feat(ui): F8-11 — battles table under table submenu (#54)
Adds a sortable battles list as a new entity under the existing `view → table` submenu (entity slug `battles`), replacing the standalone top-level `battle log` shortcut which always opened a "battle not found" placeholder. The single-battle viewer stays put and is reached only by clicking a row (or a battle marker on the map), identical to the existing `section-battles.svelte` flow. Columns are planet (via the shared `planetLabel` helper) and shots (the per-battle action count carried by `BattleSummary`), sortable both ways with shots-desc default. No backend / FBS / map changes: the wire payload is unchanged. Participants / observers / total mass require the full BattleReport and were intentionally dropped to avoid N round trips per menu open. The top-level `battle log` item is removed from `header/view-menu` and `sidebar/bottom-tabs` (and their stale comment blocks updated); the now-orphan `game.view.battle` i18n key is dropped from both locales.
This commit is contained in:
@@ -0,0 +1,34 @@
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// F8-11 battles table — module-level sort rune.
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//
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// Held outside the component so the user's sort choice survives the
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// component being unmounted (row click → battle viewer → back to the
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// table). Held in memory only; an F5 reloads the report and the
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// defaults take over.
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export type BattlesSortColumn = "planet" | "shots";
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export type BattlesSortDirection = "asc" | "desc";
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export interface BattlesTableState {
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sortColumn: BattlesSortColumn;
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sortDirection: BattlesSortDirection;
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}
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const DEFAULT_STATE: BattlesTableState = {
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sortColumn: "shots",
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sortDirection: "desc",
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};
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export const battlesTableState: BattlesTableState = $state({
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...DEFAULT_STATE,
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});
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/**
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* resetBattlesTableState restores every field to its default value.
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* Production code never calls it; the Vitest harness uses it from
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* `beforeEach` to keep cases independent (the rune is a module-level
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* singleton that otherwise carries state across test boundaries).
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*/
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export function resetBattlesTableState(): void {
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Object.assign(battlesTableState, DEFAULT_STATE);
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}
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@@ -0,0 +1,226 @@
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<!--
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F8-11 battles table. Lists every battle the engine recorded for the
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current turn (`Report.battle[]`) with a sortable planet/shots view.
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Row click opens the existing Battle Viewer through
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`activeView.select("battle", { battleId, turn })`, identical to the
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`section-battles.svelte` and battle-marker entry points so a single
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viewer wrapper keeps owning the data fetch.
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Intentionally minimal: only the two scalars carried by the report's
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`BattleSummary` (planet number and shot count). Participants /
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observers / fleet mass live in the per-battle `BattleReport` and are
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out of scope here — fetching them per row would mean N round trips
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on every menu open.
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-->
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<script lang="ts">
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import { getContext } from "svelte";
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import type { ReportBattle, ReportPlanet } from "../../api/game-state";
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import { activeView } from "$lib/app-nav.svelte";
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import { i18n, type TranslationKey } from "$lib/i18n/index.svelte";
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import { planetLabel } from "./report/format";
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import {
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RENDERED_REPORT_CONTEXT_KEY,
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type RenderedReportSource,
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} from "$lib/rendered-report.svelte";
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import ViewState from "$lib/ui/view-state.svelte";
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import { formatInt } from "$lib/util/number-format";
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import {
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battlesTableState as persistent,
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type BattlesSortColumn as SortColumn,
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} from "./table-battles-state.svelte";
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const COLUMN_LABELS: Record<SortColumn, TranslationKey> = {
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planet: "game.table.battles.column.planet",
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shots: "game.table.battles.column.shots",
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};
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const COLUMNS: readonly SortColumn[] = ["planet", "shots"];
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const rendered = getContext<RenderedReportSource | undefined>(
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RENDERED_REPORT_CONTEXT_KEY,
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);
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const reportLoaded = $derived(
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rendered?.report !== null && rendered?.report !== undefined,
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);
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const battles = $derived<ReportBattle[]>(rendered?.report?.battles ?? []);
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const planets = $derived<ReportPlanet[]>(rendered?.report?.planets ?? []);
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const turn = $derived<number>(rendered?.report?.turn ?? 0);
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const sorted = $derived.by(() => {
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const list = [...battles];
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const dir = persistent.sortDirection === "asc" ? 1 : -1;
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list.sort((a, b) => compare(a, b, persistent.sortColumn) * dir);
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return list;
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});
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function compare(
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a: ReportBattle,
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b: ReportBattle,
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column: SortColumn,
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): number {
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switch (column) {
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case "planet":
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return a.planet - b.planet;
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case "shots":
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return a.shots - b.shots;
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}
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}
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function toggleSort(column: SortColumn): void {
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if (persistent.sortColumn === column) {
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persistent.sortDirection =
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persistent.sortDirection === "asc" ? "desc" : "asc";
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return;
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}
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persistent.sortColumn = column;
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// shots is most-interesting-largest-first; planet is naturally
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// ascending by number.
