ui/phase-27: viewer polish + phantom-destroy clamp
Nine BattleViewer refinements from the latest review pass: 1. Mass radii were uniform in synthetic mode because `+layout.svelte` skipped `loadCore()` on the synthetic branch. The wasm bridge to `pkg/calc/ship.go` now boots in both modes so `computeBattleGroupMass` resolves a real FullMass and `radiusForMass` produces a per-battle scale. 2. Phantom-destroy clamp in `buildFrames`. Legacy emitters (KNNTS041 planet #7) log many more `Destroyed` lines against a group than the group's initial population — at frame 406 of 2317 the race totals previously hit zero on phantom shots and the scene blanked while playback continued silently. We now only shrink the per-group remaining count and the race totals when the group still has ships. The line still draws on phantom frames; only the counters stay sane. 3. Vogel sunflower positions are now reassigned by inward dot product before being handed to ranks: the rank-0 bucket — the one with the largest initial ship count — always lands at the most-inward spiral slot. The previous quarter-step anchor bias was too weak; ranks r ≥ 2 routinely overtook rank-0 toward the planet. The anchor offset is gone. 4. Bucket order inside a cluster is locked at battle start by each bucket's *initial* ship count (`num`), not its live `numLeft`. The position of every class circle stays put for the whole battle; only the label number changes as ships die. 5. Shot line + defender flash blink on a per-frame timer during play. The line stays on for the first 90 % of frame duration, off for the last 10 %, so two consecutive shots from the same attacker on the same defender look like two distinct pulses. On pause the line and flash stay drawn for inspection. 6. The defender's class circle now flashes red (destroyed) or green (shielded) in sync with the shot line, so the eye catches *who* was hit, not just where the line lands. 7. Battle log rows are buttons. Click / Enter / Space pauses playback and seeks to that shot. The list also auto-scrolls the current row into view so the highlight does not race off the bottom on long battles. 8. Race labels now sit above the cloud's bounding top instead of a fixed offset, so a dense cluster does not swallow its own race name. 9. Planet glyph + label switch to neutral grey (`#2a2f40` / `#4a5066` / `#6d7388`), keeping the planet "in the background" rather than competing with the combatants. Step-back icon switched to `◀︎◀︎` to mirror step-forward. Tests: two new Vitest cases cover the phantom-destroy clamp (single-race wipe, mixed-class race survives a class wipe). The existing 642 Vitest tests stay green; all four `battle-viewer` Playwright cases pass. Docs: `ui/docs/battle-viewer-ux.md` rewrites the cluster section (locked order + Vogel reassignment), adds Playback Details (blink + flash semantics), and a Phantom Destroys section explaining the clamp. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -3,8 +3,13 @@ BattleScene — radial SVG visualisation of one battle frame.
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Layout: planet at the centre, race anchors equally spaced on an
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outer ring, each race rendered as a *cloud* of class circles
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arranged on a Vogel sunflower spiral biased toward the planet.
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Tech-variant groups of the same (race, className) collapse to one
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arranged on a Vogel sunflower spiral. Spiral positions are
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reassigned per rank by their inward distance toward the planet so
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the rank-0 bucket (heaviest by NumberLeft) always sits at the
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most-inward Vogel slot — the cloud visually leans toward the
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planet without the cluster anchor needing a manual offset.
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Tech-variant groups of the same `(race, className)` collapse to one
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visual node — the per-tech detail lives in Reports. Each circle's
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radius scales with the per-ship FullMass (sqrt) so heavy ships
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visually dominate.
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@@ -39,20 +44,20 @@ collapse to a single visual node.
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report,
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frame,
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shipClassLookup,
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shotVisible = true,
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}: {
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report: BattleReport;
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frame: Frame;
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shipClassLookup?: ShipClassLookup;
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shotVisible?: boolean;
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} = $props();
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const VIEW_BOX = 800;
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const CENTER = { x: VIEW_BOX / 2, y: VIEW_BOX / 2 };
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const PLANET_RADIUS = 60;
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const RACE_RING_RADIUS = 280;
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// Vogel sunflower step + half-circle bias toward planet.
