731 lines
43 KiB
TypeScript
731 lines
43 KiB
TypeScript
import { expect, test, type Page } from '@playwright/test';
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import { jumpToFreshSystem, resolveAction } from './helpers';
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// Mirrors the /api/world + /api/system response shapes (lib/game/save.ts) — kept local so the spec stays self-contained.
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// Since Task 6 both snapshots also carry the save's task queue (ACTIVE block first, then PENDING).
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interface WorldSystemDto { id: number; name: string; x: number; y: number; discovered: boolean; current: boolean }
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// The subset of QueueDto the spec reads: the task type and its live duration (`remaining`).
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interface QueueTaskDto { type: string; remaining: number }
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interface WorldState { systems: WorldSystemDto[]; edges: [number, number][]; turn: number; tasks: QueueTaskDto[] }
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interface PlanetDto { id: number; name: string; type: string; hazard: boolean; explored: boolean; parent: number | null }
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interface InventoryItemDto { kind: string; name: string; qty: number }
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interface SystemState { systemId: number; systemName: string; planets: PlanetDto[]; inventory: InventoryItemDto[]; turn: number; tasks: QueueTaskDto[] }
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interface FoundItem { kind: string; name: string; qty: number }
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interface ExploreResult extends SystemState { outcome: FoundItem[]; crewFound: unknown }
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interface CrewDto { id: number; name: string; role: string; traitGood: string; traitBad: string; origin: string }
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interface ShipSystemDto { id: number; type: string; level: number; capacity: number; built: boolean }
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interface ShipState { systems: ShipSystemDto[]; inventory: InventoryItemDto[]; turn: number }
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interface MissionDto { id: number; type: string; description: string; targetSystemId: number | null; conditionKind: string | null; progressTarget: number; progress: number; rewardKind: string; rewardQty: number; state: string }
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interface EventDto { id: number; turn: number; type: string; message: string; createdAt: string }
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const totalQty = (items: InventoryItemDto[], kind: string) => items.filter((i) => i.kind === kind).reduce((sum, i) => sum + i.qty, 0);
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// BFS over the undirected jump routes — [next, ..., target], empty when already there.
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const shortestJumpPath = (fromId: number, toId: number, edges: [number, number][]): number[] => {
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const adj = new Map<number, number[]>();
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for (const [a, b] of edges) {
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if (!adj.has(a)) adj.set(a, []);
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if (!adj.has(b)) adj.set(b, []);
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adj.get(a)!.push(b);
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adj.get(b)!.push(a);
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}
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const prev = new Map<number, number>();
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const seen = new Set([fromId]);
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const queue = [fromId];
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while (queue.length > 0 && !seen.has(toId)) {
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const cur = queue.shift()!;
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for (const next of adj.get(cur) ?? []) {
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if (!seen.has(next)) {
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seen.add(next);
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prev.set(next, cur);
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queue.push(next);
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}
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}
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}
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expect(seen.has(toId)).toBe(true); // the world graph is connected by construction
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const path: number[] = [];
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for (let cur = toId; cur !== fromId; cur = prev.get(cur)!) {
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path.unshift(cur);
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}
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return path;
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};
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// --- PR A's UI flow (Task 8's team builder + Task 7's NEXT TURN button) -----------------
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// The team-builder half of every action panel: pick the default one-person crew in the mounted
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// builder — the first lead radio, the same default member (the roster is in join order) that
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// resolveAction queues with, no helpers — and click DISPATCH. Returns the queue POST's response:
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// 200, no turn bump, the effect not yet applied. Its `tasks` array (where the snapshot carries
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// one) holds the new task's `remaining` — the team's live duration N (Task 6).
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async function dispatchDefaultCrew(page: Page, path: string) {
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await page.getByRole('tabpanel').locator('input[type="radio"][name="lead"]').first().check();
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const [res] = await Promise.all([
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page.waitForResponse((r) => r.request().method() === 'POST' && r.url().endsWith(path)),
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page.getByRole('button', { name: 'DISPATCH' }).click(),
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]);
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return res;
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}
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// One NEXT TURN click (Task 7) = one POST /api/turn. The button drops a click while a tick is
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// in flight, so each click waits for the button's own TURN span (the shell's ship snapshot —
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// refreshed on every tick) to show the next turn before the following click.
