feat(ui): Phase 29 map visibility toggles
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:
@@ -60,9 +60,26 @@ export interface BombingMarkerTarget {
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export type MarkerTarget = BattleMarkerTarget | BombingMarkerTarget;
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/**
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* MarkerCategory tags every emitted primitive with the toggleable
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* surface it belongs to so the Phase 29 hide-set machinery can flip
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* each independently. Battles and bombings have their own toggles —
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* a player can hide the bombing rings while keeping the battle
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* crosses visible.
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*/
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export type MarkerCategory = "battleMarker" | "bombingMarker";
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export interface BuildMarkersResult {
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primitives: Primitive[];
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lookup: Map<PrimitiveID, MarkerTarget>;
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categories: Map<PrimitiveID, MarkerCategory>;
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/**
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* planetDependents maps the anchor planet number to the ids of
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* markers drawn on it; the Phase 29 cascade hides the markers
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* together with the planet when the planet itself is filtered out
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* (kind toggle off or unreachable filter on).
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*/
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planetDependents: Map<number, Set<PrimitiveID>>;
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}
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/**
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@@ -93,6 +110,16 @@ export function buildBattleAndBombingMarkers(
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const primitives: Primitive[] = [];
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const lookup = new Map<PrimitiveID, MarkerTarget>();
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const categories = new Map<PrimitiveID, MarkerCategory>();
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const planetDependents = new Map<number, Set<PrimitiveID>>();
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const addDependent = (planetNumber: number, id: PrimitiveID): void => {
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let set = planetDependents.get(planetNumber);
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if (set === undefined) {
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set = new Set();
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planetDependents.set(planetNumber, set);
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}
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set.add(id);
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};
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for (let i = 0; i < report.battles.length; i++) {
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const battle = report.battles[i];
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@@ -135,6 +162,10 @@ export function buildBattleAndBombingMarkers(
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primitives.push(lineA, lineB);
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lookup.set(lineA.id, target);
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lookup.set(lineB.id, target);
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categories.set(lineA.id, "battleMarker");
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categories.set(lineB.id, "battleMarker");
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addDependent(battle.planet, lineA.id);
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addDependent(battle.planet, lineB.id);
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}
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for (let i = 0; i < report.bombings.length; i++) {
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@@ -162,7 +193,9 @@ export function buildBattleAndBombingMarkers(
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};
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primitives.push(ring);
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lookup.set(id, { kind: "bombing", planet: bombing.planetNumber });
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categories.set(id, "bombingMarker");
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addDependent(bombing.planetNumber, id);
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}
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return { primitives, lookup };
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return { primitives, lookup, categories, planetDependents };
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}
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@@ -86,18 +86,31 @@ const HEAD_HALF_ANGLE = (25 * Math.PI) / 180;
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* not present in the planet list (e.g. a destination newly
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* unidentified after a turn cutoff). Pure: relies only on the
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* report; no DOM access; no Pixi calls.
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*
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* `opts.skipPlanets` (Phase 29) is an optional set of planet numbers
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* whose routes — outgoing or incoming — should be filtered out so the
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* arrows do not point at hidden glyphs. Empty / undefined means no
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* extra filtering, preserving the pre-Phase-29 contract.
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*/
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export function buildCargoRouteLines(report: GameReport): LinePrim[] {
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export function buildCargoRouteLines(
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report: GameReport,
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opts?: { skipPlanets?: ReadonlySet<number> },
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): LinePrim[] {
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if (report.routes.length === 0) return [];
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const skip = opts?.skipPlanets;
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const planetById = new Map<number, ReportPlanet>();
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for (const planet of report.planets) {
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planetById.set(planet.number, planet);
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}
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const lines: LinePrim[] = [];
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for (const route of report.routes) {
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if (skip !== undefined && skip.has(route.sourcePlanetNumber)) continue;
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const source = planetById.get(route.sourcePlanetNumber);
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if (source === undefined) continue;
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for (const entry of route.entries) {
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if (skip !== undefined && skip.has(entry.destinationPlanetNumber)) {
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continue;
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}
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const dest = planetById.get(entry.destinationPlanetNumber);
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if (dest === undefined) continue;
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const dx = torusShortestDelta(source.x, dest.x, report.mapWidth);
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@@ -21,6 +21,7 @@ import {
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type LinePrim,
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type PointPrim,
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type Primitive,
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type PrimitiveID,
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type Viewport,
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type World,
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type WrapMode,
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@@ -33,17 +34,25 @@ export interface Hit {
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// hitTest returns the best-matching primitive under the cursor, or
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// null if no primitive matches within its hit slop.
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//
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// `hiddenIds` (optional) is consulted before every primitive — ids in
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// the set are skipped entirely, so a click on the area they used to
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// cover falls through to the next visible primitive. The renderer's
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// Phase 29 hide-by-id facility threads its current set in here so
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// the click / hover paths stay in lock-step with the visible scene.
