diff --git a/SECURITY.md b/SECURITY.md new file mode 100644 index 00000000..2c565ed1 --- /dev/null +++ b/SECURITY.md @@ -0,0 +1,85 @@ +# Security Policy + +## Supported Versions + +We release security patches for the following versions: + +| Version | Supported | +| ------- | ------------------ | +| Latest | :white_check_mark: | +| < Latest | :x: | + +We recommend always using the latest version of BMad Method to ensure you have the most recent security updates. + +## Reporting a Vulnerability + +We take security vulnerabilities seriously. If you discover a security issue, please report it responsibly. + +### How to Report + +**Do NOT report security vulnerabilities through public GitHub issues.** + +Instead, please report them via one of these methods: + +1. **GitHub Security Advisories** (Preferred): Use [GitHub's private vulnerability reporting](https://github.com/bmad-code-org/BMAD-METHOD/security/advisories/new) to submit a confidential report. + +2. **Discord**: Contact a maintainer directly via DM on our [Discord server](https://discord.gg/gk8jAdXWmj). + +### What to Include + +Please include as much of the following information as possible: + +- Type of vulnerability (e.g., prompt injection, path traversal, etc.) +- Full paths of source file(s) related to the vulnerability +- Step-by-step instructions to reproduce the issue +- Proof-of-concept or exploit code (if available) +- Impact assessment of the vulnerability + +### Response Timeline + +- **Initial Response**: Within 48 hours of receiving your report +- **Status Update**: Within 7 days with our assessment +- **Resolution Target**: Critical issues within 30 days; other issues within 90 days + +### What to Expect + +1. We will acknowledge receipt of your report +2. We will investigate and validate the vulnerability +3. We will work on a fix and coordinate disclosure timing with you +4. We will credit you in the security advisory (unless you prefer to remain anonymous) + +## Security Scope + +### In Scope + +- Vulnerabilities in BMad Method core framework code +- Security issues in agent definitions or workflows that could lead to unintended behavior +- Path traversal or file system access issues +- Prompt injection vulnerabilities that bypass intended agent behavior +- Supply chain vulnerabilities in dependencies + +### Out of Scope + +- Security issues in user-created custom agents or modules +- Vulnerabilities in third-party AI providers (Claude, GPT, etc.) +- Issues that require physical access to a user's machine +- Social engineering attacks +- Denial of service attacks that don't exploit a specific vulnerability + +## Security Best Practices for Users + +When using BMad Method: + +1. **Review Agent Outputs**: Always review AI-generated code before executing it +2. **Limit File Access**: Configure your AI IDE to limit file system access where possible +3. **Keep Updated**: Regularly update to the latest version +4. **Validate Dependencies**: Review any dependencies added by generated code +5. **Environment Isolation**: Consider running AI-assisted development in isolated environments + +## Acknowledgments + +We appreciate the security research community's efforts in helping keep BMad Method secure. Contributors who report valid security issues will be acknowledged in our security advisories. + +--- + +Thank you for helping keep BMad Method and our community safe. diff --git a/package-lock.json b/package-lock.json index ba812f09..18fd9a25 100644 --- a/package-lock.json +++ b/package-lock.json @@ -19,7 +19,6 @@ "fs-extra": "^11.3.0", "glob": "^11.0.3", "ignore": "^7.0.5", - "inquirer": "^9.3.8", "js-yaml": "^4.1.0", "ora": "^5.4.1", "semver": "^7.6.3", @@ -34,6 +33,7 @@ "devDependencies": { "@astrojs/sitemap": "^3.6.0", "@astrojs/starlight": "^0.37.0", + "@clack/prompts": "^0.11.0", "@eslint/js": "^9.33.0", "archiver": "^7.0.1", "astro": "^5.16.0", @@ -244,7 +244,6 @@ "integrity": "sha512-e7jT4DxYvIDLk1ZHmU/m/mB19rex9sv0c2ftBtjSBv+kVM/902eh0fINUzD7UwLLNR+jU585GxUJ8/EBfAM5fw==", "dev": true, "license": "MIT", - "peer": true, "dependencies": { "@babel/code-frame": "^7.27.1", "@babel/generator": "^7.28.5", @@ -756,6 +755,29 @@ "node": ">=18" } }, + "node_modules/@clack/core": { + "version": "0.5.0", + "resolved": "https://registry.npmjs.org/@clack/core/-/core-0.5.0.tgz", + "integrity": "sha512-p3y0FIOwaYRUPRcMO7+dlmLh8PSRcrjuTndsiA0WAFbWES0mLZlrjVoBRZ9DzkPFJZG6KGkJmoEAY0ZcVWTkow==", + "dev": true, + "license": "MIT", + "dependencies": { + "picocolors": "^1.0.0", + "sisteransi": "^1.0.5" + } + }, + "node_modules/@clack/prompts": { + "version": "0.11.0", + "resolved": "https://registry.npmjs.org/@clack/prompts/-/prompts-0.11.0.tgz", + "integrity": "sha512-pMN5FcrEw9hUkZA4f+zLlzivQSeQf5dRGJjSUbvVYDLvpKCdQx5OaknvKzgbtXOizhP+SJJJjqEbOe55uKKfAw==", + "dev": true, + "license": "MIT", + "dependencies": { + "@clack/core": "0.5.0", + "picocolors": "^1.0.0", + "sisteransi": "^1.0.5" + } + }, "node_modules/@colors/colors": { "version": "1.5.0", "resolved": "https://registry.npmjs.org/@colors/colors/-/colors-1.5.0.tgz", @@ -1998,36 +2020,6 @@ "url": "https://opencollective.com/libvips" } }, - 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"peer": true, "dependencies": { "nanoid": "^3.3.11", "picocolors": "^1.1.1", @@ -12444,7 +12354,6 @@ "integrity": "sha512-v6UNi1+3hSlVvv8fSaoUbggEM5VErKmmpGA7Pl3HF8V6uKY7rvClBOJlH6yNwQtfTueNkGVpOv/mtWL9L4bgRA==", "dev": true, "license": "MIT", - "peer": true, "bin": { "prettier": "bin/prettier.cjs" }, @@ -13273,7 +13182,6 @@ "integrity": "sha512-3nk8Y3a9Ea8szgKhinMlGMhGMw89mqule3KWczxhIzqudyHdCIOHw8WJlj/r329fACjKLEh13ZSk7oE22kyeIw==", "dev": true, "license": "MIT", - "peer": true, "dependencies": { "@types/estree": "1.0.8" }, @@ -13310,15 +13218,6 @@ "fsevents": "~2.3.2" } }, - "node_modules/run-async": { - "version": "3.0.0", - "resolved": "https://registry.npmjs.org/run-async/-/run-async-3.0.0.tgz", - "integrity": "sha512-540WwVDOMxA6dN6We19EcT9sc3hkXPw5mzRNGM3FkdN/vtE9NFvj5lFAPNwUDmJjXidm3v7TC1cTE7t17Ulm1Q==", - "license": "MIT", - "engines": { - "node": ">=0.12.0" - } - }, "node_modules/run-parallel": { "version": "1.2.0", "resolved": "https://registry.npmjs.org/run-parallel/-/run-parallel-1.2.0.tgz", @@ -13343,15 +13242,6 @@ "queue-microtask": "^1.2.2" } }, - "node_modules/rxjs": { - "version": "7.8.2", - "resolved": "https://registry.npmjs.org/rxjs/-/rxjs-7.8.2.tgz", - "integrity": "sha512-dhKf903U/PQZY6boNNtAGdWbG85WAbjT/1xYoZIC7FAY0yWapOBQVsVrDl58W86//e1VpMNBtRV4MaXfdMySFA==", - "license": "Apache-2.0", - "dependencies": { - "tslib": "^2.1.0" - } - }, "node_modules/safe-buffer": { "version": "5.2.1", "resolved": "https://registry.npmjs.org/safe-buffer/-/safe-buffer-5.2.1.tgz", @@ -13372,12 +13262,6 @@ ], "license": "MIT" }, - "node_modules/safer-buffer": { - "version": "2.1.2", - "resolved": "https://registry.npmjs.org/safer-buffer/-/safer-buffer-2.1.2.tgz", - "integrity": "sha512-YZo3K82SD7Riyi0E1EQPojLz7kpepnSQI9IyPbHHg1XXXevb5dJI7tpyN2ADxGcQbHG7vcyRHk0cbwqcQriUtg==", - "license": "MIT" - }, "node_modules/sax": { "version": "1.4.3", "resolved": "https://registry.npmjs.org/sax/-/sax-1.4.3.tgz", @@ -14251,6 +14135,7 @@ "version": "2.8.1", "resolved": "https://registry.npmjs.org/tslib/-/tslib-2.8.1.tgz", "integrity": "sha512-oJFu94HQb+KVduSUQL7wnpmqnfmLsOA/nAh6b6EH0wCEoK0/mPeXU6c3wKDV83MkOuHPRHtSXKKU99IBazS/2w==", + "dev": true, "license": "0BSD" }, "node_modules/type-check": { @@ -14335,7 +14220,7 @@ "version": "7.16.0", "resolved": "https://registry.npmjs.org/undici-types/-/undici-types-7.16.0.tgz", "integrity": "sha512-Zz+aZWSj8LE6zoxD+xrjh4VfkIG8Ya6LvYkZqtUQGJPZjYl53ypCaUwWqo7eI0x66KBGeRo+mlBEkMSeSZ38Nw==", - "devOptional": true, + "dev": true, "license": "MIT" }, "node_modules/unicode-properties": { @@ -14837,7 +14722,6 @@ "integrity": "sha512-+Oxm7q9hDoLMyJOYfUYBuHQo+dkAloi33apOPP56pzj+vsdJDzr+j1NISE5pyaAuKL4A3UD34qd0lx5+kfKp2g==", "dev": true, "license": "MIT", - "peer": true, "dependencies": { "esbuild": "^0.25.0", "fdir": "^6.4.4", @@ -15111,7 +14995,6 @@ "resolved": "https://registry.npmjs.org/yaml/-/yaml-2.8.2.tgz", "integrity": "sha512-mplynKqc1C2hTVYxd0PU2xQAc22TI1vShAYGksCCfxbn/dFwnHTNi1bvYsBTkhdUNtGIf5xNOg938rrSSYvS9A==", "license": "ISC", - "peer": true, "bin": { "yaml": "bin.mjs" }, @@ -15270,18 +15153,6 @@ "url": "https://github.com/sponsors/sindresorhus" } }, - "node_modules/yoctocolors-cjs": { - "version": "2.1.3", - "resolved": "https://registry.npmjs.org/yoctocolors-cjs/-/yoctocolors-cjs-2.1.3.tgz", - "integrity": "sha512-U/PBtDf35ff0D8X8D0jfdzHYEPFxAI7jJlxZXwCSez5M3190m+QobIfh+sWDWSHMCWWJN2AWamkegn6vr6YBTw==", - "license": "MIT", - "engines": { - "node": ">=18" - }, - "funding": { - "url": "https://github.com/sponsors/sindresorhus" - } - }, "node_modules/zip-stream": { "version": "6.0.1", "resolved": "https://registry.npmjs.org/zip-stream/-/zip-stream-6.0.1.tgz", @@ -15303,7 +15174,6 @@ "integrity": "sha512-gzUt/qt81nXsFGKIFcC3YnfEAx5NkunCfnDlvuBSSFS02bcXu4Lmea0AFIUwbLWxWPx3d9p8S5QoaujKcNQxcQ==", "dev": true, "license": "MIT", - "peer": true, "funding": { "url": "https://github.com/sponsors/colinhacks" } diff --git a/package.json b/package.json index 0f8953f3..7cf03d1c 100644 --- a/package.json +++ b/package.json @@ -67,6 +67,7 @@ ] }, "dependencies": { + "@clack/prompts": "^0.11.0", "@kayvan/markdown-tree-parser": "^1.6.1", "boxen": "^5.1.2", "chalk": "^4.1.2", @@ -77,7 +78,6 @@ "fs-extra": "^11.3.0", "glob": "^11.0.3", "ignore": "^7.0.5", - "inquirer": "^9.3.8", "js-yaml": "^4.1.0", "ora": "^5.4.1", "semver": "^7.6.3", diff --git a/src/core/agents/bmad-master.agent.yaml b/src/core/agents/bmad-master.agent.yaml index f5d4e8a7..50debe2c 100644 --- a/src/core/agents/bmad-master.agent.yaml +++ b/src/core/agents/bmad-master.agent.yaml @@ -18,7 +18,6 @@ agent: critical_actions: - "Load into memory {project-root}/_bmad/core/config.yaml and set variable project_name, output_folder, user_name, communication_language" - - "Remember the users name is {user_name}" - "ALWAYS communicate in {communication_language}" menu: diff --git a/src/modules/bmgd/agents/game-qa.agent.yaml b/src/modules/bmgd/agents/game-qa.agent.yaml index a1eddbc6..973d521c 100644 --- a/src/modules/bmgd/agents/game-qa.agent.yaml +++ b/src/modules/bmgd/agents/game-qa.agent.yaml @@ -22,6 +22,8 @@ agent: critical_actions: - "Consult {project-root}/_bmad/bmgd/gametest/qa-index.csv to select knowledge fragments under knowledge/ and load only the files needed for the current task" + - "For E2E testing requests, always load knowledge/e2e-testing.md first" + - "When scaffolding tests, distinguish between unit, integration, and E2E test needs" - "Load the referenced fragment(s) from {project-root}/_bmad/bmgd/gametest/knowledge/ before giving recommendations" - "Cross-check recommendations with the current official Unity Test Framework, Unreal Automation, or Godot GUT documentation" - "Find if this exists, if it does, always treat it as the bible I plan and execute against: `**/project-context.md`" @@ -43,6 +45,10 @@ agent: workflow: "{project-root}/_bmad/bmgd/workflows/gametest/automate/workflow.yaml" description: "[TA] Generate automated game tests" + - trigger: ES or fuzzy match on e2e-scaffold + workflow: "{project-root}/_bmad/bmgd/workflows/gametest/e2e-scaffold/workflow.yaml" + description: "[ES] Scaffold E2E testing infrastructure" + - trigger: PP or fuzzy match on playtest-plan workflow: "{project-root}/_bmad/bmgd/workflows/gametest/playtest-plan/workflow.yaml" description: "[PP] Create structured playtesting plan" diff --git a/src/modules/bmgd/gametest/knowledge/e2e-testing.md b/src/modules/bmgd/gametest/knowledge/e2e-testing.md new file mode 100644 index 00000000..8f35bcd7 --- /dev/null +++ b/src/modules/bmgd/gametest/knowledge/e2e-testing.md @@ -0,0 +1,1013 @@ +# End-to-End Testing for Games + +## Overview + +E2E tests validate complete gameplay flows from the player's perspective — the full orchestra, not individual instruments. Unlike integration tests that verify system interactions, E2E tests verify *player journeys* work correctly from start to finish. + +This is the difference between "does the damage calculator work with the inventory system?" (integration) and "can a player actually complete a combat encounter from selection to resolution?" (E2E). + +## E2E vs Integration vs Unit + +| Aspect | Unit | Integration | E2E | +|--------|------|-------------|-----| +| Scope | Single class | System interaction | Complete flow | +| Speed | < 10ms | < 1s | 1-30s | +| Stability | Very stable | Stable | Requires care | +| Example | DamageCalc math | Combat + Inventory | Full combat encounter | +| Dependencies | None/mocked | Some real | All real | +| Catches | Logic bugs | Wiring bugs | Journey bugs | + +## The E2E Testing Pyramid Addition + +``` + /\ + / \ Manual Playtesting + /----\ (Fun, Feel, Experience) + / \ + /--------\ E2E Tests + / \ (Player Journeys) + /------------\ + / \ Integration Tests + /----------------\ (System Interactions) + / \ Unit Tests + /____________________\ (Pure Logic) +``` + +E2E tests sit between integration tests and manual playtesting. They automate what *can* be automated about player experience while acknowledging that "is this fun?" still requires human judgment. + +## E2E Infrastructure Requirements + +Before writing E2E tests, scaffold supporting infrastructure. Without this foundation, E2E tests become brittle, flaky nightmares that erode trust faster than they build confidence. + +### 1. Test Fixture Base Class + +Provides scene loading, cleanup, and common utilities. Every E2E test inherits from this. + +**Unity Example:** + +```csharp +using System.Collections; +using NUnit.Framework; +using UnityEngine; +using UnityEngine.SceneManagement; +using UnityEngine.TestTools; + +public abstract class GameE2ETestFixture +{ + protected virtual string SceneName => "GameScene"; + protected GameStateManager GameState { get; private set; } + protected InputSimulator Input { get; private set; } + protected ScenarioBuilder Scenario { get; private set; } + + [UnitySetUp] + public IEnumerator BaseSetUp() + { + // Load the game scene + yield return SceneManager.LoadSceneAsync(SceneName); + yield return null; // Wait one frame for scene initialization + + // Get core references + GameState = Object.FindFirstObjectByType(); + Assert.IsNotNull(GameState, $"GameStateManager not found in {SceneName}"); + + // Initialize test utilities + Input = new InputSimulator(); + Scenario = new ScenarioBuilder(GameState); + + // Wait for game to be ready + yield return WaitForGameReady(); + } + + [UnityTearDown] + public IEnumerator BaseTearDown() + { + // Clean up any test-spawned objects + yield return CleanupTestObjects(); + + // Reset input state + Input?.Reset(); + } + + protected IEnumerator WaitForGameReady(float timeout = 10f) + { + yield return AsyncAssert.WaitUntil( + () => GameState != null && GameState.IsReady, + "Game ready state", + timeout); + } + + protected virtual IEnumerator CleanupTestObjects() + { + // Override in derived classes for game-specific cleanup + yield return null; + } +} +``` + +**Unreal Example:** + +```cpp +// GameE2ETestBase.h +UCLASS() +class AGameE2ETestBase : public AFunctionalTest +{ + GENERATED_BODY() + +protected: + UPROPERTY() + UGameStateManager* GameState; + + UPROPERTY() + UInputSimulator* InputSim; + + UPROPERTY() + UScenarioBuilder* Scenario; + + virtual void PrepareTest() override; + virtual void StartTest() override; + virtual void CleanUp() override; + + void WaitForGameReady(float Timeout = 10.f); +}; +``` + +**Godot Example:** + +```gdscript +extends GutTest +class_name GameE2ETestFixture + +var game_state: GameStateManager +var input_sim: InputSimulator +var scenario: ScenarioBuilder +var _scene_instance: Node + +func before_each(): + # Load game scene + var scene = load("res://scenes/game.tscn") + _scene_instance = scene.instantiate() + add_child(_scene_instance) + + # Get references + game_state = _scene_instance.get_node("GameStateManager") + input_sim = InputSimulator.new() + scenario = ScenarioBuilder.new(game_state) + + # Wait for ready + await wait_for_game_ready() + +func after_each(): + if _scene_instance: + _scene_instance.queue_free() + input_sim = null + scenario = null + +func wait_for_game_ready(timeout: float = 10.0): + var elapsed = 0.0 + while not game_state.is_ready and elapsed < timeout: + await get_tree().process_frame + elapsed += get_process_delta_time() + assert_true(game_state.is_ready, "Game should be ready") +``` + +### 2. Scenario Builder (Fluent API) + +Configure game state for test scenarios without manual setup. This is the secret sauce — it lets you express test preconditions in domain language. + +**Unity Example:** + +```csharp +public class ScenarioBuilder +{ + private readonly GameStateManager _gameState; + private readonly List> _setupActions = new(); + + public ScenarioBuilder(GameStateManager gameState) + { + _gameState = gameState; + } + + // Domain-specific setup methods + public ScenarioBuilder WithUnit(Faction faction, Hex position, int movementPoints = 6) + { + _setupActions.Add(() => SpawnUnit(faction, position, movementPoints)); + return this; + } + + public ScenarioBuilder WithTerrain(Hex position, TerrainType terrain) + { + _setupActions.Add(() => SetTerrain(position, terrain)); + return this; + } + + public ScenarioBuilder OnTurn(int turnNumber) + { + _setupActions.Add(() => SetTurn(turnNumber)); + return this; + } + + public ScenarioBuilder OnPhase(TurnPhase phase) + { + _setupActions.Add(() => SetPhase(phase)); + return this; + } + + public ScenarioBuilder WithActiveFaction(Faction faction) + { + _setupActions.Add(() => SetActiveFaction(faction)); + return this; + } + + public ScenarioBuilder FromSaveFile(string saveFileName) + { + _setupActions.Add(() => LoadSaveFile(saveFileName)); + return this; + } + + // Execute all setup actions + public IEnumerator Build() + { + foreach (var action in _setupActions) + { + yield return action(); + yield return null; // Allow state to propagate + } + _setupActions.Clear(); + } + + // Private implementation methods + private IEnumerator SpawnUnit(Faction faction, Hex position, int mp) + { + var unit = _gameState.SpawnUnit(faction, position); + unit.MovementPoints = mp; + yield return null; + } + + private IEnumerator SetTerrain(Hex position, TerrainType terrain) + { + _gameState.Map.SetTerrain(position, terrain); + yield return null; + } + + private IEnumerator SetTurn(int turn) + { + _gameState.SetTurnNumber(turn); + yield return null; + } + + private IEnumerator SetPhase(TurnPhase phase) + { + _gameState.SetPhase(phase); + yield return null; + } + + private IEnumerator SetActiveFaction(Faction faction) + { + _gameState.SetActiveFaction(faction); + yield return null; + } + + private IEnumerator LoadSaveFile(string fileName) + { + var path = $"TestData/{fileName}"; + yield return _gameState.LoadGame(path); + } +} +``` + +**Usage:** + +```csharp +yield return Scenario + .WithUnit(Faction.Player, new Hex(3, 4), movementPoints: 6) + .WithUnit(Faction.Enemy, new Hex(5, 4)) + .WithTerrain(new Hex(4, 4), TerrainType.Forest) + .OnTurn(1) + .WithActiveFaction(Faction.Player) + .Build(); +``` + +### 3. Input Simulator + +Abstract player input for deterministic testing. Don't simulate raw mouse positions — simulate player *intent*. + +**Unity Example (New Input System):** + +```csharp +using UnityEngine; +using UnityEngine.InputSystem; + +public class InputSimulator +{ + private Mouse _mouse; + private Keyboard _keyboard; + private Camera _camera; + + public InputSimulator() + { + _mouse = Mouse.current ?? InputSystem.AddDevice(); + _keyboard = Keyboard.current ?? InputSystem.AddDevice(); + _camera = Camera.main; + } + + public IEnumerator ClickWorldPosition(Vector3 worldPos) + { + var screenPos = _camera.WorldToScreenPoint(worldPos); + yield return ClickScreenPosition(screenPos); + } + + public IEnumerator ClickHex(Hex hex) + { + var worldPos = HexUtils.HexToWorld(hex); + yield return ClickWorldPosition(worldPos); + } + + public IEnumerator ClickScreenPosition(Vector2 screenPos) + { + // Move mouse + InputSystem.QueueStateEvent(_mouse, new MouseState { position = screenPos }); + yield return null; + + // Press + InputSystem.QueueStateEvent(_mouse, new MouseState + { + position = screenPos, + buttons = 1 + }); + yield return null; + + // Release + InputSystem.QueueStateEvent(_mouse, new MouseState + { + position = screenPos, + buttons = 0 + }); + yield return null; + } + + public IEnumerator ClickButton(string buttonName) + { + var button = GameObject.Find(buttonName)?.GetComponent(); + Assert.IsNotNull(button, $"Button '{buttonName}' not found"); + + button.onClick.Invoke(); + yield return null; + } + + public IEnumerator DragFromTo(Vector3 from, Vector3 to, float duration = 0.5f) + { + var fromScreen = _camera.WorldToScreenPoint(from); + var toScreen = _camera.WorldToScreenPoint(to); + + // Start drag + InputSystem.QueueStateEvent(_mouse, new MouseState + { + position = fromScreen, + buttons = 1 + }); + yield return null; + + // Interpolate drag + var elapsed = 0f; + while (elapsed < duration) + { + var t = elapsed / duration; + var pos = Vector2.Lerp(fromScreen, toScreen, t); + InputSystem.QueueStateEvent(_mouse, new MouseState + { + position = pos, + buttons = 1 + }); + yield return null; + elapsed += Time.deltaTime; + } + + // End drag + InputSystem.QueueStateEvent(_mouse, new MouseState + { + position = toScreen, + buttons = 0 + }); + yield return null; + } + + public IEnumerator PressKey(Key key) + { + _keyboard.SetKeyDown(key); + yield return null; + _keyboard.SetKeyUp(key); + yield return null; + } + + public void Reset() + { + // Reset any held state + if (_mouse != null) + { + InputSystem.QueueStateEvent(_mouse, new MouseState()); + } + } +} +``` + +### 4. Async Assertions + +Wait-for-condition assertions with meaningful failure messages. The timeout and message are critical — when tests fail, you need to know *what* it was waiting for. + +**Unity Example:** + +```csharp +using System; +using System.Collections; +using NUnit.Framework; +using UnityEngine; + +public static class AsyncAssert +{ + /// + /// Wait until condition is true, or fail with message after timeout. + /// + public static IEnumerator WaitUntil( + Func condition, + string description, + float timeout = 5f) + { + var elapsed = 0f; + while (!condition() && elapsed < timeout) + { + yield return null; + elapsed += Time.deltaTime; + } + + Assert.IsTrue(condition(), + $"Timeout after {timeout}s waiting for: {description}"); + } + + /// + /// Wait until condition is true, with periodic logging. + /// + public static IEnumerator WaitUntilVerbose( + Func condition, + string description, + float timeout = 5f, + float logInterval = 1f) + { + var elapsed = 0f; + var lastLog = 0f; + + while (!condition() && elapsed < timeout) + { + if (elapsed - lastLog >= logInterval) + { + Debug.Log($"[E2E] Still waiting for: {description} ({elapsed:F1}s)"); + lastLog = elapsed; + } + yield return null; + elapsed += Time.deltaTime; + } + + Assert.IsTrue(condition(), + $"Timeout after {timeout}s waiting for: {description}"); + } + + /// + /// Wait for a specific value, with descriptive failure. + /// Note: For floating-point comparisons, use WaitForValueApprox instead + /// to handle precision issues. This method uses exact equality. + /// + public static IEnumerator WaitForValue( + Func getter, + T expected, + string description, + float timeout = 5f) where T : IEquatable + { + yield return WaitUntil( + () => expected.Equals(getter()), + $"{description} to equal {expected} (current: {getter()})", + timeout); + } + + /// + /// Wait for a float value within tolerance (handles floating-point precision). + /// + public static IEnumerator WaitForValueApprox( + Func getter, + float expected, + string description, + float tolerance = 0.0001f, + float timeout = 5f) + { + yield return WaitUntil( + () => Mathf.Abs(expected - getter()) < tolerance, + $"{description} to