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async function tickTo(page: Page, toTurn: number) {
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await page.getByRole('button', { name: 'NEXT TURN' }).click();
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await expect(page.getByText(`TURN ${toTurn}`, { exact: true })).toBeVisible();
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}
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// The N for a ship or research action, read from the crew snapshot: the queueing routes for
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// /api/ship/* and /api/research return a bare ShipState / TechDto[] with no `tasks` field of
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// their own (unlike the world/system snapshots), but the queue itself is the same one GET
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// /api/crew exposes (JC-7). Every test ticks its actions to completion, so at most one task of
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// a given type is ever in the queue when this reads it.
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async function crewTasks(page: Page): Promise<QueueTaskDto[]> {
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const { tasks } = (await (await page.request.get('/api/crew')).json()) as { crew: CrewDto[]; tasks: QueueTaskDto[] };
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return tasks;
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}
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test('landing page loads with the SpaceWanderer title', async ({ page }) => {
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await page.goto('/');
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await expect(page.getByRole('heading', { name: 'SpaceWanderer' })).toBeVisible();
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});
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test('game template tabs render (scificn-ui component layer wired in)', async ({ page }) => {
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await page.goto('/');
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// Stat card + footer badge prove the layout shell; Radix Tabs.Trigger renders role="tab".
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await expect(page.getByText('NEXT ENCOUNTER')).toBeVisible();
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await expect(page.getByRole('tab', { name: 'WORLD MAP' })).toBeVisible();
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await expect(page.getByRole('tab', { name: 'CREW' })).toBeVisible();
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await expect(page.getByRole('tab', { name: 'SKILL TREE' })).toBeVisible();
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await expect(page.getByText('SYS ONLINE')).toBeVisible();
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});
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test('tabs switch panels client-side (event log terminal)', async ({ page }) => {
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await page.goto('/');
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await page.getByRole('tab', { name: 'EVENT LOG' }).click();
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// The placeholder feed was replaced by the real log (v0.9.0): at least one T<turn> // <MESSAGE> line
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// must render — every save has the turn-0 new_game event, so this holds on a fresh stack and across retries.
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await expect(page.getByText(/T\d+ \/\/ /).first()).toBeVisible();
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});
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test('active tab survives a page reload (#27)', async ({ page }) => {
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await page.goto('/');
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// Fresh context → nothing stored yet, so CREW starts unselected (the default is WORLD MAP).
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await expect(page.getByRole('tab', { name: 'CREW' })).toHaveAttribute('aria-selected', 'false');
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await page.getByRole('tab', { name: 'CREW' }).click();
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await expect(page.getByRole('tab', { name: 'CREW' })).toHaveAttribute('aria-selected', 'true');
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await page.reload();
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// The tab is restored from localStorage on mount — no API state involved, so this holds across retries.
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await expect(page.getByRole('tab', { name: 'CREW' })).toHaveAttribute('aria-selected', 'true');
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});
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test('tab bar stays pinned while panel content scrolls (#31)', async ({ page }) => {
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await page.goto('/');
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// Shrink the viewport so the center pane's content overflows its scroll area regardless of save state.
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await page.setViewportSize({ width: 1280, height: 560 });
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// SHIP SYSTEMS always renders six stacked system cards (seeded at start, never removed) — tall
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// enough to overflow the shrunk pane on any save state, deterministic across retries. (#36 made
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// WORLD MAP fill its pane instead of overflowing it, so it can no longer force the scroll.)
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await page.getByRole('tab', { name: 'SHIP SYSTEMS' }).click();
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await expect(page.getByRole('heading', { name: 'HULL' })).toBeVisible();
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const tablist = page.getByRole('tablist');
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await expect(tablist).toBeVisible();
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const before = await tablist.boundingBox();
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expect(before).not.toBeNull();
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// Scroll the nearest scroll container above the tab list all the way down.