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export function hitTest(
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world: World,
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camera: Camera,
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viewport: Viewport,
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cursorPx: { x: number; y: number },
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mode: WrapMode,
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hiddenIds?: ReadonlySet<PrimitiveID>,
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): Hit | null {
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const cursor = screenToWorld(cursorPx, camera, viewport);
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const candidates: Hit[] = [];
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for (const p of world.primitives) {
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if (hiddenIds !== undefined && hiddenIds.has(p.id)) continue;
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const slopPx = p.hitSlopPx > 0 ? p.hitSlopPx : DEFAULT_HIT_SLOP_PX[p.kind];
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const slopWorld = slopPx / camera.scale;
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let result: number | null;
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@@ -33,6 +33,27 @@ export function torusShortestDelta(a: number, b: number, size: number): number {
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return d + 0;
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}
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// torusShortestDistance returns the wrap-aware Euclidean distance
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// between (ax, ay) and (bx, by) on a torus of size width × height.
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// Built on top of `torusShortestDelta` so the two axes share the
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// "shortest signed delta" semantics. Used by the Phase 29 reach
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// filter (hide planets beyond `FlightDistance` of every LOCAL
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// planet); both modes (torus / no-wrap) consume the same metric — in
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// no-wrap mode the wrapped distance is never shorter than the
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// straight-line one because the player cannot fly across the seam.
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export function torusShortestDistance(
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ax: number,
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ay: number,
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bx: number,
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by: number,
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width: number,
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height: number,
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): number {
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const dx = torusShortestDelta(ax, bx, width);
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const dy = torusShortestDelta(ay, by, height);
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return Math.hypot(dx, dy);
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}
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// distSqPointToSegment returns the squared distance from point (px,py)
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// to the segment (ax,ay)–(bx,by). For zero-length segments it falls
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// back to point-to-point distance.
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@@ -55,8 +55,10 @@ export function buildPendingSendLines(
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report: GameReport,
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commands: readonly OrderCommand[],
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statuses: Readonly<Record<string, string>>,
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opts?: { skipPlanets?: ReadonlySet<number> },
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): LinePrim[] {
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if (commands.length === 0) return [];
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const skip = opts?.skipPlanets;
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const planetById = new Map<number, ReportPlanet>();
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for (const planet of report.planets) {
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planetById.set(planet.number, planet);
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@@ -79,6 +81,8 @@ export function buildPendingSendLines(
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// origin / range to live coordinates and the in-space track
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// renders instead.
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if (group.origin !== null || group.range !== null) continue;
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if (skip !== undefined && skip.has(group.destination)) continue;
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if (skip !== undefined && skip.has(cmd.destinationPlanetNumber)) continue;
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const source = planetById.get(group.destination);
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const destination = planetById.get(cmd.destinationPlanetNumber);
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if (source === undefined || destination === undefined) continue;
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@@ -155,6 +155,36 @@ export interface RendererHandle {
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* for unknown ids.
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*/
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getPrimitiveAlpha(id: PrimitiveID): number;
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/**
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* setHiddenPrimitiveIds replaces the set of primitives the
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* renderer should hide. Hidden primitives have their per-copy
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* `Graphics.visible` flipped to `false` and are skipped by
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* `hitAt`, so a click on the area they used to cover falls
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* through to the next primitive. Empty input clears the hide
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* set. Called every effect run by the Phase 29 map view to
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* materialise the `MapToggles` flags + planet-cascade rule
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* without a Pixi remount.
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*/
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setHiddenPrimitiveIds(ids: ReadonlySet<PrimitiveID>): void;
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/**
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* isPrimitiveHidden reports whether the supplied primitive id is
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* in the current hide set. Used by the debug surface so e2e
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* specs can assert toggle behaviour without poking at Pixi
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* internals.
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*/
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isPrimitiveHidden(id: PrimitiveID): boolean;
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/**
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* setVisibilityFog draws (or removes) the Phase 29 visibility
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* fog overlay. Each entry describes a circle around a LOCAL
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* planet that the player has scanner / visibility coverage on;
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* the overlay fills the world rectangle with a slightly lighter
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* fog colour and "punches" each circle out, leaving the
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* intelligence-covered area in the regular background. Empty
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* input destroys the existing fog Graphics.
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*/
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setVisibilityFog(
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circles: ReadonlyArray<{ x: number; y: number; radius: number }>,
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): void;
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resize(widthPx: number, heightPx: number): void;
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dispose(): void;
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}
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@@ -173,6 +203,18 @@ const TORUS_OFFSETS: ReadonlyArray<readonly [number, number]> = [
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const ORIGIN_COPY_INDEX = 4; // (0, 0) entry of TORUS_OFFSETS
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// EMPTY_HIDDEN_IDS is the default state of the Phase 29 hide set
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// (no primitive is hidden). Shared by every renderer instance so a
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// frequent `setHiddenPrimitiveIds(EMPTY_HIDDEN_IDS)` call from the
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// debug surface stays allocation-free.
