v0.3.0: rewrite Playwright test for the v0.3.0 surface
- Drop HUD-related assertions (2d-2g now check the HUD exports are GONE rather than present). - Add v0.3.0 hub integration assertions: - 2h-2i: registerHubSection + pushToHubFeed exist. - 4a: pinned-achievements section is registered on combat-hud-hub. - 5a-5b: pushToHubFeed delivers entries to chh.getFeed. - 6a-6b: registerHubSection idempotent. - Add awardAchievement + idempotency assertions (7a-7c). - 8a: pageerror check (no thrown errors). - Smoke test (verify-achievable-v1.mjs) unchanged; 57/57 still pass.
This commit is contained in:
@@ -1,30 +1,31 @@
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// tests/verify-achievable-foundry.mjs
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//
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// Playwright + live Foundry v14 test for its-achievable v0.2.0.
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// Verifies the wiring that the no-Foundry smoke test CAN'T:
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// Playwright + live Foundry v14 test for its-achievable v0.3.0.
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// Verifies the things the no-Foundry smoke test CAN'T:
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//
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// 1. its-achievable's main.js loads cleanly in a live Foundry v14.
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// 2. mod.api is set on game.modules.get("its-achievable") with the
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// documented surface.
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// 3. The HUD singleton is created.
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// 4. wireHooks(hooksLib) is called at ready time, with the
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// foundry-hooks-lib API.
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// 5. The HUD's subscriptions to the foundry-hooks-lib envelope
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// stream deliver real events when combat is started and
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// attack/damage rolls are fired.
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// 6. The HUD's getState() reflects the new event (dice streak
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// updated, combatants list populated).
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// documented surface, AND the HUD-related exports (getHud,
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// openHud, closeHud, buildHudUpdatePayload) are removed (the
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// HUD moved to combat-hud-hub in v0.3.0).
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// 3. Soft-dep wiring: when combat-hud-hub is installed and active,
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// its-achievable registers a "pinned-achievements" section on
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// the hub at ready time.
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// 4. The chatBubble listener pushes achievement entries into the
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// hub's feed (the integration path: award → chatBubble →
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// pushToHubFeed → hub.pushFeedEntry → chh feed).
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// 5. When combat-hud-hub is NOT installed, ia falls back to
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// popover-only mode without throwing.
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//
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// Run: `node tests/verify-achievable-foundry.mjs`
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// Gate: passes before release (analogous to the hooks-lib
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// Foundry-load test).
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//
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// Prereqs:
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// - Foundry is running on FOUNDRY_URL (default localhost:30000).
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// - its-achievable, foundry-hooks-lib, and battle-focus are all
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// installed in Data/modules/ AND enabled in the world.
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// - The world has at least one PC actor (Bard) and one NPC
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// (Goblin) to seed combatants.
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// - Foundry running on FOUNDRY_URL (default localhost:30000).
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// - its-achievable, foundry-hooks-lib, and battle-focus installed
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// in Data/modules/ AND enabled in the world.
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// - combat-hud-hub ideally also installed (for the full hub
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// integration assertions). The test skips those gracefully
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// if it's missing.
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import { chromium } from "playwright-core";
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import { strict as assert } from "node:assert";
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@@ -33,6 +34,7 @@ import { performance } from "node:perf_hooks";
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const MODULE_ID = "its-achievable";
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const HOOKS_LIB_ID = "foundry-hooks-lib";
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const BATTLE_FOCUS_ID = "battle-focus";
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const HUD_HUB_ID = "combat-hud-hub";
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const FOUNDRY_URL = process.env.FOUNDRY_URL ?? "http://localhost:30000";
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const TIMEOUT_MS = 30_000;
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@@ -54,7 +56,7 @@ function check(label, condition, extra = "") {
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async function main() {
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console.log(
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`--- its-achievable v0.2.0 Playwright test (Foundry: ${FOUNDRY_URL}) ---`,
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`--- its-achievable v0.3.0 Playwright test (Foundry: ${FOUNDRY_URL}) ---`,
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);
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browser = await chromium.launch({
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headless: true,
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@@ -63,23 +65,21 @@ async function main() {
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const ctx = await browser.newContext();
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page = await ctx.newPage();
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// Forward console output for [probe], [its-achievable], and
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// [battle-focus] messages so we can see the module init logs.
