { id: number; name: string; x: number; y: number; discovered: boolean; current: boolean } -interface WorldState { systems: WorldSystemDto[]; edges: [number, number][]; turn: number } +// The subset of QueueDto the spec reads: the task type and its live duration (`remaining`). +interface QueueTaskDto { type: string; remaining: number } +interface WorldState { systems: WorldSystemDto[]; edges: [number, number][]; turn: number; tasks: QueueTaskDto[] } interface PlanetDto { id: number; name: string; type: string; hazard: boolean; explored: boolean; parent: number | null } interface InventoryItemDto { kind: string; name: string; qty: number } -interface SystemState { systemId: number; systemName: string; planets: PlanetDto[]; inventory: InventoryItemDto[]; turn: number } +interface SystemState { systemId: number; systemName: string; planets: PlanetDto[]; inventory: InventoryItemDto[]; turn: number; tasks: QueueTaskDto[] } interface FoundItem { kind: string; name: string; qty: number } interface ExploreResult extends SystemState { outcome: FoundItem[]; crewFound: unknown } interface CrewDto { id: number; name: string; role: string; traitGood: string; traitBad: string; origin: string } @@ -47,6 +50,40 @@ const shortestJumpPath = (fromId: number, toId: number, edges: [number, number][ return path; }; +// --- PR A's UI flow (Task 8's team builder + Task 7's NEXT TURN button) ----------------- + +// The team-builder half of every action panel: pick the default one-person crew in the mounted +// builder — the first lead radio, the same default member (the roster is in join order) that +// resolveAction queues with, no helpers — and click DISPATCH. Returns the queue POST's response: +// 200, no turn bump, the effect not yet applied. Its `tasks` array (where the snapshot carries +// one) holds the new task's `remaining` — the team's live duration N (Task 6). +async function dispatchDefaultCrew(page: Page, path: string) { + await page.getByRole('tabpanel').locator('input[type="radio"][name="lead"]').first().check(); + const [res] = await Promise.all([ + page.waitForResponse((r) => r.request().method() === 'POST' && r.url().endsWith(path)), + page.getByRole('button', { name: 'DISPATCH' }).click(), + ]); + return res; +} + +// One NEXT TURN click (Task 7) = one POST /api/turn. The button drops a click while a tick is +// in flight, so each click waits for the button's own TURN span (the shell's ship snapshot — +// refreshed on every tick) to show the next turn before the following click. +async function tickTo(page: Page, toTurn: number) { + await page.getByRole('button', { name: 'NEXT TURN' }).click(); + await expect(page.getByText(`TURN ${toTurn}`, { exact: true })).toBeVisible(); +} + +// The N for a ship or research action, read from the crew snapshot: the queueing routes for +// /api/ship/* and /api/research return a bare ShipState / TechDto[] with no `tasks` field of +// their own (unlike the world/system snapshots), but the queue itself is the same one GET +// /api/crew exposes (JC-7). Every test ticks its actions to completion, so at most one task of +// a given type is ever in the queue when this reads it. +async function crewTasks(page: Page): Promise { + const { tasks } = (await (await page.request.get('/api/crew')).json()) as { crew: CrewDto[]; tasks: QueueTaskDto[] }; + return tasks; +} + test('landing page loads with the SpaceWanderer title', async ({ page }) => { await page.goto('/'); await expect(page.getByRole('heading', { name: 'SpaceWanderer' })).toBeVisible(); @@ -142,11 +179,22 @@ test('jumping to an adjacent system updates the world state and turn counter', a const targetName = before.systems.find((s) => s.id === targetId)!.name; await page.goto('/'); - // Click the target's chart field — clickable nodes are role=button with their name as accessible label. + // Click the target's chart field — it ARMS the node: the crew team builder floats over the chart. await page.getByRole('tabpanel').getByRole('button', { name: targetName.toUpperCase(), exact: true }).click(); + // Dispatch with the default one-person crew — the POST only QUEUES the JUMP: 200, no turn bump, + // and the ship has not moved yet (the origin is still `current` in the queue response). + const res = await dispatchDefaultCrew(page, '/api/jump'); + expect(res.status()).toBe(200); + const