equal ~{expected} ±{tolerance} (current: {getter()})", + timeout); + } + + /// + /// Wait for a double value within tolerance (handles floating-point precision). + /// + public static IEnumerator WaitForValueApprox( + Func getter, + double expected, + string description, + double tolerance = 0.0001, + float timeout = 5f) + { + yield return WaitUntil( + () => Math.Abs(expected - getter()) < tolerance, + $"{description} to equal ~{expected} ±{tolerance} (current: {getter()})", + timeout); + } + + /// + /// Wait for an event to fire. + /// + public static IEnumerator WaitForEvent( + Action> subscribe, + Action> unsubscribe, + string eventName, + float timeout = 5f) where T : class + { + T received = null; + Action handler = e => received = e; + + subscribe(handler); + + yield return WaitUntil( + () => received != null, + $"Event '{eventName}' to fire", + timeout); + + unsubscribe(handler); + } + + /// + /// Assert that something does NOT happen within a time window. + /// + public static IEnumerator WaitAndAssertNot( + Func condition, + string description, + float duration = 1f) + { + var elapsed = 0f; + while (elapsed < duration) + { + Assert.IsFalse(condition(), + $"Condition unexpectedly became true: {description}"); + yield return null; + elapsed += Time.deltaTime; + } + } +} +``` + +## E2E Test Patterns + +### Given-When-Then with Async + +The core pattern for E2E tests. Clear structure, readable intent. + +```csharp +[UnityTest] +public IEnumerator PlayerCanMoveUnitThroughZOC() +{ + // GIVEN: Soviet unit adjacent to German ZOC + yield return Scenario + .WithUnit(Faction.Soviet, new Hex(3, 4), movementPoints: 6) + .WithUnit(Faction.German, new Hex(4, 4)) // Creates ZOC at adjacent hexes + .WithActiveFaction(Faction.Soviet) + .Build(); + + // WHEN: Player selects unit and moves through ZOC + yield return Input.ClickHex(new Hex(3, 4)); // Select unit + yield return AsyncAssert.WaitUntil( + () => GameState.Selection.HasSelectedUnit, + "Unit should be selected"); + + yield return Input.ClickHex(new Hex(5, 4)); // Click destination (through ZOC) + + // THEN: Unit arrives with reduced movement points (ZOC cost) + yield return AsyncAssert.WaitUntil( + () => GetUnitAt(new Hex(5, 4)) != null, + "Unit should arrive at destination"); + + var unit = GetUnitAt(new Hex(5, 4)); + Assert.Less(unit.MovementPoints, 3, + "ZOC passage should cost extra movement points"); +} +``` + +### Full Turn Cycle + +Testing the complete turn lifecycle. + +```csharp +[UnityTest] +public IEnumerator FullTurnCycle_PlayerToAIAndBack() +{ + // GIVEN: Mid-game state with both factions having units + yield return Scenario + .FromSaveFile("mid_game_scenario.json") + .Build(); + + var startingTurn = GameState.TurnNumber; + + // WHEN: Player ends their turn + yield return Input.ClickButton("EndPhaseButton"); + yield return AsyncAssert.WaitUntil( + () => GameState.CurrentPhase == TurnPhase.EndPhaseConfirmation, + "End phase confirmation"); + + yield return Input.ClickButton("ConfirmButton"); + + // THEN: AI executes its turn + yield return AsyncAssert.WaitUntil( + () => GameState.CurrentFaction == Faction.AI, + "AI turn should begin"); + + // AND: Eventually returns to player + yield return AsyncAssert.WaitUntil( + () => GameState.CurrentFaction == Faction.Player, + "Player turn should return", + timeout: 30f); // AI might take a while + + Assert.AreEqual(startingTurn + 1, GameState.TurnNumber, + "Turn number should increment"); +} +``` + +### Save/Load Round-Trip + +Critical for any game with persistence. + +```csharp +[UnityTest] +public IEnumerator SaveLoad_PreservesGameState() +{ + // GIVEN: Game in specific state + yield return Scenario + .WithUnit(Faction.Player, new Hex(5, 5), movementPoints: 3) + .OnTurn(7) + .Build(); + + var unitPosition = new Hex(5, 5); + var originalMP = GetUnitAt(unitPosition).MovementPoints; + var originalTurn = GameState.TurnNumber; + + // WHEN: Save and reload + var savePath = "test_save_roundtrip"; + yield return GameState.SaveGame(savePath); + + // Trash the current state + yield return SceneManager.LoadSceneAsync(SceneName); + yield return WaitForGameReady(); + + // Load the save + yield return GameState.LoadGame(savePath); + yield return WaitForGameReady(); + + // THEN: State is preserved + Assert.AreEqual(originalTurn, GameState.TurnNumber, + "Turn number should be preserved"); + + var loadedUnit = GetUnitAt(unitPosition); + Assert.IsNotNull(loadedUnit, "Unit should exist at saved position"); + Assert.AreEqual(originalMP, loadedUnit.MovementPoints, + "Movement points should be preserved"); + + // Cleanup + var savedFilePath = GameState.GetSavePath(savePath); + if (System.IO.File.Exists(savedFilePath)) + { + try + { + System.IO.File.Delete(savedFilePath); + } + catch (System.IO.IOException ex) + { + Debug.LogWarning($"[E2E] Failed to delete test save file '{savedFilePath}': {ex.Message}"); + } + catch (UnauthorizedAccessException ex) + { + Debug.LogWarning($"[E2E] Access denied deleting test save file '{savedFilePath}': {ex.Message}"); + } + } +} +``` + +### UI Flow Testing + +Testing complete UI journeys. + +```csharp +[UnityTest] +public IEnumerator MainMenu_NewGame_ReachesGameplay() +{ + // GIVEN: At main menu + yield return SceneManager.LoadSceneAsync("MainMenu"); + yield return null; + + // WHEN: Start new game flow + yield return Input.ClickButton("NewGameButton"); + yield return AsyncAssert.WaitUntil( + () => FindPanel("DifficultySelect") != null, + "Difficulty selection should appear"); + + yield return Input.ClickButton("NormalDifficultyButton"); + yield return Input.ClickButton("StartButton"); + + // THEN: Game scene loads and is playable + yield return AsyncAssert.WaitUntil( + () => SceneManager.GetActiveScene().name == "GameScene", + "Game scene should load", + timeout: 10f); + + yield return WaitForGameReady(); + + Assert.AreEqual(TurnPhase.PlayerMovement, GameState.CurrentPhase, + "Should start in player movement phase"); +} +``` + +## What to E2E Test + +### High Priority (Test These) + +| Category | Why | Examples | +|----------|-----|----------| +| Core gameplay loop | 90% of player time | Select → Move → Attack → End Turn | +| Turn/phase transitions | State machine boundaries | Phase changes, turn handoff | +| Save → Load → Resume | Data integrity | Full round-trip with verification | +| Win/lose conditions | Critical path endpoints | Victory triggers, game over | +| Critical UI flows | First impressions | Menu → Game → Pause → Resume | + +### Medium Priority (Test Key Paths) + +| Category | Why | Examples | +|----------|-----|----------| +| Undo/redo | Easy to break | Action reversal | +| Multiplayer sync | Complex state | Turn handoff in MP | +| Tutorial flow | First-time experience | Guided sequence | + +### Low Priority (Usually Skip for E2E) + +| Category | Why | Better Tested By | +|----------|-----|------------------| +| Edge cases | Combinatorial explosion | Unit tests | +| Visual correctness | Subjective, changes often | Manual testing | +| Performance | Needs dedicated tooling | Performance tests | +| Every permutation | Infinite combinations | Unit + integration | +| AI decision quality | Subjective | Playtesting | + +## E2E Test Organization + +``` +Tests/ +├── EditMode/ +│ └── ... (existing unit tests) +├── PlayMode/ +│ ├── Integration/ +│ │ └── ... (existing integration tests) +│ └── E2E/ +│ ├── E2E.asmdef +│ ├── Infrastructure/ +│ │ ├── GameE2ETestFixture.cs +│ │ ├── ScenarioBuilder.cs +│ │ ├── InputSimulator.cs +│ │ └── AsyncAssert.cs +│ ├── Scenarios/ +│ │ ├── TurnCycleE2ETests.cs +│ │ ├── MovementE2ETests.cs +│ │ ├── CombatE2ETests.cs +│ │ ├── SaveLoadE2ETests.cs +│ │ └── UIFlowE2ETests.cs +│ └── TestData/ +│ ├── mid_game_scenario.json +│ ├── endgame_scenario.json +│ └── edge_case_setup.json +``` + +### Assembly Definition for E2E + +```json +{ + "name": "E2E", + "references": [ + "GameAssembly" + ], + "includePlatforms": [], + "excludePlatforms": [], + "allowUnsafeCode": false, + "overrideReferences": true, + "precompiledReferences": [ + "nunit.framework.dll", + "UnityEngine.TestRunner.dll", + "UnityEditor.TestRunner.dll" + ], + "defineConstraints": [ + "UNITY_INCLUDE_TESTS" + ], + "autoReferenced": false +} +``` + +## CI Considerations + +E2E tests are slower and potentially flaky. Handle with care. + +### Separate CI Job + +```yaml +# GitHub Actions example +e2e-tests: + runs-on: ubuntu-latest + timeout-minutes: 30 + steps: + - uses: game-ci/unity-test-runner@v4 + with: + testMode: PlayMode + projectPath: . + customParameters: -testCategory E2E +``` + +### Retry Strategy + +```yaml +# Retry flaky tests once before failing +- uses: nick-fields/retry@v2 + with: + timeout_minutes: 15 + max_attempts: 2 + command: | + unity-test-runner --category E2E +``` + +### Failure Artifacts + +Capture screenshots and logs on failure: + +```csharp +[UnityTearDown] +public IEnumerator CaptureOnFailure() +{ + // Yield first to ensure we're on the main thread for screenshot capture + yield return null; + + if (TestContext.CurrentContext.Result.Outcome.Status == TestStatus.Failed) + { + var screenshot = ScreenCapture.CaptureScreenshotAsTexture(); + var bytes = screenshot.EncodeToPNG(); + var screenshotPath = $"TestResults/Screenshots/{TestContext.CurrentContext.Test.Name}.png"; + System.IO.File.WriteAllBytes(screenshotPath, bytes); + + Debug.Log($"[E2E FAILURE] Screenshot saved: {screenshotPath}"); + } +} +``` + +### Execution Frequency + +| Suite | When | Timeout | +|-------|------|---------| +| Unit tests | Every commit | 5 min | +| Integration | Every commit | 10 min | +| E2E (smoke) | Every commit | 15 min | +| E2E (full) | Nightly | 60 min | + +## Avoiding Flaky Tests + +E2E tests are notorious for flakiness. Fight it proactively. + +### DO + +- Use explicit waits with `AsyncAssert.WaitUntil` +- Wait for *game state*, not time +- Clean up thoroughly in TearDown +- Isolate tests completely +- Use deterministic scenarios +- Seed random number generators + +### DON'T + +- Use `yield return new WaitForSeconds(x)` as primary sync +- Depend on test execution order +- Share state between tests +- Rely on animation timing +- Assume frame-perfect timing +- Skip cleanup "because it's slow" + +### Debugging Flaky Tests + +```csharp +// Add verbose logging to track down race conditions +[UnityTest] +public IEnumerator FlakyTest_WithDebugging() +{ + Debug.Log($"[E2E] Test start: {Time.frameCount}"); + + yield return Scenario.Build(); + Debug.Log($"[E2E] Scenario built: {Time.frameCount}"); + + yield return Input.ClickHex(targetHex); + Debug.Log($"[E2E] Input sent: {Time.frameCount}, Selection: {GameState.Selection}"); + + yield return AsyncAssert.WaitUntilVerbose( + () => ExpectedCondition(), + "Expected condition", + timeout: 10f, + logInterval: 0.5f); +} +``` + +## Engine-Specific Notes + +### Unity + +- Use `[UnityTest]` attribute for coroutine-based tests +- Prefer `WaitUntil` over `WaitForSeconds` +- Use `Object.FindFirstObjectByType()` (not the deprecated `FindObjectOfType`) +- Consider `InputTestFixture` for Input System simulation +- Remember: `yield return null` waits one frame + +### Unreal + +- Use `FFunctionalTest` actors for level-based E2E +- `LatentIt` for async test steps in Automation Framework +- Gauntlet for extended E2E suites running in isolated processes +- `ADD_LATENT_AUTOMATION_COMMAND` for sequenced operations + +### Godot + +- Use `await` for async operations in GUT +- `await get_tree().create_timer(x).timeout` for timed waits +- Scene instancing provides natural test isolation +- Use `queue_free()` for cleanup, not `free()` (avoids errors) + +## Anti-Patterns + +### The "Test Everything" Trap + +Don't try to E2E test every edge case. That's what unit tests are for. + +```csharp +// BAD: Testing edge case via E2E +[UnityTest] +public IEnumerator Movement_WithExactlyZeroMP_CannotMove() // Unit test this +{ + // 30 seconds of setup for a condition unit tests cover +} + +// GOOD: E2E tests the journey, unit tests the edge cases +[UnityTest] +public IEnumerator Movement_TypicalPlayerJourney_WorksCorrectly() +{ + // Tests the common path players actually experience +} +``` + +### The "Magic Sleep" Pattern + +```csharp +// BAD: Hoping 2 seconds is enough +yield return new WaitForSeconds(2f); +Assert.IsTrue(condition); + +// GOOD: Wait for the actual condition +yield return AsyncAssert.WaitUntil(() => condition, "description"); +``` + +### The "Shared State" Trap + +```csharp +// BAD: Tests pollute each other +private static int testCounter = 0; // Shared between tests! + +// GOOD: Each test is isolated +[SetUp] +public void Setup() +{ + // Fresh state every test +} +``` + +## Measuring E2E Test Value + +### Coverage Metrics That Matter + +- **Journey coverage**: How many critical player paths are tested? +- **Failure detection rate**: How many real bugs do E2E tests catch? +- **False positive rate**: How often do E2E tests fail spuriously? + +### Warning Signs + +- E2E suite takes > 30 minutes +- Flaky test rate > 5% +- E2E tests duplicate unit test coverage +- Team skips E2E tests because they're "always broken" + +### Health Indicators + +- E2E tests catch integration bugs unit tests miss +- New features include E2E tests for happy path +- Flaky tests are fixed or removed within a sprint +- E2E suite runs on every PR (at least smoke subset) diff --git a/src/modules/bmgd/gametest/knowledge/godot-testing.md b/src/modules/bmgd/gametest/knowledge/godot-testing.md index e282be22..ab79e093 100644 --- a/src/modules/bmgd/gametest/knowledge/godot-testing.md +++ b/src/modules/bmgd/gametest/knowledge/godot-testing.md @@ -374,3 +374,502 @@ test: | Signal not detected | Signal not watched | Call `watch_signals()` before action | | Physics not working | Missing frames | Await `physics_frame` | | Flaky tests | Timing issues | Use proper await/signals | + +## C# Testing in Godot + +Godot 4 supports C# via .NET 6+. You can use standard .NET testing frameworks alongside GUT. + +### Project Setup for C# + +``` +project/ +├── addons/ +│ └── gut/ +├── src/ +│ ├── Player/ +│ │ └── PlayerController.cs +│ └── Combat/ +│ └── DamageCalculator.cs +├── tests/ +│ ├── gdscript/ +│ │ └── test_integration.gd +│ └── csharp/ +│ ├── Tests.csproj +│ └── DamageCalculatorTests.cs +└── project.csproj +``` + +### C# Test Project Setup + +Create a separate test project that references your game assembly: + +```xml + + + + net6.0 + true + false + + + + + + + + + + + + + +``` + +### Basic C# Unit Tests + +```csharp +// tests/csharp/DamageCalculatorTests.cs +using Xunit; +using YourGame.Combat; + +public class DamageCalculatorTests +{ + private readonly DamageCalculator _calculator; + + public DamageCalculatorTests() + { + _calculator = new DamageCalculator(); + } + + [Fact] + public void Calculate_BaseDamage_ReturnsCorrectValue() + { + var result = _calculator.Calculate(100f, 1f); + Assert.Equal(100f, result); + } + + [Fact] + public void Calculate_CriticalHit_DoublesDamage() + { + var result = _calculator.Calculate(100f, 2f); + Assert.Equal(200f, result); + } + + [Theory] + [InlineData(100f, 0.5f, 50f)] + [InlineData(100f, 1.5f, 150f)] + [InlineData(50f, 2f, 100f)] + public void Calculate_Parameterized_ReturnsExpected( + float baseDamage, float multiplier, float expected) + { + var result = _calculator.Calculate(baseDamage, multiplier); + Assert.Equal(expected, result); + } +} +``` + +### Testing Godot Nodes in C# + +For tests requiring Godot runtime, use a hybrid approach: + +```csharp +// tests/csharp/PlayerControllerTests.cs +using Godot; +using Xunit; +using YourGame.Player; + +public class PlayerControllerTests : IDisposable +{ + private readonly SceneTree _sceneTree; + private PlayerController _player; + + public PlayerControllerTests() + { + // These tests must run within Godot runtime + // Use GodotXUnit or similar adapter + } + + [GodotFact] // Custom attribute for Godot runtime tests + public async Task Player_Move_ChangesPosition() + { + var startPos = _player.GlobalPosition; + + _player.SetInput(new Vector2(1, 0)); + + await ToSignal(GetTree().CreateTimer(0.5f), "timeout"); + + Assert.True(_player.GlobalPosition.X > startPos.X); + } + + public void Dispose() + { + _player?.QueueFree(); + } +} +``` + +### C# Mocking with NSubstitute + +```csharp +using NSubstitute; +using Xunit; + +public class EnemyAITests +{ + [Fact] + public void Enemy_UsesPathfinding_WhenMoving() + { + var mockPathfinding = Substitute.For(); + mockPathfinding.FindPath(Arg.Any(), Arg.Any()) + .Returns(new[] { Vector2.Zero, new Vector2(10, 10) }); + + var enemy = new EnemyAI(mockPathfinding); + + enemy.MoveTo(new Vector2(10, 10)); + + mockPathfinding.Received().FindPath( + Arg.Any(), + Arg.Is(v => v == new Vector2(10, 10))); + } +} +``` + +### Running C# Tests + +```bash +# Run C# unit tests (no Godot runtime needed) +dotnet test tests/csharp/Tests.csproj + +# Run with coverage +dotnet test tests/csharp/Tests.csproj --collect:"XPlat Code Coverage" + +# Run specific test +dotnet test tests/csharp/Tests.csproj --filter "FullyQualifiedName~DamageCalculator" +``` + +### Hybrid Test Strategy + +| Test Type | Framework | When to Use | +| ------------- | ---------------- | ---------------------------------- | +| Pure logic | xUnit/NUnit (C#) | Classes without Godot dependencies | +| Node behavior | GUT (GDScript) | MonoBehaviour-like testing | +| Integration | GUT (GDScript) | Scene and signal testing | +| E2E | GUT (GDScript) | Full gameplay flows | + +## End-to-End Testing + +For comprehensive E2E testing patterns, infrastructure scaffolding, and +scenario builders, see **knowledge/e2e-testing.md**. + +### E2E Infrastructure for Godot + +#### GameE2ETestFixture (GDScript) + +```gdscript +# tests/e2e/infrastructure/game_e2e_test_fixture.gd +extends GutTest +class_name GameE2ETestFixture + +var game_state: GameStateManager +var input_sim: InputSimulator +var scenario: ScenarioBuilder +var _scene_instance: Node + +## Override to specify a different scene for specific test classes. +func get_scene_path() -> String: + return "res://scenes/game.tscn" + +func before_each(): + # Load game scene + var scene = load(get_scene_path()) + _scene_instance = scene.instantiate() + add_child(_scene_instance) + + # Get references + game_state = _scene_instance.get_node("GameStateManager") + assert_not_null(game_state, "GameStateManager not found in scene") + + input_sim = InputSimulator.new() + scenario = ScenarioBuilder.new(game_state) + + # Wait for ready + await wait_for_game_ready() + +func after_each(): + if _scene_instance: + _scene_instance.queue_free() + _scene_instance = null + input_sim = null + scenario = null + +func wait_for_game_ready(timeout: float = 10.0): + var elapsed = 0.0 + while not game_state.is_ready and elapsed < timeout: + await get_tree().process_frame + elapsed += get_process_delta_time() + assert_true(game_state.is_ready, "Game should be ready within timeout") +``` + +#### ScenarioBuilder (GDScript) + +```gdscript +# tests/e2e/infrastructure/scenario_builder.gd +extends RefCounted +class_name ScenarioBuilder + +var _game_state: GameStateManager +var _setup_actions: Array[Callable] = [] + +func _init(game_state: GameStateManager): + _game_state = game_state + +## Load a pre-configured scenario from a save file. +func from_save_file(file_name: String) -> ScenarioBuilder: + _setup_actions.append(func(): await _load_save_file(file_name)) + return self + +## Configure the current turn number. +func on_turn(turn_number: int) -> ScenarioBuilder: + _setup_actions.append(func(): _set_turn(turn_number)) + return self + +## Spawn a unit at position. +func with_unit(faction: int, position: Vector2, movement_points: int = 6) -> ScenarioBuilder: + _setup_actions.append(func(): await _spawn_unit(faction, position, movement_points)) + return self + +## Execute all configured setup actions. +func build() -> void: + for action in _setup_actions: + await action.call() + _setup_actions.clear() + +## Clear pending actions without executing. +func reset() -> void: + _setup_actions.clear() + +# Private implementation +func _load_save_file(file_name: String) -> void: + var path = "res://tests/e2e/test_data/%s" % file_name + await _game_state.load_game(path) + +func _set_turn(turn: int) -> void: + _game_state.set_turn_number(turn) + +func _spawn_unit(faction: int, pos: Vector2, mp: int) -> void: + var unit = _game_state.spawn_unit(faction, pos) + unit.movement_points = mp +``` + +#### InputSimulator (GDScript) + +```gdscript +# tests/e2e/infrastructure/input_simulator.gd +extends RefCounted +class_name InputSimulator + +## Click at a world position. +func click_world_position(world_pos: Vector2) -> void: + var viewport = Engine.get_main_loop().root.get_viewport() + var camera = viewport.get_camera_2d() + var screen_pos = camera.get_screen_center_position() + (world_pos - camera.global_position) + await click_screen_position(screen_pos) + +## Click at a screen position. +func click_screen_position(screen_pos: Vector2) -> void: + var press = InputEventMouseButton.new() + press.button_index = MOUSE_BUTTON_LEFT + press.pressed = true + press.position = screen_pos + + var release = InputEventMouseButton.new() + release.button_index = MOUSE_BUTTON_LEFT + release.pressed = false + release.position = screen_pos + + Input.parse_input_event(press) + await Engine.get_main_loop().process_frame + Input.parse_input_event(release) + await Engine.get_main_loop().process_frame + +## Click a UI button by name. +func click_button(button_name: String) -> void: + var root = Engine.get_main_loop().root + var button = _find_button_recursive(root, button_name) + assert(button != null, "Button '%s' not found in scene tree" % button_name) + + if not button.visible: + push_warning("[InputSimulator] Button '%s' is not visible" % button_name) + if button.disabled: + push_warning("[InputSimulator] Button '%s' is disabled" % button_name) + + button.pressed.emit() + await Engine.get_main_loop().process_frame + +func _find_button_recursive(node: Node, button_name: String) -> Button: + if node is Button and node.name == button_name: + return node + for child in node.get_children(): + var found = _find_button_recursive(child, button_name) + if found: + return found + return null + +## Press and release a key. +func press_key(keycode: Key) -> void: + var press = InputEventKey.new() + press.keycode = keycode + press.pressed = true + + var release = InputEventKey.new() + release.keycode = keycode + release.pressed = false + + Input.parse_input_event(press) + await Engine.get_main_loop().process_frame + Input.parse_input_event(release) + await Engine.get_main_loop().process_frame + +## Simulate an input action. +func action_press(action_name: String) -> void: + Input.action_press(action_name) + await Engine.get_main_loop().process_frame + +func action_release(action_name: String) -> void: + Input.action_release(action_name) + await Engine.get_main_loop().process_frame + +## Reset all input state. +func reset() -> void: + Input.flush_buffered_events() +``` + +#### AsyncAssert (GDScript) + +```gdscript +# tests/e2e/infrastructure/async_assert.gd +extends RefCounted +class_name AsyncAssert + +## Wait until condition is true, or fail after timeout. +static func wait_until( + condition: Callable, + description: String, + timeout: float = 5.0 +) -> void: + var elapsed := 0.0 + while not condition.call() and elapsed < timeout: + await Engine.get_main_loop().process_frame + elapsed += Engine.get_main_loop().root.get_process_delta_time() + + assert(condition.call(), + "Timeout after %.1fs waiting for: %s" % [timeout, description]) + +## Wait for a value to equal expected. +static func wait_for_value( + getter: Callable, + expected: Variant, + description: String, + timeout: float = 5.0 +) -> void: + await wait_until( + func(): return getter.call() == expected, + "%s to equal '%s' (current: '%s')" % [description, expected, getter.call()], + timeout) + +## Wait for a float value within tolerance. +static func