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:
@@ -19,6 +19,7 @@ import { Builder } from "flatbuffers";
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import { UUID } from "../../../src/proto/galaxy/fbs/common";
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import {
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BattleSummary,
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Bombing,
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LocalPlanet,
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OtherPlanet,
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@@ -108,6 +109,12 @@ export interface OtherShipClassFixture extends ShipClassFixture {
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mass?: number;
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}
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export interface BattleSummaryFixture {
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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 BombingFixture {
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planetNumber: number;
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planet: string;
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@@ -149,7 +156,7 @@ export interface ReportFixture {
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myVoteFor?: string;
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otherScience?: OtherScienceFixture[];
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otherShipClass?: OtherShipClassFixture[];
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battles?: string[];
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battles?: BattleSummaryFixture[];
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bombings?: BombingFixture[];
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shipProductions?: ShipProductionFixture[];
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}
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@@ -397,17 +404,22 @@ export function buildReportPayload(fixture: ReportFixture): Uint8Array {
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shipProductionOffsets.length === 0
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? null
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: Report.createShipProductionVector(builder, shipProductionOffsets);
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// `battle` is a struct vector (16 bytes per UUID, alignment 8), so
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// it uses the start/inline-write/end pattern rather than a typical
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// offset-list helper. Iterating in reverse matches the FlatBuffers
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// convention that the vector is built end-to-start.
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// Phase 27 — `battle` carries `BattleSummary` tables, each with
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// an inline `id:UUID` struct plus `planet` and `shots` slots.
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const battleVec = (() => {
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const ids = fixture.battles ?? [];
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if (ids.length === 0) return null;
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Report.startBattleVector(builder, ids.length);
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for (let i = ids.length - 1; i >= 0; i--) {
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const [hi, lo] = uuidToHiLo(ids[i]!);
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UUID.createUUID(builder, hi, lo);
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const summaries = fixture.battles ?? [];
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if (summaries.length === 0) return null;
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const offsets = summaries.map((s) => {
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const [hi, lo] = uuidToHiLo(s.id);
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BattleSummary.startBattleSummary(builder);
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BattleSummary.addId(builder, UUID.createUUID(builder, hi, lo));
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BattleSummary.addPlanet(builder, BigInt(s.planet));
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BattleSummary.addShots(builder, BigInt(s.shots));
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return BattleSummary.endBattleSummary(builder);
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});
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Report.startBattleVector(builder, offsets.length);
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for (let i = offsets.length - 1; i >= 0; i--) {
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builder.addOffset(offsets[i]);
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}
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return builder.endVector();
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})();
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