4a23c357e5
Drains six F8 polish items (parent #43) in one feature: а) Chrome cleanup - п.6 — remove the AccountMenu (settings/sessions/theme/language/logout ∼ rudimentary in-game) and replace it with a single icon-button light/dark theme toggle. The toggle flips an in-memory `theme.override`; game-shell unmount calls `theme.clearOverride()` so the lobby (and any re-entry) re-projects the persisted lobby choice. - п.8 — remove the wrap-scrolling radio from the map gear popover. The per-game `wrapMode` store and the renderer's no-wrap path stay in place for a future engine-side topology feature; only the UI surface is dropped (wrap is a server-side concept, not a per-session UI affordance). б) Inspector compact rows (single idiom: select + ✓ apply / ✗ cancel, or contextual edit/remove/add) - п.13 — planet name is now click-to-edit: clicking the name opens an inline `<input>` + ✓ confirm icon; Escape cancels; the explicit Rename action button and Cancel button are gone. - п.14 — production becomes one row: primary `<select>` picks industry/materials/research/ship, conditional secondary `<select>` picks the target (tech / science / ship class) for research and ship contexts. Apply is gated until row state differs from the planet's current effective production; auto-submit-on-click is replaced by the apply-gate. - п.16 — cargo routes collapse to one row: a single dropdown (COL/CAP/MAT/EMP plus a placeholder that absorbs the old section title) and contextual action buttons (add / edit + remove) to the right. After a successful pick or remove the dropdown stays on the type the user just acted on. - п.32 — stationed ship groups hoist the race column into a dropdown above the table. The dropdown seeds with the player's own race when local groups are stationed here, otherwise the first race alphabetically; rendered only when more than one race is in orbit. The race column is dropped in both single- and multi-race modes — the dropdown's value already names the active race. Tests: unit and Playwright e2e updated for every changed test-id and flow; new coverage added for `theme.override`, the in-game toggle, the apply-gate behaviour, and the stationed-race dropdown. i18n keys for the removed menu items, the wrap radios, the cargo title, and the explicit `rename.cancel` are dropped from both locales; new `game.shell.theme_toggle.*`, `production.main/target.*`, `production.apply/cancel`, `cargo.placeholder`, and `ship_groups.race_filter.aria` keys land. Docs synced: `docs/FUNCTIONAL.md` §6.7 + `docs/FUNCTIONAL_ru.md` mirror drop the torus / no-wrap radio mention; `ui/docs/design-system.md` documents the lobby-owned persisted picker + the in-game ephemeral override channel. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
214 lines
7.0 KiB
TypeScript
214 lines
7.0 KiB
TypeScript
// Component tests for the in-game shell header. The header composes
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// the identity strip (`<race> @ <game>`, falling back to `?` while
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// the lobby / report calls are in flight), the Phase 26 turn
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// navigator (`← turn N →` with a popover of every turn), the
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// view-menu, and the in-game ephemeral light/dark theme toggle (F8-05
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// replaced the previous account-menu — language picker and logout
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// now live in the lobby). The tests assert the visible copy, that
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// every view-menu entry switches the active in-game view via
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// `activeView.select(...)`, and that the theme toggle flips the
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// in-memory `theme.override` channel.
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import "@testing-library/jest-dom/vitest";
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import { fireEvent, render } from "@testing-library/svelte";
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import {
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afterEach,
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beforeEach,
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describe,
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expect,
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test,
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vi,
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} from "vitest";
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import { i18n } from "../src/lib/i18n/index.svelte";
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import { theme } from "../src/lib/theme/theme.svelte";
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import Header from "../src/lib/header/header.svelte";
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import {
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GAME_STATE_CONTEXT_KEY,
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GameStateStore,
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} from "../src/lib/game-state.svelte";
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import { EMPTY_SHIP_GROUPS } from "./helpers/empty-ship-groups";
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function withGameState(opts: {
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gameName?: string;
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race?: string;
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turn?: number;
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} = {}): Map<unknown, unknown> {
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const store = new GameStateStore();
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store.gameName = opts.gameName ?? "";
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if (opts.race !== undefined || opts.turn !== undefined) {
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store.report = {
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turn: opts.turn ?? 0,
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mapWidth: 1000,
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mapHeight: 1000,
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planetCount: 0,
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planets: [],
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race: opts.race ?? "",
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localShipClass: [],
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routes: [],
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localPlayerDrive: 0,
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localPlayerWeapons: 0,
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localPlayerShields: 0,
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localPlayerCargo: 0,
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...EMPTY_SHIP_GROUPS,
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};
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store.currentTurn = opts.turn ?? 0;
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store.viewedTurn = opts.turn ?? 0;
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store.status = "ready";
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}
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return new Map<unknown, unknown>([[GAME_STATE_CONTEXT_KEY, store]]);
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}
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// The view-menu switches the active in-game view through
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// `activeView.select(...)`, and the header's return-to-lobby button
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// leaves the game through `appScreen.go("lobby")`; both internally
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// call SvelteKit `pushState`. Mock the whole nav module so the spies
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// capture the transitions and no real history mutation runs in JSDOM.