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const BASE_STEP = 1.8 * MAX_RADIUS;
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const GOLDEN_ANGLE = Math.PI * (3 - Math.sqrt(5));
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const ANCHOR_BIAS = 0.25; // fraction of step pushed toward planet
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const MAX_CLUSTER_RADIUS = 0.6 * (RACE_RING_RADIUS - PLANET_RADIUS);
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const coreHandle = getContext<CoreHandle | undefined>(CORE_CONTEXT_KEY);
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@@ -66,6 +71,7 @@ collapse to a single visual node.
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race: string;
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raceId: number;
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groupKeys: number[];
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initialNum: number;
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numLeft: number;
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mass: number;
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radius: number;
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@@ -79,7 +85,6 @@ collapse to a single visual node.
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// those nodes.
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const clustersByRace = $derived.by(() => {
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const core = coreHandle?.core ?? null;
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// First pass: build the bucket list per race.
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const out = new Map<number, ClusterEntry[]>();
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const bucketIndex = new Map<string, ClusterEntry>();
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for (const g of allGroups) {
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@@ -97,6 +102,7 @@ collapse to a single visual node.
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race: g.group.race,
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raceId: g.raceId,
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groupKeys: [],
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initialNum: 0,
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numLeft: 0,
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mass,
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radius: MAX_RADIUS,
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@@ -107,6 +113,7 @@ collapse to a single visual node.
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out.set(g.raceId, list);
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}
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bucket.groupKeys.push(g.key);
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bucket.initialNum += g.group.num;
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bucket.numLeft += frame.remaining.get(g.key) ?? 0;
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}
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@@ -120,19 +127,20 @@ collapse to a single visual node.
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bucket.radius = radiusForMass(bucket.mass, maxMass);
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}
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// Sort buckets in each cluster by NumberLeft desc → rank 0 is
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// the biggest group (will be placed closest to planet).
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// Order is locked by initial ship count, NOT live numLeft:
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// the user wants every bucket to keep its visual slot through
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// the battle. Rank 0 = the bucket that *started* with the
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// most ships, which the legacy game heuristic treats as
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// "cover" placed in front of more valuable hulls.
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for (const list of out.values()) {
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list.sort((a, b) => {
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if (b.numLeft !== a.numLeft) return b.numLeft - a.numLeft;
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if (b.initialNum !== a.initialNum) return b.initialNum - a.initialNum;
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return a.className.localeCompare(b.className);
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});
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}
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return out;
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});
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// bucketByGroupKey lets shot endpoints look up the aggregated
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// node by any of its constituent ship-group keys.
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const bucketByGroupKey = $derived.by(() => {
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const out = new Map<number, ClusterEntry>();
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for (const list of clustersByRace.values()) {
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@@ -162,11 +170,6 @@ collapse to a single visual node.
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step: number;
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};
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// clusterBasisById carries the local frame for every active
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// race's cluster: `u` points from the race anchor toward the
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// planet, `v` is `u` rotated 90° clockwise, and `step` is the
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// adaptive Vogel-spiral step (scaled down when many class
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// buckets share a cluster to stay inside MAX_CLUSTER_RADIUS).
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const clusterBasisById = $derived.by(() => {
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const out = new Map<number, ClusterBasis>();
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for (const anchor of raceLayout) {
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@@ -175,27 +178,60 @@ collapse to a single visual node.
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const len = Math.hypot(dx, dy) || 1;
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const ux = dx / len;
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const uy = dy / len;
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const vx = uy; // (ux, uy) rotated 90° clockwise → (uy, -ux);
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const vy = -ux; // use mirror to keep label below cluster.
