// Real-server browser E2E of 0.2.0 补位 end to end (the approved plan, owner's decision 2026-10-05): the 干员持有 tab of // the 干员调配 overlay marks 银灰 as not owned (real clicks; persisted in localStorage; room.ownership → session → seat → // the next match's m.private.standIns); in the match the shop card keeps 银灰 (name, price) with 「替补:Sharp」; bought, // the hand piece carries the tag; deployed, the board model is Sharp's; the detail card shows Sharp's skill under // 银灰's name; and in the browser's own battle (client-side combat) the unit is the stand-in — the b.start spec marks it // `standIn: true`, the local sim fields char_609_acguad with its kit, and the battle view draws Sharp's Spine model. // // SP_E2E=1 node --test test/ui/standin.e2e.test.js // // The server is test/e2e/fastServer.mjs with its starter-kit hooks (no starter operators, 银灰 in the first shop slot, // 20 funds); everything else is the real match engine and the real UI driven by real mouse input. // Screenshots: test/e2e/out/standin-*.png. import { test, describe } from 'node:test'; import assert from 'node:assert/strict'; import { existsSync } from 'node:fs'; import path from 'node:path'; import { Client, ROOT, sleep, hasChrome, startRealServer, problemsOf } from '../e2e/client.mjs'; const ENABLED = process.env.SP_E2E === '1' && hasChrome() && existsSync(path.join(ROOT, 'public/assets')); const SILVER = 'chess_char_4_22_a'; // 银灰 (NORMAL) → Sharp (char_609_acguad), S2 亮剑 const SHARP = 'char_609_acguad'; describe('0.2.0 补位 — a not-owned operator fights as its stand-in (real server)', { skip: !ENABLED && 'set SP_E2E=1 (Chrome + public/assets)' }, () => { test('干员持有: drop 银灰 → buy it (badge) → deploy (Sharp model, Sharp card) → the local battle fields Sharp', { timeout: 6 * 60 * 1000 }, async () => { const srv = await startRealServer({ fast: { timerScale: 0.5, combatSpeed: 2, startRound: 1, kit: 0, shop: [SILVER] } }); const P = (await import('puppeteer-core')).default; const c = new Client(P, srv.base, 'standin', { prefix: 'standin' }); try { await c.open(); await c.enter('替补'); // 1) 干员调配 → 干员持有: mark 银灰 未持有 (real clicks), synced with the server, persisted in the browser await c.click('.lobby-screen [data-testid="loadout-open"]'); await c.page.waitForSelector('.lo .lo-tab[data-tab="ownership"]', { visible: true, timeout: 15000 }); await c.click('.lo .lo-tab[data-tab="ownership"]'); await c.page.waitForSelector(`.own-card[data-chess="${SILVER}"]`, { visible: true, timeout: 15000 }); const cards = await c.page.evaluate(() => [...document.querySelectorAll('.own-card')].length); assert.equal(cards, 53, 'the 53 NORMAL chess of the shop'); await c.click(`.own-card[data-chess="${SILVER}"]`); await c.page.waitForFunction((id) => document.querySelector(`.own-card[data-chess="${id}"]`)?.getAttribute('aria-checked') === 'false', { timeout: 3000 }, SILVER); await c.page.waitForFunction(() => /已同步/.test(document.querySelector('[data-testid="ownership-sync"]')?.textContent || ''), { timeout: 8000 }); const card = await c.page.evaluate((id) => document.querySelector(`.own-card[data-chess="${id}"]`)?.textContent || '', SILVER); assert.ok(card.includes('银灰') && card.includes('Sharp') && card.includes('未持有'), card); const stored = await c.page.evaluate(() => JSON.parse(localStorage.getItem('sp.pref.ownership') || 'null')); assert.deepEqual(stored, { v: 1, notOwned: [SILVER] }); await c.shot('ownership'); await c.page.keyboard.press('Escape'); await c.page.waitForFunction(() => !document.querySelector('.lo'), { timeout: 3000 }); // 2) a solo 标准 match: the briefing's m.private carries the list await c.click('.mode-card', '独立模拟'); await c.click('.diff-card', '标准模拟'); await c.click('.create-box button', '开始独立模拟'); await c.waitFor((s) => !!s.room, 'solo room'); if (!(await c.st()).phase) await c.click('.room-bar__right button', '开始模拟', { timeout: 20000 }); await c.waitFor((s) => s.phase === 'INFO_CHECK', 'briefing', 30000); const standIns = await c.page.evaluate(() => globalThis.