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:
@@ -1,9 +1,11 @@
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// State binding between the typed game report and the renderer's
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// World. Phase 11 only emits primitives for planets; later phases
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// extend the binding with ship-class reach circles (Phase 17 / 18),
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// hyperspace and incoming groups (Phase 11+ via separate primitives),
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// cargo routes (Phase 16), reach / visibility zones (Phase 17), and
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// battle / bombing markers (Phase 27).
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// World. Phase 11 emitted primitives only for planets; Phase 19
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// extends the binding with ship-group primitives (own / foreign / in-
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// hyperspace / incoming / unidentified) plus a `hitLookup` map so the
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// click handler can dispatch a renderer-side hit back to the right
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// selection variant. Later phases extend with ship-class reach
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// circles (Phase 17 / 18 in `ui/core/calc/`), reach / visibility
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// zones, and battle / bombing markers (Phase 27).
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//
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// The four planet kinds in the report each map to a distinct style so
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// the user can tell own / other-race / uninhabited / unidentified
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@@ -12,7 +14,9 @@
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// colours and adds theme switching.
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import type { GameReport, ReportPlanet } from "../api/game-state";
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import { World, type Primitive, type Style } from "./world";
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import type { ShipGroupRef } from "../lib/selection.svelte";
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import { shipGroupsToPrimitives } from "./ship-groups";
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import { World, type Primitive, type PrimitiveID, type Style } from "./world";
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const STYLE_LOCAL: Style = {
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fillColor: 0x6dd2ff,
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@@ -39,11 +43,11 @@ const STYLE_UNIDENTIFIED: Style = {
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};
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// PlanetIDs occupy the [0, 4_000_000_000) range — well below
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// JavaScript's `Number.MAX_SAFE_INTEGER` — so the engine `number` (uint64)
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// fits in a primitive id (number) without truncation. The binding
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// uses the engine number directly as the primitive id so later phases
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// can resolve a planet by its hit-test result without an extra
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// lookup table.
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// JavaScript's `Number.MAX_SAFE_INTEGER` — so the engine `number`
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// (uint64) fits in a primitive id (number) without truncation. The
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// binding uses the engine number directly as the primitive id so the
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// click handler can recover a planet by hit-test result without an
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// extra lookup.
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function styleFor(kind: ReportPlanet["kind"]): Style {
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switch (kind) {
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case "local":
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@@ -70,17 +74,38 @@ function priorityFor(kind: ReportPlanet["kind"]): number {
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}
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}
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/**
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* HitTarget describes which game entity a renderer-side hit-test
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* resolves to. The click handler in `lib/active-view/map.svelte`
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* looks the hit primitive's id up in the binding's hitLookup map
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* and dispatches `selection.selectPlanet` or
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* `selection.selectShipGroup` accordingly.
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*/
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export type HitTarget =
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| { kind: "planet"; number: number }
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| { kind: "shipGroup"; ref: ShipGroupRef };
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export interface ReportToWorldResult {
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world: World;
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hitLookup: Map<PrimitiveID, HitTarget>;
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}
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/**
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* reportToWorld translates a GameReport into a renderer-ready World
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* containing one Point primitive per planet (all four planet kinds).
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* The world rectangle matches `report.mapWidth` × `report.mapHeight`.
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* containing one Point primitive per planet (all four planet kinds)
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* plus the Phase 19 ship-group surface — own / foreign groups
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* (on-planet or in-hyperspace), incoming groups (dashed trajectory
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* line + clickable point), and unidentified-group blips. The world
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* rectangle matches `report.mapWidth` × `report.mapHeight`.
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*
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* If the report carries zero planets (turn-zero edge cases or seeded
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* tests), the World is still well-formed: the renderer mounts on an
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* empty primitive list without errors.
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*/
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export function reportToWorld(report: GameReport): World {
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export function reportToWorld(report: GameReport): ReportToWorldResult {
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const primitives: Primitive[] = [];
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const hitLookup = new Map<PrimitiveID, HitTarget>();
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for (const planet of report.planets) {
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primitives.push({
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kind: "point",
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@@ -91,8 +116,18 @@ export function reportToWorld(report: GameReport): World {
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x: planet.x,
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y: planet.y,
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});
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hitLookup.set(planet.number, { kind: "planet", number: planet.number });
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}
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const groups = shipGroupsToPrimitives(report);
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for (const prim of groups.primitives) {
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primitives.push(prim);
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}
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for (const [primId, ref] of groups.lookup) {
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hitLookup.set(primId, { kind: "shipGroup", ref });
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}
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const width = report.mapWidth > 0 ? report.mapWidth : 1;
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const height = report.mapHeight > 0 ? report.mapHeight : 1;
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return new World(width, height, primitives);
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return { world: new World(width, height, primitives), hitLookup };
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}
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