ui/phase-27: battle viewer (radial scene, playback, map markers)
Engine wire change: Report.battle switched from []uuid.UUID to
[]BattleSummary{id, planet, shots} so the map can place battle
markers without N extra fetches. FBS schema + generated Go/TS
regenerated; transcoder + report controller updated; openapi
adds the BattleSummary schema with a freeze test.
Backend gateway forwards engine GET /api/v1/battle/:turn/:uuid as
/api/v1/user/games/{game_id}/battles/{turn}/{battle_id} (handler
plus engineclient.FetchBattle, contract test stub, openapi spec).
UI:
- BattleViewer (lib/battle-player/) is a logically isolated SVG
radial scene that consumes a BattleReport prop. Planet at the
centre, races on the outer ring at equal angular spacing, race
clusters by (race, className) with <class>:<numLeft> labels;
observer groups (inBattle: false) are not drawn; eliminated
races drop out and survivors re-distribute on the next frame.
- Shot line per frame: red on destroyed, green otherwise; erased
on the next frame. Playback controls: play/pause + step ± +
rewind + 1x/2x/4x speed (400/200/100 ms per frame).
- Page wrapper (lib/active-view/battle.svelte) loads BattleReport
via api/battle-fetch.ts; synthetic-gameId prefix routes to a
fixture loader, otherwise REST through the gateway. Always-
visible <ol> text protocol satisfies the accessibility ask.
- section-battles.svelte links every battle UUID into the viewer.
- map/battle-markers.ts: yellow X cross of 2 LinePrim through the
corners of the planet's circumscribed square (stroke width
clamps from 1 px at 1 shot to 5 px at 100+ shots); bombing
marker is a stroke-only ring (yellow when damaged, red when
wiped). Wired into state-binding.ts; click handler dispatches
battle clicks to the viewer and bombing clicks to the matching
Reports row.
- i18n keys for the viewer in en + ru.
Docs: ui/docs/battle-viewer-ux.md, FUNCTIONAL.md §6.5 + ru
mirror, ui/PLAN.md Phase 27 decisions + deferred TODOs (push
event, richer class visuals, animated re-distribution).
Tests: Vitest unit (radial layout + timeline frame builder +
marker stroke formula + marker primitives), Playwright e2e for
the viewer (Reports link → viewer, playback step, not-found),
backend engineclient FetchBattle (200 / 404 / bad input), engine
openapi freezes (BattleReport, BattleReportGroup,
BattleActionReport, BattleSummary, Report.battle items).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -0,0 +1,88 @@
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// Battle-report fetcher used by the Battle Viewer page.
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//
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// Phase 27 ships the BattleViewer as a logically isolated component
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// that accepts a `BattleReport` matching `pkg/model/report/battle.go`.
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// This module owns the type mirror and a single `fetchBattle` entry
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// point. In synthetic mode (development & e2e fixtures), the loader
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// falls back to a local fixture so the UI tests don't depend on a
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// running engine; otherwise it issues a real `GET` against the
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// backend gateway route added in Phase 27 step 3.
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import { isSyntheticGameId } from "./synthetic-report";
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import { lookupSyntheticBattle } from "./synthetic-battle";
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/**
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* BattleReport is the wire shape returned by the engine endpoint
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* `GET /api/v1/battle/:turn/:uuid` and forwarded by the backend
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* gateway as `GET /api/v1/user/games/{game_id}/battles/{turn}/{battle_id}`.
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* Fields mirror `pkg/model/report/battle.go`.
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*/
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export interface BattleReport {
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id: string;
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planet: number;
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planetName: string;
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races: Record<string, string>;
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ships: Record<string, BattleReportGroup>;
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protocol: BattleActionReport[];
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}
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export interface BattleReportGroup {
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race: string;
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className: string;
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tech: Record<string, number>;
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num: number;
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numLeft: number;
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loadType: string;
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loadQuantity: number;
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inBattle: boolean;
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}
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export interface BattleActionReport {
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a: number;
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sa: number;
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d: number;
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sd: number;
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x: boolean;
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}
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export class BattleFetchError extends Error {
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constructor(public readonly status: number, message: string) {
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super(message);
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this.name = "BattleFetchError";
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}
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}
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/**
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* fetchBattle returns the `BattleReport` for the supplied game, turn,
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* and battle id. In synthetic-report mode (DEV / e2e) the lookup is
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* served from `synthetic-battle.ts`; otherwise the function calls the
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* backend gateway route. Throws `BattleFetchError` with the upstream
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* status on validation or transport failure.