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const scrolled = await page.evaluate(() => {
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let el = document.querySelector('[role="tablist"]')?.parentElement ?? null;
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while (el && !['auto', 'scroll'].includes(getComputedStyle(el).overflowY)) el = el.parentElement;
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if (!el) throw new Error('no scroll container above the tab list');
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el.scrollTop = el.scrollHeight;
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return el.scrollTop;
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});
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expect(scrolled).toBeGreaterThan(50); // content really overflowed — guards against a vacuous pass
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await expect(tablist).toBeVisible();
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const after = await tablist.boundingBox();
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expect(after).not.toBeNull();
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// Pinned: the tab bar's viewport position is unchanged even though the content scrolled away (#31).
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expect(Math.abs(after!.y - before!.y)).toBeLessThan(2);
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});
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test('world map shows the generated starting system and its neighbours', async ({ page }) => {
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const world = (await (await page.request.get('/api/world')).json()) as WorldState;
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// #35 — once NAVIGATION AI is researched the chart also offers two-hop systems, so the expected
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// button count depends on the save's tech state (the CI DB persists across retries).
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const techs = (await (await page.request.get('/api/tech')).json()) as { slug: string; state: string }[];
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const maxHops = techs.some((t) => t.slug === 'NAV_AI' && t.state === 'RESEARCHED') ? 2 : 1;
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await page.goto('/');
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// Live chart title carries the turn counter.
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await expect(page.getByText(/GALACTIC CHART \/\/ JUMP ROUTES — TURN \d+/)).toBeVisible();
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// The current system is marked, and every in-range system is a clickable chart field (role=button).
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const current = world.systems.find((s) => s.current)!;
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await expect(page.getByText('CURRENT', { exact: true })).toBeVisible();
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const panel = page.getByRole('tabpanel');
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// Six on a fresh save without NAV AI; the two-hop ring joins once it is researched.
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const jumpable = world.systems.filter((s) => s.id !== current.id && shortestJumpPath(current.id, s.id, world.edges).length <= maxHops);
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await expect(panel.getByRole('button')).toHaveCount(jumpable.length);
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});
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test('jumping to an adjacent system updates the world state and turn counter', async ({ page }) => {
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const before = (await (await page.request.get('/api/world')).json()) as WorldState;
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const currentId = before.systems.find((s) => s.current)!.id;
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const edge = before.edges.find(([a, b]) => a === currentId || b === currentId)!;
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const targetId = edge[0] === currentId ? edge[1] : edge[0];
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const targetName = before.systems.find((s) => s.id === targetId)!.name;
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await page.goto('/');
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// Click the target's chart field — it ARMS the node: the crew team builder floats over the chart.
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await page.getByRole('tabpanel').getByRole('button', { name: targetName.toUpperCase(), exact: true }).click();
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// Dispatch with the default one-person crew — the POST only QUEUES the JUMP: 200, no turn bump,
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// and the ship has not moved yet (the origin is still `current` in the queue response).
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const res = await dispatchDefaultCrew(page, '/api/jump');
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expect(res.status()).toBe(200);
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const queued = (await res.json()) as WorldState;
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expect(queued.turn).toBe(before.turn);
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expect(queued.systems.find((s) => s.current)?.id).toBe(currentId); // no instant landing
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const n = queued.tasks.find((t) => t.type === 'JUMP')!.remaining; // N = the team's live duration (Task 6/8)
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// The tick, not the queue, advances the counter: N NEXT TURN clicks, one turn each.
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for (let k = 1; k <= n; k++) await tickTo(page, before.turn + k);
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const after = (await (await page.request.get('/api/world')).json()) as WorldState;
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expect(after.turn).toBe(before.turn + n);
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expect(after.systems.find((s) => s.current)?.id).toBe(targetId);
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});
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test('local system shows the new current system after a jump, without a page reload (#30)', async ({ page }) => {
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const before = (await (await page.request.get('/api/world')).json()) as WorldState;
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const currentId = before.systems.find((s) => s.current)!.id;
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const edge = before.edges.find(([a, b]) => a === currentId || b === currentId)!;
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const targetId = edge[0] === currentId ? edge[1] : edge[0];
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const targetName = before.systems.find((s) => s.id === targetId)!.name;
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await page.goto('/');
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// Jump through the UI: click the target's chart field on WORLD MAP (the default tab) — it arms
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// the node and floats the crew team builder over the chart.
