# Report view

The in-game "turn report" view is a single scrollable layout with
twenty sections, one per array on the FBS `Report` table. The route
file is the standard two-line wrapper; the orchestrator and the
per-section components live under
`ui/frontend/src/lib/active-view/report/`.

## Component layout

`lib/active-view/report.svelte` is the orchestrator. It owns the
section list, instantiates `IntersectionObserver` to track which
section is active, and renders the table of contents alongside the
section column.

```
report.svelte
├── report/report-toc.svelte           // sticky icon-popup section menu
├── report/section-galaxy-summary.svelte
├── report/section-votes.svelte
├── report/section-player-status.svelte
├── report/section-my-sciences.svelte
├── report/section-foreign-sciences.svelte
├── report/section-my-ship-classes.svelte
├── report/section-foreign-ship-classes.svelte
├── report/section-battles.svelte
├── report/section-bombings.svelte
├── report/section-approaching-groups.svelte
├── report/section-my-planets.svelte
├── report/section-ships-in-production.svelte
├── report/section-cargo-routes.svelte
├── report/section-foreign-planets.svelte
├── report/section-uninhabited-planets.svelte
├── report/section-unknown-planets.svelte
├── report/section-my-fleets.svelte
├── report/section-my-ship-groups.svelte
├── report/section-foreign-ship-groups.svelte
└── report/section-unidentified-groups.svelte
```

Each section component is self-contained:
- reads `RenderedReportSource` from context;
- renders the loading copy when `rendered.report === null`;
- renders the empty-state copy when its array is empty;
- otherwise emits a `<section id="report-<slug>" data-testid="report-section-<slug>">`
  containing the relevant grid / list / kv-list.

No shared `<Section>` wrapper exists. The visual scaffolding (dark
grid CSS, header style, status paragraph) is inlined per
component. The CLAUDE.md "wait for the third real caller before
extracting an abstraction" rule applies; with one shape per
section, the per-section inline CSS is the smallest correct
solution.

Shared formatters live in `report/format.ts` (`formatPercent`,
`formatCount`, `formatFloat`, `formatVotes`, `planetLabel`).

## Section order, data sources, empty copy

| # | Slug | Data | Empty copy (en) |
|---|------|------|-----------------|
| 1 | `galaxy-summary` | header turn / size / planet count / race | never empty |
| 2 | `votes` | `myVotes`, `myVoteFor`, `races[].votesReceived` | "no votes cast yet" |
| 3 | `player-status` | `players[]` (full roster, self + extinct) | never empty |
| 4 | `my-sciences` | `localScience[]` | "no sciences defined yet" |
| 5 | `foreign-sciences` | `otherScience[]`, one sub-table per race | "no foreign sciences observed yet" |
| 6 | `my-ship-classes` | `localShipClass[]` | "no ship classes designed yet" |
| 7 | `foreign-ship-classes` | `otherShipClass[]`, one sub-table per race | "no foreign ship classes observed yet" |
| 8 | `battles` | `battleIds[]` (inactive monospace spans) | "no battles last turn" |
| 9 | `bombings` | `bombings[]`, wiped rows visually distinct | "no bombings last turn" |
| 10 | `approaching-groups` | `incomingShipGroups[]` | "no approaching groups" |
| 11 | `my-planets` | `planets.filter(kind==="local")` | "no planets owned yet" |
| 12 | `ships-in-production` | `shipProductions[]` | "no ships in production" |
| 13 | `cargo-routes` | `routes[]` (flattened to one row per entry) | "no cargo routes set" |
| 14 | `foreign-planets` | `planets.filter(kind==="other")` | "no foreign planets observed" |
| 15 | `uninhabited-planets` | `planets.filter(kind==="uninhabited")` | "no uninhabited planets observed" |
| 16 | `unknown-planets` | `planets.filter(kind==="unidentified")` | "no unknown planets" |
| 17 | `my-fleets` | `localFleets[]` | "no fleets created yet" |
| 18 | `my-ship-groups` | `localShipGroups[]` | "no ship groups yet" |
| 19 | `foreign-ship-groups` | `otherShipGroups[]` | "no foreign ship groups observed" |
| 20 | `unidentified-groups` | `unidentifiedShipGroups[]` | "no unidentified groups" |

The orchestrator iterates this list once for the TOC and once for
the body — both surfaces stay in sync by construction.

## Table of contents and active highlight

`report/report-toc.svelte` renders a single icon-popup trigger
pinned to the top-right corner of the report column. The trigger
shows `≡` followed by the title of the currently-active section
(CSS-clamped with `text-overflow: ellipsis` so a long RU title
cannot bloat the button). Clicking opens an anchored popover
(`role="menu"`) that lists every section as a `role="menuitem"`
button; the active item gets `aria-current="location"` and the
`.active` class. A click on an item closes the popover and scrolls
the matching `<section id="report-<slug>">` into view via
`scrollIntoView` (with `prefers-reduced-motion` falling back to
`behavior: "auto"`).

