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

// Offline is now implicit — the net-state machine detects it; there is no toggle. The e2e drives the
// machine through the mock's __net hook (the real probe watcher is inert under the mock). Standalone
// display mode is still forced so the mock's offline dictionary path (served from /e2edict/) matches an
// installed PWA; only the `(display-mode: standalone)` query is overridden.
async function forceStandalone(page: Page): Promise<void> {
  await page.addInitScript(() => {
    const orig = window.matchMedia.bind(window);
    window.matchMedia = (q: string) =>
      (q.includes('display-mode: standalone')
        ? { matches: true, media: q, onchange: null, addEventListener() {}, removeEventListener() {}, addListener() {}, removeListener() {}, dispatchEvent: () => false }
        : orig(q)) as MediaQueryList;
  });
}

// After a load, land in the lobby. The mock cold-starts on the login screen (no seeded session), so
// click through as guest. Waiting for the button (rather than a point-in-time count()) is what makes
// this deterministic.
async function enterLobby(page: Page): Promise<void> {
  await page.getByRole('button', { name: /guest|гост/i }).first().click();
  // The lobby tab bar has three tabs in a fixed order: New (0), Stats (1), Settings (2). nth() is
  // robust to locale, emoji variation selectors and the coachmark anchors.
  await expect(page.locator('button.tab').nth(2)).toBeVisible();
}

// Drive the net-state machine offline / online through the mock hook (no toggle, no dialog).
async function goOffline(page: Page): Promise<void> {
  await page.evaluate(() => (window as unknown as { __net: { offline(): void } }).__net.offline());
}
async function goOnline(page: Page): Promise<void> {
  await page.evaluate(() => (window as unknown as { __net: { online(): void } }).__net.online());
}

// Pick a rack tile by its glyph and drop it on a board square (the pinned-seed rack is all-distinct).
async function placeTile(page: Page, glyph: string, row: number, col: number): Promise<void> {
  await page.locator('.rack .tile', { hasText: glyph }).first().click();
  await page.locator(`[data-cell][data-row="${row}"][data-col="${col}"]`).click();
}

test.describe('offline mode (implicit)', () => {
  test('auto-detects offline, plays a local vs_ai game, persists across a reload', async ({ page }) => {
    await forceStandalone(page);
    await page.goto('/');
    await enterLobby(page);

    // Online: a seeded online game (vs Ann) is listed.
    await expect(page.getByText('Ann', { exact: false }).first()).toBeVisible();

    // The network drops: the machine auto-detects offline (no toggle, no dialog) — a toast announces it
    // and the header turns blue with the chip.
    await goOffline(page);
    await expect(page.locator('.toast')).toContainText(/offline|соединени/i);
    await expect(page.locator('header.nav.offline')).toBeVisible({ timeout: 15000 });

    // The (now offline) lobby stays mounted: the server game (vs Ann) rides along GREYED from the cache
    // (un-openable), and the Stats tab disables.
    await expect(page.locator('.rowwrap.greyed').filter({ hasText: 'Ann' })).toBeVisible();
    await expect(page.locator('button.tab').nth(1)).toBeDisabled();

    // Create a device-local English vs_ai game with a pinned bag seed (deals the rack NEWYMAO).
    await page.evaluate(() => (window as unknown as { __mock: { setLocalSeed(s: string): void } }).__mock.setLocalSeed('1'));
    await page.locator('button.tab').nth(0).click();
    // The English variant's display name is "Scrabble" (Latin) in both locales — the Russian variants
    // are "Скрэббл"/"Эрудит"/"Erudite", so this uniquely selects the English game.
    await page.locator('.variant', { hasText: 'Scrabble' }).click();
    await page.locator('button.invite').click();
    await expect(page.locator('[data-cell]').first()).toBeVisible();

    // The human's first move is not idle-gated: the hint is available at once (no 🔒 lock badge).
    await expect(page.locator('.lock')).toHaveCount(0);

    // The human plays WAY horizontally across the centre (7,5)-(7,7).
    await placeTile(page, 'W', 7, 5);
    await placeTile(page, 'A', 7, 6);
    await placeTile(page, 'Y', 7, 7);
    await expect(page.locator('[data-cell].pending')).toHaveCount(3);
    await page.locator('.make').click();

    // The play commits and the local robot replies with a real move (which needs the bundled
    // dictionary), so the board carries more than WAY's three tiles.
    await expect(async () => {
      expect(await page.locator('[data-cell].filled').count()).toBeGreaterThan(3);
    }).toPass({ timeout: 15000 });
    const filled = await page.locator('[data-cell].filled').count();

    // Now it is the human's turn again after the robot moved: the idle hint gate arms, so the hint
    // button shows the 🔒 lock (it lifts after 30 idle minutes on a monotonic clock — not waited here).
    await expect(page.locator('.lock')).toBeVisible();

    // Reload: the hash router restores the /game/<id> route and the local game replays from IndexedDB
    // with every committed tile intact.
    await page.reload();
    await expect(page.locator('[data-cell]').first()).toBeVisible();
    await expect(page.locator('[data-cell].filled')).toHaveCount(filled);
    // The idle-hint gate is persisted (a wall-clock unlock time), so the 🔒 survives the reload.
    await expect(page.locator('.lock')).toBeVisible();
  });

  test('self-heals to online when the network returns', async ({ page }) => {
    await forceStandalone(page);
    await page.goto('/');
    await enterLobby(page);
    await expect(page.getByText('Ann', { exact: false }).first()).toBeVisible();

    // Offline, then the network returns: the machine heals to online on its own (a "back online" toast),
    // the offline tint drops and the online games return — no user action.
    await goOffline(page);
    await expect(page.locator('header.nav.offline')).toBeVisible({ timeout: 15000 });
    await expect(page.locator('.rowwrap.greyed').filter({ hasText: 'Ann' })).toBeVisible();

    await goOnline(page);
    await expect(page.locator('header.nav.offline')).toHaveCount(0, { timeout: 15000 });
    // Back online, the server game is active again (no longer greyed).
    await expect(page.getByText('Ann', { exact: false }).first()).toBeVisible();
    await expect(page.locator('.rowwrap.greyed')).toHaveCount(0);
    await expect(page.locator('button.tab').nth(1)).toBeEnabled();
  });

  test('a stale deliberate-offline pref is ignored and cleared; Settings has no toggle', async ({ page }) => {
    await forceStandalone(page);
    // Seed a pre-redesign deliberate-offline flag: offline is implicit now, so it must be ignored
    // (nobody stuck offline) and cleared on boot.
    await page.addInitScript(() => localStorage.setItem('scrabble.offlineMode', '1'));
    await page.goto('/');
    await enterLobby(page);

    // Booted online despite the stale pref: the online game (vs Ann) shows and the header is not blue.
    await expect(page.getByText('Ann', { exact: false }).first()).toBeVisible();
    await expect(page.locator('header.nav.offline')).toHaveCount(0);
    // The orphaned key was cleared at boot.
    expect(await page.evaluate(() => localStorage.getItem('scrabble.offlineMode'))).toBeNull();

    // Settings no longer offers the offline toggle (the "Play mode" Online/Offline segment is gone),
    // even in the eligible (standalone + email) context where it used to appear.
    await page.locator('button.tab').nth(2).click();
    await expect(page.getByRole('button', { name: /^(Offline|Оффлайн)$/ })).toHaveCount(0);
  });
});