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await page.getByRole('tabpanel').getByRole('button', { name: targetName.toUpperCase(), exact: true }).click();
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const res = await dispatchDefaultCrew(page, '/api/jump');
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expect(res.status()).toBe(200);
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// The queue response is applied to the chart — but the turn is still the origin's: no landing,
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// no counter bump until the ticks.
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const queued = (await res.json()) as WorldState;
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expect(queued.turn).toBe(before.turn);
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expect(queued.systems.find((s) => s.current)?.id).toBe(currentId);
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const n = queued.tasks.find((t) => t.type === 'JUMP')!.remaining;
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// Wait until the ticks are done: the tick, not the queue, advances the counter (the button's
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// TURN span is the shell's live counter; the last click lands the jump and shows TURN before+N).
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for (let k = 1; k <= n; k++) await tickTo(page, before.turn + k);
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const after = (await (await page.request.get('/api/world')).json()) as WorldState;
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const newCurrent = after.systems.find((s) => s.current)!;
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expect(newCurrent.id).toBe(targetId); // the jump landed where we aimed, on the Nth tick
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// Switch to LOCAL SYSTEM — it must show the NEW current system without a page reload (#30):
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// the shell re-fetches /api/system on every tick, so its header carries the final turn.
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await page.getByRole('tab', { name: 'LOCAL SYSTEM' }).click();
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await expect(page.getByText(`EXPLORABLE WORLDS // ${newCurrent.name.toUpperCase()} — TURN ${after.turn}`)).toBeVisible();
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});
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test('local system shows the current system bodies with staggered moons and explore buttons', async ({ page }) => {
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const sys = (await (await page.request.get('/api/system')).json()) as SystemState;
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await page.goto('/');
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await page.getByRole('tab', { name: 'LOCAL SYSTEM' }).click();
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// Header carries the real system name + turn counter.
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await expect(page.getByText(`EXPLORABLE WORLDS // ${sys.systemName.toUpperCase()} — TURN ${sys.turn}`)).toBeVisible();
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// One EXPLORE button per unexplored body (planets and moons alike).
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const exploreButtons = page.getByRole('button', { name: /\/\/ EXPLORE$/ });
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await expect(exploreButtons.first()).toBeVisible();
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await expect(exploreButtons).toHaveCount(sys.planets.filter((p) => !p.explored).length);
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});
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test('exploring a body flips its row state, bumps the turn and shows the scan result', async ({ page }) => {
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const before = (await (await page.request.get('/api/system')).json()) as SystemState;
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const target = before.planets.find((p) => !p.explored)!;
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await page.goto('/');
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await page.getByRole('tab', { name: 'LOCAL SYSTEM' }).click();
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// The row's button ARMS the planet (it flips to PICK TEAM); the crew team builder mounts above the list.
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await page.getByRole('button', { name: `${target.name.toUpperCase()} // EXPLORE` }).click();
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// Dispatch with the default one-person crew — the POST only QUEUES the scan: 200, no turn bump,
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// the body still unexplored in the response and its `outcome` empty until the scan resolves (JC-2).
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const res = await dispatchDefaultCrew(page, '/api/explore');
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expect(res.status()).toBe(200);
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const queued = (await res.json()) as ExploreResult;
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expect(queued.turn).toBe(before.turn);
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expect(queued.planets.find((p) => p.id === target.id)?.explored).toBe(false);
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expect(queued.outcome).toEqual([]);
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expect(queued.crewFound).toBeNull();
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const n = queued.tasks.find((t) => t.type === 'EXPLORE')!.remaining;
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// The ticks: the scan resolves (explored flips, the haul lands) on the Nth one.
