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:
Ilia Denisov
2026-05-10 13:23:56 +02:00
parent 8839f46c25
commit 676556db4e
18 changed files with 1085 additions and 44 deletions
+21 -2
View File
@@ -702,10 +702,29 @@ function drawCircle(g: Graphics, p: CirclePrim, theme: Theme): void {
}
function drawLine(g: Graphics, p: LinePrim, theme: Theme): void {
g.moveTo(p.x1, p.y1);
g.lineTo(p.x2, p.y2);
const color = p.style.strokeColor ?? theme.lineStroke;
const alpha = p.style.strokeAlpha ?? 1;
const width = p.style.strokeWidthPx ?? 1;
const dash = p.style.strokeDashPx;
if (dash === undefined || dash <= 0) {
g.moveTo(p.x1, p.y1);
g.lineTo(p.x2, p.y2);
g.stroke({ color, alpha, width });
return;
}
// PixiJS v8 has no native dashed-line API; segment the path into
// equal-length dashes (dash and gap both `dash` units).
const dx = p.x2 - p.x1;
const dy = p.y2 - p.y1;
const length = Math.hypot(dx, dy);
if (length === 0) return;
const ux = dx / length;
const uy = dy / length;
const step = dash * 2;
for (let t = 0; t < length; t += step) {
const segEnd = Math.min(t + dash, length);
g.moveTo(p.x1 + ux * t, p.y1 + uy * t);
g.lineTo(p.x1 + ux * segEnd, p.y1 + uy * segEnd);
}
g.stroke({ color, alpha, width });
}
+246
View File
@@ -0,0 +1,246 @@
// Phase 19 ship-group → World primitive translation. Sits next to
// `state-binding.ts` so the latter can stay focused on planets while
// the more involved group geometry (in-hyperspace interpolation,
// incoming-trajectory lines) lives here.
//
// Position rules:
// - On-planet local / other groups (origin === null) — drawn next
// to the destination planet, slightly offset so the group has its
// own hit-target distinct from the planet pixel. Multiple groups
// stationed at the same planet share the offset (Phase 19
// limitation; a future phase fans them out or lists them in the
// planet inspector).
// - In-hyperspace local / other groups (origin / range set) —
// interpolated along the origin → destination line at `range`
// world units from the destination.
// - Incoming groups — origin and destination are always present;
// emit a dashed red trajectory line between the two and a
// clickable point at the interpolated position (range = the
// `distance` field).
// - Unidentified groups — drawn at the absolute (x, y) the radar
// reports.
//
// PrimitiveIDs are partitioned via large per-variant offsets so they
// never collide with planet ids (which run in `[0, planetCount)`).
import type {
GameReport,
ReportIncomingShipGroup,
ReportLocalShipGroup,
ReportOtherShipGroup,
ReportPlanet,
ReportUnidentifiedShipGroup,
} from "../api/game-state";
import type { ShipGroupRef } from "../lib/selection.svelte";
import type { LinePrim, PointPrim, PrimitiveID, Style } from "./world";
/**
* SHIP_GROUP_ID_OFFSETS partitions the primitive-id namespace so a
* hit on a ship-group primitive is unambiguous: the offset alone
* disambiguates the variant and `id - offset` recovers the index
* (or, for `local`, lookup happens via the parallel hitLookup map
* since UUID strings cannot fit in a numeric primitive id).
*/
export const SHIP_GROUP_ID_OFFSETS = {
local: 100_000_000,
other: 200_000_000,
incoming: 300_000_000,
incomingLine: 350_000_000,
unidentified: 400_000_000,
} as const;
/** ON_PLANET_OFFSET is the (dx, dy) world-unit shift applied to a
* group point that sits on a planet, so the group has a distinct
* click target from the planet itself. The offset is small enough
* that the visual association with the planet stays clear. */
const ON_PLANET_OFFSET = { dx: 6, dy: -6 };
const STYLE_LOCAL_GROUP: Style = {
fillColor: 0xfff176,
fillAlpha: 0.95,
pointRadiusPx: 3,
};
const STYLE_OTHER_GROUP: Style = {
fillColor: 0xff6f40,
fillAlpha: 0.9,
pointRadiusPx: 3,
};
const STYLE_INCOMING_GROUP: Style = {
fillColor: 0xff5252,
fillAlpha: 1,
pointRadiusPx: 4,
};
const STYLE_INCOMING_LINE: Style = {
strokeColor: 0xff5252,
strokeAlpha: 0.85,
strokeWidthPx: 1,
strokeDashPx: 4,
};
const STYLE_UNIDENTIFIED_GROUP: Style = {
fillColor: 0x9aa3a8,
fillAlpha: 0.65,
pointRadiusPx: 3,
};
// Priority order inside `hit-test`: ship groups outrank planets so a
// hyperspace group landing on top of an unidentified planet is
// selectable. On-planet groups stay below the planet so clicks on a
// planet still resolve to the planet itself (the offset gives the
// group its own un-overlapped hit area).
