ui/phase-16: cargo routes inspector + map pick foundation
Add per-planet cargo routes (COL/CAP/MAT/EMP) to the inspector with a renderer-driven destination picker (faded out-of-reach planets, cursor-line anchor, hover-highlight) and per-route arrows on the map. The pick-mode primitives are exposed via `MapPickService` so ship-group dispatch in Phase 19/20 can reuse the same surface. Pass A — generic map foundation: - hit-test now sizes the click zone to `pointRadiusPx + slopPx` so the visible disc is always part of the target. - `RendererHandle` gains `onPointerMove`, `onHoverChange`, `setPickMode`, `getPickState`, `getPrimitiveAlpha`, `setExtraPrimitives`, `getPrimitives`. The click dispatcher is centralised: pick-mode swallows clicks atomically so the standard selection consumers do not race against teardown. - `MapPickService` (`lib/map-pick.svelte.ts`) wraps the renderer contract in a promise-shaped `pick(...)`. The in-game shell layout owns the service so sidebar and bottom-sheet inspectors see the same instance. - Debug-surface registry exposes `getMapPrimitives`, `getMapPickState`, `getMapCamera` to e2e specs without spawning a separate debug page after navigation. Pass B — cargo-route feature: - `CargoLoadType`, `setCargoRoute`, `removeCargoRoute` typed variants with `(source, loadType)` collapse rule on the order draft; round-trip through the FBS encoder/decoder. - `GameReport` decodes `routes` and the local player's drive tech for the inline reach formula (40 × drive). `applyOrderOverlay` upserts/drops route entries for valid/submitting/applied commands. - `lib/inspectors/planet/cargo-routes.svelte` renders the four-slot section. `Add` / `Edit` call `MapPickService.pick`, `Remove` emits `removeCargoRoute`. - `map/cargo-routes.ts` builds shaft + arrowhead primitives per cargo type; the map view pushes them through `setExtraPrimitives` so the renderer never re-inits Pixi on route mutations (Pixi 8 doesn't support that on a reused canvas). Docs: - `docs/cargo-routes-ux.md` covers engine semantics + UI map. - `docs/renderer.md` documents pick mode and the debug surface. - `docs/calc-bridge.md` records the Phase 16 reach waiver. - `PLAN.md` rewrites Phase 16 to reflect the foundation + feature split and the decisions baked in (map-driven picker, inline reach, optimistic overlay via `setExtraPrimitives`). Tests: - `tests/map-pick-mode.test.ts` — pure overlay-spec helper. - `tests/map-cargo-routes.test.ts` — `buildCargoRouteLines`. - `tests/inspector-planet-cargo-routes.test.ts` — slot rendering, picker invocation, collapse, cancel, remove. - Extensions to `order-draft`, `submit`, `order-load`, `order-overlay`, `state-binding`, `inspector-planet`, `inspector-overlay`, `game-shell-sidebar`, `game-shell-header`. - `tests/e2e/cargo-routes.spec.ts` — Playwright happy path: add COL, add CAP, remove COL, asserting both the inspector and the arrow count via `__galaxyDebug.getMapPrimitives()`. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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// `MapPickService` is the Svelte-side adapter the inspector uses to
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// drive a map-driven destination pick. The service owns the
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// promise-shaped contract (`pick()` returns the picked planet
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// number or `null` on cancel) and a reactive `active` flag for any
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// surface that wants to disable other UI while a session is open.
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//
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// The actual renderer plumbing — dim outside `reachableIds`, anchor
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// ring, cursor line, hover outline, click + Escape resolution —
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// lives in `ui/frontend/src/map/render.ts.setPickMode`. The map
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// active view (`lib/active-view/map.svelte`) is the only producer:
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// it constructs the service, sets it on the layout context with
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// `MAP_PICK_CONTEXT_KEY`, and binds a resolver that translates the
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// service-level request into a `PickModeOptions` payload for the
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// current renderer handle.