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*/
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export async function fetchBattle(
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gameId: string,
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turn: number,
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battleId: string,
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): Promise<BattleReport> {
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if (isSyntheticGameId(gameId)) {
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const fixture = lookupSyntheticBattle(battleId);
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if (fixture === null) {
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throw new BattleFetchError(404, "battle not found");
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}
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return fixture;
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}
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const path = `/api/v1/user/games/${encodeURIComponent(gameId)}/battles/${turn}/${encodeURIComponent(battleId)}`;
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const response = await fetch(path, {
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headers: { Accept: "application/json" },
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});
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if (response.status === 404) {
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throw new BattleFetchError(404, "battle not found");
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}
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if (!response.ok) {
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throw new BattleFetchError(
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response.status,
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`battle fetch failed: ${response.status}`,
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);
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}
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return (await response.json()) as BattleReport;
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}
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@@ -382,6 +382,18 @@ export interface ReportBombing {
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* mirrors the producing planet's free industry. Stable order: sorted
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* by `(planetNumber, class)`.
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*/
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/**
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* ReportBattle is one battle summary in the current turn. Carries the
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* battle UUID, planet number, and shot count — enough to render a
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* battle marker on the map and to link into the Battle Viewer without
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* fetching the full BattleReport.
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*/
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export interface ReportBattle {
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id: string;
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planet: number;
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shots: number;
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}
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export interface ReportShipProduction {
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planetNumber: number;
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class: string;
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@@ -524,11 +536,17 @@ export interface GameReport {
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*/
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otherShipClass: ReportOtherShipClass[];
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/**
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* battleIds is the list of battle UUIDs the engine recorded for
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* the current turn. Phase 23 renders them as inactive
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* monospace identifiers; Phase 27 will turn them into navigation
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* targets once the battle viewer lands. Empty when no battles
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* occurred last turn.
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* battles is the list of battle summaries the engine recorded for
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* the current turn. Each entry carries the battle UUID, the planet
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* it happened on, and the number of shots exchanged. The Reports
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* View uses `id` to link into the Battle Viewer; the map renderer
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* uses `planet` to locate the marker and `shots` to scale its
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* stroke. Empty when no battles occurred last turn.
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*/
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battles: ReportBattle[];
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/**
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* battleIds is a convenience derived list of UUIDs from `battles`,
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* preserved for legacy callers (Phase 23 report section, fixtures).
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*/
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battleIds: string[];
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/**
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@@ -700,7 +718,8 @@ function decodeReport(report: Report): GameReport {
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const localFleets = decodeLocalFleets(report);
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const otherScience = decodeOtherScience(report);
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const otherShipClass = decodeOtherShipClass(report);
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const battleIds = decodeBattleIds(report);
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const battles = decodeBattles(report);
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const battleIds = battles.map((b) => b.id);
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const bombings = decodeBombings(report);
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const shipProductions = decodeShipProductions(report);
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@@ -730,6 +749,7 @@ function decodeReport(report: Report): GameReport {
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players,
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otherScience,
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otherShipClass,
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battles,
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battleIds,
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bombings,
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shipProductions,
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@@ -1153,13 +1173,18 @@ function decodeOtherShipClass(report: Report): ReportOtherShipClass[] {
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return out;
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}
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function decodeBattleIds(report: Report): string[] {
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const out: string[] = [];
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function decodeBattles(report: Report): ReportBattle[] {
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const out: ReportBattle[] = [];
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for (let i = 0; i < report.battleLength(); i++) {
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const uuid = report.battle(i);
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const value = uuidStringFromFB(uuid);
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if (value === null) continue;
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out.push(value);
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const summary = report.battle(i);
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if (summary === null) continue;
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const id = uuidStringFromFB(summary.id());
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if (id === null) continue;
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out.push({
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id,
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planet: Number(summary.planet()),
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shots: Number(summary.shots()),
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});
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}
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return out;
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}
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@@ -1439,6 +1464,7 @@ export function applyOrderOverlay(
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players: report.players ?? [],
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otherScience: report.otherScience ?? [],
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otherShipClass: report.otherShipClass ?? [],
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battles: report.battles ?? [],
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battleIds: report.battleIds ?? [],
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bombings: report.bombings ?? [],
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shipProductions: report.shipProductions ?? [],
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@@ -0,0 +1,37 @@
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// Synthetic battle reports for DEV / e2e mode.