wait_for_value_approx( + getter: Callable, + expected: float, + description: String, + tolerance: float = 0.0001, + timeout: float = 5.0 +) -> void: + await wait_until( + func(): return absf(expected - getter.call()) < tolerance, + "%s to equal ~%s ±%s (current: %s)" % [description, expected, tolerance, getter.call()], + timeout) + +## Assert that condition does NOT become true within duration. +static func assert_never_true( + condition: Callable, + description: String, + duration: float = 1.0 +) -> void: + var elapsed := 0.0 + while elapsed < duration: + assert(not condition.call(), + "Condition unexpectedly became true: %s" % description) + await Engine.get_main_loop().process_frame + elapsed += Engine.get_main_loop().root.get_process_delta_time() + +## Wait for specified number of frames. +static func wait_frames(count: int) -> void: + for i in range(count): + await Engine.get_main_loop().process_frame + +## Wait for physics to settle. +static func wait_for_physics(frames: int = 3) -> void: + for i in range(frames): + await Engine.get_main_loop().root.get_tree().physics_frame +``` + +### Example E2E Test (GDScript) + +```gdscript +# tests/e2e/scenarios/test_combat_flow.gd +extends GameE2ETestFixture + +func test_player_can_attack_enemy(): + # GIVEN: Player and enemy in combat range + await scenario \ + .with_unit(Faction.PLAYER, Vector2(100, 100)) \ + .with_unit(Faction.ENEMY, Vector2(150, 100)) \ + .build() + + var enemy = game_state.get_units(Faction.ENEMY)[0] + var initial_health = enemy.health + + # WHEN: Player attacks + await input_sim.click_world_position(Vector2(100, 100)) # Select player + await AsyncAssert.wait_until( + func(): return game_state.selected_unit != null, + "Unit should be selected") + + await input_sim.click_world_position(Vector2(150, 100)) # Attack enemy + + # THEN: Enemy takes damage + await AsyncAssert.wait_until( + func(): return enemy.health < initial_health, + "Enemy should take damage") + +func test_turn_cycle_completes(): + # GIVEN: Game in progress + await scenario.on_turn(1).build() + var starting_turn = game_state.turn_number + + # WHEN: Player ends turn + await input_sim.click_button("EndTurnButton") + await AsyncAssert.wait_until( + func(): return game_state.current_faction == Faction.ENEMY, + "Should switch to enemy turn") + + # AND: Enemy turn completes + await AsyncAssert.wait_until( + func(): return game_state.current_faction == Faction.PLAYER, + "Should return to player turn", + 30.0) # AI might take a while + + # THEN: Turn number incremented + assert_eq(game_state.turn_number, starting_turn + 1) +``` + +### Quick E2E Checklist for Godot + +- [ ] Create `GameE2ETestFixture` base class extending GutTest +- [ ] Implement `ScenarioBuilder` for your game's domain +- [ ] Create `InputSimulator` wrapping Godot Input +- [ ] Add `AsyncAssert` utilities with proper await +- [ ] Organize E2E tests under `tests/e2e/scenarios/` +- [ ] Configure GUT to include E2E test directory +- [ ] Set up CI with headless Godot execution diff --git a/src/modules/bmgd/gametest/knowledge/unity-testing.md b/src/modules/bmgd/gametest/knowledge/unity-testing.md index f1b872d9..f057933c 100644 --- a/src/modules/bmgd/gametest/knowledge/unity-testing.md +++ b/src/modules/bmgd/gametest/knowledge/unity-testing.md @@ -381,3 +381,17 @@ test: | NullReferenceException | Missing Setup | Ensure [SetUp] initializes all fields | | Tests hang | Infinite coroutine | Add timeout or max iterations | | Flaky physics tests | Timing dependent | Use WaitForFixedUpdate, increase tolerance | + +## End-to-End Testing + +For comprehensive E2E testing patterns, infrastructure scaffolding, and +scenario builders, see **knowledge/e2e-testing.md**. + +### Quick E2E Checklist for Unity + +- [ ] Create `GameE2ETestFixture` base class +- [ ] Implement `ScenarioBuilder` for your game's domain +- [ ] Create `InputSimulator` wrapping Input System +- [ ] Add `AsyncAssert` utilities +- [ ] Organize E2E tests under `Tests/PlayMode/E2E/` +- [ ] Configure separate CI job for E2E suite diff --git a/src/modules/bmgd/gametest/knowledge/unreal-testing.md b/src/modules/bmgd/gametest/knowledge/unreal-testing.md index 0863bd0c..3b8f668d 100644 --- a/src/modules/bmgd/gametest/knowledge/unreal-testing.md +++ b/src/modules/bmgd/gametest/knowledge/unreal-testing.md @@ -386,3 +386,1129 @@ test: | Crash in test | Missing world | Use proper test context | | Flaky results | Timing issues | Use latent commands | | Slow tests | Too many actors | Optimize test setup | + +## End-to-End Testing + +For comprehensive E2E testing patterns, infrastructure scaffolding, and +scenario builders, see **knowledge/e2e-testing.md**. + +### E2E Infrastructure for Unreal + +E2E tests in Unreal leverage Functional Tests with custom infrastructure for scenario setup, input simulation, and async assertions. + +#### Project Structure + +``` +Source/ +├── MyGame/ +│ └── ... (game code) +└── MyGameTests/ + ├── MyGameTests.Build.cs + ├── Public/ + │ ├── GameE2ETestBase.h + │ ├── ScenarioBuilder.h + │ ├── InputSimulator.h + │ └── AsyncTestHelpers.h + ├── Private/ + │ ├── GameE2ETestBase.cpp + │ ├── ScenarioBuilder.cpp + │ ├── InputSimulator.cpp + │ ├── AsyncTestHelpers.cpp + │ └── E2E/ + │ ├── CombatE2ETests.cpp + │ ├── TurnCycleE2ETests.cpp + │ └── SaveLoadE2ETests.cpp + └── TestMaps/ + ├── E2E_Combat.umap + └── E2E_TurnCycle.umap +``` + +#### Test Module Build File + +```cpp +// MyGameTests.Build.cs +using UnrealBuildTool; + +public class MyGameTests : ModuleRules +{ + public MyGameTests(ReadOnlyTargetRules Target) : base(Target) + { + PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs; + + PublicDependencyModuleNames.AddRange(new string[] { + "Core", + "CoreUObject", + "Engine", + "InputCore", + "EnhancedInput", + "MyGame" + }); + + PrivateDependencyModuleNames.AddRange(new string[] { + "FunctionalTesting", + "AutomationController" + }); + + // Only include in editor/test builds + if (Target.bBuildDeveloperTools || Target.Configuration == UnrealTargetConfiguration.Debug) + { + PrecompileForTargets = PrecompileTargetsType.Any; + } + } +} +``` + +#### GameE2ETestBase (Base Class) + +```cpp +// GameE2ETestBase.h +#pragma once + +#include "CoreMinimal.h" +#include "FunctionalTest.h" +#include "GameE2ETestBase.generated.h" + +class UScenarioBuilder; +class UInputSimulator; +class UGameStateManager; + +/** + * Base class for all E2E functional tests. + * Provides scenario setup, input simulation, and async assertion utilities. + */ +UCLASS(Abstract) +class MYGAMETESTS_API AGameE2ETestBase : public AFunctionalTest +{ + GENERATED_BODY() + +public: + AGameE2ETestBase(); + +protected: + /** Game state manager reference, found automatically on test start. */ + UPROPERTY(BlueprintReadOnly, Category = "E2E") + UGameStateManager* GameState; + + /** Input simulation utility. */ + UPROPERTY(BlueprintReadOnly, Category = "E2E") + UInputSimulator* InputSim; + + /** Scenario configuration builder. */ + UPROPERTY(BlueprintReadOnly, Category = "E2E") + UScenarioBuilder* Scenario; + + /** Timeout for waiting operations (seconds). */ + UPROPERTY(EditAnywhere, Category = "E2E") + float DefaultTimeout = 10.0f; + + // AFunctionalTest interface + virtual void PrepareTest() override; + virtual void StartTest() override; + virtual void CleanUp() override; + + /** Override to specify custom game state class. */ + virtual TSubclassOf GetGameStateClass() const; + + /** + * Wait until game state reports ready. + * Calls OnGameReady() when complete or fails test on timeout. + */ + UFUNCTION(BlueprintCallable, Category = "E2E") + void WaitForGameReady(); + + /** Called when game is ready. Override to begin test logic. */ + virtual void OnGameReady(); + + /** + * Wait until condition is true, then call callback. + * Fails test if timeout exceeded. + */ + void WaitUntil(TFunction Condition, const FString& Description, + TFunction OnComplete, float Timeout = -1.0f); + + /** + * Wait for a specific value, then call callback. + */ + template + void WaitForValue(TFunction Getter, T Expected, + const FString& Description, TFunction OnComplete, + float Timeout = -1.0f); + + /** + * Assert condition and fail test with message if false. + */ + void AssertTrue(bool Condition, const FString& Message); + + /** + * Assert values are equal within tolerance. + */ + void AssertNearlyEqual(float Actual, float Expected, + const FString& Message, float Tolerance = 0.0001f); + +private: + FTimerHandle WaitTimerHandle; + float WaitElapsed; + float WaitTimeout; + TFunction WaitCondition; + TFunction WaitCallback; + FString WaitDescription; + + void TickWaitCondition(); +}; +``` + +```cpp +// GameE2ETestBase.cpp +#include "GameE2ETestBase.h" +#include "ScenarioBuilder.h" +#include "InputSimulator.h" +#include "GameStateManager.h" +#include "Engine/World.h" +#include "TimerManager.h" +#include "Kismet/GameplayStatics.h" + +AGameE2ETestBase::AGameE2ETestBase() +{ + // Default test settings + TimeLimit = 120.0f; // 2 minute max for E2E tests + TimesUpMessage = TEXT("E2E test exceeded time limit"); +} + +void AGameE2ETestBase::PrepareTest() +{ + Super::PrepareTest(); + + // Create utilities + InputSim = NewObject(this); + Scenario = NewObject(this); +} + +void AGameE2ETestBase::StartTest() +{ + Super::StartTest(); + + // Find game state manager + TSubclassOf GameStateClass = GetGameStateClass(); + TArray FoundActors; + UGameplayStatics::GetAllActorsOfClass(GetWorld(), GameStateClass, FoundActors); + + if (FoundActors.Num() > 0) + { + GameState = Cast( + FoundActors[0]->GetComponentByClass(GameStateClass)); + } + + if (!GameState) + { + FinishTest(EFunctionalTestResult::Failed, + FString::Printf(TEXT("GameStateManager not found in test world"))); + return; + } + + // Initialize scenario builder with game state + Scenario->Initialize(GameState); + + // Wait for game to be ready + WaitForGameReady(); +} + +void AGameE2ETestBase::CleanUp() +{ + // Clear timer + if (WaitTimerHandle.IsValid()) + { + GetWorld()->GetTimerManager().ClearTimer(WaitTimerHandle); + } + + // Reset input state + if (InputSim) + { + InputSim->Reset(); + } + + Super::CleanUp(); +} + +TSubclassOf AGameE2ETestBase::GetGameStateClass() const +{ + return UGameStateManager::StaticClass(); +} + +void AGameE2ETestBase::WaitForGameReady() +{ + WaitUntil( + [this]() { return GameState && GameState->IsReady(); }, + TEXT("Game to reach ready state"), + [this]() { OnGameReady(); }, + DefaultTimeout + ); +} + +void AGameE2ETestBase::OnGameReady() +{ + // Override in derived classes to begin test logic +} + +void AGameE2ETestBase::WaitUntil( + TFunction Condition, + const FString& Description, + TFunction OnComplete, + float Timeout) +{ + WaitCondition = Condition; + WaitCallback = OnComplete; + WaitDescription = Description; + WaitElapsed = 0.0f; + WaitTimeout = (Timeout < 0.0f) ? DefaultTimeout : Timeout; + + // Check immediately + if (WaitCondition()) + { + WaitCallback(); + return; + } + + // Set up polling timer + GetWorld()->GetTimerManager().SetTimer( + WaitTimerHandle, + this, + &AGameE2ETestBase::TickWaitCondition, + 0.1f, // Check every 100ms + true + ); +} + +void AGameE2ETestBase::TickWaitCondition() +{ + WaitElapsed += 0.1f; + + if (WaitCondition()) + { + GetWorld()->GetTimerManager().ClearTimer(WaitTimerHandle); + WaitCallback(); + } + else if (WaitElapsed >= WaitTimeout) + { + GetWorld()->GetTimerManager().ClearTimer(WaitTimerHandle); + FinishTest(EFunctionalTestResult::Failed, + FString::Printf(TEXT("Timeout after %.1fs waiting for: %s"), + WaitTimeout, *WaitDescription)); + } +} + +void AGameE2ETestBase::AssertTrue(bool Condition, const FString& Message) +{ + if (!Condition) + { + FinishTest(EFunctionalTestResult::Failed, Message); + } +} + +void AGameE2ETestBase::AssertNearlyEqual( + float Actual, float Expected, + const FString& Message, float Tolerance) +{ + if (!FMath::IsNearlyEqual(Actual, Expected, Tolerance)) + { + FinishTest(EFunctionalTestResult::Failed, + FString::Printf(TEXT("%s: Expected ~%f, got %f"), + *Message, Expected, Actual)); + } +} +``` + +#### ScenarioBuilder + +```cpp +// ScenarioBuilder.h +#pragma once + +#include "CoreMinimal.h" +#include "UObject/NoExportTypes.h" +#include "ScenarioBuilder.generated.h" + +class UGameStateManager; + +/** + * Fluent API for configuring E2E test scenarios. + */ +UCLASS(BlueprintType) +class MYGAMETESTS_API UScenarioBuilder : public UObject +{ + GENERATED_BODY() + +public: + /** Initialize with game state reference. */ + void Initialize(UGameStateManager* InGameState); + + /** + * Load scenario from save file. + * @param FileName Save file name (without path) + */ + UFUNCTION(BlueprintCallable, Category = "Scenario") + UScenarioBuilder* FromSaveFile(const FString& FileName); + + /** + * Set the current turn number. + */ + UFUNCTION(BlueprintCallable, Category = "Scenario") + UScenarioBuilder* OnTurn(int32 TurnNumber); + + /** + * Set the active faction. + */ + UFUNCTION(BlueprintCallable, Category = "Scenario") + UScenarioBuilder* WithActiveFaction(EFaction Faction); + + /** + * Spawn a unit at position. + * @param Faction Unit's faction + * @param Position World position + * @param MovementPoints Starting movement points + */ + UFUNCTION(BlueprintCallable, Category = "Scenario") + UScenarioBuilder* WithUnit(EFaction Faction, FVector Position, + int32 MovementPoints = 6); + + /** + * Set terrain at position. + */ + UFUNCTION(BlueprintCallable, Category = "Scenario") + UScenarioBuilder* WithTerrain(FVector Position, ETerrainType Terrain); + + /** + * Execute all queued setup actions. + * @param OnComplete Called when all actions complete + */ + void Build(TFunction OnComplete); + + /** Clear pending actions without executing. */ + UFUNCTION(BlueprintCallable, Category = "Scenario") + void Reset(); + +private: + UPROPERTY() + UGameStateManager* GameState; + + TArray)>> SetupActions; + + void ExecuteNextAction(int32 Index, TFunction FinalCallback); +}; +``` + +```cpp +// ScenarioBuilder.cpp +#include "ScenarioBuilder.h" +#include "GameStateManager.h" + +void UScenarioBuilder::Initialize(UGameStateManager* InGameState) +{ + GameState = InGameState; + SetupActions.Empty(); +} + +UScenarioBuilder* UScenarioBuilder::FromSaveFile(const FString& FileName) +{ + SetupActions.Add([this, FileName](TFunction Done) { + FString Path = FString::Printf(TEXT("TestData/%s"), *FileName); + GameState->LoadGame(Path, FOnLoadComplete::CreateLambda([Done](bool bSuccess) { + Done(); + })); + }); + return this; +} + +UScenarioBuilder* UScenarioBuilder::OnTurn(int32 TurnNumber) +{ + SetupActions.Add([this, TurnNumber](TFunction Done) { + GameState->SetTurnNumber(TurnNumber); + Done(); + }); + return this; +} + +UScenarioBuilder* UScenarioBuilder::WithActiveFaction(EFaction Faction) +{ + SetupActions.Add([this, Faction](TFunction Done) { + GameState->SetActiveFaction(Faction); + Done(); + }); + return this; +} + +UScenarioBuilder* UScenarioBuilder::WithUnit( + EFaction Faction, FVector Position, int32 MovementPoints) +{ + SetupActions.Add([this, Faction, Position, MovementPoints](TFunction Done) { + AUnit* Unit = GameState->SpawnUnit(Faction, Position); + if (Unit) + { + Unit->SetMovementPoints(MovementPoints); + } + Done(); + }); + return this; +} + +UScenarioBuilder* UScenarioBuilder::WithTerrain( + FVector Position, ETerrainType Terrain) +{ + SetupActions.Add([this, Position, Terrain](TFunction Done) { + GameState->GetMap()->SetTerrain(Position, Terrain); + Done(); + }); + return this; +} + +void UScenarioBuilder::Build(TFunction OnComplete) +{ + if (SetupActions.Num() == 0) + { + OnComplete(); + return; + } + + ExecuteNextAction(0, OnComplete); +} + +void UScenarioBuilder::Reset() +{ + SetupActions.Empty(); +} + +void UScenarioBuilder::ExecuteNextAction( + int32 Index, TFunction FinalCallback) +{ + if (Index >= SetupActions.Num()) + { + SetupActions.Empty(); + FinalCallback(); + return; + } + + SetupActions[Index]([this, Index, FinalCallback]() { + ExecuteNextAction(Index + 1, FinalCallback); + }); +} +``` + +#### InputSimulator + +```cpp +// InputSimulator.h +#pragma once + +#include "CoreMinimal.h" +#include "UObject/NoExportTypes.h" +#include "InputCoreTypes.h" +#include "InputSimulator.generated.h" + +class APlayerController; + +/** + * Simulates player input for E2E tests. + */ +UCLASS(BlueprintType) +class MYGAMETESTS_API UInputSimulator : public UObject +{ + GENERATED_BODY() + +public: + /** + * Click at a world position. + * @param WorldPos Position in world space + * @param OnComplete Called when click completes + */ + void ClickWorldPosition(FVector WorldPos, TFunction OnComplete); + + /** + * Click at screen coordinates. + */ + void ClickScreenPosition(FVector2D ScreenPos, TFunction OnComplete); + + /** + * Click a UI button by name. + * @param ButtonName Name of the button widget + * @param OnComplete Called when click completes + */ + UFUNCTION(BlueprintCallable, Category = "Input") + void ClickButton(const FString& ButtonName, TFunction OnComplete); + + /** + * Press and release a key. + */ + void PressKey(FKey Key, TFunction OnComplete); + + /** + * Trigger an input action. + */ + void TriggerAction(FName ActionName, TFunction OnComplete); + + /** + * Drag from one position to another. + */ + void DragFromTo(FVector From, FVector To, float Duration, + TFunction OnComplete); + + /** Reset all input state. */ + UFUNCTION(BlueprintCallable, Category = "Input") + void Reset(); + +private: + APlayerController* GetPlayerController() const; + void SimulateMouseClick(FVector2D ScreenPos, TFunction OnComplete); +}; +``` + +```cpp +// InputSimulator.cpp +#include "InputSimulator.h" +#include "GameFramework/PlayerController.h" +#include "Blueprint/UserWidget.h" +#include "Components/Button.h" +#include "Blueprint/WidgetBlueprintLibrary.h" +#include "Kismet/GameplayStatics.h" +#include "Engine/World.h" +#include "TimerManager.h" +#include "Framework/Application/SlateApplication.h" + +void UInputSimulator::ClickWorldPosition( + FVector WorldPos, TFunction OnComplete) +{ + APlayerController* PC = GetPlayerController(); + if (!PC) + { + OnComplete(); + return; + } + + FVector2D ScreenPos; + if (PC->ProjectWorldLocationToScreen(WorldPos, ScreenPos, true)) + { + ClickScreenPosition(ScreenPos, OnComplete); + } + else + { + OnComplete(); + } +} + +void UInputSimulator::ClickScreenPosition( + FVector2D ScreenPos, TFunction OnComplete) +{ + SimulateMouseClick(ScreenPos, OnComplete); +} + +void UInputSimulator::ClickButton( + const FString& ButtonName, TFunction OnComplete) +{ + APlayerController* PC = GetPlayerController(); + if (!PC) + { + UE_LOG(LogTemp, Warning, + TEXT("[InputSimulator] No PlayerController found")); + OnComplete(); + return; + } + + // Find button in all widgets + TArray FoundWidgets; + UWidgetBlueprintLibrary::GetAllWidgetsOfClass( + PC->GetWorld(), FoundWidgets, UUserWidget::StaticClass(), false); + + UButton* TargetButton = nullptr; + for (UUserWidget* Widget : FoundWidgets) + { + if (UButton* Button = Cast( + Widget->GetWidgetFromName(FName(*ButtonName)))) + { + TargetButton = Button; + break; + } + } + + if (TargetButton) + { + if (!TargetButton->GetIsEnabled()) + { + UE_LOG(LogTemp, Warning, + TEXT("[InputSimulator] Button '%s' is not enabled"), *ButtonName); + } + + // Simulate click via delegate + TargetButton->OnClicked.Broadcast(); + + // Delay to allow UI to process + FTimerHandle TimerHandle; + PC->GetWorld()->GetTimerManager().SetTimer( + TimerHandle, + [OnComplete]() { OnComplete(); }, + 0.1f, + false + ); + } + else + { + UE_LOG(LogTemp, Warning, + TEXT("[InputSimulator] Button '%s' not found"), *ButtonName); + OnComplete(); + } +} + +void UInputSimulator::PressKey(FKey Key, TFunction OnComplete) +{ + APlayerController* PC = GetPlayerController(); + if (!PC) + { + OnComplete(); + return; + } + + // Simulate key press + FInputKeyEventArgs PressArgs(PC->GetLocalPlayer()->GetControllerId(), + Key, EInputEvent::IE_Pressed, 1.0f, false); + PC->InputKey(PressArgs); + + // Delay then release + FTimerHandle TimerHandle; + PC->GetWorld()->GetTimerManager().SetTimer( + TimerHandle, + [this, PC, Key, OnComplete]() { + FInputKeyEventArgs ReleaseArgs(PC->GetLocalPlayer()->GetControllerId(), + Key, EInputEvent::IE_Released, 0.0f, false); + PC->InputKey(ReleaseArgs); + OnComplete(); + }, + 0.1f, + false + ); +} + +void UInputSimulator::TriggerAction(FName ActionName, TFunction OnComplete) +{ + APlayerController* PC = GetPlayerController(); + if (!PC) + { + OnComplete(); + return; + } + + // For Enhanced Input System + if (UEnhancedInputComponent* EIC = Cast( + PC->InputComponent.Get())) + { + // Trigger the action through the input subsystem + // Implementation depends on your input action setup + } + + OnComplete(); +} + +void UInputSimulator::DragFromTo( + FVector From, FVector To, float Duration, TFunction OnComplete) +{ + APlayerController* PC = GetPlayerController(); + if (!PC) + { + OnComplete(); + return; + } + + FVector2D FromScreen, ToScreen; + PC->ProjectWorldLocationToScreen(From, FromScreen, true); + PC->ProjectWorldLocationToScreen(To, ToScreen, true); + + // Simulate drag start + FSlateApplication::Get().ProcessMouseButtonDownEvent( + nullptr, FPointerEvent( + 0, FromScreen, FromScreen, TSet(), + EKeys::LeftMouseButton, 0, FModifierKeysState() + ) + ); + + // Interpolate drag over duration + float Elapsed = 0.0f; + float Interval = 0.05f; + + FTimerHandle DragTimer; + PC->GetWorld()->GetTimerManager().SetTimer( + DragTimer, + [this, PC, FromScreen, ToScreen, Duration, &Elapsed, Interval, OnComplete, &DragTimer]() { + Elapsed += Interval; + float Alpha = FMath::Clamp(Elapsed / Duration, 0.0f, 1.0f); + FVector2D CurrentPos = FMath::Lerp(FromScreen, ToScreen, Alpha); + + FSlateApplication::Get().ProcessMouseMoveEvent( + FPointerEvent( + 0, CurrentPos, CurrentPos - FVector2D(1, 0), + TSet({EKeys::LeftMouseButton}), + FModifierKeysState() + ) + ); + + if (Alpha >= 1.0f) + { + PC->GetWorld()->GetTimerManager().ClearTimer(DragTimer); + + FSlateApplication::Get().ProcessMouseButtonUpEvent( + FPointerEvent( + 0, ToScreen, ToScreen, TSet(), + EKeys::LeftMouseButton, 0, FModifierKeysState() + ) + ); + + OnComplete(); + } + }, + Interval, + true + ); +} + +void UInputSimulator::Reset() +{ + // Release any held inputs + FSlateApplication::Get().ClearAllUserFocus(); +} + +APlayerController* UInputSimulator::GetPlayerController() const +{ + UWorld* World = GEngine->GetWorldContexts()[0].World(); + return World ? UGameplayStatics::GetPlayerController(World, 0) : nullptr; +} + +void UInputSimulator::SimulateMouseClick( + FVector2D ScreenPos, TFunction OnComplete) +{ + // Press + FSlateApplication::Get().ProcessMouseButtonDownEvent( + nullptr, FPointerEvent( + 0, ScreenPos, ScreenPos, TSet(), + EKeys::LeftMouseButton, 0, FModifierKeysState() + ) + ); + + // Delay then release + UWorld* World = GEngine->GetWorldContexts()[0].World(); + if (World) + { + FTimerHandle TimerHandle; + World->GetTimerManager().SetTimer( + TimerHandle, + [ScreenPos, OnComplete]() { + FSlateApplication::Get().ProcessMouseButtonUpEvent( + FPointerEvent( + 0, ScreenPos, ScreenPos, TSet(), + EKeys::LeftMouseButton, 0, FModifierKeysState() + ) + ); + OnComplete(); + }, + 0.1f, + false + ); + } + else + { + OnComplete(); + } +} +``` + +#### AsyncTestHelpers + +```cpp +// AsyncTestHelpers.h +#pragma once + +#include "CoreMinimal.h" +#include "Misc/AutomationTest.h" + +/** + * Latent command to wait for a condition. + */ +DEFINE_LATENT_AUTOMATION_COMMAND_THREE_PARAMETER( + FWaitUntilCondition, + TFunction, Condition, + FString, Description, + float, Timeout +); + +/** + * Latent command to wait for a value to equal expected. + */ +template +class FWaitForValue : public IAutomationLatentCommand +{ +public: + FWaitForValue(TFunction InGetter, T InExpected, + const FString& InDescription, float InTimeout) + : Getter(InGetter) + , Expected(InExpected) + , Description(InDescription) + , Timeout(InTimeout) + , Elapsed(0.0f) + {} + + virtual bool Update() override + { + Elapsed += FApp::GetDeltaTime(); + + if (Getter() == Expected) + { + return true; + } + + if (Elapsed >= Timeout) + { + UE_LOG(LogTemp, Error, + TEXT("Timeout after %.1fs waiting for: %s"), + Timeout, *Description); + return true; + } + + return false; + } + +private: + TFunction Getter; + T Expected; + FString Description; + float Timeout; + float Elapsed; +}; + +/** + * Latent command to wait for float value within tolerance. + */ +class FWaitForValueApprox : public IAutomationLatentCommand +{ +public: + FWaitForValueApprox(TFunction InGetter, float InExpected, + const FString& InDescription, + float InTolerance = 0.0001f, float InTimeout = 5.0f) + : Getter(InGetter) + , Expected(InExpected) + , Description(InDescription) + , Tolerance(InTolerance) + , Timeout(InTimeout) + , Elapsed(0.0f) + {} + + virtual bool Update() override + { + Elapsed += FApp::GetDeltaTime(); + + if (FMath::IsNearlyEqual(Getter(), Expected, Tolerance)) + { + return true; + } + + if (Elapsed >= Timeout) + { + UE_LOG(LogTemp, Error, + TEXT("Timeout after %.1fs waiting for: %s (expected ~%f, got %f)"), + Timeout, *Description, Expected, Getter()); + return true; + } + + return false; + } + +private: + TFunction Getter; + float Expected; + FString Description; + float Tolerance; + float Timeout; + float Elapsed; +}; + +/** + * Latent command to assert condition never becomes true. + */ +DEFINE_LATENT_AUTOMATION_COMMAND_THREE_PARAMETER( + FAssertNeverTrue, + TFunction, Condition, + FString, Description, + float, Duration +); + +/** Helper macros for E2E tests */ +#define E2E_WAIT_UNTIL(Cond, Desc, Timeout) \ + ADD_LATENT_AUTOMATION_COMMAND(FWaitUntilCondition(Cond, Desc, Timeout)) + +#define E2E_WAIT_FOR_VALUE(Getter, Expected, Desc, Timeout) \ + ADD_LATENT_AUTOMATION_COMMAND(FWaitForValue(Getter, Expected, Desc, Timeout)) + +#define E2E_WAIT_FOR_FLOAT(Getter, Expected, Desc, Tolerance, Timeout) \ + ADD_LATENT_AUTOMATION_COMMAND(FWaitForValueApprox(Getter, Expected, Desc, Tolerance, Timeout)) +``` + +### Example E2E Test + +```cpp +// CombatE2ETests.cpp +#include "GameE2ETestBase.h" +#include "ScenarioBuilder.h" +#include "InputSimulator.h" +#include "AsyncTestHelpers.h" + +/** + * E2E test: Player can attack enemy and deal damage. + */ +UCLASS() +class AE2E_PlayerAttacksEnemy : public AGameE2ETestBase +{ + GENERATED_BODY() + +protected: + virtual void OnGameReady() override + { + // GIVEN: Player and enemy units in combat range + Scenario + ->WithUnit(EFaction::Player, FVector(100, 100, 0), 6) + ->WithUnit(EFaction::Enemy, FVector(200, 100, 0), 6) + ->WithActiveFaction(EFaction::Player) + ->Build([this]() { OnScenarioReady(); }); + } + +private: + void OnScenarioReady() + { + // Store enemy reference and initial health + TArray Enemies = GameState->GetUnits(EFaction::Enemy); + if (Enemies.Num() == 0) + { + FinishTest(EFunctionalTestResult::Failed, TEXT("No enemy found")); + return; + } + + AUnit* Enemy = Enemies[0]; + float InitialHealth = Enemy->GetHealth(); + + // WHEN: Player selects unit and attacks + InputSim->ClickWorldPosition(FVector(100, 100, 0), [this]() { + WaitUntil( + [this]() { return GameState->GetSelectedUnit() != nullptr; }, + TEXT("Unit should be selected"), + [this, Enemy, InitialHealth]() { PerformAttack(Enemy, InitialHealth); } + ); + }); + } + + void PerformAttack(AUnit* Enemy, float InitialHealth) + { + // Click on enemy to attack + InputSim->ClickWorldPosition(Enemy->GetActorLocation(), [this, Enemy, InitialHealth]() { + // THEN: Enemy takes damage + WaitUntil( + [Enemy, InitialHealth]() { return Enemy->GetHealth() < InitialHealth; }, + TEXT("Enemy should take damage"), + [this]() { + FinishTest(EFunctionalTestResult::Succeeded, + TEXT("Player successfully attacked enemy")); + } + ); + }); + } +}; + +/** + * E2E test: Full turn cycle completes correctly. + */ +UCLASS() +class AE2E_TurnCycleCompletes : public AGameE2ETestBase +{ + GENERATED_BODY() + +protected: + int32 StartingTurn; + + virtual void OnGameReady() override + { + // GIVEN: Game in progress + Scenario + ->OnTurn(1) + ->WithActiveFaction(EFaction::Player) + ->Build([this]() { OnScenarioReady(); }); + } + +private: + void OnScenarioReady() + { + StartingTurn = GameState->GetTurnNumber(); + + // WHEN: Player ends turn + InputSim->ClickButton(TEXT("EndTurnButton"), [this]() { + WaitUntil( + [this]() { + return GameState->GetActiveFaction() == EFaction::Enemy; + }, + TEXT("Should switch to enemy turn"), + [this]() { WaitForPlayerTurnReturn(); } + ); + }); + } + + void WaitForPlayerTurnReturn() + { + // Wait for AI turn to complete + WaitUntil( + [this]() { + return GameState->GetActiveFaction() == EFaction::Player; + }, + TEXT("Should return to player turn"), + [this]() { VerifyTurnIncremented(); }, + 30.0f // AI might take a while + ); + } + + void VerifyTurnIncremented() + { + // THEN: Turn number incremented + int32 CurrentTurn = GameState->GetTurnNumber(); + if (CurrentTurn == StartingTurn + 1) + { + FinishTest(EFunctionalTestResult::Succeeded, + TEXT("Turn cycle completed successfully")); + } + else + { + FinishTest(EFunctionalTestResult::Failed, + FString::Printf(TEXT("Expected turn %d, got %d"), + StartingTurn + 1, CurrentTurn)); + } + } +}; +``` + +### Running E2E Tests + +```bash +# Run all E2E tests +UnrealEditor-Cmd.exe MyGame.uproject \ + -ExecCmds="Automation RunTests MyGame.E2E" \ + -unattended -nopause -nullrhi + +# Run specific E2E test +UnrealEditor-Cmd.exe MyGame.uproject \ + -ExecCmds="Automation RunTests MyGame.E2E.Combat.PlayerAttacksEnemy" \ + -unattended -nopause + +# Run with detailed logging +UnrealEditor-Cmd.exe MyGame.uproject \ + -ExecCmds="Automation RunTests MyGame.E2E" \ + -unattended -nopause -log=E2ETests.log +``` + +### Quick E2E Checklist for Unreal + +- [ ] Create `GameE2ETestBase` class extending `AFunctionalTest` +- [ ] Implement `ScenarioBuilder` for your game's domain +- [ ] Create `InputSimulator` wrapping Slate input system +- [ ] Add `AsyncTestHelpers` with latent commands +- [ ] Create dedicated E2E test maps with spawn points +- [ ] Organize E2E tests under `Source/MyGameTests/Private/E2E/` +- [ ] Configure separate CI job for E2E suite with extended timeout +- [ ] Use Gauntlet for extended E2E scenarios if needed diff --git a/src/modules/bmgd/gametest/qa-index.csv b/src/modules/bmgd/gametest/qa-index.csv index af026afd..05b3ba79 100644 --- a/src/modules/bmgd/gametest/qa-index.csv +++ b/src/modules/bmgd/gametest/qa-index.csv @@ -14,4 +14,5 @@ input-testing,Input Testing,"Controller, keyboard, and touch input validation"," localization-testing,Localization Testing,"Text, audio, and cultural validation for international releases","localization,i18n,text",knowledge/localization-testing.md certification-testing,Platform Certification,"Console TRC/XR requirements and certification testing","certification,console,trc,xr",knowledge/certification-testing.md smoke-testing,Smoke Testing,"Critical path validation for build verification","smoke-tests,bvt,ci",knowledge/smoke-testing.md -test-priorities,Test Priorities Matrix,"P0-P3 criteria, coverage targets, execution ordering for games","prioritization,risk,coverage",knowledge/test-priorities.md \ No newline at end of file +test-priorities,Test Priorities Matrix,"P0-P3 criteria, coverage targets, execution ordering for games","prioritization,risk,coverage",knowledge/test-priorities.md +e2e-testing,End-to-End Testing,"Complete player journey testing with infrastructure patterns and async utilities","e2e,integration,player-journeys,scenarios,infrastructure",knowledge/e2e-testing.md diff --git a/src/modules/bmgd/workflows/gametest/automate/instructions.md b/src/modules/bmgd/workflows/gametest/automate/instructions.md index 2af2e4fe..8fb1615c 100644 --- a/src/modules/bmgd/workflows/gametest/automate/instructions.md +++ b/src/modules/bmgd/workflows/gametest/automate/instructions.md @@ -209,6 +209,87 @@ func test_{feature}_integration(): # Cleanup scene.queue_free() ``` +### E2E Journey Tests + +**Knowledge Base Reference**: `knowledge/e2e-testing.md` +```csharp +public class {Feature}E2ETests : GameE2ETestFixture +{ + [UnityTest] + public IEnumerator {JourneyName}_Succeeds() + { + // GIVEN + yield return Scenario + .{SetupMethod1}() + .{SetupMethod2}() + .Build(); + + // WHEN + yield return Input.{Action1}(); + yield return AsyncAssert.WaitUntil( + () => {Condition1}, "{Description1}"); + yield return Input.{Action2}(); + + // THEN + yield return AsyncAssert.WaitUntil( + () => {FinalCondition}, "{FinalDescription}"); + Assert.{Assertion}({expected}, {actual}); + } +} +``` + + +## Step 3.5: Generate E2E Infrastructure + +Before generating E2E tests, scaffold the required infrastructure. + +### Infrastructure Checklist + +1. **Test Fixture Base Class** + - Scene loading/unloading + - Game ready state waiting + - Common service access + - Cleanup guarantees + +2. **Scenario Builder** + - Fluent API for game state configuration + - Domain-specific methods (e.g., `WithUnit`, `OnTurn`) + - Yields for state propagation + +3. **Input Simulator** + - Click/drag abstractions + - Button press simulation + - Keyboard input queuing + +4. **Async Assertions** + - `WaitUntil` with timeout and message + - `WaitForEvent` for event-driven flows + - `WaitForState` for state machine transitions + +### Generation Template +```csharp +// GameE2ETestFixture.cs +public abstract class GameE2ETestFixture +{ + protected {GameStateClass} GameState; + protected {InputSimulatorClass} Input; + protected {ScenarioBuilderClass} Scenario; + + [UnitySetUp] + public IEnumerator BaseSetUp() + { + yield return LoadScene("{main_scene}"); + GameState = Object.FindFirstObjectByType<{GameStateClass}>(); + Input = new {InputSimulatorClass}(); + Scenario = new {ScenarioBuilderClass}(GameState); + yield return WaitForReady(); + } + + // ... (fill from e2e-testing.md patterns) +} +``` + +**After scaffolding infrastructure, proceed to generate actual E2E tests.** --- diff --git a/src/modules/bmgd/workflows/gametest/e2e-scaffold/checklist.md b/src/modules/bmgd/workflows/gametest/e2e-scaffold/checklist.md new file mode 100644 index 00000000..58a510d2 --- /dev/null +++ b/src/modules/bmgd/workflows/gametest/e2e-scaffold/checklist.md @@ -0,0 +1,95 @@ +# E2E Infrastructure Scaffold Checklist + +## Preflight Validation + +- [ ] Test framework already initialized (`Tests/` directory exists with proper structure) +- [ ] Game state manager class identified +- [ ] Main gameplay scene identified and loads without errors +- [ ] No existing E2E infrastructure conflicts + +## Architecture Analysis + +- [ ] Game engine correctly detected +- [ ] Engine version identified +- [ ] Input system type determined (New Input System, Legacy, Custom) +- [ ] Game state manager class located +- [ ] Ready/initialized state property identified +- [ ] Key domain entities catalogued for ScenarioBuilder + +## Generated Files + +### Directory Structure +- [ ] `Tests/PlayMode/E2E/` directory created +- [ ] `Tests/PlayMode/E2E/Infrastructure/` directory created +- [ ] `Tests/PlayMode/E2E/Scenarios/` directory created +- [ ] `Tests/PlayMode/E2E/TestData/` directory created + +### Infrastructure Files +- [ ] `E2E.asmdef` created with correct assembly references +- [ ] `GameE2ETestFixture.cs` created with correct class references +- [ ] `ScenarioBuilder.cs` created with at least placeholder methods +- [ ] `InputSimulator.cs` created matching detected input system +- [ ] `AsyncAssert.cs` created with core assertion methods + +### Example and Documentation +- [ ] `ExampleE2ETest.cs` created with working infrastructure test +- [ ] `README.md` created with usage documentation + +## Code Quality + +### GameE2ETestFixture +- [ ] Correct namespace applied +- [ ] Correct `GameStateClass` reference +- [ ] Correct `SceneName` default +- [ ] `WaitForGameReady` uses correct ready property +- [ ] `UnitySetUp` and `UnityTearDown` properly structured +- [ ] Virtual methods for derived class customization + +### ScenarioBuilder +- [ ] Fluent API pattern correctly implemented +- [ ] `Build()` executes all queued actions +- [ ] At least one domain-specific method added (or clear TODOs) +- [ ] `FromSaveFile` method scaffolded + +### InputSimulator +- [ ] Matches detected input system (New vs Legacy) +- [ ] Mouse click simulation works +- [ ] Button click by name works +- [ ] Keyboard input scaffolded +- [ ] `Reset()` method cleans up state + +### AsyncAssert +- [ ] `WaitUntil` includes timeout and descriptive failure +- [ ] `WaitForValue` provides current vs expected in failure +- [ ] `AssertNeverTrue` for negative assertions +- [ ] Frame/physics wait utilities included + +## Assembly Definition + +- [ ] References main game assembly +- [ ] References Unity.InputSystem (if applicable) +- [ ] `overrideReferences` set to true +- [ ] `precompiledReferences` includes nunit.framework.dll +- [ ] `precompiledReferences` includes UnityEngine.TestRunner.dll +- [ ] `precompiledReferences` includes UnityEditor.TestRunner.dll +- [ ] `UNITY_INCLUDE_TESTS` define constraint set + +## Verification + +- [ ] Project compiles without errors after scaffold +- [ ] `ExampleE2ETests.Infrastructure_GameLoadsAndReachesReadyState` passes +- [ ] Test appears in Test Runner under PlayMode → E2E category + +## Documentation Quality + +- [ ] README explains all infrastructure components +- [ ] Quick start example is copy-pasteable +- [ ] Extension instructions are clear +- [ ] Troubleshooting table addresses common issues + +## Handoff + +- [ ] Summary output provided with all configuration values +- [ ] Next steps clearly listed +- [ ] Customization requirements highlighted +- [ ] Knowledge fragments referenced diff --git a/src/modules/bmgd/workflows/gametest/e2e-scaffold/instructions.md b/src/modules/bmgd/workflows/gametest/e2e-scaffold/instructions.md new file mode 100644 index 00000000..42b99840 --- /dev/null +++ b/src/modules/bmgd/workflows/gametest/e2e-scaffold/instructions.md @@ -0,0 +1,1137 @@ + + +# E2E Test Infrastructure Scaffold + +**Workflow ID**: `_bmad/bmgd/gametest/e2e-scaffold` +**Version**: 1.0 (BMad v6) + +--- + +## Overview + +Scaffold complete E2E testing infrastructure for an existing game project. This workflow creates the foundation required for reliable, maintainable end-to-end tests: test fixtures, scenario builders, input simulators, and async assertion utilities — all tailored to the project's specific architecture. + +E2E tests validate complete player journeys. Without proper infrastructure, they become brittle nightmares. This workflow prevents that. + +--- + +## Preflight Requirements + +**Critical:** Verify these requirements before proceeding. If any fail, HALT and guide the user. + +- ✅ Test framework already initialized (run `test-framework` workflow first) +- ✅ Game has identifiable state manager class +- ✅ Main gameplay scene exists and is functional +- ✅ No existing E2E infrastructure (check for `Tests/PlayMode/E2E/`) + +**Knowledge Base:** Load `knowledge/e2e-testing.md` before proceeding. + +--- + +## Step 1: Analyze Game Architecture + +### 1.1 Detect Game Engine + +Identify engine type by checking for: + +- **Unity**: `Assets/`, `ProjectSettings/`, `*.unity` scenes +- **Unreal**: `*.uproject`, `Source/`, `Config/DefaultEngine.ini` +- **Godot**: `project.godot`, `*.tscn`, `*.gd` files + +Load the appropriate engine-specific knowledge fragment: +- Unity: `knowledge/unity-testing.md` +- Unreal: `knowledge/unreal-testing.md` +- Godot: `knowledge/godot-testing.md` + +### 1.2 Identify Core Systems + +Locate and document: + +1. **Game State Manager** + - Primary class that holds game state + - Look for: `GameManager`, `GameStateManager`, `GameController`, `GameMode` + - Note: initialization method, ready state property, save/load methods + +2. **Input Handling** + - Unity: New Input System (`InputSystem` package) vs Legacy (`Input.GetKey`) + - Unreal: Enhanced Input vs Legacy + - Godot: Built-in Input singleton + - Custom input abstraction layer + +3. **Event/Messaging System** + - Event bus pattern + - C# events/delegates + - UnityEvents + - Signals (Godot) + +4. **Scene Structure** + - Main gameplay scene name + - Scene loading approach (additive, single) + - Bootstrap/initialization flow + +### 1.3 Identify Domain Concepts + +For the ScenarioBuilder, identify: + +- **Primary Entities**: Units, players, items, enemies, etc. +- **State Machine States**: Turn phases, game modes, player states +- **Spatial System**: Grid/hex positions, world coordinates, regions +- **Resources**: Currency, health, mana, ammunition, etc. + +### 1.4 Check Existing Test Structure + +``` +Expected structure after test-framework workflow: +Tests/ +├── EditMode/ +│ └── ... (unit tests) +└── PlayMode/ + └── ... (integration tests) +``` + +If `Tests/PlayMode/E2E/` already exists, HALT and ask user how to proceed. + +--- + +## Step 2: Generate Infrastructure + +### 2.1 Create Directory Structure + +``` +Tests/PlayMode/E2E/ +├── E2E.asmdef +├── Infrastructure/ +│ ├── GameE2ETestFixture.cs +│ ├── ScenarioBuilder.cs +│ ├── InputSimulator.cs +│ └── AsyncAssert.cs +├── Scenarios/ +│ └── (empty - user will add tests here) +├── TestData/ +│ └── (empty - user will add fixtures here) +└── README.md +``` + +### 2.2 Generate Assembly Definition + +**Unity: `E2E.asmdef`** + +```json +{ + "name": "E2E", + "rootNamespace": "{ProjectNamespace}.Tests.E2E", + "references": [ + "{GameAssemblyName}", + "Unity.InputSystem", + "Unity.InputSystem.TestFramework" + ], + "includePlatforms": [], + "excludePlatforms": [], + "allowUnsafeCode": false, + "overrideReferences": true, + "precompiledReferences": [ + "nunit.framework.dll", + "UnityEngine.TestRunner.dll", + "UnityEditor.TestRunner.dll" + ], + "autoReferenced": false, + "defineConstraints": [ + "UNITY_INCLUDE_TESTS" + ], + "versionDefines": [], + "noEngineReferences": false +} +``` + +**Notes:** +- Replace `{ProjectNamespace}` with detected project namespace +- Replace `{GameAssemblyName}` with main game assembly +- Include `Unity.InputSystem` references only if Input System package detected + +### 2.3 Generate GameE2ETestFixture + +This is the base class all E2E tests inherit from. + +**Unity Template:** + +```csharp +using System.Collections; +using NUnit.Framework; +using UnityEngine; +using UnityEngine.SceneManagement; +using UnityEngine.TestTools; + +namespace {Namespace}.Tests.E2E +{ + /// + /// Base fixture for all E2E tests. Handles scene loading, game initialization, + /// and provides access to core test utilities. + /// + public abstract class GameE2ETestFixture + { + /// + /// Override to specify a different scene for specific test classes. + /// + protected virtual string SceneName => "{MainSceneName}"; + + /// + /// Primary game state manager reference. + /// + protected {GameStateClass} GameState { get; private set; } + + /// + /// Input simulation utility. + /// + protected InputSimulator Input { get; private set; } + + /// + /// Scenario configuration builder. + /// + protected ScenarioBuilder Scenario { get; private set; } + + [UnitySetUp] + public IEnumerator BaseSetUp() + { + // Load the game scene + yield return SceneManager.LoadSceneAsync(SceneName); + yield return null; // Wait one frame for Awake/Start + + // Get core references + GameState = Object.FindFirstObjectByType<{GameStateClass}>(); + Assert.IsNotNull(GameState, + $"{nameof({GameStateClass})} not found in scene '{SceneName}'"); + + // Initialize test utilities + Input = new InputSimulator(); + Scenario = new ScenarioBuilder(GameState); + + // Wait for game to reach ready state + yield return WaitForGameReady(); + + // Call derived class setup + yield return SetUp(); + } + + [UnityTearDown] + public IEnumerator BaseTearDown() + { + // Call derived class teardown first + yield return TearDown(); + + // Reset input state + Input?.Reset(); + + // Clear references + GameState = null; + Input = null; + Scenario = null; + } + + /// + /// Override for test-class-specific setup. Called after scene loads and game is ready. + /// + protected virtual IEnumerator SetUp() + { + yield return null; + } + + /// + /// Override for test-class-specific teardown. Called before base cleanup. + /// + protected virtual IEnumerator TearDown() + { + yield return null; + } + + /// + /// Waits until the game reaches a playable state. + /// + protected virtual IEnumerator WaitForGameReady(float timeout = 10f) + { + yield return AsyncAssert.WaitUntil( + () => GameState != null && GameState.