My Sea iter 4b: MySeaDraw persistence + LOCK HAND POST + DEL guard + Brief banner; rewrite obsolete spread-switch FT; fix bud-panel CI race on gatekeeper FT — Sprint 5 iter 4b of My Sea roadmap — TDD

Iter 4b lands server persistence of the iter-4a client-side hand. New MySeaDraw model (FK user, spread, hand JSONField in draw order, sig snapshot, created_at) w. 1/24h quota window; new endpoints /gameboard/my-sea/lock (POST, 409 on quota-active, 400 on partial hand) + /gameboard/my-sea/delete (POST, idempotent). LOCK HAND now collects the in-progress hand from DOM, POSTs, and on success un-hides a Brief banner inline (no page reload — preserves iter-4a FT picker refs). DEL post-LOCK opens #id_my_sea_del_portal w. uniform 'Are you sure?' copy; CONFIRM POSTs delete + reloads to landing. Brief banner carries the next-free-draw timestamp + a NVM dismiss. Saved-draw render bypasses the sign-gate via _resolve_sig (sig snapshot on the draw is used even if user.significator was cleared later) + bypasses the landing phase (the saved hand IS what the user came to see). Per-position slot rendering extracted to _my_sea_slot.html. DRY follow-up: card_dict() extracted to apps.epic.utils — gameroom sea_deck + my-sea _my_sea_deck_data now share one source of truth (prevents drift like the iter-4a-follow-up Major Arcana fix from recurring).

Pipeline #316 fixes bundled: (a) functional_tests.test_game_my_sea.MySeaCardDrawTest.test_switching_spread_resets_in_progress_hand was obsoleted by the iter-4a follow-up's spread-lock-after-first-draw — the test premise (mid-draw spread switching resets hand) no longer matches behavior (switching is blocked outright). Rewrote as test_first_draw_locks_spread_combobox, which pins .sea-select--locked after first draw + verifies DEL releases it. (b) functional_tests.test_game_room_gatekeeper.GatekeeperTest.test_second_gamer_drops_token_into_open_slot failed in CI on ElementNotInteractableException when clicking #id_bud_panel .btn.btn-confirm — the bud panel's scaleX(0)→scaleX(1) 0.2s CSS transition wasn't settled by click-time, so Selenium read scroll-into-view against a near-zero-width target. Added a wait_for on getBoundingClientRect().width > 100 so the click waits for the animation to finish. Local passes consistently; CI was 1+ frame slower than the implicit 'find element' wait.

Tests: 1085 IT/UT green in 55s; 35 my_sea FTs green in 5m; new ITs in MySeaDrawModelTest (8), MySeaLockHandViewTest (7), MySeaDeleteDrawViewTest (5), MySeaViewWithSavedDrawTest (9); new FTs in MySeaLockHandTest (5).

Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
Disco DeDisco
2026-05-19 23:54:00 -04:00
parent 31ed2bda0e
commit b76d3c5dff
13 changed files with 1147 additions and 145 deletions