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page.on("console", (m) => {
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const t = m.text();
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if (
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t.includes("[probe]") ||
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t.includes("[its-achievable]") ||
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t.includes("[combat-hud-hub]") ||
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t.includes("[battle-focus]") ||
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t.includes("[foundry-hooks-lib]") ||
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m.type() === "error" ||
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m.type() === "warning"
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m.type() === "error"
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) {
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console.log(`[c.${m.type()}] ${t}`);
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}
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});
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const start = performance.now();
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const pageErrors = [];
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page.on("pageerror", (e) => pageErrors.push(String(e)));
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// ── 1. Join as Gamemaster ──
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await page.goto(FOUNDRY_URL);
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@@ -95,37 +95,23 @@ async function main() {
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(o) => o.label === "Gamemaster" && !o.disabled && o.value,
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);
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const target = gm ?? userOpts.find((o) => o.value && !o.disabled);
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if (!target) {
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throw new Error("No user slot available.");
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}
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check(
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"1. Signed in to Foundry",
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true,
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`as ${target.label}${target === gm ? " (GM)" : " (Player fallback)"}`,
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);
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if (!target) throw new Error("No user slot available.");
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check("1. Signed in to Foundry", true, `as ${target.label}${target === gm ? " (GM)" : " (Player fallback)"}`);
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await page.selectOption('select[name="userid"]', target.value);
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await page.fill('input[name="password"]', "");
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await page.click('button[name="join"]');
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await page.waitForSelector("#ui-left", { timeout: TIMEOUT_MS });
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// Wait for all three modules to be ready.
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await page.waitForFunction(
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(mid) => game?.modules?.get(mid)?.api?.isReady?.() === true,
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HOOKS_LIB_ID,
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{ timeout: TIMEOUT_MS },
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);
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await page.waitForFunction(
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(mid) => game?.modules?.get(mid)?.api?.isReady?.() === true,
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BATTLE_FOCUS_ID,
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{ timeout: TIMEOUT_MS },
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);
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await page.waitForFunction(
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(mid) => game?.modules?.get(mid)?.api?.isReady?.() === true,
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MODULE_ID,
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{ timeout: TIMEOUT_MS },
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);
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// Wait for ia + battle-focus to be ready. hooks-lib is also a hard prereq.
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for (const mid of [HOOKS_LIB_ID, BATTLE_FOCUS_ID, MODULE_ID]) {
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await page.waitForFunction(
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(m) => game?.modules?.get(m)?.api?.isReady?.() === true,
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mid,
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{ timeout: TIMEOUT_MS },
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);
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}
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// ── 2. mod.api surface ──
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// ── 2. mod.api surface — v0.3.0 shape ──
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const api = await page.evaluate((mid) => {
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const m = game.modules.get(mid);
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if (!m) return null;
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@@ -135,238 +121,172 @@ async function main() {
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active: m.active,
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apiKeys: Object.keys(a).sort(),
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apiVersion: a.version,
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// Removed in v0.3.0:
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hasGetHud: typeof a.getHud === "function",
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hasBuildHudUpdatePayload: typeof a.buildHudUpdatePayload === "function",
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hasOpenHud: typeof a.openHud === "function",
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hasCloseHud: typeof a.closeHud === "function",
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hasBuildHudUpdatePayload: typeof a.buildHudUpdatePayload === "function",
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// New in v0.3.0:
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hasRegisterHubSection: typeof a.registerHubSection === "function",
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hasPushToHubFeed: typeof a.pushToHubFeed === "function",
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// Still present:
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hasAwardAchievement: typeof a.awardAchievement === "function",
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hasOpenCustomAchievementsApp: typeof a.openCustomAchievementsApp === "function",
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hasEvaluateRulesForEvent: typeof a.evaluateRulesForEvent === "function",
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hasRenderAchievementPopover: typeof a.renderAchievementPopover === "function",
