ui/phase-23: turn-report view with twenty sections and TOC

Replaces the Phase 10 report stub with a scrollable orchestrator that
renders every FBS array as a dedicated section (galaxy summary, votes,
player status, my/foreign sciences, my/foreign ship classes, battles,
bombings, approaching groups, my/foreign/uninhabited/unknown planets,
ships in production, cargo routes, my fleets, my/foreign/unidentified
ship groups). A sticky table of contents (a <select> on mobile),
"back to map" affordance, IntersectionObserver-driven active-section
highlight, and SvelteKit Snapshot-based scroll save/restore round out
the view.

GameReport gains six new fields (players, otherScience, otherShipClass,
battleIds, bombings, shipProductions); decodeReport, the synthetic-
report loader, the e2e fixture builder, and EMPTY_SHIP_GROUPS extend
in lockstep. ~90 new i18n keys land in en + ru together.

The legacy-report parser is extended to populate the new sections from
the dg/gplus text formats (Your Sciences, <Race> Sciences, <Race> Ship
Types, Bombings, Ships In Production). Ships-in-production prod_used
is derived through a new pkg/calc.ShipBuildCost helper; the engine's
controller.ProduceShip refactors to call the same helper without any
behaviour change (engine tests stay unchanged and green). Battles
remain in the parser's Skipped list — the legacy text carries no
stable per-battle UUID.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
Ilia Denisov
2026-05-11 14:33:56 +02:00
parent 81d8be08b2
commit c58027c034
48 changed files with 5368 additions and 103 deletions
+317
View File
@@ -38,12 +38,16 @@ import { Builder, ByteBuffer } from "flatbuffers";
import type { GalaxyClient } from "./galaxy-client";
import { UUID } from "../proto/galaxy/fbs/common";
import {
Bombing,
GameReportRequest,
IncomingGroup,
LocalFleet,
LocalGroup,
OtherGroup,
OtherScience,
OthersShipClass,
Report,
ShipProduction,
UnidentifiedGroup,
} from "../proto/galaxy/fbs/report";
import type {
@@ -280,6 +284,113 @@ export interface ReportOtherRace {
votesReceived: number;
}
/**
* ReportPlayer is the per-player projection consumed by the Phase 23
* Report View's Player Status section. Unlike `ReportOtherRace`, this
* row carries the local player and extinct rows too: the section is a
* status overview, not a diplomacy surface. Sorted alphabetically by
* name (case-insensitive); `isLocal` flags the calling player's row so
* the section can highlight it. The wire `relation` field is
* intentionally omitted — the self row carries the engine's "-"
* sentinel and the other-race rows already expose it via
* `GameReport.races`.
*/
export interface ReportPlayer {
name: string;
drive: number;
weapons: number;
shields: number;
cargo: number;
population: number;
industry: number;
planets: number;
votesReceived: number;
extinct: boolean;
isLocal: boolean;
}
/**
* ReportOtherScience is a single row in the Phase 23 Report View's
* Foreign Sciences section. Mirrors the wire `OtherScience` (carries
* the owning `race` alongside the four tech proportions). Stable
* order: sorted by `(race, name)` so the report's per-race sub-tables
* render deterministically.
*/
export interface ReportOtherScience {
race: string;
name: string;
drive: number;
weapons: number;
shields: number;
cargo: number;
}
/**
* ReportOtherShipClass is a single row in the Phase 23 Report View's
* Foreign Ship Classes section. Mirrors the wire `OthersShipClass`
* (carries the owning `race`, the five tech-derived numbers, plus the
* `mass` the local ship-classes table does not surface — useful for
* fleet-mass comparison against incoming groups). Stable order:
* sorted by `(race, name)`.
*/
export interface ReportOtherShipClass {
race: string;
name: string;
drive: number;
armament: number;
weapons: number;
shields: number;
cargo: number;
mass: number;
}
/**
* ReportBombing is a single row in the Phase 23 Report View's
* Bombings section. Mirrors the wire `Bombing` (post-bombing planet
* snapshot, attacker/owner identity, attack power, and the boolean
* `wiped` flag that drives a visually-distinct row state). Sorted by
* `planetNumber` for deterministic rendering.
*
* Field naming follows the existing `ReportPlanet` convention:
* `capital → industryStockpile`, `material → materialsStockpile`,
* `number → planetNumber`.
*/
export interface ReportBombing {
planetNumber: number;
planet: string;
owner: string;
attacker: string;
production: string;
industry: number;
population: number;
colonists: number;
industryStockpile: number;
materialsStockpile: number;
attackPower: number;
wiped: boolean;
}
/**
* ReportShipProduction is a single row in the Phase 23 Report View's
* Ships In Production section. Mirrors the wire `ShipProduction`.
