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scrabble-game/ui/e2e/game.spec.ts
T
Ilia Denisov ad91bc728b
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UI: taller tg-fullscreen header + labelled hub tabs
- 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.
2026-06-11 15:12:40 +02:00

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