queued = (await res.json()) as WorldState; + expect(queued.turn).toBe(before.turn); + expect(queued.systems.find((s) => s.current)?.id).toBe(currentId); // no instant landing + const n = queued.tasks.find((t) => t.type === 'JUMP')!.remaining; // N = the team's live duration (Task 6/8) + + // The tick, not the queue, advances the counter: N NEXT TURN clicks, one turn each. + for (let k = 1; k <= n; k++) await tickTo(page, before.turn + k); const after = (await (await page.request.get('/api/world')).json()) as WorldState; - expect(after.turn).toBe(before.turn + 1); + expect(after.turn).toBe(before.turn + n); expect(after.systems.find((s) => s.current)?.id).toBe(targetId); }); @@ -158,18 +206,28 @@ test('local system shows the new current system after a jump, without a page rel const targetName = before.systems.find((s) => s.id === targetId)!.name; await page.goto('/'); - // Jump through the UI: click the target's chart field on WORLD MAP (the default tab). + // Jump through the UI: click the target's chart field on WORLD MAP (the default tab) — it arms + // the node and floats the crew team builder over the chart. await page.getByRole('tabpanel').getByRole('button', { name: targetName.toUpperCase(), exact: true }).click(); + const res = await dispatchDefaultCrew(page, '/api/jump'); + expect(res.status()).toBe(200); + // The queue response is applied to the chart — but the turn is still the origin's: no landing, + // no counter bump until the ticks. + const queued = (await res.json()) as WorldState; + expect(queued.turn).toBe(before.turn); + expect(queued.systems.find((s) => s.current)?.id).toBe(currentId); + const n = queued.tasks.find((t) => t.type === 'JUMP')!.remaining; - // Wait until the jump response is applied to the chart — server state is committed by then, so - // the /api/world read below can't race the in-flight POST. - await expect(page.getByText(`GALACTIC CHART // JUMP ROUTES — TURN ${before.turn + 1}`)).toBeVisible(); + // Wait until the ticks are done: the tick, not the queue, advances the counter (the button's + // TURN span is the shell's live counter; the last click lands the jump and shows TURN before+N). + for (let k = 1; k <= n; k++) await tickTo(page, before.turn + k); const after = (await (await page.request.get('/api/world')).json()) as WorldState; const newCurrent = after.systems.find((s) => s.current)!; - expect(newCurrent.id).toBe(targetId); // the jump landed where we aimed + expect(newCurrent.id).toBe(targetId); // the jump landed where we aimed, on the Nth tick - // Switch to LOCAL SYSTEM — it must show the NEW current system without a page reload (#30). + // Switch to LOCAL SYSTEM — it must show the NEW current system without a page reload (#30): + // the shell re-fetches /api/system on every tick, so its header carries the final turn. await page.getByRole('tab', { name: 'LOCAL SYSTEM' }).click(); await expect(page.getByText(`EXPLORABLE WORLDS // ${newCurrent.name.toUpperCase()} — TURN ${after.turn}`)).toBeVisible(); }); @@ -194,13 +252,29 @@ test('exploring a body flips its row state, bumps the turn and shows the scan re await page.goto('/'); await page.getByRole('tab', { name: 'LOCAL SYSTEM' }).click(); + // The row's button ARMS the planet (it flips to PICK TEAM); the crew team builder mounts above the list. await page.getByRole('button', { name: `${target.name.toUpperCase()} // EXPLORE` }).click(); + // Dispatch with the default one-person crew — the POST only QUEUES the scan: 200, no turn bump, + // the body still unexplored in the response and its `outcome` empty until the scan resolves (JC-2). + const res = await dispatchDefaultCrew(page, '/api/explore'); + expect(res.status()).toBe(200); + const queued = (await res.json()) as ExploreResult; + expect(queued.turn).toBe(before.turn); + expect(queued.planets.find((p) => p.id === target.id)?.explored).toBe(false); + expect(queued.outcome).toEqual([]); + expect(queued.crewFound).toBeNull(); + const n = queued.tasks.find((t) => t.type === 'EXPLORE')!.remaining; + + // The ticks: the scan resolves (explored flips, the haul lands) on the Nth one. + for (let k = 1; k <= n; k++) await tickTo(page, before.turn + k); const after = (await (await page.request.get('/api/system')).json()) as SystemState; - expect(after.turn).toBe(before.turn + 