Phase 1: player character depth
- Inventory + currency + encumbrance vs carrying capacity - Class resources with correct short/long/daily rest recovery (applyRest) - Spellcasting: slots (+pact), known/prepared spells, derived DC + attack - Defenses: 5e death saves/inspiration/exhaustion, pf2e dying/wounded/hero points - Derived weapon attacks + passive perception via extended RulesSystem - Dexie v2 migration backfills new fields; debounced save flushes on pagehide - 9 new unit tests, new character-depth e2e; all green Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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import { test, expect } from '@playwright/test';
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test.beforeEach(async ({ page }) => {
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await page.goto('/');
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await page.evaluate(async () => {
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indexedDB.deleteDatabase('ttrpg-manager');
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localStorage.clear();
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});
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await page.reload();
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});
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test('character depth: inventory, spellcasting, attacks, resources + rest', async ({ page }) => {
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// Campaign + character
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await page.getByRole('button', { name: '+ New campaign' }).first().click();
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await page.locator('input[data-autofocus]').fill('Phandelver');
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await page.getByRole('button', { name: 'Create' }).click();
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await page.getByRole('link', { name: 'Characters' }).click();
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await page.getByRole('button', { name: '+ New character' }).first().click();
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await page.locator('input[data-autofocus]').fill('Gandalf');
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await page.getByRole('button', { name: 'Create' }).click();
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await page.getByRole('link', { name: /Gandalf/ }).click();
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// Set INT high so spell DC is computable
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await page.getByLabel('INT score').fill('18');
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// Inventory — add an item via Enter
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await page.getByPlaceholder('Longsword', { exact: true }).fill('Staff of Power');
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await page.getByPlaceholder('Longsword', { exact: true }).press('Enter');
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await expect(page.locator('input[aria-label="Item name"]')).toHaveValue('Staff of Power');
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// Spellcasting — choose ability, expect a derived DC to appear
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await page.getByLabel('Casting ability').selectOption('int');
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await expect(page.getByText('Spell DC')).toBeVisible();
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// Attacks — add one, expect a computed to-hit
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await page.getByPlaceholder('Longsword, Shortbow…').fill('Quarterstaff');
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await page.getByPlaceholder('Longsword, Shortbow…').press('Enter');
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await expect(page.getByText('to hit')).toBeVisible();
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// Resources — add one, spend it, long rest restores it
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await page.getByPlaceholder('Ki Points, Rage, Focus…').fill('Sorcery Points');
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await page.getByPlaceholder('Ki Points, Rage, Focus…').press('Enter');
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// Only one resource exists, so the controls are unambiguous.
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await page.getByRole('button', { name: 'Spend' }).click();
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await expect(page.getByText('0/1')).toBeVisible();
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await page.getByRole('button', { name: 'Long Rest' }).click();
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await expect(page.getByText('1/1')).toBeVisible();
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// Reload — persistence survived (autosave). Wait for the debounce + beforeunload flush.
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await page.waitForTimeout(500);
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await page.reload();
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await expect(page.locator('input[aria-label="Item name"]')).toHaveValue('Staff of Power');
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});
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