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for (let k = 1; k <= n; k++) await tickTo(page, before.turn + k);
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const after = (await (await page.request.get('/api/system')).json()) as SystemState;
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expect(after.turn).toBe(before.turn + n);
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expect(after.planets.find((p) => p.id === target.id)?.explored).toBe(true);
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// UI reflects it after the ticks: the row badge flipped to SCANNED and its EXPLORE button is gone.
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// (The SCAN RESULT block already showed the queue response's empty outcome — NOTHING FOUND — as
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// soon as the scan was dispatched; the haul itself only ever lands on the tick, into the hold.)
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await expect(page.getByRole('button', { name: `${target.name.toUpperCase()} // EXPLORE` })).toHaveCount(0);
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await expect(page.getByText(/SCAN RESULT \/\/ /)).toBeVisible();
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});
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test('exploration yields finds that accumulate in the inventory', async ({ page }) => {
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// Scan bodies until one yields something (most scans do; jumping keeps it going if a whole
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// system is exhausted). P(no find across this many scans) ≈ 0.21^30 — negligible.
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const found = new Map<string, number>(); // kind|name -> qty
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let iterations = 0;
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while (found.size === 0 && iterations < 60) {
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iterations++;
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const sys = (await (await page.request.get('/api/system')).json()) as SystemState;
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const unexplored = sys.planets.filter((p) => !p.explored);
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if (unexplored.length > 0) {
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// Queue + tick the scan (resolveAction). The queue response's `outcome` is empty until the
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// tick (JC-2), so the haul is read from the post-tick /api/system snapshot it returns:
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// the inventory delta of this scan (the queue is clean at the start of every iteration).
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const after = (await resolveAction(page, '/api/explore', { planetId: unexplored[0].id })) as SystemState;
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const before = new Map(sys.inventory.map((i) => [`${i.kind}|${i.name}`, i.qty]));
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for (const item of after.inventory) {
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const qty = item.qty - (before.get(`${item.kind}|${item.name}`) ?? 0);
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if (qty > 0) found.set(`${item.kind}|${item.name}`, qty);
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}
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} else {
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// Current system fully scanned — jump somewhere (queued, then ticked) and keep scanning.
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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 edge = world.edges.find(([a, b]) => a === currentId || b === currentId)!;
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const targetId = edge[0] === currentId ? edge[1] : edge[0];
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await resolveAction(page, '/api/jump', { systemId: targetId });
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}
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}
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expect(found.size).toBeGreaterThan(0);
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// Every find landed in the inventory with at least that qty.
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const sys = (await (await page.request.get('/api/system')).json()) as SystemState;
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for (const [key, qty] of found) {
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const [kind, name] = key.split('|');
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expect(sys.inventory.find((i) => i.kind === kind && i.name === name)?.qty).toBeGreaterThanOrEqual(qty);
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}
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});
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test('CREW tab renders real roster cards, each showing both traits and an origin', async ({ page }) => {
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// GET /api/crew is the {crew, tasks} object since Task 6 (JC-18) — the roster is its crew field.
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const { crew } = (await (await page.request.get('/api/crew')).json()) as { crew: CrewDto[]; tasks: QueueTaskDto[] };
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expect(crew.length).toBeGreaterThanOrEqual(2); // starting crew is always seeded
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await page.goto('/');
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await page.getByRole('tab', { name: 'CREW' }).click();
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for (const member of crew) {
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const heading = page.getByRole('heading', { name: member.name });
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await expect(heading).toBeVisible();
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// The card is the third div ancestor of the title (flex row → CardHeader → Card).
