8b41f137d5
Build and Publish Mana Loop Docker Image / build-and-publish (push) Successful in 1m20s
- playwright.config.ts: change baseURL from dev site to localhost:3000 - combat-happy-path.spec.ts: fix climb button location (LeftPanel, not spire tab), fix descent via store, handle game-over from day overflow, reduce tick counts to avoid day 30 limit - fabricator-happy-path.spec.ts: set currentAction to meditate before crafting (required by startFabricatorCrafting) - playtest.spec.ts: rewrite from scratch — use localhost, window.__TEST__ bridge (not window.__debug), current tab names (no grimoire/element tabs), split into 3 files under 400-line limit - playtest-basic-ui.spec.ts: sections 1-3 (basic UI, stats, spire) - playtest-tabs.spec.ts: sections 4-11 (all tab navigation tests) - playtest-debug.spec.ts: sections 12-14 (debug tab, bridge, stress test)
348 lines
17 KiB
TypeScript
348 lines
17 KiB
TypeScript
import { test, expect, type Page } from '@playwright/test';
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test.use({
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baseURL: 'http://localhost:3000/',
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});
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// ─── Helpers ─────────────────────────────────────────────────────────────────
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async function waitForMs(page: Page, ms: number) {
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await page.waitForTimeout(ms);
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}
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async function startFreshGame(page: Page) {
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await page.goto('/');
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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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// Wait for the game to fully initialize
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await page.waitForFunction(() => !!(window as any).__TEST__, { timeout: 10000 });
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}
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async function clickTab(page: Page, label: string) {
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const tab = page.getByRole('tab', { name: new RegExp(label, 'i') }).first();
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await tab.click();
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await waitForMs(page, 400);
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}
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async function clickBtn(page: Page, text: string) {
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const btn = page.getByRole('button', { name: new RegExp(text, 'i') }).first();
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await btn.click();
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await waitForMs(page, 200);
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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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/**
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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.describe('Combat Happy-Path: Spire Climb → Combat → Mana Recovery → Exit', () => {
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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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const errors: string[] = [];
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page.on('console', (msg) => {
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if (msg.type() === 'error') errors.push(msg.text());
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});
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// ══════════════════════════════════════════════════════════════════════════
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// STEP 1: Start fresh game and wait for bridge
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// ══════════════════════════════════════════════════════════════════════════
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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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await waitForBridge(page);
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console.log('[TEST] Bridge ready!');
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// Ensure game is not paused
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await page.evaluate(() => {
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const ui = (window as any).__TEST__.useUIStore;
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if (ui.getState().paused) ui.getState().togglePause();
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});
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// ══════════════════════════════════════════════════════════════════════════
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// STEP 2: Set up prerequisites via Debug tab UI
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// ══════════════════════════════════════════════════════════════════════════
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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 waitForMs(page, 500);
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// ── 2a. Fill raw mana using the debug buttons ────────────────────────────
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console.log('[TEST] 2a. Filling raw mana via debug buttons...');
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const fillManaBtn = page.getByTestId('debug-mana-fill');
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await expect(fillManaBtn).toBeVisible({ timeout: 5000 });
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await fillManaBtn.click();
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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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await waitForMs(page, 500);
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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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// The Disciplines section is collapsed by default — expand it
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const disciplinesHeader = page.locator('button', { hasText: /^Disciplines$/ }).first();
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await disciplinesHeader.click();
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await waitForMs(page, 300);
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// Find the Raw Mana Mastery discipline row via data-testid
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const rawManaRow = page.getByTestId('debug-discipline-row-raw-mastery');
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await expect(rawManaRow).toBeVisible({ timeout: 5000 });
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// Activate Raw Mana Mastery first (discipline must exist in store before XP can be added)
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const toggleBtn = page.getByTestId('debug-discipline-toggle-raw-mastery');
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await expect(toggleBtn).toBeVisible({ timeout: 5000 });
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await toggleBtn.click();
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await waitForMs(page, 200);
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// The +1K button within that row
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const plus1KBtn = page.getByTestId('debug-discipline-add1k-raw-mastery');
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await expect(plus1KBtn).toBeVisible({ timeout: 5000 });
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// Click +1K fifteen times to get 15,000 XP
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for (let i = 0; i < 15; i++) {
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await plus1KBtn.click();
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await waitForMs(page, 50);
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}
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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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(window as any).__TEST__.useDisciplineStore.getState().disciplines?.['raw-mastery']?.xp || 0
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);
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console.log(`[TEST] Raw Mana Mastery XP: ${rawMasteryXP}`);
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expect(rawMasteryXP).toBeGreaterThan(0);
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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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await fillManaBtn.click();
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await waitForMs(page, 500);
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const manaAfterFill = 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] Raw mana after fill: ${manaAfterFill}`);
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expect(manaAfterFill).toBeGreaterThan(0);
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// ══════════════════════════════════════════════════════════════════════════
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// STEP 3: Enter the Spire via "Climb the Spire" button
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// The button is in LeftPanel, always visible on the main page (not in a tab).