const PRIORITY_LOCAL = 5;
const PRIORITY_OTHER = 5;
const PRIORITY_INCOMING_POINT = 6;
const PRIORITY_INCOMING_LINE = 0;
const PRIORITY_UNIDENTIFIED = 4;
export interface ShipGroupPrimitives {
primitives: (PointPrim | LinePrim)[];
lookup: Map<PrimitiveID, ShipGroupRef>;
}
export function shipGroupsToPrimitives(report: GameReport): ShipGroupPrimitives {
const primitives: (PointPrim | LinePrim)[] = [];
const lookup = new Map<PrimitiveID, ShipGroupRef>();
const planetIndex = new Map<number, ReportPlanet>();
for (const planet of report.planets) {
planetIndex.set(planet.number, planet);
}
for (let i = 0; i < report.localShipGroups.length; i++) {
const group = report.localShipGroups[i]!;
const pos = computeGroupPosition(group, planetIndex);
if (pos === null) continue;
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 });
}
for (let i = 0; i < report.otherShipGroups.length; i++) {
const group = report.otherShipGroups[i]!;
const pos = computeGroupPosition(group, planetIndex);
if (pos === null) continue;
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 });
}
for (let i = 0; i < report.incomingShipGroups.length; i++) {
const group = report.incomingShipGroups[i]!;
const origin = planetIndex.get(group.origin);
const destination = planetIndex.get(group.destination);
if (origin === undefined || destination === undefined) continue;
const lineId = SHIP_GROUP_ID_OFFSETS.incomingLine + i;
primitives.push({
kind: "line",
id: lineId,
priority: PRIORITY_INCOMING_LINE,
style: STYLE_INCOMING_LINE,
hitSlopPx: 0,
x1: origin.x,
y1: origin.y,
x2: destination.x,
y2: destination.y,
});
const pos = interpolateAlongLine(
destination.x,
destination.y,
origin.x,
origin.y,
group.distance,
);
const pointId = SHIP_GROUP_ID_OFFSETS.incoming + i;
primitives.push(
makePoint(
pointId,
pos.x,
pos.y,
PRIORITY_INCOMING_POINT,
STYLE_INCOMING_GROUP,
/*hitSlopPx*/ 4,
),
);
lookup.set(pointId, { variant: "incoming", index: i });
}
for (let i = 0; i < report.unidentifiedShipGroups.length; i++) {
const group: ReportUnidentifiedShipGroup =
report.unidentifiedShipGroups[i]!;
const id = SHIP_GROUP_ID_OFFSETS.unidentified + i;
primitives.push(
makePoint(
id,
group.x,
group.y,
PRIORITY_UNIDENTIFIED,
STYLE_UNIDENTIFIED_GROUP,
),
);
lookup.set(id, { variant: "unidentified", index: i });
}
return { primitives, lookup };
}
function computeGroupPosition(
group: ReportLocalShipGroup | ReportOtherShipGroup,
planetIndex: Map<number, ReportPlanet>,
): { x: number; y: number } | null {
const destination = planetIndex.get(group.destination);
if (destination === undefined) return null;
if (group.origin === null || group.range === null) {
// Stationed on the destination planet; offset slightly so the
// group is distinct from the planet's own hit target.
return {
x: destination.x + ON_PLANET_OFFSET.dx,
y: destination.y + ON_PLANET_OFFSET.dy,
};
}
const origin = planetIndex.get(group.origin);
if (origin === undefined) return null;
return interpolateAlongLine(
destination.x,
destination.y,
origin.x,
origin.y,
group.range,
);
}
/**
* interpolateAlongLine returns the point that sits `range` world
* units away from `(dx, dy)` toward `(ox, oy)`. The total path length
* is the Euclidean distance between the two anchors; the position is
* `dest + (range / total) × (origin - dest)`. When the anchors are
* coincident or `range` is zero the result is the destination, which
* is fine for the ship-group rendering — a degenerate group still
* gets a click target on the destination planet.
*/
function interpolateAlongLine(
dx: number,
dy: number,
ox: number,
oy: number,
range: number,
): { x: number; y: number } {
const ddx = ox - dx;
const ddy = oy - dy;
const total = Math.hypot(ddx, ddy);
if (total === 0 || range <= 0) return { x: dx, y: dy };
const t = Math.min(1, range / total);
return { x: dx + t * ddx, y: dy + t * ddy };
}
function makePoint(
id: PrimitiveID,
x: number,
y: number,
priority: number,
style: Style,
hitSlopPx = 0,
): PointPrim {
return { kind: "point", id, priority, style, hitSlopPx, x, y };
}
+50 -15
View File
@@ -1,9 +1,11 @@
// State binding between the typed game report and the renderer's
// World. Phase 11 only emits primitives for planets; later phases
// extend the binding with ship-class reach circles (Phase 17 / 18),
// hyperspace and incoming groups (Phase 11+ via separate primitives),
// cargo routes (Phase 16), reach / visibility zones (Phase 17), and
// battle / bombing markers (Phase 27).