* `planetNumber` resolves against `GameReport.planets` so the section
* can render the producing planet's name; `cost` is the per-ship
* production cost (`ShipProductionCost(shipMass)`, not including the
* per-turn material-farming term); `prodUsed` is the engine's residual
* production poured into the partial ship this turn; `percent` is the
* cumulative build progress as a fraction in [0, 1]; `freeIndustry`
* mirrors the producing planet's free industry. Stable order: sorted
* by `(planetNumber, class)`.
*/
export interface ReportShipProduction {
planetNumber: number;
class: string;
cost: number;
prodUsed: number;
percent: number;
freeIndustry: number;
}
export interface GameReport {
turn: number;
mapWidth: number;
@@ -389,6 +500,50 @@ export interface GameReport {
* report always carries a non-empty value.
*/
myVoteFor: string;
/**
* players is the richer per-player projection Phase 23 added for
* the Report View's Player Status section. Same data source as
* `races[]` (`report.player[]`) but with the local player and
* extinct rows included, sorted alphabetically by name and tagged
* with `isLocal`. `races[]` stays Phase 22's view (other,
* non-extinct) so diplomatic-stance code paths do not churn.
*/
players: ReportPlayer[];
/**
* otherScience is the per-race foreign-sciences projection Phase
* 23 added for the Report View's Foreign Sciences section. Sorted
* by `(race, name)`. Empty when the report has no foreign science
* data (boot state, single-race game, legacy synthetic data).
*/
otherScience: ReportOtherScience[];
/**
* otherShipClass is the per-race foreign-ship-classes projection
* Phase 23 added for the Report View's Foreign Ship Classes
* section. Sorted by `(race, name)`. Empty when the report has no
* foreign ship-class data.
*/
otherShipClass: ReportOtherShipClass[];
/**
* battleIds is the list of battle UUIDs the engine recorded for
* the current turn. Phase 23 renders them as inactive
* monospace identifiers; Phase 27 will turn them into navigation
* targets once the battle viewer lands. Empty when no battles
* occurred last turn.
*/
battleIds: string[];
/**
* bombings is the per-bombing projection Phase 23 added for the
* Report View's Bombings section. Sorted by `planetNumber`. Empty
* when no planets were bombed last turn.
*/
bombings: ReportBombing[];
/**
* shipProductions is the per-ship-production projection Phase 23
* added for the Report View's Ships In Production section.
* Sorted by `(planetNumber, class)`. Empty when no planet is
* currently producing a ship.
*/
shipProductions: ReportShipProduction[];
}
export async function fetchGameReport(
@@ -537,11 +692,17 @@ function decodeReport(report: Report): GameReport {
const localTech = findLocalPlayerTech(report, raceName);
const otherRaces = collectOtherRaces(report, raceName);
const races = collectOtherRaceRows(report, raceName);
const players = decodePlayers(report, raceName);
const localShipGroups = decodeLocalShipGroups(report);
const otherShipGroups = decodeOtherShipGroups(report);
const incomingShipGroups = decodeIncomingShipGroups(report);
const unidentifiedShipGroups = decodeUnidentifiedShipGroups(report);
const localFleets = decodeLocalFleets(report);
const otherScience = decodeOtherScience(report);
const otherShipClass = decodeOtherShipClass(report);
const battleIds = decodeBattleIds(report);
const bombings = decodeBombings(report);
const shipProductions = decodeShipProductions(report);
return {
turn: Number(report.turn()),
@@ -566,6 +727,12 @@ function decodeReport(report: Report): GameReport {
races,
myVotes: report.votes(),
myVoteFor: report.voteFor() ?? "",
players,
otherScience,
otherShipClass,
battleIds,
bombings,
shipProductions,
};
}
@@ -903,6 +1070,146 @@ function collectOtherRaceRows(
return out;
}
/**
* decodePlayers walks `report.player[]` and emits the full status
* roster the Phase 23 Report View's Player Status section renders:
* every named row including the local player and extinct races,
* sorted alphabetically (case-insensitive). The local row carries
* `isLocal: true` so the section can highlight it; the wire
* `relation` field is intentionally dropped (self carries the engine
* "-" sentinel, other rows already surface relation through
* `GameReport.races`).
