fix: refactor enchanter and fabricator e2e tests
Build and Publish Mana Loop Docker Image / build-and-publish (push) Successful in 1m21s
Build and Publish Mana Loop Docker Image / build-and-publish (push) Successful in 1m21s
Enchanter test: - Use data-testid selectors for debug buttons - Add waitForBridge pattern - Switch baseURL to localhost:3000 Fabricator test: - Use data-testid selectors for all debug buttons (attunements, elements, disciplines, materials) - Activate discipline via toggle button before adding XP - Unlock recipes via discipline XP + store unlockRecipes - Replace waitForTimeout with runTicks for crafting (instant tick-based waiting) - Add ticksForHours helper for deterministic craft completion - Verify each craft completed via store check instead of currentAction polling - Remove direct store manipulation for attunement/element unlock (use debug UI buttons)
This commit is contained in:
@@ -1,7 +1,7 @@
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import { test, expect, type Page } from '@playwright/test';
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test.use({
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baseURL: 'https://manaloop.tailf367e3.ts.net/',
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baseURL: 'http://localhost:3000/',
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});
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// ─── Helpers ─────────────────────────────────────────────────────────────────
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@@ -15,6 +15,7 @@ async function startFreshGame(page: Page) {
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await page.evaluate(() => localStorage.clear());
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await page.reload();
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await page.waitForLoadState('networkidle');
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await waitForMs(page, 3000);
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}
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async function clickTab(page: Page, label: string) {
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@@ -23,12 +24,21 @@ async function clickTab(page: Page, label: string) {
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await waitForMs(page, 400);
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}
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async function waitForBridge(page: Page) {
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for (let attempt = 0; attempt < 30; attempt++) {
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const ready = await page.evaluate(() => !!(window as any).__TEST__);
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if (ready) return;
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await waitForMs(page, 1000);
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}
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throw new Error('Debug bridge (window.__TEST__) not available after 30s');
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}
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// ─── Test ────────────────────────────────────────────────────────────────────
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test.describe('Enchanter Happy-Path: Design → Prepare → Apply on Starter Gear', () => {
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test('enchant Civilian Shirt: full UI workflow (Design → Prepare → Apply)', async ({ page }) => {
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test.setTimeout(240000);
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test.setTimeout(240_000);
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const errors: string[] = [];
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page.on('console', (msg) => {
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@@ -37,18 +47,16 @@ test.describe('Enchanter Happy-Path: Design → Prepare → Apply on Starter Gea
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// ── 1. Start fresh game ───────────────────────────────────────────────────
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await startFreshGame(page);
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await waitForMs(page, 1000);
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await waitForBridge(page);
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// ── 2. Pre-unlock effects + add raw mana ──────────────────────────────────
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// Use Debug UI to add raw mana (for preparation cost).
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// ── 2. Add raw mana via Debug UI ──────────────────────────────────────────
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await clickTab(page, 'debug');
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await waitForMs(page, 500);
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const add10KBtn = page.getByRole('button', { name: /\+10k/i }).first();
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if (await add10KBtn.isVisible({ timeout: 3000 })) {
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await add10KBtn.click();
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await waitForMs(page, 200);
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}
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const add10KBtn = page.getByTestId('debug-mana-add-10k');
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await expect(add10KBtn).toBeVisible({ timeout: 5000 });
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await add10KBtn.click();
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await waitForMs(page, 200);
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// ── 3. Navigate to Crafting → Enchanter ────────────────────────────────────
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await clickTab(page, 'craft');
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@@ -15,7 +15,7 @@ async function startFreshGame(page: Page) {
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await page.evaluate(() => localStorage.clear());
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await page.reload();
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await page.waitForLoadState('networkidle');
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await waitForMs(page, 3000); // wait for React hydration
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await waitForMs(page, 3000);
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}
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async function clickTab(page: Page, label: string) {
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@@ -30,12 +30,7 @@ async function clickBtn(page: Page, text: string) {
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await waitForMs(page, 200);
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}
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/**
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* Wait for the debug bridge (window.__TEST__) to be available.
