Add integration tests for App.tsx with accessible HP status labels
3 integration tests render the full <App /> and exercise multi-component flows: add/remove combatant, turn tracking across two combatants, and HP adjustment with unconscious state. Add aria-label to the clickable HP button so tests query accessible names instead of CSS classes. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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apps/web/src/__tests__/app-integration.test.tsx
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163
apps/web/src/__tests__/app-integration.test.tsx
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// @vitest-environment jsdom
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import "@testing-library/jest-dom/vitest";
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import { cleanup, render, screen } from "@testing-library/react";
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import userEvent from "@testing-library/user-event";
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import { afterEach, beforeAll, describe, expect, it, vi } from "vitest";
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import { App } from "../App";
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// Mock persistence — no localStorage interaction
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vi.mock("../persistence/encounter-storage.js", () => ({
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loadEncounter: () => null,
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saveEncounter: () => {},
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}));
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vi.mock("../persistence/player-character-storage.js", () => ({
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loadPlayerCharacters: () => [],
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savePlayerCharacters: () => {},
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}));
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// Mock bestiary — no IndexedDB or JSON index
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vi.mock("../adapters/bestiary-cache.js", () => ({
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loadAllCachedCreatures: () => Promise.resolve(new Map()),
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isSourceCached: () => Promise.resolve(false),
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cacheSource: () => Promise.resolve(),
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getCachedSources: () => Promise.resolve([]),
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clearSource: () => Promise.resolve(),
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clearAll: () => Promise.resolve(),
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}));
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vi.mock("../adapters/bestiary-index-adapter.js", () => ({
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loadBestiaryIndex: () => ({ sources: {}, creatures: [] }),
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getAllSourceCodes: () => [],
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getDefaultFetchUrl: () => "",
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getSourceDisplayName: (code: string) => code,
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}));
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// DOM API stubs — jsdom doesn't implement these
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beforeAll(() => {
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Object.defineProperty(globalThis, "matchMedia", {
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writable: true,
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value: vi.fn().mockImplementation((query: string) => ({
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matches: false,
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media: query,
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onchange: null,
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addListener: vi.fn(),
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removeListener: vi.fn(),
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addEventListener: vi.fn(),
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removeEventListener: vi.fn(),
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dispatchEvent: vi.fn(),
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})),
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});
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Element.prototype.scrollIntoView = vi.fn();
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});
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afterEach(cleanup);
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async function addCombatant(
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user: ReturnType<typeof userEvent.setup>,
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name: string,
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opts?: { maxHp?: string },
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) {
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const inputs = screen.getAllByPlaceholderText("+ Add combatants");
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// biome-ignore lint/style/noNonNullAssertion: getAllBy always returns at least one
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const input = inputs.at(-1)!;
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await user.type(input, name);
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if (opts?.maxHp) {
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const maxHpInput = screen.getByPlaceholderText("MaxHP");
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await user.type(maxHpInput, opts.maxHp);
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}
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const addButton = screen.getByRole("button", { name: "Add" });
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await user.click(addButton);
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}
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describe("App integration", () => {
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it("adds a combatant and removes it, returning to empty state", async () => {
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const user = userEvent.setup();
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render(<App />);
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// Empty state: centered input visible, no TurnNavigation
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expect(screen.getByPlaceholderText("+ Add combatants")).toBeInTheDocument();
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expect(screen.queryByText("R1")).not.toBeInTheDocument();
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// Add a combatant
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await addCombatant(user, "Goblin");
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// Verify combatant appears and TurnNavigation shows
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expect(screen.getByRole("button", { name: "Goblin" })).toBeInTheDocument();
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expect(screen.getByText("R1")).toBeInTheDocument();
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expect(screen.getAllByText("Goblin").length).toBeGreaterThanOrEqual(2);
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// Remove combatant via ConfirmButton (two clicks)
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const removeBtn = screen.getByRole("button", {
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name: "Remove combatant",
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});
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await user.click(removeBtn);
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const confirmBtn = screen.getByRole("button", {
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name: "Confirm remove combatant",
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});
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await user.click(confirmBtn);
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// Back to empty state (R1 badge may linger due to exit animation in jsdom)
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expect(
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screen.queryByRole("button", { name: "Goblin" }),
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).not.toBeInTheDocument();
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expect(screen.getByPlaceholderText("+ Add combatants")).toBeInTheDocument();
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});
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it("advances and retreats turns across two combatants", async () => {
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const user = userEvent.setup();
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render(<App />);
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await addCombatant(user, "Fighter");
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await addCombatant(user, "Wizard");
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// Initial state — R1, Fighter active (Previous turn disabled)
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expect(screen.getByText("R1")).toBeInTheDocument();
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expect(
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screen.getByRole("button", { name: "Previous turn" }),
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).toBeDisabled();
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// Advance turn — Wizard becomes active
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await user.click(screen.getByRole("button", { name: "Next turn" }));
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expect(screen.getByText("R1")).toBeInTheDocument();
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expect(screen.getByRole("button", { name: "Previous turn" })).toBeEnabled();
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// Advance again — wraps to R2, Fighter active
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await user.click(screen.getByRole("button", { name: "Next turn" }));
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expect(screen.getByText("R2")).toBeInTheDocument();
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expect(screen.getByRole("button", { name: "Previous turn" })).toBeEnabled();
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// Retreat — back to R1, Wizard active
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await user.click(screen.getByRole("button", { name: "Previous turn" }));
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expect(screen.getByText("R1")).toBeInTheDocument();
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});
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it("adds a combatant with HP, applies damage, and shows unconscious state", async () => {
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const user = userEvent.setup();
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render(<App />);
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await addCombatant(user, "Ogre", { maxHp: "59" });
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// Verify HP displays — currentHp and maxHp both show "59"
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expect(screen.getByText("/")).toBeInTheDocument();
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const hpButton = screen.getByRole("button", {
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name: "Current HP: 59 (healthy)",
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});
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expect(hpButton).toBeInTheDocument();
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// Click currentHp to open HpAdjustPopover, apply full damage
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await user.click(hpButton);
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const hpInput = screen.getByPlaceholderText("HP");
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expect(hpInput).toBeInTheDocument();
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await user.type(hpInput, "59");
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await user.click(screen.getByRole("button", { name: "Apply damage" }));
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// Verify HP decreased to 0 and unconscious state
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expect(
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screen.getByRole("button", { name: "Current HP: 0 (unconscious)" }),
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).toBeInTheDocument();
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});
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});
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@@ -244,6 +244,7 @@ function ClickableHp({
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<button
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<button
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type="button"
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type="button"
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onClick={() => setPopoverOpen(true)}
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onClick={() => setPopoverOpen(true)}
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aria-label={`Current HP: ${currentHp} (${status})`}
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className={cn(
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className={cn(
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"inline-block h-7 min-w-[3ch] text-center font-medium text-sm tabular-nums leading-7 transition-colors hover:text-hover-neutral",
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"inline-block h-7 min-w-[3ch] text-center font-medium text-sm tabular-nums leading-7 transition-colors hover:text-hover-neutral",
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status === "bloodied" && "text-amber-400",
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status === "bloodied" && "text-amber-400",
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