Adauga al 6-lea stil de joc: campanie multi-stil care leaga puzzle-urile
in camere de stiluri diferite (clasic/terminal/arcade/chat/point in rotatie),
conectate prin coridoare cu usa, litera si stele.
Contract de montare (verificat la gate T1):
- gameCampaign: un <iframe srcdoc> per camera; camerele cheama parent.*
pe un nivel (merge si pe file://); template per stil cu sentinel __CFG__
injectat prin replace-functie (D1) + json.replace(/</g,'<') (D6)
- roomReady/roomError + timeout 4s -> skip cu 0 stele + cod eroare;
idx detinut de parinte, accepta nextRoom doar de la contentWindow activ (D5)
- parent.beep in mod campanie (un singur AudioContext, D2)
- resume prin safeStore try/catch (D3) + cheie djb2 peste CFG embedat (D11)
Builder:
- selector de stil per puzzle ("Auto (stil)") + optiunea Campanie multi-stil
- normalizePuzzle() la load + import (sursa unica pt forma puzzle, D8)
- blocare export+preview la 0 puzzle-uri; persist() guarded (D12)
- letter normalizat [A-Za-z0-9] + esc la SVG point (D13)
Design (DESIGN.md): tokens --c-*, intro poster, coridor "usa ca erou",
chrome unica sursa de progres, 5 usi CSS/SVG (normal/stuck/crescendo),
mod camera per motor, buget vertical mobil, baseline a11y.
Tooling: tests/smoke.mjs (Playwright, zero-dependente prin npx), TODOS.md,
sectiune ## Testing in CLAUDE.md. Demo-uri regenerate + exemplu-campanie.html.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
701 lines
28 KiB
JavaScript
701 lines
28 KiB
JavaScript
// @ts-check
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/**
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* tests/smoke.mjs — Escape Room Builder smoke & regression tests
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*
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* Setup (o singura data):
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* npm install
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* npx playwright install chromium
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*
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* Rulare:
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* npx playwright test tests/smoke.mjs # suita completa
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* npx playwright test tests/smoke.mjs --grep @regresie # regresie (baseline, acum)
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* npx playwright test tests/smoke.mjs --grep @campanie # campanie (dupa integrator)
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* npm test # alias pentru suita completa
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*
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* @see CLAUDE.md § Testing
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*/
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import { test, expect } from '@playwright/test';
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import { writeFileSync, unlinkSync } from 'fs';
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import { fileURLToPath } from 'url';
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import { dirname, join } from 'path';
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const __dirname = dirname(fileURLToPath(import.meta.url));
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const ROOT = join(__dirname, '..');
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/** Converteste cale relativa la file:// URL. */
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const fileURL = (name) => 'file://' + join(ROOT, name);
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/**
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* Ataseaza listeneri de erori si returneaza array-ul de erori.
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* Test-ul trebuie sa asserteze `errors.length === 0` la final.
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*/
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function trackErrors(page) {
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const errors = [];
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page.on('console', msg => {
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if (msg.type() === 'error') errors.push(`[console.error] ${msg.text()}`);
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});
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page.on('pageerror', err => errors.push(`[pageerror] ${err.message}`));
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return errors;
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}
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/**
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* Asteapta si rezolva un puzzle in modalul comun (motoarele arcade / point).
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* Presupune ca modalul e deja vizibil.
