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
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:
Implementation Guidance
tests/and.github/workflows/test.ymlAcceptance Criteria