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isReadyReturns: a.isReady(),
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};
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}, MODULE_ID);
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check("2a. module is active in world", api?.active === true);
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check("2b. mod.api is set (no silent import failure)", api !== null);
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check("2c. mod.api.version is 0.2.0", api?.apiVersion === "0.2.0",
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check("2c. mod.api.version is 0.3.0", api?.apiVersion === "0.3.0",
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`got=${api?.apiVersion}`);
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check("2d. mod.api.getHud is a function", api?.hasGetHud);
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check("2e. mod.api.buildHudUpdatePayload is a function", api?.hasBuildHudUpdatePayload);
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check("2f. mod.api.openHud is a function", api?.hasOpenHud);
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check("2g. mod.api.closeHud is a function", api?.hasCloseHud);
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check("2h. mod.api.isReady() returns true", api?.isReadyReturns === true);
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check("2d. mod.api does NOT export getHud (HUD moved to combat-hud-hub)",
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!api?.hasGetHud, `got=${api?.hasGetHud}`);
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check("2e. mod.api does NOT export openHud",
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!api?.hasOpenHud, `got=${api?.hasOpenHud}`);
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check("2f. mod.api does NOT export closeHud",
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!api?.hasCloseHud, `got=${api?.hasCloseHud}`);
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check("2g. mod.api does NOT export buildHudUpdatePayload",
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!api?.hasBuildHudUpdatePayload, `got=${api?.hasBuildHudUpdatePayload}`);
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check("2h. mod.api exports registerHubSection (new in v0.3.0)",
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api?.hasRegisterHubSection);
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check("2i. mod.api exports pushToHubFeed (new in v0.3.0)",
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api?.hasPushToHubFeed);
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check("2j. mod.api still exports awardAchievement", api?.hasAwardAchievement);
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check("2k. mod.api still exports openCustomAchievementsApp",
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api?.hasOpenCustomAchievementsApp);
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check("2l. mod.api still exports evaluateRulesForEvent",
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api?.hasEvaluateRulesForEvent);
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check("2m. mod.api still exports renderAchievementPopover",
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api?.hasRenderAchievementPopover);
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check("2n. mod.api.isReady() returns true", api?.isReadyReturns === true);
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// ── 3. The HUD singleton is constructed ──
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const hudState = await page.evaluate((mid) => {
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const api = game.modules.get(mid).api;
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const hud = api.getHud();
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if (!hud) return { ok: false };
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return {
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ok: true,
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hooksRegistered: hud._hooksRegistered === true,
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isApp: typeof hud.open === "function" && typeof hud.close === "function",
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initialState: hud.getState(),
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};
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}, MODULE_ID);
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// ── 3. Soft-dep presence + hub integration ──
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const presence = await page.evaluate(() => ({
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hooksLib: !!game.modules.get("foundry-hooks-lib")?.active,
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battleFocus: !!game.modules.get("battle-focus")?.active,
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hudHub: !!game.modules.get("combat-hud-hub")?.active,
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}));
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console.log(` [info] presence: hooks-lib=${presence.hooksLib} bf=${presence.battleFocus} chh=${presence.hudHub}`);
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check("3a. HUD singleton exists", hudState.ok);
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check("3b. HUD is a Foundry ApplicationV2 (open + close methods)",
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hudState.isApp);
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check("3c. HUD has wired subscriptions (hooksRegistered === true)",
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hudState.hooksRegistered,
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`got=${hudState.hooksRegistered}`);
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check("3d. HUD initial state has empty combatants list",
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Array.isArray(hudState.initialState?.combatants) &&
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hudState.initialState.combatants.length === 0);
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// ── 4a. The HUD's openHud() path works (the auto-open the user
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// noticed was missing). This is what the v0.2.0 auto-open
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// on combatStart also exercises, but we test it directly
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// so a regression in the open() call gets caught even
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// before the combatStart envelope fires. ──
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const openCheck = await page.evaluate(async (mid) => {
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const api = game.modules.get(mid).api;
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// Close first (in case a prior test left it open).
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api.closeHud();
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await new Promise((r) => setTimeout(r, 100));
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const wasClosed = api.getHud().rendered === false;
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// Now open via the API surface. open() returns a Promise that
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// resolves after render completes.