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const EMPTY_HIDDEN_IDS: ReadonlySet<PrimitiveID> = new Set();
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// FOG_COLOR is the Phase 29 visibility-fog colour. Two shades
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// lighter than the dark theme background (`0x0a0e1a`) so it reads
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// as a faint fog without contrasting against the rest of the map.
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// The colour is tunable in Phase 35 polish.
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const FOG_COLOR = 0x12162a;
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export async function createRenderer(opts: RendererOptions): Promise<RendererHandle> {
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const theme = opts.theme ?? DARK_THEME;
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const preference = opts.preference ?? ["webgpu", "webgl"];
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@@ -225,6 +267,22 @@ export async function createRenderer(opts: RendererOptions): Promise<RendererHan
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const allPrimitiveIds: PrimitiveID[] = [];
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const extraPrimitiveIds = new Set<PrimitiveID>();
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let currentWorld: World = opts.world;
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// hiddenIds is the Phase 29 hide-by-id snapshot. Empty by default;
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// every map-view effect run replaces it with the current
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// MapToggles-derived set via `setHiddenPrimitiveIds`. Both
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// renderer-internal hit-test sites (pointer-move, clicked) and the
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// external `handle.hitAt` thread it through `hitTest`.
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let hiddenIds: ReadonlySet<PrimitiveID> = EMPTY_HIDDEN_IDS;
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// Per-copy fog Graphics for the Phase 29 visibility fog overlay.
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// Created lazily when `setVisibilityFog` first receives a
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// non-empty list; cleared (and destroyed) when the list goes
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// empty again. Each fog Graphics is inserted at index 0 of its
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// torus copy so primitives paint on top.
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let fogGraphics: Graphics[] = [];
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const applyHiddenStateTo = (id: PrimitiveID, list: Graphics[]): void => {
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const visible = !hiddenIds.has(id);
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for (const g of list) g.visible = visible;
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};
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const populatePrimitives = (prim: Primitive, isExtra: boolean): void => {
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for (const c of copies) {
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const g = buildGraphics(prim, theme);
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@@ -239,6 +297,11 @@ export async function createRenderer(opts: RendererOptions): Promise<RendererHan
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allPrimitiveIds.push(prim.id);
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if (prim.kind === "point") pointPrimitivesById.set(prim.id, prim);
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if (isExtra) extraPrimitiveIds.add(prim.id);
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// Fresh primitives honour the current hide set so cargo-route
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// or pending-Send extras pushed after `setHiddenPrimitiveIds`
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// inherit the right visibility.
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const list = primitiveGraphics.get(prim.id);
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if (list !== undefined) applyHiddenStateTo(prim.id, list);
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};
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for (const p of opts.world.primitives) {
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populatePrimitives(p, false);
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@@ -347,6 +410,7 @@ export async function createRenderer(opts: RendererOptions): Promise<RendererHan
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handle.getViewport(),
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cursorPx,
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mode,
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hiddenIds,
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);
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const hoveredId = hit?.primitive.id ?? null;
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if (hoveredId === lastHoveredId) return;
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@@ -552,6 +616,7 @@ export async function createRenderer(opts: RendererOptions): Promise<RendererHan
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handle.getViewport(),
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cursorPx,
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mode,
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hiddenIds,
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),
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setExtraPrimitives: (prims) => {
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// Drop the previous extras layer.
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@@ -629,6 +694,49 @@ export async function createRenderer(opts: RendererOptions): Promise<RendererHan
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// torus tile), so the central-tile entry is representative.
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return list[Math.min(ORIGIN_COPY_INDEX, list.length - 1)]!.alpha;
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},
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setHiddenPrimitiveIds: (ids) => {
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// Snapshot the input so a later mutation by the caller does
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// not silently un-hide primitives on the next hit-test.
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hiddenIds = new Set(ids);
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for (const [id, list] of primitiveGraphics) {
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applyHiddenStateTo(id, list);
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}
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},
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isPrimitiveHidden: (id) => hiddenIds.has(id),
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setVisibilityFog: (circles) => {
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if (circles.length === 0) {
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for (const g of fogGraphics) {
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g.parent?.removeChild(g);
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g.destroy();
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}
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fogGraphics = [];
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return;
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}
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// Recreate the fog Graphics on every call. Pixi v8's
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// `Graphics.clear()` exists but reusing the same instance
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// with multiple `.cut()` operations across calls can
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// accumulate stale path state in our experience; a fresh
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// Graphics keeps the contract simple.
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for (const g of fogGraphics) {
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g.parent?.removeChild(g);
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g.destroy();
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}
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fogGraphics = [];
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for (const copy of copies) {
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const g = new Graphics();
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g.rect(0, 0, opts.world.width, opts.world.height);
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g.fill({ color: FOG_COLOR, alpha: 1 });
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for (const c of circles) {
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g.circle(c.x, c.y, c.radius);
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g.cut();
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}
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// Fog sits below every primitive on the same copy so
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// planet glyphs paint on top. `addChildAt(g, 0)` keeps
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// the rest of the children's order intact.