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* The bridge is loaded as a side-effect import in page.tsx.
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*/
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async function waitForBridge(page: Page) {
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// Poll for the bridge with a longer timeout since hydration may take time
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for (let attempt = 0; attempt < 30; attempt++) {
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const ready = await page.evaluate(() => !!(window as any).__TEST__);
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if (ready) return;
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@@ -44,11 +39,24 @@ async function waitForBridge(page: Page) {
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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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* Run n game ticks synchronously via the debug bridge.
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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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/**
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* Ticks needed to finish a craft of given hours.
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* Each tick advances HOURS_PER_TICK (0.04) hours.
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*/
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function ticksForHours(hours: number): number {
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return Math.ceil(hours / 0.04);
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}
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// ─── Recipe data for all 8 gear slots ────────────────────────────────────────
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// We use store.equipItem() for equipping since the UI category→slot mapping
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// has bugs (catalyst/sword/caster all → mainHand in getValidSlotsForCategory).
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// ─── Gear set ────────────────────────────────────────────────────────────────
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const GEAR_SET = [
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{ slot: 'head', id: 'earthHelm', name: 'Earthen Helm', mt: 'earth', time: 3 },
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@@ -61,15 +69,12 @@ const GEAR_SET = [
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{ slot: 'accessory2', id: 'crystalAmulet', name: 'Crystal Pendant', mt: 'crystal', time: 4 },
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];
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// Total craft time: 31h. At HOURS_PER_TICK=0.04 & TICK_MS=200:
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// 31/0.04 = 775 ticks × 200ms = 155 seconds real-time for all crafts.
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// ─── Test ─────────────────────────────────────────────────────────────────────
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test.describe('Fabricator Happy-Path: Craft → Equip → Verify Stats', () => {
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test('craft one piece per slot, equip all, verify effects on Stats tab', async ({ page }) => {
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test.setTimeout(600_000); // 10 minutes
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test.setTimeout(600_000);
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const errors: string[] = [];
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page.on('console', (msg) => {
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@@ -82,59 +87,76 @@ test.describe('Fabricator Happy-Path: Craft → Equip → Verify Stats', () => {
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console.log('[TEST] Step 1: Starting fresh game...');
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await startFreshGame(page);
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await waitForMs(page, 1500);
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console.log('[TEST] Waiting for bridge...');
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await waitForBridge(page);
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console.log('[TEST] Bridge ready!');
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// ══════════════════════════════════════════════════════════════════════════
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// STEP 2: Set up all prerequisites via Debug tab UI + store actions
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// STEP 2: Set up all prerequisites via Debug tab UI
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// ══════════════════════════════════════════════════════════════════════════
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console.log('[TEST] Step 2: Setting up prerequisites...');
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await clickTab(page, 'debug');
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await waitForMs(page, 500);
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// ── 2a. Unlock all attunements ───────────────────────────────────────────
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console.log('[TEST] 2a. Unlocking attunements...');
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// ── 2a. Open "Attunements" and unlock all ────────────────────────────────
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const attunementsHeader = page.locator('button', { hasText: /^Attunements$/ }).first();
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if (await attunementsHeader.isVisible({ timeout: 3000 })) {
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await attunementsHeader.click();
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await waitForMs(page, 300);
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}
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await clickBtn(page, 'Unlock All');
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const unlockAllAttunements = page.getByTestId('debug-attunement-unlock-all');
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await expect(unlockAllAttunements).toBeVisible({ timeout: 5000 });
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await unlockAllAttunements.click();
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await waitForMs(page, 500);
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console.log('[TEST] 2b. Adding discipline XP...');
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// ── 2b. Add discipline XP to unlock recipes ──────────────────────────────
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// ── 2b. Activate and add discipline XP to unlock all fabricator recipes ──
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// "Study Fabricator Recipes" needs 200 XP to unlock all 4 recipe tiers
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// (earth@50, metal@100, sand@150, crystal@200).