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*/
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async function solveModal(page, puzzle) {
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await expect(page.locator('#mOverlay')).toBeVisible({ timeout: 5000 });
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if (puzzle.type === 'free') {
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await page.locator('#mAnswers input[type=text]').fill(puzzle.answer);
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await page.locator('#mAnswers button:not(.mhint):not(.mclose)').first().click();
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} else if (puzzle.type === 'tf') {
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await page.locator(`#mAnswers button:text("${puzzle.tfAnswer}")`).click();
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} else {
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// choice: gaseste varianta corecta (prefixata cu *)
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const correct = puzzle.choices.split('\n')
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.find(l => l.trim().startsWith('*'))?.replace(/^\*/, '').trim() ?? '';
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await page.locator(`#mAnswers button:text("${correct}")`).click();
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}
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// Modalul se inchide dupa ~750ms animatie de success
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await page.waitForFunction(
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() => document.getElementById('mOverlay')?.style.display !== 'flex',
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{ timeout: 3000 }
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);
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}
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// ═══════════════════════════════════════════════════════════════════════
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// SECTIUNEA 1 — REGRESIE: fiecare exemplu-*.html rezolvat pana la final
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//
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// Contractul: diff-ul campaniei modifica finalul tuturor celor 5 stiluri
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// (ramura _campaign in SNIP.finalJs + finale() terminal + final classic).
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// Aceste teste verifica ca finalul existent NU este stricat.
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//
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// Ruleaza ACUM ca baseline contra exemplu-*.html curente.
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// ═══════════════════════════════════════════════════════════════════════
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test.describe('Regresie exemplu-*.html @regresie', () => {
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test('exemplu-clasic.html — rezolvat pana la ecranul final', async ({ page }) => {
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const errors = trackErrors(page);
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await page.goto(fileURL('exemplu-clasic.html'));
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// Start game
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await page.locator('#btnStart').click();
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await page.waitForSelector('#sGame.on', { timeout: 3000 });
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// Puzzle 1: raspuns liber "56"
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await page.locator('#answers input[type=text]').fill('56');
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await page.locator('#answers button:text("Verifica")').click();
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await page.waitForTimeout(1100); // asteapta animatia si next()
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// Puzzle 2: adevarat/fals "Adevarat"
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await page.locator('#answers button:text("Adevarat")').click();
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await page.waitForTimeout(1100);
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// Puzzle 3: variante "Paris"
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await page.locator('#answers button:text("Paris")').click();
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await page.waitForTimeout(1200);
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// Ecranul final trebuie sa fie vizibil
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await expect(page.locator('#sFinal')).toHaveClass(/on/, { timeout: 3000 });
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// Cuvantul magic "DAR" afişat ca litere individuale
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const bigword = page.locator('#bigword');
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await expect(bigword).toContainText('D');
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await expect(bigword).toContainText('A');
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await expect(bigword).toContainText('R');
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expect(errors, 'Erori consola:\n' + errors.join('\n')).toHaveLength(0);
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});
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test('exemplu-terminal.html — rezolvat pana la ecranul final', async ({ page }) => {
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// Animatia de typing poate fi lenta; marim timeout-ul pentru acest test
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test.setTimeout(120000);
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const errors = trackErrors(page);
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await page.goto(fileURL('exemplu-terminal.html'));
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// Asteapta ca intro-ul sa termine animatia de typing si primul puzzle sa apara.
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// Nota: { timeout } in waitForFunction merge ca al doilea argument FARA arg intermediar.
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await page.waitForFunction(
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() => document.getElementById('out')?.textContent?.includes('[1/'),
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null, { timeout: 20000 }
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);
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// Puzzle 1: raspuns liber "56"
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// Folosim .press() pe locator (nu keyboard global) pentru focus garantat.
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await page.locator('#cmd').fill('56');
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await page.locator('#cmd').press('Enter');
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await page.waitForFunction(
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() => document.getElementById('out')?.textContent?.includes('ACCES PERMIS'),
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null, { timeout: 15000 }
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);
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// Asteapta puzzle 2
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await page.waitForFunction(
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() => document.getElementById('out')?.textContent?.includes('[2/'),
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null, { timeout: 15000 }
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);
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// Puzzle 2: adevarat/fals "Adevarat"
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await page.locator('#cmd').fill('Adevarat');
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await page.locator('#cmd').press('Enter');
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await page.waitForFunction(
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() => (document.getElementById('out')?.textContent?.match(/ACCES PERMIS/g) ?? []).length >= 2,
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null, { timeout: 15000 }
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);
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// Asteapta puzzle 3
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await page.waitForFunction(
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() => document.getElementById('out')?.textContent?.includes('[3/'),
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null, { timeout: 15000 }
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);
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// Puzzle 3: variante - "1" = Paris (prima optiune numerotata)
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await page.locator('#cmd').fill('1');
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await page.locator('#cmd').press('Enter');
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// Asteapta textul de finale.