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await api.openHud();
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await new Promise((r) => setTimeout(r, 200));
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const hud = api.getHud();
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return {
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wasClosed,
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isRendered: hud.rendered === true,
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hasElement: !!hud.element,
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elementTag: hud.element?.tagName ?? null,
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};
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}, MODULE_ID);
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check("4-pre. closeHud() then openHud() works (wasClosed=true, isRendered=true)",
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openCheck.wasClosed && openCheck.isRendered,
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`wasClosed=${openCheck.wasClosed} isRendered=${openCheck.isRendered} elementTag=${openCheck.elementTag}`,
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);
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// ── 4. The HUD receives events from the foundry-hooks-lib stream ──
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// Run a small combat: pick any two actors in the world, place
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// tokens for them on the canvas if needed, start combat, fire a
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// synthetic attack roll via Hooks.callAll, verify the HUD got
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// the event and updated its state.
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const liveUpdate = await page.evaluate(async ({ iaMid, bfMid }) => {
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const iaApi = game.modules.get(iaMid).api;
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const bfApi = game.modules.get(bfMid).api;
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const hud = iaApi.getHud();
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// Pick the first two actors in the world (any names work).
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const actors = [...game.actors].slice(0, 2);
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if (actors.length < 2) {
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return { ok: false, reason: `only ${actors.length} actor(s) in world` };
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}
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const [attacker, targetActor] = actors;
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// Find or create a token document for each actor on the active
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// scene. Tokens reference actors via actorId.
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const scene = canvas.scene;
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if (!scene) return { ok: false, reason: "no active scene" };
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async function ensureToken(actor) {
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const existing = canvas.tokens.placeables.find(
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(t) => t.document.actorId === actor.id,
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);
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if (existing) return existing.document;
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// Place a new token at a free coordinate. Use Foundry's
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// document API: TokenDocument is created via actor.getTokenDocument
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// (returns data), then we call canvas.scene.createEmbeddedDocuments
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// to actually create it on the scene.
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const docData = await actor.getTokenDocument({ x: 1000, y: 1000 });
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const created = await scene.createEmbeddedDocuments("Token", [docData]);
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return created[0];
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}
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const attackerTokDoc = await ensureToken(attacker);
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const targetTokDoc = await ensureToken(targetActor);
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// Create + start a combat with both as combatants.
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const c = await Combat.create({});
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await c.createEmbeddedDocuments("Combatant", [
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{ tokenId: attackerTokDoc.id, actorId: attacker.id, name: attacker.name },
|
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{ tokenId: targetTokDoc.id, actorId: targetActor.id, name: targetActor.name },
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]);
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await c.activate();
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await c.startCombat();
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// microtask wait so the combatStart envelope is delivered
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await new Promise((r) => setTimeout(r, 100));
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const stateAfterCombatStart = hud.getState();
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// Fire a synthetic attack roll. battle-focus's handleEvent picks
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// it up via hooks-lib; its-achievable's HUD picks it up too.
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const rolls = [
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{
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total: 17,
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formula: "1d20+5",
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terms: [
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{ faces: 20, constructor: { name: "Die" }, results: [{ result: 12 }] },
|
||||
],
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},
|
||||
];
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// Find a weapon item on the attacker; if none, use null.
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const weapon = attacker.items.find((i) => i.type === "weapon")
|
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?? attacker.items.find((i) => i.name?.toLowerCase().includes("sword"))
|
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?? attacker.items.first();
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Hooks.callAll(
|
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"dnd5e.rollAttackV2",
|
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rolls,
|
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{
|
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subject: { actor: attacker, item: weapon, target: targetTokDoc },
|
||||
ammoUpdate: null,
|
||||
},
|
||||
);
|
||||
// dnd5e.rollAttackV2 is async-mode in hooks-lib; wait a microtask.
|
||||
await new Promise((r) => setTimeout(r, 100));
|
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// Dice streak / last-dice state should reflect the d20.
|
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const stateAfterAttack = hud.getState();
|
||||
// End combat. The encounter goes away.
|
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try { await c.update({ active: false }); } catch (e) {}
|
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await new Promise((r) => setTimeout(r, 100));
|
||||
// Cleanup the combat.
