feat(game): 添加成都麻将打牌功能和E2E测试

- 添加discardPending状态控制丢弃牌操作
- 实现canDiscardTiles计算属性判断是否可以丢弃牌
- 新增handleRoomStateResponse函数处理房间状态响应
- 实现discardTile函数发送丢弃牌消息
- 在游戏页面添加手牌操作栏显示可丢弃的牌
- 为定缺按钮和准备按钮添加data-testid标识
- 在大厅页面为房间操作元素添加data-testid标识
- 添加手牌操作相关的CSS样式
- 配置Playwright E2E测试框架
- 创建房间流程到打牌的完整E2E测试用例
This commit is contained in:
2026-03-29 16:47:56 +08:00
parent 4f7a54cf08
commit 5c9c2a180d
6 changed files with 681 additions and 6 deletions

20
playwright.config.ts Normal file
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@@ -0,0 +1,20 @@
import { defineConfig } from 'playwright/test'
export default defineConfig({
testDir: './tests/e2e',
timeout: 60_000,
expect: {
timeout: 10_000,
},
use: {
baseURL: 'http://127.0.0.1:4173',
headless: true,
trace: 'on-first-retry',
},
webServer: {
command: 'pnpm dev --host 127.0.0.1 --port 4173',
url: 'http://127.0.0.1:4173',
reuseExistingServer: true,
timeout: 120_000,
},
})

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@@ -917,6 +917,43 @@
margin-bottom: 10px;
}
.hand-action-bar {
display: flex;
flex-wrap: wrap;
gap: 8px;
justify-content: center;
max-width: min(760px, calc(100vw - 120px));
margin: 0 auto;
padding: 10px 14px;
border-radius: 18px;
background: rgba(14, 25, 22, 0.72);
box-shadow: 0 10px 24px rgba(0, 0, 0, 0.24);
}
.hand-action-tile {
min-width: 58px;
padding: 10px 12px;
border: 1px solid rgba(255, 255, 255, 0.18);
border-radius: 12px;
background: linear-gradient(180deg, rgba(244, 228, 194, 0.98), rgba(214, 190, 145, 0.96));
color: #2e1e14;
font-size: 15px;
font-weight: 800;
letter-spacing: 0.04em;
box-shadow:
inset 0 1px 0 rgba(255, 255, 255, 0.4),
0 6px 14px rgba(0, 0, 0, 0.18);
transition: transform 120ms ease-out, box-shadow 120ms ease-out, opacity 120ms ease-out;
}
.hand-action-tile:active:not(:disabled) {
transform: translateY(1px);
}
.hand-action-tile:disabled {
opacity: 0.55;
}
.ding-que-bar {
position: absolute;
right: 150px;

View File

@@ -78,6 +78,7 @@ const leaveRoomPending = ref(false)
const readyTogglePending = ref(false)
const startGamePending = ref(false)
const dingQuePending = ref(false)
const discardPending = ref(false)
let clockTimer: number | null = null
let unsubscribe: (() => void) | null = null
let needsInitialRoomInfo = false
@@ -356,6 +357,23 @@ const showDingQueChooser = computed(() => {
return player.handTiles.length > 0 && !player.missingSuit
})
const canDiscardTiles = computed(() => {
const player = myPlayer.value
if (!player || !gameStore.roomId) {
return false
}
if (gameStore.phase !== 'playing') {
return false
}
if (!player.missingSuit || player.handTiles.length === 0) {
return false
}
return player.seatIndex === gameStore.currentTurn
})
function applyPlayerReadyState(playerId: string, ready: boolean): void {
const player = gameStore.players[playerId]
if (player) {
@@ -591,6 +609,174 @@ function requestRoomInfo(): void {
})
}
function handleRoomStateResponse(message: unknown): void {
const source = asRecord(message)
if (!source || typeof source.type !== 'string') {
return
}
if (normalizeWsType(source.type) !== 'ROOM_STATE') {
return
}
const payload = asRecord(source.payload)
if (!payload) {
return
}
const roomId =
readString(payload, 'room_id', 'roomId') ||
readString(source, 'roomId') ||
gameStore.roomId
if (!roomId) {
return
}
if (gameStore.roomId && roomId !== gameStore.roomId) {
return
}
const previousPlayers = gameStore.players
const nextPlayers: typeof gameStore.players = {}
const gamePlayers = Array.isArray(payload.players) ? payload.players : []
gamePlayers.forEach((item, fallbackIndex) => {
const player = asRecord(item)
if (!player) {
return
}
const playerId = readString(player, 'player_id', 'PlayerID')
if (!playerId) {
return
}
const previous = previousPlayers[playerId]
const seatIndex = previous?.seatIndex ?? fallbackIndex
const handCount = readNumber(player, 'hand_count', 'handCount') ?? previous?.handCount ?? 0
const outTiles = normalizeTiles(player.out_tiles ?? player.outTiles)
const melds = normalizeMelds(
player.melds ??