*/
function decodePlayers(report: Report, raceName: string): ReportPlayer[] {
const out: ReportPlayer[] = [];
for (let i = 0; i < report.playerLength(); i++) {
const player = report.player(i);
if (player === null) continue;
const name = player.name() ?? "";
if (name === "") continue;
out.push({
name,
drive: player.drive(),
weapons: player.weapons(),
shields: player.shields(),
cargo: player.cargo(),
population: player.population(),
industry: player.industry(),
planets: player.planets(),
votesReceived: player.votes(),
extinct: player.extinct(),
isLocal: name === raceName,
});
}
out.sort((a, b) =>
a.name.toLowerCase().localeCompare(b.name.toLowerCase()),
);
return out;
}
function decodeOtherScience(report: Report): ReportOtherScience[] {
const out: ReportOtherScience[] = [];
for (let i = 0; i < report.otherScienceLength(); i++) {
const s = report.otherScience(i);
if (s === null) continue;
out.push({
race: s.race() ?? "",
name: s.name() ?? "",
drive: s.drive(),
weapons: s.weapons(),
shields: s.shields(),
cargo: s.cargo(),
});
}
out.sort((a, b) => {
const byRace = a.race.localeCompare(b.race);
if (byRace !== 0) return byRace;
return a.name.localeCompare(b.name);
});
return out;
}
function decodeOtherShipClass(report: Report): ReportOtherShipClass[] {
const out: ReportOtherShipClass[] = [];
for (let i = 0; i < report.otherShipClassLength(); i++) {
const sc = report.otherShipClass(i);
if (sc === null) continue;
out.push({
race: sc.race() ?? "",
name: sc.name() ?? "",
drive: sc.drive(),
armament: Number(sc.armament()),
weapons: sc.weapons(),
shields: sc.shields(),
cargo: sc.cargo(),
mass: sc.mass(),
});
}
out.sort((a, b) => {
const byRace = a.race.localeCompare(b.race);
if (byRace !== 0) return byRace;
return a.name.localeCompare(b.name);
});
return out;
}
function decodeBattleIds(report: Report): string[] {
const out: string[] = [];
for (let i = 0; i < report.battleLength(); i++) {
const uuid = report.battle(i);
const value = uuidStringFromFB(uuid);
if (value === null) continue;
out.push(value);
}
return out;
}
function decodeBombings(report: Report): ReportBombing[] {
const out: ReportBombing[] = [];
for (let i = 0; i < report.bombingLength(); i++) {
const b = report.bombing(i);
if (b === null) continue;
out.push({
planetNumber: Number(b.number()),
planet: b.planet() ?? "",
owner: b.owner() ?? "",
attacker: b.attacker() ?? "",
production: b.production() ?? "",
industry: b.industry(),
population: b.population(),
colonists: b.colonists(),
industryStockpile: b.capital(),
materialsStockpile: b.material(),
attackPower: b.attackPower(),
wiped: b.wiped(),
});
}
out.sort((a, b) => a.planetNumber - b.planetNumber);
return out;
}
function decodeShipProductions(report: Report): ReportShipProduction[] {
const out: ReportShipProduction[] = [];
for (let i = 0; i < report.shipProductionLength(); i++) {
const sp = report.shipProduction(i);
if (sp === null) continue;
out.push({
planetNumber: Number(sp.planet()),
class: sp.class_() ?? "",
cost: sp.cost(),
prodUsed: sp.prodUsed(),
percent: sp.percent(),
freeIndustry: sp.free(),
});
}
out.sort((a, b) => {
const byPlanet = a.planetNumber - b.planetNumber;
if (byPlanet !== 0) return byPlanet;
return a.class.localeCompare(b.class);
});
return out;
}
/**
* uuidToHiLo splits the canonical 36-character UUID string
* (`xxxxxxxx-xxxx-xxxx-xxxx-xxxxxxxxxxxx`) into the two big-endian
@@ -1125,6 +1432,16 @@ export function applyOrderOverlay(
localScience: mutatedScience ?? report.localScience ?? [],
races: mutatedRaces ?? report.races ?? [],
myVoteFor: mutatedVoteFor ?? report.myVoteFor,
// Phase 23 read-only fields. No overlay branches touch them
// today; the `?? []` keeps a stale HMR-instance of `report`
// (loaded before the shape bump) from blanking the Report
// View when its section components iterate.