1); + expect(after.turn).toBe(before.turn + n); expect(after.planets.find((p) => p.id === target.id)?.explored).toBe(true); - // UI reflects it: the row badge flipped to SCANNED and its EXPLORE button is gone. + // UI reflects it after the ticks: the row badge flipped to SCANNED and its EXPLORE button is gone. + // (The SCAN RESULT block already showed the queue response's empty outcome — NOTHING FOUND — as + // soon as the scan was dispatched; the haul itself only ever lands on the tick, into the hold.) await expect(page.getByRole('button', { name: `${target.name.toUpperCase()} // EXPLORE` })).toHaveCount(0); await expect(page.getByText(/SCAN RESULT \/\/ /)).toBeVisible(); }); @@ -215,18 +289,22 @@ test('exploration yields finds that accumulate in the inventory', async ({ page const sys = (await (await page.request.get('/api/system')).json()) as SystemState; const unexplored = sys.planets.filter((p) => !p.explored); if (unexplored.length > 0) { - const res = await page.request.post('/api/explore', { data: { planetId: unexplored[0].id } }); - expect(res.status()).toBe(200); - for (const item of ((await res.json()) as ExploreResult).outcome) { - found.set(`${item.kind}|${item.name}`, item.qty); + // Queue + tick the scan (resolveAction). The queue response's `outcome` is empty until the + // tick (JC-2), so the haul is read from the post-tick /api/system snapshot it returns: + // the inventory delta of this scan (the queue is clean at the start of every iteration). + const after = (await resolveAction(page, '/api/explore', { planetId: unexplored[0].id })) as SystemState; + const before = new Map(sys.inventory.map((i) => [`${i.kind}|${i.name}`, i.qty])); + for (const item of after.inventory) { + const qty = item.qty - (before.get(`${item.kind}|${item.name}`) ?? 0); + if (qty > 0) found.set(`${item.kind}|${item.name}`, qty); } } else { - // Current system fully scanned — jump somewhere and keep scanning. + // Current system fully scanned — jump somewhere (queued, then ticked) and keep scanning. const world = (await (await page.request.get('/api/world')).json()) as WorldState; const currentId = world.systems.find((s) => s.current)!.id; const edge = world.edges.find(([a, b]) => a === currentId || b === currentId)!; const targetId = edge[0] === currentId ? edge[1] : edge[0]; - expect((await page.request.post('/api/jump', { data: { systemId: targetId } })).status()).toBe(200); + await resolveAction(page, '/api/jump', { systemId: targetId }); } } expect(found.size).toBeGreaterThan(0); @@ -240,13 +318,14 @@ test('exploration yields finds that accumulate in the inventory', async ({ page }); test('CREW tab renders real roster cards, each showing both traits and an origin', async ({ page }) => { - const roster = (await (await page.request.get('/api/crew')).json()) as CrewDto[]; - expect(roster.length).toBeGreaterThanOrEqual(2); // starting crew is always seeded + // GET /api/crew is the {crew, tasks} object since Task 6 (JC-18) — the roster is its crew field. + const { crew } = (await (await page.request.get('/api/crew')).json()) as { crew: CrewDto[]; tasks: QueueTaskDto[] }; + expect(crew.length).toBeGreaterThanOrEqual(2); // starting crew is always seeded await page.goto('/'); await page.getByRole('tab', { name: 'CREW' }).click(); - for (const member of roster) { + for (const member of crew) { const heading = page.getByRole('heading', { name: member.name }); await expect(heading).toBeVisible(); // The card is the third div ancestor of the title (flex row → CardHeader → Card). @@ -260,7 +339,9 @@ test('CREW tab renders real roster cards, each showing both traits and an origin test('SHIP SYSTEMS tab performs an affordable action and reflects it in the card and left column', async ({ page }) => { // Scan bodies until something is affordable: an upgrade costs `level` resources (at least one), - // a build costs three parts. Jumping keeps it going if a whole system is exhausted. + // a build costs three parts. Every scan/jump is queued with a default crew and ticked to + // completion (resolveAction) — the hold only changes once the task resolves on a tick. Jumping + // keeps it going if a whole system is exhausted. let ship = (await (await page.request.get('/api/ship')).json()) as ShipState; const upgradeTarget = () => ship.systems.find((s) => s.built && s.level < 5 && totalQty(ship.inventory, 'resource') >= s.level); // WEAPONS is gated behind the unresearched WEAPONS SYSTEMS tech — its build path is covered by @@ -273,13 +354,13 @@ test('SHIP SYSTEMS tab performs an affordable action and reflects it in the card const sys = (await (await page.request.get('/api/system')).json()) as SystemState; const unexplored = sys.planets.filter((p) => !p.explored); if (unexplored.length > 0) { - expect((await page.request.post('/api/explore', { data: { planetId: unexplored[0].id } })).status()).toBe(200); + await resolveAction(page, '/api/explore', { planetId: unexplored[0].id }); } else { const world = (await (await page.request.get('/api/world')).json()) as WorldState; const currentId = world.systems.find((s) => s.current)!.id; const edge = world.edges.find(([a, b]) => a === currentId || b === currentId)!; const targetId = edge[0] === currentId ? edge[1] : edge[0]; - expect((await page.request.post('/api/jump', { data: { systemId: targetId } })).status()).toBe(200); + await resolveAction(page, '/api/jump', { systemId: targetId }); } ship = (await (await page.request.get('/api/ship')).json()) as ShipState; } @@ -292,28 +373,58 @@ test('SHIP SYSTEMS tab performs an affordable action and reflects it in the card await page.getByRole('tab', { name: 'SHIP SYSTEMS' }).click(); if (upgrade) { + // The UPGRADE button ARMS the action — the crew team builder mounts above the grid. const card = page.getByRole('heading', { name: upgrade.type }).locator('xpath=ancestor::div[3]'); await expect(card.getByRole('button', { name: 'UPGRADE' })).toBeEnabled(); await card.getByRole('button', { name: 'UPGRADE' }).click(); + // Dispatch with the default one-person crew — the POST only QUEUES the upgrade: 200, no turn + // bump, the cost (`level` resources) already deducted from the hold, the level NOT yet up. + const res = await dispatchDefaultCrew(page, '/api/ship/upgrade'); + expect(res.status()).toBe(200); + const queued = (await res.json()) as ShipState; + expect(queued.turn).toBe(ship.turn); + expect(queued.systems.find((s) => s.id === upgrade.id)!.level).toBe(upgrade.level); // no instant upgrade + expect(totalQty(queued.inventory, 'resource')).toBe(totalQty(ship.inventory, 'resource') - upgrade.level); // cost at queue time + const n = (await crewTasks(page)).find((t) => t.type === 'SHIP_UPGRADE')!.remaining; // N = the team's live duration (Task 6/8) + + // The ticks: the level-up lands on the Nth one. + for (let k = 1; k <= n; k++) await tickTo(page, ship.turn + k); + const after = (await (await page.request.get('/api/ship')).json()) as ShipState; const row = after.systems.find((s) => s.id === upgrade.id)!; expect(row.level).toBe(upgrade.level + 1); - expect(after.turn).toBe(ship.turn + 1); + expect(after.turn).toBe(ship.turn + n); // the tick, not the click, advances the counter - // The card badge flipped to the new level and the left column mirrors it. + // The card badge flipped to the new level and the left column mirrors it — both re-fetched by + // the tick, not by the click. await expect(card.getByText(`LV ${upgrade.level + 1}`)).toBeVisible(); await expect(page.getByText(`LV ${row.level} · CAP ${row.capacity}`)).toBeVisible(); } else { const target = build!; + // The BUILD NEW button ARMS the action — the crew team builder mounts above the grid. const card = page.getByRole('heading', { name: target.type }).locator('xpath=ancestor::div[3]'); await expect(card.getByRole('button', { name: 'BUILD NEW' })).toBeEnabled(); await card.getByRole('button', { name: 'BUILD NEW' }).click(); + // Dispatch — the POST only QUEUES the build: 200, no turn bump, the flat 3-parts cost already + // deducted, the system NOT yet built. + const res = await dispatchDefaultCrew(page, '/api/ship/build'); + expect(res.status()).toBe(200); + const queued = (await res.json()) as ShipState; + expect(queued.turn).toBe(ship.turn); + expect(queued.systems.find((s) => s.id === target.id)!.built).toBe(false); // no instant build + expect(totalQty(queued.inventory, 'part')).toBe(totalQty(ship.inventory, 'part') - 3); // cost at queue time + const n = (await crewTasks(page)).find((t) => t.type === 'SHIP_BUILD')!.remaining; + + // The ticks: the build lands (OFFLINE → LV 1) on the Nth one. + for (let k = 1; k <= n; k++) await tickTo(page, ship.turn + k); + const after = (await (await page.request.get('/api/ship')).json()) as ShipState; const row = after.systems.find((s) => s.id === target.id)!; expect(row.built).toBe(true); expect({ level: row.level, capacity: row.capacity }).toEqual({ level: 1, capacity: 2 }); + expect(after.turn).toBe(ship.turn + n); // the tick, not the click, advances the counter // The card badge flipped OFFLINE → LV 1 and the left column's online count went up. await expect(card.getByText('LV 1')).toBeVisible(); @@ -322,7 +433,8 @@ test('SHIP SYSTEMS tab performs an affordable action and reflects it in the card }); test('SKILL TREE tab researches WEAPONS SYSTEMS and unlocks the gated WEAPONS build', async ({ page }) => { - // Research costs two parts, building WEAPONS three — scan until the hold has five. Parts drop on + // Research costs two parts, building WEAPONS three — scan until the hold has five. Every + // scan/jump is queued with a default crew and ticked to completion (resolveAction). Parts drop on // ~30% of scans, so P(<5 in 80 scans) is negligible; jumping keeps it going if a system exhausts. let ship = (await (await page.request.get('/api/ship')).json()) as ShipState; let iterations = 0; @@ -331,7 +443,7 @@ test('SKILL TREE tab researches WEAPONS SYSTEMS and unlocks the gated WEAPONS bu const sys = (await (await page.request.get('/api/system')).json()) as SystemState; const unexplored = sys.planets.filter((p) => !p.explored); if (unexplored.length > 0) { - expect((await page.request.post('/api/explore', { data: { planetId: unexplored[0].id } })).status()).toBe(200); + await resolveAction(page, '/api/explore', { planetId: unexplored[0].id }); } else { await jumpToFreshSystem(page); // prefer undiscovered territory — first-edge ping-pongs between exhausted systems } @@ -347,25 +459,51 @@ test('SKILL TREE tab researches WEAPONS SYSTEMS and unlocks the gated WEAPONS bu await expect(weaponsCard.getByText('REQUIRES // WEAPONS SYSTEMS')).toBeVisible(); await expect(weaponsCard.getByRole('button', { name: 'BUILD NEW' })).toBeDisabled(); - // SKILL TREE tab: research WEAPONS SYSTEMS (two parts) — the card flips to RESEARCHED. + // SKILL TREE tab: research WEAPONS SYSTEMS (two parts). The RESEARCH button ARMS the tech — the + // crew team builder mounts — and its DISPATCH queues the RESEARCH task: 200, no turn bump, the + // cost already deducted, and the card NOT yet RESEARCHED (it flips on the resolving tick). await page.getByRole('tab', { name: 'SKILL TREE' }).click(); const techCard = page.getByRole('heading', { name: 'WEAPONS SYSTEMS' }).locator('xpath=ancestor::div[3]'); await expect(techCard.getByText('AVAILABLE')).toBeVisible(); // root tech — no prerequisites await expect(techCard.getByRole('button', { name: 'RESEARCH' })).toBeEnabled(); // parts ≥ 2 const turnBefore = ship.turn; await techCard.getByRole('button', { name: 'RESEARCH' }).click(); - await expect(techCard.getByText('RESEARCHED')).toBeVisible(); + const res = await dispatchDefaultCrew(page, '/api/research'); + expect(res.status()).toBe(200); + const queuedTechs = (await res.json()) as { id: number; slug: string; state: string }[]; + expect(queuedTechs.find((t) => t.slug === 'WEAPONS_SYSTEMS')!.state).toBe('AVAILABLE'); // no instant flip + // The research response is a bare TechDto[] — the cost deduction is checked on the ship snapshot. + const queuedShip = (await (await page.request.get('/api/ship')).json()) as ShipState; + expect(queuedShip.turn).toBe(turnBefore); + expect(totalQty(queuedShip.inventory, 'part')).toBe(totalQty(ship.inventory, 'part') - 2); // cost at queue time + const n = (await crewTasks(page)).find((t) => t.type === 'RESEARCH')!.remaining; + // The ticks: the tech flips RESEARCHED (and unlocks the gated build) on the Nth one. + for (let k = 1; k <= n; k++) await tickTo(page, turnBefore + k); + await expect(techCard.getByText('RESEARCHED')).toBeVisible(); // the card flips on the resolving tick const afterResearch = (await (await page.request.get('/api/ship')).json()) as ShipState; - expect(afterResearch.turn).toBe(turnBefore + 1); // research costs a turn + expect(afterResearch.turn).toBe(turnBefore + n); // the tick, not the click, advances the counter - // The gated ship action is now available: BUILD NEW on WEAPONS flips to enabled and builds. + // The gated ship action is now available: BUILD