__SP__.store.get().match.private?.standIns ?? null); assert.deepEqual(standIns, [SILVER], 'the match received the not-owned list'); await c.click('.brief__foot .btn--primary', '准备就绪'); await c.waitFor((s) => s.phase === 'BAND_DRAFT', 'band draft', 30000); await c.click('.dband', null, { nth: 1 }); await c.click('.draft-detail__btns .btn--primary', '确认选择'); await c.waitFor((s) => s.phase === 'PREP' && !s.ready && s.funds >= 3, 'prep with funds', 60000); await sleep(1800); // camera flight // 3) the shop card: 银灰 with 「替补:Sharp」; two taps buy it await c.page.waitForSelector('.scard .scard__standin', { visible: true, timeout: 10000 }); const shopCard = await c.page.evaluate(() => { const el = document.querySelector('.scard .scard__standin')?.closest('.scard'); return el ? { name: el.querySelector('.scard__name')?.textContent, badge: el.querySelector('.scard__standin')?.textContent, standIn: el.querySelector('.scard__standin')?.dataset.standin } : null; }); assert.deepEqual(shopCard, { name: '银灰', badge: '替补:Sharp', standIn: SHARP }); await c.shot('shop'); await c.click('.scard', '银灰'); await sleep(300); await c.click('.scard', '银灰'); await c.waitFor((s) => s.hand > 0, 'bought', 8000); await sleep(900); const [piece] = (await c.handPieces('chess')).filter((p) => p.id === SILVER); assert.ok(piece, '银灰 is in the hand'); // the hand piece keeps 银灰's model, tagged 「替补:Sharp」 await c.page.waitForFunction((uid) => document.querySelector(`.sitag[data-uid="${uid}"]`)?.textContent === '替补:Sharp', { timeout: 5000 }, piece.uid); const handModel = await c.page.evaluate((uid) => globalThis.__SP_VIEW__?.raw?.debug?.views?.get(`p:${uid}`)?.info?.spine ?? null, piece.uid); assert.notEqual(handModel, SHARP, 'the hand shows the original operator'); await c.shot('hand'); // 4) deploy it (drag → direction wheel): the board model becomes Sharp's; the card shows Sharp's body const tile = await c.freeTileFor(piece.uid); assert.ok(tile, 'a legal tile'); await c.drag(await c.piecePoint(piece.uid), await c.tilePoint(tile.row, tile.col)); await c.page.waitForSelector('.fwheel__dia', { timeout: 4000 }); await c.swipe('RIGHT'); await c.waitFor((s) => s.board > 0, 'placed', 8000); await c.page.waitForFunction((uid, sharp) => { const v = globalThis.__SP_VIEW__?.raw?.debug?.views?.get(`p:${uid}`); return v && v.info?.spine === sharp && v.info?.standInFor; }, { timeout: 8000 }, piece.uid, SHARP); await sleep(600); let detail = null; for (const at of [0.72, 0.4, 0.88]) { const p = await c.piecePoint(piece.uid, at); if (!p) continue; await c.page.mouse.click(p.x, p.y, { button: 'right' }); detail = await c.page.waitForSelector('.dpanel .dtag-standin', { timeout: 2500 }).then(() => c.page.evaluate(() => ({ tag: document.querySelector('.dpanel .dtag-standin')?.textContent || '', name: document.querySelector('.dpanel .dhead__name')?.textContent || '', skill: document.querySelector('.dpanel .dskill')?.dataset.skill || '', })), () => null); if (detail) break; } assert.ok(detail, 'the detail card opens for the deployed piece'); assert.deepEqual(detail, { tag: '替补:Sharp', name: '银灰', skill: 'skchr_acguad_2' }); await c.shot('board'); await c.page.keyboard.press('Escape'); // 5) ready → the local battle fields Sharp (spec standIn: true; the sim's def; the view's Spine model) await c.click('.readybtn'); await c.waitFor((s) => s.phase === 'COMBAT', 'combat', 60000); const got = await c.page.waitForFunction((uid, sharp) => { const r = globalThis.__SP_RUNNER__; const e = r && [...r._entries.values()].find((x) => x.own && x.battle); if (!e) return false; const u = e.battle.allyUnits.find((x) => x.uid === uid); if (!u) return false; const views = globalThis.__SP_VIEW__?.raw?.debug?.views; const v = views ? [...views.values()].find((x) => x.info?.uid === uid && !String(x.id).startsWith('p:')) : null; if (!v || !v.spineReady) return false; const entry = (e.spec.players || []).flatMap((p) => p.units || []).find((x) => x.uid === uid) || null; return { authoritative: e.authoritative, spec: entry && { chessId: entry.chessId, standIn: entry.standIn ?? null, skillIndex: entry.skillIndex ?? null }, charId: u.def?.charId, standInFor: u.def?.standInFor, skill: u.skill?.id ?? null, bonds: u.def?.bonds, viewSpine: v.info.spine, viewStandInFor: v.info.standInFor ?? null, model: String(v._actorEntry?.skel || ''), }; }, { timeout: 30000, polling: 150 }, piece.uid, SHARP).then((h) => h.jsonValue()); assert.equal(got.authoritative, true, 'the own normal battle is simulated by this browser'); assert.deepEqual(got.spec, { chessId: SILVER, standIn: true, skillIndex: null }, 'b.start spec marks the stand-in'); assert.equal(got.charId, SHARP, 'the local sim fields Sharp'); assert.equal(got.skill, 'skchr_acguad_2', 'with the chess\'s backup skill (S2 亮剑)'); assert.equal(got.viewSpine, SHARP); assert.ok(got.viewStandInFor, 'the view knows it is a stand-in'); assert.match(got.model, /char_609_acguad/, 'the battle view draws Sharp\'s Spine model'); await sleep(800); await c.shot('combat'); // the battle ends and the round settles normally (the result upload is accepted) await c.waitFor((s) => (s.phase === 'PREP' && s.round >= 2) || !!s.result, 'next prep', 180000); assert.deepEqual(problemsOf([c]), []); } finally { if (c.problems.length) console.log(c.problems.slice(0, 20).join('\n')); await c.close(); await srv.stop(); } }); });