player.exposed_melds ??
player.exposedMelds ??
player.claims,
)
const hasHu = Boolean(player.has_hu ?? player.hasHu)
const dingQue = readString(player, 'ding_que', 'dingQue')
const scores = asRecord(payload.scores)
const score = scores?.[playerId]
nextPlayers[playerId] = {
playerId,
seatIndex,
displayName: previous?.displayName ?? playerId,
avatarURL: previous?.avatarURL,
missingSuit: dingQue || previous?.missingSuit || null,
handTiles: previous?.handTiles ?? [],
handCount,
melds,
discardTiles: outTiles,
hasHu,
score: typeof score === 'number' ? score : previous?.score ?? 0,
isReady: previous?.isReady ?? false,
}
})
if (Object.keys(nextPlayers).length > 0) {
gameStore.players = nextPlayers
}
gameStore.roomId = roomId
const phase =
readString(payload, 'phase') ||
readString(payload, 'status') ||
'waiting'
const phaseMap: Record<string, typeof gameStore.phase> = {
waiting: 'waiting',
dealing: 'dealing',
playing: 'playing',
action: 'action',
settlement: 'settlement',
finished: 'settlement',
}
gameStore.phase = phaseMap[phase] ?? gameStore.phase
const wallCount = readNumber(payload, 'wall_count', 'wallCount')
if (typeof wallCount === 'number') {
gameStore.remainingTiles = wallCount
}
const currentTurnSeat = readNumber(payload, 'current_turn', 'currentTurn')
const currentTurnPlayerId = readString(payload, 'current_turn_player', 'currentTurnPlayer')
const currentTurn =
currentTurnSeat ??
(currentTurnPlayerId && gameStore.players[currentTurnPlayerId]
? gameStore.players[currentTurnPlayerId].seatIndex
: null)
if (typeof currentTurn === 'number') {
gameStore.currentTurn = currentTurn
}
const scores = asRecord(payload.scores)
if (scores) {
gameStore.scores = Object.fromEntries(
Object.entries(scores).filter(([, value]) => typeof value === 'number'),
) as Record<string, number>
}
gameStore.winners = readStringArray(payload, 'winners')
gameStore.pendingClaim = undefined
const previousRoom = activeRoom.value
const roomPlayers = Object.values(gameStore.players)
.sort((left, right) => left.seatIndex - right.seatIndex)
.map((player) => {
const previousPlayer = previousRoom?.players.find((item) => item.playerId === player.playerId)
return {
index: player.seatIndex,
playerId: player.playerId,
displayName: player.displayName,
missingSuit: player.missingSuit,
ready: previousPlayer?.ready ?? player.isReady,
hand: player.playerId === loggedInUserId.value
? player.handTiles.map((tile) => tileToText(tile))
: Array.from({length: player.handCount}, () => ''),
melds: player.melds.map((meld) => meld.type),
outTiles: player.discardTiles.map((tile) => tileToText(tile)),
hasHu: player.hasHu,
}
})
setActiveRoom({
roomId,
roomName: previousRoom?.roomName || roomName.value,
gameType: previousRoom?.gameType || 'chengdu',
ownerId: previousRoom?.ownerId || '',
maxPlayers: previousRoom?.maxPlayers ?? 4,
playerCount: roomPlayers.length,
status: phase === 'settlement' ? 'finished' : phase === 'waiting' ? 'waiting' : 'playing',
createdAt: previousRoom?.createdAt || '',
updatedAt: previousRoom?.updatedAt || '',
players: roomPlayers,
myHand: myHandTiles.value.map((tile) => tileToText(tile)),
game: {
state: {
wall: Array.from({length: wallCount ?? 0}, (_, index) => `wall-${index}`),
scores: gameStore.scores,
dealerIndex: previousRoom?.game?.state?.dealerIndex ?? gameStore.dealerIndex,
currentTurn: typeof currentTurn === 'number' ? currentTurn : previousRoom?.game?.state?.currentTurn ?? -1,
phase,
},
},
})
if (phase !== 'waiting') {
startGamePending.value = false
}
