fix: improve combat-happy-path e2e test reliability and speed
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Build and Publish Mana Loop Docker Image / build-and-publish (push) Successful in 1m24s
- Add data-testid attributes to debug tab buttons (Fill Mana, +10K, +1K, discipline rows) - Add runTicks(n) to debugBridge for fast-forwarding game ticks in E2E tests - Fix Step 2: use data-testid selectors instead of fragile DOM traversal for discipline buttons - Fix Step 4: replace 120s waitForTimeout with runTicks(6000) for deterministic combat - Fix Step 5: replace 60s waitForTimeout with runTicks(3000) - Fix Step 6: verify floor decrements after each Climb Down click using waitForFunction - Fix Step 7: verify Exit Spire button visibility is gated on floor 1 - Remove leftover debug logging (btnInfo DOM inspection)
This commit is contained in:
@@ -1,4 +1,4 @@
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# Circular Dependencies
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# Circular Dependencies
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Generated: 2026-06-02T08:49:51.414Z
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Generated: 2026-06-02T11:55:05.709Z
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No circular dependencies found. ✅
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No circular dependencies found. ✅
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@@ -1,6 +1,6 @@
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{
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{
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"_meta": {
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"_meta": {
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"generated": "2026-06-02T08:49:49.529Z",
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"generated": "2026-06-02T11:55:03.952Z",
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"description": "Import dependency graph for src/lib/game. Keys are files, values are arrays of files they import.",
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"description": "Import dependency graph for src/lib/game. Keys are files, values are arrays of files they import.",
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"usage": "To find what a file affects, search for its path in the VALUES. To find what a file depends on, look at its KEY entry."
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"usage": "To find what a file affects, search for its path in the VALUES. To find what a file depends on, look at its KEY entry."
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},
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},
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+89
-131
@@ -39,11 +39,22 @@ async function waitForBridge(page: Page) {
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throw new Error('Debug bridge (window.__TEST__) not available after 30s');
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throw new Error('Debug bridge (window.__TEST__) not available after 30s');
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}
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}
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/**
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* Run n game ticks synchronously via the debug bridge.
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* Each tick advances the game by HOURS_PER_TICK (0.04) hours.
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* 50 ticks ≈ 1 in-game hour, 1200 ticks ≈ 1 in-game day.
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*/
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async function runTicks(page: Page, n: number) {
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await page.evaluate((count: number) => {
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(window as any).__TEST__.runTicks(count);
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}, n);
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}
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// ─── Test ─────────────────────────────────────────────────────────────────────
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// ─── Test ─────────────────────────────────────────────────────────────────────
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test.describe('Combat Happy-Path: Spire Climb → Combat → Mana Recovery → Exit', () => {
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test.describe('Combat Happy-Path: Spire Climb → Combat → Mana Recovery → Exit', () => {
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test('climb spire, fight until mana drains, gather mana to recover, descend, exit', async ({ page }) => {
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test('climb spire, fight until mana drains, gather mana, descend, exit', async ({ page }) => {
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test.setTimeout(600_000);
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test.setTimeout(600_000);
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const errors: string[] = [];
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const errors: string[] = [];
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@@ -61,53 +72,56 @@ test.describe('Combat Happy-Path: Spire Climb → Combat → Mana Recovery → E
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console.log('[TEST] Bridge ready!');
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console.log('[TEST] Bridge ready!');
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// ══════════════════════════════════════════════════════════════════════════
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// ══════════════════════════════════════════════════════════════════════════
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// STEP 2: Set up prerequisites via Debug tab
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// STEP 2: Set up prerequisites via Debug tab UI
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// ══════════════════════════════════════════════════════════════════════════
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// ══════════════════════════════════════════════════════════════════════════
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console.log('[TEST] Step 2: Setting up prerequisites...');
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console.log('[TEST] Step 2: Setting up prerequisites via Debug tab...');
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await clickTab(page, 'debug');
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await clickTab(page, 'debug');
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await waitForMs(page, 500);
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await waitForMs(page, 500);
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// ── 2a. Unlock all elements ──────────────────────────────────────────────
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// ── 2a. Fill raw mana using the debug buttons ────────────────────────────
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console.log('[TEST] 2a. Unlocking all elements...');
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console.log('[TEST] 2a. Filling raw mana via debug buttons...');
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const elementsHeader = page.locator('button', { hasText: /^Elements$/ }).first();
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const fillManaBtn = page.getByTestId('debug-mana-fill');
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if (await elementsHeader.isVisible({ timeout: 3000 })) {
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await expect(fillManaBtn).toBeVisible({ timeout: 5000 });