players: report.players ?? [],
otherScience: report.otherScience ?? [],
otherShipClass: report.otherShipClass ?? [],
battleIds: report.battleIds ?? [],
bombings: report.bombings ?? [],
shipProductions: report.shipProductions ?? [],
};
}
+149
View File
@@ -20,13 +20,18 @@
import type {
GameReport,
ReportBombing,
ReportIncomingShipGroup,
ReportLocalFleet,
ReportLocalShipGroup,
ReportOtherRace,
ReportOtherScience,
ReportOtherShipClass,
ReportOtherShipGroup,
ReportPlanet,
ReportPlayer,
ReportRoute,
ReportShipProduction,
ReportUnidentifiedShipGroup,
ScienceSummary,
ShipClassSummary,
@@ -159,6 +164,39 @@ interface SyntheticScience {
cargo?: number;
}
interface SyntheticOtherScience extends SyntheticScience {
race?: string;
}
interface SyntheticOtherShipClass extends SyntheticShipClass {
race?: string;
mass?: number;
}
interface SyntheticBombing {
planet?: number; // wire field "number"
planetName?: string; // wire field "planetName"
owner?: string;
attacker?: string;
production?: string;
industry?: number;
population?: number;
colonists?: number;
capital?: number;
material?: number;
attack?: number;
wiped?: boolean;
}
interface SyntheticShipProductionRow {
planet?: number;
class?: string;
cost?: number;
prodUsed?: number;
percent?: number;
free?: number;
}
interface SyntheticReportRoot {
turn?: number;
mapWidth?: number;
@@ -173,12 +211,17 @@ interface SyntheticReportRoot {
uninhabitedPlanet?: SyntheticPlanet[];
unidentifiedPlanet?: SyntheticPlanet[];
localShipClass?: SyntheticShipClass[];
otherShipClass?: SyntheticOtherShipClass[];
localScience?: SyntheticScience[];
otherScience?: SyntheticOtherScience[];
localGroup?: SyntheticShipGroup[];
otherGroup?: SyntheticShipGroup[];
incomingGroup?: SyntheticIncomingGroup[];
unidentifiedGroup?: SyntheticUnidentifiedGroup[];
localFleet?: SyntheticLocalFleet[];
battle?: string[];
bombing?: SyntheticBombing[];
shipProduction?: SyntheticShipProductionRow[];
}
function decodeSyntheticReport(json: unknown): GameReport {
@@ -278,6 +321,78 @@ function decodeSyntheticReport(json: unknown): GameReport {
state: typeof f.state === "string" ? f.state : "",
}));
const otherScience: ReportOtherScience[] = (root.otherScience ?? []).map(
(sc) => ({
race: typeof sc.race === "string" ? sc.race : "",
name: typeof sc.name === "string" ? sc.name : "",
drive: numOr0(sc.drive),
weapons: numOr0(sc.weapons),
shields: numOr0(sc.shields),
cargo: numOr0(sc.cargo),
}),
);
otherScience.sort((a, b) => {
const byRace = a.race.localeCompare(b.race);
if (byRace !== 0) return byRace;
return a.name.localeCompare(b.name);
});
const otherShipClass: ReportOtherShipClass[] = (root.otherShipClass ?? []).map(
(sc) => ({
race: typeof sc.race === "string" ? sc.race : "",
name: typeof sc.name === "string" ? sc.name : "",
drive: numOr0(sc.drive),
armament: Math.trunc(numOr0(sc.armament)),
weapons: numOr0(sc.weapons),
shields: numOr0(sc.shields),
cargo: numOr0(sc.cargo),
// `mass` is on the wire but synthetic fixtures may omit
// it; fall back to 0 rather than reject the row.
mass: typeof sc.mass === "number" ? sc.mass : 0,
}),
);
otherShipClass.sort((a, b) => {
const byRace = a.race.localeCompare(b.race);
if (byRace !== 0) return byRace;
return a.name.localeCompare(b.name);
});
const battleIds: string[] = (root.battle ?? []).filter(
(v): v is string => typeof v === "string" && v !== "",
);
const bombings: ReportBombing[] = (root.bombing ?? []).map((b) => ({
planetNumber: numOr0(b.planet),
planet: typeof b.planetName === "string" ? b.planetName : "",
owner: typeof b.owner === "string" ? b.owner : "",
attacker: typeof b.attacker === "string" ? b.attacker : "",
production: typeof b.production === "string" ? b.production : "",
industry: numOr0(b.industry),
population: numOr0(b.population),
colonists: numOr0(b.colonists),
industryStockpile: numOr0(b.capital),
materialsStockpile: numOr0(b.material),
attackPower: numOr0(b.attack),
wiped: b.wiped === true,
}));
bombings.sort((a, b) => a.planetNumber - b.planetNumber);
const shipProductions: ReportShipProduction[] = (root.shipProduction ?? []).map(
(sp) => ({
planetNumber: numOr0(sp.planet),
class: typeof sp.class === "string" ? sp.class : "",
cost: numOr0(sp.cost),
prodUsed: numOr0(sp.prodUsed),
percent: numOr0(sp.percent),
freeIndustry: numOr0(sp.free),
}),
);
shipProductions.sort((a, b) => {
const byPlanet = a.planetNumber - b.planetNumber;
if (byPlanet !== 0) return byPlanet;
return a.class.localeCompare(b.class);
});
return {
turn: numOr0(root.turn),
mapWidth: numOr0(root.mapWidth),
@@ -301,9 +416,43 @@ function decodeSyntheticReport(json: unknown): GameReport {