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export const MAP_PICK_CONTEXT_KEY = Symbol("map-pick");
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/** High-level pick request the inspector composes. The renderer
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* resolver (registered by the map view) is responsible for turning
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* `sourcePlanetNumber` into the underlying `PickModeOptions`. */
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export interface MapPickRequest {
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readonly sourcePlanetNumber: number;
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readonly reachableIds: ReadonlySet<number>;
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}
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/** A renderer-side resolver registered by the map view. Returns an
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* imperative cancel hook the service uses for `cancel()`, or `null`
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* when the renderer cannot open a session right now (e.g. the
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* source planet is missing from the world). When `null` is
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* returned, the service resolves the pending promise with `null`
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* straight away. */
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export type MapPickResolver = (input: {
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sourcePlanetNumber: number;
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reachableIds: ReadonlySet<number>;
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onResolve: (id: number | null) => void;
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}) => { cancel(): void } | null;
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/**
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* MapPickService coordinates pick-mode sessions between the Svelte
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* inspector and the renderer. Lives for the lifetime of the
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* in-game shell layout; renderer handles come and go through
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* `bindResolver` as the map remounts.
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*/
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export class MapPickService {
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/** Reactive flag — true while a pick session is open. The
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* inspector reads this to render its "pick prompt" status line
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* and to keep the slot button disabled until resolution. */
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active = $state(false);
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private resolver: MapPickResolver | null = null;
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private currentHandle: { cancel(): void } | null = null;
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private currentResolve: ((id: number | null) => void) | null = null;
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/**
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* bindResolver attaches a renderer-side handler that opens
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* pick-mode sessions. Pass `null` to detach (the map view does
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* this on dispose); a detach with a session in progress
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* resolves the pending promise with `null` so callers do not
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* deadlock waiting for a renderer that no longer exists.
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*/
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bindResolver(resolver: MapPickResolver | null): void {
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if (resolver === null && this.currentResolve !== null) {
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const r = this.currentResolve;
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this.currentResolve = null;
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this.currentHandle = null;
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this.active = false;
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r(null);
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}
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this.resolver = resolver;
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}
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/**
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* pick opens a pick session. Resolves to the picked planet
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* number on a successful pick, or `null` when the player
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* cancels via Escape, the inspector calls `cancel()`, or the
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* renderer detaches mid-session.
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*
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* Calling `pick` while a session is already active cancels the
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* old one first (its promise resolves to `null`). The
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* inspector should normally guard against this via the
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* reactive `active` flag, but the service stays defensive.
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*/
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pick(request: MapPickRequest): Promise<number | null> {
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return new Promise((resolve) => {
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if (this.resolver === null) {
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resolve(null);
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return;
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}
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if (this.currentHandle !== null) {
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const previousHandle = this.currentHandle;
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this.currentHandle = null;
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previousHandle.cancel();
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}
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this.currentResolve = resolve;
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this.active = true;
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const handle = this.resolver({
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sourcePlanetNumber: request.sourcePlanetNumber,
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reachableIds: request.reachableIds,
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onResolve: (id) => {
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// Guard against late notifications from a stale
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// session (e.g. resolver swapped while a pick was
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// in flight).
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if (this.currentResolve !== resolve) return;
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this.currentResolve = null;
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this.currentHandle = null;
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this.active = false;
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resolve(id);
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},
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});
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if (handle === null) {
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if (this.currentResolve === resolve) {
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this.currentResolve = null;
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this.active = false;
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resolve(null);
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}
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return;
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}
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this.currentHandle = handle;
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});
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}
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/**
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* cancel terminates the active session, if any. Safe to call
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* when no session is open — it is a no-op then. The pending
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* promise resolves with `null`.
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*/
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cancel(): void {
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if (this.currentHandle === null) return;
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const handle = this.currentHandle;
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this.currentHandle = null;
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handle.cancel();
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}
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}
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