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:
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<!--
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BattleScene — radial SVG visualisation of one battle frame.
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Layout: planet at the centre, race anchors equally spaced on an
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outer ring, each race rendered as a cluster of small class circles
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labelled `<className>:<numLeft>` underneath. The shot line for the
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current frame's `lastAction` is drawn from attacker group to
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defender group; red when the shot destroyed the defender, green
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otherwise. Observer groups (`inBattle === false`) are filtered out
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by `buildFrames`, so they never appear here.
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-->
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<script lang="ts">
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import type { BattleReport } from "../../api/battle-fetch";
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import { layoutRaces } from "./radial-layout";
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import {
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buildGroupRaceMap,
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normaliseGroups,
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type Frame,
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} from "./timeline";
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let {
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report,
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frame,
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}: {
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report: BattleReport;
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frame: Frame;
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} = $props();
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const VIEW_BOX = 800;
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const CENTER = { x: VIEW_BOX / 2, y: VIEW_BOX / 2 };
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const PLANET_RADIUS = 60;
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const RACE_RING_RADIUS = 280;
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const CLASS_CIRCLE_RADIUS = 24;
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const CLASS_SPACING = 64;
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const groupRace = $derived(buildGroupRaceMap(report.protocol));
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const allGroups = $derived(normaliseGroups(report));
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type ClusterEntry = {
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key: number;
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className: string;
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numLeft: number;
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};
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const clustersByRace = $derived.by(() => {
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const out = new Map<number, ClusterEntry[]>();
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for (const g of allGroups) {
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const numLeft = frame.remaining.get(g.key) ?? 0;
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const list = out.get(g.raceId) ?? [];
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list.push({
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key: g.key,
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className: g.group.className,
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numLeft,
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});
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out.set(g.raceId, list);
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}
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// Stable cluster order: by classname then key.
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for (const list of out.values()) {
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list.sort((a, b) => {
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const byName = a.className.localeCompare(b.className);
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if (byName !== 0) return byName;
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return a.key - b.key;
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});
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}
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return out;
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});
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const raceLayout = $derived(
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layoutRaces(frame.activeRaceIds, {
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center: CENTER,
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radius: RACE_RING_RADIUS,
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}),
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);
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function classCircleX(index: number, count: number): number {
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const span = (count - 1) * CLASS_SPACING;
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return -span / 2 + index * CLASS_SPACING;
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}
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function findClassCircleCenter(groupKey: number) {
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const raceId = groupRace.get(groupKey);
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if (raceId === undefined) return null;
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const anchor = raceLayout.find((a) => a.raceId === raceId);
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if (!anchor) return null;
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const cluster = clustersByRace.get(raceId) ?? [];
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const idx = cluster.findIndex((c) => c.key === groupKey);
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if (idx === -1) return null;
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return {
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x: anchor.x + classCircleX(idx, cluster.length),
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y: anchor.y,
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};
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}
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const shotLine = $derived.by(() => {
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const action = frame.lastAction;
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if (!action) return null;
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const from = findClassCircleCenter(action.sa);
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const to = findClassCircleCenter(action.sd);
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if (!from || !to) return null;
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return { from, to, destroyed: action.x };
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});
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const raceLabelById = $derived.by(() => {
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const out = new Map<number, string>();
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for (const g of allGroups) {
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out.set(g.raceId, g.group.race);
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}
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return out;
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});
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</script>
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<svg
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class="battle-scene"
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viewBox="0 0 {VIEW_BOX} {VIEW_BOX}"
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role="img"
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aria-label="battle scene"
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data-testid="battle-scene"
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>
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<circle
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cx={CENTER.x}
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cy={CENTER.y}
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r={PLANET_RADIUS}
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class="planet"
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data-testid="battle-scene-planet"
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/>
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<text
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x={CENTER.x}
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y={CENTER.y + PLANET_RADIUS + 24}
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text-anchor="middle"
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class="planet-label"
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>{report.planetName} (#{report.planet})</text>
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{#each raceLayout as anchor (anchor.raceId)}
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{@const cluster = clustersByRace.get(anchor.raceId) ?? []}
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<g
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class="race-cluster"
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data-testid="battle-race-cluster"
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data-race-id={anchor.raceId}
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>
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<text
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x={anchor.x}
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y={anchor.y - CLASS_CIRCLE_RADIUS - 12}
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text-anchor="middle"
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class="race-label"
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>{raceLabelById.get(anchor.raceId) ?? `race ${anchor.raceId}`}</text>
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{#each cluster as entry, i (entry.key)}
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{@const cx = anchor.x + classCircleX(i, cluster.length)}
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<g
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class="class-marker"
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data-testid="battle-class-marker"
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data-group-key={entry.key}
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>
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<circle
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cx={cx}
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cy={anchor.y}
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r={CLASS_CIRCLE_RADIUS}
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/>
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<text
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x={cx}
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y={anchor.y + CLASS_CIRCLE_RADIUS + 16}
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text-anchor="middle"
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class="class-label"
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>{entry.className}:{entry.numLeft}</text>
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</g>
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{/each}
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</g>
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{/each}
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{#if shotLine}
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<line
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x1={shotLine.from.x}
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y1={shotLine.from.y}
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x2={shotLine.to.x}
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y2={shotLine.to.y}
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class="shot"
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class:destroyed={shotLine.destroyed}
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data-testid="battle-shot"
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data-destroyed={shotLine.destroyed ? "true" : "false"}
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/>
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{/if}
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</svg>
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<style>
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.battle-scene {
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width: 100%;
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height: auto;
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background: #0a0d1a;
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display: block;
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}
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.planet {
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fill: #2a345f;
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stroke: #5b6aa3;
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stroke-width: 2;
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}
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.planet-label {
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fill: #c4caea;
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font-size: 18px;
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font-family: ui-sans-serif, system-ui, sans-serif;
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}
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.race-label {
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fill: #e2e6ff;
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font-size: 16px;
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font-weight: 600;
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font-family: ui-sans-serif, system-ui, sans-serif;
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}
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.class-marker circle {
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fill: #1a2042;
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stroke: #6d7bb5;
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stroke-width: 1.5;
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}
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.class-label {
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fill: #b8c0e6;
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font-size: 12px;
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font-family: ui-monospace, SFMono-Regular, Menlo, Consolas, monospace;
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}
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.shot {
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stroke: #44dd66;
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stroke-width: 2;
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}
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.shot.destroyed {
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stroke: #ee3344;
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}
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</style>
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