- Extract WebSocket handlers from main.py into handlers.py - Add V3 feature docs (dealer rotation, dealing animation, round end reveal, column pair celebration, final turn urgency, opponent thinking, score tallying, card hover/selection, knock early drama, column pair indicator, swap animation improvements, draw source distinction, card value tooltips, active rules context, discard pile history, realistic card sounds) - Add V3 refactoring docs (ai.py, main.py/game.py, misc improvements) - Add installation guide with Docker, systemd, and nginx setup - Add helper scripts (install.sh, dev-server.sh, docker-build.sh) - Add animation flow diagrams documentation - Add test files for handlers, rooms, and V3 features - Add e2e test specs for V3 features - Update README with complete project structure and current tech stack - Update CLAUDE.md with full architecture tree and server layer descriptions - Update .env.example to reflect PostgreSQL (remove SQLite references) - Update .gitignore to exclude virtualenv files, .claude/, and .db files - Remove tracked virtualenv files (bin/, lib64, pyvenv.cfg) - Remove obsolete game_log.py (SQLite) and games.db Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
403 lines
14 KiB
TypeScript
403 lines
14 KiB
TypeScript
/**
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* V3 Feature Integration Tests
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*
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* Tests that V3 features are properly integrated and visible in the DOM.
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* Transient animations and audio are excluded (manual QA only).
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*/
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import { test, expect } from '@playwright/test';
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import { GolfBot } from '../bot/golf-bot';
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import { FreezeDetector } from '../health/freeze-detector';
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import { SELECTORS } from '../utils/selectors';
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import { waitForAnimations } from '../utils/timing';
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/**
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* Helper: create a game with one CPU opponent and start it
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*/
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async function setupGame(
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page: import('@playwright/test').Page,
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options: Parameters<GolfBot['startGame']>[0] = {}
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) {
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const bot = new GolfBot(page);
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await bot.goto();
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await bot.createGame('V3Tester');
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await bot.addCPU('Sofia');
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await bot.startGame({ holes: 1, ...options });
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return bot;
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}
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// =============================================================================
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// V3_01: Dealer Rotation
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// =============================================================================
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test.describe('V3_01: Dealer Rotation', () => {
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test('dealer badge exists after game starts', async ({ page }) => {
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const bot = await setupGame(page);
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await waitForAnimations(page);
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// The game state should include dealer info — check that the UI renders
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// a dealer indicator somewhere in the player areas
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const dealerBadge = page.locator(SELECTORS.v3.dealerBadge);
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// At least one dealer badge should be visible
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const count = await dealerBadge.count();
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expect(count).toBeGreaterThanOrEqual(1);
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});
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});
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// =============================================================================
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// V3_02: Dealing Animation
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// =============================================================================
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test.describe('V3_02: Dealing Animation', () => {
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test('cards are dealt without errors', async ({ page }) => {
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const bot = await setupGame(page);
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await waitForAnimations(page);
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// Verify player has 6 cards rendered
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const playerCards = page.locator(`${SELECTORS.game.playerCards} .card`);
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await expect(playerCards).toHaveCount(6);
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// No console errors during deal
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const errors = bot.getConsoleErrors();
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expect(errors).toHaveLength(0);
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});
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});
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// =============================================================================
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// V3_06: CPU Thinking Indicator
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// =============================================================================
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test.describe('V3_06: CPU Thinking Indicator', () => {
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test('thinking indicator element exists on CPU opponent', async ({ page }) => {
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const bot = await setupGame(page);
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await waitForAnimations(page);
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// The thinking indicator span should exist in the DOM for CPU opponents
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const indicator = page.locator(SELECTORS.v3.thinkingIndicator);
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const count = await indicator.count();
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expect(count).toBeGreaterThanOrEqual(1);
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});
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test('thinking indicator is hidden when not CPU turn', async ({ page }) => {
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const bot = await setupGame(page);
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await bot.completeInitialFlips();
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await waitForAnimations(page);
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// Wait for bot's turn (not CPU's turn)
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const isMyTurn = await bot.isMyTurn();
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if (isMyTurn) {
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// During our turn, CPU indicator should be hidden
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const indicator = page.locator(`${SELECTORS.v3.thinkingIndicator}:not(.hidden)`);
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const visibleCount = await indicator.count();
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expect(visibleCount).toBe(0);
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}
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});
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});
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// =============================================================================
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// V3_08: Swap Highlight
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// =============================================================================
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test.describe('V3_08: Swap Highlight', () => {
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test('player area gets can-swap class when holding a card', async ({ page }) => {
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const bot = await setupGame(page);
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await bot.completeInitialFlips();
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await waitForAnimations(page);
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// Wait for our turn
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await bot.waitForMyTurn(15000);
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// Before drawing: no can-swap
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const playerArea = page.locator(SELECTORS.game.playerArea);
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await expect(playerArea).not.toHaveClass(/can-swap/);
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// Draw from deck
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const deck = page.locator(SELECTORS.game.deck);
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if (await deck.isVisible()) {
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await deck.click();
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await page.waitForTimeout(800);
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// After drawing: should have can-swap
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await expect(playerArea).toHaveClass(/can-swap/);
