feat(ui): app-shell core — single-route dispatcher, route collapse, nav→state

Collapse the game UI to one route (`/`): a screen dispatcher renders
login/lobby/lobby-create/game from `appScreen`/`activeView` state instead of
URL routes. Move screen components to lib/screens & lib/game; the game shell
reads the game id from `appScreen.gameId` and re-inits per-game stores via an
$effect; in-game views render from `activeView`. Flip ~23 goto/href nav sites
to store mutations; drop the `?sidebar=` URL coupling. Auth gate is now
state-based. WIP: browser-history (Back→lobby), restore-validation, the
return-to-lobby button, push deep-links, and the test migration are follow-ups
on this branch.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
Ilia Denisov
2026-05-23 20:04:04 +02:00
parent 182beebcd6
commit b6770d394c
30 changed files with 294 additions and 394 deletions
+35 -20
View File
@@ -1,7 +1,7 @@
<!--
Phase 11 map active view: integrates the Phase 9 renderer with the
per-game `GameStateStore` provided through context by
`routes/games/[id]/+layout.svelte`. The view mounts the renderer
`lib/game/game-shell.svelte`. The view mounts the renderer
once the store has produced a report and re-mounts when the
report's turn changes (a refresh that returns the same turn keeps
the existing renderer instance alive). Empty-planet reports render
@@ -20,10 +20,8 @@ Phase 29 wires the wrap-mode toggle on top of the per-game `wrapMode`
preference the store already manages.
-->
<script lang="ts">
import { withBase } from "$lib/paths";
import { getContext, onDestroy, onMount, untrack } from "svelte";
import { goto } from "$app/navigation";
import { page } from "$app/state";
import { activeView } from "$lib/app-nav.svelte";
import { i18n } from "$lib/i18n/index.svelte";
import {
createRenderer,
@@ -615,6 +613,29 @@ preference the store already manages.
// through the same `hit-test` plumbing — the hitLookup map keyed
// by primitive id resolves a hit back to either a planet or a
// ship-group selection variant.
// scrollToBombingRow waits for the report's bombing row for the
// given planet to mount, then scrolls it into view. The map context
// menu switches to the report view through a store mutation, so the
// section renders on a later frame; a short bounded poll bridges
// that gap without coupling the map to the report's render timing.
function scrollToBombingRow(planet: number): void {
if (typeof document === "undefined") return;
let attempts = 60;
const tick = (): void => {
const row = document.querySelector(
`[data-testid="report-bombing-row"][data-planet="${planet}"]`,
);
if (row instanceof HTMLElement) {
row.scrollIntoView({ behavior: "smooth", block: "center" });
return;
}
attempts -= 1;
if (attempts <= 0) return;
requestAnimationFrame(tick);
};
requestAnimationFrame(tick);
}
function handleMapClick(cursorPx: { x: number; y: number }): void {
if (handle === null || store?.report === undefined || store.report === null) {
return;
@@ -634,26 +655,20 @@ preference the store already manages.
selection.selectShipGroup(target.ref);
break;
case "battle": {
const gameId = page.params.id ?? "";
const turn = store?.report?.turn ?? 0;
void goto(
withBase(`/games/${gameId}/battle/${target.battleId}?turn=${turn}`),
);
activeView.select("battle", {
battleId: target.battleId,
turn,
});
break;
}
case "bombing": {
const gameId = page.params.id ?? "";
void goto(
withBase(`/games/${gameId}/report#report-bombings`),
).then(() => {
if (typeof document === "undefined") return;
const row = document.querySelector(
`[data-testid="report-bombing-row"][data-planet="${target.planet}"]`,
);
if (row && row.scrollIntoView) {
row.scrollIntoView({ behavior: "smooth", block: "center" });
}
});
activeView.select("report");
// The report sections render reactively after the view
// switches above, so there is no navigation promise to
// await; poll a bounded number of animation frames for
// the bombing row, then scroll it into view.
scrollToBombingRow(target.planet);
break;
}
}