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- tg-fullscreen: +20px header height — without the (removed) hamburger the title bar lost its bulk and sat flush on Telegram's native nav band. - Settings/Comms hub tabs gain text labels under the icons (Settings / Profile / Friends / Info and Chat / Dictionary); the icon is aria-hidden so the label names the button. New i18n keys about.tab, game.dictionary.
250 lines
12 KiB
TypeScript
250 lines
12 KiB
TypeScript
import { expect, test, type Page } from './fixtures';
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// Behaviour/display coverage for the polished game screen, driven entirely by the mock
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// transport (no backend). These lock the round-1..4 interactions so future UI edits
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// surface as a failing assertion — to be re-agreed or fixed. The pure logic behind them
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// (placement, check-word, board labels, result badges) is unit-tested separately.
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async function openGame(page: Page): Promise<void> {
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await page.goto('/');
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await page.getByRole('button', { name: /guest/i }).click();
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await page.getByRole('button', { name: /Ann/ }).click(); // the seeded active game vs Ann
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await expect(page.locator('[data-cell]').first()).toBeVisible();
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// Wait for the screen-slide transition to settle so only the game pane remains; until it
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// does, the leaving lobby pane is also in the DOM, which would make shared locators ambiguous.
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await expect(page.locator('.pane')).toHaveCount(1);
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}
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test('offline shows the Connecting indicator and softly disables server actions', async ({ page }) => {
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await openGame(page);
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// The exchange/draw tab is a server action; on my turn with tiles in the bag it is live.
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const draw = page.locator('.tab').first();
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await expect(draw).toBeEnabled();
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await expect(page.getByText('Connecting…')).toHaveCount(0);
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// Drop the connection (mock-only hook): the header swaps the title for the spinner +
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// "Connecting…", and the server action goes inert.
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await page.evaluate(() => (window as unknown as { __conn: { offline(): void } }).__conn.offline());
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await expect(page.getByText('Connecting…')).toBeVisible();
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await expect(draw).toBeDisabled();
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// Reconnect: the indicator clears and the action is live again.
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await page.evaluate(() => (window as unknown as { __conn: { online(): void } }).__conn.online());
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await expect(page.getByText('Connecting…')).toHaveCount(0);
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await expect(draw).toBeEnabled();
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});
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test('placing a tile and confirming via ✅ commits the move', async ({ page }) => {
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await openGame(page);
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await page.locator('.rack .tile').first().click();
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await page.locator('[data-cell]:not(.filled)').nth(30).click();
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await expect(page.locator('[data-cell].pending')).toHaveCount(1);
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await page.locator('.make').click(); // ✅ commits the move directly (no popover)
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// After the commit the placement is cleared: no pending tile, no ✅ control.
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await expect(page.locator('[data-cell].pending')).toHaveCount(0);
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await expect(page.locator('.make')).toBeHidden();
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});
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test('a placed tile is saved as a draft and restored on reopening the game', async ({ page }) => {
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await openGame(page);
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await page.locator('.rack .tile').first().click();
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await page.locator('[data-cell]:not(.filled)').nth(30).click();
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await expect(page.locator('[data-cell].pending')).toHaveCount(1);
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await page.waitForTimeout(600); // let the debounced draft save flush to the mock store
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// Leave the game and reopen it. The mock keeps the saved composition, so the pending tile is
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// restored without re-placing it.
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await page.evaluate(() => (location.hash = '/'));
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await page.getByRole('button', { name: /Ann/ }).click();
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await expect(page.locator('[data-cell]').first()).toBeVisible();
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await expect(page.locator('[data-cell].pending')).toHaveCount(1);
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});
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test('new game: variant buttons show a rules summary and the move-limit', async ({ page }) => {
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await page.goto('/');
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await page.getByRole('button', { name: /guest/i }).click();
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await page.getByRole('button', { name: /New/ }).click(); // lobby tab bar -> auto-match
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await expect(page.locator('.vrules').first()).toBeVisible(); // per-variant rules summary
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await expect(page.locator('.movelimit')).toBeVisible(); // turn-time under the buttons
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});
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test('a pending tile recalls on double-tap, not on a single tap', async ({ page }) => {
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await openGame(page);
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await page.locator('.rack .tile').first().click();
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await page.locator('[data-cell]:not(.filled)').nth(30).click();
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await expect(page.locator('[data-cell].pending')).toHaveCount(1);
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// A single tap must NOT recall it (recall was too easy to trigger).