NEW on WEAPONS flips to enabled and ARMS the build. await page.getByRole('tab', { name: 'SHIP SYSTEMS' }).click(); await expect(weaponsCard.getByRole('button', { name: 'BUILD NEW' })).toBeEnabled(); await weaponsCard.getByRole('button', { name: 'BUILD NEW' }).click(); + // Dispatch the build — again queue, not instant: 200, no turn bump, still OFFLINE, cost deducted. + const buildRes = await dispatchDefaultCrew(page, '/api/ship/build'); + expect(buildRes.status()).toBe(200); + const queuedBuild = (await buildRes.json()) as ShipState; + expect(queuedBuild.turn).toBe(afterResearch.turn); + expect(queuedBuild.systems.find((s) => s.type === 'WEAPONS')!.built).toBe(false); // no instant build + expect(totalQty(queuedBuild.inventory, 'part')).toBe(totalQty(afterResearch.inventory, 'part') - 3); // cost at queue time + const n2 = (await crewTasks(page)).find((t) => t.type === 'SHIP_BUILD')!.remaining; + + // The ticks: WEAPONS comes online (OFFLINE → LV 1) on the Nth one. + for (let k = 1; k <= n2; k++) await tickTo(page, afterResearch.turn + k); + const afterBuild = (await (await page.request.get('/api/ship')).json()) as ShipState; expect(afterBuild.systems.find((s) => s.type === 'WEAPONS')!.built).toBe(true); + expect(afterBuild.turn).toBe(afterResearch.turn + n2); await expect(weaponsCard.getByText('LV 1')).toBeVisible(); }); @@ -375,6 +513,7 @@ test('NAVIGATION AI research unlocks two-hop jumps on the world map (#35)', asyn let techs = (await (await page.request.get('/api/tech')).json()) as { id: number; slug: string; state: string }[]; const navAiState = () => techs.find((t) => t.slug === 'NAV_AI')!.state; if (navAiState() !== 'RESEARCHED') { + // Every scan/jump is queued with a default crew and ticked to completion (resolveAction). let ship = (await (await page.request.get('/api/ship')).json()) as ShipState; let iterations = 0; while (totalQty(ship.inventory, 'resource') < 2 && iterations < 40) { @@ -382,7 +521,7 @@ test('NAVIGATION AI research unlocks two-hop jumps on the world map (#35)', asyn const sys = (await (await page.request.get('/api/system')).json()) as SystemState; const unexplored = sys.planets.filter((p) => !p.explored); if (unexplored.length > 0) { - expect((await page.request.post('/api/explore', { data: { planetId: unexplored[0].id } })).status()).toBe(200); + await resolveAction(page, '/api/explore', { planetId: unexplored[0].id }); } else { await jumpToFreshSystem(page); // prefer undiscovered territory — first-edge ping-pongs between exhausted systems } @@ -391,12 +530,25 @@ test('NAVIGATION AI research unlocks two-hop jumps on the world map (#35)', asyn expect(totalQty(ship.inventory, 'resource')).toBeGreaterThanOrEqual(2); await page.goto('/'); - // SKILL TREE tab: research NAVIGATION AI (two resources) — the card flips to RESEARCHED. + // SKILL TREE tab: research NAVIGATION AI (two resources). The RESEARCH button ARMS the tech — + // the crew team builder mounts — and its DISPATCH queues the RESEARCH task: 200, no turn bump, + // the cost already deducted, and the card NOT yet RESEARCHED. await page.getByRole('tab', { name: 'SKILL TREE' }).click(); const techCard = page.getByRole('heading', { name: 'NAVIGATION AI' }).locator('xpath=ancestor::div[3]'); await expect(techCard.getByText('AVAILABLE')).toBeVisible(); // root tech — no prerequisites await expect(techCard.getByRole('button', { name: 'RESEARCH' })).toBeEnabled(); // resources ≥ 2 await techCard.getByRole('button', { name: 'RESEARCH' }).click(); + const res = await dispatchDefaultCrew(page, '/api/research'); + expect(res.status()).toBe(200); + const queuedTechs = (await res.json()) as { id: number; slug: string; state: string }[]; + expect(queuedTechs.find((t) => t.slug === 'NAV_AI')!.state).toBe('AVAILABLE'); // no instant flip + const queuedShip = (await (await page.request.get('/api/ship')).json()) as ShipState; + expect(queuedShip.turn).toBe(ship.turn); + expect(totalQty(queuedShip.inventory, 'resource')).toBe(totalQty(ship.inventory, 'resource') - 2); // cost at queue time + const n = (await crewTasks(page)).find((t) => t.type === 'RESEARCH')!.remaining; + + // The ticks: the card flips RESEARCHED on the Nth one (the unlock lands with it). + for (let k = 1; k <= n; k++) await tickTo(page, ship.turn + k); await expect(techCard.getByText('RESEARCHED')).toBeVisible(); } @@ -426,11 +578,26 @@ test('NAVIGATION AI research unlocks two-hop jumps on the world map (#35)', asyn // The two-hop systems render as distinct chart fields (// JUMP ×2 sublabel) — several at once, so .first(). await expect(panel.getByText(/(DISCOVERED|UNKNOWN) \/\/ JUMP ×2/).first()).toBeVisible(); + // Click the target's chart field — it ARMS the node: the crew team builder floats over the chart. await panel.getByRole('button', { name: target.name.toUpperCase() }).click(); + // Dispatch with the default one-person crew — the POST only QUEUES the two-hop jump: 200, no + // turn bump, no landing yet (the origin is still `current` in the queue response). + const res = await dispatchDefaultCrew(page, '/api/jump'); + expect(res.status()).toBe(200); + const queued = (await res.json()) as WorldState; + expect(queued.turn).toBe(turnBefore); + expect(queued.systems.find((s) => s.current)?.id).toBe(world.systems.find((s) => s.current)!.id); // no instant landing + // The hop count now feeds the duration model, not a flat turn delta: N is the team's live + // duration for a two-hop jump (the route puts the hop count in the queued payload). + const n = queued.tasks.find((t) => t.type === 'JUMP')!.remaining; + + // The ticks: the counter advances one per tick, and the jump lands on the Nth one. + for (let k = 1; k <= n; k++) await tickTo(page, turnBefore + k); + const after = (await (await page.request.get('/api/world')).json()) as WorldState; - expect(after.systems.find((s) => s.id === target.id)!.current).toBe(true); // world state updated in one action - expect(after.turn).toBe(turnBefore + 2); // the turn cost scales with hop count (#35) + expect(after.systems.find((s) => s.id === target.id)!.current).toBe(true); // the jump landed on the Nth tick + expect(after.turn).toBe(turnBefore + n); // the hop count scaled the duration, not a flat +2 (#35) }); test('MISSIONS tab accepts a contract and completing it grants the reward', async ({ page }) => { @@ -461,14 +628,19 @@ test('MISSIONS tab accepts a contract and completing it grants the reward', asyn // One ACCEPT button per card, in board order — the picked contract's is enabled (AVAILABLE, nothing active). await expect(acceptButtons.nth(idx)).toBeEnabled(); + // Accepting is the one action in the suite that does NOT queue (JC-19): no crew params, and no + // turn bump — the turn counter only ever moves on a NEXT TURN tick. + const worldBefore = (await (await page.request.get('/api/world')).json()) as WorldState; await acceptButtons.nth(idx).click(); + const worldAfter = (await (await page.request.get('/api/world')).json()) as WorldState; + expect(worldAfter.turn).toBe(worldBefore.turn); // JC-19 — accept is free, it does not tick // UI flipped: exactly one ACTIVE badge on the board and the accepted card's button is now disabled. // No exact match — ACTIVE badges render a "●" dot prefix (components/ui/badge.tsx), so their text is "●ACTIVE". await expect(panel.getByText('ACTIVE')).toBeVisible(); await expect(acceptButtons.nth(idx)).toBeDisabled(); - // API confirms it: exactly one ACTIVE mission, the picked one (accepting cost a turn). + // API confirms it: exactly one ACTIVE mission, the picked one. const boardAfterAccept = (await (await page.request.get('/api/missions')).json()) as MissionDto[]; expect(boardAfterAccept.filter((m) => m.state === 'ACTIVE')).toEqual([boardAfterAccept.find((m) => m.id === picked.id)!]); } @@ -477,9 +649,11 @@ test('MISSIONS tab accepts a contract and completing it grants the reward', asyn const shipBefore = (await (await page.request.get('/api/ship')).json()) as ShipState; const baseline = totalQty(shipBefore.inventory, picked.rewardKind); - // Complete it. EXPLORE/FIND: scan until done, jumping when a system exhausts (parts drop on ~30% of - // scans, so P(a FIND-part misses in 80 scans) ≈ 0.7^80 — negligible). DELIVER: follow the shortest - // jump path to its target (edges only ever get added, so the precomputed path stays valid). + // Complete it. Every scan/jump is queued with a default crew and ticked to completion + // (resolveAction) — the mission hooks run on the resolving ticks. EXPLORE/FIND: scan until done, + // jumping when a system exhausts (parts drop on ~30% of scans, so P(a FIND-part misses in 80 + // scans) ≈ 0.7^80 — negligible). DELIVER: follow the shortest jump path to its target (edges + // only ever get added, so the precomputed path stays valid). let deliverPath: number[] = []; if (picked.type === 'DELIVER') { const worldNow = (await (await page.request.get('/api/world')).json()) as WorldState; @@ -491,12 +665,12 @@ test('MISSIONS tab accepts a contract and completing it grants the reward', asyn while (state !