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const vx = uy;
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const vy = -ux;
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const count = (clustersByRace.get(anchor.raceId) ?? []).length;
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const baseStep = BASE_STEP;
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const denom = Math.max(1, Math.sqrt(Math.max(count, 1)));
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const step = Math.min(baseStep, MAX_CLUSTER_RADIUS / denom);
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const anchorX = anchor.x + ANCHOR_BIAS * step * ux;
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const anchorY = anchor.y + ANCHOR_BIAS * step * uy;
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out.set(anchor.raceId, { anchorX, anchorY, ux, uy, vx, vy, step });
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const step = Math.min(BASE_STEP, MAX_CLUSTER_RADIUS / denom);
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out.set(anchor.raceId, {
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anchorX: anchor.x,
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anchorY: anchor.y,
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ux,
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uy,
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vx,
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vy,
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step,
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});
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}
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return out;
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});
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function nodePosition(basis: ClusterBasis, rank: number) {
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const radius = basis.step * Math.sqrt(rank);
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const angle = rank * GOLDEN_ANGLE;
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const offsetU = radius * Math.cos(angle);
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const offsetV = radius * Math.sin(angle);
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// vogelLocalsByRace generates Vogel sunflower positions for each
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// cluster and reassigns them by inward dot product (`offsetU`
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// descending) so the rank-0 bucket always lands at the most-
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// inward spiral point. With the original `r * GOLDEN_ANGLE` angle
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// scheme, ranks with r ≥ 2 can land further toward the planet
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// than r = 0; the reassignment makes the "biggest group near the
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// planet" invariant exact.
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const vogelLocalsByRace = $derived.by(() => {
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const out = new Map<number, { offsetU: number; offsetV: number }[]>();
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for (const [raceId, cluster] of clustersByRace) {
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const basis = clusterBasisById.get(raceId);
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if (!basis) continue;
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const positions = Array.from({ length: cluster.length }, (_, r) => {
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const radius = basis.step * Math.sqrt(r);
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const angle = r * GOLDEN_ANGLE;
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return {
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offsetU: radius * Math.cos(angle),
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offsetV: radius * Math.sin(angle),
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};
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});
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positions.sort((a, b) => {
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if (b.offsetU !== a.offsetU) return b.offsetU - a.offsetU;
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return a.offsetV - b.offsetV;
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});
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out.set(raceId, positions);
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}
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return out;
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});
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function worldPosition(
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basis: ClusterBasis,
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local: { offsetU: number; offsetV: number },
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) {
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return {
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x: basis.anchorX + offsetU * basis.ux + offsetV * basis.vx,
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y: basis.anchorY + offsetU * basis.uy + offsetV * basis.vy,
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x: basis.anchorX + local.offsetU * basis.ux + local.offsetV * basis.vx,
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y: basis.anchorY + local.offsetU * basis.uy + local.offsetV * basis.vy,
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};
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}
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@@ -206,8 +242,9 @@ collapse to a single visual node.
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if (!basis) return null;
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const cluster = clustersByRace.get(bucket.raceId) ?? [];
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const rank = cluster.indexOf(bucket);
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if (rank === -1) return null;
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return nodePosition(basis, rank);
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const locals = vogelLocalsByRace.get(bucket.raceId);
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if (rank === -1 || locals === undefined) return null;
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return worldPosition(basis, locals[rank]);
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}
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const shotLine = $derived.by(() => {
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@@ -216,7 +253,13 @@ collapse to a single visual node.
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const from = findClassCircleCenter(action.sa);
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const to = findClassCircleCenter(action.sd);
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if (!from || !to) return null;
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return { from, to, destroyed: action.x };
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return { from, to, destroyed: action.x, defenderKey: action.sd };
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});
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const flashDefenderBucketKey = $derived.by(() => {
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if (!shotLine || !shotVisible) return null;
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const bucket = bucketByGroupKey.get(shotLine.defenderKey);
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return bucket?.bucketKey ?? null;
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});
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const raceLabelById = $derived.by(() => {
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@@ -224,15 +267,34 @@ collapse to a single visual node.
