8793bd34f2
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.
32 lines
1.6 KiB
TypeScript
32 lines
1.6 KiB
TypeScript
import { expect, test } from './fixtures';
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// The simultaneous quick-game cap. When the backend reports the player is at the limit
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// (games.list at_game_limit), the lobby disables the "New Game" tab and shows a plain,
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// low-emphasis notice under the lists; when it clears, the button re-enables and the
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// notice goes. Driven by the mock transport's __mock.setGameLimit seam (no backend), which
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// also nudges the lobby to re-fetch (the lobby refreshes on any live event).
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test('lobby: New Game disables and a notice shows at the simultaneous-game 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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// Below the limit: the New Game tab is enabled and no notice is shown.
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const newGame = page.getByRole('button', { name: /🎲/ });
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await expect(newGame).toBeEnabled();
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await expect(page.getByText(/reached the simultaneous games limit/i)).toHaveCount(0);
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// Reach the limit: the button greys out (disabled) and the notice appears under the lists.
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await page.evaluate(() =>
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(window as unknown as { __mock: { setGameLimit(v: boolean): void } }).__mock.setGameLimit(true),
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);
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await expect(newGame).toBeDisabled();
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await expect(page.getByText(/reached the simultaneous games limit/i)).toBeVisible();
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// Drop back below the limit (a game finished): the button re-enables and the notice clears.
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await page.evaluate(() =>
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(window as unknown as { __mock: { setGameLimit(v: boolean): void } }).__mock.setGameLimit(false),
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);
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await expect(newGame).toBeEnabled();
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await expect(page.getByText(/reached the simultaneous games limit/i)).toHaveCount(0);
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});
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