View File

@@ -872,31 +872,26 @@ class MySeaCardDrawTest(FunctionalTest):
# ── Test 8 ───────────────────────────────────────────────────────────────
def test_switching_spread_resets_in_progress_hand(self):
"""Picking a different spread on the combobox mid-draw resets
the hand — different spreads use different position subsets +
different hand-sizes, so an in-progress hand can't carry over."""
def test_first_draw_locks_spread_combobox(self):
"""Per the iter-4a follow-up spec lock (2026-05-19): once the
first card lands, the SPREAD combobox carries `.sea-select--
locked` so mid-draw spread switching is prevented (it would
scramble the position→card mapping). DEL releases the lock.
Was previously `test_switching_spread_resets_in_progress_hand`
— that test's premise (mid-draw spread switch resets hand) is
obsolete now that switching is blocked outright."""
picker = self._enter_picker_phase()
self._draw_one(picker, "levity")
self.assertEqual(
len(picker.find_elements(
By.CSS_SELECTOR, ".sea-card-slot.sea-card-slot--filled"
)),
1,
)
combo = picker.find_element(By.CSS_SELECTOR, "[data-combobox]")
combo.click()
picker.find_element(
By.CSS_SELECTOR,
".sea-select-list [role='option'][data-value='mind-body-spirit']",
).click()
self.wait_for(
lambda: self.assertEqual(
len(picker.find_elements(
By.CSS_SELECTOR, ".sea-card-slot.sea-card-slot--filled"
)),
0,
)
lambda: self.assertIn("sea-select--locked", combo.get_attribute("class"))
)
# DEL unlocks (mirrors `_resetHand` calling `_unlockSpread`).
delbtn = picker.find_element(By.CSS_SELECTOR, "#id_sea_del")
delbtn.click()
self.wait_for(
lambda: self.assertNotIn("sea-select--locked", combo.get_attribute("class"))
)
# ── Test 4 ───────────────────────────────────────────────────────────────
@@ -995,3 +990,189 @@ class MySeaCardDrawTest(FunctionalTest):
By.CSS_SELECTOR, "#id_sea_stage .sea-stat-block"
)
self.assertIsNotNone(stat_block)
class MySeaLockHandTest(FunctionalTest):
"""Sprint 5 iter 4b — server persistence + DEL guard.
Iter 4a left the locked hand purely client-side; this iter persists
it via a `MySeaDraw` model so:
- reload restores the locked hand (picker renders w. all positions
already filled + locked)
- a 24-hour free-draw quota applies (user gets 1 draw per 24h
irrespective of spread type)
- the landing phase is bypassed when a saved draw exists
- DEL on a locked hand opens a uniform guard portal (CONFIRM/NVM)
- a Brief banner accompanies the picker post-lock w. the next
free-draw timestamp + NVM to dismiss
Per-modal interactivity (NVM dismiss UX, button-enabled state on
saved-hand init) defers to Jasmine — this FT pins only the
integration paths the server is responsible for.
"""
def setUp(self):
super().setUp()
_seed_earthman_sig_pile()
_seed_gameboard_applets()
self.email = "lock@test.io"
self.gamer = User.objects.create(email=self.email)
self.target_card = _assign_sig(self.gamer)
def _save_draw_for_user(self, hand=None):
"""Persist a MySeaDraw row for self.gamer directly, bypassing the
LOCK HAND UI. Returns the saved draw. Used by tests that pin the
post-lock UX without re-walking the 3-card draw flow each time."""
from apps.gameboard.models import MySeaDraw
if hand is None:
# Pick three cards from the user's deck (excluding sig)
from apps.epic.models import TarotCard
cards = list(TarotCard.objects.exclude(
id=self.target_card.id
)[:3])
hand = [
{"position": "lay", "card_id": cards[0].id, "reversed": False, "polarity": "gravity"},
{"position": "cover", "card_id": cards[1].id, "reversed": True, "polarity": "levity"},
{"position": "crown", "card_id": cards[2].id, "reversed": False, "polarity": "gravity"},
]
return MySeaDraw.objects.create(
user=self.gamer,
spread="situation-action-outcome",
hand=hand,
significator_id=self.target_card.id,
significator_reversed=False,
)
# ── Test 1 ───────────────────────────────────────────────────────────────
def test_saved_draw_bypasses_landing_renders_picker_phase_directly(self):
"""User with a MySeaDraw row lands directly on [data-phase='picker']
— the landing (FREE DRAW + 6-chair hex) is skipped, since the
free quota is already spent and the locked hand is what the user
should see."""
self._save_draw_for_user()
self.create_pre_authenticated_session(self.email)
self.browser.get(self.live_server_url + "/gameboard/my-sea/")
page = self.wait_for(
lambda: self.browser.find_element(
By.CSS_SELECTOR, ".my-sea-page[data-phase='picker']"
)
)
