strat-gameplay-webapp/frontend-sba/tests/unit/components/Decisions/DefensiveSetup.spec.ts
Cal Corum 187bd1ccae CLAUDE: Fix offensive action conditional rendering, remove emojis, always show hold pills
- OffensiveApproach: read game state from store (fix same prop-passing bug as DefensiveSetup),
  remove steal option (check_jump encompasses it), hide unavailable actions instead of disabling,
  fix conditions (sac/squeeze: <2 outs + runners, hit-and-run: R1/R3 not R2-only)
- Remove all emoji icons from decision components (OffensiveApproach, DefensiveSetup, DecisionPanel)
- RunnerCard: always show hold/not-held pills on occupied bases (status indicator in all phases)
- DecisionPanel: remove dead hasRunnersOnBase computed and prop pass-through
- Rewrite OffensiveApproach tests (32 new tests with Pinia store integration)

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-02-12 15:47:33 -06:00

383 lines
15 KiB
TypeScript

import { describe, it, expect, beforeEach } from "vitest";
import { mount } from "@vue/test-utils";
import { createPinia, setActivePinia } from "pinia";
import DefensiveSetup from "~/components/Decisions/DefensiveSetup.vue";
import { useDefensiveSetup } from "~/composables/useDefensiveSetup";
import { useGameStore } from "~/store/game";
import type { DefensiveDecision, GameState } from "~/types/game";
/**
* Creates a minimal GameState for testing, with sensible defaults.
* Only override the fields you care about per test.
*/
function makeGameState(overrides: Partial<GameState> = {}): GameState {
return {
game_id: "test-game-123",
league_id: "sba",
home_team_id: 1,
away_team_id: 2,
home_team_is_ai: false,
away_team_is_ai: false,
creator_discord_id: null,
auto_mode: false,
status: "active",
inning: 5,
half: "top",
outs: 0,
balls: 0,
strikes: 0,
home_score: 3,
away_score: 2,
on_first: null,
on_second: null,
on_third: null,
current_batter: { lineup_id: 10, card_id: 100, position: "LF", batting_order: 1, is_active: true },
current_pitcher: { lineup_id: 20, card_id: 200, position: "P", batting_order: null, is_active: true },
current_catcher: null,
current_on_base_code: 0,
away_team_batter_idx: 0,
home_team_batter_idx: 0,
pending_decision: null,
decision_phase: "awaiting_defensive",
decisions_this_play: {},
pending_defensive_decision: null,
pending_offensive_decision: null,
pending_manual_roll: null,
pending_x_check: null,
pending_uncapped_hit: null,
play_count: 0,
last_play_result: null,
created_at: "2025-01-01T00:00:00Z",
started_at: "2025-01-01T00:00:00Z",
completed_at: null,
...overrides,
} as GameState;
}
/** Helper to create a mock runner LineupPlayerState */
function makeRunner(lineupId: number, position: string = "LF") {
return { lineup_id: lineupId, card_id: lineupId * 10, position, batting_order: 1, is_active: true };
}
describe("DefensiveSetup", () => {
let pinia: ReturnType<typeof createPinia>;
const defaultProps = {
gameId: "test-game-123",
isActive: true,
};
beforeEach(() => {
pinia = createPinia();
setActivePinia(pinia);
// Reset the singleton composable state before each test
const { reset } = useDefensiveSetup();
reset();
});
/**
* Helper: mount with game state injected into the store.
* Sets up Pinia and populates gameStore.gameState before mounting.
*/
function mountWithGameState(gameStateOverrides: Partial<GameState> = {}, propsOverrides: Record<string, any> = {}) {
const gameStore = useGameStore();
gameStore.setGameState(makeGameState(gameStateOverrides));
return mount(DefensiveSetup, {
props: { ...defaultProps, ...propsOverrides },
global: { plugins: [pinia] },
});
}
describe("Rendering", () => {
it("renders component with compact header", () => {
/**
* The compact layout uses "Defense" title (not the old "Defensive Setup").
* No emojis in the header.
*/
const wrapper = mountWithGameState();
expect(wrapper.text()).toContain("Defense");
});
it("renders prominent full-width confirm button", () => {
/**
* The confirm button should be a large, full-width green button
* matching the Roll Dice button style.
*/
const wrapper = mountWithGameState();
expect(wrapper.text()).toContain("Confirm Defense");
});
it("does not render old preview box or ButtonGroup", () => {
/**
* The compact layout removes the "Current Setup" preview box
* and replaces ButtonGroup with inline segmented buttons.