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copy.addChildAt(g, 0);
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fogGraphics.push(g);
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}
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},
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resize: (w, h) => {
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app.renderer.resize(w, h);
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viewport.resize(w, h, opts.world.width, opts.world.height);
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@@ -651,6 +759,15 @@ export async function createRenderer(opts: RendererOptions): Promise<RendererHan
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teardownPickMode();
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previous?.onPick(null);
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}
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// `app.destroy({...children: true})` below would also walk
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// fog graphics, but we drop them eagerly so the closure
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// reference clears even if a future caller queries the
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// renderer mid-dispose.
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for (const g of fogGraphics) {
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g.parent?.removeChild(g);
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g.destroy();
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}
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fogGraphics = [];
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viewport.off("moved", enforceCentreWhenLarger);
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viewport.off("moved", wrapTorusCamera);
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viewport.off("clicked", handleViewportClicked);
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@@ -31,7 +31,6 @@
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import type {
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GameReport,
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ReportIncomingShipGroup,
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ReportLocalShipGroup,
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ReportOtherShipGroup,
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ReportPlanet,
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@@ -107,14 +106,51 @@ const PRIORITY_INCOMING_POINT = 6;
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const PRIORITY_INCOMING_LINE = 0;
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const PRIORITY_UNIDENTIFIED = 4;
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/**
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* ShipGroupCategory tags every emitted primitive with the toggleable
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* surface it belongs to. The Phase 29 hide-set machinery in
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* `lib/active-view/map.svelte` looks these up via `categories` to
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* decide whether to hide the primitive when the matching `MapToggles`
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* flag is `false`.
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*/
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export type ShipGroupCategory =
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| "hyperspaceGroup"
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| "incomingGroup"
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| "unidentifiedGroup";
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export interface ShipGroupPrimitives {
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primitives: (PointPrim | LinePrim)[];
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lookup: Map<PrimitiveID, ShipGroupRef>;
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categories: Map<PrimitiveID, ShipGroupCategory>;
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/**
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* planetDependents maps a planet number to the set of primitive
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* ids that should hide together with that planet. In Phase 29 the
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* hide-by-id machinery cascades planet visibility onto in-space
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* and incoming groups flying *to* the planet (their points + the
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* trajectory / track lines). Unidentified groups have no planet
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* anchor and therefore contribute nothing here.
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*/
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planetDependents: Map<number, Set<PrimitiveID>>;
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}
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function addDependent(
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planetDependents: Map<number, Set<PrimitiveID>>,
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planetNumber: number,
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primitiveId: PrimitiveID,
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): void {
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let set = planetDependents.get(planetNumber);
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if (set === undefined) {
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set = new Set();
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planetDependents.set(planetNumber, set);
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}
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set.add(primitiveId);
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}
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export function shipGroupsToPrimitives(report: GameReport): ShipGroupPrimitives {