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await elementsHeader.click();
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await fillManaBtn.click();
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await waitForMs(page, 300);
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await waitForMs(page, 500);
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// Add +10K several times for plenty of mana
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const plus10KBtn = page.getByTestId('debug-mana-add-10k');
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await expect(plus10KBtn).toBeVisible({ timeout: 5000 });
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for (let i = 0; i < 10; i++) {
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await plus10KBtn.click();
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await waitForMs(page, 100);
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}
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}
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await clickBtn(page, 'Unlock All Elements');
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await waitForMs(page, 500);
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await waitForMs(page, 500);
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// ── 2b. Boost max mana via Raw Mana Mastery discipline XP ────────────────
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// ── 2b. Boost max mana via Raw Mana Mastery discipline XP ────────────────
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console.log('[TEST] 2b. Boosting max mana via Raw Mana Mastery XP...');
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console.log('[TEST] 2b. Boosting max mana via Raw Mana Mastery XP...');
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await page.evaluate(() => {
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const disc = (window as any).__TEST__.useDisciplineStore;
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// Find the Raw Mana Mastery discipline row via data-testid
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if (!disc) return;
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const rawManaRow = page.getByTestId('debug-discipline-row-raw-mastery');
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const state = disc.getState();
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await expect(rawManaRow).toBeVisible({ timeout: 5000 });
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const existing = state.disciplines['raw-mastery'];
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const newXP = (existing?.xp || 0) + 20000;
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// The +1K button within that row
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disc.setState({
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const plus1KBtn = page.getByTestId('debug-discipline-add1k-raw-mastery');
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disciplines: {
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await expect(plus1KBtn).toBeVisible({ timeout: 5000 });
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...state.disciplines,
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'raw-mastery': { id: 'raw-mastery', xp: newXP, paused: false },
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// Click +1K fifteen times to get 15,000 XP
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},
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for (let i = 0; i < 15; i++) {
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totalXP: state.totalXP + 20000,
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await plus1KBtn.click();
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concurrentLimit: Math.max(
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await waitForMs(page, 50);
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state.concurrentLimit,
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}
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Math.min(4 + Math.floor((state.totalXP + 20000) / 500), 7),
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),
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});
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});
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await waitForMs(page, 300);
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await waitForMs(page, 300);
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// Verify discipline XP was set via the bridge
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const rawMasteryXP = await page.evaluate(() =>
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const rawMasteryXP = await page.evaluate(() =>
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(window as any).__TEST__.useDisciplineStore.getState().disciplines?.['raw-mastery']?.xp || 0
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(window as any).__TEST__.useDisciplineStore.getState().disciplines?.['raw-mastery']?.xp || 0
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);
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);
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console.log(`[TEST] Raw Mana Mastery XP: ${rawMasteryXP}`);
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console.log(`[TEST] Raw Mana Mastery XP: ${rawMasteryXP}`);
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expect(rawMasteryXP).toBe(20000);
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expect(rawMasteryXP).toBeGreaterThan(0);
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// ── 2c. Fill mana to max ─────────────────────────────────────────────────
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// ── 2c. Fill mana to max ─────────────────────────────────────────────────
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console.log('[TEST] 2c. Filling mana to max...');
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console.log('[TEST] 2c. Filling mana to max...');
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await clickBtn(page, 'Fill Mana');
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await fillManaBtn.click();
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await waitForMs(page, 500);
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await waitForMs(page, 500);
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const manaAfterFill = await page.evaluate(() =>
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const manaAfterFill = await page.evaluate(() =>
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@@ -133,10 +147,9 @@ test.describe('Combat Happy-Path: Spire Climb → Combat → Mana Recovery → E
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console.log('[TEST] Spire combat page loaded!');
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console.log('[TEST] Spire combat page loaded!');
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// ══════════════════════════════════════════════════════════════════════════
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// ══════════════════════════════════════════════════════════════════════════
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// STEP 4: Stay in combat — let the game auto-tick and fight
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// STEP 4: Fight in the Spire — run ticks to clear several rooms/floors
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// manaBolt costs 3 raw mana per cast, deals 5 damage.
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// manaBolt costs 3 raw mana per cast, deals 5 damage.
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// Floor 1 HP = 151, so ~31 casts to clear = ~258 seconds.
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// Floor 1 HP = ~151. We run enough ticks to clear multiple floors.