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for (const g of allGroups) {
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out.set(g.raceId, g.group.race);
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}
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// `groupRace` covers protocol-derived races even when no group
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// is left to read from `allGroups` (shouldn't happen with
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// `inBattle: true` rosters, but keeps the label resolver
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// defensive).
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for (const [, raceId] of groupRace) {
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if (!out.has(raceId)) out.set(raceId, `race ${raceId}`);
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}
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return out;
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});
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// raceLabelYById computes a label position that sits above the
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// cluster's bounding top so the race name never hides inside the
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// cloud. The label is also clamped to a minimum distance from the
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// race anchor so a single-bucket cluster still has its label
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// rendered just above the only circle.
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const raceLabelYById = $derived.by(() => {
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const out = new Map<number, number>();
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for (const [raceId, cluster] of clustersByRace) {
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const basis = clusterBasisById.get(raceId);
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const locals = vogelLocalsByRace.get(raceId);
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if (!basis || !locals) continue;
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let topY = basis.anchorY;
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for (let i = 0; i < cluster.length; i++) {
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const world = worldPosition(basis, locals[i]);
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const y = world.y - cluster[i].radius;
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if (y < topY) topY = y;
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}
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const fallback = basis.anchorY - MAX_RADIUS - 12;
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out.set(raceId, Math.min(topY - 12, fallback));
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}
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return out;
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});
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</script>
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<svg
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@@ -260,6 +322,7 @@ collapse to a single visual node.
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{#each raceLayout as anchor (anchor.raceId)}
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{@const cluster = clustersByRace.get(anchor.raceId) ?? []}
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{@const basis = clusterBasisById.get(anchor.raceId)}
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{@const locals = vogelLocalsByRace.get(anchor.raceId) ?? []}
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<g
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class="race-cluster"
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data-testid="battle-race-cluster"
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@@ -267,18 +330,26 @@ collapse to a single visual node.
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>
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<text
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x={anchor.x}
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y={anchor.y - MAX_RADIUS - 12}
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y={raceLabelYById.get(anchor.raceId) ?? anchor.y - MAX_RADIUS - 12}
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text-anchor="middle"
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class="race-label"
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>{raceLabelById.get(anchor.raceId) ?? `race ${anchor.raceId}`}</text>
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{#if basis}
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{#each cluster as entry, rank (entry.bucketKey)}
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{@const pos = nodePosition(basis, rank)}
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{@const local = locals[rank]}
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{@const pos = local ? worldPosition(basis, local) : { x: anchor.x, y: anchor.y }}
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{@const flash =
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entry.bucketKey === flashDefenderBucketKey
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? shotLine?.destroyed
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? "destroyed"
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: "shielded"
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: null}
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<g
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class="class-marker"
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data-testid="battle-class-marker"
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data-bucket-key={entry.bucketKey}
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data-class-name={entry.className}
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data-flash={flash}
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>
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<circle cx={pos.x} cy={pos.y} r={entry.radius} />
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<text
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@@ -293,7 +364,7 @@ collapse to a single visual node.
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</g>
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{/each}
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{#if shotLine}
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{#if shotLine && shotVisible}
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<line
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x1={shotLine.from.x}
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y1={shotLine.from.y}
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@@ -315,12 +386,12 @@ collapse to a single visual node.
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display: block;
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}
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.planet {
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fill: #2a345f;
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stroke: #5b6aa3;
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stroke-width: 2;
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fill: #2a2f40;
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stroke: #4a5066;
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stroke-width: 1.5;
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}
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.planet-label {
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fill: #c4caea;
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fill: #6d7388;
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font-size: 18px;
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font-family: ui-sans-serif, system-ui, sans-serif;
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}
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@@ -334,6 +405,17 @@ collapse to a single visual node.
