feat(ui): Phase 29 map visibility toggles
Tests · Go / test (push) Successful in 2m31s
Tests · UI / test (push) Failing after 8m7s

Adds the gear-icon popover on the map view with per-game persistence
of every category toggle plus the wrap-mode radio. Hide-by-id and
visibility-fog facilities land on the renderer so every flip applies
within one frame without a Pixi remount; the wrap-mode toggle keeps
its existing remount + camera-preserve path. A new server-side turn
force-resets every flag to defaults so a hidden category never makes
the player miss the next turn's news.

Also fixes the FligthDistance → FlightDistance typo in pkg/calc/race.go
(plus the single Go caller); the TS side keeps duplicating the formula
until a race-level WASM bridge lands.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
Ilia Denisov
2026-05-19 21:33:53 +02:00
parent 65c0fbb87d
commit 2bd1b54936
32 changed files with 3046 additions and 63 deletions
+38
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@@ -116,6 +116,44 @@ explores history, so the pending-turn toast continues to work.
map view's effect picks the change up and re-mounts the renderer
with the new mode.
## Map visibility toggles
Phase 29 adds a `mapToggles: MapToggles` rune that drives the
gear popover in the map view. Every flag defaults to `true`
including `unreachablePlanets` (showing every planet by default)
and `visibilityFog` (the fog overlay on by default). The
exhaustive shape lives in `src/lib/game-state.svelte.ts`; the
gear popover (`src/lib/active-view/map-toggles.svelte`) is a
thin view of the rune.
`setMapToggle(key, value)` flips one entry in place and
persists the whole blob to `Cache` under the
`game-map-toggles/{gameId}` key. The blob carries a companion
`lastResetTurn` number — the turn at which the toggles were last
reset to defaults — so the new-turn reset path (below) can detect
a stale blob even across a cross-session gap.
### New-turn reset
A new server-side turn force-resets every toggle to defaults so a
hidden category never makes the player miss what changed:
- `setGame` reads the persisted `{toggles, lastResetTurn}` blob.
If `lastResetTurn < currentTurn`, the rune is overwritten with
`DEFAULT_MAP_TOGGLES` and the blob is rewritten with
`lastResetTurn = currentTurn` before the report load. Otherwise
the persisted overrides are restored.
- `advanceToPending` (the user's explicit jump onto the new turn)
calls the same reset path after `loadTurn(currentTurn, …)`
succeeds, updating `lastResetTurn` to the freshly-loaded
current turn.
- `viewTurn` (history mode) does NOT reset — toggles are a
single shared state per game, not per turn.
- `refresh()` does not advance turns, so it does not reset.
The cache namespace and blob shape are documented in
`storage.md`.
## History mode
Phase 26 lets the user step backward through the report timeline
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@@ -269,25 +269,79 @@ resolver that translates `sourcePlanetNumber` to the underlying
current report). Inspector subsections call `service.pick(...)`
and react to the resolved id.
## Hidden primitives
`RendererHandle.setHiddenPrimitiveIds(ids)` replaces the current
hide-by-id set. Every primitive whose id sits in `ids` has its
per-copy `Graphics.visible` flipped to `false` and is skipped by
`hitAt`, so a click on its former area falls through to the next
visible primitive. An empty set restores everything. Repeated
calls are diff-free idempotent — `g.visible` assignments are
cheap.
The hide set is propagated to `hitTest` through a new optional
`hiddenIds` parameter so internal hit-test sites (pointer-move,
clicked dispatcher) stay in lock-step with the visible scene.
After `setExtraPrimitives` the hide set is re-applied so a
freshly-pushed extras layer (cargo-route overlay, pending-Send
tracks) does not silently un-hide a primitive whose id is in the
current set.
The Phase 29 map view (`src/lib/active-view/map.svelte`) computes
the set from the per-game `MapToggles` rune + the planet-cascade
rule and pushes it on every effect run; toggling a checkbox
flips visibility within one frame without a Pixi remount.
## Visibility fog
`RendererHandle.setVisibilityFog(circles)` draws (or removes) the
Phase 29 fog overlay. Each entry describes a circle around a
LOCAL planet where the player has scanner / visibility coverage:
- An empty list destroys the existing fog Graphics.
- A non-empty list creates one fog `Graphics` per torus copy.
Each fills the world rectangle with `FOG_COLOR` (two shades
lighter than the dark theme background) and "cuts" every
circle out of it via Pixi v8's `Graphics.cut()` path operator,
so overlapping circles compose into a union hole (no
even-odd-fill quirks). The fog is inserted at the bottom of
each copy's z-order so primitives paint on top.