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// We let it fight for 120 seconds to clear several floors.
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// ══════════════════════════════════════════════════════════════════════════
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// ══════════════════════════════════════════════════════════════════════════
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console.log('[TEST] Step 4: Fighting in the Spire...');
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console.log('[TEST] Step 4: Fighting in the Spire...');
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@@ -148,8 +161,11 @@ test.describe('Combat Happy-Path: Spire Climb → Combat → Mana Recovery → E
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);
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);
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console.log(`[TEST] Starting: Floor ${startFloor}, Mana ${startMana}`);
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console.log(`[TEST] Starting: Floor ${startFloor}, Mana ${startMana}`);
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console.log('[TEST] Letting combat run for 120 seconds...');
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// Run 6000 ticks (~2 minutes of game time, ~5 in-game hours).
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await waitForMs(page, 120000);
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// This should clear several floors worth of enemies.
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console.log('[TEST] Running 6000 ticks of combat...');
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await runTicks(page, 6000);
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await waitForMs(page, 500); // let React re-render
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const floorAfterCombat = await page.evaluate(() =>
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const floorAfterCombat = await page.evaluate(() =>
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(window as any).__TEST__.useCombatStore.getState().currentFloor
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(window as any).__TEST__.useCombatStore.getState().currentFloor
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@@ -161,99 +177,23 @@ test.describe('Combat Happy-Path: Spire Climb → Combat → Mana Recovery → E
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expect(floorAfterCombat).toBeGreaterThan(startFloor);
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expect(floorAfterCombat).toBeGreaterThan(startFloor);
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// ══════════════════════════════════════════════════════════════════════════
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// ══════════════════════════════════════════════════════════════════════════
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// STEP 5: Exit the Spire to access the Gather button on the main page
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// STEP 5: Continue fighting to drain more mana ─────────────────────────────
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// The Gather button (ManaDisplay) is in the LeftPanel which is only
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// rendered on the main game page, not in the SpireCombatPage view.
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// We exit spire, gather mana, then re-enter.
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// ══════════════════════════════════════════════════════════════════════════
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// ══════════════════════════════════════════════════════════════════════════
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console.log('[TEST] Step 5: Exiting spire to gather mana...');
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console.log('[TEST] Step 5: Continuing combat to drain more mana...');
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await runTicks(page, 3000);
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// First descend to floor 1 (Exit Spire button only shows on floor 1)
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for (let i = 0; i < 200; i++) {
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const floorNow = await page.evaluate(() =>
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(window as any).__TEST__.useCombatStore.getState().currentFloor
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);
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if (floorNow <= 1) break;
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const climbDownBtn = page.getByRole('button', { name: /climb down/i }).first();
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const btnVisible = await climbDownBtn.isVisible({ timeout: 2000 }).catch(() => false);
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if (btnVisible) {
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await climbDownBtn.click();
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await waitForMs(page, 500);
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} else {
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break;
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}
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}
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// Click Exit Spire button (visible on floor 1)
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const exitBtn = page.getByRole('button', { name: /exit spire/i }).first();
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await expect(exitBtn).toBeVisible({ timeout: 10000 });
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await exitBtn.click();
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await waitForMs(page, 2000);
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const spireModeAfterExit = await page.evaluate(() =>
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(window as any).__TEST__.useCombatStore.getState().spireMode
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);
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expect(spireModeAfterExit).toBe(false);
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console.log('[TEST] Exited spire, back on main page');
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// ══════════════════════════════════════════════════════════════════════════
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// STEP 6: Hold "Gather +X Mana" button to recover mana quickly
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// The Gather button is in the LeftPanel's ManaDisplay component.
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// Holding it fires gatherMana() via requestAnimationFrame loop.