{IsReadyProperty}, + "Game to reach ready state", + timeout); + } + + /// + /// Captures screenshot on test failure for debugging. + /// + protected IEnumerator CaptureFailureScreenshot() + { + if (TestContext.CurrentContext.Result.Outcome.Status == + NUnit.Framework.Interfaces.TestStatus.Failed) + { + var texture = ScreenCapture.CaptureScreenshotAsTexture(); + var bytes = texture.EncodeToPNG(); + var testName = TestContext.CurrentContext.Test.Name; + var path = $"TestResults/E2E_Failure_{testName}_{System.DateTime.Now:yyyyMMdd_HHmmss}.png"; + + System.IO.Directory.CreateDirectory("TestResults"); + System.IO.File.WriteAllBytes(path, bytes); + Debug.Log($"[E2E] Failure screenshot saved: {path}"); + + Object.Destroy(texture); + } + yield return null; + } + } +} +``` + +**Customization Points:** +- `{Namespace}`: Project namespace (e.g., `AugustStorm`) +- `{MainSceneName}`: Detected main gameplay scene +- `{GameStateClass}`: Identified game state manager class +- `{IsReadyProperty}`: Property indicating game is initialized (e.g., `IsReady`, `IsInitialized`) + +### 2.4 Generate ScenarioBuilder + +Fluent API for configuring test scenarios. This must be customized to the game's domain. + +**Unity Template:** + +```csharp +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace {Namespace}.Tests.E2E +{ + /// + /// Fluent builder for configuring E2E test scenarios. + /// Add domain-specific methods as needed for your game. + /// + public class ScenarioBuilder + { + private readonly {GameStateClass} _gameState; + private readonly List> _setupActions = new(); + + public ScenarioBuilder({GameStateClass} gameState) + { + _gameState = gameState; + } + + #region State Configuration + + /// + /// Load a pre-configured scenario from a save file. + /// + public ScenarioBuilder FromSaveFile(string fileName) + { + _setupActions.Add(() => LoadSaveFile(fileName)); + return this; + } + + // TODO: Add domain-specific configuration methods + // Examples for a turn-based strategy game: + // + // public ScenarioBuilder WithUnit(Faction faction, Hex position, int mp = 6) + // { + // _setupActions.Add(() => SpawnUnit(faction, position, mp)); + // return this; + // } + // + // public ScenarioBuilder OnTurn(int turnNumber) + // { + // _setupActions.Add(() => SetTurn(turnNumber)); + // return this; + // } + // + // public ScenarioBuilder WithActiveFaction(Faction faction) + // { + // _setupActions.Add(() => SetActiveFaction(faction)); + // return this; + // } + + #endregion + + #region Execution + + /// + /// Execute all configured setup actions. + /// + public IEnumerator Build() + { + foreach (var action in _setupActions) + { + yield return action(); + yield return null; // Allow state to propagate + } + _setupActions.Clear(); + } + + /// + /// Clear pending actions without executing. + /// + public void Reset() + { + _setupActions.Clear(); + } + + #endregion + + #region Private Implementation + + private IEnumerator LoadSaveFile(string fileName) + { + var path = $"TestData/{fileName}"; + // TODO: Implement save loading based on your save system + // yield return _gameState.LoadGame(path); + Debug.Log($"[ScenarioBuilder] Loading scenario from: {path}"); + yield return null; + } + + // TODO: Implement domain-specific setup methods + // private IEnumerator SpawnUnit(Faction faction, Hex position, int mp) + // { + // var unit = _gameState.SpawnUnit(faction, position); + // unit.MovementPoints = mp; + // yield return null; + // } + + #endregion + } +} +``` + +**Note to Agent:** After generating the template, analyze the game's domain model and add 3-5 concrete configuration methods based on identified entities (Step 1.3). + +### 2.5 Generate InputSimulator + +Abstract player input for deterministic testing. + +**Unity Template (New Input System):** + +```csharp +using System.Collections; +using UnityEngine; +using UnityEngine.InputSystem; +using UnityEngine.InputSystem.LowLevel; + +namespace {Namespace}.Tests.E2E +{ + /// + /// Simulates player input for E2E tests. + /// + public class InputSimulator + { + private Mouse _mouse; + private Keyboard _keyboard; + private Camera _camera; + + public InputSimulator() + { + _mouse = Mouse.current ?? InputSystem.AddDevice(); + _keyboard = Keyboard.current ?? InputSystem.AddDevice(); + _camera = Camera.main; + } + + #region Mouse Input + + /// + /// Click at a world position. + /// + public IEnumerator ClickWorldPosition(Vector3 worldPos) + { + var screenPos = _camera.WorldToScreenPoint(worldPos); + yield return ClickScreenPosition(new Vector2(screenPos.x, screenPos.y)); + } + + /// + /// Click at a screen position. + /// + public IEnumerator ClickScreenPosition(Vector2 screenPos) + { + // Move mouse to position + InputState.Change(_mouse.position, screenPos); + yield return null; + + // Press + using (StateEvent.From(_mouse, out var eventPtr)) + { + _mouse.CopyState(eventPtr); + _mouse.leftButton.WriteValueIntoEvent(1f, eventPtr); + InputSystem.QueueEvent(eventPtr); + } + yield return null; + + // Release + using (StateEvent.From(_mouse, out var eventPtr)) + { + _mouse.CopyState(eventPtr); + _mouse.leftButton.WriteValueIntoEvent(0f, eventPtr); + InputSystem.QueueEvent(eventPtr); + } + yield return null; + } + + /// + /// Click a UI button by name. + /// + public IEnumerator ClickButton(string buttonName) + { + var button = GameObject.Find(buttonName)? + .GetComponent(); + + if (button == null) + { + // Search in inactive objects within loaded scenes only + var buttons = Object.FindObjectsByType( + FindObjectsInactive.Include, FindObjectsSortMode.None); + foreach (var b in buttons) + { + if (b.name == buttonName && b.gameObject.scene.isLoaded) + { + button = b; + break; + } + } + } + + UnityEngine.Assertions.Assert.IsNotNull(button, + $"Button '{buttonName}' not found in active scenes"); + + if (!button.interactable) + { + Debug.LogWarning($"[InputSimulator] Button '{buttonName}' is not interactable"); + } + + button.onClick.Invoke(); + yield return null; + } + + /// + /// Drag from one world position to another. + /// + public IEnumerator DragFromTo(Vector3 from, Vector3 to, float duration = 0.3f) + { + var fromScreen = (Vector2)_camera.WorldToScreenPoint(from); + var toScreen = (Vector2)_camera.WorldToScreenPoint(to); + + // Move to start + InputState.Change(_mouse.position, fromScreen); + yield return null; + + // Press + using (StateEvent.From(_mouse, out var eventPtr)) + { + _mouse.CopyState(eventPtr); + _mouse.leftButton.WriteValueIntoEvent(1f, eventPtr); + InputSystem.QueueEvent(eventPtr); + } + yield return null; + + // Drag + var elapsed = 0f; + while (elapsed < duration) + { + var t = elapsed / duration; + var pos = Vector2.Lerp(fromScreen, toScreen, t); + InputState.Change(_mouse.position, pos); + yield return null; + elapsed += Time.deltaTime; + } + + // Release at destination + InputState.Change(_mouse.position, toScreen); + using (StateEvent.From(_mouse, out var eventPtr)) + { + _mouse.CopyState(eventPtr); + _mouse.leftButton.WriteValueIntoEvent(0f, eventPtr); + InputSystem.QueueEvent(eventPtr); + } + yield return null; + } + + #endregion + + #region Keyboard Input + + /// + /// Press and release a key. + /// + public IEnumerator PressKey(Key key) + { + var control = _keyboard[key]; + using (StateEvent.From(_keyboard, out var eventPtr)) + { + control.WriteValueIntoEvent(1f, eventPtr); + InputSystem.QueueEvent(eventPtr); + } + yield return null; + + using (StateEvent.From(_keyboard, out var eventPtr)) + { + control.WriteValueIntoEvent(0f, eventPtr); + InputSystem.QueueEvent(eventPtr); + } + yield return null; + } + + /// + /// Hold a key for a duration. + /// + public IEnumerator HoldKey(Key key, float duration) + { + var control = _keyboard[key]; + using (StateEvent.From(_keyboard, out var eventPtr)) + { + control.WriteValueIntoEvent(1f, eventPtr); + InputSystem.QueueEvent(eventPtr); + } + + yield return new WaitForSeconds(duration); + + using (StateEvent.From(_keyboard, out var eventPtr)) + { + control.WriteValueIntoEvent(0f, eventPtr); + InputSystem.QueueEvent(eventPtr); + } + yield return null; + } + + #endregion + + #region Utility + + /// + /// Reset all input state. + /// + public void Reset() + { + if (_mouse != null) + { + InputState.Change(_mouse, new MouseState()); + } + if (_keyboard != null) + { + InputState.Change(_keyboard, new KeyboardState()); + } + } + + /// + /// Update camera reference (call after scene load if needed). + /// + public void RefreshCamera() + { + _camera = Camera.main; + } + + #endregion + } +} +``` + +**Unity Template (Legacy Input):** + +If legacy input system detected, generate a simpler version using `Input.mousePosition` simulation or UI event triggering. + +### 2.6 Generate AsyncAssert + +Wait-for-condition assertions with meaningful failure messages. + +**Unity Template:** + +```csharp +using System; +using System.Collections; +using NUnit.Framework; +using UnityEngine; + +namespace {Namespace}.Tests.E2E +{ + /// + /// Async assertion utilities for E2E tests. + /// + public static class AsyncAssert + { + /// + /// Wait until condition is true, or fail with message after timeout. + /// + /// Condition to wait for + /// Human-readable description of what we're waiting for + /// Maximum seconds to wait + public static IEnumerator WaitUntil( + Func condition, + string description, + float timeout = 5f) + { + var elapsed = 0f; + while (!condition() && elapsed < timeout) + { + yield return null; + elapsed += Time.deltaTime; + } + + Assert.IsTrue(condition(), + $"Timeout after {timeout:F1}s waiting for: {description}"); + } + + /// + /// Wait until condition is true, with periodic debug logging. + /// + public static IEnumerator WaitUntilVerbose( + Func condition, + string description, + float timeout = 5f, + float logInterval = 1f) + { + var elapsed = 0f; + var lastLog = 0f; + + while (!condition() && elapsed < timeout) + { + if (elapsed - lastLog >= logInterval) + { + Debug.Log($"[E2E] Waiting for: {description} ({elapsed:F1}s elapsed)"); + lastLog = elapsed; + } + yield return null; + elapsed += Time.deltaTime; + } + + if (condition()) + { + Debug.Log($"[E2E] Condition met: {description} (after {elapsed:F1}s)"); + } + + Assert.IsTrue(condition(), + $"Timeout after {timeout:F1}s waiting for: {description}"); + } + + /// + /// Wait for a value to equal expected. + /// Note: For floating-point comparisons, use WaitForValueApprox instead + /// to handle precision issues. This method uses exact equality. + /// + public static IEnumerator WaitForValue( + Func getter, + T expected, + string description, + float timeout = 5f) where T : IEquatable + { + yield return WaitUntil( + () => expected.Equals(getter()), + $"{description} to equal '{expected}' (current: '{getter()}')", + timeout); + } + + /// + /// Wait for a float value within tolerance (handles floating-point precision). + /// + public static IEnumerator WaitForValueApprox( + Func getter, + float expected, + string description, + float tolerance = 0.0001f, + float timeout = 5f) + { + yield return WaitUntil( + () => Mathf.Abs(expected - getter()) < tolerance, + $"{description} to equal ~{expected} ±{tolerance} (current: {getter()})", + timeout); + } + + /// + /// Wait for a double value within tolerance (handles floating-point precision). + /// + public static IEnumerator WaitForValueApprox( + Func getter, + double expected, + string description, + double tolerance = 0.0001, + float timeout = 5f) + { + yield return WaitUntil( + () => Math.Abs(expected - getter()) < tolerance, + $"{description} to equal ~{expected} ±{tolerance} (current: {getter()})", + timeout); + } + + /// + /// Wait for a value to not equal a specific value. + /// + public static IEnumerator WaitForValueNot( + Func getter, + T notExpected, + string description, + float timeout = 5f) where T : IEquatable + { + yield return WaitUntil( + () => !notExpected.Equals(getter()), + $"{description} to change from '{notExpected}'", + timeout); + } + + /// + /// Wait for a reference to become non-null. + /// + public static IEnumerator WaitForNotNull( + Func getter, + string description, + float timeout = 5f) where T : class + { + yield return WaitUntil( + () => getter() != null, + $"{description} to exist (not null)", + timeout); + } + + /// + /// Wait for a Unity Object to exist (handles Unity's fake null). + /// + public static IEnumerator WaitForUnityObject( + Func getter, + string description, + float timeout = 5f) where T : UnityEngine.Object + { + yield return WaitUntil( + () => getter() != null, // Unity overloads == for destroyed objects + $"{description} to exist", + timeout); + } + + /// + /// Assert that a condition does NOT become true within a time window. + /// Useful for testing that something doesn't happen. + /// + public static IEnumerator AssertNeverTrue( + Func condition, + string description, + float duration = 1f) + { + var elapsed = 0f; + while (elapsed < duration) + { + Assert.IsFalse(condition(), + $"Condition unexpectedly became true: {description}"); + yield return null; + elapsed += Time.deltaTime; + } + } + + /// + /// Wait for a specific number of frames. + /// Use sparingly - prefer WaitUntil with conditions. + /// + public static IEnumerator WaitFrames(int frameCount) + { + for (int i = 0; i < frameCount; i++) + { + yield return null; + } + } + + /// + /// Wait for physics to settle (multiple FixedUpdates). + /// + public static IEnumerator WaitForPhysics(int fixedUpdateCount = 3) + { + for (int i = 0; i < fixedUpdateCount; i++) + { + yield return new WaitForFixedUpdate(); + } + } + } +} +``` + +--- + +## Step 3: Generate Example Test + +Create a working E2E test that exercises the infrastructure and proves it works. + +**Unity Template:** + +```csharp +using System.Collections; +using NUnit.Framework; +using UnityEngine; +using UnityEngine.TestTools; + +namespace {Namespace}.Tests.E2E +{ + /// + /// Example E2E tests demonstrating infrastructure usage. + /// Delete or modify these once you've verified the setup works. + /// + [Category("E2E")] + public class ExampleE2ETests : GameE2ETestFixture + { + [UnityTest] + public IEnumerator Infrastructure_GameLoadsAndReachesReadyState() + { + // This test verifies the E2E infrastructure is working correctly. + // If this test passes, your infrastructure is properly configured. + + // The base fixture already loaded the scene and waited for ready, + // so if we get here, everything worked. + + Assert.IsNotNull(GameState, "GameState should be available"); + Assert.IsNotNull(Input, "InputSimulator should be available"); + Assert.IsNotNull(Scenario, "ScenarioBuilder should be available"); + + // Verify game is actually ready + // NOTE: {IsReadyProperty} is a template placeholder. Replace it with your + // game's actual ready-state property (e.g., IsReady, IsInitialized, HasLoaded). + yield return AsyncAssert.WaitUntil( + () => GameState.{IsReadyProperty}, + "Game should be in ready state"); + + Debug.Log("[E2E] Infrastructure test passed - E2E framework is working!"); + } + + [UnityTest] + public IEnumerator Infrastructure_InputSimulatorCanClickButtons() + { + // Test that input simulation works + // Modify this to click an actual button in your game + + // Example: Click a button that should exist in your main scene + // yield return Input.ClickButton("SomeButtonName"); + // yield return AsyncAssert.WaitUntil( + // () => /* button click result */, + // "Button click should have effect"); + + Debug.Log("[E2E] Input simulation test - customize with your UI elements"); + yield return null; + } + + [UnityTest] + public IEnumerator Infrastructure_ScenarioBuilderCanConfigureState() + { + // Test that scenario builder works + // Modify this to use your domain-specific setup methods + + // Example: + // yield return Scenario + // .WithUnit(Faction.Player, new Hex(3, 3)) + // .OnTurn(1) + // .Build(); + // + // Assert.AreEqual(1, GameState.TurnNumber); + + Debug.Log("[E2E] Scenario builder test - customize with your domain methods"); + yield return Scenario.Build(); // Execute empty builder (no-op) + } + } +} +``` + +--- + +## Step 4: Generate Documentation + +Create a README explaining how to use the E2E infrastructure. + +**Template: `Tests/PlayMode/E2E/README.md`** + +```markdown +# E2E Testing Infrastructure + +End-to-end tests that validate complete player journeys through the game. + +## Quick Start + +1. Create a new test class inheriting from `GameE2ETestFixture` +2. Use `Scenario` to configure game state +3. Use `Input` to simulate player actions +4. Use `AsyncAssert` to wait for and verify outcomes + +## Example Test + +```csharp +[UnityTest] +public IEnumerator Player_CanCompleteBasicAction() +{ + // GIVEN: Configured scenario + yield return Scenario + .WithSomeSetup() + .Build(); + + // WHEN: Player takes action + yield return Input.ClickButton("ActionButton"); + + // THEN: Expected outcome occurs + yield return AsyncAssert.WaitUntil( + () => GameState.ActionCompleted, + "Action should complete"); +} +``` + +## Infrastructure Components + +### GameE2ETestFixture + +Base class for all E2E tests. Provides: +- Automatic scene loading and cleanup +- Access to `GameState`, `Input`, and `Scenario` +- Override `SetUp()` and `TearDown()` for test-specific setup + +### ScenarioBuilder + +Fluent API for configuring test scenarios. Extend with domain-specific methods: + +```csharp +// In ScenarioBuilder.cs, add methods like: +public ScenarioBuilder WithPlayer(Vector3 position) +{ + _setupActions.Add(() => SpawnPlayer(position)); + return this; +} +``` + +### InputSimulator + +Simulates player input: +- `ClickWorldPosition(Vector3)` - Click in 3D space +- `ClickScreenPosition(Vector2)` - Click at screen coordinates +- `ClickButton(string)` - Click UI button by name +- `DragFromTo(Vector3, Vector3)` - Drag gesture +- `PressKey(Key)` - Keyboard input + +### AsyncAssert + +Async assertions with timeouts: +- `WaitUntil(condition, description, timeout)` - Wait for condition +- `WaitForValue(getter, expected, description)` - Wait for specific value +- `AssertNeverTrue(condition, description, duration)` - Assert something doesn't happen + +## Directory Structure + +``` +E2E/ +├── Infrastructure/ # Base classes and utilities (don't modify often) +├── Scenarios/ # Your actual E2E tests go here +└── TestData/ # Save files and fixtures for scenarios +``` + +## Running Tests + +**In Unity Editor:** +- Window → General → Test Runner +- Select "PlayMode" tab +- Filter by "E2E" category + +**Command Line:** +```bash +unity -runTests -testPlatform PlayMode -testCategory E2E -batchmode +``` + +## Best Practices + +1. **Use Given-When-Then structure** for readable tests +2. **Wait for conditions, not time** - avoid `WaitForSeconds` as primary sync +3. **One journey per test** - keep tests focused +4. **Descriptive assertions** - include context in failure messages +5. **Clean up state** - don't let tests pollute each other + +## Extending the Framework + +### Adding Scenario Methods + +Edit `ScenarioBuilder.cs` to add domain-specific setup: + +```csharp +public ScenarioBuilder OnLevel(int level) +{ + _setupActions.Add(() => LoadLevel(level)); + return this; +} + +private IEnumerator LoadLevel(int level) +{ + _gameState.LoadLevel(level); + yield return null; +} +``` + +### Adding Input Methods + +Edit `InputSimulator.cs` for game-specific input: + +```csharp +public IEnumerator ClickHex(Hex hex) +{ + var worldPos = HexUtils.HexToWorld(hex); + yield return ClickWorldPosition(worldPos); +} +``` + +## Troubleshooting + +| Issue | Cause | Fix | +|-------|-------|-----| +| Tests timeout waiting for ready | Game init takes too long | Increase timeout in `WaitForGameReady` | +| Input simulation doesn't work | Wrong input system | Check `InputSimulator` matches your setup | +| Flaky tests | Race conditions | Use `AsyncAssert.WaitUntil` instead of `WaitForSeconds` | +| Can't find GameState | Wrong scene or class name | Check `SceneName` and class reference | +``` + +--- + +## Step 5: Output Summary + +After generating all files, provide this summary: + +```markdown +## E2E Infrastructure Scaffold Complete + +**Engine**: {Unity | Unreal | Godot} +**Version**: {detected_version} + +### Files Created + +``` +Tests/PlayMode/E2E/ +├── E2E.asmdef +├── Infrastructure/ +│ ├── GameE2ETestFixture.cs +│ ├── ScenarioBuilder.cs +│ ├── InputSimulator.cs +│ └── AsyncAssert.cs +├── Scenarios/ +│ └── (empty) +├── TestData/ +│ └── (empty) +├── ExampleE2ETest.cs +└── README.md +``` + +### Configuration + +| Setting | Value | +|---------|-------| +| Game State Class | `{GameStateClass}` | +| Main Scene | `{MainSceneName}` | +| Input System | `{InputSystemType}` | +| Ready Property | `{IsReadyProperty}` | + +### Customization Required + +1. **ScenarioBuilder**: Add domain-specific setup methods for your game entities +2. **InputSimulator**: Add game-specific input methods (e.g., hex clicking, gesture shortcuts) +3. **ExampleE2ETest**: Modify example tests to use your actual UI elements + +### Next Steps + +1. ✅ Run `ExampleE2ETests.Infrastructure_GameLoadsAndReachesReadyState` to verify setup +2. 📝 Extend `ScenarioBuilder` with your domain methods +3. 📝 Extend `InputSimulator` with game-specific input helpers +4. 🧪 Use `test-design` workflow to identify E2E scenarios +5. 🤖 Use `automate` workflow to generate E2E tests from scenarios + +### Knowledge Applied + +- `knowledge/e2e-testing.md` - Core E2E patterns and infrastructure +- `knowledge/{engine}-testing.md` - Engine-specific implementation details +``` + +--- + +## Validation + +Refer to `checklist.md` for comprehensive validation criteria. diff --git a/src/modules/bmgd/workflows/gametest/e2e-scaffold/workflow.yaml b/src/modules/bmgd/workflows/gametest/e2e-scaffold/workflow.yaml new file mode 100644 index 00000000..03d7c465 --- /dev/null +++ b/src/modules/bmgd/workflows/gametest/e2e-scaffold/workflow.yaml @@ -0,0 +1,145 @@ +# E2E Test Infrastructure Scaffold Workflow + +workflow: + id: e2e-scaffold + name: E2E Test Infrastructure Scaffold + version: 1.0 + module: bmgd + agent: game-qa + + description: | + Scaffold complete E2E testing infrastructure for an existing game project. + Creates test fixtures, scenario builders, input simulators, and async + assertion utilities tailored to the project's architecture. + + triggers: + - "ES" + - "e2e-scaffold" + - "scaffold e2e" + - "e2e infrastructure" + - "setup e2e" + + preflight: + - "Test framework initialized (run `test-framework` workflow first)" + - "Game has identifiable state manager" + - "Main gameplay scene exists" + + # Paths are relative to this workflow file's location + knowledge_fragments: + - "../../../gametest/knowledge/e2e-testing.md" + - "../../../gametest/knowledge/unity-testing.md" + - "../../../gametest/knowledge/unreal-testing.md" + - "../../../gametest/knowledge/godot-testing.md" + + inputs: + game_state_class: + description: "Primary game state manager class name" + required: true + example: "GameStateManager" + + main_scene: + description: "Scene name where core gameplay occurs" + required: true + example: "GameScene" + + input_system: + description: "Input system in use" + required: false + default: "auto-detect" + options: + - "unity-input-system" + - "unity-legacy" + - "unreal-enhanced" + - "godot-input" + - "custom" + + # Output paths vary by engine. Generate files matching detected engine. + outputs: + unity: + condition: "engine == 'unity'" + infrastructure_files: + description: "Generated E2E infrastructure classes" + files: + - "Tests/PlayMode/E2E/Infrastructure/GameE2ETestFixture.cs" + - "Tests/PlayMode/E2E/Infrastructure/ScenarioBuilder.cs" + - "Tests/PlayMode/E2E/Infrastructure/InputSimulator.cs" + - "Tests/PlayMode/E2E/Infrastructure/AsyncAssert.cs" + assembly_definition: + description: "E2E test assembly configuration" + files: + - "Tests/PlayMode/E2E/E2E.asmdef" + example_test: + description: "Working example E2E test" + files: + - "Tests/PlayMode/E2E/ExampleE2ETest.cs" + documentation: + description: "E2E testing README" + files: + - "Tests/PlayMode/E2E/README.md" + + unreal: + condition: "engine == 'unreal'" + infrastructure_files: + description: "Generated E2E infrastructure classes" + files: + - "Source/{ProjectName}/Tests/E2E/GameE2ETestBase.h" + - "Source/{ProjectName}/Tests/E2E/GameE2ETestBase.cpp" + - "Source/{ProjectName}/Tests/E2E/ScenarioBuilder.h" + - "Source/{ProjectName}/Tests/E2E/ScenarioBuilder.cpp" + - "Source/{ProjectName}/Tests/E2E/InputSimulator.h" + - "Source/{ProjectName}/Tests/E2E/InputSimulator.cpp" + - "Source/{ProjectName}/Tests/E2E/AsyncAssert.h" + build_configuration: + description: "E2E test build configuration" + files: + - "Source/{ProjectName}/Tests/E2E/{ProjectName}E2ETests.Build.cs" + example_test: + description: "Working example E2E test" + files: + - "Source/{ProjectName}/Tests/E2E/ExampleE2ETest.cpp" + documentation: + description: "E2E testing README" + files: + - "Source/{ProjectName}/Tests/E2E/README.md" + + godot: + condition: "engine == 'godot'" + infrastructure_files: + description: "Generated E2E infrastructure classes" + files: + - "tests/e2e/infrastructure/game_e2e_test_fixture.gd" + - "tests/e2e/infrastructure/scenario_builder.gd" + - "tests/e2e/infrastructure/input_simulator.gd" + - "tests/e2e/infrastructure/async_assert.gd" + example_test: + description: "Working example E2E test" + files: + - "tests/e2e/scenarios/example_e2e_test.gd" + documentation: + description: "E2E testing README" + files: + - "tests/e2e/README.md" + + steps: + - id: analyze + name: "Analyze Game Architecture" + instruction_file: "instructions.md#step-1-analyze-game-architecture" + + - id: scaffold + name: "Generate Infrastructure" + instruction_file: "instructions.md#step-2-generate-infrastructure" + + - id: example + name: "Generate Example Test" + instruction_file: "instructions.md#step-3-generate-example-test" + + - id: document + name: "Generate Documentation" + instruction_file: "instructions.md#step-4-generate-documentation" + + - id: complete + name: "Output Summary" + instruction_file: "instructions.md#step-5-output-summary" + + validation: + checklist: "checklist.md" diff --git a/src/modules/bmgd/workflows/gametest/test-design/instructions.md b/src/modules/bmgd/workflows/gametest/test-design/instructions.md index b799dafe..96bf2869 100644 --- a/src/modules/bmgd/workflows/gametest/test-design/instructions.md +++ b/src/modules/bmgd/workflows/gametest/test-design/instructions.md @@ -91,6 +91,18 @@ Create comprehensive test scenarios for game projects, covering gameplay mechani | Performance | FPS, loading times | P1 | | Accessibility | Assist features | P1 | +### E2E Journey Testing + +**Knowledge Base Reference**: `knowledge/e2e-testing.md` + +| Category | Focus | Priority | +|----------|-------|----------| +| Core Loop | Complete gameplay cycle | P0 | +| Turn Lifecycle | Full turn from start to end | P0 | +| Save/Load Round-trip | Save → quit → load → resume | P0 | +| Scene Transitions | Menu → Game → Back | P1 | +| Win/Lose Paths | Victory and defeat conditions | P1 | + --- ## Step 3: Create Test Scenarios @@ -153,6 +165,39 @@ SCENARIO: Gameplay Under High Latency CATEGORY: multiplayer ``` +### E2E Scenario Format + +For player journey tests, use this extended format: +``` +E2E SCENARIO: [Player Journey Name] + GIVEN [Initial game state - use ScenarioBuilder terms] + WHEN [Sequence of player actions] + THEN [Observable outcomes] + TIMEOUT: [Expected max duration in seconds] + PRIORITY: P0/P1 + CATEGORY: e2e + INFRASTRUCTURE: [Required fixtures/builders] +``` + +### Example E2E Scenario +``` +E2E SCENARIO: Complete Combat Encounter + GIVEN game loaded with player unit adjacent to enemy + AND player unit has full health and actions + WHEN player selects unit + AND player clicks attack on enemy + AND player confirms attack + AND attack animation completes + AND enemy responds (if alive) + THEN enemy health is reduced OR enemy is defeated + AND turn state advances appropriately + AND UI reflects new state + TIMEOUT: 15 + PRIORITY: P0 + CATEGORY: e2e + INFRASTRUCTURE: ScenarioBuilder, InputSimulator, AsyncAssert +``` + --- ## Step 4: Prioritize Test Coverage @@ -161,12 +206,12 @@ SCENARIO: Gameplay Under High Latency **Knowledge Base Reference**: `knowledge/test-priorities.md` -| Priority | Criteria | Coverage Target | -| -------- | ---------------------------- | --------------- | -| P0 | Ship blockers, certification | 100% automated | -| P1 | Major features, common paths | 80% automated | -| P2 | Secondary features | 60% automated | -| P3 | Edge cases, polish | Manual only | +| Priority | Criteria | Unit | Integration | E2E | Manual | +|----------|----------|------|-------------|-----|--------| +| P0 | Ship blockers | 100% | 80% | Core flows | Smoke | +| P1 | Major features | 90% | 70% | Happy paths | Full | +| P2 | Secondary | 80% | 50% | - | Targeted | +| P3 | Edge cases | 60% | - | - | As needed | ### Risk-Based Ordering diff --git a/src/modules/bmm/agents/tea.agent.yaml b/src/modules/bmm/agents/tea.agent.yaml index fa42b41b..5d86f2ab 100644 --- a/src/modules/bmm/agents/tea.agent.yaml +++ b/src/modules/bmm/agents/tea.agent.yaml @@ -33,7 +33,7 @@ agent: menu: - trigger: WS or fuzzy match on workflow-status workflow: "{project-root}/_bmad/bmm/workflows/workflow-status/workflow.yaml" - description: "[WS] Get workflow status or initialize a workflow if not already done (optional)" + description: "[WS] Start here or resume - show workflow status and next best step" - trigger: TF or fuzzy match on test-framework workflow: "{project-root}/_bmad/bmm/workflows/testarch/framework/workflow.yaml" diff --git a/src/modules/bmm/workflows/workflow-status/instructions.md b/src/modules/bmm/workflows/workflow-status/instructions.md index 6c25bdb1..785b5e54 100644 --- a/src/modules/bmm/workflows/workflow-status/instructions.md +++ b/src/modules/bmm/workflows/workflow-status/instructions.md @@ -121,6 +121,8 @@ Parse these fields from YAML comments and metadata: - {{workflow_name}} ({{agent}}) - {{status}} {{/each}} {{/if}} + +**Tip:** For guardrail tests, run TEA `*automate` after `dev-story`. If you lose context, TEA workflows resume from artifacts in `{{output_folder}}`. diff --git a/tools/cli/bmad-cli.js b/tools/cli/bmad-cli.js index 0cba5814..ad3aac34 100755 --- a/tools/cli/bmad-cli.js +++ b/tools/cli/bmad-cli.js @@ -3,7 +3,7 @@ const path = require('node:path'); const fs = require('node:fs'); // Fix for stdin issues when running through npm on Windows -// Ensures keyboard interaction works properly with inquirer prompts +// Ensures keyboard interaction works properly with CLI prompts if (process.stdin.isTTY) { try { process.stdin.resume(); diff --git a/tools/cli/commands/install.js b/tools/cli/commands/install.js index f71d5679..26b6425e 100644 --- a/tools/cli/commands/install.js +++ b/tools/cli/commands/install.js @@ -71,14 +71,10 @@ module.exports = { console.log(chalk.dim(' • ElevenLabs AI (150+ premium voices)')); console.log(chalk.dim(' • Piper TTS (50+ free voices)\n')); - const { default: inquirer } = await import('inquirer'); - await inquirer.prompt([ - { - type: 'input', - name: 'continue', - message: chalk.green('Press Enter to start AgentVibes installer...'), - }, - ]); + const prompts = require('../lib/prompts'); + await prompts.text({ + message: chalk.green('Press Enter to start AgentVibes installer...'), + }); console.log(''); diff --git a/tools/cli/installers/lib/core/config-collector.js b/tools/cli/installers/lib/core/config-collector.js index fb48b68d..ee486955 100644 --- a/tools/cli/installers/lib/core/config-collector.js +++ b/tools/cli/installers/lib/core/config-collector.js @@ -4,15 +4,7 @@ const yaml = require('yaml'); const chalk = require('chalk'); const { getProjectRoot, getModulePath } = require('../../../lib/project-root'); const { CLIUtils } = require('../../../lib/cli-utils'); - -// Lazy-load inquirer (ESM module) to avoid ERR_REQUIRE_ESM -let _inquirer = null; -async function getInquirer() { - if (!_inquirer) { - _inquirer = (await import('inquirer')).default; - } - return _inquirer; -} +const prompts = require('../../../lib/prompts'); class ConfigCollector { constructor() { @@ -183,7 +175,6 @@ class ConfigCollector { * @returns {boolean} True if new fields were prompted, false if all fields existed */ async collectModuleConfigQuick(moduleName, projectDir, silentMode = true) { - const inquirer = await getInquirer(); this.currentProjectDir = projectDir; // Load existing config if not already loaded @@ -359,7 +350,7 @@ class ConfigCollector { // Only show header if we actually have questions CLIUtils.displayModuleConfigHeader(moduleName, moduleConfig.header, moduleConfig.subheader); console.log(); // Line break before questions - const promptedAnswers = await inquirer.prompt(questions); + const promptedAnswers = await prompts.prompt(questions); // Merge prompted answers with static answers Object.assign(allAnswers, promptedAnswers); @@ -502,7 +493,6 @@ class ConfigCollector { * @param {boolean} skipCompletion - Skip showing completion message (for early core collection) */ async collectModuleConfig(moduleName, projectDir, skipLoadExisting = false, skipCompletion = false) { - const inquirer = await getInquirer(); this.currentProjectDir = projectDir; // Load existing config if needed and not already loaded if (!skipLoadExisting && !this.existingConfig) { @@ -597,7 +587,7 @@ class ConfigCollector { console.log(chalk.cyan('?') + ' ' + chalk.magenta(moduleDisplayName)); let customize = true; if (moduleName !== 'core') { - const customizeAnswer = await inquirer.prompt([ + const customizeAnswer = await prompts.prompt([ { type: 'confirm', name: 'customize', @@ -614,7 +604,7 @@ class ConfigCollector { if (questionsWithoutDefaults.length > 0) { console.log(chalk.dim(`\n Asking required questions for ${moduleName.toUpperCase()}...`)); - const promptedAnswers = await inquirer.prompt(questionsWithoutDefaults); + const promptedAnswers = await prompts.prompt(questionsWithoutDefaults); Object.assign(allAnswers, promptedAnswers); } @@ -628,7 +618,7 @@ class ConfigCollector { allAnswers[question.name] = question.default; } } else { - const promptedAnswers = await inquirer.prompt(questions); + const promptedAnswers = await prompts.prompt(questions); Object.assign(allAnswers, promptedAnswers); } } @@ -750,7 +740,7 @@ class ConfigCollector { console.log(chalk.cyan('?') + ' ' + chalk.magenta(moduleDisplayName)); // Ask user if they want to accept defaults or customize on the next line - const { customize } = await inquirer.prompt([ + const { customize } = await prompts.prompt([ { type: 'confirm', name: 'customize', @@ -845,7 +835,7 @@ class ConfigCollector { } /** - * Build an inquirer question from a config item + * Build a prompt question from a config item * @param {string} moduleName - Module name * @param {string} key - Config key * @param {Object} item - Config item definition @@ -1007,7 +997,7 @@ class ConfigCollector { message: message, }; - // Set default - if it's dynamic, use a function that inquirer will evaluate with current answers + // Set default - if it's dynamic, use a function that the prompt will evaluate with current answers // But if we have an existing value, always use that instead if (existingValue !== null && existingValue !== undefined && questionType !== 'list') { question.default = existingValue; diff --git a/tools/cli/installers/lib/core/installer.js b/tools/cli/installers/lib/core/installer.js index 8b7e05fd..97506847 100644 --- a/tools/cli/installers/lib/core/installer.js +++ b/tools/cli/installers/lib/core/installer.js @@ -16,6 +16,7 @@ const { CLIUtils } = require('../../../lib/cli-utils'); const { ManifestGenerator } = require('./manifest-generator'); const { IdeConfigManager } = require('./ide-config-manager'); const { CustomHandler } = require('../custom/handler'); +const prompts = require('../../../lib/prompts'); // BMAD installation folder name - this is constant and should never change const BMAD_FOLDER_NAME = '_bmad'; @@ -758,6 +759,9 @@ class Installer { config.skipIde = toolSelection.skipIde; const ideConfigurations = toolSelection.configurations; + // Add spacing after prompts before installation progress + console.log(''); + if (spinner.isSpinning) { spinner.text = 'Continuing installation...'; } else { @@ -2139,15 +2143,11 @@ class Installer { * Private: Prompt for update action */ async promptUpdateAction() { - const { default: inquirer } = await import('inquirer'); - return await inquirer.prompt([ - { - type: 'list', - name: 'action', - message: 'What would you like to do?', - choices: [{ name: 'Update existing installation', value: 'update' }], - }, - ]); + const action = await prompts.select({ + message: 'What would you like to do?', + choices: [{ name: 'Update existing installation', value: 'update' }], + }); + return { action }; } /** @@ -2156,8 +2156,6 @@ class Installer { * @param {Object} _legacyV4 - Legacy V4 detection result (unused in simplified version) */ async handleLegacyV4Migration(_projectDir, _legacyV4) { - const { default: inquirer } = await import('inquirer'); - console.log(''); console.log(chalk.yellow.bold('⚠️ Legacy BMAD v4 detected')); console.log(chalk.yellow('─'.repeat(80))); @@ -2172,26 +2170,22 @@ class Installer { console.log(chalk.dim('If your v4 installation set up rules or commands, you should remove those as well.')); console.log(''); - const { proceed } = await inquirer.prompt([ - { - type: 'list', - name: 'proceed', - message: 'What would you like to do?', - choices: [ - { - name: 'Exit and clean up manually (recommended)', - value: 'exit', - short: 'Exit installation', - }, - { - name: 'Continue with installation anyway', - value: 'continue', - short: 'Continue', - }, - ], - default: 'exit', - }, - ]); + const proceed = await prompts.select({ + message: 'What would you like to do?', + choices: [ + { + name: 'Exit and clean up manually (recommended)', + value: 'exit', + hint: 'Exit installation', + }, + { + name: 'Continue with installation anyway', + value: 'continue', + hint: 'Continue', + }, + ], + default: 'exit', + }); if (proceed === 'exit') { console.log(''); @@ -2437,7 +2431,6 @@ class Installer { console.log(chalk.yellow(`\n⚠️ Found ${customModulesWithMissingSources.length} custom module(s) with missing sources:`)); - const { default: inquirer } = await import('inquirer'); let keptCount = 0; let updatedCount = 0; let removedCount = 0; @@ -2451,12 +2444,12 @@ class Installer { { name: 'Keep installed (will not be processed)', value: 'keep', - short: 'Keep', + hint: 'Keep', }, { name: 'Specify new source location', value: 'update', - short: 'Update', + hint: 'Update', }, ]; @@ -2465,47 +2458,40 @@ class Installer { choices.push({ name: '⚠️ REMOVE module completely (destructive!)', value: 'remove', - short: 'Remove', + hint: 'Remove', }); } - const { action } = await inquirer.prompt([ - { - type: 'list', - name: 'action', - message: `How would you like to handle "${missing.name}"?`, - choices, - }, - ]); + const action = await prompts.select({ + message: `How would you like to handle "${missing.name}"?`, + choices, + }); switch (action) { case 'update': { - const { newSourcePath } = await inquirer.prompt([ - { - type: 'input', - name: 'newSourcePath', - message: 'Enter the new path to the custom module:', - default: missing.sourcePath, - validate: async (input) => { - if (!input || input.trim() === '') { - return 'Please enter a path'; - } - const expandedPath = path.resolve(input.trim()); - if (!(await fs.pathExists(expandedPath))) { - return 'Path does not exist'; - } - // Check if it looks like a valid module - const moduleYamlPath = path.join(expandedPath, 'module.yaml'); - const agentsPath = path.join(expandedPath, 'agents'); - const workflowsPath = path.join(expandedPath, 'workflows'); + // Use sync validation because @clack/prompts doesn't support async validate + const newSourcePath = await prompts.text({ + message: 'Enter the new path to the custom module:', + default: missing.sourcePath, + validate: (input) => { + if (!input || input.trim() === '') { + return 'Please enter a path'; + } + const expandedPath = path.resolve(input.trim()); + if (!fs.pathExistsSync(expandedPath)) { + return 'Path does not exist'; + } + // Check if it looks like a valid module + const moduleYamlPath = path.join(expandedPath, 'module.yaml'); + const agentsPath = path.join(expandedPath, 'agents'); + const workflowsPath = path.join(expandedPath, 'workflows'); - if (!(await fs.pathExists(moduleYamlPath)) && !(await fs.pathExists(agentsPath)) && !(await fs.pathExists(workflowsPath))) { - return 'Path does not appear to contain a valid custom module'; - } - return true; - }, + if (!fs.pathExistsSync(moduleYamlPath) && !fs.pathExistsSync(agentsPath) && !fs.pathExistsSync(workflowsPath)) { + return 'Path does not appear to contain a valid custom module'; + } + return; // clack expects undefined for valid input }, - ]); + }); // Update the source in manifest const resolvedPath = path.resolve(newSourcePath.trim()); @@ -2531,46 +2517,38 @@ class Installer { console.log(chalk.red.bold(`\n⚠️ WARNING: This will PERMANENTLY DELETE "${missing.name}" and all its files!`)); console.log(chalk.red(` Module location: ${path.join(bmadDir, missing.id)}`)); - const { confirm } = await inquirer.prompt([ - { - type: 'confirm', - name: 'confirm', - message: chalk.red.bold('Are you absolutely sure you want to delete this module?'), - default: false, - }, - ]); + const confirmDelete = await prompts.confirm({ + message: chalk.red.bold('Are you absolutely sure you want to delete this module?'), + default: false, + }); - if (confirm) { - const { typedConfirm } = await inquirer.prompt([ - { - type: 'input', - name: 'typedConfirm', - message: chalk.red.bold('Type "DELETE" to confirm permanent deletion:'), - validate: (input) => { - if (input !== 'DELETE') { - return chalk.red('You must type "DELETE" exactly to proceed'); - } - return true; - }, + if (confirmDelete) { + const typedConfirm = await prompts.text({ + message: chalk.red.bold('Type "DELETE" to confirm permanent deletion:'), + validate: (input) => { + if (input !== 'DELETE') { + return chalk.red('You must type "DELETE" exactly to proceed'); + } + return; // clack expects undefined for valid input }, - ]); + }); if (typedConfirm === 'DELETE') { // Remove the module from filesystem and manifest - const modulePath = path.join(bmadDir, moduleId); + const modulePath = path.join(bmadDir, missing.id); if (await fs.pathExists(modulePath)) { const fsExtra = require('fs-extra'); await fsExtra.remove(modulePath); console.log(chalk.yellow(` ✓ Deleted module directory: ${path.relative(projectRoot, modulePath)}`)); } - await this.manifest.removeModule(bmadDir, moduleId); - await this.manifest.removeCustomModule(bmadDir, moduleId); + await this.manifest.removeModule(bmadDir, missing.id); + await this.manifest.removeCustomModule(bmadDir, missing.id); console.log(chalk.yellow(` ✓ Removed from manifest`)); // Also remove from installedModules list - if (installedModules && installedModules.includes(moduleId)) { - const index = installedModules.indexOf(moduleId); + if (installedModules && installedModules.includes(missing.id)) { + const index = installedModules.indexOf(missing.id); if (index !== -1) { installedModules.splice(index, 1); } @@ -2591,7 +2569,7 @@ class Installer { } case 'keep': { keptCount++; - keptModulesWithoutSources.push(moduleId); + keptModulesWithoutSources.push(missing.id); console.log(chalk.dim(` Module will be kept as-is`)); break; diff --git a/tools/cli/installers/lib/ide/antigravity.js b/tools/cli/installers/lib/ide/antigravity.js index c896d62d..57071cdc 100644 --- a/tools/cli/installers/lib/ide/antigravity.js +++ b/tools/cli/installers/lib/ide/antigravity.js @@ -13,6 +13,7 @@ const { resolveSubagentFiles, } = require('./shared/module-injections'); const { getAgentsFromBmad, getAgentsFromDir } = require('./shared/bmad-artifacts'); +const prompts = require('../../../lib/prompts'); /** * Google Antigravity IDE setup handler @@ -26,6 +27,21 @@ class AntigravitySetup extends BaseIdeSetup { this.workflowsDir = 'workflows'; } + /** + * Prompt for subagent installation location + * @returns {Promise} Selected location ('project' or 'user') + */ + async _promptInstallLocation() { + return prompts.select({ + message: 'Where would you like to install Antigravity subagents?', + choices: [ + { name: 'Project level (.agent/agents/)', value: 'project' }, + { name: 'User level (~/.agent/agents/)', value: 'user' }, + ], + default: 'project', + }); + } + /** * Collect configuration choices before installation * @param {Object} options - Configuration options @@ -57,21 +73,7 @@ class AntigravitySetup extends BaseIdeSetup { config.subagentChoices = await this.promptSubagentInstallation(injectionConfig.subagents); if (config.subagentChoices.install !== 'none') { - // Ask for installation location - const { default: inquirer } = await import('inquirer'); - const locationAnswer = await inquirer.prompt([ - { - type: 'list', - name: 'location', - message: 'Where would you like to install Antigravity subagents?', - choices: [ - { name: 'Project level (.agent/agents/)', value: 'project' }, - { name: 'User level (~/.agent/agents/)', value: 'user' }, - ], - default: 'project', - }, - ]); - config.installLocation = locationAnswer.location; + config.installLocation = await this._promptInstallLocation(); } } } catch (error) { @@ -297,20 +299,7 @@ class AntigravitySetup extends BaseIdeSetup { choices = await this.promptSubagentInstallation(config.subagents); if (choices.install !== 'none') { - const { default: inquirer } = await import('inquirer'); - const locationAnswer = await inquirer.prompt([ - { - type: 'list', - name: 'location', - message: 'Where would you like to install Antigravity subagents?', - choices: [ - { name: 'Project level (.agent/agents/)', value: 'project' }, - { name: 'User level (~/.agent/agents/)', value: 'user' }, - ], - default: 'project', - }, - ]); - location = locationAnswer.location; + location = await this._promptInstallLocation(); } } @@ -334,22 +323,16 @@ class AntigravitySetup extends BaseIdeSetup { * Prompt user for subagent installation preferences */ async promptSubagentInstallation(subagentConfig) { - const { default: inquirer } = await import('inquirer'); - // First ask if they want to install subagents - const { install } = await inquirer.prompt([ - { - type: 'list', - name: 'install', - message: 'Would you like to install Antigravity subagents for enhanced functionality?', - choices: [ - { name: 'Yes, install all subagents', value: 'all' }, - { name: 'Yes, let me choose specific subagents', value: 'selective' }, - { name: 'No, skip subagent installation', value: 'none' }, - ], - default: 'all', - }, - ]); + const install = await prompts.select({ + message: 'Would you like to install Antigravity subagents for enhanced functionality?', + choices: [ + { name: 'Yes, install all subagents', value: 'all' }, + { name: 'Yes, let me choose specific subagents', value: 'selective' }, + { name: 'No, skip subagent installation', value: 'none' }, + ], + default: 'all', + }); if (install === 'selective') { // Show list of available subagents with descriptions @@ -361,18 +344,14 @@ class AntigravitySetup extends BaseIdeSetup { 'document-reviewer.md': 'Document quality review', }; - const { selected } = await inquirer.prompt([ - { - type: 'checkbox', - name: 'selected', - message: 'Select subagents to install:', - choices: subagentConfig.files.map((file) => ({ - name: `${file.replace('.md', '')} - ${subagentInfo[file] || 'Specialized assistant'}`, - value: file, - checked: true, - })), - }, - ]); + const selected = await prompts.multiselect({ + message: `Select subagents to install ${chalk.dim('(↑/↓ navigate, SPACE select, ENTER confirm)')}:`, + choices: subagentConfig.files.map((file) => ({ + name: `${file.replace('.md', '')} - ${subagentInfo[file] || 'Specialized assistant'}`, + value: file, + checked: true, + })), + }); return { install: 'selective', selected }; } diff --git a/tools/cli/installers/lib/ide/claude-code.js b/tools/cli/installers/lib/ide/claude-code.js index f2a33221..02c65b40 100644 --- a/tools/cli/installers/lib/ide/claude-code.js +++ b/tools/cli/installers/lib/ide/claude-code.js @@ -13,6 +13,7 @@ const { resolveSubagentFiles, } = require('./shared/module-injections'); const { getAgentsFromBmad, getAgentsFromDir } = require('./shared/bmad-artifacts'); +const prompts = require('../../../lib/prompts'); /** * Claude Code IDE setup handler @@ -25,6 +26,21 @@ class ClaudeCodeSetup extends BaseIdeSetup { this.agentsDir = 'agents'; } + /** + * Prompt for subagent installation location + * @returns {Promise} Selected location ('project' or 'user') + */ + async promptInstallLocation() { + return prompts.select({ + message: 'Where would you like to install Claude Code subagents?', + choices: [ + { name: 'Project level (.claude/agents/)', value: 'project' }, + { name: 'User level (~/.claude/agents/)', value: 'user' }, + ], + default: 'project', + }); + } + /** * Collect configuration choices before installation * @param {Object} options - Configuration options @@ -56,21 +72,7 @@ class ClaudeCodeSetup extends BaseIdeSetup { config.subagentChoices = await this.promptSubagentInstallation(injectionConfig.subagents); if (config.subagentChoices.install !== 'none') { - // Ask for installation location - const { default: inquirer } = await import('inquirer'); - const locationAnswer = await inquirer.prompt([ - { - type: 'list', - name: 'location', - message: 'Where would you like to install Claude Code subagents?', - choices: [ - { name: 'Project level (.claude/agents/)', value: 'project' }, - { name: 'User level (~/.claude/agents/)', value: 'user' }, - ], - default: 'project', - }, - ]); - config.installLocation = locationAnswer.location; + config.installLocation = await this.promptInstallLocation(); } } } catch (error) { @@ -305,20 +307,7 @@ class ClaudeCodeSetup extends BaseIdeSetup { choices = await this.promptSubagentInstallation(config.subagents); if (choices.install !