*/
const wrapper = mountWithGameState();
expect(wrapper.text()).not.toContain("Current Setup");
expect(wrapper.text()).not.toContain("Infield Depth");
expect(wrapper.text()).not.toContain("Outfield Depth");
expect(wrapper.findAllComponents({ name: "ButtonGroup" })).toHaveLength(0);
});
it("always shows infield row with Normal option", () => {
/**
* Infield segmented control always renders with at least "Normal".
*/
const wrapper = mountWithGameState();
expect(wrapper.text()).toContain("Infield");
expect(wrapper.text()).toContain("Normal");
});
});
describe("Infield Options (runner on 3rd)", () => {
it("shows only Normal when no runner on 3rd", () => {
/**
* When there's no runner on 3rd base, infield should only show "Normal".
* IF In and Corners should NOT appear.
*/
const wrapper = mountWithGameState({ on_third: null });
expect(wrapper.text()).toContain("Normal");
expect(wrapper.text()).not.toContain("IF In");
expect(wrapper.text()).not.toContain("Corners");
});
it("shows all three infield options when runner on 3rd", () => {
/**
* When there IS a runner on 3rd, infield should show Normal, IF In, and Corners.
* This is driven by game state from the store (not a prop).
*/
const wrapper = mountWithGameState({ on_third: makeRunner(30) });
expect(wrapper.text()).toContain("Normal");
expect(wrapper.text()).toContain("IF In");
expect(wrapper.text()).toContain("Corners");
});
it("can select infield_in when runner on 3rd", async () => {
/**
* Clicking the IF In button should update the composable's infieldDepth value.
*/
const wrapper = mountWithGameState({ on_third: makeRunner(30) });
const buttons = wrapper.findAll('button[type="button"]');
const ifInBtn = buttons.find(b => b.text() === "IF In");
expect(ifInBtn).toBeTruthy();
await ifInBtn!.trigger("click");
const { infieldDepth } = useDefensiveSetup();
expect(infieldDepth.value).toBe("infield_in");
});
});
describe("Outfield Row (walk-off scenario)", () => {
it("hides outfield row in normal game situations", () => {
/**
* Outfield row should be hidden when it's NOT a walk-off scenario.
* A normal mid-game state should not show "Outfield" or "Shallow".
*/
const wrapper = mountWithGameState({
inning: 5,
half: "top",
on_first: makeRunner(10),
});
expect(wrapper.text()).not.toContain("Outfield");
expect(wrapper.text()).not.toContain("Shallow");
});
it("shows outfield row in walk-off scenario", () => {
/**
* Walk-off scenario: bottom of 9th+, home team losing/tied, runners on base.
* This should show the outfield row with Normal and Shallow options.
*/
const wrapper = mountWithGameState({
inning: 9,
half: "bottom",
home_score: 3,
away_score: 4,
on_third: makeRunner(30),
});
expect(wrapper.text()).toContain("Outfield");
expect(wrapper.text()).toContain("Normal");
expect(wrapper.text()).toContain("Shallow");
});
it("hides outfield row when home is winning in bottom of 9th", () => {
/**
* If home team is already ahead, it's not a walk-off scenario.
*/
const wrapper = mountWithGameState({
inning: 9,
half: "bottom",
home_score: 5,
away_score: 3,
on_first: makeRunner(10),
});
expect(wrapper.text()).not.toContain("Outfield");
expect(wrapper.text()).not.toContain("Shallow");
});
});
describe("Hold Runner Toggles", () => {
it("shows hold pills only for occupied bases", () => {
/**
* Hold toggle pills should only appear for bases that have runners.
* Empty bases should not show a pill at all (not disabled, just absent).
*/
const wrapper = mountWithGameState({
on_first: makeRunner(10),
on_third: makeRunner(30),
});
expect(wrapper.text()).toContain("Hold");
expect(wrapper.text()).toContain("1B");
expect(wrapper.text()).toContain("3B");
expect(wrapper.text()).not.toContain("2B");
});
it("hides hold row when bases are empty", () => {
/**
* When no runners on base, the hold row shouldn't render at all.
