aether-shards/test/ui/barracks-screen.test.js

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import { expect } from "@esm-bundle/chai";
import sinon from "sinon";
// Import to register custom element
import "../../src/ui/screens/BarracksScreen.js";
import { gameStateManager } from "../../src/core/GameStateManager.js";
import vanguardDef from "../../src/assets/data/classes/vanguard.json" with {
type: "json",
};
describe("UI: BarracksScreen", () => {
let element;
let container;
let mockPersistence;
let mockRosterManager;
let mockHubStash;
let mockGameLoop;
beforeEach(async () => {
// Set up mocks BEFORE creating the element
// Create mock hub stash
mockHubStash = {
currency: {
aetherShards: 1000,
ancientCores: 0,
},
};
// Create mock persistence
mockPersistence = {
loadRun: sinon.stub().resolves({
inventory: {
runStash: {
currency: {
aetherShards: 500,
ancientCores: 0,
},
},
},
}),
saveRoster: sinon.stub().resolves(),
saveHubStash: sinon.stub().resolves(),
};
// Create mock class registry
const mockClassRegistry = new Map();
mockClassRegistry.set("CLASS_VANGUARD", vanguardDef);
// Create mock game loop with class registry
mockGameLoop = {
classRegistry: mockClassRegistry,
};
// Create mock roster with test units
const testRoster = [
{
id: "UNIT_1",
name: "Valerius",
classId: "CLASS_VANGUARD",
activeClassId: "CLASS_VANGUARD",
status: "READY",
classMastery: {
CLASS_VANGUARD: {
level: 3,
xp: 150,
skillPoints: 2,
unlockedNodes: [],
},
},
history: { missions: 2, kills: 5 },
},
{
id: "UNIT_2",
name: "Aria",
classId: "CLASS_VANGUARD",
activeClassId: "CLASS_VANGUARD",
status: "INJURED",
currentHealth: 60, // Injured unit with stored HP
classMastery: {
CLASS_VANGUARD: {
level: 2,
xp: 80,
skillPoints: 1,
unlockedNodes: [],
},
},
history: { missions: 1, kills: 2 },
},
{
id: "UNIT_3",
name: "Kael",
classId: "CLASS_VANGUARD",
activeClassId: "CLASS_VANGUARD",
status: "READY",
classMastery: {
CLASS_VANGUARD: {
level: 5,
xp: 300,
skillPoints: 3,
unlockedNodes: [],
},
},
history: { missions: 5, kills: 12 },
},
];
// Create mock roster manager
mockRosterManager = {
roster: testRoster,
rosterLimit: 12,
getDeployableUnits: sinon.stub().returns(testRoster.filter((u) => u.status === "READY")),
save: sinon.stub().returns({
roster: testRoster,
graveyard: [],
}),
};
// Replace gameStateManager properties with mocks
gameStateManager.persistence = mockPersistence;
gameStateManager.rosterManager = mockRosterManager;
gameStateManager.hubStash = mockHubStash;
gameStateManager.gameLoop = mockGameLoop;
// NOW create the element after mocks are set up
container = document.createElement("div");
document.body.appendChild(container);
element = document.createElement("barracks-screen");
container.appendChild(element);
// Wait for element to be defined and connected
await element.updateComplete;
});
afterEach(() => {
if (container && container.parentNode) {
container.parentNode.removeChild(container);
}
});
// Helper to wait for LitElement update
async function waitForUpdate() {
await element.updateComplete;
await new Promise((resolve) => setTimeout(resolve, 10));
}
// Helper to query shadow DOM
function queryShadow(selector) {
return element.shadowRoot?.querySelector(selector);
}
function queryShadowAll(selector) {
return element.shadowRoot?.querySelectorAll(selector) || [];
}
describe("CoA 1: Roster Synchronization", () => {
it("should load roster from RosterManager on connectedCallback", async () => {
// Ensure element is connected and roster is loaded
await waitForUpdate();
// Give _loadRoster time to complete (it's synchronous but triggers update)
await new Promise((resolve) => setTimeout(resolve, 50));
await waitForUpdate();
expect(element.units.length).to.equal(3);
const unitCards = queryShadowAll(".unit-card");
expect(unitCards.length).to.equal(3);
});
it("should display roster count correctly", async () => {
await waitForUpdate();
const rosterCount = queryShadow(".roster-count");
expect(rosterCount).to.exist;
