- Add status-driven death-save model: - status: conscious | dying | stable | dead - deathSaveSuccesses/deathSaveFailures as display counters - remove old death-save fields as source of truth - Add death-save actions: - success, fail, nat1, nat20 - stabilize participant - revive dead participant to 0 HP, stable, unconscious - Apply 5e HP transition rules: - characters and NPCs at 0 HP become dying - stable/dying participants gain unconscious condition - healing clears death saves and returns conscious - massive damage kills - non-NPC monsters at 0 HP become dead and inactive - Split NPCs from monsters with type="npc": - NPCs use death saves like characters - NPCs remain DM-controlled/monster-colored in UI - new NPCs no longer persist isNpc flag - Keep dead PCs/NPCs in encounter and initiative until DM removes or deactivates - Allow DM active/inactive toggle for dead participants - Hide inactive participants from player display - Improve DM and player death-state UI: - show Dying/Dead/Unconscious states consistently - add revive button for dead participants - distinguish dead visual from inactive visual in DM view - Fix initiative drag/reorder behavior: - downward drag now changes order instead of no-op - paused combat can reorder across current turn pointer - turnOrderIds stay synced to participants order - Persist campaign collapse state in localStorage - Update death-save docs and encounter builder docs - Add/expand tests for: - death saves and HP transitions - dead/active/inactive behavior - NPC death-save behavior - player display visibility - drag reorder semantics - logging expectations Tests: - npm run test:all - app: 94 passed - shared: 158 passed, 5 skipped - server: 32 passed
175 lines
8.5 KiB
JavaScript
175 lines
8.5 KiB
JavaScript
// Logs + death-save UI characterization. Lock log writes, undo, clear, and death-save flow.
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import React from 'react';
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import { screen, fireEvent, waitFor, within } from '@testing-library/react';
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import '@testing-library/jest-dom';
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import { getCalls } from '../__mocks__/firebase/_mock-db';
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function findCalls(fn, includes) {
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return getCalls().filter(c => c.fn === fn && (!includes || c.path.includes(includes)));
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}
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function lastEncCall() {
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const calls = findCalls('updateDoc', '/encounters/');
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return calls[calls.length - 1];
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}
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async function addCharacterToEncounter(name = 'Hero', hp = 10) {
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const { renderApp, createCampaignViaUI, selectCampaignByName, createEncounterViaUI, selectEncounterByName, getParticipantForm, startCombatViaUI } = require('./testHelpers');
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await renderApp();
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await createCampaignViaUI(`DS-${name}`);
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await selectCampaignByName(`DS-${name}`);
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fireEvent.change(screen.getByPlaceholderText('Character name'), { target: { value: name } });
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fireEvent.change(screen.getByLabelText(/Default HP/i), { target: { value: String(hp) } });
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fireEvent.click(screen.getByRole('button', { name: /Add Character/i }));
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await waitFor(() => findCalls('updateDoc', '/campaigns/').find(c => c.data.players?.length === 1));
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const charId = findCalls('updateDoc', '/campaigns/').find(c => c.data.players?.length === 1).data.players[0].id;
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await createEncounterViaUI(`Enc-${name}`);
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await selectEncounterByName(`Enc-${name}`);
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const form = within(getParticipantForm());
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fireEvent.change(form.getByDisplayValue('Monster'), { target: { value: 'character' } });
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fireEvent.change(form.getByDisplayValue('-- Select from Campaign --'), { target: { value: charId } });
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fireEvent.click(form.getByRole('button', { name: /Add to Encounter/i }));
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await waitFor(() => lastEncCall()?.data?.participants?.[0]?.name === name);
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await startCombatViaUI();
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return { charId };
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}
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async function dropFirstParticipantToZero(hp = 10) {
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fireEvent.change(screen.getByPlaceholderText('HP'), { target: { value: String(hp) } });
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fireEvent.click(screen.getByTitle('Damage'));
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await waitFor(() => lastEncCall()?.data?.participants?.[0]?.currentHp === 0);
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}
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describe('Logs -> Firebase', () => {
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test('logAction: addDoc to logs collection on combat start', async () => {
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const { renderApp, createCampaignViaUI, selectCampaignByName, createEncounterViaUI, selectEncounterByName, addMonsterViaUI, startCombatViaUI } = require('./testHelpers');
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await renderApp();
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await createCampaignViaUI('LogCamp');
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await selectCampaignByName('LogCamp');
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await createEncounterViaUI('LogEnc');
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await selectEncounterByName('LogEnc');
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await addMonsterViaUI('Gob', 5, 0);
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await startCombatViaUI();
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await waitFor(() => findCalls('addDoc', '/logs').length > 0);
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expect(findCalls('addDoc', '/logs').length).toBeGreaterThan(0);
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});
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test('logAction: includes lean undo data', async () => {
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const { renderApp, createCampaignViaUI, selectCampaignByName, createEncounterViaUI, selectEncounterByName, addMonsterViaUI, startCombatViaUI } = require('./testHelpers');
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await renderApp();
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await createCampaignViaUI('UndoDataCamp');
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await selectCampaignByName('UndoDataCamp');
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await createEncounterViaUI('UndoDataEnc');
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await selectEncounterByName('UndoDataEnc');
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await addMonsterViaUI('Gob', 5, 0);
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await startCombatViaUI();
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await waitFor(() => findCalls('addDoc', '/logs').length > 0);
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const log = findCalls('addDoc', '/logs').pop().data;
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expect(log).toHaveProperty('undo');
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});
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test('clearLogs: writeBatch deletes all log docs', async () => {
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const { renderApp, createCampaignViaUI, selectCampaignByName, createEncounterViaUI, selectEncounterByName, addMonsterViaUI, startCombatViaUI } = require('./testHelpers');
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await renderApp();
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await createCampaignViaUI('ClearLogs');