The trigger uses `position: fixed` instead of `position: sticky`.
Per the CSS sticky spec a sticky element sticks within its nearest
ancestor with non-`visible` overflow — and `.active-view-host`
declares `overflow-y: auto` for the mobile scroll story. On
desktop the host grows with content and the document body becomes
the actual scroll container, so a sticky trigger inside the report
column never receives a scroll event and rides up with the page
content. A fixed trigger sidesteps the chain entirely; the
component is mounted only while the report active view is on
screen, so the fixed element is naturally tied to the view's
lifetime. The desktop offset is `right: calc(18 rem + 1.25 rem)`
to clear the always-on `lib/sidebar/sidebar.svelte`; below
1024 px the sidebar collapses to an overlay drawer, so the
default `right: 1.25 rem` matches the report's right padding. The
report-view itself adds a top padding equal to the trigger's
viewport offset plus its height so the first section's heading
does not render under the trigger at scroll position 0, and every
`<section id="report-…">` gets `scroll-margin-top: 7.5rem` so
`scrollIntoView({ block: "start" })` lands the heading below the
trigger after a popover-driven jump.

On viewports below `768.98 px` the popover surface re-styles into
a fixed bottom-sheet anchored above the layout-owned bottom-tabs
bar (mirrors `lib/active-view/map-toggles.svelte`), so the same
trigger and the same menuitem list serve desktop and mobile.

Open/close state matches the `map-toggles.svelte` precedent:
Escape closes, outside click closes, item-pick closes. The
`restoreFocus` action returns keyboard focus to the trigger on
dismount. The menu is non-modal — no focus trap.

The active slug is computed by an `IntersectionObserver` rooted on
the viewport (`root: null`) with `rootMargin: "-30% 0px -60% 0px"`.
The skew biases the active band toward the upper third of the
visible area so that scrolling down advances the highlight
naturally. The observer is created on mount and torn down on
unmount. The TOC itself owns no observer — the orchestrator passes
`activeSlug` in as a prop.

The in-game shell (`lib/game/game-shell.svelte`)
expands `<main class="active-view-host">` to fit content rather
than constraining it, so the document body is the actual scroll
container — not the host. The IntersectionObserver root is `null`
to match.

## Scroll position

The report is the `report` active view; switching to another view is
an in-memory `activeView` state change, not a navigation, and the
report component is remounted when the user returns to it. The
single-URL app-shell therefore does not carry SvelteKit's route-keyed
`Snapshot` scroll save/restore — that mechanism was tied to the old
`/games/:id/report` route and was removed with it. A re-entered report
opens at the top; the IntersectionObserver re-derives the active TOC
slug from the scroll position on the next animation frame, so the
highlight stays consistent without a separate source of truth.

## i18n namespace

All strings live under `game.report.*`:
- `game.report.loading` — section loading placeholder.
- `game.report.toc.title` — `aria-label` on the TOC root;
  `game.report.toc.open` / `game.report.toc.close` — `aria-label`
  on the trigger button, swapped by the open state (mirrors
  `game.map.toggles.open` / `close`).
- `game.report.section.<slug>.title` — section heading.
- `game.report.section.<slug>.empty` — empty-state copy (where
  applicable).
- `game.report.section.<slug>.column.<column>` — column headings.
- A small number of section-specific keys (`bombings.wiped`,
  `player_status.local_marker`, `player_status.extinct_marker`,
  `foreign_sciences.race_header`, `foreign_ship_classes.race_header`,
  `battles.id_label`, `votes.target_none`).

The namespace is intentionally separate from `game.table.*` even
where the data shape overlaps (e.g. sciences, ship classes); the
two surfaces evolve independently and a shared key set would
couple them silently.

## Test seams

- **Vitest** — four representative specs cover the four section
  shapes: kv-list (`report-section-galaxy-summary.test.ts`), grid
  with conditional row state (`report-section-bombings.test.ts`),
  per-race sub-table (`report-section-foreign-sciences.test.ts`),
  TOC (`report-toc.test.ts`). The TOC spec exercises the icon-popup
  state machine (trigger label, open/close, menuitem list, active
  highlight, scroll-on-pick, Escape, outside-click). Each spec
  mounts the component against a synthetic `RenderedReportSource`,
  so the orchestrator / IntersectionObserver are out of scope.
- **Playwright** — `tests/e2e/report-sections.spec.ts` exercises
  the full integration: every popover menuitem click lands its
  section in view and closes the popover, and on the
  `chromium-mobile` project the same trigger surfaces a fixed
  bottom-sheet popover instead of the anchored desktop variant.
  The spec drives the app-shell through `window.__galaxyNav` (the
  dev-only nav surface) instead of `page.goto` per-view URLs. The
  old "scroll position survives a `/map` round-trip via SvelteKit
  `Snapshot`" case was dropped — see the
  [scroll position](#scroll-position) note. F8-09 also removed the
  in-report "Back to map" test; the same affordance is exercised
  through the app-shell view menu by `tests/e2e/game-shell.spec.ts`
  ("header view-menu navigates to every active view").

Test IDs follow the pattern `report-section-<slug>` for section
roots, `report-toc-trigger` / `report-toc-surface` for the popup
shell, `report-toc-item-<slug>` for each menuitem, and per-section
row identifiers (e.g. `report-bombing-row`, `my-planets-row`).