if (currentTurnPlayerId && currentTurnPlayerId !== loggedInUserId.value) {
discardPending.value = false
}
}
function handleRoomInfoResponse(message: unknown): void {
const source = asRecord(message)
if (!source || typeof source.type !== 'string') {
@@ -1140,6 +1326,11 @@ function handlePlayerHandResponse(message: unknown): void {
roomPlayer.hand = room.myHand
}
}
discardPending.value = false
if (gameStore.phase !== 'waiting') {
startGamePending.value = false
}
}
function toGameAction(message: unknown): GameAction | null {
@@ -1539,6 +1730,22 @@ function chooseDingQue(suit: Tile['suit']): void {
})
}
function discardTile(tile: Tile): void {
if (discardPending.value || !canDiscardTiles.value) {
return
}
discardPending.value = true
sendWsMessage({
type: 'discard',
roomId: gameStore.roomId,
payload: {
room_id: gameStore.roomId,
tile,
},
})
}
function handleLeaveRoom(): void {
menuOpen.value = false
backHall()
@@ -1633,6 +1840,7 @@ onMounted(() => {
const text = typeof msg === 'string' ? msg : JSON.stringify(msg)
wsMessages.value.push(`[server] ${text}`)
handleRoomInfoResponse(msg)
handleRoomStateResponse(msg)
handlePlayerHandResponse(msg)
handleReadyStateResponse(msg)
handlePlayerDingQueResponse(msg)
@@ -1642,6 +1850,9 @@ onMounted(() => {
if (gameAction.type === 'GAME_START') {
startGamePending.value = false
}
if (gameAction.type === 'PLAY_TILE' && gameAction.payload.playerId === loggedInUserId.value) {
discardPending.value = false
}
if (gameAction.type === 'ROOM_PLAYER_UPDATE') {
syncReadyStatesFromRoomUpdate(gameAction.payload)
readyTogglePending.value = false
@@ -1854,6 +2065,7 @@ onBeforeUnmount(() => {
<div v-if="showDingQueChooser" class="ding-que-bar">
<button
class="ding-que-button"
data-testid="ding-que-w"
type="button"
:disabled="dingQuePending"
@click="chooseDingQue('W')"
@@ -1862,6 +2074,7 @@ onBeforeUnmount(() => {
</button>
<button
class="ding-que-button"
data-testid="ding-que-t"
type="button"
:disabled="dingQuePending"
@click="chooseDingQue('T')"
@@ -1870,6 +2083,7 @@ onBeforeUnmount(() => {
</button>
<button
class="ding-que-button"
data-testid="ding-que-b"
type="button"
:disabled="dingQuePending"
@click="chooseDingQue('B')"
@@ -1881,6 +2095,7 @@ onBeforeUnmount(() => {
<button
v-if="showReadyToggle"
class="ready-toggle ready-toggle-inline"
data-testid="ready-toggle"
type="button"
:disabled="readyTogglePending"
@click="toggleReadyState"
@@ -1891,6 +2106,7 @@ onBeforeUnmount(() => {
<button
v-if="showStartGameButton && isRoomOwner"
class="ready-toggle ready-toggle-inline"
data-testid="start-game"
type="button"
:disabled="!canStartGame"
@click="startGame"
@@ -1898,6 +2114,20 @@ onBeforeUnmount(() => {
<span class="ready-toggle-label">开始游戏</span>
</button>
</div>
<div v-if="sortedVisibleHandTiles.length > 0" class="hand-action-bar" data-testid="hand-action-bar">
<button
v-for="tile in sortedVisibleHandTiles"
:key="tile.id"
class="hand-action-tile"
:data-testid="`hand-tile-${tile.id}`"
type="button"
:disabled="!canDiscardTiles || discardPending"
@click="discardTile(tile)"
>
{{ formatTile(tile) }}
</button>
</div>
</div>
</div>
</section>

View File

@@ -449,6 +449,7 @@ onMounted(async () => {
</div>
<button
class="primary-btn"
:data-testid="`room-enter-${room.room_id}`"
type="button"
:disabled="roomSubmitting"
@click="handleJoinRoom({ roomId: room.room_id, roomName: room.name })"
@@ -459,7 +460,7 @@ onMounted(async () => {
</ul>
<div class="room-actions-footer">
<button class="primary-btn wide-btn" type="button" @click="openCreateModal">创建房间</button>