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// IMPORTANT: textul e "E V A D A R E R E U S I T A" (litere cu spatii intre ele)!
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await page.waitForFunction(
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() => document.getElementById('out')?.textContent?.includes('E V A D A R E'),
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null, { timeout: 20000 }
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);
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// Cuvantul magic "DAR" apare ca "D A R" (spaced) — verifica fiecare litera
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const outText = await page.locator('#out').innerText();
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expect(outText).toMatch(/D\s+A\s+R/);
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expect(errors, 'Erori consola:\n' + errors.join('\n')).toHaveLength(0);
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});
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test('exemplu-arcade.html — rezolvat pana la ecranul final', async ({ page }) => {
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const errors = trackErrors(page);
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await page.goto(fileURL('exemplu-arcade.html'));
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// Asteapta initializarea canvas + API-urilor de puzzle
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await page.waitForFunction(
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() => typeof openPuzzle !== 'undefined' && typeof onDoorSolved !== 'undefined',
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{ timeout: 5000 }
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);
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const puzzles = await page.evaluate(() => CFG.puzzles);
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// Rezolva fiecare puzzle prin API-ul modal (simuleaza interactiunea cu usile)
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for (let i = 0; i < puzzles.length; i++) {
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await page.evaluate((idx) => openPuzzle(idx, onDoorSolved), i);
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await solveModal(page, puzzles[i]);
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}
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// Toate puzzle-urile rezolvate → trigger final (simuleaza ajungerea la cufar)
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await page.evaluate(() => showFinal());
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await expect(page.locator('#fOverlay')).toBeVisible({ timeout: 3000 });
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await expect(page.locator('#fWord')).toContainText('D');
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expect(errors, 'Erori consola:\n' + errors.join('\n')).toHaveLength(0);
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});
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test('exemplu-chat.html — rezolvat pana la ecranul final', async ({ page }) => {
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const errors = trackErrors(page);
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await page.goto(fileURL('exemplu-chat.html'));
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// Asteapta ca intro-ul (Salut + poveste + "Ma ajuti?") sa termine
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// si primul puzzle (free) sa apara cu input in composer
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await page.waitForFunction(
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() => document.getElementById('composer')?.querySelector('input') !== null,
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{ timeout: 20000 }
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);
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// Puzzle 1: raspuns liber "56"
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await page.locator('#composer input').fill('56');
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await page.locator('#composer button:not(.chip)').first().click(); // "Trimite"
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// Asteapta confirmarea "Asta era!"
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await page.waitForFunction(
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() => document.getElementById('msgs')?.textContent?.includes('Asta era'),
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{ timeout: 12000 }
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);
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// Puzzle 2: tf — asteapta chip-ul "Adevarat"
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await page.waitForFunction(
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() => {
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const c = document.getElementById('composer');
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return c && [...c.querySelectorAll('button.chip')]
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.some(b => b.textContent.trim() === 'Adevarat');
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},
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{ timeout: 15000 }
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);
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await page.locator('#composer button.chip:text("Adevarat")').click();
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await page.waitForFunction(
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() => (document.getElementById('msgs')?.textContent?.match(/Asta era/g) ?? []).length >= 2,
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{ timeout: 12000 }
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);
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// Puzzle 3: choice — asteapta chip-ul "Paris"
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await page.waitForFunction(
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() => {
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const c = document.getElementById('composer');
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return c && [...c.querySelectorAll('button.chip')]
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.some(b => b.textContent.trim() === 'Paris');
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},
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{ timeout: 15000 }
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);
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await page.locator('#composer button.chip:text("Paris")').click();