== 'DONE' && iterations < 80) { iterations++; if (deliverPath.length > 0) { - expect((await page.request.post('/api/jump', { data: { systemId: deliverPath.shift()! } })).status()).toBe(200); + await resolveAction(page, '/api/jump', { systemId: deliverPath.shift()! }); } else { const sys = (await (await page.request.get('/api/system')).json()) as SystemState; const unexplored = sys.planets.filter((p) => !p.explored); if (unexplored.length > 0) { - expect((await page.request.post('/api/explore', { data: { planetId: unexplored[0].id } })).status()).toBe(200); + await resolveAction(page, '/api/explore', { planetId: unexplored[0].id }); } else { await jumpToFreshSystem(page); // prefer undiscovered territory — first-edge ping-pongs between exhausted systems } @@ -512,9 +686,11 @@ test('MISSIONS tab accepts a contract and completing it grants the reward', asyn test('EVENT LOG tab shows real game events, newest first', async ({ page }) => { // Idempotent across retries sharing a DB: assert on THIS run's own entries (identified by turn and // message), never on absolute counts — earlier attempts leave their events behind. + // The jump is queued + ticked to completion: the event it writes carries the tick it RESOLVED + // on, not the turn of the queueing POST. const afterJump = await jumpToFreshSystem(page); const jumpedName = afterJump.systems.find((s) => s.current)!.name; - const jumpTurn = afterJump.turn; + const jumpTurn = afterJump.turn; // the resolution tick's turn // Scan one body — if the current system is exhausted (leftover from a previous attempt), hop again first. let sys = (await (await page.request.get('/api/system')).json()) as SystemState; @@ -523,23 +699,25 @@ test('EVENT LOG tab shows real game events, newest first', async ({ page }) => { sys = (await (await page.request.get('/api/system')).json()) as SystemState; } const planet = sys.planets.find((p) => !p.explored)!; - const exploreRes = await page.request.post('/api/explore', { data: { planetId: planet.id } }); - expect(exploreRes.status()).toBe(200); - const explored = (await exploreRes.json()) as ExploreResult; + // The explore POST only queues — no turn bump, no event yet — so tick it to completion: the scan + // event lands on the resolving tick, and the post-tick /api/system snapshot carries that turn. + const explored = (await resolveAction(page, '/api/explore', { planetId: planet.id })) as SystemState; + const exploreTurn = explored.turn; - // API: this run's jump + scan are in the log, and the newer one (the scan) comes first. + // API: this run's jump + scan are in the log, each stamped with the tick it resolved on, and the + // newer one (the scan) comes first. const events = (await (await page.request.get('/api/events')).json()) as EventDto[]; - const exploreEvent = events.find((e) => e.turn === explored.turn && e.type === 'explore'); + const exploreEvent = events.find((e) => e.turn === exploreTurn && e.type === 'explore'); expect(exploreEvent?.message).toMatch(new RegExp(`^Explored ${planet.name} — found`)); const jumpEvent = events.find((e) => e.type === 'jump' && e.message === `Jumped to ${jumpedName}`); expect(jumpEvent).toBeDefined(); // system names are unique, so the message pins this run's jump expect(events.indexOf(exploreEvent!)).toBeLessThan(events.indexOf(jumpEvent!)); - // UI: the terminal renders both lines (T // , uppercased). + // UI: the terminal renders both lines (T // , uppercased) with the resolution turns. await page.goto('/'); await page.getByRole('tab', { name: 'EVENT LOG' }).click(); const panel = page.getByRole('tabpanel'); - await expect(panel.getByText(new RegExp(`T${explored.turn} // EXPLORED ${planet.name.toUpperCase()}`))).toBeVisible(); + await expect(panel.getByText(new RegExp(`T${exploreTurn} // EXPLORED ${planet.name.toUpperCase()}`))).toBeVisible(); await expect(panel.getByText(new RegExp(`T${jumpTurn} // JUMPED TO ${jumpedName.toUpperCase()}`))).toBeVisible(); });