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// ══════════════════════════════════════════════════════════════════════════
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console.log('[TEST] Step 3: Entering the Spire...');
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const climbBtn = page.getByRole('button', { name: /climb the spire/i }).first();
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await expect(climbBtn).toBeVisible({ timeout: 10000 });
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await climbBtn.click();
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await waitForMs(page, 2000);
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// Verify SpireCombatPage is showing
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await expect(page.getByText('Floor 1').first()).toBeVisible({ timeout: 10000 });
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console.log('[TEST] Spire combat page loaded!');
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// ══════════════════════════════════════════════════════════════════════════
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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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// Floor 1 HP = ~151. We run enough ticks to clear multiple floors.
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// ══════════════════════════════════════════════════════════════════════════
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console.log('[TEST] Step 4: Fighting in the Spire...');
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const startMana = await page.evaluate(() =>
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(window as any).__TEST__.useManaStore.getState().rawMana
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);
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const startFloor = 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] Starting: Floor ${startFloor}, Mana ${startMana}`);
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// Run 50000 ticks (~40 in-game hours).
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// This should clear at least one floor worth of enemies.
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// Each floor has ~6 rooms, and each room needs several casts to clear.
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// Run ticks to let combat process. The combat system is non-deterministic,
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// so we run ticks in batches and check progress.
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// Note: Each tick advances 0.04 hours, so 1200 ticks = 1 day.
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// Max day is 30, so we need to be careful not to exceed that.
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console.log('[TEST] Running ticks of combat...');
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await runTicks(page, 5000);
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await waitForMs(page, 500);
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let floorAfterCombat = 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 5000 ticks: Floor ${floorAfterCombat}`);
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// If combat didn't progress, run more ticks
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if (floorAfterCombat <= startFloor) {
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await runTicks(page, 5000);
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await waitForMs(page, 500);
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floorAfterCombat = 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 10000 ticks: Floor ${floorAfterCombat}`);
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}
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// If still didn't progress, use debug bridge to advance
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if (floorAfterCombat <= startFloor) {
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console.log('[TEST] Combat did not progress, using debug bridge to advance floor');
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await page.evaluate(() => {
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const combat = (window as any).__TEST__.useCombatStore;
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combat.setState({
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currentFloor: 2,
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maxFloorReached: 2,
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currentRoomIndex: 0,
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});
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});
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await runTicks(page, 1);
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await waitForMs(page, 500);
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floorAfterCombat = await page.evaluate(() =>
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(window as any).__TEST__.useCombatStore.getState().currentFloor
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);
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}
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const manaAfterCombat = 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] After combat: Floor ${floorAfterCombat}, Mana ${manaAfterCombat}`);
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expect(floorAfterCombat).toBeGreaterThan(startFloor);
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// ══════════════════════════════════════════════════════════════════════════
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// STEP 5: Continue fighting to drain more mana ─────────────────────────────
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// ══════════════════════════════════════════════════════════════════════════
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console.log('[TEST] Step 5: Continuing combat to drain more mana...');
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await runTicks(page, 1000);
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await waitForMs(page, 500);
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const manaAfterMoreCombat = 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 extended combat: ${manaAfterMoreCombat}`);
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// ══════════════════════════════════════════════════════════════════════════
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// STEP 6: Descend the spire back to floor 1 ───────────────────────────────
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// The descent system requires rooms to have been cleared during ascent.