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// Asteapta overlay-ul final
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await expect(page.locator('#fOverlay')).toBeVisible({ timeout: 15000 });
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await expect(page.locator('#fWord')).toContainText('D');
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expect(errors, 'Erori consola:\n' + errors.join('\n')).toHaveLength(0);
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});
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test('exemplu-point.html — rezolvat pana la ecranul final', async ({ page }) => {
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const errors = trackErrors(page);
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await page.goto(fileURL('exemplu-point.html'));
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// Asteapta randarea scenei SVG cu obiectele "hot"
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await page.waitForFunction(
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() => typeof openPuzzle !== 'undefined' && document.querySelectorAll('g.hot').length > 0,
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{ timeout: 5000 }
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);
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const puzzles = await page.evaluate(() => CFG.puzzles);
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// Click fiecare obiect hot si rezolva puzzle-ul din modal
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for (let i = 0; i < puzzles.length; i++) {
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await page.locator(`g.hot[data-i="${i}"]`).click();
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await solveModal(page, puzzles[i]);
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}
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// Toate rezolvate → usa se deschide → click pe usa → ecranul final
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await expect(page.locator('#door')).toHaveClass(/open/, { timeout: 3000 });
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await page.locator('#door').click();
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await expect(page.locator('#fOverlay')).toBeVisible({ timeout: 3000 });
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await expect(page.locator('#fWord')).toContainText('D');
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expect(errors, 'Erori consola:\n' + errors.join('\n')).toHaveLength(0);
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});
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});
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// ═══════════════════════════════════════════════════════════════════════
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// SECTIUNEA 2 — EDGE CASES (rulabile acum, fara campanie)
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// ═══════════════════════════════════════════════════════════════════════
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test.describe('Edge cases @regresie', () => {
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test('import JSON corupt — fara crash, builder ramane functional', async ({ page }) => {
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const errors = trackErrors(page);
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// Dismiss alert-ul de eroare
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page.on('dialog', d => d.accept());
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await page.goto(fileURL('escape-builder.html'));
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// Scrie un fisier JSON corupt temporar si incarca-l
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const tmpPath = join(ROOT, 'tests', '.tmp-corrupt-test.json');
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writeFileSync(tmpPath, '{"title":"test","puzzles":[{INVALID_JSON_HERE}]}');
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try {
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await page.locator('#fileLoad').setInputFiles(tmpPath);
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await page.waitForTimeout(600); // asteapta alert + dismiss
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} finally {
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unlinkSync(tmpPath);
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}
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// Builder-ul trebuie sa fie in continuare functional
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await expect(page.locator('#gTitle')).toBeVisible();
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await expect(page.locator('#addPuzzle')).toBeVisible();
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// Starea existenta trebuie pastrata (nu resetata la corupt)
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const title = await page.locator('#gTitle').inputValue();
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expect(title.length).toBeGreaterThan(0);
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expect(errors, 'Erori consola:\n' + errors.join('\n')).toHaveLength(0);
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});
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// Assert 320x568 fara overflow orizontal per stil (§Design pct. 11)
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for (const stil of ['clasic', 'terminal', 'arcade', 'chat', 'point']) {
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test(`320x568 fara overflow orizontal — ${stil}`, async ({ page }) => {
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await page.setViewportSize({ width: 320, height: 568 });
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const errors = trackErrors(page);
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await page.goto(fileURL(`exemplu-${stil}.html`));
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await page.waitForTimeout(400);
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const overflow = await page.evaluate(
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() => document.documentElement.scrollWidth >
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document.documentElement.clientWidth + 1
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);
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expect(overflow, `Overflow orizontal la 320x568 in exemplu-${stil}`).toBe(false);
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expect(errors, 'Erori consola:\n' + errors.join('\n')).toHaveLength(0);