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// ══════════════════════════════════════════════════════════════════════════
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console.log('[TEST] Step 6: Holding Gather button to recover mana...');
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const gatherBtn = page.getByRole('button', { name: /gather.*mana/i }).first();
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await expect(gatherBtn).toBeVisible({ timeout: 10000 });
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const manaBeforeGather = await page.evaluate(() =>
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(window as any).__TEST__.useManaStore.getState().rawMana
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);
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console.log(`[TEST] Mana before gather: ${manaBeforeGather}`);
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// Hold the gather button for 10 seconds
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await gatherBtn.hover();
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await page.mouse.down();
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await waitForMs(page, 10000);
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await page.mouse.up();
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console.log('[TEST] Released Gather button.');
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const manaAfterGather = await page.evaluate(() =>
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(window as any).__TEST__.useManaStore.getState().rawMana
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);
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console.log(`[TEST] Mana after gathering: ${manaAfterGather}`);
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expect(manaAfterGather).toBeGreaterThanOrEqual(manaBeforeGather);
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// ══════════════════════════════════════════════════════════════════════════
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// STEP 7: Re-enter the Spire and continue fighting with recovered mana
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// ══════════════════════════════════════════════════════════════════════════
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console.log('[TEST] Step 7: Re-entering the Spire with recovered mana...');
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await clickTab(page, 'spells');
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await waitForMs(page, 500);
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await waitForMs(page, 500);
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const climbBtn2 = page.getByRole('button', { name: /climb the spire/i }).first();
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const manaAfterMoreCombat = await page.evaluate(() =>
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await expect(climbBtn2).toBeVisible({ timeout: 10000 });
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(window as any).__TEST__.useManaStore.getState().rawMana
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await climbBtn2.click();
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await waitForMs(page, 2000);
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await expect(page.getByText('Floor 1').first()).toBeVisible({ timeout: 10000 });
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console.log('[TEST] Re-entered spire!');
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|
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// Let combat continue
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console.log('[TEST] Letting combat run for 60 more seconds...');
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await waitForMs(page, 60000);
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|
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const floorAfterMoreCombat = await page.evaluate(() =>
|
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(window as any).__TEST__.useCombatStore.getState().currentFloor
|
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);
|
);
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console.log(`[TEST] After more combat: Floor ${floorAfterMoreCombat}`);
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console.log(`[TEST] Mana after extended combat: ${manaAfterMoreCombat}`);
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|
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// ══════════════════════════════════════════════════════════════════════════
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// ══════════════════════════════════════════════════════════════════════════
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// STEP 8: Descend the spire back to floor 1
|
// STEP 6: Descend the spire back to floor 1 ───────────────────────────────
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|
// Each "Climb Down" click descends one floor. We verify the floor actually
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|
// decrements after each click.
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// ══════════════════════════════════════════════════════════════════════════
|
// ══════════════════════════════════════════════════════════════════════════
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console.log('[TEST] Step 8: Descending to floor 1...');
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console.log('[TEST] Step 6: Descending to floor 1...');
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|
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for (let i = 0; i < 200; i++) {
|
for (let i = 0; i < 200; i++) {
|
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const floorNow = await page.evaluate(() =>
|
const floorNow = await page.evaluate(() =>
|
||||||
@@ -265,8 +205,15 @@ test.describe('Combat Happy-Path: Spire Climb → Combat → Mana Recovery → E
|
|||||||
const btnVisible = await climbDownBtn.isVisible({ timeout: 2000 }).catch(() => false);
|
const btnVisible = await climbDownBtn.isVisible({ timeout: 2000 }).catch(() => false);
|
||||||
if (btnVisible) {
|
if (btnVisible) {
|
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await climbDownBtn.click();
|
await climbDownBtn.click();
|
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await waitForMs(page, 500);
|
// Wait for the floor to actually decrement
|
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|
const expectedFloor = floorNow - 1;
|
||||||
|
await page.waitForFunction(
|
||||||
|
(target: number) => (window as any).__TEST__.useCombatStore.getState().currentFloor === target,
|
||||||
|
expectedFloor,
|
||||||
|
{ timeout: 5000 }
|
||||||
|
);
|
||||||
} else {
|
} else {
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|
console.log('[TEST] Climb Down button not visible, breaking');
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
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||||||
@@ -278,28 +225,39 @@ test.describe('Combat Happy-Path: Spire Climb → Combat → Mana Recovery → E
|
|||||||
expect(floorAfterDescend).toBe(1);
|
expect(floorAfterDescend).toBe(1);
|
||||||
|
|
||||||
// ══════════════════════════════════════════════════════════════════════════
|
// ══════════════════════════════════════════════════════════════════════════
|
||||||
// STEP 9: Exit the Spire
|
// STEP 7: Exit the Spire ───────────────────────────────────────────────────
|
||||||
|
// The Exit Spire button should only be visible on floor 1.