// World. Phase 11 emitted primitives only for planets; Phase 19
// extends the binding with ship-group primitives (own / foreign / in-
// hyperspace / incoming / unidentified) plus a `hitLookup` map so the
// click handler can dispatch a renderer-side hit back to the right
// selection variant. Later phases extend with ship-class reach
// circles (Phase 17 / 18 in `ui/core/calc/`), reach / visibility
// zones, and battle / bombing markers (Phase 27).
//
// The four planet kinds in the report each map to a distinct style so
// the user can tell own / other-race / uninhabited / unidentified
@@ -12,7 +14,9 @@
// colours and adds theme switching.
import type { GameReport, ReportPlanet } from "../api/game-state";
import { World, type Primitive, type Style } from "./world";
import type { ShipGroupRef } from "../lib/selection.svelte";
import { shipGroupsToPrimitives } from "./ship-groups";
import { World, type Primitive, type PrimitiveID, type Style } from "./world";
const STYLE_LOCAL: Style = {
fillColor: 0x6dd2ff,
@@ -39,11 +43,11 @@ const STYLE_UNIDENTIFIED: Style = {
};
// PlanetIDs occupy the [0, 4_000_000_000) range — well below
// JavaScript's `Number.MAX_SAFE_INTEGER` — so the engine `number` (uint64)
// fits in a primitive id (number) without truncation. The binding
// uses the engine number directly as the primitive id so later phases
// can resolve a planet by its hit-test result without an extra
// lookup table.
// JavaScript's `Number.MAX_SAFE_INTEGER` — so the engine `number`
// (uint64) fits in a primitive id (number) without truncation. The
// binding uses the engine number directly as the primitive id so the
// click handler can recover a planet by hit-test result without an
// extra lookup.
function styleFor(kind: ReportPlanet["kind"]): Style {
switch (kind) {
case "local":
@@ -70,17 +74,38 @@ function priorityFor(kind: ReportPlanet["kind"]): number {
}
}
/**
* HitTarget describes which game entity a renderer-side hit-test
* resolves to. The click handler in `lib/active-view/map.svelte`
* looks the hit primitive's id up in the binding's hitLookup map
* and dispatches `selection.selectPlanet` or
* `selection.selectShipGroup` accordingly.
*/
export type HitTarget =
| { kind: "planet"; number: number }
| { kind: "shipGroup"; ref: ShipGroupRef };
export interface ReportToWorldResult {
world: World;
hitLookup: Map<PrimitiveID, HitTarget>;
}
/**
* reportToWorld translates a GameReport into a renderer-ready World
* containing one Point primitive per planet (all four planet kinds).
* The world rectangle matches `report.mapWidth` × `report.mapHeight`.
* containing one Point primitive per planet (all four planet kinds)
* plus the Phase 19 ship-group surface — own / foreign groups
* (on-planet or in-hyperspace), incoming groups (dashed trajectory
* line + clickable point), and unidentified-group blips. The world
* rectangle matches `report.mapWidth` × `report.mapHeight`.
*
* If the report carries zero planets (turn-zero edge cases or seeded
* tests), the World is still well-formed: the renderer mounts on an
* empty primitive list without errors.
*/
export function reportToWorld(report: GameReport): World {
export function reportToWorld(report: GameReport): ReportToWorldResult {
const primitives: Primitive[] = [];
const hitLookup = new Map<PrimitiveID, HitTarget>();
for (const planet of report.planets) {
primitives.push({
kind: "point",
@@ -91,8 +116,18 @@ export function reportToWorld(report: GameReport): World {
x: planet.x,
y: planet.y,
});
hitLookup.set(planet.number, { kind: "planet", number: planet.number });
}
const groups = shipGroupsToPrimitives(report);
for (const prim of groups.primitives) {
primitives.push(prim);
}
for (const [primId, ref] of groups.lookup) {
hitLookup.set(primId, { kind: "shipGroup", ref });
}
const width = report.mapWidth > 0 ? report.mapWidth : 1;
const height = report.mapHeight > 0 ? report.mapHeight : 1;
return new World(width, height, primitives);
return { world: new World(width, height, primitives), hitLookup };
}
+7
View File
@@ -24,6 +24,13 @@ export interface Style {
strokeAlpha?: number; // 0..1
strokeWidthPx?: number; // pixels at any zoom
pointRadiusPx?: number; // pixels at any zoom (for kind === 'point')
// strokeDashPx — when set on a `LinePrim`, the line is rendered as
// a dashed pattern whose dash and gap are both this length. When
// unset (or zero), the stroke is solid. Interpreted in the same
// world-unit space as `strokeWidthPx`, so the dash spacing scales
// with the camera. Phase 19 uses this for the IncomingGroup
// trajectory line; ignored on point and circle primitives.
strokeDashPx?: number;
}
// PrimitiveBase carries the fields shared by every primitive kind.