test: add combat happy-path e2e test; fix SpireCombatPage infinite render loop
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2026-06-02 13:54:52 +02:00
parent f6f6ef4379
commit e71ba312fe
4 changed files with 341 additions and 7 deletions
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import { test, expect, type Page } from '@playwright/test';
test.use({
baseURL: 'http://localhost:3000/',
});
// ─── Helpers ─────────────────────────────────────────────────────────────────
async function waitForMs(page: Page, ms: number) {
await page.waitForTimeout(ms);
}
async function startFreshGame(page: Page) {
await page.goto('/');
await page.evaluate(() => localStorage.clear());
await page.reload();
await page.waitForLoadState('networkidle');
await waitForMs(page, 3000);
}
async function clickTab(page: Page, label: string) {
const tab = page.getByRole('tab', { name: new RegExp(label, 'i') }).first();
await tab.click();
await waitForMs(page, 400);
}
async function clickBtn(page: Page, text: string) {
const btn = page.getByRole('button', { name: new RegExp(text, 'i') }).first();
await btn.click();
await waitForMs(page, 200);
}
async function waitForBridge(page: Page) {
for (let attempt = 0; attempt < 30; attempt++) {
const ready = await page.evaluate(() => !!(window as any).__TEST__);
if (ready) return;
await waitForMs(page, 1000);
}
throw new Error('Debug bridge (window.__TEST__) not available after 30s');
}
// ─── Test ─────────────────────────────────────────────────────────────────────
test.describe('Combat Happy-Path: Spire Climb → Combat → Mana Recovery → Exit', () => {
test('climb spire, fight until mana drains, gather mana to recover, descend, exit', async ({ page }) => {
test.setTimeout(600_000);
const errors: string[] = [];
page.on('console', (msg) => {
if (msg.type() === 'error') errors.push(msg.text());
});
// ══════════════════════════════════════════════════════════════════════════
// STEP 1: Start fresh game and wait for bridge
// ══════════════════════════════════════════════════════════════════════════
console.log('[TEST] Step 1: Starting fresh game...');
await startFreshGame(page);
await waitForMs(page, 1500);
await waitForBridge(page);
console.log('[TEST] Bridge ready!');
// ══════════════════════════════════════════════════════════════════════════
// STEP 2: Set up prerequisites via Debug tab
// ══════════════════════════════════════════════════════════════════════════
console.log('[TEST] Step 2: Setting up prerequisites...');
await clickTab(page, 'debug');
await waitForMs(page, 500);
// ── 2a. Unlock all elements ──────────────────────────────────────────────
console.log('[TEST] 2a. Unlocking all elements...');
const elementsHeader = page.locator('button', { hasText: /^Elements$/ }).first();
if (await elementsHeader.isVisible({ timeout: 3000 })) {
await elementsHeader.click();
await waitForMs(page, 300);
}
await clickBtn(page, 'Unlock All Elements');
await waitForMs(page, 500);
// ── 2b. Boost max mana via Raw Mana Mastery discipline XP ────────────────
console.log('[TEST] 2b. Boosting max mana via Raw Mana Mastery XP...');
await page.evaluate(() => {
const disc = (window as any).__TEST__.useDisciplineStore;
if (!disc) return;
const state = disc.getState();
const existing = state.disciplines['raw-mastery'];
const newXP = (existing?.xp || 0) + 20000;
disc.setState({
disciplines: {
...state.disciplines,
'raw-mastery': { id: 'raw-mastery', xp: newXP, paused: false },
},
totalXP: state.totalXP + 20000,
concurrentLimit: Math.max(
state.concurrentLimit,
Math.min(4 + Math.floor((state.totalXP + 20000) / 500), 7),
),
});
});
await waitForMs(page, 300);
const rawMasteryXP = await page.evaluate(() =>
(window as any).__TEST__.useDisciplineStore.getState().disciplines?.['raw-mastery']?.xp || 0
);
console.log(`[TEST] Raw Mana Mastery XP: ${rawMasteryXP}`);
expect(rawMasteryXP).toBe(20000);
// ── 2c. Fill mana to max ─────────────────────────────────────────────────
console.log('[TEST] 2c. Filling mana to max...');
await clickBtn(page, 'Fill Mana');
await waitForMs(page, 500);
const manaAfterFill = await page.evaluate(() =>
(window as any).__TEST__.useManaStore.getState().rawMana
);
console.log(`[TEST] Raw mana after fill: ${manaAfterFill}`);
expect(manaAfterFill).toBeGreaterThan(0);
// ══════════════════════════════════════════════════════════════════════════
// STEP 3: Enter the Spire via "Climb the Spire" button
// ══════════════════════════════════════════════════════════════════════════
console.log('[TEST] Step 3: Entering the Spire...');
await clickTab(page, 'spells');
await waitForMs(page, 500);
const climbBtn = page.getByRole('button', { name: /climb the spire/i }).first();
await expect(climbBtn).toBeVisible({ timeout: 10000 });
await climbBtn.click();
await waitForMs(page, 2000);
// Verify SpireCombatPage is showing
await expect(page.getByText('Floor 1').first()).toBeVisible({ timeout: 10000 });
console.log('[TEST] Spire combat page loaded!');
// ══════════════════════════════════════════════════════════════════════════
// STEP 4: Stay in combat — let the game auto-tick and fight
// manaBolt costs 3 raw mana per cast, deals 5 damage.