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fill: #1a2042;
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stroke: #6d7bb5;
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stroke-width: 1.5;
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transition:
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fill 80ms ease-in,
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stroke 80ms ease-in;
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}
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.class-marker[data-flash="destroyed"] circle {
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fill: #ee3344;
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stroke: #ee3344;
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}
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.class-marker[data-flash="shielded"] circle {
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fill: #44dd66;
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stroke: #44dd66;
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}
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.class-label {
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fill: #b8c0e6;
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@@ -6,8 +6,6 @@ is logically isolated: feed it any `BattleReport` matching
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`pkg/model/report/battle.go` and it plays back.
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-->
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<script lang="ts">
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import { onDestroy } from "svelte";
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import { i18n } from "$lib/i18n/index.svelte";
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import type { BattleReport } from "../../api/battle-fetch";
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import type { ShipClassLookup } from "./mass";
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@@ -28,35 +26,67 @@ is logically isolated: feed it any `BattleReport` matching
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let frameIndex = $state(0);
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let playing = $state(false);
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let speed = $state<1 | 2 | 4>(1);
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// shotVisible blinks off for the last 10% of each frame so two
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// consecutive shots from the same attacker on the same defender
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// look like two distinct flashes, not one continuous line. On
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// pause the line stays drawn so the user can study it.
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let shotVisible = $state(true);
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let logEl = $state<HTMLOListElement | null>(null);
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const frame = $derived(frames[Math.min(frameIndex, frames.length - 1)]);
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// 1x = 400 ms per frame, 2x = 200 ms, 4x = 100 ms. The timer is
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// rescheduled whenever `speed` or `playing` flips.
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let timer: ReturnType<typeof setInterval> | null = null;
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// Schedule one tick per frame instead of a long-running
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// setInterval so the blink and the frame-advance share the same
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// timeline. The effect re-runs whenever frameIndex / playing /
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// speed changes; on each run we (re)arm the blink + advance
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// timers and let the previous run's timers be cleared by the
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// cleanup return.
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$effect(() => {
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if (timer !== null) {
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clearInterval(timer);
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timer = null;
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}
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// Track changes via direct reads.
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void frameIndex;
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void speed;
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shotVisible = true;
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if (!playing) return;
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const intervalMs = 400 / speed;
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timer = setInterval(() => {
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const blinkOff = setTimeout(() => {
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shotVisible = false;
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}, intervalMs * 0.9);
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const advance = setTimeout(() => {
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if (frameIndex >= frames.length - 1) {
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playing = false;
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return;
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||||
}
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frameIndex = frameIndex + 1;
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}, intervalMs);
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return () => {
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clearTimeout(blinkOff);
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clearTimeout(advance);
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};
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});
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onDestroy(() => {
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if (timer !== null) {
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clearInterval(timer);
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timer = null;
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||||
// Auto-scroll the log so the current row stays visible as the
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||||
// timeline advances. `block: "nearest"` keeps the scroll movement
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||||
// gentle — the row lands at the closest edge of the visible
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||||
// portion instead of jumping to the centre.