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const primitives: (PointPrim | LinePrim)[] = [];
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const lookup = new Map<PrimitiveID, ShipGroupRef>();
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const categories = new Map<PrimitiveID, ShipGroupCategory>();
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const planetDependents = new Map<number, Set<PrimitiveID>>();
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const planetIndex = new Map<number, ReportPlanet>();
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for (const planet of report.planets) {
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planetIndex.set(planet.number, planet);
|
||||
@@ -129,6 +165,8 @@ export function shipGroupsToPrimitives(report: GameReport): ShipGroupPrimitives
|
||||
const id = SHIP_GROUP_ID_OFFSETS.local + i;
|
||||
primitives.push(makePoint(id, pos.x, pos.y, PRIORITY_LOCAL, STYLE_LOCAL_GROUP));
|
||||
lookup.set(id, { variant: "local", id: group.id });
|
||||
categories.set(id, "hyperspaceGroup");
|
||||
addDependent(planetDependents, group.destination, id);
|
||||
// Yellow dashed track from the origin planet to the destination
|
||||
// planet. The colour matches the in-space group point so the
|
||||
// player can read both as one entity at a glance. Wrap-aware
|
||||
@@ -140,9 +178,10 @@ export function shipGroupsToPrimitives(report: GameReport): ShipGroupPrimitives
|
||||
if (origin !== undefined && destination !== undefined) {
|
||||
const dx = torusShortestDelta(origin.x, destination.x, w);
|
||||
const dy = torusShortestDelta(origin.y, destination.y, h);
|
||||
const lineId = SHIP_GROUP_ID_OFFSETS.localLine + i;
|
||||
primitives.push({
|
||||
kind: "line",
|
||||
id: SHIP_GROUP_ID_OFFSETS.localLine + i,
|
||||
id: lineId,
|
||||
priority: PRIORITY_LOCAL_LINE,
|
||||
style: STYLE_LOCAL_INSPACE_LINE,
|
||||
hitSlopPx: 0,
|
||||
@@ -151,6 +190,8 @@ export function shipGroupsToPrimitives(report: GameReport): ShipGroupPrimitives
|
||||
x2: origin.x + dx,
|
||||
y2: origin.y + dy,
|
||||
});
|
||||
categories.set(lineId, "hyperspaceGroup");
|
||||
addDependent(planetDependents, group.destination, lineId);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -161,6 +202,8 @@ export function shipGroupsToPrimitives(report: GameReport): ShipGroupPrimitives
|
||||
const id = SHIP_GROUP_ID_OFFSETS.other + i;
|
||||
primitives.push(makePoint(id, pos.x, pos.y, PRIORITY_OTHER, STYLE_OTHER_GROUP));
|
||||
lookup.set(id, { variant: "other", index: i });
|
||||
categories.set(id, "hyperspaceGroup");
|
||||
addDependent(planetDependents, group.destination, id);
|
||||
}
|
||||
|
||||
for (let i = 0; i < report.incomingShipGroups.length; i++) {
|
||||
@@ -189,6 +232,8 @@ export function shipGroupsToPrimitives(report: GameReport): ShipGroupPrimitives
|
||||
x2: destX,
|
||||
y2: destY,
|
||||
});
|
||||
categories.set(lineId, "incomingGroup");
|
||||
addDependent(planetDependents, group.destination, lineId);
|
||||
const pos = interpolateAlongLine(destX, destY, origin.x, origin.y, group.distance);
|
||||
const pointId = SHIP_GROUP_ID_OFFSETS.incoming + i;
|
||||
primitives.push(
|
||||
@@ -202,6 +247,8 @@ export function shipGroupsToPrimitives(report: GameReport): ShipGroupPrimitives
|
||||
),
|
||||
);
|
||||
lookup.set(pointId, { variant: "incoming", index: i });
|
||||
categories.set(pointId, "incomingGroup");
|
||||
addDependent(planetDependents, group.destination, pointId);
|
||||
}
|
||||
|
||||
for (let i = 0; i < report.unidentifiedShipGroups.length; i++) {
|
||||
@@ -218,9 +265,10 @@ export function shipGroupsToPrimitives(report: GameReport): ShipGroupPrimitives
|
||||
),
|
||||
);
|
||||
lookup.set(id, { variant: "unidentified", index: i });
|
||||
categories.set(id, "unidentifiedGroup");
|
||||
}
|
||||
|
||||
return { primitives, lookup };
|
||||
return { primitives, lookup, categories, planetDependents };
|
||||
}
|
||||
|
||||
/**
|
||||
|
||||
@@ -15,8 +15,14 @@
|
||||
|
||||
import type { GameReport, ReportPlanet } from "../api/game-state";
|
||||
import type { ShipGroupRef } from "../lib/selection.svelte";
|
||||
import { buildBattleAndBombingMarkers } from "./battle-markers";
|
||||
import { shipGroupsToPrimitives } from "./ship-groups";
|
||||
import {
|
||||
buildBattleAndBombingMarkers,
|
||||
type MarkerCategory,
|
||||
} from "./battle-markers";
|
||||
import {
|
||||
shipGroupsToPrimitives,
|
||||
type ShipGroupCategory,
|
||||
} from "./ship-groups";
|
||||
import { World, type Primitive, type PrimitiveID, type Style } from "./world";
|
||||
|
||||
const STYLE_LOCAL: Style = {
|
||||
@@ -88,9 +94,45 @@ export type HitTarget =
|
||||
| { kind: "battle"; battleId: string; planet: number }
|
||||
| { kind: "bombing"; planet: number };
|
||||
|
||||
/**
|
||||
* PlanetCategory is the per-`ReportPlanet.kind` flavour exposed to the
|
||||
* Phase 29 visibility layer so the gear popover can toggle foreign /
|
||||
* uninhabited / unidentified planets independently of one another.
|
||||
* LOCAL planets stay always-on and therefore have no category-driven
|
||||
* hide path — they are simply excluded from the toggle table.
|
||||
*/
|
||||
export type PlanetCategory =
|
||||
| "planet-local"
|
||||
| "planet-foreign"
|
||||
| "planet-uninhabited"
|
||||
| "planet-unidentified";
|
||||
|
||||
/**
|
||||
* MapCategory unions every toggleable surface the gear popover can
|
||||
* hide. The map view in `lib/active-view/map.svelte` walks the
|
||||
* `categories` map produced by `reportToWorld`, looks the matching
|
||||
* `MapToggles` flag up, and feeds the union of hidden ids into
|
||||
* `RendererHandle.setHiddenPrimitiveIds`.
|
||||
*/
|
||||
export type MapCategory = PlanetCategory | ShipGroupCategory | MarkerCategory;
|
||||
|
||||
export interface ReportToWorldResult {
|
||||
world: World;
|
||||
hitLookup: Map<PrimitiveID, HitTarget>;
|
||||
/**
|
||||
* categories maps every emitted primitive id to the toggleable
|
||||
* surface it belongs to. Phase 29 uses this to resolve `MapToggles`
|
||||
* flags into a hide-by-id set.
