import { describe, expect, it } from 'vitest'; import { gamePhase, groupGames, isMyTurn, orderedSeats, scoreStanding, shouldBlink } from './lobbysort'; import type { GameView, Seat } from './model'; const ME = 'me'; const seat = (s: number, accountId: string): Seat => ({ seat: s, accountId, displayName: accountId, score: 0, hintsUsed: 0, isWinner: false, }); function game(id: string, status: GameView['status'], toMove: number, lastActivityUnix: number): GameView { return { id, variant: 'scrabble_en', dictVersion: 'v1', vsAi: false, unreadChat: false, unreadMessages: false, status, players: 2, toMove, turnTimeoutSecs: 0, multipleWordsPerTurn: true, moveCount: 0, endReason: '', lastActivityUnix, seats: [seat(0, ME), seat(1, 'opp')], }; } describe('groupGames', () => { it('partitions into your-turn, their-turn and finished', () => { const g = groupGames( [ game('a', 'active', 0, 100), // toMove 0 == my seat -> my turn game('b', 'active', 1, 100), // their turn game('c', 'finished', 0, 100), ], ME, {}, ); expect(g.yourTurn.map((x) => x.id)).toEqual(['a']); expect(g.theirTurn.map((x) => x.id)).toEqual(['b']); expect(g.finished.map((x) => x.id)).toEqual(['c']); }); it('orders your-turn oldest-first, the other two newest-first', () => { const g = groupGames( [ game('y_new', 'active', 0, 200), game('y_old', 'active', 0, 100), game('t_new', 'active', 1, 200), game('t_old', 'active', 1, 100), game('f_new', 'finished', 0, 200), game('f_old', 'finished', 0, 100), ], ME, {}, ); expect(g.yourTurn.map((x) => x.id)).toEqual(['y_old', 'y_new']); expect(g.theirTurn.map((x) => x.id)).toEqual(['t_new', 't_old']); expect(g.finished.map((x) => x.id)).toEqual(['f_new', 'f_old']); }); it('bumps unread games first in the active sections, leaving finished by activity', () => { const g = groupGames( [ game('y_read', 'active', 0, 50), // my turn, oldest, read game('y_unread', 'active', 0, 200), // my turn, newest, unread -> bumped above y_read game('t_read', 'active', 1, 200), // their turn, newest, read game('t_unread', 'active', 1, 50), // their turn, oldest, unread -> bumped above t_read game('f_unread', 'finished', 0, 100), game('f_new', 'finished', 0, 300), // finished ignores unread, stays newest-first ], ME, { y_unread: true, t_unread: true, f_unread: true }, ); // Unread is the primary key, so it overrides the within-section activity order. expect(g.yourTurn.map((x) => x.id)).toEqual(['y_unread', 'y_read']); expect(g.theirTurn.map((x) => x.id)).toEqual(['t_unread', 't_read']); // Finished ignores unread: still newest-first by activity. expect(g.finished.map((x) => x.id)).toEqual(['f_new', 'f_unread']); }); it('isMyTurn is false for a finished game even at my seat', () => { expect(isMyTurn(game('x', 'finished', 0, 0), ME)).toBe(false); expect(isMyTurn(game('x', 'active', 0, 0), ME)).toBe(true); expect(isMyTurn(game('x', 'active', 1, 0), ME)).toBe(false); }); it('treats an open game (awaiting an opponent) as in progress, not finished', () => { const g = groupGames( [ game('open_mine', 'open', 0, 100), // my turn while waiting game('open_wait', 'open', 1, 100), // the empty seat's turn ], ME, {}, ); expect(g.yourTurn.map((x) => x.id)).toEqual(['open_mine']); expect(g.theirTurn.map((x) => x.id)).toEqual(['open_wait']); expect(g.finished).toEqual([]); expect(isMyTurn(game('x', 'open', 0, 0), ME)).toBe(true); }); }); describe('gamePhase', () => { it('maps each game to its lobby bucket (open folds into mine/theirs like active)', () => { expect(gamePhase(game('x', 'active', 0, 0), ME)).toBe('mine'); expect(gamePhase(game('x', 'active', 1, 0), ME)).toBe('theirs'); expect(gamePhase(game('x', 'open', 0, 0), ME)).toBe('mine'); expect(gamePhase(game('x', 'open', 1, 0), ME)).toBe('theirs'); expect(gamePhase(game('x', 'finished', 0, 0), ME)).toBe('finished'); }); }); describe('scoreStanding', () => { const