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const activeViewSelectSpy = vi.fn();
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const appScreenGoSpy = vi.fn();
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vi.mock("$lib/app-nav.svelte", () => ({
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activeView: { select: (...args: unknown[]) => activeViewSelectSpy(...args) },
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appScreen: { go: (...args: unknown[]) => appScreenGoSpy(...args) },
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}));
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beforeEach(() => {
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i18n.resetForTests("en");
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activeViewSelectSpy.mockReset();
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appScreenGoSpy.mockReset();
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theme.clearOverride();
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});
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afterEach(() => {
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theme.clearOverride();
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vi.restoreAllMocks();
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});
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describe("game-shell header", () => {
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test("renders fall-back placeholders before the lobby / report data lands", () => {
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const onToggleSidebar = vi.fn();
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const ui = render(Header, {
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props: { sidebarOpen: false, onToggleSidebar },
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context: withGameState(),
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});
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expect(ui.getByTestId("game-shell-identity")).toHaveTextContent(
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"? @ ?",
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);
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expect(ui.getByTestId("turn-navigator-trigger")).toHaveTextContent(
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"turn ?",
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);
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expect(ui.getByTestId("view-menu-trigger")).toBeInTheDocument();
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expect(ui.getByTestId("game-mode-theme-toggle")).toBeInTheDocument();
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});
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test("renders the live race / game / turn from GameStateStore", () => {
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const ui = render(Header, {
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props: { sidebarOpen: false, onToggleSidebar: () => {} },
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context: withGameState({
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gameName: "Phase 14",
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race: "Federation",
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turn: 7,
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}),
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});
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expect(ui.getByTestId("game-shell-identity")).toHaveTextContent(
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"Federation @ Phase 14",
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);
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expect(ui.getByTestId("turn-navigator-trigger")).toHaveTextContent(
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"turn 7",
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);
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});
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test("partial data still falls back gracefully (race known, game unknown)", () => {
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const ui = render(Header, {
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props: { sidebarOpen: false, onToggleSidebar: () => {} },
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context: withGameState({ race: "Federation", turn: 3 }),
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});
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expect(ui.getByTestId("game-shell-identity")).toHaveTextContent(
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"Federation @ ?",
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);
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expect(ui.getByTestId("turn-navigator-trigger")).toHaveTextContent(
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"turn 3",
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);
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});
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test("clicking the sidebar toggle invokes the prop callback", async () => {
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const onToggleSidebar = vi.fn();
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const ui = render(Header, {
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props: { sidebarOpen: false, onToggleSidebar },
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});
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await fireEvent.click(ui.getByTestId("sidebar-toggle"));
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expect(onToggleSidebar).toHaveBeenCalledTimes(1);
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});
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test("view-menu switches the active view for every IA destination", async () => {
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const ui = render(Header, {
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props: { sidebarOpen: false, onToggleSidebar: () => {} },
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});
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const destinations: Array<[string, string]> = [
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["view-menu-item-map", "map"],
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["view-menu-item-report", "report"],
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["view-menu-item-battle", "battle"],
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["view-menu-item-mail", "mail"],
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["view-menu-item-designer-science", "designer-science"],
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];
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for (const [testId, view] of destinations) {
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await fireEvent.click(ui.getByTestId("view-menu-trigger"));
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await fireEvent.click(ui.getByTestId(testId));
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expect(activeViewSelectSpy).toHaveBeenLastCalledWith(view, {});
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}
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});
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test("view-menu Tables sub-list switches to every entity", async () => {
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const ui = render(Header, {
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props: { sidebarOpen: false, onToggleSidebar: () => {} },
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});
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const tableEntities: Array<[string, string]> = [
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["view-menu-item-table-planets", "planets"],
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["view-menu-item-table-ship-classes", "ship-classes"],
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["view-menu-item-table-ship-groups", "ship-groups"],
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["view-menu-item-table-fleets", "fleets"],
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["view-menu-item-table-sciences", "sciences"],
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["view-menu-item-table-races", "races"],
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];
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for (const [testId, entity] of tableEntities) {
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await fireEvent.click(ui.getByTestId("view-menu-trigger"));
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// Open the Tables sub-disclosure each iteration; the menu
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// closes on every navigation.
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const summary = ui
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.getByTestId("view-menu-tables")
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.querySelector("summary");
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if (summary !== null) {
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await fireEvent.click(summary);
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}
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await fireEvent.click(ui.getByTestId(testId));
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expect(activeViewSelectSpy).toHaveBeenLastCalledWith("table", {
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tableEntity: entity,
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});
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}
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});
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test("return-to-lobby button leaves the game for the lobby screen", async () => {
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const ui = render(Header, {
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props: { sidebarOpen: false, onToggleSidebar: () => {} },
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});
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await fireEvent.click(ui.getByTestId("return-to-lobby"));
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expect(appScreenGoSpy).toHaveBeenCalledWith("lobby");
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});
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test("theme toggle flips theme.override between light and dark", async () => {
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const ui = render(Header, {
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props: { sidebarOpen: false, onToggleSidebar: () => {} },
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});
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const toggle = ui.getByTestId("game-mode-theme-toggle");
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const initialResolved = theme.resolved;
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const opposite = initialResolved === "light" ? "dark" : "light";
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await fireEvent.click(toggle);
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expect(theme.override).toBe(opposite);
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expect(theme.resolved).toBe(opposite);
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await fireEvent.click(toggle);
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expect(theme.override).toBe(initialResolved);
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expect(theme.resolved).toBe(initialResolved);
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});
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});
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