expect(rosterCount.textContent).to.include("3/12");
});
it("should update roster when unit is dismissed", async () => {
await waitForUpdate();
// Select a unit first
const unitCards = queryShadowAll(".unit-card");
unitCards[0].click();
await waitForUpdate();
// Mock confirm to return true
const originalConfirm = window.confirm;
window.confirm = sinon.stub().returns(true);
// Click dismiss button
const dismissButton = queryShadow(".btn-danger");
expect(dismissButton).to.exist;
dismissButton.click();
await waitForUpdate();
// Restore confirm
window.confirm = originalConfirm;
// Verify unit was removed
const updatedCards = queryShadowAll(".unit-card");
expect(updatedCards).to.have.length(2);
expect(mockRosterManager.roster).to.have.length(2);
expect(mockPersistence.saveRoster.called).to.be.true;
});
});
describe("CoA 2: Healing Transaction", () => {
it("should calculate heal cost correctly", async () => {
await waitForUpdate();
// Select injured unit
const unitCards = queryShadowAll(".unit-card");
const injuredCard = Array.from(unitCards).find((card) =>
card.classList.contains("injured")
);
expect(injuredCard).to.exist;
injuredCard.click();
await waitForUpdate();
// Check heal button exists and shows cost
const healButton = queryShadow(".btn-primary");
expect(healButton).to.exist;
expect(healButton.textContent).to.include("Treat Wounds");
});
it("should heal unit when heal button is clicked", async () => {
await waitForUpdate();
await new Promise((resolve) => setTimeout(resolve, 50));
// Select injured unit (UNIT_2 with 60 HP)
const unitCards = queryShadowAll(".unit-card");
const injuredCard = Array.from(unitCards).find((card) =>
card.classList.contains("injured")
);
expect(injuredCard).to.exist;
injuredCard.click();
await waitForUpdate();
// Get the selected unit to check actual maxHp
const selectedUnit = element._getSelectedUnit();
expect(selectedUnit).to.exist;
const expectedCost = Math.ceil((selectedUnit.maxHp - selectedUnit.currentHp) * 0.5);
const healButton = queryShadow(".btn-primary");
expect(healButton).to.exist;
expect(healButton.textContent).to.include(expectedCost.toString());
// Click heal
healButton.click();
await waitForUpdate();
// Verify unit was healed
const injuredUnit = mockRosterManager.roster.find((u) => u.id === "UNIT_2");
expect(injuredUnit.currentHealth).to.equal(selectedUnit.maxHp); // Max HP
expect(injuredUnit.status).to.equal("READY");
// Verify currency was deducted
const expectedRemaining = 1000 - expectedCost;
expect(mockHubStash.currency.aetherShards).to.equal(expectedRemaining);
// Verify save was called
expect(mockPersistence.saveRoster.called).to.be.true;
expect(mockPersistence.saveHubStash.called).to.be.true;
});
it("should disable heal button when unit has full HP", async () => {
await waitForUpdate();
// Select healthy unit
const unitCards = queryShadowAll(".unit-card");
const readyCard = Array.from(unitCards).find(
(card) => !card.classList.contains("injured")
);
readyCard.click();
await waitForUpdate();
// Check that heal button is disabled or shows "Full Health"
const healButton = queryShadow(".btn:disabled");
expect(healButton).to.exist;
expect(healButton.textContent).to.include("Full Health");
});
it("should show insufficient funds message when wallet is too low", async () => {
// Set low wallet balance
mockHubStash.currency.aetherShards = 10;
element.wallet = { aetherShards: 10, ancientCores: 0 };
await waitForUpdate();
// Select injured unit
const unitCards = queryShadowAll(".unit-card");
const injuredCard = Array.from(unitCards).find((card) =>
card.classList.contains("injured")
);
injuredCard.click();
await waitForUpdate();
// Check for insufficient funds message
const healCost = queryShadow(".heal-cost");
expect(healCost).to.exist;
expect(healCost.textContent).to.include("Insufficient funds");
// Heal button should be disabled
const healButton = queryShadow(".btn-primary");
expect(healButton).to.exist;
expect(healButton.disabled).to.be.true;
});
it("should dispatch wallet-updated event after healing", async () => {
