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
View File
@@ -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