|
||||
*/
|
||||
categories: Map<PrimitiveID, MapCategory>;
|
||||
/**
|
||||
* planetDependents maps a planet number to the set of primitive
|
||||
* ids whose visibility cascades on that planet. The set always
|
||||
* contains the planet's own primitive id (planet number itself);
|
||||
* it grows with battle / bombing markers anchored on the planet
|
||||
* and with in-space / incoming groups flying *to* it.
|
||||
*/
|
||||
planetDependents: Map<number, Set<PrimitiveID>>;
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -108,6 +150,8 @@ export interface ReportToWorldResult {
|
||||
export function reportToWorld(report: GameReport): ReportToWorldResult {
|
||||
const primitives: Primitive[] = [];
|
||||
const hitLookup = new Map<PrimitiveID, HitTarget>();
|
||||
const categories = new Map<PrimitiveID, MapCategory>();
|
||||
const planetDependents = new Map<number, Set<PrimitiveID>>();
|
||||
|
||||
for (const planet of report.planets) {
|
||||
primitives.push({
|
||||
@@ -120,6 +164,14 @@ export function reportToWorld(report: GameReport): ReportToWorldResult {
|
||||
y: planet.y,
|
||||
});
|
||||
hitLookup.set(planet.number, { kind: "planet", number: planet.number });
|
||||
categories.set(planet.number, categoryForPlanet(planet.kind));
|
||||
// Seed the planet's own dependents set with the planet
|
||||
// primitive itself so the cascade iterator does not need a
|
||||
// special "planet-self" case — hiding planet N becomes
|
||||
// "hide everything in planetDependents[N]".
|
||||
const own = new Set<PrimitiveID>();
|
||||
own.add(planet.number);
|
||||
planetDependents.set(planet.number, own);
|
||||
}
|
||||
|
||||
const groups = shipGroupsToPrimitives(report);
|
||||
@@ -129,6 +181,10 @@ export function reportToWorld(report: GameReport): ReportToWorldResult {
|
||||
for (const [primId, ref] of groups.lookup) {
|
||||
hitLookup.set(primId, { kind: "shipGroup", ref });
|
||||
}
|
||||
for (const [primId, category] of groups.categories) {
|
||||
categories.set(primId, category);
|
||||
}
|
||||
mergeDependents(planetDependents, groups.planetDependents);
|
||||
|
||||
const markers = buildBattleAndBombingMarkers(report);
|
||||
for (const prim of markers.primitives) {
|
||||
@@ -137,8 +193,44 @@ export function reportToWorld(report: GameReport): ReportToWorldResult {
|
||||
for (const [primId, target] of markers.lookup) {
|
||||
hitLookup.set(primId, target);
|
||||
}
|
||||
for (const [primId, category] of markers.categories) {
|
||||
categories.set(primId, category);
|
||||
}
|
||||
mergeDependents(planetDependents, markers.planetDependents);
|
||||
|
||||
const width = report.mapWidth > 0 ? report.mapWidth : 1;
|
||||
const height = report.mapHeight > 0 ? report.mapHeight : 1;
|
||||
return { world: new World(width, height, primitives), hitLookup };
|
||||
return {
|
||||
world: new World(width, height, primitives),
|
||||
hitLookup,
|
||||
categories,
|
||||
planetDependents,
|
||||
};
|
||||
}
|
||||
|
||||
function categoryForPlanet(kind: ReportPlanet["kind"]): PlanetCategory {
|
||||
switch (kind) {
|
||||
case "local":
|
||||
return "planet-local";
|
||||
case "other":
|
||||
return "planet-foreign";
|
||||
case "uninhabited":
|
||||
return "planet-uninhabited";
|
||||
case "unidentified":
|
||||
return "planet-unidentified";
|
||||
}
|
||||
}
|
||||
|
||||
function mergeDependents(
|
||||
into: Map<number, Set<PrimitiveID>>,
|
||||
from: Map<number, Set<PrimitiveID>>,
|
||||
): void {
|
||||
for (const [planetNumber, ids] of from) {
|
||||
let set = into.get(planetNumber);
|
||||
if (set === undefined) {
|
||||
set = new Set();
|
||||
into.set(planetNumber, set);
|
||||
}
|
||||
for (const id of ids) set.add(id);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,210 @@
|
||||
// Pure helpers for the Phase 29 visibility layer. The map view
|
||||
// (`lib/active-view/map.svelte`) reads `GameStateStore.mapToggles`
|
||||
// every effect run and feeds the result through these functions to
|
||||
// produce the renderer inputs:
|
||||
//
|
||||
// 1. `computeHiddenPlanetNumbers` resolves the per-kind toggles and
|
||||
// the optional `unreachablePlanets` filter into a set of planet
|
||||
// numbers to hide. LOCAL planets are always exempt.