races: collectOtherRaceRowsFromSynthetic(root, race),
myVotes: numOr0(root.votes),
myVoteFor: typeof root.voteFor === "string" ? root.voteFor : "",
players: collectPlayersFromSynthetic(root, race),
otherScience,
otherShipClass,
battleIds,
bombings,
shipProductions,
};
}
function collectPlayersFromSynthetic(
root: SyntheticReportRoot,
raceName: string,
): ReportPlayer[] {
const out: ReportPlayer[] = [];
for (const player of root.player ?? []) {
const name = typeof player.name === "string" ? player.name : "";
if (name === "") continue;
out.push({
name,
drive: numOr0(player.drive),
weapons: numOr0(player.weapons),
shields: numOr0(player.shields),
cargo: numOr0(player.cargo),
population: numOr0(player.population),
industry: numOr0(player.industry),
planets: Math.trunc(numOr0(player.planets)),
votesReceived: numOr0(player.votes),
extinct: player.extinct === true,
isLocal: name === raceName,
});
}
out.sort((a, b) =>
a.name.toLowerCase().localeCompare(b.name.toLowerCase()),
);
return out;
}
function collectOtherRacesFromSynthetic(
root: SyntheticReportRoot,
raceName: string,
+169 -16
View File
@@ -1,28 +1,181 @@
<!--
Phase 10 stub for the turn-report active view. Phase 23 replaces the
body with the per-turn sections (cargo deliveries, completed sciences,
mail, etc.).
Phase 23 turn-report active view.
Composes the table of contents (`report/report-toc.svelte`) and the
twenty section components that render each `GameReport` array. Each
section is its own component under `lib/active-view/report/` — the
data shapes are too varied for one generic table, and the
component-per-section seam matches Phase 23's targeted-test contract.
Active-section highlighting and scroll save/restore land here:
- `IntersectionObserver` rooted on the active-view-host element
(`bind:this` in `+layout.svelte`, plumbed through
`ACTIVE_VIEW_HOST_CONTEXT_KEY`) watches every `<section
id="report-<slug>">` and updates a local `activeSlug` rune.
- The matching `+page.svelte` exports a SvelteKit `Snapshot` that
captures and restores `host.element.scrollTop`, so navigating to
/map and back lands on the same scroll position. The save lives in
`+page.svelte` because SvelteKit binds snapshots per route.
The 20-section list lives here as a single source of truth so the
TOC and the body iterate the same data.
-->
<script lang="ts">
import { i18n } from "$lib/i18n/index.svelte";
import { onMount } from "svelte";
import { page } from "$app/state";
import ReportToc, {
type TocEntry,
} from "./report/report-toc.svelte";
import SectionGalaxySummary from "./report/section-galaxy-summary.svelte";
import SectionVotes from "./report/section-votes.svelte";
import SectionPlayerStatus from "./report/section-player-status.svelte";
import SectionMySciences from "./report/section-my-sciences.svelte";
import SectionForeignSciences from "./report/section-foreign-sciences.svelte";
import SectionMyShipClasses from "./report/section-my-ship-classes.svelte";
import SectionForeignShipClasses from "./report/section-foreign-ship-classes.svelte";
import SectionBattles from "./report/section-battles.svelte";
import SectionBombings from "./report/section-bombings.svelte";
import SectionApproachingGroups from "./report/section-approaching-groups.svelte";
import SectionMyPlanets from "./report/section-my-planets.svelte";
import SectionShipsInProduction from "./report/section-ships-in-production.svelte";
import SectionCargoRoutes from "./report/section-cargo-routes.svelte";
import SectionForeignPlanets from "./report/section-foreign-planets.svelte";
import SectionUninhabitedPlanets from "./report/section-uninhabited-planets.svelte";
import SectionUnknownPlanets from "./report/section-unknown-planets.svelte";
import SectionMyFleets from "./report/section-my-fleets.svelte";
import SectionMyShipGroups from "./report/section-my-ship-groups.svelte";
import SectionForeignShipGroups from "./report/section-foreign-ship-groups.svelte";
import SectionUnidentifiedGroups from "./report/section-unidentified-groups.svelte";
const ENTRIES: readonly TocEntry[] = [
{ slug: "galaxy-summary", titleKey: "game.report.section.galaxy_summary.title" },
{ slug: "votes", titleKey: "game.report.section.votes.title" },
{ slug: "player-status", titleKey: "game.report.section.player_status.title" },
{ slug: "my-sciences", titleKey: "game.report.section.my_sciences.title" },
{ slug: "foreign-sciences", titleKey: "game.report.section.foreign_sciences.title" },
{ slug: "my-ship-classes", titleKey: "game.report.section.my_ship_classes.title" },
{ slug: "foreign-ship-classes", titleKey: "game.report.section.foreign_ship_classes.title" },