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await page.waitForTimeout(350); // clear the double-tap window from the placing tap
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await page.locator('[data-cell].pending').first().click();
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await expect(page.locator('[data-cell].pending')).toHaveCount(1);
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// A double-tap (two synchronous clicks on the same cell) recalls it to the rack.
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await page.locator('[data-cell].pending').first().evaluate((el: HTMLElement) => {
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el.click();
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el.click();
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});
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await expect(page.locator('[data-cell].pending')).toHaveCount(0);
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});
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test('the board is a gapless checkerboard by default; grid lines toggle in Settings', async ({ page }) => {
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await openGame(page);
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await expect(page.locator('.grid.gridless')).toBeVisible(); // lines off by default
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await page.evaluate(() => (location.hash = '/settings'));
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await page.locator('.gridlines input').check(); // turn grid lines on
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await page.evaluate(() => (location.hash = '/game/g1'));
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await expect(page.locator('.grid')).toBeVisible();
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await expect(page.locator('.grid.gridless')).toHaveCount(0);
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});
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test('shuffle reorders the rack but keeps the same tiles', async ({ page }) => {
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await openGame(page);
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const before = await page.locator('.rack .tile').allTextContents();
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expect(before.length).toBeGreaterThan(1);
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await page.locator('button:has-text("🔀")').click(); // the shuffle tab (no pending tiles)
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await page.waitForTimeout(650); // let the hop animation settle
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// Same multiset of tiles after the shuffle — no tile is dropped or duplicated.
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const after = await page.locator('.rack .tile').allTextContents();
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expect([...after].sort()).toEqual([...before].sort());
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});
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test('history slides the board down on a score tap and closes on a board tap', async ({ page }) => {
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await openGame(page);
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await page.locator('.scoreboard').click(); // tapping the score bar opens the history
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await expect(page.locator('.history')).toBeVisible();
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await expect(page.locator('.boardwrap.slid')).toBeVisible();
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// Tap the (now inert) board's visible top strip below the history to close it.
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await page.locator('.boardwrap').click({ position: { x: 30, y: 12 } });
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await expect(page.locator('.history')).toBeHidden();
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});
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test('history: a swipe-up close does not make a follow-up score tap jump', async ({ page }) => {
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await openGame(page);
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await page.locator('.scoreboard').click();
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await expect(page.locator('.boardwrap.slid')).toBeVisible();
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// Swipe up on the inert board to close it. Dispatched on the board so the gesture is
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// engine-deterministic — a mouse swipe over a pointer-events:none child is simulated
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// inconsistently across engines, whereas a real touch swipe lands the same way this does.
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const bw = page.locator('.boardwrap');
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const box = (await bw.boundingBox())!;
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const cx = box.x + box.width / 2;
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await bw.dispatchEvent('pointerdown', { clientX: cx, clientY: 500, bubbles: true });
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await bw.dispatchEvent('pointermove', { clientX: cx, clientY: 450, bubbles: true });
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await expect(page.locator('.history')).toBeHidden();
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// A score tap now cleanly reopens the history — the stale-open "jump" no longer happens.
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await page.locator('.scoreboard').click();
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await expect(page.locator('.history')).toBeVisible();
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await expect(page.locator('.boardwrap.slid')).toBeVisible();
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});
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test('Draw opens the exchange dialog and confirms a selection', async ({ page }) => {
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await openGame(page);
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await page.locator('button:has-text("🔄")').click(); // Draw tab
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await expect(page.locator('.exch')).toBeVisible();
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await page.locator('.etile').first().click();
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await expect(page.locator('.etile.sel')).toHaveCount(1);
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await page.locator('button.confirm').click();
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await expect(page.locator('.exch')).toBeHidden();
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});
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test('pass confirms with a tap on the fading ✅ instead of a popup', async ({ page }) => {
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await openGame(page);
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const pass = page.getByRole('button', { name: 'Skip' }); // the 🥺 tab (aria-label)
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await expect(pass).toBeEnabled();
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await pass.click(); // arm: 🥺 -> a fading ✅
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await pass.click(); // tap the ✅ to confirm within the window
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// The pass hands the turn over, so the control goes inert.