== 'none') { - const { default: inquirer } = await import('inquirer'); - const locationAnswer = await inquirer.prompt([ - { - type: 'list', - name: 'location', - message: 'Where would you like to install Claude Code subagents?', - choices: [ - { name: 'Project level (.claude/agents/)', value: 'project' }, - { name: 'User level (~/.claude/agents/)', value: 'user' }, - ], - default: 'project', - }, - ]); - location = locationAnswer.location; + location = await this.promptInstallLocation(); } } @@ -342,22 +331,16 @@ class ClaudeCodeSetup extends BaseIdeSetup { * Prompt user for subagent installation preferences */ async promptSubagentInstallation(subagentConfig) { - const { default: inquirer } = await import('inquirer'); - // First ask if they want to install subagents - const { install } = await inquirer.prompt([ - { - type: 'list', - name: 'install', - message: 'Would you like to install Claude Code subagents for enhanced functionality?', - choices: [ - { name: 'Yes, install all subagents', value: 'all' }, - { name: 'Yes, let me choose specific subagents', value: 'selective' }, - { name: 'No, skip subagent installation', value: 'none' }, - ], - default: 'all', - }, - ]); + const install = await prompts.select({ + message: 'Would you like to install Claude Code subagents for enhanced functionality?', + choices: [ + { name: 'Yes, install all subagents', value: 'all' }, + { name: 'Yes, let me choose specific subagents', value: 'selective' }, + { name: 'No, skip subagent installation', value: 'none' }, + ], + default: 'all', + }); if (install === 'selective') { // Show list of available subagents with descriptions @@ -369,18 +352,14 @@ class ClaudeCodeSetup extends BaseIdeSetup { 'document-reviewer.md': 'Document quality review', }; - const { selected } = await inquirer.prompt([ - { - type: 'checkbox', - name: 'selected', - message: 'Select subagents to install:', - choices: subagentConfig.files.map((file) => ({ - name: `${file.replace('.md', '')} - ${subagentInfo[file] || 'Specialized assistant'}`, - value: file, - checked: true, - })), - }, - ]); + const selected = await prompts.multiselect({ + message: `Select subagents to install ${chalk.dim('(↑/↓ navigate, SPACE select, ENTER confirm)')}:`, + options: subagentConfig.files.map((file) => ({ + label: `${file.replace('.md', '')} - ${subagentInfo[file] || 'Specialized assistant'}`, + value: file, + })), + initialValues: subagentConfig.files, + }); return { install: 'selective', selected }; } diff --git a/tools/cli/installers/lib/ide/codex.js b/tools/cli/installers/lib/ide/codex.js index 3ce9d910..e037a779 100644 --- a/tools/cli/installers/lib/ide/codex.js +++ b/tools/cli/installers/lib/ide/codex.js @@ -6,6 +6,7 @@ const { BaseIdeSetup } = require('./_base-ide'); const { WorkflowCommandGenerator } = require('./shared/workflow-command-generator'); const { AgentCommandGenerator } = require('./shared/agent-command-generator'); const { getTasksFromBmad } = require('./shared/bmad-artifacts'); +const prompts = require('../../../lib/prompts'); /** * Codex setup handler (CLI mode) @@ -21,32 +22,24 @@ class CodexSetup extends BaseIdeSetup { * @returns {Object} Collected configuration */ async collectConfiguration(options = {}) { - const { default: inquirer } = await import('inquirer'); - let confirmed = false; let installLocation = 'global'; while (!confirmed) { - const { location } = await inquirer.prompt([ - { - type: 'list', - name: 'location', - message: 'Where would you like to install Codex CLI prompts?', - choices: [ - { - name: 'Global - Simple for single project ' + '(~/.codex/prompts, but references THIS project only)', - value: 'global', - }, - { - name: `Project-specific - Recommended for real work (requires CODEX_HOME=${path.sep}.codex)`, - value: 'project', - }, - ], - default: 'global', - }, - ]); - - installLocation = location; + installLocation = await prompts.select({ + message: 'Where would you like to install Codex CLI prompts?', + choices: [ + { + name: 'Global - Simple for single project ' + '(~/.codex/prompts, but references THIS project only)', + value: 'global', + }, + { + name: `Project-specific - Recommended for real work (requires CODEX_HOME=${path.sep}.codex)`, + value: 'project', + }, + ], + default: 'global', + }); // Display detailed instructions for the chosen option console.log(''); @@ -57,16 +50,10 @@ class CodexSetup extends BaseIdeSetup { } // Confirm the choice - const { proceed } = await inquirer.prompt([ - { - type: 'confirm', - name: 'proceed', - message: 'Proceed with this installation option?', - default: true, - }, - ]); - - confirmed = proceed; + confirmed = await prompts.confirm({ + message: 'Proceed with this installation option?', + default: true, + }); if (!confirmed) { console.log(chalk.yellow("\n Let's choose a different installation option.\n")); diff --git a/tools/cli/installers/lib/ide/github-copilot.js b/tools/cli/installers/lib/ide/github-copilot.js index b9dd5f98..c500a284 100644 --- a/tools/cli/installers/lib/ide/github-copilot.js +++ b/tools/cli/installers/lib/ide/github-copilot.js @@ -2,6 +2,7 @@ const path = require('node:path'); const { BaseIdeSetup } = require('./_base-ide'); const chalk = require('chalk'); const { AgentCommandGenerator } = require('./shared/agent-command-generator'); +const prompts = require('../../../lib/prompts'); /** * GitHub Copilot setup handler @@ -21,29 +22,23 @@ class GitHubCopilotSetup extends BaseIdeSetup { * @returns {Object} Collected configuration */ async collectConfiguration(options = {}) { - const { default: inquirer } = await import('inquirer'); const config = {}; console.log('\n' + chalk.blue(' 🔧 VS Code Settings Configuration')); console.log(chalk.dim(' GitHub Copilot works best with specific settings\n')); - const response = await inquirer.prompt([ - { - type: 'list', - name: 'configChoice', - message: 'How would you like to configure VS Code settings?', - choices: [ - { name: 'Use recommended defaults (fastest)', value: 'defaults' }, - { name: 'Configure each setting manually', value: 'manual' }, - { name: 'Skip settings configuration', value: 'skip' }, - ], - default: 'defaults', - }, - ]); - config.vsCodeConfig = response.configChoice; + config.vsCodeConfig = await prompts.select({ + message: 'How would you like to configure VS Code settings?', + choices: [ + { name: 'Use recommended defaults (fastest)', value: 'defaults' }, + { name: 'Configure each setting manually', value: 'manual' }, + { name: 'Skip settings configuration', value: 'skip' }, + ], + default: 'defaults', + }); - if (response.configChoice === 'manual') { - config.manualSettings = await inquirer.prompt([ + if (config.vsCodeConfig === 'manual') { + config.manualSettings = await prompts.prompt([ { type: 'input', name: 'maxRequests', @@ -52,7 +47,8 @@ class GitHubCopilotSetup extends BaseIdeSetup { validate: (input) => { const num = parseInt(input, 10); if (isNaN(num)) return 'Enter a valid number 1-50'; - return (num >= 1 && num <= 50) || 'Enter 1-50'; + if (num < 1 || num > 50) return 'Enter a number between 1-50'; + return true; }, }, { diff --git a/tools/cli/installers/lib/ide/shared/module-injections.js b/tools/cli/installers/lib/ide/shared/module-injections.js index 6e38ee10..fe3f999d 100644 --- a/tools/cli/installers/lib/ide/shared/module-injections.js +++ b/tools/cli/installers/lib/ide/shared/module-injections.js @@ -108,7 +108,10 @@ async function resolveSubagentFiles(handlerBaseDir, subagentConfig, subagentChoi const resolved = []; for (const file of filesToCopy) { - const pattern = path.join(sourceDir, '**', file); + // Use forward slashes for glob pattern (works on both Windows and Unix) + // Convert backslashes to forward slashes for glob compatibility + const normalizedSourceDir = sourceDir.replaceAll('\\', '/'); + const pattern = `${normalizedSourceDir}/**/${file}`; const matches = await glob(pattern); if (matches.length > 0) { diff --git a/tools/cli/lib/prompts.js b/tools/cli/lib/prompts.js new file mode 100644 index 00000000..96b80ba1 --- /dev/null +++ b/tools/cli/lib/prompts.js @@ -0,0 +1,432 @@ +/** + * @clack/prompts wrapper for BMAD CLI + * + * This module provides a unified interface for CLI prompts using @clack/prompts. + * It replaces Inquirer.js to fix Windows arrow key navigation issues (libuv #852). + * + * @module prompts + */ + +let _clack = null; + +/** + * Lazy-load @clack/prompts (ESM module) + * @returns {Promise} The clack prompts module + */ +async function getClack() { + if (!_clack) { + _clack = await import('@clack/prompts'); + } + return _clack; +} + +/** + * Handle user cancellation gracefully + * @param {any} value - The value to check + * @param {string} [message='Operation cancelled'] - Message to display + * @returns {boolean} True if cancelled + */ +async function handleCancel(value, message = 'Operation cancelled') { + const clack = await getClack(); + if (clack.isCancel(value)) { + clack.cancel(message); + process.exit(0); + } + return false; +} + +/** + * Display intro message + * @param {string} message - The intro message + */ +async function intro(message) { + const clack = await getClack(); + clack.intro(message); +} + +/** + * Display outro message + * @param {string} message - The outro message + */ +async function outro(message) { + const clack = await getClack(); + clack.outro(message); +} + +/** + * Display a note/info box + * @param {string} message - The note content + * @param {string} [title] - Optional title + */ +async function note(message, title) { + const clack = await getClack(); + clack.note(message, title); +} + +/** + * Display a spinner for async operations + * @returns {Object} Spinner controller with start, stop, message methods + */ +async function spinner() { + const clack = await getClack(); + return clack.spinner(); +} + +/** + * Single-select prompt (replaces Inquirer 'list' type) + * @param {Object} options - Prompt options + * @param {string} options.message - The question to ask + * @param {Array} options.choices - Array of choices [{name, value, hint?}] + * @param {any} [options.default] - Default selected value + * @returns {Promise} Selected value + */ +async function select(options) { + const clack = await getClack(); + + // Convert Inquirer-style choices to clack format + // Handle both object choices {name, value, hint} and primitive choices (string/number) + const clackOptions = options.choices + .filter((c) => c.type !== 'separator') // Skip separators for now + .map((choice) => { + if (typeof choice === 'string' || typeof choice === 'number') { + return { value: choice, label: String(choice) }; + } + return { + value: choice.value === undefined ? choice.name : choice.value, + label: choice.name || choice.label || String(choice.value), + hint: choice.hint || choice.description, + }; + }); + + // Find initial value + let initialValue; + if (options.default !== undefined) { + initialValue = options.default; + } + + const result = await clack.select({ + message: options.message, + options: clackOptions, + initialValue, + }); + + await handleCancel(result); + return result; +} + +/** + * Multi-select prompt (replaces Inquirer 'checkbox' type) + * @param {Object} options - Prompt options + * @param {string} options.message - The question to ask + * @param {Array} options.choices - Array of choices [{name, value, checked?, hint?}] + * @param {boolean} [options.required=false] - Whether at least one must be selected + * @returns {Promise} Array of selected values + */ +async function multiselect(options) { + const clack = await getClack(); + + // Support both clack-native (options) and Inquirer-style (choices) APIs + let clackOptions; + let initialValues; + + if (options.options) { + // Native clack format: options with label/value + clackOptions = options.options; + initialValues = options.initialValues || []; + } else { + // Convert Inquirer-style choices to clack format + // Handle both object choices {name, value, hint} and primitive choices (string/number) + clackOptions = options.choices + .filter((c) => c.type !== 'separator') // Skip separators + .map((choice) => { + if (typeof choice === 'string' || typeof choice === 'number') { + return { value: choice, label: String(choice) }; + } + return { + value: choice.value === undefined ? choice.name : choice.value, + label: choice.name || choice.label || String(choice.value), + hint: choice.hint || choice.description, + }; + }); + + // Find initial values (pre-checked items) + initialValues = options.choices + .filter((c) => c.checked && c.type !== 'separator') + .map((c) => (c.value === undefined ? c.name : c.value)); + } + + const result = await clack.multiselect({ + message: options.message, + options: clackOptions, + initialValues: initialValues.length > 0 ? initialValues : undefined, + required: options.required || false, + }); + + await handleCancel(result); + return result; +} + +/** + * Grouped multi-select prompt for categorized options + * @param {Object} options - Prompt options + * @param {string} options.message - The question to ask + * @param {Object} options.options - Object mapping group names to arrays of choices + * @param {Array} [options.initialValues] - Array of initially selected values + * @param {boolean} [options.required=false] - Whether at least one must be selected + * @param {boolean} [options.selectableGroups=false] - Whether groups can be selected as a whole + * @returns {Promise} Array of selected values + */ +async function groupMultiselect(options) { + const clack = await getClack(); + + const result = await clack.groupMultiselect({ + message: options.message, + options: options.options, + initialValues: options.initialValues, + required: options.required || false, + }); + + await handleCancel(result); + return result; +} + +/** + * Confirm prompt (replaces Inquirer 'confirm' type) + * @param {Object} options - Prompt options + * @param {string} options.message - The question to ask + * @param {boolean} [options.default=true] - Default value + * @returns {Promise} User's answer + */ +async function confirm(options) { + const clack = await getClack(); + + const result = await clack.confirm({ + message: options.message, + initialValue: options.default === undefined ? true : options.default, + }); + + await handleCancel(result); + return result; +} + +/** + * Text input prompt (replaces Inquirer 'input' type) + * @param {Object} options - Prompt options + * @param {string} options.message - The question to ask + * @param {string} [options.default] - Default value + * @param {string} [options.placeholder] - Placeholder text (defaults to options.default if not provided) + * @param {Function} [options.validate] - Validation function + * @returns {Promise} User's input + */ +async function text(options) { + const clack = await getClack(); + + // Use default as placeholder if placeholder not explicitly provided + // This shows the default value as grayed-out hint text + const placeholder = options.placeholder === undefined ? options.default : options.placeholder; + + const result = await clack.text({ + message: options.message, + defaultValue: options.default, + placeholder: typeof placeholder === 'string' ? placeholder : undefined, + validate: options.validate, + }); + + await handleCancel(result); + return result; +} + +/** + * Password input prompt (replaces Inquirer 'password' type) + * @param {Object} options - Prompt options + * @param {string} options.message - The question to ask + * @param {Function} [options.validate] - Validation function + * @returns {Promise} User's input + */ +async function password(options) { + const clack = await getClack(); + + const result = await clack.password({ + message: options.message, + validate: options.validate, + }); + + await handleCancel(result); + return result; +} + +/** + * Group multiple prompts together + * @param {Object} prompts - Object of prompt functions + * @param {Object} [options] - Group options + * @returns {Promise} Object with all answers + */ +async function group(prompts, options = {}) { + const clack = await getClack(); + + const result = await clack.group(prompts, { + onCancel: () => { + clack.cancel('Operation cancelled'); + process.exit(0); + }, + ...options, + }); + + return result; +} + +/** + * Run tasks with spinner feedback + * @param {Array} tasks - Array of task objects [{title, task, enabled?}] + * @returns {Promise} + */ +async function tasks(taskList) { + const clack = await getClack(); + await clack.tasks(taskList); +} + +/** + * Log messages with styling + */ +const log = { + async info(message) { + const clack = await getClack(); + clack.log.info(message); + }, + async success(message) { + const clack = await getClack(); + clack.log.success(message); + }, + async warn(message) { + const clack = await getClack(); + clack.log.warn(message); + }, + async error(message) { + const clack = await getClack(); + clack.log.error(message); + }, + async message(message) { + const clack = await getClack(); + clack.log.message(message); + }, + async step(message) { + const clack = await getClack(); + clack.log.step(message); + }, +}; + +/** + * Execute an array of Inquirer-style questions using @clack/prompts + * This provides compatibility with dynamic question arrays + * @param {Array} questions - Array of Inquirer-style question objects + * @returns {Promise} Object with answers keyed by question name + */ +async function prompt(questions) { + const answers = {}; + + for (const question of questions) { + const { type, name, message, choices, default: defaultValue, validate, when } = question; + + // Handle conditional questions via 'when' property + if (when !== undefined) { + const shouldAsk = typeof when === 'function' ? await when(answers) : when; + if (!shouldAsk) continue; + } + + let answer; + + switch (type) { + case 'input': { + // Note: @clack/prompts doesn't support async validation, so validate must be sync + answer = await text({ + message, + default: typeof defaultValue === 'function' ? defaultValue(answers) : defaultValue, + validate: validate + ? (val) => { + const result = validate(val, answers); + if (result instanceof Promise) { + throw new TypeError('Async validation is not supported by @clack/prompts. Please use synchronous validation.'); + } + return result === true ? undefined : result; + } + : undefined, + }); + break; + } + + case 'confirm': { + answer = await confirm({ + message, + default: typeof defaultValue === 'function' ? defaultValue(answers) : defaultValue, + }); + break; + } + + case 'list': { + answer = await select({ + message, + choices: choices || [], + default: typeof defaultValue === 'function' ? defaultValue(answers) : defaultValue, + }); + break; + } + + case 'checkbox': { + answer = await multiselect({ + message, + choices: choices || [], + required: false, + }); + break; + } + + case 'password': { + // Note: @clack/prompts doesn't support async validation, so validate must be sync + answer = await password({ + message, + validate: validate + ? (val) => { + const result = validate(val, answers); + if (result instanceof Promise) { + throw new TypeError('Async validation is not supported by @clack/prompts. Please use synchronous validation.'); + } + return result === true ? undefined : result; + } + : undefined, + }); + break; + } + + default: { + // Default to text input for unknown types + answer = await text({ + message, + default: typeof defaultValue === 'function' ? defaultValue(answers) : defaultValue, + }); + } + } + + answers[name] = answer; + } + + return answers; +} + +module.exports = { + getClack, + handleCancel, + intro, + outro, + note, + spinner, + select, + multiselect, + groupMultiselect, + confirm, + text, + password, + group, + tasks, + log, + prompt, +}; diff --git a/tools/cli/lib/ui.js b/tools/cli/lib/ui.js index 85f31ce1..a78cfec9 100644 --- a/tools/cli/lib/ui.js +++ b/tools/cli/lib/ui.js @@ -4,16 +4,21 @@ const os = require('node:os'); const fs = require('fs-extra'); const { CLIUtils } = require('./cli-utils'); const { CustomHandler } = require('../installers/lib/custom/handler'); +const prompts = require('./prompts'); -// Lazy-load inquirer (ESM module) to avoid ERR_REQUIRE_ESM -let _inquirer = null; -async function getInquirer() { - if (!_inquirer) { - _inquirer = (await import('inquirer')).default; +// Separator class for visual grouping in select/multiselect prompts +// Note: @clack/prompts doesn't support separators natively, they are filtered out +class Separator { + constructor(text = '────────') { + this.line = text; + this.name = text; } - return _inquirer; + type = 'separator'; } +// Separator for choice lists (compatible interface) +const choiceUtils = { Separator }; + /** * UI utilities for the installer */ @@ -23,7 +28,6 @@ class UI { * @returns {Object} Installation configuration */ async promptInstall() { - const inquirer = await getInquirer(); CLIUtils.displayLogo(); // Display version-specific start message from install-messages.yaml @@ -113,26 +117,20 @@ class UI { console.log(chalk.yellow('─'.repeat(80))); console.log(''); - const { proceed } = await inquirer.prompt([ - { - type: 'list', - name: 'proceed', - message: 'What would you like to do?', - choices: [ - { - name: 'Cancel and do a fresh install (recommended)', - value: 'cancel', - short: 'Cancel installation', - }, - { - name: 'Proceed anyway (will attempt update, potentially may fail or have unstable behavior)', - value: 'proceed', - short: 'Proceed with update', - }, - ], - default: 'cancel', - }, - ]); + const proceed = await prompts.select({ + message: 'What would you like to do?', + choices: [ + { + name: 'Cancel and do a fresh install (recommended)', + value: 'cancel', + }, + { + name: 'Proceed anyway (will attempt update, potentially may fail or have unstable behavior)', + value: 'proceed', + }, + ], + default: 'cancel', + }); if (proceed === 'cancel') { console.log(''); @@ -188,14 +186,10 @@ class UI { // If Claude Code was selected, ask about TTS if (claudeCodeSelected) { - const { enableTts } = await inquirer.prompt([ - { - type: 'confirm', - name: 'enableTts', - message: 'Claude Code supports TTS (Text-to-Speech). Would you like to enable it?', - default: false, - }, - ]); + const enableTts = await prompts.confirm({ + message: 'Claude Code supports TTS (Text-to-Speech). Would you like to enable it?', + default: false, + }); if (enableTts) { agentVibesConfig = { enabled: true, alreadyInstalled: false }; @@ -250,18 +244,11 @@ class UI { // Common actions choices.push({ name: 'Modify BMAD Installation', value: 'update' }); - const promptResult = await inquirer.prompt([ - { - type: 'list', - name: 'actionType', - message: 'What would you like to do?', - choices: choices, - default: choices[0].value, // Use the first option as default - }, - ]); - - // Extract actionType from prompt result - actionType = promptResult.actionType; + actionType = await prompts.select({ + message: 'What would you like to do?', + choices: choices, + default: choices[0].value, + }); // Handle quick update separately if (actionType === 'quick-update') { @@ -290,14 +277,10 @@ class UI { const { installedModuleIds } = await this.getExistingInstallation(confirmedDirectory); console.log(chalk.dim(` Found existing modules: ${[...installedModuleIds].join(', ')}`)); - const { changeModuleSelection } = await inquirer.prompt([ - { - type: 'confirm', - name: 'changeModuleSelection', - message: 'Modify official module selection (BMad Method, BMad Builder, Creative Innovation Suite)?', - default: false, - }, - ]); + const changeModuleSelection = await prompts.confirm({ + message: 'Modify official module selection (BMad Method, BMad Builder, Creative Innovation Suite)?', + default: false, + }); let selectedModules = []; if (changeModuleSelection) { @@ -310,14 +293,10 @@ class UI { // After module selection, ask about custom modules console.log(''); - const { changeCustomModules } = await inquirer.prompt([ - { - type: 'confirm', - name: 'changeCustomModules', - message: 'Modify custom module selection (add, update, or remove custom modules/agents/workflows)?', - default: false, - }, - ]); + const changeCustomModules = await prompts.confirm({ + message: 'Modify custom module selection (add, update, or remove custom modules/agents/workflows)?', + default: false, + }); let customModuleResult = { selectedCustomModules: [], customContentConfig: { hasCustomContent: false } }; if (changeCustomModules) { @@ -352,15 +331,10 @@ class UI { let enableTts = false; if (hasClaudeCode) { - const { enableTts: enable } = await inquirer.prompt([ - { - type: 'confirm', - name: 'enableTts', - message: 'Claude Code supports TTS (Text-to-Speech). Would you like to enable it?', - default: false, - }, - ]); - enableTts = enable; + enableTts = await prompts.confirm({ + message: 'Claude Code supports TTS (Text-to-Speech). Would you like to enable it?', + default: false, + }); } // Core config with existing defaults (ask after TTS) @@ -385,14 +359,10 @@ class UI { const { installedModuleIds } = await this.getExistingInstallation(confirmedDirectory); // Ask about official modules for new installations - const { wantsOfficialModules } = await inquirer.prompt([ - { - type: 'confirm', - name: 'wantsOfficialModules', - message: 'Will you be installing any official BMad modules (BMad Method, BMad Builder, Creative Innovation Suite)?', - default: true, - }, - ]); + const wantsOfficialModules = await prompts.confirm({ + message: 'Will you be installing any official BMad modules (BMad Method, BMad Builder, Creative Innovation Suite)?', + default: true, + }); let selectedOfficialModules = []; if (wantsOfficialModules) { @@ -401,14 +371,10 @@ class UI { } // Ask about custom content - const { wantsCustomContent } = await inquirer.prompt([ - { - type: 'confirm', - name: 'wantsCustomContent', - message: 'Would you like to install a local custom module (this includes custom agents and workflows also)?', - default: false, - }, - ]); + const wantsCustomContent = await prompts.confirm({ + message: 'Would you like to install a local custom module (this includes custom agents and workflows also)?', + default: false, + }); if (wantsCustomContent) { customContentConfig = await this.promptCustomContentSource(); @@ -459,7 +425,6 @@ class UI { * @returns {Object} Tool configuration */ async promptToolSelection(projectDir, selectedModules) { - const inquirer = await getInquirer(); // Check for existing configured IDEs - use findBmadDir to detect custom folder names const { Detector } = require('../installers/lib/core/detector'); const { Installer } = require('../installers/lib/core/installer'); @@ -477,13 +442,14 @@ class UI { const preferredIdes = ideManager.getPreferredIdes(); const otherIdes = ideManager.getOtherIdes(); - // Build IDE choices array with separators - const ideChoices = []; + // Build grouped options object for groupMultiselect + const groupedOptions = {}; const processedIdes = new Set(); + const initialValues = []; // First, add previously configured IDEs at the top, marked with ✅ if (configuredIdes.length > 0) { - ideChoices.push(new inquirer.Separator('── Previously Configured ──')); + const configuredGroup = []; for (const ideValue of configuredIdes) { // Skip empty or invalid IDE values if (!ideValue || typeof ideValue !