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scrabble-game/ui/e2e/gamelimit.spec.ts
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feat(stats): best-move word, moves & hint-share, and a hint-count fix (#81)
The statistics screen gains real depth, plus a hint-count bug fix found along the way.

- Best move per variant: the screen shows the actual best-move word (drawn as game
  tiles; a wildcard shows its letter but no value), broken down by game variant, empty
  variants omitted. New account_best_move table, written at game finish.
- Moves & hint share: two new lifetime tiles — the player's play count and the share of
  plays that used a hint — from summed account_stats counters (moves, hints_used).
  Honest-AI games are excluded, like the rest of the stats.
- Hint-count fix: the in-game hint badge no longer goes stale across games. The global
  wallet now rides the wire apart from the per-game allowance (wallet_balance on
  StateView/HintResult/StatsView), so the client reads the live wallet rather than a
  per-game snapshot; game_players.hints_used now counts every hint (allowance + wallet),
  its true per-game total.
- Account merge: sums the new moves/hints_used counters and merges the per-variant best
  moves (higher score kept), which it previously dropped.
- Admin: the user card shows Moves and Hints used.
- UI polish: tab/label wording, game-over text, and e2e selectors hardened against label
  changes.

All wire additions are trailing (backward-compatible). Docs (ARCHITECTURE, FUNCTIONAL +ru,
UISN_DESIGN) updated in step.
2026-06-17 22:17:27 +00:00

32 lines
1.6 KiB
TypeScript

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);
});