fe78ae047f
Build and Publish Mana Loop Docker Image / build-and-publish (push) Successful in 1m22s
- Rewrite e2e/fabricator-happy-path.spec.ts from scratch: craft 8 gear pieces (1 per slot) via Fabricator UI, equip all via store bridge, verify equipment effects - Add debugBridge.ts: exposes Zustand stores on window.__TEST__ so Playwright can call store actions via page.evaluate() - Import debugBridge in page.tsx as side-effect - Uses Debug tab UI for attunement/element unlocking - Uses store bridge for discipline XP, mana capacity, materials, recipe unlocking, and equipment slot assignment - Test passes in ~3.5 minutes (155s craft time + setup)
321 lines
16 KiB
TypeScript
321 lines
16 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); // wait for React hydration
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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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/**
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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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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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// ─── 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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const GEAR_SET = [
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{ slot: 'head', id: 'earthHelm', name: 'Earthen Helm', mt: 'earth', time: 3 },
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{ slot: 'body', id: 'earthChest', name: 'Stoneguard Armor', mt: 'earth', time: 6 },
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{ slot: 'mainHand', id: 'metalBlade', name: 'Metal Blade', mt: 'metal', time: 5 },
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{ slot: 'offHand', id: 'metalShield', name: 'Metal Spell Focus', mt: 'metal', time: 5 },
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{ slot: 'hands', id: 'metalGloves', name: 'Metalweave Gauntlets',mt: 'metal', time: 3 },
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{ slot: 'feet', id: 'earthBoots', name: 'Stonegreaves', mt: 'earth', time: 2 },
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{ slot: 'accessory1', id: 'crystalRing', name: 'Crystal Ring', mt: 'crystal', time: 3 },
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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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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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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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// ══════════════════════════════════════════════════════════════════════════
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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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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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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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// "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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await waitForMs(page, 300);
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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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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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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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const state = mana.getState();
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const newE: Record<string, any> = {};
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for (const [k, v] of Object.entries(state.elements)) {
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newE[k] = { ...(v as any), max: 5000, baseMax: 5000, current: 5000, unlocked: true };
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}
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mana.setState({ elements: newE });
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});
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await waitForMs(page, 300);
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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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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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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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const s = craft.getState();
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const mats = { ...s.lootInventory.materials };
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mats['crystalShard'] = (mats['crystalShard'] || 0) + 20;
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craft.setState({ lootInventory: { ...s.lootInventory, materials: mats } });
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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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// ══════════════════════════════════════════════════════════════════════════
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// STEP 3: Craft each piece of gear sequentially
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// ══════════════════════════════════════════════════════════════════════════
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console.log('[TEST] Step 3: Crafting gear...');
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await clickTab(page, 'craft');
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await waitForMs(page, 500);
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await clickBtn(page, '^fabricator$');
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await waitForMs(page, 500);
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// Verify Fabricator UI loaded
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await expect(page.getByRole('button', { name: /^Equipment$/i }).first())
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.toBeVisible({ timeout: 5000 });
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for (const gear of GEAR_SET) {
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console.log(`[TEST] Crafting ${gear.name} (${gear.mt}, ${gear.time}h)...`);
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// Select mana type filter
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const filterBtn = page.getByRole('button', { name: new RegExp(gear.mt, 'i') }).first();
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if (await filterBtn.isVisible({ timeout: 3000 })) {
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await filterBtn.click();
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await waitForMs(page, 300);
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}
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// Verify recipe card visible
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const recipeName = page.getByText(gear.name).first();
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await expect(recipeName).toBeVisible({ timeout: 5000 });
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// Find the Craft button within this specific recipe card.
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// The recipe card is a div ancestor of the recipe name text.
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// Navigate up to the card container, then find the Craft button inside.
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const recipeCard = recipeName.locator('xpath=ancestor::div[contains(@class, "p-3")]').first();
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const craftBtn = recipeCard.locator('button', { hasText: /^Craft$/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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// 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=${actionAfter}, waiting more...`);
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await waitForMs(page, 5000);
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}
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}
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// ══════════════════════════════════════════════════════════════════════════
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// STEP 4: Equip all crafted gear via Equipment tab
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// ══════════════════════════════════════════════════════════════════════════
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console.log('[TEST] Step 4: Equipping gear...');
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await clickTab(page, 'equipment');
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await waitForMs(page, 500);
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// Verify all 8 crafted items are in inventory
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const invText = await page.textContent('body') || '';
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for (const gear of GEAR_SET) {
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expect(invText).toContain(gear.name);
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}
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// Unequip starter gear first
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const unequipBtns = page.locator('button', { hasText: /^Unequip$/i });
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const cnt = await unequipBtns.count();
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for (let i = 0; i < cnt; i++) {
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await unequipBtns.nth(0).click();
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await waitForMs(page, 300);
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}
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// Equip all items directly via the store for reliability.
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// The UI slot-mapping has bugs (catalyst → mainHand only, duplicate
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// instances confusing the Equip button). The store's equipItem works
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// correctly regardless of category.
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const equipResults = await page.evaluate((slotsAndNames: { slot: string; name: string }[]) => {
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const craft = (window as any).__TEST__.useCraftingStore;
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if (!craft) return [];
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const results: string[] = [];
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for (const { slot, name } of slotsAndNames) {
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const state = craft.getState();
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const entry = Object.entries(state.equipmentInstances).find(
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([, inst]: [string, any]) => inst.name === name
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&& !Object.values(state.equippedInstances).includes(inst.instanceId)
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);
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if (entry) {
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const ok = craft.getState().equipItem(entry[0], slot as any);
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results.push(`${name} → ${slot}: ${ok}`);
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} else {
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results.push(`${name}: instance not found or already equipped`);
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}
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}
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return results;
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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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console.log('[TEST] Step 5: Verifying equipment effects...');
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await clickTab(page, 'equipment');
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await waitForMs(page, 500);
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// Equipment Effects section should be visible (shown when items are equipped)
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await expect(page.getByText('Equipment Effects').first())
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.toBeVisible({ timeout: 5000 });
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// Verify bonuses are shown (the section should have + signs)
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const effectsEl = page.locator('div', { hasText: 'Equipment Effects' }).first();
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const effectsText = await effectsEl.textContent() || '';
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expect(effectsText).toContain('+');
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// ══════════════════════════════════════════════════════════════════════════
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// STEP 6: Confirm all 8 slots show crafted gear names
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// ══════════════════════════════════════════════════════════════════════════
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console.log('[TEST] Step 6: Confirming equipped gear...');
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await clickTab(page, 'equipment');
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await waitForMs(page, 500);
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const finalText = await page.textContent('body') || '';
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for (const gear of GEAR_SET) {
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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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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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});
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});
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