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const card = heading.locator('xpath=ancestor::div[3]');
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await expect(card.getByText(member.role)).toBeVisible();
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await expect(card.getByText(member.traitGood)).toBeVisible();
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await expect(card.getByText(member.traitBad)).toBeVisible();
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await expect(card.getByText(`ORIGIN // ${member.origin.toUpperCase()}`)).toBeVisible();
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}
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});
|
||
|
||
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. 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
|
||
// the research test below, so this one only targets ungated types.
|
||
const buildTarget = () => (totalQty(ship.inventory, 'part') >= 3 ? ship.systems.find((s) => !s.built && s.type !== 'WEAPONS') : undefined);
|
||
|
||
let iterations = 0;
|
||
while (!upgradeTarget() && !buildTarget() && iterations < 60) {
|
||
iterations++;
|
||
const sys = (await (await page.request.get('/api/system')).json()) as SystemState;
|
||
const unexplored = sys.planets.filter((p) => !p.explored);
|
||
if (unexplored.length > 0) {
|
||
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];
|
||
await resolveAction(page, '/api/jump', { systemId: targetId });
|
||
}
|
||
ship = (await (await page.request.get('/api/ship')).json()) as ShipState;
|
||
}
|
||
|
||
const upgrade = upgradeTarget();
|
||
const build = !upgrade ? buildTarget() : undefined;
|
||
expect(upgrade ?? build).toBeDefined(); // the bounded scan always finds something to spend on
|
||
|
||
await page.goto('/');
|
||
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 + n); // the tick, not the click, advances the counter
|
||
|
||
// 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 ${row.capacity}`)).toBeVisible();
|
||
} else {
|
||
const target = build!;
|
||
// The BUILD NEW button ARMS the action — the crew team builder mounts above the grid.
|
||
const card = page.getByRole('heading', { name: target.type }).locator('xpath=ancestor::div[3]');
|
||
await expect(card.getByRole('button', { name: 'BUILD NEW' })).toBeEnabled();
|
||
await card.getByRole('button', { name: 'BUILD NEW' }).click();
|
||
|
||
// Dispatch — the POST only QUEUES the build: 200, no turn bump, the flat 3-parts cost already
|
||
// deducted, the system NOT yet built.
|
||
const res = await dispatchDefaultCrew(page, '/api/ship/build');
|
||
expect(res.status()).toBe(200);
|
||
const queued = (await res.json()) as ShipState;
|
||
expect(queued.turn).toBe(ship.turn);
|
||
expect(queued.systems.find((s) => s.id === target.id)!.built).toBe(false); // no instant build
|
||
expect(totalQty(queued.inventory, 'part')).toBe(totalQty(ship.inventory, 'part') - 3); // cost at queue time
|
||
const n = (await crewTasks(page)).find((t) => t.type === 'SHIP_BUILD')!.remaining;
|
||
|
||
// The ticks: the build lands (OFFLINE → LV 1) on the Nth one.
|
||
for (let k = 1; k <= n; k++) await tickTo(page, ship.turn + k);
|
||
|
||
const after = (await (await page.request.get('/api/ship')).json()) as ShipState;
|
||
const row = after.systems.find((s) => s.id === target.id)!;
|
||
expect(row.built).toBe(true);
|
||
expect({ level: row.level, capacity: row.capacity }).toEqual({ level: 1, capacity: 2 });
|
||
expect(after.turn).toBe(ship.turn + n); // the tick, not the click, advances the counter
|
||
|
||
// The card badge flipped OFFLINE → LV 1 and the left column's online count went up.
|
||
await expect(card.getByText('LV 1')).toBeVisible();
|
||
await expect(page.getByText(`${after.systems.filter((s) => s.built).length} ONLINE`)).toBeVisible();
|
||
}
|
||
});
|
||
|
||
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. 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;
|
||
while (totalQty(ship.inventory, 'part') < 5 && iterations < 80) {
|
||
iterations++;
|
||
const sys = (await (await page.request.get('/api/system')).json()) as SystemState;
|
||
const unexplored = sys.planets.filter((p) => !p.explored);
|
||
if (unexplored.length > 0) {
|
||
await resolveAction(page, '/api/explore', { planetId: unexplored[0].id });
|
||
} else {
|
||
await jumpToFreshSystem(page); // prefer undiscovered territory — first-edge ping-pongs between exhausted systems
|
||
}
|
||
ship = (await (await page.request.get('/api/ship')).json()) as ShipState;
|
||
}
|
||
expect(totalQty(ship.inventory, 'part')).toBeGreaterThanOrEqual(5);
|
||
|
||
await page.goto('/');
|
||
|
||
// SHIP SYSTEMS tab: BUILD NEW on WEAPONS is disabled — gated behind the unresearched tech.