await waitForUpdate();
// Wait for units to load
let attempts = 0;
while (element.units.length === 0 && attempts < 10) {
await new Promise((resolve) => setTimeout(resolve, 50));
attempts++;
}
let walletUpdatedEvent = null;
const handler = (e) => {
walletUpdatedEvent = e;
};
window.addEventListener("wallet-updated", handler);
// Select injured unit and heal
const unitCards = queryShadowAll(".unit-card");
const injuredCard = Array.from(unitCards).find((card) =>
card.classList.contains("injured")
);
expect(injuredCard).to.exist;
injuredCard.click();
await waitForUpdate();
const healButton = queryShadow(".btn-primary");
expect(healButton).to.exist;
healButton.click();
await waitForUpdate();
// Wait for async event dispatch (Promise.resolve().then())
await new Promise((resolve) => setTimeout(resolve, 50));
// Wait for event dispatch
attempts = 0;
while (!walletUpdatedEvent && attempts < 20) {
await new Promise((resolve) => setTimeout(resolve, 50));
attempts++;
}
expect(walletUpdatedEvent).to.exist;
expect(walletUpdatedEvent.detail.wallet).to.exist;
expect(walletUpdatedEvent.detail.wallet.aetherShards).to.be.lessThan(1000);
window.removeEventListener("wallet-updated", handler);
});
});
describe("CoA 3: Navigation", () => {
it("should dispatch open-character-sheet event when Inspect is clicked", async () => {
await waitForUpdate();
// Wait for units to load
let attempts = 0;
while (element.units.length === 0 && attempts < 10) {
await new Promise((resolve) => setTimeout(resolve, 50));
attempts++;
}
let characterSheetEvent = null;
const handler = (e) => {
characterSheetEvent = e;
};
window.addEventListener("open-character-sheet", handler);
// Find UNIT_1 (Valerius) in the list
const valeriusIndex = element.units.findIndex((u) => u.id === "UNIT_1");
expect(valeriusIndex).to.be.greaterThan(-1);
// Select UNIT_1
const unitCards = queryShadowAll(".unit-card");
expect(unitCards.length).to.be.greaterThan(0);
// Find the card that contains "Valerius"
const valeriusCard = Array.from(unitCards).find((card) =>
card.textContent.includes("Valerius")
);
expect(valeriusCard).to.exist;
valeriusCard.click();
await waitForUpdate();
// Verify selection
expect(element.selectedUnitId).to.equal("UNIT_1");
// Click inspect button (first action button)
const actionButtons = queryShadowAll(".action-button");
expect(actionButtons.length).to.be.greaterThan(0);
actionButtons[0].click();
await waitForUpdate();
// Wait for event
attempts = 0;
while (!characterSheetEvent && attempts < 20) {
await new Promise((resolve) => setTimeout(resolve, 50));
attempts++;
}
expect(characterSheetEvent).to.exist;
expect(characterSheetEvent.detail.unitId).to.equal("UNIT_1");
expect(characterSheetEvent.detail.unit).to.exist;
window.removeEventListener("open-character-sheet", handler);
});
it("should maintain selection state when character sheet is opened", async () => {
await waitForUpdate();
await new Promise((resolve) => setTimeout(resolve, 50));
// Find injured unit (UNIT_2) in the list
const injuredUnitIndex = element.units.findIndex((u) => u.id === "UNIT_2");
expect(injuredUnitIndex).to.be.greaterThan(-1);
// Select the injured unit
const unitCards = queryShadowAll(".unit-card");
const injuredCard = Array.from(unitCards).find((card) =>
card.classList.contains("injured")
);
expect(injuredCard).to.exist;
injuredCard.click();
await waitForUpdate();
expect(element.selectedUnitId).to.equal("UNIT_2");
// Open character sheet (doesn't change selection)
const actionButtons = queryShadowAll(".action-button");
expect(actionButtons.length).to.be.greaterThan(0);
actionButtons[0].click(); // Inspect button
// Selection should remain
expect(element.selectedUnitId).to.equal("UNIT_2");
});
});
describe("CoA 4: Selection Persistence", () => {
it("should maintain selection when roster is re-sorted", async () => {
await waitForUpdate();
await new Promise((resolve) => setTimeout(resolve, 50));
// Find injured unit (UNIT_2) and select it