|
||||
// 2. `computeHiddenIds` cascades that set onto every primitive id
|
||||
// tracked in `planetDependents` (planet, marker, in-space and
|
||||
// incoming group, trajectory line), then unions in the
|
||||
// category-toggled-off primitives walked from `categories`.
|
||||
// 3. `computeFogCircles` produces the visibility-fog input —
|
||||
// empty when the toggle is off, otherwise one circle per LOCAL
|
||||
// planet at `VisibilityDistance(localPlayerDrive)`.
|
||||
//
|
||||
// The constants `FLIGHT_DISTANCE_PER_DRIVE` and
|
||||
// `VISIBILITY_DISTANCE_PER_DRIVE` mirror `pkg/calc/race.go`:
|
||||
//
|
||||
// FlightDistance(driveTech) = driveTech * 40
|
||||
// VisibilityDistance(driveTech) = driveTech * 30
|
||||
//
|
||||
// A WASM bridge for the race-level calc helpers does not exist yet
|
||||
// (Phase 18 wired ship-level math only); the constants are
|
||||
// duplicated in TS following the same precedent as
|
||||
// `lib/inspectors/ship-group/actions.svelte` (`40 * localPlayerDrive`)
|
||||
// and `sync/order-types.ts:298`.
|
||||
|
||||
import type { GameReport } from "../api/game-state";
|
||||
import type { MapToggles } from "../lib/game-state.svelte";
|
||||
import { torusShortestDistance } from "./math";
|
||||
import type { MapCategory } from "./state-binding";
|
||||
import type { PrimitiveID } from "./world";
|
||||
|
||||
export const FLIGHT_DISTANCE_PER_DRIVE = 40;
|
||||
export const VISIBILITY_DISTANCE_PER_DRIVE = 30;
|
||||
|
||||
/**
|
||||
* isCategoryVisible reports whether the supplied `MapCategory` is
|
||||
* currently visible per the toggle state. LOCAL planets are not
|
||||
* controlled by a toggle; the function returns `true` for them
|
||||
* unconditionally. The map view combines this with the planet
|
||||
* cascade so a kind toggle (e.g. `foreignPlanets = false`) hides
|
||||
* the planet itself AND every dependent primitive (markers, in-
|
||||
* space groups flying to it).
|
||||
*/
|
||||
export function isCategoryVisible(
|
||||
category: MapCategory,
|
||||
toggles: MapToggles,
|
||||
): boolean {
|
||||
switch (category) {
|
||||
case "planet-local":
|
||||
return true;
|
||||
case "planet-foreign":
|
||||
return toggles.foreignPlanets;
|
||||
case "planet-uninhabited":
|
||||
return toggles.uninhabitedPlanets;
|
||||
case "planet-unidentified":
|
||||
return toggles.unidentifiedPlanets;
|
||||
case "hyperspaceGroup":
|
||||
return toggles.hyperspaceGroups;
|
||||
case "incomingGroup":
|
||||
return toggles.incomingGroups;
|
||||
case "unidentifiedGroup":
|
||||
return toggles.unidentifiedGroups;
|
||||
case "battleMarker":
|
||||
return toggles.battleMarkers;
|
||||
case "bombingMarker":
|
||||
return toggles.bombingMarkers;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* computeHiddenPlanetNumbers returns every non-LOCAL planet whose
|
||||
* kind toggle is off or — when `unreachablePlanets` is off — which
|
||||
* sits beyond `FlightDistance(localPlayerDrive)` of every LOCAL
|
||||
* planet. LOCAL planets themselves are never returned.
|
||||
*
|
||||
* `localPlayerDrive === 0` (zero drive tech) collapses the reach
|
||||
* threshold to zero, so when `unreachablePlanets` is off the
|
||||
* function returns every non-LOCAL planet — matching the engine's
|
||||
* "no fleet can move" baseline.