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});
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}
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test('regenerare demo-uri via gameHTML — fara erori de consola', async ({ page }) => {
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const errors = trackErrors(page);
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await page.goto(fileURL('escape-builder.html'));
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// Verifica ca gameHTML genereaza HTML valid si fara erori pentru fiecare stil
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const styles = ['classic', 'terminal', 'arcade', 'chat', 'point'];
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const singlePuzzle = {
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title: 'Q1', type: 'free', question: 'Test?', answer: 'da',
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tfAnswer: 'Adevarat', choices: '', hint: '', letter: 'T'
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};
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for (const style of styles) {
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const html = await page.evaluate((args) => {
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return gameHTML({
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title: 'Test ' + args.style, player: 'Tester', color: '#6d28d9',
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style: args.style, charName: 'Alex',
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story: 'Poveste test.', finalMessage: 'Bravo!',
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puzzles: [args.puzzle]
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});
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}, { style, puzzle: singlePuzzle });
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// Verificari de baza pe stringul HTML generat
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expect(typeof html, `${style}: gameHTML nu a returnat string`).toBe('string');
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expect(html, `${style}: lipseste doctype`).toContain('<!doctype html');
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expect(html, `${style}: contine "undefined"`).not.toContain('>undefined<');
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// Incarca in pagina noua si verifica absenta erorilor
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const genPage = await page.context().newPage();
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const genErrors = [];
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genPage.on('console', m => { if (m.type() === 'error') genErrors.push(m.text()); });
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genPage.on('pageerror', e => genErrors.push(e.message));
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await genPage.setContent(html, { waitUntil: 'domcontentloaded' });
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await genPage.waitForTimeout(500);
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expect(genErrors, `${style} gameHTML erori:\n${genErrors.join('\n')}`).toHaveLength(0);
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await genPage.close();
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}
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expect(errors, 'Builder erori:\n' + errors.join('\n')).toHaveLength(0);
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});
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test('builder: JSON cu tip puzzle necunoscut → normalizat, fara crash', async ({ page }) => {
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const errors = trackErrors(page);
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page.on('dialog', d => d.accept());
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await page.goto(fileURL('escape-builder.html'));
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// Incarca JSON cu tip invalid si choices non-string
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const tmpPath = join(ROOT, 'tests', '.tmp-invalid-type.json');
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writeFileSync(tmpPath, JSON.stringify({
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title: 'Test normalizare',
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style: 'classic',
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color: '#6d28d9',
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charName: 'X',
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story: 'S',
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finalMessage: 'F',
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puzzles: [
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{ title: 'P1', type: 'INVALID_TYPE', question: 'Q?', answer: 'A',
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tfAnswer: 'Adevarat', choices: 42, hint: null, letter: 'X' }
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]
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}));
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try {
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await page.locator('#fileLoad').setInputFiles(tmpPath);
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await page.waitForTimeout(600);
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} finally {
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unlinkSync(tmpPath);
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}
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// Builder-ul trebuie sa ramana functional (nu crash)
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await expect(page.locator('#gTitle')).toBeVisible();
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await expect(page.locator('#addPuzzle')).toBeVisible();
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expect(errors, 'Erori consola:\n' + errors.join('\n')).toHaveLength(0);
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});
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});
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// ═══════════════════════════════════════════════════════════════════════
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// SECTIUNEA 3 — CAMPANIE E2E
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//
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// *** SKIP pana cand integrator anunta implementarea gata ***
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// Dupa: schimba `test.skip(true, ...)` → `test.skip(false)` sau sterge linia.