withScores = (status: GameView['status'], myScore: number, oppScore: number): GameView => ({ ...game('g', status, 0, 0), seats: [ { ...seat(0, ME), score: myScore }, { ...seat(1, 'opp'), score: oppScore }, ], }); const at = (g: GameView, accountId: string): Seat => g.seats.find((s) => s.accountId === accountId)!; it('greens the leading viewer and reds a trailing one; the opponent stays muted', () => { const lead = withScores('active', 30, 10); expect(scoreStanding(lead, ME, at(lead, ME))).toBe('win'); expect(scoreStanding(lead, ME, at(lead, 'opp'))).toBeNull(); // a trailing opponent is not coloured const behind = withScores('active', 5, 10); expect(scoreStanding(behind, ME, at(behind, ME))).toBe('lose'); expect(scoreStanding(behind, ME, at(behind, 'opp'))).toBeNull(); // a leading opponent is not coloured }); it('greens both seats on an equal non-zero score', () => { const tie = withScores('active', 10, 10); expect(scoreStanding(tie, ME, at(tie, ME))).toBe('win'); expect(scoreStanding(tie, ME, at(tie, 'opp'))).toBe('win'); }); it('leaves a fresh 0:0 board muted (nobody has scored yet)', () => { const fresh = withScores('active', 0, 0); expect(scoreStanding(fresh, ME, at(fresh, ME))).toBeNull(); expect(scoreStanding(fresh, ME, at(fresh, 'opp'))).toBeNull(); }); it('is null for any non-active game (open or finished)', () => { const fin = withScores('finished', 30, 10); expect(scoreStanding(fin, ME, at(fin, ME))).toBeNull(); const op = withScores('open', 0, 0); expect(scoreStanding(op, ME, at(op, ME))).toBeNull(); }); it('is null when the viewer is not seated or has no opponent', () => { const g = withScores('active', 30, 10); expect(scoreStanding(g, 'stranger', at(g, ME))).toBeNull(); const solo: GameView = { ...game('g', 'active', 0, 0), seats: [{ ...seat(0, ME), score: 9 }] }; expect(scoreStanding(solo, ME, solo.seats[0])).toBeNull(); }); it('compares against the strongest opponent in a multiplayer game', () => { const g3: GameView = { ...game('g', 'active', 0, 0), players: 3, seats: [ { ...seat(0, ME), score: 40 }, { ...seat(1, 'a'), score: 35 }, { ...seat(2, 'b'), score: 50 }, // b is ahead -> the viewer is losing ], }; expect(scoreStanding(g3, ME, at(g3, ME))).toBe('lose'); expect(scoreStanding(g3, ME, at(g3, 'b'))).toBeNull(); // a leading opponent is not coloured }); it('greens every seat tied with the viewer for the lead in a multiplayer game', () => { const g3: GameView = { ...game('g', 'active', 0, 0), players: 3, seats: [ { ...seat(0, ME), score: 40 }, { ...seat(1, 'a'), score: 40 }, // tied with the viewer for the lead -> green { ...seat(2, 'b'), score: 20 }, // trailing -> muted ], }; expect(scoreStanding(g3, ME, at(g3, ME))).toBe('win'); expect(scoreStanding(g3, ME, at(g3, 'a'))).toBe('win'); expect(scoreStanding(g3, ME, at(g3, 'b'))).toBeNull(); }); }); describe('orderedSeats', () => { it('returns seats in seat-number order without mutating the source', () => { const g: GameView = { ...game('g', 'active', 0, 0), seats: [seat(2, 'c'), seat(0, ME), seat(1, 'b')], }; const src = g.seats; expect(orderedSeats(g).map((s) => s.seat)).toEqual([0, 1, 2]); expect(g.seats).toBe(src); // the source array is left untouched expect(g.seats.map((s) => s.seat)).toEqual([2, 0, 1]); }); }); describe('shouldBlink', () => { it('blinks on a transition into mine or finished', () => { expect(shouldBlink('theirs', 'mine')).toBe(true); expect(shouldBlink('mine', 'finished')).toBe(true); expect(shouldBlink('theirs', 'finished')).toBe(true); }); it('stays quiet on a transition into theirs, a no-op, or a first sighting', () => { expect(shouldBlink('mine', 'theirs')).toBe(false); expect(shouldBlink('mine', 'mine')).toBe(false); expect(shouldBlink(undefined, 'mine')).toBe(false); expect(shouldBlink(undefined, 'finished')).toBe(false); }); });