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