|
||||||
// ══════════════════════════════════════════════════════════════════════════
|
// ══════════════════════════════════════════════════════════════════════════
|
||||||
console.log('[TEST] Step 9: Exiting the Spire...');
|
console.log('[TEST] Step 7: Exiting the Spire...');
|
||||||
|
|
||||||
const exitBtn2 = page.getByRole('button', { name: /exit spire/i }).first();
|
// Verify we are on floor 1 and Exit Spire button is visible
|
||||||
await expect(exitBtn2).toBeVisible({ timeout: 10000 });
|
const exitBtn = page.getByRole('button', { name: /exit spire/i }).first();
|
||||||
await exitBtn2.click();
|
await expect(exitBtn).toBeVisible({ timeout: 10000 });
|
||||||
|
|
||||||
|
// Verify the button is NOT visible when not on floor 1 by checking that
|
||||||
|
// the current floor is indeed 1 (the button's rendering condition)
|
||||||
|
const floorBeforeExit = await page.evaluate(() =>
|
||||||
|
(window as any).__TEST__.useCombatStore.getState().currentFloor
|
||||||
|
);
|
||||||
|
expect(floorBeforeExit).toBe(1);
|
||||||
|
|
||||||
|
await exitBtn.click();
|
||||||
await waitForMs(page, 2000);
|
await waitForMs(page, 2000);
|
||||||
|
|
||||||
const spireModeFinal = await page.evaluate(() =>
|
const spireModeAfterExit = await page.evaluate(() =>
|
||||||
(window as any).__TEST__.useCombatStore.getState().spireMode
|
(window as any).__TEST__.useCombatStore.getState().spireMode
|
||||||
);
|
);
|
||||||
expect(spireModeFinal).toBe(false);
|
console.log(`[TEST] Spire mode after exit: ${spireModeAfterExit}`);
|
||||||
|
expect(spireModeAfterExit).toBe(false);
|
||||||
|
|
||||||
// Verify we are back on the main game page
|
// Verify we are back on the main game page
|
||||||
await expect(page.getByRole('tab', { name: /spells/i }).first()).toBeVisible({ timeout: 10000 });
|
await expect(page.getByRole('tab', { name: /spells/i }).first()).toBeVisible({ timeout: 10000 });
|
||||||
console.log('[TEST] Back on main game page!');
|
console.log('[TEST] Back on main game page!');
|
||||||
|
|
||||||
// ══════════════════════════════════════════════════════════════════════════
|
// ══════════════════════════════════════════════════════════════════════════
|
||||||
// STEP 10: Verify final state
|
// STEP 8: Verify final state ──────────────────────────────────────────────
|
||||||
// ══════════════════════════════════════════════════════════════════════════
|
// ══════════════════════════════════════════════════════════════════════════
|
||||||
console.log('[TEST] Step 10: Verifying final state...');
|
console.log('[TEST] Step 8: Verifying final state...');
|
||||||
|
|
||||||
const maxFloorReached = await page.evaluate(() =>
|
const maxFloorReached = await page.evaluate(() =>
|
||||||
(window as any).__TEST__.useCombatStore.getState().maxFloorReached
|
(window as any).__TEST__.useCombatStore.getState().maxFloorReached
|
||||||
|
|||||||
@@ -93,6 +93,7 @@ export function DisciplineDebugSection() {
|
|||||||
return (
|
return (
|
||||||
<div
|
<div
|
||||||
key={def.id}
|
key={def.id}
|
||||||
|
data-testid={`debug-discipline-row-${def.id}`}
|
||||||
className="flex items-center justify-between p-2 bg-gray-800/50 rounded"
|
className="flex items-center justify-between p-2 bg-gray-800/50 rounded"
|
||||||
>
|
>
|
||||||
<div>
|
<div>
|
||||||
@@ -106,6 +107,7 @@ export function DisciplineDebugSection() {
|
|||||||
size="sm"
|
size="sm"
|
||||||
variant="outline"
|
variant="outline"
|
||||||
onClick={() => handleAddXP(def.id, 100)}
|
onClick={() => handleAddXP(def.id, 100)}
|
||||||
|
data-testid={`debug-discipline-add100-${def.id}`}
|
||||||
>
|
>
|
||||||
<Plus className="w-3 h-3 mr-1" /> +100
|