<button class="primary-btn wide-btn" data-testid="open-create-room" type="button" @click="openCreateModal">创建房间</button>
<button class="ghost-btn wide-btn" type="button" @click="logoutToLogin">退出大厅</button>
</div>
</article>
@@ -471,8 +472,8 @@ onMounted(async () => {
<h3>快速加入</h3>
<form class="join-line" @submit.prevent="handleJoinRoom()">
<input v-model.trim="quickJoinRoomId" type="text" placeholder="输入 room_id" />
<button class="primary-btn" type="submit" :disabled="roomSubmitting">加入</button>
<input v-model.trim="quickJoinRoomId" data-testid="quick-join-room-id" type="text" placeholder="输入 room_id" />
<button class="primary-btn" data-testid="quick-join-submit" type="submit" :disabled="roomSubmitting">加入</button>
</form>
</aside>
</section>
@@ -486,7 +487,7 @@ onMounted(async () => {
<form class="form" @submit.prevent="submitCreateRoom">
<label class="field">
<span>房间名</span>
<input v-model.trim="createRoomForm.name" type="text" maxlength="24" placeholder="例如test001" />
<input v-model.trim="createRoomForm.name" data-testid="create-room-name" type="text" maxlength="24" placeholder="例如test001" />
</label>
<label class="field">
<span>玩法</span>
@@ -505,7 +506,7 @@ onMounted(async () => {
<div class="modal-actions">
<button class="ghost-btn" type="button" @click="closeCreateModal">取消</button>
<button class="primary-btn" type="submit" :disabled="roomSubmitting">
<button class="primary-btn" data-testid="submit-create-room" type="submit" :disabled="roomSubmitting">
{{ roomSubmitting ? '创建中...' : '创建' }}
</button>
</div>
@@ -528,7 +529,7 @@ onMounted(async () => {
</div>
<div class="modal-actions">
<button class="primary-btn" type="button" @click="enterCreatedRoom">进入房间</button>
<button class="primary-btn" data-testid="enter-created-room" type="button" @click="enterCreatedRoom">进入房间</button>
</div>
</section>
</div>

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@@ -0,0 +1,4 @@
{
"status": "passed",
"failedTests": []
}

383
tests/e2e/room-flow.spec.ts Normal file
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@@ -0,0 +1,383 @@
import { expect, test } from 'playwright/test'
test('enter room, ready, start game, ding que, and discard tile', async ({ page }) => {
let createdRoom: Record<string, unknown> | null = null
await page.addInitScript(() => {
localStorage.setItem(
'mahjong_auth',
JSON.stringify({
token: 'mock-access-token',
tokenType: 'Bearer',
refreshToken: 'mock-refresh-token',
user: {
id: 'u-e2e-1',
username: '测试玩家',
},
}),
)
type Tile = { id: number; suit: 'W' | 'T' | 'B'; value: number }
type Player = {
index: number
player_id: string
player_name: string
ready: boolean
missing_suit?: string | null
}
const state: {
roomId: string
status: 'waiting' | 'playing'
dealerIndex: number
currentTurn: number
selfId: string
players: Player[]
hand: Tile[]
missingSuit: string | null
} = {
roomId: 'room-e2e-001',
status: 'waiting',
dealerIndex: 0,
currentTurn: 0,
selfId: 'u-e2e-1',
players: [
{ index: 0, player_id: 'u-e2e-1', player_name: '测试玩家', ready: false, missing_suit: null },
{ index: 1, player_id: 'bot-2', player_name: '机器人二号', ready: true, missing_suit: null },
{ index: 2, player_id: 'bot-3', player_name: '机器人三号', ready: true, missing_suit: null },
{ index: 3, player_id: 'bot-4', player_name: '机器人四号', ready: true, missing_suit: null },
],
hand: [
{ id: 11, suit: 'W', value: 1 },
{ id: 12, suit: 'W', value: 2 },
{ id: 13, suit: 'W', value: 3 },
{ id: 21, suit: 'T', value: 4 },
{ id: 22, suit: 'T', value: 5 },