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persistent.sortDirection = column === "shots" ? "desc" : "asc";
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}
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function ariaSort(column: SortColumn): "ascending" | "descending" | "none" {
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if (persistent.sortColumn !== column) return "none";
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return persistent.sortDirection === "asc" ? "ascending" : "descending";
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}
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function openBattle(b: ReportBattle): void {
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activeView.select("battle", { battleId: b.id, turn });
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}
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</script>
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<section
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class="active-view"
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data-testid="active-view-table"
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data-entity="battles"
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>
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<header>
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<h2>{i18n.t("game.table.battles.title")}</h2>
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</header>
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{#if !reportLoaded}
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<ViewState
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kind="loading"
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testid="battles-loading"
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message={i18n.t("game.table.battles.loading")}
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/>
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{:else if battles.length === 0}
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<ViewState
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kind="empty"
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testid="battles-empty"
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message={i18n.t("game.table.battles.empty")}
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/>
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{:else}
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<table class="grid" data-testid="battles-table">
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<thead>
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<tr>
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{#each COLUMNS as column (column)}
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<th
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aria-sort={ariaSort(column)}
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class:numeric={column === "shots"}
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>
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<button
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type="button"
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class="sort"
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data-testid="battles-column-{column}"
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onclick={() => toggleSort(column)}
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>
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{i18n.t(COLUMN_LABELS[column])}
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{#if persistent.sortColumn === column}
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<span class="sort-indicator" aria-hidden="true">
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{persistent.sortDirection === "asc" ? "▲" : "▼"}
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</span>
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{/if}
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</button>
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</th>
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{/each}
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</tr>
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</thead>
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<tbody>
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{#each sorted as b (b.id)}
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<tr
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data-testid="battles-row"
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data-id={b.id}
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onclick={() => openBattle(b)}
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>
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<td data-testid="battles-cell-planet">
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{planetLabel(b.planet, planets)}
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</td>
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<td class="numeric" data-testid="battles-cell-shots">
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{formatInt(b.shots)}
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</td>
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</tr>
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{/each}
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</tbody>
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</table>
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{/if}
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</section>
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<style>
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.active-view {
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padding: 1.5rem;
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font-family: system-ui, sans-serif;
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display: flex;
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flex-direction: column;
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gap: 1rem;
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}
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header {
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display: flex;
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flex-direction: column;
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gap: 0.5rem;
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}
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header h2 {
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margin: 0;
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font-size: 1.1rem;
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}
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.grid {
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border-collapse: collapse;
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width: 100%;
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font-variant-numeric: tabular-nums;
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}
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.grid th,
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.grid td {
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padding: 0.4rem 0.6rem;
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text-align: left;
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border-bottom: 1px solid var(--color-border-subtle);
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font-size: 0.85rem;
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}
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.grid th {
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color: var(--color-text-muted);
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text-transform: uppercase;
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letter-spacing: 0.04em;
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font-size: 0.75rem;
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}
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.grid th.numeric,
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.grid td.numeric {
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font-family: var(--font-mono);
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text-align: right;
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}
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.grid th.numeric .sort {
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justify-content: flex-end;
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}
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.grid tbody tr {
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cursor: pointer;
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}
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.grid tbody tr:hover {
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background: var(--color-surface);
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}
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.sort {
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font: inherit;
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font-size: inherit;
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text-transform: inherit;
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letter-spacing: inherit;
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color: inherit;
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background: transparent;
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border: none;
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padding: 0;
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cursor: pointer;
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display: inline-flex;
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gap: 0.3rem;
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align-items: baseline;
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}
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.sort-indicator {
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font-size: 0.7em;
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}
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</style>
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@@ -14,6 +14,7 @@ e2e specs (`game-shell.spec.ts`, `view-menu`) keep matching.
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import TableFleets from "./table-fleets.svelte";
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import TableSciences from "./table-sciences.svelte";
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import TableRaces from "./table-races.svelte";
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import TableBattles from "./table-battles.svelte";
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type Props = { entity: string };
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let { entity }: Props = $props();
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@@ -36,6 +37,8 @@ e2e specs (`game-shell.spec.ts`, `view-menu`) keep matching.
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<TableSciences />
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{:else if entity === "races"}
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<TableRaces />
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{:else if entity === "battles"}
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<TableBattles />
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{:else}
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<section
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class="active-view"
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@@ -5,12 +5,13 @@ hamburger (☰) at the 1024 px breakpoint via CSS only; the surface
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itself is identical. The same component is reused for the mobile
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"More" drawer entry of `bottom-tabs.svelte`.
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Lists the seven IA destinations: map, tables (sub-list of six
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entities), report, battle, mail, ship-class designer, science
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designer. Each entry mutates `activeView` (the single-URL app-shell
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has no per-view routes) and closes the menu. Closes on Escape, on
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outside click, and after a selection. Phase 26 introduces the
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history-mode entry; microcopy is refined in a later polish pass.