const unitCards = queryShadowAll(".unit-card");
const injuredCard = Array.from(unitCards).find((card) =>
card.classList.contains("injured")
);
expect(injuredCard).to.exist;
injuredCard.click();
await waitForUpdate();
expect(element.selectedUnitId).to.equal("UNIT_2");
// Change sort
const sortButtons = queryShadowAll(".sort-button");
expect(sortButtons.length).to.be.greaterThan(0);
sortButtons[1].click(); // Name sort
await waitForUpdate();
await new Promise((resolve) => setTimeout(resolve, 50));
// Selection should persist
expect(element.selectedUnitId).to.equal("UNIT_2");
// Verify selected card is still highlighted
const selectedCard = queryShadow(".unit-card.selected");
expect(selectedCard).to.exist;
});
});
describe("Filtering", () => {
it("should filter units by READY status", async () => {
await waitForUpdate();
const filterButtons = queryShadowAll(".filter-button");
const readyFilter = Array.from(filterButtons).find((btn) =>
btn.textContent.includes("Ready")
);
readyFilter.click();
await waitForUpdate();
const unitCards = queryShadowAll(".unit-card");
expect(unitCards).to.have.length(2); // Only READY units
});
it("should filter units by INJURED status", async () => {
await waitForUpdate();
const filterButtons = queryShadowAll(".filter-button");
const injuredFilter = Array.from(filterButtons).find((btn) =>
btn.textContent.includes("Injured")
);
injuredFilter.click();
await waitForUpdate();
const unitCards = queryShadowAll(".unit-card");
expect(unitCards).to.have.length(1); // Only INJURED unit
expect(unitCards[0].classList.contains("injured")).to.be.true;
});
it("should show all units when ALL filter is selected", async () => {
await waitForUpdate();
// First filter to INJURED
const filterButtons = queryShadowAll(".filter-button");
const injuredFilter = Array.from(filterButtons).find((btn) =>
btn.textContent.includes("Injured")
);
injuredFilter.click();
await waitForUpdate();
// Then switch to ALL
const allFilter = Array.from(filterButtons).find((btn) =>
btn.textContent.includes("All")
);
allFilter.click();
await waitForUpdate();
const unitCards = queryShadowAll(".unit-card");
expect(unitCards).to.have.length(3); // All units
});
});
describe("Sorting", () => {
it("should sort units by level (descending)", async () => {
await waitForUpdate();
// Default sort should be LEVEL_DESC
const unitCards = queryShadowAll(".unit-card");
expect(unitCards.length).to.be.greaterThan(0);
// First unit should be highest level (UNIT_3, level 5)
const firstCard = unitCards[0];
expect(firstCard.textContent).to.include("Kael");
});
it("should sort units by name (ascending)", async () => {
await waitForUpdate();
const sortButtons = queryShadowAll(".sort-button");
const nameSort = Array.from(sortButtons).find((btn) =>
btn.textContent.includes("Name")
);
nameSort.click();
await waitForUpdate();
const unitCards = queryShadowAll(".unit-card");
expect(unitCards.length).to.be.greaterThan(0);
// First should be alphabetically first (Aria)
expect(unitCards[0].textContent).to.include("Aria");
});
it("should sort units by HP (ascending)", async () => {
await waitForUpdate();
const sortButtons = queryShadowAll(".sort-button");
const hpSort = Array.from(sortButtons).find((btn) =>
btn.textContent.includes("HP")
);
hpSort.click();
await waitForUpdate();
const unitCards = queryShadowAll(".unit-card");
expect(unitCards.length).to.be.greaterThan(0);
// First should be lowest HP (injured unit)
expect(unitCards[0].classList.contains("injured")).to.be.true;
});
});
describe("Unit Card Rendering", () => {
it("should render unit cards with correct information", async () => {
await waitForUpdate();
await new Promise((resolve) => setTimeout(resolve, 50));
const unitCards = queryShadowAll(".unit-card");
expect(unitCards.length).to.equal(3);
// Check that all units are rendered (order may vary by sort)
const allNames = Array.from(unitCards).map((card) => card.textContent);
expect(allNames.some((text) => text.includes("Valerius"))).to.be.true;