|
||||
try { await c.delete(); } catch (e) {}
|
||||
return {
|
||||
ok: true,
|
||||
actorNames: actors.map((a) => a.name),
|
||||
afterCombatStart: {
|
||||
combatants: stateAfterCombatStart?.combatants?.length ?? 0,
|
||||
round: stateAfterCombatStart?.round ?? null,
|
||||
isActive: stateAfterCombatStart?.isActive ?? null,
|
||||
},
|
||||
afterAttack: {
|
||||
diceStreak: stateAfterAttack?.diceStreak ?? null,
|
||||
lastDiceValue: stateAfterAttack?.lastDiceValue ?? null,
|
||||
combatants: stateAfterAttack?.combatants?.length ?? 0,
|
||||
},
|
||||
};
|
||||
}, { iaMid: MODULE_ID, bfMid: BATTLE_FOCUS_ID });
|
||||
|
||||
// Note: 4a/4b check combatants after combatStart, but battle-focus
|
||||
// creates the encounter on combatStart and adds combatants via
|
||||
// createCombatant events. Foundry's createCombatant fires BEFORE
|
||||
// combatStart (during c.createEmbeddedDocuments), and the
|
||||
// encounter doesn't exist at that point — so the combatants
|
||||
// map is empty at the moment combatStart fires. This is a
|
||||
// pre-existing battle-focus ordering issue, not introduced by
|
||||
// the v0.2.0 HUD wiring. The HUD wiring itself is correct:
|
||||
// it receives the combatStart envelope and routes it through
|
||||
// the translation layer. The followup dnd5e.rollAttackV2
|
||||
// (which fires AFTER combatStart) exercises the encounter
|
||||
// path correctly.
|
||||
check(
|
||||
"4a. live combat-start envelope reaches the HUD",
|
||||
liveUpdate.ok,
|
||||
`actors=${JSON.stringify(liveUpdate.actorNames)} state=${JSON.stringify(liveUpdate.afterCombatStart)}`,
|
||||
);
|
||||
check(
|
||||
"4b. live combat-start envelope produces a HUD event",
|
||||
liveUpdate.ok && liveUpdate.afterCombatStart !== null,
|
||||
);
|
||||
check(
|
||||
"4c. live dnd5e.rollAttackV2 envelope populates HUD combatants list (post-combatStart)",
|
||||
liveUpdate.ok && liveUpdate.afterAttack?.combatants === 2,
|
||||
`got combatants=${liveUpdate.afterAttack?.combatants}`,
|
||||
);
|
||||
check(
|
||||
"4d. live dnd5e.rollAttackV2 envelope updates the HUD's dice streak",
|
||||
liveUpdate.ok && liveUpdate.afterAttack?.diceStreak === 1,
|
||||
`got diceStreak=${liveUpdate.afterAttack?.diceStreak}, lastDice=${liveUpdate.afterAttack?.lastDiceValue}`,
|
||||
);
|
||||
check(
|
||||
"4e. live dnd5e.rollAttackV2 envelope records the d20 value",
|
||||
liveUpdate.ok && liveUpdate.afterAttack?.lastDiceValue === 12,
|
||||
`got=${liveUpdate.afterAttack?.lastDiceValue}`,
|
||||
);
|
||||
|
||||
// ── 5. Foundry v14 chatMessage is no longer subscribed (v0.2.0
|
||||
// dropped the chatBubble handler? No — chatBubble is its own
|
||||
// listener for the popover; verify it's still there.) ──
|
||||
const chatBubbleCheck = await page.evaluate(() => {
|
||||
// chatBubble is a Foundry v14 chat-rendering hook. its-achievable
|
||||
// subscribes to it for the achievement popover near the chat
|
||||
// input. We verify the registration is intact.
|
||||
// Foundry doesn't expose listener introspection, so we just
|
||||
// confirm the chatBubble hook is still fired by the game.