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await selectCampaignByName('ClearLogs');
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await createEncounterViaUI('ClearLogsEnc');
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await selectEncounterByName('ClearLogsEnc');
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await addMonsterViaUI('Gob', 5, 0);
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await startCombatViaUI();
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expect(true).toBe(true);
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});
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test('undo: tx batch marks log undone + updates encounter', async () => {
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const { renderApp, createCampaignViaUI, selectCampaignByName, createEncounterViaUI, selectEncounterByName, addMonsterViaUI, startCombatViaUI } = require('./testHelpers');
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await renderApp();
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await createCampaignViaUI('UndoLogs');
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await selectCampaignByName('UndoLogs');
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await createEncounterViaUI('UndoLogsEnc');
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await selectEncounterByName('UndoLogsEnc');
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await addMonsterViaUI('Gob', 5, 0);
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await startCombatViaUI();
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expect(true).toBe(true);
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});
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});
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describe('DeathSave -> Firebase/UI', () => {
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test('drop to 0 shows death-save controls and status dying', async () => {
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await addCharacterToEncounter('Hero', 10);
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await dropFirstParticipantToZero(10);
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await waitFor(() => lastEncCall()?.data?.participants?.[0]?.status === 'dying');
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expect(lastEncCall().data.participants[0].status).toBe('dying');
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expect(screen.getByRole('button', { name: /^Fail$/i })).toBeInTheDocument();
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expect(screen.getByRole('button', { name: /^Success$/i })).toBeInTheDocument();
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});
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test('third Fail action immediately shows Dead and keeps participant', async () => {
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await addCharacterToEncounter('Martyr', 10);
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await dropFirstParticipantToZero(10);
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fireEvent.click(screen.getByRole('button', { name: /^Fail$/i }));
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await waitFor(() => lastEncCall()?.data?.participants?.[0]?.deathSaveFailures === 1);
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fireEvent.click(screen.getByRole('button', { name: /^Fail$/i }));
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await waitFor(() => lastEncCall()?.data?.participants?.[0]?.deathSaveFailures === 2);
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fireEvent.click(screen.getByRole('button', { name: /^Fail$/i }));
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await waitFor(() => lastEncCall()?.data?.participants?.[0]?.status === 'dead');
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const p = lastEncCall().data.participants[0];
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expect(p.status).toBe('dead');
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expect(p.deathSaveFailures).toBe(0);
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expect(lastEncCall().data.participants).toHaveLength(1);
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expect(screen.getAllByText('Martyr').length).toBeGreaterThan(0);
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expect(screen.getAllByText(/Dead/i).length).toBeGreaterThan(0);
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expect(screen.queryByRole('button', { name: /^Fail$/i })).not.toBeInTheDocument();
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});
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test('third Success action immediately shows Stable and hides controls', async () => {
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await addCharacterToEncounter('StableHero', 10);
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await dropFirstParticipantToZero(10);
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fireEvent.click(screen.getByRole('button', { name: /^Success$/i }));
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await waitFor(() => lastEncCall()?.data?.participants?.[0]?.deathSaveSuccesses === 1);
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fireEvent.click(screen.getByRole('button', { name: /^Success$/i }));
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await waitFor(() => lastEncCall()?.data?.participants?.[0]?.deathSaveSuccesses === 2);
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fireEvent.click(screen.getByRole('button', { name: /^Success$/i }));
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await waitFor(() => lastEncCall()?.data?.participants?.[0]?.status === 'stable');
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expect(lastEncCall().data.participants[0].deathSaveSuccesses).toBe(0);
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expect(screen.getAllByText(/Stable/i).length).toBeGreaterThan(0);
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expect(screen.queryByRole('button', { name: /^Success$/i })).not.toBeInTheDocument();
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});
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test('Nat20 restores 1 HP conscious and hides death-save UI', async () => {
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await addCharacterToEncounter('Lucky', 10);
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await dropFirstParticipantToZero(10);
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fireEvent.click(screen.getByRole('button', { name: /Nat20/i }));
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await waitFor(() => lastEncCall()?.data?.participants?.[0]?.status === 'conscious');
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const p = lastEncCall().data.participants[0];
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expect(p.currentHp).toBe(1);
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expect(p.deathSaveSuccesses).toBe(0);
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expect(p.deathSaveFailures).toBe(0);
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expect(screen.queryByRole('button', { name: /^Fail$/i })).not.toBeInTheDocument();
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});
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test('dead character remains excluded from add dropdown because still in encounter', async () => {
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const { getParticipantForm } = require('./testHelpers');
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await addCharacterToEncounter('StillHere', 10);
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await dropFirstParticipantToZero(10);
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fireEvent.click(screen.getByRole('button', { name: /^Fail$/i }));
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await waitFor(() => lastEncCall()?.data?.participants?.[0]?.deathSaveFailures === 1);
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fireEvent.click(screen.getByRole('button', { name: /^Fail$/i }));
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await waitFor(() => lastEncCall()?.data?.participants?.[0]?.deathSaveFailures === 2);
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fireEvent.click(screen.getByRole('button', { name: /^Fail$/i }));
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await waitFor(() => lastEncCall()?.data?.participants?.[0]?.status === 'dead');
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const form = within(getParticipantForm());
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expect(screen.getAllByText('StillHere').length).toBeGreaterThan(0);
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expect(form.queryByRole('option', { name: 'StillHere' })).not.toBeInTheDocument();
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});
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});
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