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$effect(() => {
|
||||
void frame.shotIndex;
|
||||
if (logEl === null) return;
|
||||
const current = logEl.querySelector(
|
||||
'li[data-current="true"]',
|
||||
) as HTMLElement | null;
|
||||
if (current !== null) {
|
||||
current.scrollIntoView({ block: "nearest", behavior: "smooth" });
|
||||
}
|
||||
});
|
||||
|
||||
function seekToShot(actionIndex: number) {
|
||||
playing = false;
|
||||
frameIndex = Math.max(
|
||||
0,
|
||||
Math.min(frames.length - 1, actionIndex + 1),
|
||||
);
|
||||
}
|
||||
|
||||
function describeAction(index: number): string {
|
||||
const action = report.protocol[index];
|
||||
const attackerGroup = report.ships[String(action.sa)];
|
||||
@@ -88,7 +118,7 @@ is logically isolated: feed it any `BattleReport` matching
|
||||
</header>
|
||||
|
||||
<div class="scene">
|
||||
<BattleScene {report} {frame} {shipClassLookup} />
|
||||
<BattleScene {report} {frame} {shipClassLookup} {shotVisible} />
|
||||
</div>
|
||||
|
||||
<PlaybackControls
|
||||
@@ -103,12 +133,18 @@ is logically isolated: feed it any `BattleReport` matching
|
||||
aria-label={i18n.t("game.battle.accessibility.protocol_heading")}
|
||||
>
|
||||
<h3>{i18n.t("game.battle.accessibility.protocol_heading")}</h3>
|
||||
<ol data-testid="battle-protocol-log">
|
||||
<ol bind:this={logEl} data-testid="battle-protocol-log">
|
||||
{#each report.protocol as _action, i (i)}
|
||||
<li
|
||||
data-testid="battle-protocol-log-item"
|
||||
data-current={i + 1 === frame.shotIndex ? "true" : "false"}
|
||||
>{describeAction(i)}</li>
|
||||
>
|
||||
<button
|
||||
type="button"
|
||||
class="log-row-btn"
|
||||
onclick={() => seekToShot(i)}
|
||||
>{describeAction(i)}</button>
|
||||
</li>
|
||||
{/each}
|
||||
</ol>
|
||||
</section>
|
||||
@@ -180,11 +216,26 @@ is logically isolated: feed it any `BattleReport` matching
|
||||
min-height: 0;
|
||||
}
|
||||
.log li {
|
||||
padding: 0.15rem 0;
|
||||
border-bottom: 1px solid #1c2240;
|
||||
}
|
||||
.log li[data-current="true"] {
|
||||
.log-row-btn {
|
||||
display: block;
|
||||
width: 100%;
|
||||
text-align: left;
|
||||
padding: 0.15rem 0.4rem;
|
||||
background: transparent;
|
||||
border: 0;
|
||||
color: inherit;
|
||||
font: inherit;
|
||||
cursor: pointer;
|
||||
}
|
||||
.log-row-btn:hover,
|
||||
.log-row-btn:focus-visible {
|
||||
background: #131a36;
|
||||
}
|
||||
.log li[data-current="true"] .log-row-btn {
|
||||
color: #ffe27a;
|
||||
font-weight: 600;
|
||||
background: #1a2240;
|
||||
}
|
||||
</style>
|
||||
|
||||
@@ -57,7 +57,7 @@ already at its end.
|
||||
disabled={frameIndex === 0}
|
||||
aria-label={i18n.t("game.battle.controls.step_backward")}
|
||||
data-testid="battle-control-step-back"
|
||||
>◀︎</button>
|
||||
>◀︎◀︎</button>
|
||||
<button
|
||||
type="button"
|
||||
onclick={togglePlay}
|
||||
|
||||
@@ -105,13 +105,25 @@ export function buildFrames(report: BattleReport): Frame[] {
|
||||
for (let i = 0; i < report.protocol.length; i++) {
|
||||
const action = report.protocol[i];
|
||||
if (action.x) {
|
||||
// Decrement only when the targeted group actually has
|
||||
// ships left. Legacy emitters (the `dg` text format used
|
||||
// by the synthetic-report path) sometimes ship more
|
||||
// `Destroyed` lines than the group's initial population —
|
||||
// looks like the engine keeps logging hits against an
|
||||
// already-empty ship-group bucket. Without this guard
|
||||
// `runningRaceTotals` decrements on every phantom and the
|
||||
// race vanishes from `activeRaceIds` long before its
|
||||
// real groups were all destroyed (KNNTS041 battle on
|
||||
// planet 7, frame ≈ 406 of 2317). The line still draws
|
||||
// for that frame so the user sees the shot happen.