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Lists the IA destinations: map, tables (sub-list of seven entities
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including the battles roll-up that replaces the standalone battle-log
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shortcut), report, mail, science designer. Each entry mutates
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`activeView` (the single-URL app-shell has no per-view routes) and
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closes the menu. Closes on Escape, on outside click, and after a
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selection. Phase 26 introduces the history-mode entry; microcopy is
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refined in a later polish pass.
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-->
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<script lang="ts">
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import { onMount } from "svelte";
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@@ -31,6 +32,7 @@ history-mode entry; microcopy is refined in a later polish pass.
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{ slug: "fleets", key: "game.view.table.fleets" },
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{ slug: "sciences", key: "game.view.table.sciences" },
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{ slug: "races", key: "game.view.table.races" },
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{ slug: "battles", key: "game.view.table.battles" },
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];
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function toggleOpen(): void {
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@@ -120,14 +122,6 @@ history-mode entry; microcopy is refined in a later polish pass.
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>
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{i18n.t("game.view.report")}
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</button>
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<button
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type="button"
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role="menuitem"
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data-testid="view-menu-item-battle"
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onclick={() => select("battle")}
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>
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{i18n.t("game.view.battle")}
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</button>
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<button
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type="button"
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role="menuitem"
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@@ -183,8 +183,8 @@ const en = {
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"game.view.table.fleets": "fleets",
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"game.view.table.sciences": "sciences",
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"game.view.table.races": "races",
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"game.view.table.battles": "battles",
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"game.view.report": "turn report",
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"game.view.battle": "battle log",
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"game.view.mail": "diplomatic mail",
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"game.view.mail.badge": "{count}",
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"game.events.mail_new.message": "new mail from {from}",
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@@ -377,6 +377,11 @@ const en = {
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"game.table.fleets.column.speed": "speed",
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"game.table.fleets.filter.planet": "planet:",
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"game.table.fleets.filter.planet.all": "all planets",
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"game.table.battles.title": "battles",
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"game.table.battles.loading": "loading battles…",
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"game.table.battles.empty": "no battles this turn",
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"game.table.battles.column.planet": "planet",
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"game.table.battles.column.shots": "shots",
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"game.table.ship_classes.title": "ship classes",
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"game.table.ship_classes.column.name": "name",
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"game.table.ship_classes.column.drive": "drive",
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@@ -184,8 +184,8 @@ const ru: Record<keyof typeof en, string> = {
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"game.view.table.fleets": "флоты",
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"game.view.table.sciences": "науки",
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"game.view.table.races": "расы",
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"game.view.table.battles": "сражения",
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"game.view.report": "отчёт хода",
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"game.view.battle": "журнал боёв",
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"game.view.mail": "дипломатическая почта",
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"game.view.mail.badge": "{count}",
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"game.events.mail_new.message": "новое письмо от {from}",
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@@ -378,6 +378,11 @@ const ru: Record<keyof typeof en, string> = {
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"game.table.fleets.column.speed": "скорость",
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"game.table.fleets.filter.planet": "планета:",
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"game.table.fleets.filter.planet.all": "все планеты",
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"game.table.battles.title": "сражения",
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"game.table.battles.loading": "загрузка сражений…",
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"game.table.battles.empty": "в этом ходе сражений нет",
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"game.table.battles.column.planet": "планета",
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"game.table.battles.column.shots": "выстрелы",
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"game.table.ship_classes.title": "классы кораблей",
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"game.table.ship_classes.column.name": "название",
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"game.table.ship_classes.column.drive": "двигатель",
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@@ -8,10 +8,12 @@ or the header view-menu naturally drops the overlay.
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More opens a drawer with the same destination list as the header
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view-menu, each entry mutating `activeView` directly (the single-URL
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app-shell has no per-view routes). A later polish pass narrows it to
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the IA-spec subset (Mail, Battle log, Tables, History, Settings,
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Logout) once History exists; until then the convenience of one source
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of truth for destinations beats the duplication.
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app-shell has no per-view routes). The Tables sub-list includes the
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battles roll-up (F8-11) that replaces the standalone Battle log entry;
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the single battle viewer is still reachable by clicking a row. A later
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polish pass narrows it to the IA-spec subset (Mail, Tables, History,
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Settings, Logout) once History exists; until then the convenience of
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one source of truth for destinations beats the duplication.
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-->
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<script lang="ts">
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import { onMount } from "svelte";
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@@ -41,6 +43,7 @@ of truth for destinations beats the duplication.
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{ slug: "fleets", key: "game.view.table.fleets" },
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{ slug: "sciences", key: "game.view.table.sciences" },
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{ slug: "races", key: "game.view.table.races" },
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{ slug: "battles", key: "game.view.table.battles" },
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];
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function selectTool(tool: MobileTool): void {
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@@ -170,14 +173,6 @@ of truth for destinations beats the duplication.
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>
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{i18n.t("game.view.report")}
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</button>
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<button
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type="button"
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role="menuitem"
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data-testid="bottom-tabs-more-battle"
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onclick={() => go("battle")}
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>
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{i18n.t("game.view.battle")}
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</button>
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<button
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type="button"
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role="menuitem"
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Reference in New Issue
Block a user