Files
galaxy-game/ui/frontend/tests/game-shell-header.test.ts
T
Ilia Denisov 209f8508cd
Tests · UI / test (push) Successful in 2m53s
Tests · UI / test (pull_request) Successful in 3m0s
feat(ui): F8-11 — battles table under table submenu (#54)
Adds a sortable battles list as a new entity under the existing
`view → table` submenu (entity slug `battles`), replacing the
standalone top-level `battle log` shortcut which always opened a
"battle not found" placeholder. The single-battle viewer stays put
and is reached only by clicking a row (or a battle marker on the
map), identical to the existing `section-battles.svelte` flow.

Columns are planet (via the shared `planetLabel` helper) and shots
(the per-battle action count carried by `BattleSummary`), sortable
both ways with shots-desc default. No backend / FBS / map changes:
the wire payload is unchanged. Participants / observers / total
mass require the full BattleReport and were intentionally dropped
to avoid N round trips per menu open.

The top-level `battle log` item is removed from `header/view-menu`
and `sidebar/bottom-tabs` (and their stale comment blocks updated);
the now-orphan `game.view.battle` i18n key is dropped from both
locales.
2026-05-27 22:12:51 +02:00

214 lines
7.0 KiB
TypeScript

// Component tests for the in-game shell header. The header composes
// the identity strip (`<race> @ <game>`, falling back to `?` while
// the lobby / report calls are in flight), the Phase 26 turn
// navigator (`← turn N →` with a popover of every turn), the
// view-menu, and the in-game ephemeral light/dark theme toggle (F8-05
// replaced the previous account-menu — language picker and logout
// now live in the lobby). The tests assert the visible copy, that
// every view-menu entry switches the active in-game view via
// `activeView.select(...)`, and that the theme toggle flips the
// in-memory `theme.override` channel.
import "@testing-library/jest-dom/vitest";
import { fireEvent, render } from "@testing-library/svelte";
import {
afterEach,
beforeEach,
describe,
expect,
test,
vi,
} from "vitest";
import { i18n } from "../src/lib/i18n/index.svelte";
import { theme } from "../src/lib/theme/theme.svelte";
import Header from "../src/lib/header/header.svelte";
import {
GAME_STATE_CONTEXT_KEY,
GameStateStore,
} from "../src/lib/game-state.svelte";
import { EMPTY_SHIP_GROUPS } from "./helpers/empty-ship-groups";
function withGameState(opts: {
gameName?: string;
race?: string;
turn?: number;
} = {}): Map<unknown, unknown> {
const store = new GameStateStore();
store.gameName = opts.gameName ?? "";
if (opts.race !== undefined || opts.turn !== undefined) {
store.report = {
turn: opts.turn ?? 0,
mapWidth: 1000,
mapHeight: 1000,
planetCount: 0,
planets: [],
race: opts.race ?? "",
localShipClass: [],
routes: [],
localPlayerDrive: 0,
localPlayerWeapons: 0,
localPlayerShields: 0,
localPlayerCargo: 0,
...EMPTY_SHIP_GROUPS,
};
store.currentTurn = opts.turn ?? 0;
store.viewedTurn = opts.turn ?? 0;
store.status = "ready";
}
return new Map<unknown, unknown>([[GAME_STATE_CONTEXT_KEY, store]]);
}
// The view-menu switches the active in-game view through
// `activeView.select(...)`, and the header's return-to-lobby button
// leaves the game through `appScreen.go("lobby")`; both internally
// call SvelteKit `pushState`. Mock the whole nav module so the spies
// capture the transitions and no real history mutation runs in JSDOM.
const activeViewSelectSpy = vi.fn();
const appScreenGoSpy = vi.fn();
vi.mock("$lib/app-nav.svelte", () => ({
activeView: { select: (...args: unknown[]) => activeViewSelectSpy(...args) },
appScreen: { go: (...args: unknown[]) => appScreenGoSpy(...args) },
}));
beforeEach(() => {
i18n.resetForTests("en");
activeViewSelectSpy.mockReset();
appScreenGoSpy.mockReset();
theme.clearOverride();
});
afterEach(() => {
theme.clearOverride();
vi.restoreAllMocks();
});
describe("game-shell header", () => {
test("renders fall-back placeholders before the lobby / report data lands", () => {
const onToggleSidebar = vi.fn();