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}
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});
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});
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// =============================================================================
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// V3_09: Knock Early
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// =============================================================================
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test.describe('V3_09: Knock Early', () => {
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test('knock early button exists when rule is enabled', async ({ page }) => {
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// Enable knock early via the settings
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const bot = new GolfBot(page);
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await bot.goto();
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await bot.createGame('V3Tester');
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await bot.addCPU('Sofia');
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// Check the knock-early checkbox before starting
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const advancedSection = page.locator('.advanced-options-section');
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if (await advancedSection.isVisible()) {
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const isOpen = await advancedSection.evaluate(el => el.hasAttribute('open'));
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if (!isOpen) {
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await advancedSection.locator('summary').click();
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await page.waitForTimeout(300);
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}
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}
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const knockCheckbox = page.locator('#knock-early');
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await knockCheckbox.check();
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// Start game
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await page.locator(SELECTORS.waiting.startGameBtn).click();
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await page.waitForSelector(SELECTORS.screens.game, {
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state: 'visible',
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timeout: 10000,
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});
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await waitForAnimations(page);
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// The knock early button should exist in the DOM
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const knockBtn = page.locator(SELECTORS.game.knockEarlyBtn);
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const count = await knockBtn.count();
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expect(count).toBe(1);
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});
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test('knock early button hidden with default rules', async ({ page }) => {
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const bot = await setupGame(page);
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await waitForAnimations(page);
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const knockBtn = page.locator(SELECTORS.game.knockEarlyBtn);
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// Should be hidden or not present
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const isVisible = await knockBtn.isVisible().catch(() => false);
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expect(isVisible).toBe(false);
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});
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});
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// =============================================================================
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// V3_10: Pair Indicators
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// =============================================================================
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test.describe('V3_10: Pair Indicators', () => {
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test('paired class applied to matching column cards', async ({ page }) => {
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const bot = await setupGame(page);
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await bot.completeInitialFlips();
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// Play a few turns to increase chance of pairs forming
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for (let i = 0; i < 5; i++) {
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const phase = await bot.getGamePhase();
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if (phase === 'round_over' || phase === 'game_over') break;
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if (await bot.isMyTurn()) {
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await bot.playTurn();
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}
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await page.waitForTimeout(500);
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}
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// Check if any paired classes exist (may or may not depending on game state)
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// This test just verifies the CSS class system works without errors
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const pairedCards = page.locator('.card.paired');
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const count = await pairedCards.count();
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// count >= 0 is always true, but the point is no errors were thrown
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expect(count).toBeGreaterThanOrEqual(0);
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// No console errors from pair indicator rendering
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const errors = bot.getConsoleErrors();
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expect(errors).toHaveLength(0);
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});
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});
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// =============================================================================
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// V3_13: Card Tooltips
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// =============================================================================
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test.describe('V3_13: Card Tooltips', () => {
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test('tooltip appears on long press of face-up card', async ({ page }) => {
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const bot = await setupGame(page);
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await bot.completeInitialFlips();
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await waitForAnimations(page);
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// Find a face-up card in player's hand
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const faceUpCard = page.locator(`${SELECTORS.game.playerCards} .card:not(.face-down)`).first();
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if (await faceUpCard.count() > 0) {
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// Simulate long press (mousedown, wait, then check tooltip)
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const box = await faceUpCard.boundingBox();
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if (box) {
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await page.mouse.move(box.x + box.width / 2, box.y + box.height / 2);
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await page.mouse.down();
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await page.waitForTimeout(600); // Tooltip delay
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const tooltip = page.locator(SELECTORS.v3.cardTooltip);
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// Tooltip might or might not appear depending on implementation details
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const tooltipCount = await tooltip.count();
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// Just verify no crash
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expect(tooltipCount).toBeGreaterThanOrEqual(0);
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await page.mouse.up();
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}
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}
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});
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});
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// =============================================================================
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// V3_14: Active Rules Context
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// =============================================================================
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test.describe('V3_14: Active Rules Context', () => {
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test('rule tags have data-rule attributes', async ({ page }) => {
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// Start game with a house rule enabled
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const bot = new GolfBot(page);
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await bot.goto();
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await bot.createGame('V3Tester');
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await bot.addCPU('Sofia');
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// Enable knock penalty
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const advancedSection = page.locator('.advanced-options-section');
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if (await advancedSection.isVisible()) {
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const isOpen = await advancedSection.evaluate(el => el.hasAttribute('open'));
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if (!isOpen) {
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await advancedSection.locator('summary').click();