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//
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// Mirrors the shape of `pkg/model/report/battle.go` so the
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// BattleViewer can be exercised without a running engine. Fixtures
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// are registered by battle UUID; the synthetic-report loader fills
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// the report's `battles[]` with these same UUIDs so the report ↔
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// battle link is consistent.
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import type { BattleReport } from "./battle-fetch";
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const SYNTHETIC_BATTLES = new Map<string, BattleReport>();
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/**
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* registerSyntheticBattle adds a fixture battle to the in-memory map
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* keyed by its `id`. Used by the synthetic-report DEV loader and by
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* Vitest unit tests that need a deterministic BattleReport without a
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* live engine.
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*/
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export function registerSyntheticBattle(report: BattleReport): void {
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SYNTHETIC_BATTLES.set(report.id, report);
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}
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/**
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* lookupSyntheticBattle returns the fixture stored under `battleId`,
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* or `null` if nothing was registered (mirrors the engine's 404).
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*/
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export function lookupSyntheticBattle(battleId: string): BattleReport | null {
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return SYNTHETIC_BATTLES.get(battleId) ?? null;
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}
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/**
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* resetSyntheticBattles clears every registered fixture. Test
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* harnesses call this between cases to avoid bleed-through.
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*/
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export function resetSyntheticBattles(): void {
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SYNTHETIC_BATTLES.clear();
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}
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@@ -173,6 +173,12 @@ interface SyntheticOtherShipClass extends SyntheticShipClass {
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mass?: number;
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}
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interface SyntheticBattle {
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id?: string;
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planet?: number;
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shots?: number;
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}
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interface SyntheticBombing {
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planet?: number; // wire field "number"
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planetName?: string; // wire field "planetName"
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@@ -219,7 +225,7 @@ interface SyntheticReportRoot {
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incomingGroup?: SyntheticIncomingGroup[];
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unidentifiedGroup?: SyntheticUnidentifiedGroup[];
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localFleet?: SyntheticLocalFleet[];
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battle?: string[];
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battle?: SyntheticBattle[];
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bombing?: SyntheticBombing[];
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shipProduction?: SyntheticShipProductionRow[];
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}
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@@ -357,9 +363,17 @@ function decodeSyntheticReport(json: unknown): GameReport {
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return a.name.localeCompare(b.name);
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});
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const battleIds: string[] = (root.battle ?? []).filter(
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(v): v is string => typeof v === "string" && v !== "",
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);
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const battles = (root.battle ?? [])
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.filter(
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(v): v is SyntheticBattle =>
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typeof v === "object" && v !== null && typeof v.id === "string" && v.id !== "",
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)
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.map((b) => ({
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id: b.id as string,
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planet: numOr0(b.planet),
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shots: numOr0(b.shots),
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}));
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const battleIds = battles.map((b) => b.id);
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const bombings: ReportBombing[] = (root.bombing ?? []).map((b) => ({
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planetNumber: numOr0(b.planet),
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@@ -419,6 +433,7 @@ function decodeSyntheticReport(json: unknown): GameReport {
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players: collectPlayersFromSynthetic(root, race),
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otherScience,
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otherShipClass,
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battles,
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battleIds,
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bombings,
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shipProductions,
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