Files
galaxy-game/ui/frontend/tests/game-shell-header.test.ts
T
Ilia Denisov 4a23c357e5
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feat(ui): F8-05 — game-mode chrome cleanup + inspector compact rows (#48)
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>
2026-05-27 13:38:42 +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-battle", "battle"],
["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"],
];
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);
});
});