// Floor 1 HP = 151, so ~31 casts to clear = ~258 seconds.
// We let it fight for 120 seconds to clear several floors.
// ══════════════════════════════════════════════════════════════════════════
console.log('[TEST] Step 4: Fighting in the Spire...');
const startMana = await page.evaluate(() =>
(window as any).__TEST__.useManaStore.getState().rawMana
);
const startFloor = await page.evaluate(() =>
(window as any).__TEST__.useCombatStore.getState().currentFloor
);
console.log(`[TEST] Starting: Floor ${startFloor}, Mana ${startMana}`);
console.log('[TEST] Letting combat run for 120 seconds...');
await waitForMs(page, 120000);
const floorAfterCombat = await page.evaluate(() =>
(window as any).__TEST__.useCombatStore.getState().currentFloor
);
const manaAfterCombat = await page.evaluate(() =>
(window as any).__TEST__.useManaStore.getState().rawMana
);
console.log(`[TEST] After combat: Floor ${floorAfterCombat}, Mana ${manaAfterCombat}`);
expect(floorAfterCombat).toBeGreaterThan(startFloor);
// ══════════════════════════════════════════════════════════════════════════
// STEP 5: Exit the Spire to access the Gather button on the main page
// The Gather button (ManaDisplay) is in the LeftPanel which is only
// rendered on the main game page, not in the SpireCombatPage view.
// We exit spire, gather mana, then re-enter.
// ══════════════════════════════════════════════════════════════════════════
console.log('[TEST] Step 5: Exiting spire to gather mana...');
// First descend to floor 1 (Exit Spire button only shows on floor 1)
for (let i = 0; i < 200; i++) {
const floorNow = await page.evaluate(() =>
(window as any).__TEST__.useCombatStore.getState().currentFloor
);
if (floorNow <= 1) break;
const climbDownBtn = page.getByRole('button', { name: /climb down/i }).first();
const btnVisible = await climbDownBtn.isVisible({ timeout: 2000 }).catch(() => false);
if (btnVisible) {
await climbDownBtn.click();
await waitForMs(page, 500);
} else {
break;
}
}
// Click Exit Spire button (visible on floor 1)
const exitBtn = page.getByRole('button', { name: /exit spire/i }).first();
await expect(exitBtn).toBeVisible({ timeout: 10000 });
await exitBtn.click();
await waitForMs(page, 2000);
const spireModeAfterExit = await page.evaluate(() =>
(window as any).__TEST__.useCombatStore.getState().spireMode
);
expect(spireModeAfterExit).toBe(false);
console.log('[TEST] Exited spire, back on main page');
// ══════════════════════════════════════════════════════════════════════════
// STEP 6: Hold "Gather +X Mana" button to recover mana quickly
// The Gather button is in the LeftPanel's ManaDisplay component.
// Holding it fires gatherMana() via requestAnimationFrame loop.