const ui = render(Header, {
props: { sidebarOpen: false, onToggleSidebar },
context: withGameState(),
});
expect(ui.getByTestId("game-shell-identity")).toHaveTextContent(
"? @ ?",
);
expect(ui.getByTestId("turn-navigator-trigger")).toHaveTextContent(
"turn ?",
);
expect(ui.getByTestId("view-menu-trigger")).toBeInTheDocument();
expect(ui.getByTestId("game-mode-theme-toggle")).toBeInTheDocument();
});
test("renders the live race / game / turn from GameStateStore", () => {
const ui = render(Header, {
props: { sidebarOpen: false, onToggleSidebar: () => {} },
context: withGameState({
gameName: "Phase 14",
race: "Federation",
turn: 7,
}),
});
expect(ui.getByTestId("game-shell-identity")).toHaveTextContent(
"Federation @ Phase 14",
);
expect(ui.getByTestId("turn-navigator-trigger")).toHaveTextContent(
"turn 7",
);
});
test("partial data still falls back gracefully (race known, game unknown)", () => {
const ui = render(Header, {
props: { sidebarOpen: false, onToggleSidebar: () => {} },
context: withGameState({ race: "Federation", turn: 3 }),
});
expect(ui.getByTestId("game-shell-identity")).toHaveTextContent(
"Federation @ ?",
);
expect(ui.getByTestId("turn-navigator-trigger")).toHaveTextContent(
"turn 3",
);
});
test("clicking the sidebar toggle invokes the prop callback", async () => {
const onToggleSidebar = vi.fn();
const ui = render(Header, {
props: { sidebarOpen: false, onToggleSidebar },
});
await fireEvent.click(ui.getByTestId("sidebar-toggle"));
expect(onToggleSidebar).toHaveBeenCalledTimes(1);
});
test("view-menu switches the active view for every IA destination", async () => {
const ui = render(Header, {
props: { sidebarOpen: false, onToggleSidebar: () => {} },
});
const destinations: Array<[string, string]> = [
["view-menu-item-map", "map"],
["view-menu-item-report", "report"],
["view-menu-item-mail", "mail"],
["view-menu-item-designer-science", "designer-science"],
];
for (const [testId, view] of destinations) {
await fireEvent.click(ui.getByTestId("view-menu-trigger"));
await fireEvent.click(ui.getByTestId(testId));
expect(activeViewSelectSpy).toHaveBeenLastCalledWith(view, {});
}
});
test("view-menu Tables sub-list switches to every entity", async () => {
const ui = render(Header, {
props: { sidebarOpen: false, onToggleSidebar: () => {} },
});
const tableEntities: Array<[string, string]> = [
["view-menu-item-table-planets", "planets"],
["view-menu-item-table-ship-classes", "ship-classes"],
["view-menu-item-table-ship-groups", "ship-groups"],
["view-menu-item-table-fleets", "fleets"],
["view-menu-item-table-sciences", "sciences"],
["view-menu-item-table-races", "races"],
["view-menu-item-table-battles", "battles"],
];
for (const [testId, entity] of tableEntities) {
await fireEvent.click(ui.getByTestId("view-menu-trigger"));
// Open the Tables sub-disclosure each iteration; the menu
// closes on every navigation.
const summary = ui
.getByTestId("view-menu-tables")
.querySelector("summary");
if (summary !== null) {
await fireEvent.click(summary);
}
await fireEvent.click(ui.getByTestId(testId));
expect(activeViewSelectSpy).toHaveBeenLastCalledWith("table", {
tableEntity: entity,
});
}
});
test("return-to-lobby button leaves the game for the lobby screen", async () => {
const ui = render(Header, {
props: { sidebarOpen: false, onToggleSidebar: () => {} },
});
await fireEvent.click(ui.getByTestId("return-to-lobby"));
expect(appScreenGoSpy).toHaveBeenCalledWith("lobby");
});
test("theme toggle flips theme.override between light and dark", async () => {
const ui = render(Header, {
props: { sidebarOpen: false, onToggleSidebar: () => {} },
});
const toggle = ui.getByTestId("game-mode-theme-toggle");
const initialResolved = theme.resolved;
const opposite = initialResolved === "light" ? "dark" : "light";
await fireEvent.click(toggle);
expect(theme.override).toBe(opposite);
expect(theme.resolved).toBe(opposite);
await fireEvent.click(toggle);
expect(theme.override).toBe(initialResolved);
expect(theme.resolved).toBe(initialResolved);
});
});