{ slug: "battles", titleKey: "game.report.section.battles.title" },
{ slug: "bombings", titleKey: "game.report.section.bombings.title" },
{ slug: "approaching-groups", titleKey: "game.report.section.approaching_groups.title" },
{ slug: "my-planets", titleKey: "game.report.section.my_planets.title" },
{ slug: "ships-in-production", titleKey: "game.report.section.ships_in_production.title" },
{ slug: "cargo-routes", titleKey: "game.report.section.cargo_routes.title" },
{ slug: "foreign-planets", titleKey: "game.report.section.foreign_planets.title" },
{ slug: "uninhabited-planets", titleKey: "game.report.section.uninhabited_planets.title" },
{ slug: "unknown-planets", titleKey: "game.report.section.unknown_planets.title" },
{ slug: "my-fleets", titleKey: "game.report.section.my_fleets.title" },
{ slug: "my-ship-groups", titleKey: "game.report.section.my_ship_groups.title" },
{ slug: "foreign-ship-groups", titleKey: "game.report.section.foreign_ship_groups.title" },
{ slug: "unidentified-groups", titleKey: "game.report.section.unidentified_groups.title" },
];
const gameId = $derived(page.params.id ?? "");
let activeSlug = $state<string>(ENTRIES[0]?.slug ?? "");
let bodyEl: HTMLDivElement | null = $state(null);
// `IntersectionObserver` rooted on the viewport (`root: null`)
// lets the TOC highlight follow the section currently in the
// upper portion of the visible area. The in-game shell layout
// expands the active-view-host to fit content rather than
// constraining it, so the document body scrolls — not the host.
// Targeting the viewport with a top-skewed `rootMargin` advances
// the highlight as a section enters the upper third of what the
// reader sees, without coupling to the layout's internal sizing.
onMount(() => {
if (typeof IntersectionObserver === "undefined") return;
const body = bodyEl;
if (body === null) return;
const targets = body.querySelectorAll<HTMLElement>("section[id^='report-']");
if (targets.length === 0) return;
const observer = new IntersectionObserver(
(entries) => {
let pick: { slug: string; ratio: number } | null = null;
for (const entry of entries) {
if (!entry.isIntersecting) continue;
const slug = entry.target.id.replace(/^report-/, "");
if (pick === null || entry.intersectionRatio > pick.ratio) {
pick = { slug, ratio: entry.intersectionRatio };
}
}
if (pick !== null) {
activeSlug = pick.slug;
}
},
{
root: null,
rootMargin: "-30% 0px -60% 0px",
threshold: [0, 0.25, 0.5, 0.75, 1],
},
);
targets.forEach((t) => observer.observe(t));
return () => observer.disconnect();
});
</script>
<section class="active-view" data-testid="active-view-report">
<h2>{i18n.t("game.view.report")}</h2>
<p>{i18n.t("game.shell.coming_soon")}</p>
</section>
<div class="report-view" data-testid="active-view-report">
<ReportToc entries={ENTRIES} {activeSlug} {gameId} />
<div class="report-body" bind:this={bodyEl}>
<SectionGalaxySummary />
<SectionVotes />
<SectionPlayerStatus />
<SectionMySciences />
<SectionForeignSciences />
<SectionMyShipClasses />
<SectionForeignShipClasses />
<SectionBattles />
<SectionBombings />
<SectionApproachingGroups />
<SectionMyPlanets />
<SectionShipsInProduction />
<SectionCargoRoutes />
<SectionForeignPlanets />
<SectionUninhabitedPlanets />
<SectionUnknownPlanets />
<SectionMyFleets />
<SectionMyShipGroups />
<SectionForeignShipGroups />
<SectionUnidentifiedGroups />
</div>
</div>
<style>
.active-view {
padding: 1.5rem;
.report-view {
display: grid;
grid-template-columns: 14rem 1fr;
gap: 1.25rem;
padding: 1rem 1.25rem 2rem;
font-family: system-ui, sans-serif;
}
.active-view h2 {
margin: 0 0 0.5rem;
font-size: 1.1rem;
.report-view > :global(.report-toc) {
position: sticky;
top: 0;
align-self: start;
padding: 0.5rem 0;
max-height: calc(100vh - 4rem);
overflow-y: auto;
}
.active-view p {
margin: 0;
color: #555;
.report-body {
min-width: 0;
display: flex;
flex-direction: column;
gap: 1.75rem;
}
@media (max-width: 767.98px) {
.report-view {
grid-template-columns: 1fr;
padding: 0.75rem;
gap: 0.75rem;
}
.report-view > :global(.report-toc) {
position: sticky;
top: 0;
background: #0a0e1a;
padding: 0.5rem 0;
z-index: 5;
}
}
</style>
@@ -0,0 +1,75 @@
// Shared number / planet formatters for the Phase 23 Report View
// sections. Inlined in 10+ components, so factoring keeps each
// section component focused on its data shape. The formatters
// match the conventions of the per-entity tables (tabular numerals,
// one-decimal percent without a `%` suffix — the header carries the
// unit) so the report's grids read the same way as the
// table-races / table-sciences views.