|
||||
const left = current.get(action.sd) ?? 0;
|
||||
const next = Math.max(0, left - 1);
|
||||
current.set(action.sd, next);
|
||||
const raceId = groupRaceByKey.get(action.sd);
|
||||
if (raceId !== undefined) {
|
||||
const t = (runningRaceTotals.get(raceId) ?? 0) - 1;
|
||||
runningRaceTotals.set(raceId, Math.max(0, t));
|
||||
if (left > 0) {
|
||||
current.set(action.sd, left - 1);
|
||||
const raceId = groupRaceByKey.get(action.sd);
|
||||
if (raceId !== undefined) {
|
||||
const t = (runningRaceTotals.get(raceId) ?? 0) - 1;
|
||||
runningRaceTotals.set(raceId, Math.max(0, t));
|
||||
}
|
||||
}
|
||||
}
|
||||
frames.push({
|
||||
|
||||
@@ -326,7 +326,19 @@ fresh.
|
||||
return;
|
||||
}
|
||||
try {
|
||||
const { cache } = await loadStore();
|
||||
// Synthetic mode still needs the wasm `Core` so
|
||||
// components that bridge to `pkg/calc/ship.go`
|
||||
// (designer preview, BattleViewer mass radii) can
|
||||
// resolve their math against the same engine helpers
|
||||
// the live path uses. The live branch below also
|
||||
// calls `loadCore()`; without it here the Battle
|
||||
// Viewer rendered every ship-class circle at
|
||||
// MAX_RADIUS in synthetic mode.
|
||||
const [{ cache }, core] = await Promise.all([
|
||||
loadStore(),
|
||||
loadCore(),
|
||||
]);
|
||||
coreHolder.set(core);
|
||||
await Promise.all([
|
||||
gameState.initSynthetic({ cache, gameId, report }),
|
||||
orderDraft.init({ cache, gameId }),
|
||||
|
||||
@@ -150,6 +150,128 @@ describe("buildFrames", () => {
|
||||
});
|
||||
});
|
||||
|
||||
describe("buildFrames phantom-destroy clamp", () => {
|
||||
it("does not drop a race when destroyed shots exceed initial counts", () => {
|
||||
// Race "Phantom" has a single group with 2 ships; the engine
|
||||
// emits five Destroyed shots against it (legacy emitter quirk
|
||||
// reproduced in KNNTS041 planet #7). The group goes to 0
|
||||
// after two real destroys; the remaining three are phantoms
|
||||
// and must not push raceTotals into negatives or drop the
|
||||
// race from activeRaceIds prematurely. Race "Survivor" keeps
|
||||
// its single ship throughout so it stays active alongside
|
||||
// Phantom until Phantom legitimately empties.
|
||||
const report: BattleReport = {
|
||||
id: "phantom-battle",
|
||||
planet: 1,
|
||||
planetName: "P",
|
||||
races: { "0": "phantom-uuid", "1": "survivor-uuid" },
|
||||
ships: {
|
||||
"10": {
|
||||
race: "Phantom",
|
||||
className: "Drone",
|
||||
tech: {},
|
||||
num: 2,
|
||||
numLeft: 0,
|
||||
loadType: "",
|
||||
loadQuantity: 0,
|
||||
inBattle: true,
|
||||
},
|
||||
"20": {
|
||||
race: "Survivor",
|
||||
className: "Hawk",
|
||||
tech: {},
|
||||
num: 1,
|
||||
numLeft: 1,
|
||||
loadType: "",
|
||||
loadQuantity: 0,
|
||||
inBattle: true,
|
||||
},
|
||||
},
|
||||
protocol: [
|
||||
{ a: 1, sa: 20, d: 0, sd: 10, x: true }, // real kill #1
|
||||
{ a: 1, sa: 20, d: 0, sd: 10, x: true }, // real kill #2 → group=0
|
||||
{ a: 1, sa: 20, d: 0, sd: 10, x: true }, // phantom #1
|
||||
{ a: 1, sa: 20, d: 0, sd: 10, x: true }, // phantom #2
|
||||
{ a: 1, sa: 20, d: 0, sd: 10, x: true }, // phantom #3
|
||||
],
|
||||
};
|
||||
const frames = buildFrames(report);
|
||||
expect(frames[2].remaining.get(10)).toBe(0);
|
||||
// After the 2nd real destroy Phantom has 0 ships in its only
|
||||
// group and must drop out of activeRaceIds.
