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:
Ilia Denisov
2026-05-13 12:24:20 +02:00
parent 4ffcac00d0
commit 969c0480ba
81 changed files with 2911 additions and 230 deletions
+117 -13
View File
@@ -1,30 +1,134 @@
<!--
Phase 10 stub for the battle-log active view. Phase 27 wires the real
battle viewer.
Phase 27 — active-view wrapper around the BattleViewer. Loads the
BattleReport for the supplied `gameId`/`turn`/`battleId` and either
shows the radial playback (BattleViewer), a loading skeleton, or a
not-found state. The viewer itself is a logically isolated
component that takes a `BattleReport` prop — this wrapper owns
loading and routing concerns.
-->
<script lang="ts">
import { goto } from "$app/navigation";
import {
BattleFetchError,
fetchBattle,
type BattleReport,
} from "../../api/battle-fetch";
import { i18n } from "$lib/i18n/index.svelte";
type Props = { battleId: string };
let { battleId }: Props = $props();
import BattleViewer from "../battle-player/battle-viewer.svelte";
let {
gameId,
turn,
battleId,
}: {
gameId: string;
turn: number;
battleId: string;
} = $props();
let state = $state<
| { kind: "loading" }
| { kind: "ready"; report: BattleReport }
| { kind: "not_found" }
| { kind: "error"; message: string }
>({ kind: "loading" });
$effect(() => {
if (!battleId) {
state = { kind: "not_found" };
return;
}
state = { kind: "loading" };
fetchBattle(gameId, turn, battleId)
.then((report) => {
state = { kind: "ready", report };
})
.catch((err: unknown) => {
if (err instanceof BattleFetchError && err.status === 404) {
state = { kind: "not_found" };
} else {
state = {
kind: "error",
message: err instanceof Error ? err.message : String(err),
};
}
});
});
function backToReport() {
goto(`/games/${gameId}/report`);
}
function backToMap() {
goto(`/games/${gameId}/map`);
}
</script>
<section class="active-view" data-testid="active-view-battle" data-battle-id={battleId}>
<h2>{i18n.t("game.view.battle")}</h2>
<p>{i18n.t("game.shell.coming_soon")}</p>
<nav class="back-row">
<button
type="button"
class="back-btn"
onclick={backToMap}
data-testid="battle-back-to-map"
>{i18n.t("game.battle.back_to_map")}</button>
<button
type="button"
class="back-btn"
onclick={backToReport}
data-testid="battle-back-to-report"
>{i18n.t("game.battle.back_to_report")}</button>
</nav>
{#if state.kind === "loading"}
<p class="status" data-testid="battle-loading">
{i18n.t("game.battle.loading")}
</p>
{:else if state.kind === "ready"}
<BattleViewer report={state.report} />
{:else if state.kind === "not_found"}
<p class="status" data-testid="battle-not-found">
{i18n.t("game.battle.not_found")}
</p>
{:else}
<p class="status error" data-testid="battle-error">{state.message}</p>
{/if}
</section>
<style>
.active-view {
padding: 1.5rem;
padding: 1rem;
font-family: system-ui, sans-serif;
color: #d6dcf2;
}
.active-view h2 {
margin: 0 0 0.5rem;
font-size: 1.1rem;
.back-row {
display: flex;
gap: 0.5rem;
max-width: 880px;
margin: 0 auto 1rem;
}
.active-view p {
margin: 0;
color: #555;
.back-btn {
appearance: none;
background: #1f2748;
color: #d6dcf2;
border: 1px solid #2c3568;
padding: 0.35rem 0.7rem;
border-radius: 3px;
cursor: pointer;
font-size: 0.85rem;
}
.back-btn:hover {
background: #2a3463;
}
.status {
margin: 2rem auto;
max-width: 880px;
color: #93a0d0;
font-size: 0.95rem;
text-align: center;
}
.status.error {
color: #e08585;
}
</style>