- The fog never participates in hit-test. Planet glyphs sit on
top of fog, so clicks on visible planets work unchanged.
- Wrap mode is honoured for free — `applyMode` hides every
non-origin copy in `no-wrap`, so the fog inherits the same
behaviour because the fog Graphics is a child of each copy.
The map view recomputes the fog input only when the report or the
fog toggle changes — per-frame cost stays at zero.
## Debug surface
The DEV-only `__galaxyDebug` object (defined in
`routes/__debug/store/+page.svelte`) exposes
`getMapPrimitives()` and `getMapPickState()` so e2e specs can
assert the renderer's current state without scraping pixels:
`getMapPrimitives()`, `getMapPickState()`, `getMapCamera()`, and
`getMapFog()` so e2e specs can assert the renderer's current
state without scraping pixels:
- `getMapPrimitives()` returns a snapshot of every primitive in
the active world: id, kind, priority, current alpha
(post-overlay), and the explicit fill / stroke colour from its
`Style` (no theme fallback). Tests use this to count cargo
arrows or to verify dim state during pick mode.
(post-overlay), the explicit fill / stroke colour from its
`Style` (no theme fallback), and the Phase 29 `visible` flag
mirroring the renderer's hide set.
- `getMapPickState()` returns `{ active, sourcePlanetNumber,
reachableIds, hoveredId }` — the renderer's view of the
current pick session.
- `getMapCamera()` returns the current camera + viewport +
canvas-origin snapshot, used by Phase 29 e2e specs to assert
camera preservation across wrap-mode flips.
- `getMapFog()` returns the most recent visibility-fog input
(the list of circles last passed to `setVisibilityFog`).
Empty when the fog toggle is off.
The active map view registers providers on mount via
`registerMapPrimitivesProvider` / `registerMapPickStateProvider`
in `src/lib/debug-surface.svelte.ts`, deregisters on dispose, and
/ `registerMapCameraProvider` / `registerMapFogProvider` in
`src/lib/debug-surface.svelte.ts`, deregisters on dispose, and
the surface invokes them lazily on every read.
## Tests
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@@ -112,13 +112,24 @@ wipes every namespace.
Namespaces in current use:
| Namespace | Key | Value type | Owner |
|-----------------|--------------------------------|------------------|------------------------------------|
| `session` | `device-session-id` | `string` | Phase 7+ |
| `game-prefs` | `{gameId}/wrap-mode` | `WrapMode` | Phase 11+ (`game-state.md`) |
| `game-prefs` | `{gameId}/last-viewed-turn` | `number` | Phase 11+ (`game-state.md`) |
| `order-drafts` | `{gameId}/draft` | `OrderCommand[]` | Phase 12+ (`order-composer.md`) |
| `game-history` | `{gameId}/turn/{N}` | `GameReport` | Phase 26+ (`game-state.md`) |
| Namespace | Key | Value type | Owner |
|--------------------|--------------------------------|-----------------------------------------------|------------------------------------|
| `session` | `device-session-id` | `string` | Phase 7+ |
| `game-prefs` | `{gameId}/wrap-mode` | `WrapMode` | Phase 11+ (`game-state.md`) |
| `game-prefs` | `{gameId}/last-viewed-turn` | `number` | Phase 11+ (`game-state.md`) |
| `order-drafts` | `{gameId}/draft` | `OrderCommand[]` | Phase 12+ (`order-composer.md`) |
| `game-history` | `{gameId}/turn/{N}` | `GameReport` | Phase 26+ (`game-state.md`) |
| `game-map-toggles` | `{gameId}` | `{toggles: MapToggles; lastResetTurn: number}` | Phase 29+ (`game-state.md`) |
The `game-map-toggles` blob stores the gear popover's per-game
visibility state plus a `lastResetTurn` companion field. Reading
a missing or malformed entry falls back to `DEFAULT_MAP_TOGGLES`
field-by-field, so a stale older client losing a field added
later does not nuke the rest of the user's overrides. The
`GameStateStore.setGame` path resets the blob to defaults
whenever `lastResetTurn < currentTurn`, so a fresh server turn
always greets the player with every map category visible (see
`game-state.md` for the new-turn-reset contract).
Later phases will add more per-feature namespaces (fixtures, lobby
snapshot, etc.). The contract is namespace-strings stay scoped to