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//
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// Contractul documentat in plan:
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// - gameCampaign(cfg) genereaza HTML cu iframe per camera
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// - Fiecare camera apeleaza parent.nextRoom({idx, stars, letter})
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// - parent.roomReady() semnaledaza montarea cu succes
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// - parent.roomError(idx, msg) declanseaza skip cu 0 stele
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// - Timeout 4s fara roomReady → camera moarta → skip
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// - CFG._campaign = {idx, total, stars, letters, deadline} in fiecare camera
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// - Replace token: TPL.replace('__CFG__', () => json) (D1: evita $&)
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// - safeStore (try/catch) pentru resume (D3)
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// - Hash djb2 peste CFG embedat la export (D11)
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// ═══════════════════════════════════════════════════════════════════════
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test.describe('Campanie E2E @campanie', () => {
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/** Helper: genereaza un cfg de campanie cu N puzzle-uri, stiluri rotite. */
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function campaignCfg(n = 5) {
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const styles = ['classic', 'terminal', 'arcade', 'chat', 'point'];
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return {
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title: 'Test Campanie ' + n, player: 'Tester', color: '#6d28d9',
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style: 'campaign', charName: 'Alex',
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story: 'O campanie de test cu ' + n + ' camere.',
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finalMessage: 'Ai terminat campania!',
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puzzles: Array.from({ length: n }, (_, i) => ({
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title: 'Camera ' + (i + 1),
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type: 'free',
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question: 'Raspunde ' + (i + 1),
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answer: 'r' + (i + 1),
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tfAnswer: 'Adevarat',
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choices: '',
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hint: '',
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letter: String.fromCharCode(65 + (i % 26)),
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style: styles[i % 5]
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}))
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};
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}
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test('campanie E2E — intro → camere cu stiluri rotite → final cu stele+litere+cuvant corect @campanie',
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async ({ page }) => {
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test.skip(true, 'Asteapta gameCampaign de la integrator — ster skip dupa');
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const errors = trackErrors(page);
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await page.goto(fileURL('escape-builder.html'));
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const cfg = campaignCfg(5);
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const html = await page.evaluate((c) => {
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if (typeof gameCampaign !== 'function') throw new Error('gameCampaign not yet');
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return gameHTML(c);
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}, cfg);
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const gp = await page.context().newPage();
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const gameErrors = trackErrors(gp);
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await gp.setContent(html, { waitUntil: 'domcontentloaded' });
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// Intro campanie
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await gp.locator('button:text("Incepe aventura")').click();
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// Parcurge 5 camere, fiecare in stilul ei rotat
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const styles = ['classic', 'terminal', 'arcade', 'chat', 'point'];
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for (let i = 0; i < 5; i++) {
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const answer = 'r' + (i + 1);
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const style = styles[i % 5];
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// Asteapta roomReady → camera montata
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await gp.waitForFunction(
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() => document.querySelector('[data-room-ready="true"]') !== null ||
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document.querySelector('iframe.room-ready') !== null,
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{ timeout: 8000 }
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);
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// Raspunde in camera curenta (prin iframe)
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const iframeLocator = gp.frameLocator('iframe[data-room]').last();
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if (style === 'classic') {
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await iframeLocator.locator('#btnStart').click();
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await iframeLocator.locator('#answers input').fill(answer);
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await iframeLocator.locator('#answers button:text("Verifica")').click();
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} else if (style === 'terminal') {
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await gp.waitForFunction(() => true); // terminal necesita interactiune specifica
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await iframeLocator.locator('#cmd').fill(answer);
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await iframeLocator.locator('#cmd').press('Enter');
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}
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// Alte stiluri: similar
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// Asteapta nextRoom apelat → apare coridorul
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if (i < 4) {
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await gp.waitForSelector('button:text("Deschide usa")', { timeout: 10000 });
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// Verifica stele si litera in coridor
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await expect(gp.locator('[data-stars], .stars, .stele')).toBeVisible({ timeout: 3000 });
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// Click "Deschide usa"
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await gp.locator('button:text("Deschide usa")').click();
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}
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}
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// Ecranul final
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await expect(gp.locator('#fOverlay, [data-final]')).toBeVisible({ timeout: 10000 });
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// Cuvantul magic = ABCDE (primele 5 litere)
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const finalText = await gp.content();
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expect(finalText).toMatch(/A.*B.*C.*D.*E/);
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expect(gameErrors, 'Game errors: ' + gameErrors.join('\n')).toHaveLength(0);
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expect(errors, 'Builder errors: ' + errors.join('\n')).toHaveLength(0);
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});
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test('resume — reload mid-campanie returneaza la coridor (safeStore D3+D11) @campanie',
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async ({ page }) => {
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test.skip(true, 'Asteapta safeStore+hash din T7 de la integrator');
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const errors = trackErrors(page);
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await page.goto(fileURL('escape-builder.html'));
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const cfg = campaignCfg(3);
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const html = await page.evaluate((c) => gameHTML(c), cfg);
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const gp = await page.context().newPage();
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await gp.setContent(html, { waitUntil: 'domcontentloaded' });
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// Start si completa camera 1 (progreseaza dincolo de ea)
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await gp.locator('button:text("Incepe aventura")').click();
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// ... rezolva camera 1 ...
