ui/phase-19: ship-group decoder + map binding + selection store
Wires Phase 19's data and rendering layers without yet adding the
inspector UI:
- game-state.ts grows ReportLocalShipGroup / ReportOtherShipGroup
/ ReportIncomingShipGroup / ReportUnidentifiedShipGroup /
ReportLocalFleet types and walks the matching FlatBuffers
vectors (LocalGroup, OtherGroup, IncomingGroup,
UnidentifiedGroup, LocalFleet) inside decodeReport. The Tech
map is folded into the fixed-shape ShipGroupTech struct;
cargo strings normalise to the closed CargoLoadType | "NONE"
union; UUIDs come back as canonical 36-char strings.
- synthetic-report.ts mirrors the new fields so the DEV-only
lobby loader can feed JSON produced by legacy-report-to-json
straight into the live UI surface.
- selection.svelte.ts widens its discriminated union with a
`kind: "shipGroup"` branch carrying a ShipGroupRef
(local UUID / other / incoming / unidentified by index).
- world.ts adds Style.strokeDashPx and render.ts.drawLine
honours it via manual segmentation (PixiJS v8 has no native
dash API). Ignored on points and circles.
- state-binding.ts now returns { world, hitLookup }: the
hit-lookup map keys every primitive id back to a concrete
HitTarget so the click handler can dispatch to selectPlanet
or selectShipGroup. Ship-group primitives live in a separate
ship-groups.ts that emits one point per local / other /
unidentified group, plus a dashed origin→destination line +
clickable point per incoming group. Position is interpolated
along the trajectory for in-hyperspace groups.
- map.svelte threads the hitLookup into handleMapClick.
Vitest:
- tests/helpers/empty-ship-groups.ts exposes EMPTY_SHIP_GROUPS
so existing fixtures can spread the new five empty arrays
without enumerating every field.
- state-binding-groups.test.ts covers each group variant's
primitive geometry and lookup correctness.
- All previously-existing fixture builders pick up the spread
so GameReport stays a complete object.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
@@ -28,7 +28,8 @@ preference the store already manages.
|
||||
type RendererHandle,
|
||||
} from "../../map/index";
|
||||
import { buildCargoRouteLines } from "../../map/cargo-routes";
|
||||
import { reportToWorld } from "../../map/state-binding";
|
||||
import { reportToWorld, type HitTarget } from "../../map/state-binding";
|
||||
import type { PrimitiveID } from "../../map/world";
|
||||
import {
|
||||
GAME_STATE_CONTEXT_KEY,
|
||||
type GameStateStore,
|
||||
@@ -76,6 +77,7 @@ preference the store already manages.
|
||||
let mountError: string | null = $state(null);
|
||||
|
||||
let handle: RendererHandle | null = null;
|
||||
let hitLookup = new Map<PrimitiveID, HitTarget>();
|
||||
let mountedTurn: number | null = null;
|
||||
let mountedGameId: string | null = null;
|
||||
let onResize: (() => void) | null = null;
|
||||
@@ -213,7 +215,8 @@ preference the store already manages.
|
||||
handle = null;
|
||||
}
|
||||
try {
|
||||
const world = reportToWorld(report);
|
||||
const { world, hitLookup: nextHitLookup } = reportToWorld(report);
|
||||
hitLookup = nextHitLookup;
|
||||
handle = await createRenderer({
|
||||
canvas: canvasEl,
|
||||
world,
|
||||
@@ -339,11 +342,14 @@ preference the store already manages.
|
||||
}
|
||||
}
|
||||
|
||||
// handleMapClick translates a renderer click into a planet
|
||||
// selection. A click that misses every primitive (empty space) is
|
||||
// a deliberate no-op: the selection rule for Phase 13 is that
|
||||
// only the explicit close button on the mobile sheet clears the
|
||||
// current selection.
|
||||
// handleMapClick translates a renderer click into a selection
|
||||
// update. A click that misses every primitive (empty space) is a
|
||||
// deliberate no-op: the selection rule from Phase 13 is that only
|
||||
// the explicit close button on the mobile sheet clears the
|
||||
// current selection. The Phase 19 ship-group surface dispatches
|
||||
// through the same `hit-test` plumbing — the hitLookup map keyed
|
||||
// by primitive id resolves a hit back to either a planet or a
|
||||
// ship-group selection variant.