|
||||
expect(frames[2].activeRaceIds).toEqual([1]);
|
||||
// Phantoms past frame 2 must NOT keep decrementing — group
|
||||
// stays at 0, totals don't go negative, and Survivor remains
|
||||
// the only active race for the remainder of the protocol.
|
||||
expect(frames[5].remaining.get(10)).toBe(0);
|
||||
expect(frames[5].activeRaceIds).toEqual([1]);
|
||||
});
|
||||
|
||||
it("keeps a race active while phantom destroys hit one of its empty groups", () => {
|
||||
// One race ("Doublet"), two groups of different class. Class
|
||||
// A gets all five Destroyed shots; class B never gets hit.
|
||||
// Class A only has 2 ships → 3 phantoms. The race must stay
|
||||
// active because class B's single ship is intact.
|
||||
const report: BattleReport = {
|
||||
id: "doublet-battle",
|
||||
planet: 2,
|
||||
planetName: "P2",
|
||||
races: { "0": "doublet-uuid", "1": "attacker-uuid" },
|
||||
ships: {
|
||||
"10": {
|
||||
race: "Doublet",
|
||||
className: "A",
|
||||
tech: {},
|
||||
num: 2,
|
||||
numLeft: 0,
|
||||
loadType: "",
|
||||
loadQuantity: 0,
|
||||
inBattle: true,
|
||||
},
|
||||
"11": {
|
||||
race: "Doublet",
|
||||
className: "B",
|
||||
tech: {},
|
||||
num: 1,
|
||||
numLeft: 1,
|
||||
loadType: "",
|
||||
loadQuantity: 0,
|
||||
inBattle: true,
|
||||
},
|
||||
"20": {
|
||||
race: "Attacker",
|
||||
className: "Gun",
|
||||
tech: {},
|
||||
num: 1,
|
||||
numLeft: 1,
|
||||
loadType: "",
|
||||
loadQuantity: 0,
|
||||
inBattle: true,
|
||||
},
|
||||
},
|
||||
protocol: [
|
||||
// Open the protocol with a shot that names class B so
|
||||
// normaliseGroups picks it up (groups never referenced
|
||||
// in the protocol are filtered out of the visual
|
||||
// roster); the shot misses so class B stays intact.
|
||||
{ a: 1, sa: 20, d: 0, sd: 11, x: false },
|
||||
{ a: 1, sa: 20, d: 0, sd: 10, x: true },
|
||||
{ a: 1, sa: 20, d: 0, sd: 10, x: true },
|
||||
{ a: 1, sa: 20, d: 0, sd: 10, x: true },
|
||||
{ a: 1, sa: 20, d: 0, sd: 10, x: true },
|
||||
{ a: 1, sa: 20, d: 0, sd: 10, x: true },
|
||||
],
|
||||
};
|
||||
const frames = buildFrames(report);
|
||||
// After all 6 actions: Doublet:A is at 0 (group capped at 2
|
||||
// real destroys + 3 phantoms), Doublet:B unchanged at 1, so
|
||||
// race totals = 1 → race stays active.
|
||||
expect(frames[6].remaining.get(10)).toBe(0);
|
||||
expect(frames[6].remaining.get(11)).toBe(1);
|
||||
expect(frames[6].activeRaceIds.sort()).toEqual([0, 1]);
|
||||
});
|
||||
});
|
||||
|
||||
describe("radiusForMass", () => {
|
||||
it("returns MAX_RADIUS when mass is zero", () => {
|
||||
expect(radiusForMass(0, 100)).toBe(MAX_RADIUS);
|
||||
|
||||
Reference in New Issue
Block a user