import type { ReportPlanet } from "../../../api/game-state";
/**
* formatPercent renders a `[0, 1]` fraction as a one-decimal
* percent (without a `%` suffix — the column header carries the
* unit). Matches the convention used by `table-races.svelte` and
* `table-sciences.svelte`.
*/
export function formatPercent(fraction: number): string {
return (fraction * 100).toLocaleString(undefined, {
minimumFractionDigits: 0,
maximumFractionDigits: 1,
});
}
/**
* formatCount renders an integer-ish value (population, industry,
* planet count, …) without fractional digits and with locale-aware
* thousand separators.
*/
export function formatCount(value: number): string {
return value.toLocaleString(undefined, {
minimumFractionDigits: 0,
maximumFractionDigits: 0,
});
}
/**
* formatFloat renders a floating-point value with up to two
* fractional digits. Used for stockpiles, distances, cost, mass —
* everything the engine emits as a `Float` that is not a fraction.
*/
export function formatFloat(value: number): string {
return value.toLocaleString(undefined, {
minimumFractionDigits: 0,
maximumFractionDigits: 2,
});
}
/**
* formatVotes renders a vote weight with up to two decimal digits —
* mirrors the races table's column convention so the cumulative
* vote totals line up across views.
*/
export function formatVotes(value: number): string {
return value.toLocaleString(undefined, {
minimumFractionDigits: 0,
maximumFractionDigits: 2,
});
}
/**
* planetLabel renders a planet reference as `#<number> (<name>)` if
* the planet is known in the report, or just `#<number>` if the
* lookup fails (visibility lost between turns, foreign-only data).
* Sections that show planet numbers without a name column —
* Ships in Production, Bombings — rely on this resolver to keep
* cell width tight.
*/
export function planetLabel(
number: number,
planets: readonly ReportPlanet[],
): string {
const p = planets.find((row) => row.number === number);
if (p === undefined || p.name === "") return `#${number}`;
return `#${number} (${p.name})`;
}
@@ -0,0 +1,202 @@
<!--
Phase 23 Report View table of contents.
Responsibilities:
- "Back to map" button at the top — visible on both desktop sidebar
and mobile sticky toolbar. Navigates via `$app/navigation.goto` so
active-view-host scroll restoration plays through SvelteKit's
history machinery and the layout's `mobileTool` resets naturally.
- Desktop / tablet sidebar: a vertical list of anchor links, one per
section. The active link gets `aria-current="location"` and a
`.active` style. Click scrolls the active-view-host (not the
window) by calling `scrollIntoView` on the matching section.
- Mobile (`max-width: 767.98px`): the sidebar collapses to a sticky
`<select>` at the top of the body — a minimal contract that does
not stack with the layout's bottom-tab bar. The same option list
drives both surfaces.
The active section is computed by the orchestrator
(`report.svelte`) via `IntersectionObserver` and passed in via the
`activeSlug` prop. The TOC itself owns no observers.