|
||
await page.getByRole('tab', { name: 'SHIP SYSTEMS' }).click();
|
||
const weaponsCard = page.getByRole('heading', { name: 'WEAPONS' }).locator('xpath=ancestor::div[3]');
|
||
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 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();
|
||
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 + n); // the tick, not the click, advances the counter
|
||
|
||
// 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();
|
||
});
|
||
|
||
test('NAVIGATION AI research unlocks two-hop jumps on the world map (#35)', async ({ page }) => {
|
||
// Research costs two resources (70% of scans drop one), so a short scan loop makes it affordable;
|
||
// jumping keeps it going if a system exhausts. Idempotent: a retry finds it already RESEARCHED.
|
||
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) {
|
||
iterations++;
|
||
const sys = (await (await page.request.get('/api/system')).json()) as SystemState;
|
||
const unexplored = sys.planets.filter((p) => !p.explored);
|
||
if (unexplored.length > 0) {
|
||
await resolveAction(page, '/api/explore', { planetId: unexplored[0].id });
|
||
} else {
|
||
await jumpToFreshSystem(page); // prefer undiscovered territory — first-edge ping-pongs between exhausted systems
|
||
}
|
||
ship = (await (await page.request.get('/api/ship')).json()) as ShipState;
|
||
}
|
||
expect(totalQty(ship.inventory, 'resource')).toBeGreaterThanOrEqual(2);
|
||
|
||
await page.goto('/');
|
||
// 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();
|
||
}
|
||
|
||
// Pick a system exactly two hops from the current one. A completely fresh save has none (the start
|
||
// region is only one hop deep), so jump once first — that expansion creates the two-hop territory.
|
||
let world = (await (await page.request.get('/api/world')).json()) as WorldState;
|
||
const findTwoHop = () => {
|
||
const currentId = world.systems.find((s) => s.current)!.id;
|
||
return world.systems.find((s) => shortestJumpPath(currentId, s.id, world.edges).length === 2);
|
||
};
|
||
let guard = 0;
|
||
while (!findTwoHop() && guard < 5) {
|
||
await jumpToFreshSystem(page); // +1 turn — jumping into undiscovered territory always expands the chart
|
||
world = (await (await page.request.get('/api/world')).json()) as WorldState;
|
||
guard++;
|
||
}
|
||
const target = findTwoHop()!;
|
||
expect(target).toBeDefined();
|
||
|
||
await page.goto('/'); // fresh chart with NAV AI researched — two-hop fields are clickable now
|
||
// #27 restores whatever tab a previous step persisted (SKILL TREE after the research above), so
|
||
// activate WORLD MAP explicitly before asserting on the chart.
|
||
await page.getByRole('tab', { name: 'WORLD MAP' }).click();
|
||
await expect(page.getByText(/GALACTIC CHART \/\/ JUMP ROUTES — TURN \d+/)).toBeVisible();
|
||
const panel = page.getByRole('tabpanel');
|
||
const turnBefore = world.turn;
|
||
|
||
// 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); // 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 }) => {
|
||
const board = (await (await page.request.get('/api/missions')).json()) as MissionDto[];
|
||
expect(board.filter((m) => m.state === 'AVAILABLE').length).toBeGreaterThanOrEqual(3); // the board is always topped up
|
||
|
||
await page.goto('/');
|
||
await page.getByRole('tab', { name: 'MISSIONS' }).click();
|
||
const acceptButtons = page.getByRole('button', { name: 'ACCEPT' });
|
||
const panel = page.getByRole('tabpanel');
|
||
|
||
// Idempotent across retries sharing a DB: if a previous attempt already accepted a mission, it's still
|
||
// ACTIVE and every ACCEPT button is disabled — complete that one instead of accepting again.
|
||
const leftover = board.find((m) => m.state === 'ACTIVE');
|
||
let picked: MissionDto;
|
||
|
||
if (leftover) {
|
||
picked = leftover;
|
||
// No exact match — ACTIVE badges render a "●" dot prefix (components/ui/badge.tsx), so their text is "●ACTIVE".