self.assertIsNotNone(page)
# FREE DRAW landing chair-hex should not be visible.
landings = self.browser.find_elements(
By.CSS_SELECTOR, ".my-sea-page[data-phase='landing']"
)
self.assertEqual(landings, [])
# ── Test 2 ───────────────────────────────────────────────────────────────
def test_saved_draw_renders_saved_hand_in_picker_slots(self):
"""The picker phase renders each saved position's slot as
`--filled` + carries the saved card's id in `data-card-id` +
the saved polarity class (`--gravity` / `--levity`)."""
draw = self._save_draw_for_user()
self.create_pre_authenticated_session(self.email)
self.browser.get(self.live_server_url + "/gameboard/my-sea/")
self.wait_for(
lambda: self.browser.find_element(
By.CSS_SELECTOR, ".my-sea-page[data-phase='picker']"
)
)
for entry in draw.hand:
slot = self.browser.find_element(
By.CSS_SELECTOR,
f".sea-pos-{entry['position']} .sea-card-slot.sea-card-slot--filled",
)
self.assertEqual(
slot.get_attribute("data-card-id"), str(entry["card_id"]),
f"slot for position {entry['position']} should carry the saved card id",
)
self.assertIn(
f"sea-card-slot--{entry['polarity']}",
slot.get_attribute("class"),
)
# ── Test 3 ───────────────────────────────────────────────────────────────
def test_saved_draw_renders_brief_banner_with_next_free_draw_timestamp(self):
"""Post-lock UX: a Look!-formatted Brief banner above the picker
informs the user when the next free draw is available + offers a
NVM button to dismiss. Mirrors the Brief banner shape from the
Baltimorean Note unlock + the my-sign default-deck warning."""
self._save_draw_for_user()
self.create_pre_authenticated_session(self.email)
self.browser.get(self.live_server_url + "/gameboard/my-sea/")
brief = self.wait_for(
lambda: self.browser.find_element(
By.CSS_SELECTOR, ".my-sea-brief"
)
)
text = brief.text
self.assertIn("Look!", text)
self.assertIn("free draw", text.lower())
# The timestamp is rendered inside a dedicated child so the JS
# NVM-dismiss handler can find + style it independently of the
# surrounding copy.
ts = brief.find_element(By.CSS_SELECTOR, ".my-sea-brief__timestamp")
self.assertTrue(ts.text.strip(), "brief should render a non-empty next-free-draw timestamp")
# NVM button is present (Jasmine pins the dismiss-on-click).
brief.find_element(By.CSS_SELECTOR, ".my-sea-brief__nvm")
# ── Test 4 ───────────────────────────────────────────────────────────────
def test_del_click_opens_guard_portal_with_uniform_confirm_copy(self):
"""DEL on a locked hand opens `#id_my_sea_del_portal` — uniform
'Are you sure?' copy (no conditional quota wording; the Brief
banner carries that info separately) w. CONFIRM + NVM buttons."""
self._save_draw_for_user()
self.create_pre_authenticated_session(self.email)
self.browser.get(self.live_server_url + "/gameboard/my-sea/")
picker = self.wait_for(
lambda: self.browser.find_element(
By.CSS_SELECTOR, ".my-sea-page[data-phase='picker']"
)
)
delbtn = picker.find_element(By.CSS_SELECTOR, "#id_sea_del")
delbtn.click()
portal = self.wait_for(
lambda: self.browser.find_element(
By.CSS_SELECTOR, "#id_my_sea_del_portal"
)
)
self.wait_for(lambda: self.assertTrue(portal.is_displayed()))
text = portal.text.lower()
self.assertIn("sure", text)
portal.find_element(By.CSS_SELECTOR, ".my-sea-del-portal__confirm")
portal.find_element(By.CSS_SELECTOR, ".my-sea-del-portal__nvm")
# ── Test 5 ───────────────────────────────────────────────────────────────
def test_del_confirm_clears_saved_draw_and_returns_to_landing(self):
"""Clicking the portal's CONFIRM POSTs to the delete endpoint
→ server wipes the MySeaDraw row → reload lands on the FREE DRAW
landing again (no saved hand, no Brief banner, FREE DRAW btn
present)."""
from apps.gameboard.models import MySeaDraw
self._save_draw_for_user()
self.assertEqual(MySeaDraw.objects.filter(user=self.gamer).count(), 1)
self.create_pre_authenticated_session(self.email)
self.browser.get(self.live_server_url + "/gameboard/my-sea/")
picker = self.wait_for(
lambda: self.browser.find_element(
By.CSS_SELECTOR, ".my-sea-page[data-phase='picker']"
)
)
picker.find_element(By.CSS_SELECTOR, "#id_sea_del").click()
confirm = self.wait_for(
lambda: self.browser.find_element(
By.CSS_SELECTOR, ".my-sea-del-portal__confirm"
)
)
confirm.click()
self.wait_for(
lambda: self.browser.find_element(
By.CSS_SELECTOR, ".my-sea-page[data-phase='landing']"
)
)
self.assertEqual(MySeaDraw.objects.filter(user=self.gamer).count(), 0)