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Add end-to-end gameplay flow tests for core colony interactions #72

Description

@joryirving

Summary

Add end-to-end gameplay flow tests that exercise real core player interactions instead of relying only on unit-like script checks.

Why

Windowstead now has enough interaction complexity that startup tests are not enough. Core flows like opening the menu, changing dock anchor, placing builds, saving/loading, and letting workers resume should be validated together.

Scope

Build a lightweight E2E harness that can run headlessly in CI and cover a few high-value flows such as:

  • boot the game and open/close the menu
  • switch anchors and verify the app remains usable
  • enter build placement, place a structure, and cancel placement
  • save, reload, and verify the colony resumes in a sane state

Implementation Guidance

  • Work under tests/ and .github/workflows/test.yml
  • Keep the number of E2E flows small and high-value at first; this issue is about establishing the path, not building an exhaustive matrix
  • Prefer deterministic scripted interactions over brittle timing-heavy hacks
  • Use this to cover real user-facing flows that have already regressed in prerelease testing

Acceptance Criteria

  • CI runs at least one real end-to-end gameplay interaction flow
  • The harness can cover menu, anchor, build-placement, and save/load behavior incrementally over time
  • The initial E2E tests focus on high-value user flows rather than exhaustive coverage
  • The project has a clear place to add future end-to-end regression scenarios

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