*/
const wrapper = mountWithGameState({
on_first: null,
on_second: null,
on_third: null,
});
expect(wrapper.text()).not.toContain("Hold");
expect(wrapper.text()).not.toContain("1B");
expect(wrapper.text()).not.toContain("2B");
expect(wrapper.text()).not.toContain("3B");
});
it("shows all three hold pills when bases loaded", () => {
const wrapper = mountWithGameState({
on_first: makeRunner(10),
on_second: makeRunner(20),
on_third: makeRunner(30),
});
expect(wrapper.text()).toContain("1B");
expect(wrapper.text()).toContain("2B");
expect(wrapper.text()).toContain("3B");
});
it("toggles hold state when pill is clicked", async () => {
/**
* Clicking a hold pill should toggle that base's hold state
* in the shared useDefensiveSetup composable.
*/
const wrapper = mountWithGameState({ on_first: makeRunner(10) });
const holdBtn = wrapper.findAll('button[type="button"]').find(b => b.text() === "1B");
expect(holdBtn).toBeTruthy();
await holdBtn!.trigger("click");
const { isHeld } = useDefensiveSetup();
expect(isHeld(1)).toBe(true);
// Click again to toggle off
await holdBtn!.trigger("click");
expect(isHeld(1)).toBe(false);
});
});
describe("Form Submission", () => {
it("emits submit event with composable state", async () => {
/**
* On submit, the component should call getDecision() from the composable
* and emit the full DefensiveDecision.
*/
const { syncFromDecision } = useDefensiveSetup();
syncFromDecision({
infield_depth: "normal",
outfield_depth: "normal",
hold_runners: [2],
});
const wrapper = mountWithGameState();
await wrapper.find("form").trigger("submit.prevent");
expect(wrapper.emitted("submit")).toBeTruthy();
const emitted = wrapper.emitted("submit")![0][0] as DefensiveDecision;
expect(emitted.infield_depth).toBe("normal");
expect(emitted.outfield_depth).toBe("normal");
expect(emitted.hold_runners).toEqual([2]);
});
it("does not submit when not active", async () => {
const wrapper = mountWithGameState({}, { isActive: false });
await wrapper.find("form").trigger("submit.prevent");
expect(wrapper.emitted("submit")).toBeFalsy();
});
it("allows submit with default setup", async () => {
/**
* Submitting with defaults should emit a valid DefensiveDecision
* with normal depth and no held runners.
*/
const wrapper = mountWithGameState();
await wrapper.find("form").trigger("submit.prevent");
expect(wrapper.emitted("submit")).toBeTruthy();
const emitted = wrapper.emitted("submit")![0][0] as DefensiveDecision;
expect(emitted.infield_depth).toBe("normal");
expect(emitted.outfield_depth).toBe("normal");
expect(emitted.hold_runners).toEqual([]);
});
});
describe("Prop Updates", () => {
it("syncs composable state when currentSetup prop changes", async () => {
/**
* When the parent updates the currentSetup prop (e.g. from server state),
* the composable should be synced to match.
*/
const wrapper = mountWithGameState();
const newSetup: DefensiveDecision = {
infield_depth: "infield_in",
outfield_depth: "normal",
hold_runners: [1, 2, 3],
};
await wrapper.setProps({ currentSetup: newSetup });
const { infieldDepth, outfieldDepth, holdRunnersArray } = useDefensiveSetup();
expect(infieldDepth.value).toBe("infield_in");
expect(outfieldDepth.value).toBe("normal");
expect(holdRunnersArray.value).toEqual([1, 2, 3]);
});
});
describe("Disabled State", () => {
it("disables all interactive buttons when not active", () => {
/**
* When isActive is false, all segmented control buttons and hold pills
* should be disabled.
*/
const wrapper = mountWithGameState(
{ on_first: makeRunner(10) },
{ isActive: false },
);
const buttons = wrapper.findAll('button[type="button"]');
buttons.forEach((btn) => {
expect(btn.attributes("disabled")).toBeDefined();
});
});
});
describe("Game State from Store (bug fix verification)", () => {
it("reads game state from store, not from props", () => {
/**
* The old DefensiveSetup used a gameState prop that was never passed by
* DecisionPanel, so conditional options (infield_in, corners_in, shallow)
* never appeared. The new version reads from useGameStore() directly.
*
* This test verifies the fix by setting store state with runner on 3rd
* WITHOUT passing any gameState prop, and expecting infield options to appear.
*/
const wrapper = mountWithGameState({ on_third: makeRunner(30) });
// No gameState prop passed — component reads from store
expect(wrapper.text()).toContain("IF In");
expect(wrapper.text()).toContain("Corners");
});
});
});