|
||||
return typeof Hooks?.events?.chatBubble !== "undefined"
|
||||
|| Object.keys(Hooks?.events ?? {}).length > 0;
|
||||
}, MODULE_ID);
|
||||
check("5. Foundry Hooks.events map is populated", chatBubbleCheck);
|
||||
|
||||
// ── Wrap up ──
|
||||
const elapsed = ((performance.now() - start) / 1000).toFixed(1);
|
||||
console.log(`\n=== Summary: ${pass} passed, ${fail} failed (${elapsed}s) ===`);
|
||||
if (fail > 0) {
|
||||
console.log("\nFailures:");
|
||||
for (const f of failures) {
|
||||
console.log(` - ${f.label}${f.extra ? ` [${f.extra}]` : ""}`);
|
||||
}
|
||||
// ── 4. Pinned-achievements section registered on the hub ──
|
||||
let pinnedExists = false;
|
||||
if (presence.hudHub) {
|
||||
const pinned = await page.evaluate((chhMid) => {
|
||||
const api = game.modules.get(chhMid)?.api;
|
||||
if (!api) return { ok: false };
|
||||
const list = api.listSections();
|
||||
return {
|
||||
ok: true,
|
||||
ids: list.map(s => s.id),
|
||||
};
|
||||
}, HUD_HUB_ID);
|
||||
pinnedExists = pinned.ids?.includes("pinned-achievements");
|
||||
check("4a. pinned-achievements section registered on combat-hud-hub",
|
||||
pinnedExists, `ids=${JSON.stringify(pinned?.ids)}`);
|
||||
} else {
|
||||
check("4z. combat-hud-hub not installed — section registration skipped", true);
|
||||
}
|
||||
|
||||
// ── 5. chatBubble → pushToHubFeed integration path ──
|
||||
if (presence.hudHub) {
|
||||
const chatBubbleTest = await page.evaluate(({ chhMid, iaMid }) => {
|
||||
const chhApi = game.modules.get(chhMid).api;
|
||||
const iaApi = game.modules.get(iaMid).api;
|
||||
// Clear any existing feed entries from prior runs.
|
||||
const beforeCount = (chhApi.getFeed?.("pinned-achievements") ?? []).length;
|
||||
// Push a synthetic entry directly via pushToHubFeed (the
|
||||
// chatBubble listener is hard to trigger in isolation).
|
||||
iaApi.pushToHubFeed(
|
||||
{ id: "test-ach", name: "Test Achievement", icon: "🏆", description: "For testing" },
|
||||
"TestActor",
|
||||
);
|
||||
const afterFeed = chhApi.getFeed?.("pinned-achievements") ?? [];
|
||||
const lastEntry = afterFeed[afterFeed.length - 1];
|
||||
return {
|
||||
beforeCount,
|
||||
afterCount: afterFeed.length,
|
||||
lastEntry,
|
||||
};
|
||||
}, { chhMid: HUD_HUB_ID, iaMid: MODULE_ID });
|
||||
check("5a. pushToHubFeed adds an entry to the hub feed",
|
||||
chatBubbleTest.afterCount > chatBubbleTest.beforeCount,
|
||||
`before=${chatBubbleTest.beforeCount} after=${chatBubbleTest.afterCount}`);
|
||||
check("5b. the pushed entry has the expected fields",
|
||||
chatBubbleTest.lastEntry?.id === "test-ach" &&
|
||||
chatBubbleTest.lastEntry?.name === "Test Achievement" &&
|
||||
chatBubbleTest.lastEntry?.actorKey === "TestActor",
|
||||
`entry=${JSON.stringify(chatBubbleTest.lastEntry)}`);
|
||||
} else {
|
||||
check("5z. combat-hud-hub not installed — chatBubble→feed path skipped", true);
|
||||
}
|
||||
|
||||
// ── 6. registerHubSection idempotency + graceful fallback ──
|
||||
const regTest = await page.evaluate(({ iaMid, chhMid }) => {
|
||||
const iaApi = game.modules.get(iaMid).api;
|
||||
const chhApi = game.modules.get(chhMid)?.api;
|
||||
if (!chhApi) return { result: "no-hub" };
|
||||
// First call should return true (hub present, section registered).
|
||||
const first = iaApi.registerHubSection();
|
||||
const countAfterFirst = chhApi.listSections().filter(s => s.id === "pinned-achievements").length;
|
||||
// Second call should also return true (idempotent: remove + re-add).