== 'string') { @@ -496,81 +462,71 @@ class UI { const ide = preferredIde || otherIde; if (ide) { - ideChoices.push({ - name: `${ide.name} ✅`, + configuredGroup.push({ + label: `${ide.name} ✅`, value: ide.value, - checked: true, // Previously configured IDEs are checked by default }); processedIdes.add(ide.value); + initialValues.push(ide.value); // Pre-select configured IDEs } else { // Warn about unrecognized IDE (but don't fail) console.log(chalk.yellow(`⚠️ Previously configured IDE '${ideValue}' is no longer available`)); } } + if (configuredGroup.length > 0) { + groupedOptions['Previously Configured'] = configuredGroup; + } } // Add preferred tools (excluding already processed) const remainingPreferred = preferredIdes.filter((ide) => !processedIdes.has(ide.value)); if (remainingPreferred.length > 0) { - ideChoices.push(new inquirer.Separator('── Recommended Tools ──')); - for (const ide of remainingPreferred) { - ideChoices.push({ - name: `${ide.name} ⭐`, - value: ide.value, - checked: false, - }); + groupedOptions['Recommended Tools'] = remainingPreferred.map((ide) => { processedIdes.add(ide.value); - } + return { + label: `${ide.name} ⭐`, + value: ide.value, + }; + }); } // Add other tools (excluding already processed) const remainingOther = otherIdes.filter((ide) => !processedIdes.has(ide.value)); if (remainingOther.length > 0) { - ideChoices.push(new inquirer.Separator('── Additional Tools ──')); - for (const ide of remainingOther) { - ideChoices.push({ - name: ide.name, - value: ide.value, - checked: false, - }); - } + groupedOptions['Additional Tools'] = remainingOther.map((ide) => ({ + label: ide.name, + value: ide.value, + })); } - let answers; + let selectedIdes = []; let userConfirmedNoTools = false; // Loop until user selects at least one tool OR explicitly confirms no tools while (!userConfirmedNoTools) { - answers = await inquirer.prompt([ - { - type: 'checkbox', - name: 'ides', - message: 'Select tools to configure:', - choices: ideChoices, - pageSize: 30, - }, - ]); + selectedIdes = await prompts.groupMultiselect({ + message: `Select tools to configure ${chalk.dim('(↑/↓ navigate, SPACE select, ENTER confirm)')}:`, + options: groupedOptions, + initialValues: initialValues.length > 0 ? initialValues : undefined, + required: false, + }); // If tools were selected, we're done - if (answers.ides && answers.ides.length > 0) { + if (selectedIdes && selectedIdes.length > 0) { break; } // Warn that no tools were selected - users often miss the spacebar requirement console.log(); console.log(chalk.red.bold('⚠️ WARNING: No tools were selected!')); - console.log(chalk.red(' You must press SPACEBAR to select items, then ENTER to confirm.')); + console.log(chalk.red(' You must press SPACE to select items, then ENTER to confirm.')); console.log(chalk.red(' Simply highlighting an item does NOT select it.')); console.log(); - const { goBack } = await inquirer.prompt([ - { - type: 'confirm', - name: 'goBack', - message: chalk.yellow('Would you like to go back and select at least one tool?'), - default: true, - }, - ]); + const goBack = await prompts.confirm({ + message: chalk.yellow('Would you like to go back and select at least one tool?'), + default: true, + }); if (goBack) { // Re-display a message before looping back @@ -582,8 +538,8 @@ class UI { } return { - ides: answers.ides || [], - skipIde: !answers.ides || answers.ides.length === 0, + ides: selectedIdes || [], + skipIde: !selectedIdes || selectedIdes.length === 0, }; } @@ -592,23 +548,17 @@ class UI { * @returns {Object} Update configuration */ async promptUpdate() { - const inquirer = await getInquirer(); - const answers = await inquirer.prompt([ - { - type: 'confirm', - name: 'backupFirst', - message: 'Create backup before updating?', - default: true, - }, - { - type: 'confirm', - name: 'preserveCustomizations', - message: 'Preserve local customizations?', - default: true, - }, - ]); + const backupFirst = await prompts.confirm({ + message: 'Create backup before updating?', + default: true, + }); - return answers; + const preserveCustomizations = await prompts.confirm({ + message: 'Preserve local customizations?', + default: true, + }); + + return { backupFirst, preserveCustomizations }; } /** @@ -617,27 +567,17 @@ class UI { * @returns {Array} Selected modules */ async promptModules(modules) { - const inquirer = await getInquirer(); const choices = modules.map((mod) => ({ name: `${mod.name} - ${mod.description}`, value: mod.id, checked: false, })); - const { selectedModules } = await inquirer.prompt([ - { - type: 'checkbox', - name: 'selectedModules', - message: 'Select modules to add:', - choices, - validate: (answer) => { - if (answer.length === 0) { - return 'You must choose at least one module.'; - } - return true; - }, - }, - ]); + const selectedModules = await prompts.multiselect({ + message: `Select modules to add ${chalk.dim('(↑/↓ navigate, SPACE select, ENTER confirm)')}:`, + choices, + required: true, + }); return selectedModules; } @@ -649,17 +589,10 @@ class UI { * @returns {boolean} User confirmation */ async confirm(message, defaultValue = false) { - const inquirer = await getInquirer(); - const { confirmed } = await inquirer.prompt([ - { - type: 'confirm', - name: 'confirmed', - message, - default: defaultValue, - }, - ]); - - return confirmed; + return await prompts.confirm({ + message, + default: defaultValue, + }); } /** @@ -753,10 +686,9 @@ class UI { * Get module choices for selection * @param {Set} installedModuleIds - Currently installed module IDs * @param {Object} customContentConfig - Custom content configuration - * @returns {Array} Module choices for inquirer + * @returns {Array} Module choices for prompt */ async getModuleChoices(installedModuleIds, customContentConfig = null) { - const inquirer = await getInquirer(); const moduleChoices = []; const isNewInstallation = installedModuleIds.size === 0; @@ -811,9 +743,9 @@ class UI { if (allCustomModules.length > 0) { // Add separator for custom content, all custom modules, and official content separator moduleChoices.push( - new inquirer.Separator('── Custom Content ──'), + new choiceUtils.Separator('── Custom Content ──'), ...allCustomModules, - new inquirer.Separator('── Official Content ──'), + new choiceUtils.Separator('── Official Content ──'), ); } @@ -837,44 +769,43 @@ class UI { * @returns {Array} Selected module IDs */ async selectModules(moduleChoices, defaultSelections = []) { - const inquirer = await getInquirer(); - const moduleAnswer = await inquirer.prompt([ - { - type: 'checkbox', - name: 'modules', - message: 'Select modules to install:', - choices: moduleChoices, - default: defaultSelections, - }, - ]); + // Mark choices as checked based on defaultSelections + const choicesWithDefaults = moduleChoices.map((choice) => ({ + ...choice, + checked: defaultSelections.includes(choice.value), + })); - const selected = moduleAnswer.modules || []; + const selected = await prompts.multiselect({ + message: `Select modules to install ${chalk.dim('(↑/↓ navigate, SPACE select, ENTER confirm)')}:`, + choices: choicesWithDefaults, + required: false, + }); - return selected; + return selected || []; } /** * Prompt for directory selection - * @returns {Object} Directory answer from inquirer + * @returns {Object} Directory answer from prompt */ async promptForDirectory() { - const inquirer = await getInquirer(); - return await inquirer.prompt([ - { - type: 'input', - name: 'directory', - message: `Installation directory:`, - default: process.cwd(), - validate: async (input) => this.validateDirectory(input), - filter: (input) => { - // If empty, use the default - if (!input || input.trim() === '') { - return process.cwd(); - } - return this.expandUserPath(input); - }, - }, - ]); + // Use sync validation because @clack/prompts doesn't support async validate + const directory = await prompts.text({ + message: 'Installation directory:', + default: process.cwd(), + placeholder: process.cwd(), + validate: (input) => this.validateDirectorySync(input), + }); + + // Apply filter logic + let filteredDir = directory; + if (!filteredDir || filteredDir.trim() === '') { + filteredDir = process.cwd(); + } else { + filteredDir = this.expandUserPath(filteredDir); + } + + return { directory: filteredDir }; } /** @@ -915,45 +846,92 @@ class UI { * @returns {boolean} Whether user confirmed */ async confirmDirectory(directory) { - const inquirer = await getInquirer(); const dirExists = await fs.pathExists(directory); if (dirExists) { - const confirmAnswer = await inquirer.prompt([ - { - type: 'confirm', - name: 'proceed', - message: `Install to this directory?`, - default: true, - }, - ]); + const proceed = await prompts.confirm({ + message: 'Install to this directory?', + default: true, + }); - if (!confirmAnswer.proceed) { + if (!proceed) { console.log(chalk.yellow("\nLet's try again with a different path.\n")); } - return confirmAnswer.proceed; + return proceed; } else { // Ask for confirmation to create the directory - const createConfirm = await inquirer.prompt([ - { - type: 'confirm', - name: 'create', - message: `The directory '${directory}' doesn't exist. Would you like to create it?`, - default: false, - }, - ]); + const create = await prompts.confirm({ + message: `The directory '${directory}' doesn't exist. Would you like to create it?`, + default: false, + }); - if (!createConfirm.create) { + if (!create) { console.log(chalk.yellow("\nLet's try again with a different path.\n")); } - return createConfirm.create; + return create; } } /** - * Validate directory path for installation + * Validate directory path for installation (sync version for clack prompts) + * @param {string} input - User input path + * @returns {string|undefined} Error message or undefined if valid + */ + validateDirectorySync(input) { + // Allow empty input to use the default + if (!input || input.trim() === '') { + return; // Empty means use default, undefined = valid for clack + } + + let expandedPath; + try { + expandedPath = this.expandUserPath(input.trim()); + } catch (error) { + return error.message; + } + + // Check if the path exists + const pathExists = fs.pathExistsSync(expandedPath); + + if (!pathExists) { + // Find the first existing parent directory + const existingParent = this.findExistingParentSync(expandedPath); + + if (!existingParent) { + return 'Cannot create directory: no existing parent directory found'; + } + + // Check if the existing parent is writable + try { + fs.accessSync(existingParent, fs.constants.W_OK); + // Path doesn't exist but can be created - will prompt for confirmation later + return; + } catch { + // Provide a detailed error message explaining both issues + return `Directory '${expandedPath}' does not exist and cannot be created: parent directory '${existingParent}' is not writable`; + } + } + + // If it exists, validate it's a directory and writable + const stat = fs.statSync(expandedPath); + if (!stat.isDirectory()) { + return `Path exists but is not a directory: ${expandedPath}`; + } + + // Check write permissions + try { + fs.accessSync(expandedPath, fs.constants.W_OK); + } catch { + return `Directory is not writable: ${expandedPath}`; + } + + return; + } + + /** + * Validate directory path for installation (async version) * @param {string} input - User input path * @returns {string|true} Error message or true if valid */ @@ -1009,7 +987,28 @@ class UI { } /** - * Find the first existing parent directory + * Find the first existing parent directory (sync version) + * @param {string} targetPath - The path to check + * @returns {string|null} The first existing parent directory, or null if none found + */ + findExistingParentSync(targetPath) { + let currentPath = path.resolve(targetPath); + + // Walk up the directory tree until we find an existing directory + while (currentPath !== path.dirname(currentPath)) { + // Stop at root + const parent = path.dirname(currentPath); + if (fs.pathExistsSync(parent)) { + return parent; + } + currentPath = parent; + } + + return null; // No existing parent found (shouldn't happen in practice) + } + + /** + * Find the first existing parent directory (async version) * @param {string} targetPath - The path to check * @returns {string|null} The first existing parent directory, or null if none found */ @@ -1071,7 +1070,7 @@ class UI { * @sideeffects None - pure user input collection, no files written * @edgecases Shows warning if user enables TTS but AgentVibes not detected * @calledby promptInstall() during installation flow, after core config, before IDE selection - * @calls checkAgentVibesInstalled(), inquirer.prompt(), chalk.green/yellow/dim() + * @calls checkAgentVibesInstalled(), prompts.select(), chalk.green/yellow/dim() * * AI NOTE: This prompt is strategically positioned in installation flow: * - AFTER core config (user_name, etc) @@ -1102,7 +1101,6 @@ class UI { * - GitHub Issue: paulpreibisch/AgentVibes#36 */ async promptAgentVibes(projectDir) { - const inquirer = await getInquirer(); CLIUtils.displaySection('🎤 Voice Features', 'Enable TTS for multi-agent conversations'); // Check if AgentVibes is already installed @@ -1114,23 +1112,19 @@ class UI { console.log(chalk.dim(' AgentVibes not detected')); } - const answers = await inquirer.prompt([ - { - type: 'confirm', - name: 'enableTts', - message: 'Enable Agents to Speak Out loud (powered by Agent Vibes? Claude Code only currently)', - default: false, // Default to yes - recommended for best experience - }, - ]); + const enableTts = await prompts.confirm({ + message: 'Enable Agents to Speak Out loud (powered by Agent Vibes? Claude Code only currently)', + default: false, + }); - if (answers.enableTts && !agentVibesInstalled) { + if (enableTts && !agentVibesInstalled) { console.log(chalk.yellow('\n ⚠️ AgentVibes not installed')); console.log(chalk.dim(' Install AgentVibes separately to enable TTS:')); console.log(chalk.dim(' https://github.com/paulpreibisch/AgentVibes\n')); } return { - enabled: answers.enableTts, + enabled: enableTts, alreadyInstalled: agentVibesInstalled, }; } @@ -1248,30 +1242,75 @@ class UI { return existingInstall.ides || []; } + /** + * Validate custom content path synchronously + * @param {string} input - User input path + * @returns {string|undefined} Error message or undefined if valid + */ + validateCustomContentPathSync(input) { + // Allow empty input to cancel + if (!input || input.trim() === '') { + return; // Allow empty to exit + } + + try { + // Expand the path + const expandedPath = this.expandUserPath(input.trim()); + + // Check if path exists + if (!fs.pathExistsSync(expandedPath)) { + return 'Path does not exist'; + } + + // Check if it's a directory + const stat = fs.statSync(expandedPath); + if (!stat.isDirectory()) { + return 'Path must be a directory'; + } + + // Check for module.yaml in the root + const moduleYamlPath = path.join(expandedPath, 'module.yaml'); + if (!fs.pathExistsSync(moduleYamlPath)) { + return 'Directory must contain a module.yaml file in the root'; + } + + // Try to parse the module.yaml to get the module ID + try { + const yaml = require('yaml'); + const content = fs.readFileSync(moduleYamlPath, 'utf8'); + const moduleData = yaml.parse(content); + if (!moduleData.code) { + return 'module.yaml must contain a "code" field for the module ID'; + } + } catch (error) { + return 'Invalid module.yaml file: ' + error.message; + } + + return; // Valid + } catch (error) { + return 'Error validating path: ' + error.message; + } + } + /** * Prompt user for custom content source location * @returns {Object} Custom content configuration */ async promptCustomContentSource() { - const inquirer = await getInquirer(); const customContentConfig = { hasCustomContent: true, sources: [] }; // Keep asking for more sources until user is done while (true) { // First ask if user wants to add another module or continue if (customContentConfig.sources.length > 0) { - const { action } = await inquirer.prompt([ - { - type: 'list', - name: 'action', - message: 'Would you like to:', - choices: [ - { name: 'Add another custom module', value: 'add' }, - { name: 'Continue with installation', value: 'continue' }, - ], - default: 'continue', - }, - ]); + const action = await prompts.select({ + message: 'Would you like to:', + choices: [ + { name: 'Add another custom module', value: 'add' }, + { name: 'Continue with installation', value: 'continue' }, + ], + default: 'continue', + }); if (action === 'continue') { break; @@ -1282,57 +1321,11 @@ class UI { let isValid = false; while (!isValid) { - const { path: inputPath } = await inquirer.prompt([ - { - type: 'input', - name: 'path', - message: 'Enter the path to your custom content folder (or press Enter to cancel):', - validate: async (input) => { - // Allow empty input to cancel - if (!input || input.trim() === '') { - return true; // Allow empty to exit - } - - try { - // Expand the path - const expandedPath = this.expandUserPath(input.trim()); - - // Check if path exists - if (!(await fs.pathExists(expandedPath))) { - return 'Path does not exist'; - } - - // Check if it's a directory - const stat = await fs.stat(expandedPath); - if (!stat.isDirectory()) { - return 'Path must be a directory'; - } - - // Check for module.yaml in the root - const moduleYamlPath = path.join(expandedPath, 'module.yaml'); - if (!(await fs.pathExists(moduleYamlPath))) { - return 'Directory must contain a module.yaml file in the root'; - } - - // Try to parse the module.yaml to get the module ID - try { - const yaml = require('yaml'); - const content = await fs.readFile(moduleYamlPath, 'utf8'); - const moduleData = yaml.parse(content); - if (!moduleData.code) { - return 'module.yaml must contain a "code" field for the module ID'; - } - } catch (error) { - return 'Invalid module.yaml file: ' + error.message; - } - - return true; - } catch (error) { - return 'Error validating path: ' + error.message; - } - }, - }, - ]); + // Use sync validation because @clack/prompts doesn't support async validate + const inputPath = await prompts.text({ + message: 'Enter the path to your custom content folder (or press Enter to cancel):', + validate: (input) => this.validateCustomContentPathSync(input), + }); // If user pressed Enter without typing anything, exit the loop if (!inputPath || inputPath.trim() === '') { @@ -1364,14 +1357,10 @@ class UI { } // Ask if user wants to add these to the installation - const { shouldInstall } = await inquirer.prompt([ - { - type: 'confirm', - name: 'shouldInstall', - message: `Install ${customContentConfig.sources.length} custom module(s) now?`, - default: true, - }, - ]); + const shouldInstall = await prompts.confirm({ + message: `Install ${customContentConfig.sources.length} custom module(s) now?`, + default: true, + }); if (shouldInstall) { customContentConfig.selected = true; @@ -1391,7 +1380,6 @@ class UI { * @returns {Object} Result with selected custom modules and custom content config */ async handleCustomModulesInModifyFlow(directory, selectedModules) { - const inquirer = await getInquirer(); // Get existing installation to find custom modules const { existingInstall } = await this.getExistingInstallation(directory); @@ -1451,16 +1439,11 @@ class UI { choices.push({ name: 'Add new custom modules', value: 'add' }, { name: 'Cancel (no custom modules)', value: 'cancel' }); } - const { customAction } = await inquirer.prompt([ - { - type: 'list', - name: 'customAction', - message: - cachedCustomModules.length > 0 ? 'What would you like to do with custom modules?' : 'Would you like to add custom modules?', - choices: choices, - default: cachedCustomModules.length > 0 ? 'keep' : 'add', - }, - ]); + const customAction = await prompts.select({ + message: cachedCustomModules.length > 0 ? 'What would you like to do with custom modules?' : 'Would you like to add custom modules?', + choices: choices, + default: cachedCustomModules.length > 0 ? 'keep' : 'add', + }); switch (customAction) { case 'keep': { @@ -1472,21 +1455,18 @@ class UI { case 'select': { // Let user choose which to keep - const choices = cachedCustomModules.map((m) => ({ + const selectChoices = cachedCustomModules.map((m) => ({ name: `${m.name} ${chalk.gray(`(${m.id})`)}`, value: m.id, + checked: m.checked, })); - const { keepModules } = await inquirer.prompt([ - { - type: 'checkbox', - name: 'keepModules', - message: 'Select custom modules to keep:', - choices: choices, - default: cachedCustomModules.filter((m) => m.checked).map((m) => m.id), - }, - ]); - result.selectedCustomModules = keepModules; + const keepModules = await prompts.multiselect({ + message: `Select custom modules to keep ${chalk.dim('(↑/↓ navigate, SPACE select, ENTER confirm)')}:`, + choices: selectChoices, + required: false, + }); + result.selectedCustomModules = keepModules || []; break; } @@ -1586,7 +1566,6 @@ class UI { * @returns {Promise} True if user wants to proceed, false if they cancel */ async showOldAlphaVersionWarning(installedVersion, currentVersion, bmadFolderName) { - const inquirer = await getInquirer(); const versionInfo = this.checkAlphaVersionAge(installedVersion, currentVersion); // Also warn if version is unknown or can't be parsed (legacy/unsupported) @@ -1627,26 +1606,20 @@ class UI { console.log(chalk.yellow('─'.repeat(80))); console.log(''); - const { proceed } = await inquirer.prompt([ - { - type: 'list', - name: 'proceed', - message: 'What would you like to do?', - choices: [ - { - name: 'Proceed with update anyway (may have issues)', - value: 'proceed', - short: 'Proceed with update', - }, - { - name: 'Cancel (recommended - do a fresh install instead)', - value: 'cancel', - short: 'Cancel installation', - }, - ], - default: 'cancel', - }, - ]); + const proceed = await prompts.select({ + message: 'What would you like to do?', + choices: [ + { + name: 'Proceed with update anyway (may have issues)', + value: 'proceed', + }, + { + name: 'Cancel (recommended - do a fresh install instead)', + value: 'cancel', + }, + ], + default: 'cancel', + }); if (proceed === 'cancel') { console.log('');