|
||||
function handleMapClick(cursorPx: { x: number; y: number }): void {
|
||||
if (handle === null || store?.report === undefined || store.report === null) {
|
||||
return;
|
||||
@@ -352,10 +358,13 @@ preference the store already manages.
|
||||
const hit = handle.hitAt(cursorPx);
|
||||
if (hit === null) return;
|
||||
if (hit.primitive.kind !== "point") return;
|
||||
const planetId = hit.primitive.id;
|
||||
const planet = store.report.planets.find((p) => p.number === planetId);
|
||||
if (planet === undefined) return;
|
||||
selection.selectPlanet(planet.number);
|
||||
const target = hitLookup.get(hit.primitive.id);
|
||||
if (target === undefined) return;
|
||||
if (target.kind === "planet") {
|
||||
selection.selectPlanet(target.number);
|
||||
} else {
|
||||
selection.selectShipGroup(target.ref);
|
||||
}
|
||||
}
|
||||
|
||||
onMount(() => {
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
// Per-game selection state: which on-map object the user is
|
||||
// currently inspecting. Phase 13 only models planet selection, so
|
||||
// the union has a single variant; later phases (Phase 19 ship-group
|
||||
// inspector) will widen it.
|
||||
// currently inspecting. Phase 13 modelled planets only; Phase 19
|
||||
// widened the union to ship groups (own / foreign / incoming /
|
||||
// unidentified).
|
||||
//
|
||||
// The store is in-memory only: lifetime matches the in-game shell
|
||||
// layout instance, which itself is preserved across active-view
|
||||
@@ -20,12 +20,30 @@
|
||||
// can be tested directly without rendering any UI.
|
||||
|
||||
/**
|
||||
* Selected describes the currently selected map object. Phase 13
|
||||
* ships only the planet variant; later inspector phases extend the
|
||||
* discriminated union (`ship-group`, etc.) without changing the
|
||||
* store's contract.
|
||||
* ShipGroupRef identifies a ship group inside the current report.
|
||||
* `local` groups carry a stable engine UUID (passed through
|
||||
* `report.localGroup.id` and used by the upcoming Phase 20 order
|
||||
* envelopes). The remaining variants do not — they are addressed by
|
||||
* their position in the matching report array, which is fine for
|
||||
* the read-only inspector: a new report load reseeds the store and
|
||||
* any stale index resolves to a missing entry on lookup, collapsing
|
||||
* the inspector cleanly.
|
||||
*/
|
||||
export type Selected = { kind: "planet"; id: number };
|
||||
export type ShipGroupRef =
|
||||
| { variant: "local"; id: string }
|
||||
| { variant: "other"; index: number }
|
||||
| { variant: "incoming"; index: number }
|
||||
| { variant: "unidentified"; index: number };
|
||||
|
||||
/**
|
||||
* Selected describes the currently selected map object. The
|
||||
* discriminated union is closed: every map-clickable surface maps
|
||||
* to one of these variants. Future phases (e.g. fleet selection)
|
||||
* extend by adding a new branch — extension is purely additive.
|
||||
*/
|
||||
export type Selected =
|
||||
| { kind: "planet"; id: number }
|
||||
| { kind: "shipGroup"; ref: ShipGroupRef };
|
||||
|
||||
/**
|
||||
* SELECTION_CONTEXT_KEY is the Svelte context key the in-game shell
|
||||
@@ -49,6 +67,16 @@ export class SelectionStore {
|
||||
this.selected = { kind: "planet", id };
|
||||
}
|
||||
|
||||
/**
|
||||
* selectShipGroup sets the active selection to a ship group. The
|
||||
* `ref` discriminator carries the variant + the right id shape for
|
||||
* lookup against the current report.
|
||||
*/
|
||||
selectShipGroup(ref: ShipGroupRef): void {
|
||||
if (this.destroyed) return;
|
||||
this.selected = { kind: "shipGroup", ref };
|
||||
}
|
||||
|
||||
/**
|
||||
* clear drops the current selection. The mobile sheet's close
|
||||
* button calls this; otherwise selection persists across active-
|
||||
|
||||
Reference in New Issue
Block a user