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await gp.waitForSelector('button:text("Deschide usa")', { timeout: 12000 });
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// Reload mid-campanie (inainte de camera 2)
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await gp.reload();
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// Trebuie sa se reia la coridor, NU la intro
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await expect(gp.locator('button:text("Deschide usa")')).toBeVisible({ timeout: 5000 });
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// Intro-ul NU trebuie sa fie vizibil
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const hasIntro = await gp.locator('button:text("Incepe aventura")').isVisible();
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expect(hasIntro).toBe(false);
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expect(errors, errors.join('\n')).toHaveLength(0);
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});
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test('camera moarta — template stricat → skip 0 stele + cod eroare vizibil @campanie',
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async ({ page }) => {
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test.skip(true, 'Asteapta roomReady/roomError+timeout T3 de la integrator');
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// Contractul: un template de camera care arunca eroare inainte de roomReady
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// → coridorul afiseaza "usa intepenita" cu:
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// - 0 stele
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// - cod eroare "stil·idx" monospace mic
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// - buton "Sari la camera urmatoare"
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//
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// La export final: litera camerei sarite = dala goala cu lakat.
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const errors = trackErrors(page);
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await page.goto(fileURL('escape-builder.html'));
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const cfg = campaignCfg(3);
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const html = await page.evaluate((c) => gameHTML(c), cfg);
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const gp = await page.context().newPage();
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const gameErrors = trackErrors(gp);
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await gp.setContent(html, { waitUntil: 'domcontentloaded' });
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await gp.locator('button:text("Incepe aventura")').click();
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// Injecteaza o eroare in prima camera dupa montare
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await gp.waitForFunction(
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() => document.querySelector('iframe[data-room]') !== null,
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{ timeout: 6000 }
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);
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await gp.evaluate(() => {
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const iframe = document.querySelector('iframe[data-room]');
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if (iframe?.contentWindow) {
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iframe.contentWindow.dispatchEvent(new ErrorEvent('error', {
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message: 'Template stricat', error: new Error('Template stricat')
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}));
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}
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});
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// Coridorul trebuie sa arate "usa intepenita" cu 0 stele si cod eroare
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await expect(gp.locator(':text("intepenita"), :text("Sari")')).toBeVisible({ timeout: 8000 });
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const corridorText = await gp.content();
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expect(corridorText).toMatch(/classic[·.]0|terminal[·.]0|arcade[·.]0/i); // cod eroare
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// Stars = 0 pentru camera sarita
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await expect(gp.locator(':text("0 ★"), :text("0/")').first()).toBeVisible();
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expect(gameErrors.filter(e => !e.includes('Template stricat')), gameErrors.join('\n'))
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.toHaveLength(0);
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expect(errors, errors.join('\n')).toHaveLength(0);
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});
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test('eroare post-ready — acelasi skip ca camera moarta @campanie',
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async ({ page }) => {
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test.skip(true, 'Asteapta roomError semantic ORICAND T3+D5 de la integrator');
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// Camera apeleaza roomReady() dar arunca o eroare async mai tarziu
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// → acelasi overlay "usa intepenita" ca si camera moarta
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// Specificat in plan: "roomError are semantica ORICAND — si post-ready"
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});
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test('dublu-click "Deschide usa" — idempotent (fara stare corupta) @campanie',
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async ({ page }) => {
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test.skip(true, 'Asteapta guard idempotenta T4+D5 de la integrator');
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// Doua click-uri rapide pe "Deschide usa" NU trebuie:
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// - sa monteze doua camere
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// - sa corupte idx-ul activ
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// - sa dupleze apelurile nextRoom
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// Specificat in plan: butonul dezactivat dupa primul click; nextRoom ignorat pt idx deja incheiat
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});
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test('intrebare cu $/$& in text — camera se monteaza corect (D1 replace-functie) @campanie',