<Plus className="w-3 h-3 mr-1" /> +100
|
||||||
</Button>
|
</Button>
|
||||||
@@ -113,6 +115,7 @@ export function DisciplineDebugSection() {
|
|||||||
size="sm"
|
size="sm"
|
||||||
variant="outline"
|
variant="outline"
|
||||||
onClick={() => handleAddXP(def.id, 1000)}
|
onClick={() => handleAddXP(def.id, 1000)}
|
||||||
|
data-testid={`debug-discipline-add1k-${def.id}`}
|
||||||
>
|
>
|
||||||
+1K
|
+1K
|
||||||
</Button>
|
</Button>
|
||||||
@@ -126,6 +129,7 @@ export function DisciplineDebugSection() {
|
|||||||
activate(def.id, { elements });
|
activate(def.id, { elements });
|
||||||
}
|
}
|
||||||
}}
|
}}
|
||||||
|
data-testid={`debug-discipline-toggle-${def.id}`}
|
||||||
>
|
>
|
||||||
{isActive ? (
|
{isActive ? (
|
||||||
<Pause className="w-3 h-3" />
|
<Pause className="w-3 h-3" />
|
||||||
|
|||||||
@@ -104,22 +104,22 @@ function ManaDebugSection({ rawMana, maxMana, onAddMana, onFillMana }: {
|
|||||||
Current: {rawMana} / {maxMana || '?'}
|
Current: {rawMana} / {maxMana || '?'}
|
||||||
</div>
|
</div>
|
||||||
<div className="flex gap-2 flex-wrap">
|
<div className="flex gap-2 flex-wrap">
|
||||||
<Button size="sm" variant="outline" onClick={() => onAddMana(10)}>
|
<Button size="sm" variant="outline" onClick={() => onAddMana(10)} data-testid="debug-mana-add-10">
|
||||||
<Zap className="w-3 h-3 mr-1" /> +10
|
<Zap className="w-3 h-3 mr-1" /> +10
|
||||||
</Button>
|
</Button>
|
||||||
<Button size="sm" variant="outline" onClick={() => onAddMana(100)}>
|
<Button size="sm" variant="outline" onClick={() => onAddMana(100)} data-testid="debug-mana-add-100">
|
||||||
<Zap className="w-3 h-3 mr-1" /> +100
|
<Zap className="w-3 h-3 mr-1" /> +100
|
||||||
</Button>
|
</Button>
|
||||||
<Button size="sm" variant="outline" onClick={() => onAddMana(1000)}>
|
<Button size="sm" variant="outline" onClick={() => onAddMana(1000)} data-testid="debug-mana-add-1k">
|
||||||
<Zap className="w-3 h-3 mr-1" /> +1K
|
<Zap className="w-3 h-3 mr-1" /> +1K
|
||||||
</Button>
|
</Button>
|
||||||
<Button size="sm" variant="outline" onClick={() => onAddMana(10000)}>
|
<Button size="sm" variant="outline" onClick={() => onAddMana(10000)} data-testid="debug-mana-add-10k">
|
||||||
<Zap className="w-3 h-3 mr-1" /> +10K
|
<Zap className="w-3 h-3 mr-1" /> +10K
|
||||||
</Button>
|
</Button>
|
||||||
</div>
|
</div>
|
||||||
<Separator className="bg-gray-700" />
|
<Separator className="bg-gray-700" />
|
||||||
<div className="text-xs text-gray-400 mb-2">Fill to max:</div>
|
<div className="text-xs text-gray-400 mb-2">Fill to max:</div>
|
||||||
<Button size="sm" className="w-full bg-blue-600 hover:bg-blue-700" onClick={onFillMana}>
|
<Button size="sm" className="w-full bg-blue-600 hover:bg-blue-700" onClick={onFillMana} data-testid="debug-mana-fill">
|
||||||
Fill Mana
|
Fill Mana
|
||||||
</Button>
|
</Button>
|
||||||
</CardContent>
|
</CardContent>
|
||||||
|
|||||||
@@ -22,5 +22,17 @@ if (typeof window !== 'undefined') {
|
|||||||
usePrestigeStore,
|
usePrestigeStore,
|
||||||
useDisciplineStore,
|
useDisciplineStore,
|
||||||
useUIStore,
|
useUIStore,
|
||||||
|
/**
|
||||||
|
* Run n game ticks synchronously.
|
||||||
|
* Each tick advances the game by HOURS_PER_TICK hours.
|
||||||
|
* 50 ticks ≈ 1 in-game hour, 1200 ticks ≈ 1 in-game day.
|
||||||
|
* Use this in E2E tests instead of waitForTimeout to speed up time-dependent assertions.
|
||||||
|
*/
|
||||||
|
runTicks: (n: number) => {
|
||||||
|
const store = useGameStore.getState();
|
||||||
|
for (let i = 0; i < n; i++) {
|
||||||
|
store.tick();
|
||||||
|
}
|
||||||
|
},
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
|
|||||||
Reference in New Issue
Block a user