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.
322 lines
16 KiB
TypeScript
322 lines
16 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/Pass tab is a server action; on my turn it is live (pass is always available,
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// so unlike before it no longer goes inert when the bag empties).
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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: /🎲/ }).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('new game: auto-match shows the off-by-default rule toggle from the start (no layout jump on selection)', 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: /🎲/ }).click(); // auto-match
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// Several variants are offered, so nothing is selected: Start is disabled. The rule toggle is shown
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// from the start (a Russian variant is available), so selecting one does not shift the layout.
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const start = page.getByRole('button', { name: /Start game/i });
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await expect(start).toBeDisabled();
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const toggle = page.getByLabel('Multiple words per turn');
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await expect(toggle).toBeVisible();
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await expect(toggle).not.toBeChecked();
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// Selecting the Russian Scrabble variant highlights it and enables Start; the toggle stays put.
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await page.locator('.variant', { hasText: 'Скрэббл' }).click();
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await expect(page.locator('.variant.selected')).toHaveCount(1);
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await expect(start).toBeEnabled();
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await expect(toggle).toBeVisible();
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await expect(toggle).not.toBeChecked();
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});
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test('single-word game shows the one-word indicator in the status bar and the history header', 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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// g3 is a finished Russian single-word game (vs Rick); open it from the lobby.
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await page.getByRole('button', { name: /Rick/ }).click();
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await expect(page.locator('[data-cell]').first()).toBeVisible();
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await expect(page.locator('.pane')).toHaveCount(1);
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// The status bar carries the small "1️⃣" indicator (single-word, nothing pending).
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await expect(page.locator('.oneword')).toBeVisible();
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// Tapping the scoreboard opens the history, whose header shows the spelled-out rule label.
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await page.locator('.scoreboard').click();
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await expect(page.locator('.oneword-label')).toBeVisible();
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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('Exchange/Pass dialog: a selection exchanges, no selection offers a pass', async ({ page }) => {
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await openGame(page);
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await page.locator('button:has-text("🔄")').click(); // the merged Exchange/Pass tab
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await expect(page.locator('.exch')).toBeVisible();
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// With nothing selected the confirm button offers a pass; selecting tiles flips it to an
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// exchange of that many (the two are distinct game actions behind one dialog).
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const confirm = page.locator('button.confirm');
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await expect(confirm).toHaveText('Pass without exchanging');
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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 expect(confirm).toHaveText('Exchange 1');
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await confirm.click();
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await expect(page.locator('.exch')).toBeHidden();
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});
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test('passing goes through the Exchange/Pass dialog with no tiles selected', async ({ page }) => {
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await openGame(page);
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const draw = page.locator('button:has-text("🔄")'); // the merged Exchange/Pass tab
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await expect(draw).toBeEnabled();
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await draw.click();
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// No tiles selected -> the confirm button passes the turn (a pass, not an exchange of zero).
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await page.locator('button.confirm').click();
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await expect(page.locator('.exch')).toBeHidden();
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// The pass hands the turn over, so the tab goes inert.
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await expect(draw).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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// A found word offers an external dictionary lookup link that opens in a new tab; the
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// verdict still carries the complaint button.
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const lookup = page.getByRole('link', { name: 'Look it up' });
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await expect(lookup).toBeVisible();
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await expect(lookup).toHaveAttribute('target', '_blank');
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await expect(lookup).toHaveAttribute('href', /qza$/);
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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('resigning reveals the full board: closes the history and zooms out', async ({ page }) => {
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await openGame(page);
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// Zoom in (double-tap an empty cell), then open the history — the two states the resign
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// confirmation must clear so the resigned game shows its full board.
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await page
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.locator('[data-cell]:not(.filled)')
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.nth(20)
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.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('.viewport.zoomed')).toBeVisible();
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await page.locator('.scoreboard').click(); // open the history (the 🏁 lives in its header)
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await expect(page.locator('.boardwrap.slid')).toBeVisible();
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await page.getByRole('button', { name: 'Drop game' }).click(); // 🏁
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await page.locator('button.danger').click(); // confirm
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await expect(page.locator('.status .over')).toBeVisible(); // the game ended
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await expect(page.locator('.history')).toHaveCount(0); // history auto-closed (portrait)
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await expect(page.locator('.viewport.zoomed')).toHaveCount(0); // board zoomed out
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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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