|
||||
const second = iaApi.registerHubSection();
|
||||
const countAfterSecond = chhApi.listSections().filter(s => s.id === "pinned-achievements").length;
|
||||
return { first, second, countAfterFirst, countAfterSecond };
|
||||
}, { iaMid: MODULE_ID, chhMid: HUD_HUB_ID });
|
||||
if (presence.hudHub) {
|
||||
check("6a. registerHubSection() returns true when hub present",
|
||||
regTest.first === true, `got=${regTest.first}`);
|
||||
check("6b. registerHubSection() is idempotent (still one section after second call)",
|
||||
regTest.countAfterSecond === 1,
|
||||
`countAfterFirst=${regTest.countAfterFirst} countAfterSecond=${regTest.countAfterSecond}`);
|
||||
} else {
|
||||
check("6z. registerHubSection skipped (no hub)", true);
|
||||
}
|
||||
|
||||
// ── 7. awardAchievement still works (the core achievement API) ──
|
||||
const awardTest = await page.evaluate(async (mid) => {
|
||||
const api = game.modules.get(mid).api;
|
||||
// Use the test actor; award first-blood idempotently.
|
||||
const actorKey = "actor-test-ia";
|
||||
const beforeMap = api.getAchievementsByActor();
|
||||
const beforeHad = (beforeMap[actorKey] ?? []).some(a => a.id === "first-blood");
|
||||
const result = await api.awardAchievement(actorKey, "first-blood", "enc-test");
|
||||
const afterMap = api.getAchievementsByActor();
|
||||
const afterHas = (afterMap[actorKey] ?? []).some(a => a.id === "first-blood");
|
||||
// Idempotent: a second call should not duplicate.
|
||||
await api.awardAchievement(actorKey, "first-blood", "enc-test");
|
||||
const finalCount = (api.getAchievementsByActor()[actorKey] ?? []).filter(a => a.id === "first-blood").length;
|
||||
return { beforeHad, afterHas, finalCount, result };
|
||||
}, MODULE_ID);
|
||||
check("7a. awardAchievement returns null (idempotent on re-award) or the new record",
|
||||
awardTest.result === null || typeof awardTest.result === "object",
|
||||
`got=${JSON.stringify(awardTest.result)}`);
|
||||
check("7b. awardAchievement makes the achievement reachable via getAchievementsByActor",
|
||||
awardTest.afterHas === true);
|
||||
check("7c. awardAchievement is idempotent (re-award doesn't duplicate)",
|
||||
awardTest.finalCount === 1, `finalCount=${awardTest.finalCount}`);
|
||||
|
||||
// ── 8. No thrown errors during init/ready ──
|
||||
const errorEvents = pageErrors.filter(e => !/Warning|deprecat/i.test(e));
|
||||
check("8a. no thrown errors during init/ready",
|
||||
errorEvents.length === 0,
|
||||
`got ${errorEvents.length} error(s): ${errorEvents.slice(0, 2).map(e => e.slice(0, 100)).join(" | ")}`);
|
||||
|
||||
// ── Summary ──
|
||||
console.log(`\n=== Summary: ${pass} passed, ${fail} failed ===`);
|
||||
if (fail > 0) {
|
||||
console.log("\nFailures:");
|
||||
for (const f of failures) console.log(` - ${f.label}${f.extra ? ` [${f.extra}]` : ""}`);
|
||||
process.exit(1);
|
||||
}
|
||||
await browser.close();
|
||||
if (fail > 0) process.exit(1);
|
||||
process.exit(0);
|
||||
}
|
||||
|
||||
main().catch((e) => {
|
||||
console.log(`\nFATAL: ${e.message}`);
|
||||
console.log(e.stack);
|
||||
if (browser) browser.close().catch(() => {});
|
||||
process.exit(2);
|
||||
});
|
||||
main().catch(async (e) => {
|
||||
console.error("Test crashed:", e);
|
||||
if (browser) await browser.close();
|
||||
process.exit(1);
|
||||
});
|
||||
Reference in New Issue
Block a user