|
||||
*/
|
||||
export function computeHiddenPlanetNumbers(
|
||||
report: GameReport,
|
||||
toggles: MapToggles,
|
||||
): Set<number> {
|
||||
const hidden = new Set<number>();
|
||||
if (report.planets.length === 0) return hidden;
|
||||
const localPlanets: { x: number; y: number }[] = [];
|
||||
for (const p of report.planets) {
|
||||
if (p.kind === "local") localPlanets.push({ x: p.x, y: p.y });
|
||||
}
|
||||
const reachThreshold =
|
||||
toggles.unreachablePlanets || localPlanets.length === 0
|
||||
? Infinity
|
||||
: report.localPlayerDrive * FLIGHT_DISTANCE_PER_DRIVE;
|
||||
for (const p of report.planets) {
|
||||
if (p.kind === "local") continue;
|
||||
let kindVisible: boolean;
|
||||
switch (p.kind) {
|
||||
case "other":
|
||||
kindVisible = toggles.foreignPlanets;
|
||||
break;
|
||||
case "uninhabited":
|
||||
kindVisible = toggles.uninhabitedPlanets;
|
||||
break;
|
||||
case "unidentified":
|
||||
kindVisible = toggles.unidentifiedPlanets;
|
||||
break;
|
||||
}
|
||||
if (!kindVisible) {
|
||||
hidden.add(p.number);
|
||||
continue;
|
||||
}
|
||||
if (reachThreshold === Infinity) continue;
|
||||
let reachable = false;
|
||||
for (const lp of localPlanets) {
|
||||
const d = torusShortestDistance(
|
||||
p.x,
|
||||
p.y,
|
||||
lp.x,
|
||||
lp.y,
|
||||
report.mapWidth > 0 ? report.mapWidth : 1,
|
||||
report.mapHeight > 0 ? report.mapHeight : 1,
|
||||
);
|
||||
if (d <= reachThreshold) {
|
||||
reachable = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (!reachable) hidden.add(p.number);
|
||||
}
|
||||
return hidden;
|
||||
}
|
||||
|
||||
/**
|
||||
* computeHiddenIds resolves the toggle state into the final hide-by-
|
||||
* id set fed to `RendererHandle.setHiddenPrimitiveIds`. Inputs:
|
||||
*
|
||||
* - `categories`: every primitive's toggleable surface, as
|
||||
* produced by `reportToWorld`.
|
||||
* - `planetDependents`: for each planet number, the primitive ids
|
||||
* whose visibility cascades on that planet (planet itself, the
|
||||
* markers anchored on it, in-space / incoming groups flying to
|
||||
* it, their lines). Produced by `reportToWorld`.
|
||||
* - `hiddenPlanetNumbers`: the kind / reach-filtered set from
|
||||
* `computeHiddenPlanetNumbers`.
|
||||
* - `toggles`: the per-category toggle state.
|
||||
*
|
||||
* Returns the union of (a) every primitive id whose category toggle
|
||||
* is off and (b) every dependent of a hidden planet number.
|
||||
*/
|
||||
export function computeHiddenIds(
|
||||
categories: ReadonlyMap<PrimitiveID, MapCategory>,
|
||||
planetDependents: ReadonlyMap<number, ReadonlySet<PrimitiveID>>,
|
||||
hiddenPlanetNumbers: ReadonlySet<number>,
|
||||
toggles: MapToggles,
|
||||
): Set<PrimitiveID> {
|
||||
const hidden = new Set<PrimitiveID>();
|
||||
for (const [id, category] of categories) {
|
||||
if (!isCategoryVisible(category, toggles)) hidden.add(id);
|
||||
}
|
||||
for (const planetNumber of hiddenPlanetNumbers) {
|
||||
const deps = planetDependents.get(planetNumber);
|
||||
if (deps === undefined) continue;
|
||||
for (const id of deps) hidden.add(id);
|
||||
}
|
||||
return hidden;
|
||||
}
|
||||
|
||||
/**
|
||||
* computeFogCircles produces the visibility-fog input — empty when
|
||||
* the toggle is off, otherwise one circle per LOCAL planet at
|
||||
* `VisibilityDistance(localPlayerDrive)`. When the drive tech is
|
||||
* zero the function returns an empty list as well: a zero-radius
|
||||
* fog cutout would leave the entire world fogged, which is more
|
||||
* confusing than helpful in tutorial / debug scenarios. The
|
||||
* renderer-side fog Graphics is destroyed on an empty list.
|
||||
*/
|
||||
export function computeFogCircles(
|
||||
report: GameReport,
|
||||
toggles: MapToggles,
|
||||
): { x: number; y: number; radius: number }[] {
|
||||
if (!toggles.visibilityFog) return [];
|
||||
const radius = report.localPlayerDrive * VISIBILITY_DISTANCE_PER_DRIVE;
|
||||
if (radius <= 0) return [];
|
||||
const circles: { x: number; y: number; radius: number }[] = [];
|
||||
for (const p of report.planets) {
|
||||
if (p.kind !== "local") continue;
|
||||
circles.push({ x: p.x, y: p.y, radius });
|
||||
}
|
||||
return circles;
|
||||
}
|
||||
|
||||
/**
|
||||
* fingerprintHiddenPlanets returns a stable string identifying the
|
||||
* supplied hidden-planet set. The map view threads it into the
|
||||
* extras fingerprint so a toggle flip that changes the planet set
|
||||
* — and therefore changes which routes / pending-Send lines must be
|
||||
* filtered out — reliably triggers an `setExtraPrimitives` push.
|
||||
*/
|
||||
export function fingerprintHiddenPlanets(
|
||||
hiddenPlanetNumbers: ReadonlySet<number>,
|
||||
): string {
|
||||
if (hiddenPlanetNumbers.size === 0) return "";
|
||||
return Array.from(hiddenPlanetNumbers)
|
||||
.sort((a, b) => a - b)
|
||||
.join(",");
|
||||
}
|
||||
Reference in New Issue
Block a user