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await page.evaluate(() => {
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const disc = (window as any).__TEST__.useDisciplineStore;
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if (!disc) return;
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const state = disc.getState();
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const entry = state.disciplines['study-fabricator-recipes'];
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if (entry) {
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disc.setState({
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disciplines: {
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...state.disciplines,
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'study-fabricator-recipes': { ...entry, xp: 1000 },
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},
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});
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}
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});
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// We activate the discipline first, then add XP.
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console.log('[TEST] 2b. Activating discipline and adding XP for recipe unlocks...');
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const disciplinesHeader = page.locator('button', { hasText: /^Disciplines$/ }).first();
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if (await disciplinesHeader.isVisible({ timeout: 3000 })) {
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await disciplinesHeader.click();
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await waitForMs(page, 300);
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}
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// Activate "Study Fabricator Recipes" discipline
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const recipeToggleBtn = page.getByTestId('debug-discipline-toggle-study-fabricator-recipes');
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await expect(recipeToggleBtn).toBeVisible({ timeout: 5000 });
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await recipeToggleBtn.click();
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await waitForMs(page, 200);
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// Add 1000 XP (more than enough for all recipe tiers at 200 XP threshold)
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const recipeAdd1KBtn = page.getByTestId('debug-discipline-add1k-study-fabricator-recipes');
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await expect(recipeAdd1KBtn).toBeVisible({ timeout: 5000 });
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await recipeAdd1KBtn.click();
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await waitForMs(page, 300);
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// Unlock all fabricator recipes via store.
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// The discipline perks define which recipes unlock at which XP thresholds,
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// but the actual unlock happens through processTick. For test reliability,
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// we unlock directly via the store after setting the prerequisite discipline XP.
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const allRecipeIds = GEAR_SET.map(g => g.id);
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await page.evaluate((ids: string[]) => {
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const craft = (window as any).__TEST__.useCraftingStore;
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if (craft) craft.getState().unlockRecipes(ids);
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}, allRecipeIds);
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await waitForMs(page, 300);
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// ── 2c. Unlock all elements ──────────────────────────────────────────────
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console.log('[TEST] 2c. Unlocking elements...');
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// ── 2c. Open "Elements" and unlock all ───────────────────────────────────
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const elementsHeader = page.locator('button', { hasText: /^Elements$/ }).first();
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if (await elementsHeader.isVisible({ timeout: 3000 })) {
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await elementsHeader.click();
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await waitForMs(page, 300);
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}
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await clickBtn(page, 'Unlock All Elements');
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const unlockAllElements = page.getByTestId('debug-elements-unlock-all');
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await expect(unlockAllElements).toBeVisible({ timeout: 5000 });
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await unlockAllElements.click();
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await waitForMs(page, 500);
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console.log('[TEST] 2d. Boosting mana capacity...');
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// ── 2d. Boost element mana capacity and fill via store ────────────────────
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// ── 2d. Fill element mana ────────────────────────────────────────────────
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console.log('[TEST] 2d. Filling element mana...');
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await page.evaluate(() => {
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const mana = (window as any).__TEST__.useManaStore;
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if (!mana) return;
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@@ -147,17 +169,18 @@ test.describe('Fabricator Happy-Path: Craft → Equip → Verify Stats', () => {
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});
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await waitForMs(page, 300);
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// ── 2e. Add starter materials ─────────────────────────────────────────────
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console.log('[TEST] 2e. Adding starter materials...');
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// ── 2e. Add materials via "Add Starter Materials" button ──────────────────
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const addMatsBtn = page.locator('button', { hasText: 'Add Starter Materials' }).first();
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const addMatsBtn = page.getByTestId('debug-quick-add-materials');
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await expect(addMatsBtn).toBeVisible({ timeout: 5000 });
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for (let i = 0; i < 50; i++) {
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await addMatsBtn.click();
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await waitForMs(page, 30);
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}
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await waitForMs(page, 500);
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// ── 2f. Add crystalShard (not in starter materials) ──────────────────────
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console.log('[TEST] 2f. Adding crystalShard...');
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// ── 2f. Add crystalShard (not in starter materials) via store ─────────────
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await page.evaluate(() => {
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const craft = (window as any).__TEST__.useCraftingStore;
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if (!craft) return;
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@@ -168,14 +191,7 @@ test.describe('Fabricator Happy-Path: Craft → Equip → Verify Stats', () => {
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});
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await waitForMs(page, 300);
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console.log('[TEST] 2g. Unlocking recipes...');
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// ── 2g. Unlock all fabricator recipes via store ───────────────────────────
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await page.evaluate((ids: string[]) => {
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const craft = (window as any).__TEST__.useCraftingStore;
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if (!craft) return;
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craft.getState().unlockRecipes(ids);
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}, GEAR_SET.map(g => g.id));
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await waitForMs(page, 300);
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// Recipes are now unlocked via discipline perks (study-fabricator-recipes at 1000 XP)
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// ══════════════════════════════════════════════════════════════════════════
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// STEP 3: Craft each piece of gear sequentially
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@@ -205,29 +221,29 @@ test.describe('Fabricator Happy-Path: Craft → Equip → Verify Stats', () => {
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await expect(recipeName).toBeVisible({ timeout: 5000 });
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// Find the Craft button within this specific recipe card.
