ui/phase-19: read-only ship-group inspector + sheet + tab dispatch
Closes Phase 19's UI surface. The inspector dispatches on the
selection variant: local / other groups render class, count, the
four tech levels, mass, cargo (type + amount when loaded),
location (planet name on-orbit, from/to/distance in hyperspace),
and — for local groups only — fleet membership + state. Incoming
groups surface origin / destination / distance / speed and the
inline ETA = ceil(distance / speed); zero speed collapses to the
designer's existing "—" placeholder. Unidentified groups render
just the (x, y) coordinates and the no-data hint, mirroring the
unidentified planet treatment.
Layout / inspector-tab plumbing:
- inspector-tab.svelte derives selectedShipGroup against the
rendered report and mounts <ShipGroup /> when the planet
branch doesn't match. Stale refs (an index that no longer
resolves after a turn refresh) collapse cleanly to the empty
state.
- +layout.svelte mounts <ShipGroupSheet /> alongside the
existing planet sheet on mobile; both share the
`effectiveTool === "map"` guard and clear-on-close.
i18n: en + ru both grow ~30 keys under
`game.inspector.ship_group.*`. Adding a key to one without the
other is a TS error (TranslationKey is `keyof typeof en`), so the
Russian mirror stays mandatory.
Tests:
- inspector-ship-group.test.ts exercises every variant —
on-planet local, in-hyperspace local, cargo-loaded local,
foreign, incoming with ETA, incoming with zero speed,
unidentified, plus the missing-planet `#NN` fallback.
- tests/e2e/inspector-ship-group.spec.ts is a smoke spec that
drives the DEV-only synthetic-report loader from /lobby
through navigation to /games/synthetic-XXX/map.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
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// Phase 19 end-to-end smoke against the synthetic-report path. Loads
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// a hand-crafted JSON with a Tancordia-style mix of planets and ship
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// groups through the DEV-only file picker on `/lobby`, lets the
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// in-game shell layout swap into synthetic mode, and asserts the map
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// canvas mounts. Detailed click / hit-test fidelity for ship-group
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// variants lives in the unit tests (`tests/state-binding-groups.test.ts`
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// and `tests/inspector-ship-group.test.ts`); this spec catches the
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// glue: lobby loader → in-memory registry → layout bypass → renderer
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// boot.
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import { expect, test } from "@playwright/test";
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const SYNTHETIC_REPORT_FIXTURE = {
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turn: 39,
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mapWidth: 200,
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mapHeight: 200,
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mapPlanets: 4,
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race: "Earthlings",
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player: [
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{
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name: "Earthlings",
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drive: 5,
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weapons: 3,
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shields: 2,
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cargo: 1,
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population: 1000,
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industry: 1000,
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planets: 2,
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relation: "-",
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votes: 5,
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extinct: false,
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},
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],
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localPlanet: [
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{
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number: 1,
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name: "Earth",
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x: 50,
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y: 100,
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size: 1000,
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population: 1000,
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industry: 1000,
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resources: 10,
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production: "Capital",
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capital: 0,
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material: 0,
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colonists: 100,
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freeIndustry: 1000,
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},
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{
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number: 2,
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name: "Mars",
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x: 150,
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y: 100,
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size: 500,
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population: 500,
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industry: 500,
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resources: 5,
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production: "Capital",
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capital: 0,
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material: 0,
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colonists: 50,
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freeIndustry: 500,
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},
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],
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otherPlanet: [],
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uninhabitedPlanet: [],
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unidentifiedPlanet: [
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{ number: 3, x: 50, y: 50 },
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{ number: 4, x: 150, y: 50 },
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],
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localShipClass: [
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{
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name: "Frontier",
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drive: 5,
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armament: 0,
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weapons: 0,
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shields: 0,
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cargo: 1,
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mass: 12,
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},
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],
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localGroup: [
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{
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id: "11111111-2222-3333-4444-555555555555",
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number: 2,
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class: "Frontier",
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tech: { drive: 5, weapons: 0, shields: 0, cargo: 1 },
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cargo: "-",
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load: 0,
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destination: 1,
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speed: 0,
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mass: 12,
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state: "In_Orbit",
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},
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],
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otherGroup: [],
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incomingGroup: [
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{
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origin: 4,
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destination: 1,
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distance: 50,
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speed: 25,
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mass: 4,
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},
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],
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unidentifiedGroup: [],
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localFleet: [],
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};
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test("synthetic-report loader navigates from lobby to map and renders", async ({
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page,
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}) => {
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await page.goto("/lobby");
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await expect(page.getByTestId("lobby-synthetic-section")).toBeVisible();
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const file = page.getByTestId("lobby-synthetic-file");
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await file.setInputFiles({
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name: "phase19.json",
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mimeType: "application/json",
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buffer: Buffer.from(JSON.stringify(SYNTHETIC_REPORT_FIXTURE)),
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});
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await page.waitForURL(/\/games\/synthetic-[^/]+\/map$/, {
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timeout: 5_000,
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});
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// The renderer canvas mounts inside the active-view host. Even if
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// the WebGL/WebGPU backend is unavailable in CI, the layout still
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// reaches `ready` once the report is loaded — the assertion is
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// gentle on purpose so the spec doesn't flake on headless renders.
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const canvas = page.locator("canvas");
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await expect(canvas.first()).toBeVisible({ timeout: 10_000 });
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});
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