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