import { expect, test } from './fixtures';

// The simultaneous quick-game cap. When the backend reports the player is at the limit
// (games.list at_game_limit), the lobby disables the "New Game" tab and shows a plain,
// low-emphasis notice under the lists; when it clears, the button re-enables and the
// notice goes. Driven by the mock transport's __mock.setGameLimit seam (no backend), which
// also nudges the lobby to re-fetch (the lobby refreshes on any live event).

test('lobby: New Game disables and a notice shows at the simultaneous-game limit', async ({ page }) => {
  await page.goto('/');
  await page.getByRole('button', { name: /guest/i }).click();

  // Below the limit: the New Game tab is enabled and no notice is shown.
  const newGame = page.getByRole('button', { name: /🎲/ });
  await expect(newGame).toBeEnabled();
  await expect(page.getByText(/reached the simultaneous games limit/i)).toHaveCount(0);

  // Reach the limit: the button greys out (disabled) and the notice appears under the lists.
  await page.evaluate(() =>
    (window as unknown as { __mock: { setGameLimit(v: boolean): void } }).__mock.setGameLimit(true),
  );
  await expect(newGame).toBeDisabled();
  await expect(page.getByText(/reached the simultaneous games limit/i)).toBeVisible();

  // Drop back below the limit (a game finished): the button re-enables and the notice clears.
  await page.evaluate(() =>
    (window as unknown as { __mock: { setGameLimit(v: boolean): void } }).__mock.setGameLimit(false),
  );
  await expect(newGame).toBeEnabled();
  await expect(page.getByText(/reached the simultaneous games limit/i)).toHaveCount(0);
});