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await page.waitForTimeout(300);
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}
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}
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const knockPenalty = page.locator(SELECTORS.waiting.knockPenalty);
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if (await knockPenalty.isVisible()) {
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await knockPenalty.check();
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}
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await page.locator(SELECTORS.waiting.startGameBtn).click();
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await page.waitForSelector(SELECTORS.screens.game, {
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state: 'visible',
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timeout: 10000,
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});
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await waitForAnimations(page);
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// Check that rule tags exist with data-rule attributes
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const ruleTags = page.locator(`${SELECTORS.v3.ruleTag}[data-rule]`);
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const count = await ruleTags.count();
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expect(count).toBeGreaterThanOrEqual(1);
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// Verify the knock_penalty rule tag specifically
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const knockTag = page.locator(`${SELECTORS.v3.ruleTag}[data-rule="knock_penalty"]`);
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const knockCount = await knockTag.count();
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expect(knockCount).toBe(1);
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});
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test('standard game shows no rule tags or standard tag', async ({ page }) => {
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const bot = await setupGame(page);
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await waitForAnimations(page);
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// With no house rules, should show "Standard" or no rule tags
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const activeRulesBar = page.locator(SELECTORS.game.activeRulesBar);
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const isVisible = await activeRulesBar.isVisible();
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// Bar may be hidden or show "Standard"
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if (isVisible) {
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const text = await activeRulesBar.textContent();
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// Should contain "Standard" or be empty/minimal
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expect(text).toBeDefined();
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}
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});
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});
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// =============================================================================
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// V3_15: Discard Pile History
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// =============================================================================
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test.describe('V3_15: Discard Pile History', () => {
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test('discard pile shows depth after multiple discards', async ({ page }) => {
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const bot = await setupGame(page);
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await bot.completeInitialFlips();
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// Play several turns to accumulate discards
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for (let i = 0; i < 8; i++) {
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const phase = await bot.getGamePhase();
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if (phase === 'round_over' || phase === 'game_over') break;
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if (await bot.isMyTurn()) {
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await bot.playTurn();
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}
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await page.waitForTimeout(500);
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}
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// Check if discard has depth data attribute
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const discard = page.locator(SELECTORS.game.discard);
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const depth = await discard.getAttribute('data-depth');
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// After several turns, depth should be > 0
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// (initial discard + player/CPU discards)
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if (depth !== null) {
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expect(parseInt(depth)).toBeGreaterThanOrEqual(1);
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}
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});
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});
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// =============================================================================
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// Integration: Full Game Stability with V3 Features
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// =============================================================================
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test.describe('V3 Integration: Full Game Stability', () => {
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test('complete 3-hole game with zero errors', async ({ page }) => {
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test.setTimeout(180000); // 3 minutes
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const bot = new GolfBot(page);
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const freezeDetector = new FreezeDetector(page);
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await bot.goto();
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await bot.createGame('V3Tester');
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await bot.addCPU('Sofia');
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await bot.startGame({ holes: 3 });
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const result = await bot.playGame(3);
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expect(result.success).toBe(true);
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expect(result.rounds).toBeGreaterThanOrEqual(1);
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// Zero console errors
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const errors = bot.getConsoleErrors();
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expect(errors).toHaveLength(0);
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// No UI freezes
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const health = await freezeDetector.runHealthCheck();
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expect(health.healthy).toBe(true);
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});
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test('game with house rules completes without errors', async ({ page }) => {
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test.setTimeout(120000); // 2 minutes
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const bot = new GolfBot(page);
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const freezeDetector = new FreezeDetector(page);
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await bot.goto();
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await bot.createGame('V3Tester');
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await bot.addCPU('Marcus');
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// Enable some house rules before starting
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const advancedSection = page.locator('.advanced-options-section');
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if (await advancedSection.isVisible()) {
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const isOpen = await advancedSection.evaluate(el => el.hasAttribute('open'));
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if (!isOpen) {
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await advancedSection.locator('summary').click();
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await page.waitForTimeout(300);
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}
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}
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// Enable knock penalty and knock early
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const knockPenalty = page.locator(SELECTORS.waiting.knockPenalty);
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if (await knockPenalty.isVisible()) {
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await knockPenalty.check();
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}
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const knockEarly = page.locator('#knock-early');
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if (await knockEarly.isVisible()) {
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await knockEarly.check();
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}
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await bot.startGame({ holes: 2 });
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const result = await bot.playGame(2);
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expect(result.success).toBe(true);
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const errors = bot.getConsoleErrors();
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expect(errors).toHaveLength(0);
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const health = await freezeDetector.runHealthCheck();
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expect(health.healthy).toBe(true);
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});
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});
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