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
+12 -1
View File
@@ -15,6 +15,7 @@
import type { GameReport, ReportPlanet } from "../api/game-state";
import type { ShipGroupRef } from "../lib/selection.svelte";
import { buildBattleAndBombingMarkers } from "./battle-markers";
import { shipGroupsToPrimitives } from "./ship-groups";
import { World, type Primitive, type PrimitiveID, type Style } from "./world";
@@ -83,7 +84,9 @@ function priorityFor(kind: ReportPlanet["kind"]): number {
*/
export type HitTarget =
| { kind: "planet"; number: number }
| { kind: "shipGroup"; ref: ShipGroupRef };
| { kind: "shipGroup"; ref: ShipGroupRef }
| { kind: "battle"; battleId: string; planet: number }
| { kind: "bombing"; planet: number };
export interface ReportToWorldResult {
world: World;
@@ -127,6 +130,14 @@ export function reportToWorld(report: GameReport): ReportToWorldResult {
hitLookup.set(primId, { kind: "shipGroup", ref });
}
const markers = buildBattleAndBombingMarkers(report);
for (const prim of markers.primitives) {
primitives.push(prim);
}
for (const [primId, target] of markers.lookup) {
hitLookup.set(primId, target);
}
const width = report.mapWidth > 0 ? report.mapWidth : 1;
const height = report.mapHeight > 0 ? report.mapHeight : 1;
return { world: new World(width, height, primitives), hitLookup };