|
||
await expect(panel.getByText('ACTIVE')).toBeVisible();
|
||
for (const button of await acceptButtons.all()) {
|
||
await expect(button).toBeDisabled();
|
||
}
|
||
} else {
|
||
// Prefer a scan-completable contract — fresh boards are all EXPLORE/FIND (DELIVER only appears once systems are discovered).
|
||
picked = board.find((m) => m.state === 'AVAILABLE' && m.type !== 'DELIVER') ?? board.find((m) => m.state === 'AVAILABLE')!;
|
||
const idx = board.indexOf(picked);
|
||
|
||
// 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.
|
||
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)!]);
|
||
}
|
||
|
||
// Baseline of the reward kind in the hold — scans during completion may add more, so assert >=.
|
||
const shipBefore = (await (await page.request.get('/api/ship')).json()) as ShipState;
|
||
const baseline = totalQty(shipBefore.inventory, picked.rewardKind);
|
||
|
||
// 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;
|
||
deliverPath = shortestJumpPath(worldNow.systems.find((s) => s.current)!.id, picked.targetSystemId!, worldNow.edges);
|
||
}
|
||
|
||
let state = 'ACTIVE';
|
||
let iterations = 0;
|
||
while (state !== 'DONE' && iterations < 80) {
|
||
iterations++;
|
||
if (deliverPath.length > 0) {
|
||
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) {
|
||
await resolveAction(page, '/api/explore', { planetId: unexplored[0].id });
|
||
} else {
|
||
await jumpToFreshSystem(page); // prefer undiscovered territory — first-edge ping-pongs between exhausted systems
|
||
}
|
||
}
|
||
state = ((await (await page.request.get('/api/missions')).json()) as MissionDto[]).find((m) => m.id === picked.id)?.state ?? 'ACTIVE';
|
||
}
|
||
expect(state).toBe('DONE'); // the bounded loop always completes: scans are plentiful, jump paths finite
|
||
|
||
const shipAfter = (await (await page.request.get('/api/ship')).json()) as ShipState;
|
||
expect(totalQty(shipAfter.inventory, picked.rewardKind)).toBeGreaterThanOrEqual(baseline + picked.rewardQty);
|
||
});
|
||
|
||
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; // 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;
|
||
if (!sys.planets.some((p) => !p.explored)) {
|
||
await jumpToFreshSystem(page); // fresh systems always have unscanned bodies
|
||
sys = (await (await page.request.get('/api/system')).json()) as SystemState;
|
||
}
|
||
const planet = sys.planets.find((p) => !p.explored)!;
|
||
// 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, 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 === 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 ${jumpedName}`);
|
||
expect(jumpEvent).toBeDefined(); // system names are unique, so the message pins this run's jump
|
||
expect(events.indexOf(exploreEvent!)).toBeLessThan(events.indexOf(jumpEvent!));
|
||
|
||
// UI: the terminal renders both lines (T<turn> // <MESSAGE>, uppercased) with the resolution turns.
|
||
await page.goto('/');
|
||
await page.getByRole('tab', { name: 'EVENT LOG' }).click();
|
||
const panel = page.getByRole('tabpanel');
|
||
await expect(panel.getByText(new RegExp(`T${exploreTurn} // EXPLORED ${planet.name.toUpperCase()}`))).toBeVisible();
|
||
await expect(panel.getByText(new RegExp(`T${jumpTurn} // JUMPED TO ${jumpedName.toUpperCase()}`))).toBeVisible();
|
||
});
|
||
|
||
test('GET /api/version reports the app version as JSON', async ({ page }) => {
|
||
const res = await page.request.get('/api/version');
|
||
expect(res.status()).toBe(200);
|
||
expect(res.headers()['content-type']).toContain('application/json');
|
||
const body = (await res.json()) as { version: string };
|
||
expect(body.version).toMatch(/^\d+\.\d+\.\d+$/);
|
||
});
|