// ══════════════════════════════════════════════════════════════════════════
console.log('[TEST] Step 6: Holding Gather button to recover mana...');
const gatherBtn = page.getByRole('button', { name: /gather.*mana/i }).first();
await expect(gatherBtn).toBeVisible({ timeout: 10000 });
const manaBeforeGather = await page.evaluate(() =>
(window as any).__TEST__.useManaStore.getState().rawMana
);
console.log(`[TEST] Mana before gather: ${manaBeforeGather}`);
// Hold the gather button for 10 seconds
await gatherBtn.hover();
await page.mouse.down();
await waitForMs(page, 10000);
await page.mouse.up();
console.log('[TEST] Released Gather button.');
const manaAfterGather = await page.evaluate(() =>
(window as any).__TEST__.useManaStore.getState().rawMana
);
console.log(`[TEST] Mana after gathering: ${manaAfterGather}`);
expect(manaAfterGather).toBeGreaterThanOrEqual(manaBeforeGather);
// ══════════════════════════════════════════════════════════════════════════
// STEP 7: Re-enter the Spire and continue fighting with recovered mana
// ══════════════════════════════════════════════════════════════════════════
console.log('[TEST] Step 7: Re-entering the Spire with recovered mana...');
await clickTab(page, 'spells');
await waitForMs(page, 500);
const climbBtn2 = page.getByRole('button', { name: /climb the spire/i }).first();
await expect(climbBtn2).toBeVisible({ timeout: 10000 });
await climbBtn2.click();
await waitForMs(page, 2000);
await expect(page.getByText('Floor 1').first()).toBeVisible({ timeout: 10000 });
console.log('[TEST] Re-entered spire!');
// Let combat continue
console.log('[TEST] Letting combat run for 60 more seconds...');
await waitForMs(page, 60000);
const floorAfterMoreCombat = await page.evaluate(() =>
(window as any).__TEST__.useCombatStore.getState().currentFloor
);
console.log(`[TEST] After more combat: Floor ${floorAfterMoreCombat}`);
// ══════════════════════════════════════════════════════════════════════════
// STEP 8: Descend the spire back to floor 1
// ══════════════════════════════════════════════════════════════════════════
console.log('[TEST] Step 8: Descending to floor 1...');
for (let i = 0; i < 200; i++) {
const floorNow = await page.evaluate(() =>
(window as any).__TEST__.useCombatStore.getState().currentFloor
);
if (floorNow <= 1) break;
const climbDownBtn = page.getByRole('button', { name: /climb down/i }).first();
const btnVisible = await climbDownBtn.isVisible({ timeout: 2000 }).catch(() => false);
if (btnVisible) {
await climbDownBtn.click();
await waitForMs(page, 500);
} else {
break;
}
}
const floorAfterDescend = await page.evaluate(() =>
(window as any).__TEST__.useCombatStore.getState().currentFloor
);
console.log(`[TEST] Floor after descending: ${floorAfterDescend}`);
expect(floorAfterDescend).toBe(1);
// ══════════════════════════════════════════════════════════════════════════
// STEP 9: Exit the Spire
// ══════════════════════════════════════════════════════════════════════════
console.log('[TEST] Step 9: Exiting the Spire...');
const exitBtn2 = page.getByRole('button', { name: /exit spire/i }).first();
await expect(exitBtn2).toBeVisible({ timeout: 10000 });
await exitBtn2.click();
await waitForMs(page, 2000);
const spireModeFinal = await page.evaluate(() =>
(window as any).__TEST__.useCombatStore.getState().spireMode
);
expect(spireModeFinal).toBe(false);
// Verify we are back on the main game page
await expect(page.getByRole('tab', { name: /spells/i }).first()).toBeVisible({ timeout: 10000 });
console.log('[TEST] Back on main game page!');
// ══════════════════════════════════════════════════════════════════════════
// STEP 10: Verify final state
// ══════════════════════════════════════════════════════════════════════════
console.log('[TEST] Step 10: Verifying final state...');
const maxFloorReached = await page.evaluate(() =>
(window as any).__TEST__.useCombatStore.getState().maxFloorReached
);
const gameOver = await page.evaluate(() =>
(window as any).__TEST__.useUIStore.getState().gameOver
);
console.log(`[TEST] MaxFloorReached: ${maxFloorReached}, GameOver: ${gameOver}`);
expect(maxFloorReached).toBeGreaterThanOrEqual(1);
expect(gameOver).toBe(false);
// No React errors throughout the test
await waitForMs(page, 1000);
const reactErrors = errors.filter(e =>
e.includes('React') || e.includes('Minified') || e.includes('Error #')
|| e.includes('Maximum update depth')
);
expect(reactErrors, `React errors: ${JSON.stringify(reactErrors)}`).toHaveLength(0);
console.log('[TEST] ✅ Combat happy-path test passed!');
});
});