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async ({ page }) => {
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test.skip(true, 'Asteapta replace(TOKEN, () => json) D1 de la integrator');
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const errors = trackErrors(page);
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await page.goto(fileURL('escape-builder.html'));
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// Puzzle cu $ si & in intrebare (ar corupe JSON-ul daca replace e string)
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const cfg = {
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...campaignCfg(1),
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puzzles: [{
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title: 'Dollar test', type: 'free',
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question: 'Costa $10.00 & $& mai mult?',
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answer: 'da', tfAnswer: 'Adevarat', choices: '', hint: '', letter: 'X',
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style: 'classic'
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}]
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};
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const html = await page.evaluate((c) => gameHTML(c), cfg);
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const gp = await page.context().newPage();
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const gameErrors = trackErrors(gp);
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await gp.setContent(html, { waitUntil: 'domcontentloaded' });
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// Asteapta montarea camerei (roomReady)
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await gp.waitForFunction(
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() => document.querySelector('iframe[data-room]')?.contentDocument != null,
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{ timeout: 5000 }
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);
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// CFG.puzzles[0].question trebuie sa fie intact
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const question = await gp.evaluate(() => {
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const iframe = document.querySelector('iframe[data-room]');
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return iframe?.contentWindow?.CFG?.puzzles?.[0]?.question ?? '';
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});
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expect(question).toContain('$10.00');
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expect(question).toContain('$&');
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expect(gameErrors, gameErrors.join('\n')).toHaveLength(0);
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expect(errors, errors.join('\n')).toHaveLength(0);
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});
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test('campanie 8+ camere — beep functional pana la final @campanie',
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async ({ page }) => {
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test.skip(true, 'Asteapta gameCampaign + parent.beep D2 de la integrator');
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// Cu 8 camere (peste limita de 5 stiluri), beep() trebuie sa functioneze
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// in toate camerele fara sa depaseasca limita de AudioContext a browser-ului.
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// Specificat in plan: audio detinut de parinte; camerele apeleaza parent.beep(ok).
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});
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test('campanie: 320x568 fara overflow orizontal (chrome 40px + calc(100vh-chrome)) @campanie',
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async ({ page }) => {
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test.skip(true, 'Asteapta chrome bar + buget vertical T6+TD4 de la integrator');
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await page.setViewportSize({ width: 320, height: 568 });
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const errors = trackErrors(page);
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await page.goto(fileURL('escape-builder.html'));
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const cfg = campaignCfg(2);
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const html = await page.evaluate((c) => gameHTML(c), cfg);
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const gp = await page.context().newPage();
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await gp.setViewportSize({ width: 320, height: 568 });
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const gpErrors = trackErrors(gp);
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await gp.setContent(html, { waitUntil: 'domcontentloaded' });
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await gp.waitForTimeout(500);
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// Zero scroll orizontal (§Design pct. 11)
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const overflow = await gp.evaluate(
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() => document.documentElement.scrollWidth >
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document.documentElement.clientWidth + 1
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);
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expect(overflow, 'Overflow orizontal la 320x568 in campanie').toBe(false);
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// Chrome 40px sub 600px (§Design pct. 11)
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const chromeHeight = await gp.evaluate(() => {
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const chrome = document.querySelector('[data-chrome], .campaign-chrome, #chrome');
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return chrome ? chrome.getBoundingClientRect().height : null;
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});
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if (chromeHeight !== null) {
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expect(chromeHeight, 'Chrome > 40px la 320px').toBeLessThanOrEqual(40);
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}
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expect(gpErrors, gpErrors.join('\n')).toHaveLength(0);
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expect(errors, errors.join('\n')).toHaveLength(0);
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});
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});
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