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await expect(pass).toBeDisabled();
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});
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test('check-word sanitises input and shows a verdict', async ({ page }) => {
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await openGame(page);
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await page.locator('.scoreboard').click(); // open the history
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await page.getByRole('button', { name: 'Chat' }).click(); // 💬 -> comms hub
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await expect(page.locator('.pane')).toHaveCount(1);
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await page.getByRole('button', { name: 'Dictionary' }).click(); // 🔎 -> dictionary tab
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const input = page.locator('.check input');
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await input.fill('qz9!a'); // digits/punctuation dropped, letters upper-cased
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await expect(input).toHaveValue('QZA');
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await page.locator('.check button').click(); // Check (enabled: length 3)
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await expect(page.locator('.ok, .bad')).toBeVisible();
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});
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test('dropping the game ends it and shows the result', async ({ page }) => {
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await openGame(page);
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await page.locator('.scoreboard').click(); // open the history
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await page.getByRole('button', { name: 'Drop game' }).click(); // 🏁 in the history header
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await page.locator('button.danger').click(); // confirm in the modal
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await expect(page.locator('.status .over')).toBeVisible();
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});
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test('a placed tile drags from one board cell to another (relocation)', async ({ page }) => {
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await openGame(page);
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await page.locator('.rack .tile').first().click();
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await page.locator('[data-cell]:not(.filled)').nth(30).click();
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const pending = page.locator('[data-cell].pending');
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await expect(pending).toHaveCount(1);
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const from = `${await pending.first().getAttribute('data-row')},${await pending.first().getAttribute('data-col')}`;
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const target = page.locator('[data-cell]:not(.filled):not(.pending)').nth(45);
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const fb = await pending.first().boundingBox();
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const tb = await target.boundingBox();
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// Pointer-drag the placed tile to a new cell (mouse events synthesise pointer events).
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await page.mouse.move(fb!.x + fb!.width / 2, fb!.y + fb!.height / 2);
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await page.mouse.down();
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await page.mouse.move(tb!.x + tb!.width / 2, tb!.y + tb!.height / 2, { steps: 10 });
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await page.mouse.up();
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// Still exactly one pending tile (relocated, not duplicated), now at a different cell.
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await expect(pending).toHaveCount(1);
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const to = `${await pending.first().getAttribute('data-row')},${await pending.first().getAttribute('data-col')}`;
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expect(to).not.toBe(from);
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});
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test('comms hub: chat and dictionary share a screen, back returns to the game', async ({ page }) => {
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await openGame(page);
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await page.locator('.scoreboard').click(); // open the history
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await page.getByRole('button', { name: 'Chat' }).click(); // 💬 in the history header
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await expect(page).toHaveURL(/\/game\/g1\/chat$/);
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await expect(page.locator('.pane')).toHaveCount(1); // let the slide transition settle
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await expect(page.locator('.chat')).toBeVisible();
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// The Dictionary tab switches in place (same screen, no navigation).
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await page.getByRole('button', { name: 'Dictionary' }).click();
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await expect(page.locator('.check input')).toBeVisible();
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// The header back chevron returns to the game.
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await expect(page.locator('.back')).toHaveCount(1);
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await page.locator('.back').click();
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await expect(page).toHaveURL(/\/game\/g1$/);
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await expect(page.locator('.pane')).toHaveCount(1);
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});
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test('the board-label mode in Settings changes the on-board labels', async ({ page }) => {
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await openGame(page);
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// beginner (default) renders split "3× / word" labels.
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await expect(page.locator('.bsplit').first()).toBeVisible();
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await expect(page.locator('.b1')).toHaveCount(0);
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// Switch to "classic" in Settings (in-SPA hash nav keeps the guest session).
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await page.evaluate(() => (location.hash = '/settings'));
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await page.locator('.seg').nth(2).locator('.opt').nth(1).click(); // board labels -> classic
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await page.evaluate(() => (location.hash = '/game/g1'));
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// classic renders single "3W"/"2L" labels and no split labels.
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await expect(page.locator('.b1').first()).toBeVisible();
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await expect(page.locator('.bsplit')).toHaveCount(0);
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});
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