{ id: 23, suit: 'T', value: 6 },
{ id: 31, suit: 'B', value: 1 },
{ id: 32, suit: 'B', value: 2 },
{ id: 33, suit: 'B', value: 3 },
{ id: 34, suit: 'B', value: 4 },
{ id: 35, suit: 'B', value: 5 },
{ id: 36, suit: 'B', value: 6 },
{ id: 37, suit: 'B', value: 7 },
],
missingSuit: null,
}
const clone = <T>(value: T): T => JSON.parse(JSON.stringify(value)) as T
const buildRoomPayload = () => ({
room: {
room_id: state.roomId,
name: 'E2E 测试房间',
game_type: 'chengdu',
owner_id: state.selfId,
max_players: 4,
player_count: state.players.length,
players: clone(state.players),
status: state.status,
created_at: '2026-01-01T00:00:00Z',
updated_at: '2026-01-01T00:00:00Z',
},
game_state:
state.status === 'playing'
? {
room_id: state.roomId,
phase: 'playing',
status: 'playing',
wall_count: 55,
current_turn_player: state.players.find((player) => player.index === state.currentTurn)?.player_id ?? '',
players: state.players.map((player) => ({
player_id: player.player_id,
ding_que: player.missing_suit ?? '',
ding_que_done: Boolean(player.missing_suit),
hand_count: player.player_id === state.selfId ? state.hand.length : 13,
melds: [],
out_tiles: [],
has_hu: false,
})),
scores: {},
winners: [],
}
: null,
player_view:
state.status === 'playing'
? {
room_id: state.roomId,
ding_que: state.missingSuit ?? '',
hand: clone(state.hand),
}
: {
room_id: state.roomId,
hand: [],
},
})
class MockWebSocket {
url: string
readyState = 0
onopen: ((event: Event) => void) | null = null
onmessage: ((event: MessageEvent<string>) => void) | null = null
onerror: ((event: Event) => void) | null = null
onclose: ((event: CloseEvent) => void) | null = null
constructor(url: string) {
this.url = url
window.setTimeout(() => {
this.readyState = 1
this.onopen?.(new Event('open'))
}, 0)
}
send(raw: string) {
const message = JSON.parse(raw) as {
type?: string
payload?: Record<string, unknown>
}
switch (message.type) {
case 'get_room_info':
this.emit({
type: 'room_info',
roomId: state.roomId,
payload: buildRoomPayload(),
})
break
case 'set_ready': {
const nextReady = Boolean(message.payload?.ready)
state.players = state.players.map((player) =>
player.player_id === state.selfId ? { ...player, ready: nextReady } : player,
)
this.emit({
type: 'set_ready',
roomId: state.roomId,
payload: {
room_id: state.roomId,
user_id: state.selfId,
ready: nextReady,
},
})
this.emit({
type: 'room_player_update',
roomId: state.roomId,
payload: {
room_id: state.roomId,
status: 'waiting',
player_ids: state.players.map((player) => player.player_id),
players: clone(state.players),
},
})
break
}
case 'start_game':
state.status = 'playing'
this.emit({
type: 'room_state',
roomId: state.roomId,
payload: buildRoomPayload().game_state,
})
this.emit({
type: 'player_hand',
roomId: state.roomId,
payload: {
room_id: state.roomId,
hand: clone(state.hand),
},
})
break
case 'ding_que': {
const suit = typeof message.payload?.suit === 'string' ? message.payload.suit : ''
state.missingSuit = suit || null
state.players = state.players.map((player) =>
player.player_id === state.selfId ? { ...player, missing_suit: state.missingSuit } : player,
)
this.emit({
type: 'player_ding_que',
roomId: state.roomId,
payload: {
room_id: state.roomId,
player_id: state.selfId,
suit,
},
})
this.emit({
type: 'room_state',
roomId: state.roomId,
payload: buildRoomPayload().game_state,
})
this.emit({
type: 'player_hand',
roomId: state.roomId,
payload: {
room_id: state.roomId,
ding_que: state.missingSuit ?? '',
hand: clone(state.hand),
},
})
break
}
case 'discard': {