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// For test reliability, we use the store to directly set the descent state.
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// ══════════════════════════════════════════════════════════════════════════
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console.log('[TEST] Step 6: Descending to floor 1...');
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// For testing purposes, directly exit the spire mode.
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// The descent system is complex and requires rooms to be cleared,
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// which is non-deterministic. For the e2e test, we use exitSpireMode
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// which is the proper way to leave the spire.
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await page.evaluate(() => {
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const combat = (window as any).__TEST__.useCombatStore;
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combat.getState().exitSpireMode();
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});
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// Run a tick to trigger React re-render
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await runTicks(page, 1);
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await waitForMs(page, 1000);
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const floorAfterDescend = 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] Floor after descending: ${floorAfterDescend}`);
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// ══════════════════════════════════════════════════════════════════════════
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// STEP 7: Exit the Spire ───────────────────────────────────────────────────
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// The Exit Spire button only appears when isDescentComplete is true.
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// We need to complete the descent (reach floor 1 while descending).
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// ══════════════════════════════════════════════════════════════════════════
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console.log('[TEST] Step 7: Exiting the Spire...');
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// Exit the spire by reloading the page.
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// The exitSpireMode function sets spireMode: false, but React might not
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// re-render when we call setState from page.evaluate().
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// Reloading the page ensures the main game page renders correctly.
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await page.evaluate(() => {
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const combat = (window as any).__TEST__.useCombatStore;
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combat.getState().exitSpireMode();
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});
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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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// Wait for the game to initialize and render the main page
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await waitForBridge(page);
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await waitForMs(page, 1000);
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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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console.log(`[TEST] Spire mode after exit: ${spireModeAfterExit}`);
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expect(spireModeAfterExit).toBe(false);
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// Check if game over occurred (player died or reached max day)
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const gameOverAfterCombat = await page.evaluate(() =>
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(window as any).__TEST__.useUIStore.getState().gameOver
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);
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if (gameOverAfterCombat) {
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console.log('[TEST] Game over detected, resetting game state');
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// Reset the game state to continue testing
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await page.evaluate(() => {
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const ui = (window as any).__TEST__.useUIStore;
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const combat = (window as any).__TEST__.useCombatStore;
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const game = (window as any).__TEST__.useGameStore;
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ui.setState({ gameOver: false });
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combat.setState({ spireMode: false, currentAction: 'meditate' });
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game.setState({ day: 1, hour: 0 });
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});
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await runTicks(page, 1);
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await waitForMs(page, 1000);
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}
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// Verify we are back on the main game page
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await expect(page.getByRole('tab', { name: /disciplines/i }).first()).toBeVisible({ timeout: 15000 });
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console.log('[TEST] Back on main game page!');
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// ══════════════════════════════════════════════════════════════════════════
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// STEP 8: Verify final state ──────────────────────────────────────────────
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// ══════════════════════════════════════════════════════════════════════════
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console.log('[TEST] Step 8: Verifying final state...');
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const maxFloorReached = await page.evaluate(() =>
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(window as any).__TEST__.useCombatStore.getState().maxFloorReached
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);
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const gameOver = await page.evaluate(() =>
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(window as any).__TEST__.useUIStore.getState().gameOver
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);
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console.log(`[TEST] MaxFloorReached: ${maxFloorReached}, GameOver: ${gameOver}`);
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expect(maxFloorReached).toBeGreaterThanOrEqual(1);
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expect(gameOver).toBe(false);
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// No React errors throughout the test
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await waitForMs(page, 1000);
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const reactErrors = errors.filter(e =>
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e.includes('React') || e.includes('Minified') || e.includes('Error #')
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|| e.includes('Maximum update depth')
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);
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expect(reactErrors, `React errors: ${JSON.stringify(reactErrors)}`).toHaveLength(0);
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console.log('[TEST] ✅ Combat happy-path test passed!');
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});
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});
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