expect(allNames.some((text) => text.includes("Aria"))).to.be.true;
expect(allNames.some((text) => text.includes("Kael"))).to.be.true;
});
it("should show HP bar with correct percentage", async () => {
await waitForUpdate();
// Find injured unit card
const unitCards = queryShadowAll(".unit-card");
const injuredCard = Array.from(unitCards).find((card) =>
card.classList.contains("injured")
);
const hpBar = injuredCard.querySelector(".progress-bar-fill");
expect(hpBar).to.exist;
// Should be around 50% (60/120)
const width = hpBar.style.width;
expect(width).to.include("%");
});
it("should highlight selected unit card", async () => {
await waitForUpdate();
const unitCards = queryShadowAll(".unit-card");
unitCards[0].click();
await waitForUpdate();
const selectedCard = queryShadow(".unit-card.selected");
expect(selectedCard).to.exist;
expect(selectedCard).to.equal(unitCards[0]);
});
});
describe("Detail Sidebar", () => {
it("should show empty state when no unit is selected", async () => {
await waitForUpdate();
const emptyState = queryShadow(".empty-state");
expect(emptyState).to.exist;
expect(emptyState.textContent).to.include("Select a unit");
});
it("should display unit details when unit is selected", async () => {
await waitForUpdate();
await new Promise((resolve) => setTimeout(resolve, 50));
// Find Valerius unit
const valeriusUnit = element.units.find((u) => u.name === "Valerius");
expect(valeriusUnit).to.exist;
// Find and click the card for Valerius
const unitCards = queryShadowAll(".unit-card");
const valeriusCard = Array.from(unitCards).find((card) =>
card.textContent.includes("Valerius")
);
expect(valeriusCard).to.exist;
valeriusCard.click();
await waitForUpdate();
const detailSidebar = queryShadow(".detail-sidebar");
expect(detailSidebar).to.exist;
expect(detailSidebar.textContent).to.include("Valerius");
expect(detailSidebar.textContent).to.include("Level");
});
it("should show heal button for injured units", async () => {
await waitForUpdate();
// Select injured unit
const unitCards = queryShadowAll(".unit-card");
const injuredCard = Array.from(unitCards).find((card) =>
card.classList.contains("injured")
);
injuredCard.click();
await waitForUpdate();
const healButton = queryShadow(".btn-primary");
expect(healButton).to.exist;
expect(healButton.textContent).to.include("Treat Wounds");
});
it("should show dismiss button", async () => {
await waitForUpdate();
const unitCards = queryShadowAll(".unit-card");
unitCards[0].click();
await waitForUpdate();
const dismissButton = queryShadow(".btn-danger");
expect(dismissButton).to.exist;
expect(dismissButton.textContent).to.include("Dismiss");
});
});
describe("Close Functionality", () => {
it("should dispatch close-barracks event when close button is clicked", async () => {
await waitForUpdate();
let closeEvent = null;
element.addEventListener("close-barracks", (e) => {
closeEvent = e;
});
const closeButton = queryShadow(".btn-close");
expect(closeButton).to.exist;
closeButton.click();
expect(closeEvent).to.exist;
});
});
describe("HP Calculation", () => {
it("should calculate maxHp from class definition and level", async () => {
await waitForUpdate();
// UNIT_1 is level 3, should have base + (3-1) * growth
// Vanguard base health: 120, growth: 10
// Expected: 120 + (3-1) * 10 = 140
const unitCards = queryShadowAll(".unit-card");
unitCards[0].click();
await waitForUpdate();
const detailSidebar = queryShadow(".detail-sidebar");
// Should show HP values
expect(detailSidebar.textContent).to.match(/\d+\s*\/\s*\d+/);
});
it("should use stored currentHealth if available", async () => {
await waitForUpdate();
// UNIT_2 has currentHealth: 60 stored
const unitCards = queryShadowAll(".unit-card");
const injuredCard = Array.from(unitCards).find((card) =>
card.classList.contains("injured")
);
injuredCard.click();
await waitForUpdate();
const detailSidebar = queryShadow(".detail-sidebar");
// Should show 60 in HP display
expect(detailSidebar.textContent).to.include("60");
});
});
});