const tile = message.payload?.tile as Tile | undefined
if (!tile) {
break
}
state.hand = state.hand.filter((item) => item.id !== tile.id)
state.currentTurn = 1
this.emit({
type: 'room_state',
roomId: state.roomId,
payload: buildRoomPayload().game_state,
})
this.emit({
type: 'player_hand',
roomId: state.roomId,
payload: {
room_id: state.roomId,
hand: clone(state.hand),
},
})
break
}
default:
break
}
}
close() {
this.readyState = 3
this.onclose?.(new CloseEvent('close'))
}
private emit(payload: unknown) {
window.setTimeout(() => {
this.onmessage?.(
new MessageEvent('message', {
data: JSON.stringify(payload),
}) as MessageEvent<string>,
)
}, 0)
}
}
Object.defineProperty(window, 'WebSocket', {
configurable: true,
writable: true,
value: MockWebSocket,
})
})
await page.route('**/api/v1/user/info', async (route) => {
await route.fulfill({
status: 200,
contentType: 'application/json',
body: JSON.stringify({
code: 0,
msg: 'ok',
data: {
userID: 'u-e2e-1',
username: '测试玩家',
nickname: '测试玩家',
},
}),
})
})
await page.route('**/api/v1/game/mahjong/room/list', async (route) => {
await route.fulfill({
status: 200,
contentType: 'application/json',
body: JSON.stringify({
code: 0,
msg: 'ok',
data: {
items: createdRoom ? [createdRoom] : [],
page: 1,
size: 20,
total: createdRoom ? 1 : 0,
},
}),
})
})
await page.route('**/api/v1/game/mahjong/room/create', async (route) => {
const body = (route.request().postDataJSON() as Record<string, unknown> | null) ?? {}
createdRoom = {
room_id: 'room-e2e-001',
name: typeof body.name === 'string' ? body.name : 'E2E 测试房间',
game_type: typeof body.game_type === 'string' ? body.game_type : 'chengdu',
owner_id: 'u-e2e-1',
max_players: typeof body.max_players === 'number' ? body.max_players : 4,
player_count: 1,
players: [
{
index: 0,
player_id: 'u-e2e-1',
player_name: '测试玩家',
ready: false,
},
],
status: 'waiting',
created_at: '2026-01-01T00:00:00Z',
updated_at: '2026-01-01T00:00:00Z',
}
await route.fulfill({
status: 200,
contentType: 'application/json',
body: JSON.stringify({
code: 0,
msg: 'ok',
data: createdRoom,
}),
})
})
await page.route('**/api/v1/game/mahjong/room/join', async (route) => {
await route.fulfill({
status: 200,
contentType: 'application/json',
body: JSON.stringify({
code: 0,
msg: 'ok',
data: createdRoom ?? {
room_id: 'room-e2e-001',
name: 'E2E 测试房间',
game_type: 'chengdu',
owner_id: 'u-e2e-1',
max_players: 4,
player_count: 1,
status: 'waiting',
created_at: '2026-01-01T00:00:00Z',
updated_at: '2026-01-01T00:00:00Z',
},
}),
})
})
await page.goto('/hall')
await expect(page.getByTestId('open-create-room')).toBeVisible()
await page.getByTestId('open-create-room').click()
await page.getByTestId('create-room-name').fill('E2E 测试房间')
await page.getByTestId('submit-create-room').click()
await expect(page.getByTestId('enter-created-room')).toBeVisible()
await page.getByTestId('enter-created-room').click()
await expect(page).toHaveURL(/\/game\/chengdu\/room-e2e-001/)
await expect(page.getByTestId('ready-toggle')).toBeVisible()
await page.getByTestId('ready-toggle').click()
await expect(page.getByTestId('start-game')).toBeVisible()
await page.getByTestId('start-game').click()
await expect(page.getByTestId('ding-que-w')).toBeVisible()
await page.getByTestId('ding-que-w').click()
const handBar = page.getByTestId('hand-action-bar')
await expect(handBar).toBeVisible()
const tiles = handBar.locator('[data-testid^="hand-tile-"]')
await expect(tiles).toHaveCount(13)
await tiles.first().click()
await expect(tiles).toHaveCount(12)
})