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// The recipe card is a div ancestor of the recipe name text.
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// Navigate up to the card container, then find the Craft button inside.
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const recipeCard = recipeName.locator('xpath=ancestor::div[contains(@class, "p-3")]').first();
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const craftBtn = recipeCard.locator('button', { hasText: /^Craft$/i }).first();
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await expect(craftBtn).toBeVisible({ timeout: 5000 });
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await craftBtn.click();
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await waitForMs(page, 500);
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// Wait for crafting to finish via the game loop.
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// craftTime(h) / HOURS_PER_TICK(0.04) × TICK_MS(200ms) = craftTime × 5000ms
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// Add a generous buffer.
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const waitMs = gear.time * 5000 + 3000;
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await waitForMs(page, waitMs);
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// Run enough ticks to complete this craft.
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// craftTime(h) / HOURS_PER_TICK(0.04) ticks needed, plus a small buffer.
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const craftTicks = ticksForHours(gear.time) + 10;
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console.log(`[TEST] Running ${craftTicks} ticks to craft ${gear.name}...`);
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await runTicks(page, craftTicks);
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await waitForMs(page, 500); // let React re-render
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// Confirm crafting completed by checking currentAction via the bridge
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const actionAfter = await page.evaluate(() =>
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(window as any).__TEST__.useCombatStore.getState().currentAction
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);
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if (actionAfter !== 'meditate') {
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// Craft might still be running — wait a bit more
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console.log(`[TEST] currentAction=${actionAfter}, waiting more...`);
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await waitForMs(page, 5000);
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}
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// Confirm crafting completed — check that the item appears in equipment instances
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const craftCompleted = await page.evaluate((itemName: string) => {
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const craft = (window as any).__TEST__.useCraftingStore;
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if (!craft) return false;
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const state = craft.getState();
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return Object.values(state.equipmentInstances).some(
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(inst: any) => inst.name === itemName
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);
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}, gear.name);
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expect(craftCompleted, `Crafting ${gear.name} did not complete`).toBe(true);
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}
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// ══════════════════════════════════════════════════════════════════════════
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@@ -276,8 +292,6 @@ test.describe('Fabricator Happy-Path: Craft → Equip → Verify Stats', () => {
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}, GEAR_SET.map(g => ({ slot: g.slot, name: g.name })));
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console.log('[TEST] Equip results:', equipResults);
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// (All equipping done via store above)
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// ══════════════════════════════════════════════════════════════════════════
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// STEP 5: Verify gear effects on Equipment tab
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// ══════════════════════════════════════════════════════════════════════════
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@@ -306,7 +320,6 @@ test.describe('Fabricator Happy-Path: Craft → Equip → Verify Stats', () => {
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expect(finalText).toContain(gear.name);
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}
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// ══════════════════════════════════════════════════════════════════════════
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// STEP 7: No React errors
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// ══════════════════════════════════════════════════════════════════════════
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