-->
<script lang="ts">
import { goto } from "$app/navigation";
import { i18n, type TranslationKey } from "$lib/i18n/index.svelte";
export interface TocEntry {
slug: string;
titleKey: TranslationKey;
}
type Props = {
entries: readonly TocEntry[];
activeSlug: string;
gameId: string;
};
let { entries, activeSlug, gameId }: Props = $props();
function scrollToSlug(slug: string): void {
const target = document.getElementById(`report-${slug}`);
if (target === null) return;
const reduced = window.matchMedia(
"(prefers-reduced-motion: reduce)",
).matches;
target.scrollIntoView({
behavior: reduced ? "auto" : "smooth",
block: "start",
});
}
function onAnchorClick(event: MouseEvent, slug: string): void {
event.preventDefault();
scrollToSlug(slug);
}
function onSelectChange(event: Event): void {
const select = event.currentTarget as HTMLSelectElement;
const slug = select.value;
if (slug === "") return;
scrollToSlug(slug);
}
async function backToMap(): Promise<void> {
await goto(`/games/${gameId}/map`);
}
</script>
<aside
class="report-toc"
data-testid="report-toc"
aria-label={i18n.t("game.report.toc.title")}
>
<button
type="button"
class="back-to-map"
data-testid="report-back-to-map"
onclick={() => void backToMap()}
>
{i18n.t("game.report.back_to_map")}
</button>
<nav class="desktop" aria-label={i18n.t("game.report.toc.title")}>
<ul>
{#each entries as entry (entry.slug)}
<li>
<a
href={`#report-${entry.slug}`}
class:active={activeSlug === entry.slug}
aria-current={activeSlug === entry.slug
? "location"
: undefined}
data-testid="report-toc-{entry.slug}"
onclick={(e) => onAnchorClick(e, entry.slug)}
>
{i18n.t(entry.titleKey)}
</a>
</li>
{/each}
</ul>
</nav>
<label class="mobile">
<span class="visually-hidden">
{i18n.t("game.report.toc.mobile_label")}
</span>
<select
data-testid="report-toc-mobile"
value={activeSlug}
onchange={onSelectChange}
>
{#each entries as entry (entry.slug)}
<option value={entry.slug}>{i18n.t(entry.titleKey)}</option>
{/each}
</select>
</label>
</aside>
<style>
.report-toc {
display: flex;
flex-direction: column;
gap: 0.75rem;
font-family: system-ui, sans-serif;
}
.back-to-map {
font: inherit;
font-size: 0.85rem;
text-align: left;
padding: 0.4rem 0.6rem;
background: #11172a;
color: #cfd7ff;
border: 1px solid #2a3150;
border-radius: 3px;
cursor: pointer;
}
.back-to-map:hover {
background: #1a2240;
color: #e8eaf6;
}
.desktop {
display: block;
}
.desktop ul {
list-style: none;
padding: 0;
margin: 0;
display: flex;
flex-direction: column;
gap: 0.15rem;
}
.desktop a {
display: block;
padding: 0.3rem 0.6rem;
color: #aab;
text-decoration: none;
font-size: 0.85rem;
line-height: 1.3;
border-left: 2px solid transparent;
border-radius: 0 3px 3px 0;
}
.desktop a:hover {
color: #e8eaf6;
background: #11172a;
}
.desktop a.active {
color: #e8eaf6;
background: #11172a;
border-left-color: #4a6cf7;
}
.mobile {
display: none;
}
.mobile select {
width: 100%;
font: inherit;
padding: 0.4rem 0.5rem;
background: #0a0e1a;
color: #e8eaf6;
border: 1px solid #2a3150;
border-radius: 3px;
}
.visually-hidden {
position: absolute;
width: 1px;
height: 1px;
padding: 0;
margin: -1px;
overflow: hidden;
clip: rect(0, 0, 0, 0);
white-space: nowrap;
border: 0;
}
@media (max-width: 767.98px) {
.desktop {
display: none;
}
.mobile {
display: block;
}
}
</style>
@@ -0,0 +1,99 @@
<!--
Phase 23 Report View — approaching groups section. Renders the wire
`incomingGroup[]` projection as a compact grid: origin → destination
along with distance / speed / mass. The wire field carries no
ship-class info (a true blip on radar); the player only learns the
class when the group lands and a battle roster forms.
-->
<script lang="ts">
import { getContext } from "svelte";
import { i18n } from "$lib/i18n/index.svelte";
import {
RENDERED_REPORT_CONTEXT_KEY,
type RenderedReportSource,
} from "$lib/rendered-report.svelte";
import { formatFloat, planetLabel } from "./format";
const rendered = getContext<RenderedReportSource | undefined>(
RENDERED_REPORT_CONTEXT_KEY,
);
const report = $derived(rendered?.report ?? null);
const rows = $derived(report?.incomingShipGroups ?? []);
const planets = $derived(report?.planets ?? []);
</script>
<section
id="report-approaching-groups"
class="grid-section"
data-testid="report-section-approaching-groups"
>
<h2>{i18n.t("game.report.section.approaching_groups.title")}</h2>
{#if report === null}
<p class="status">{i18n.t("game.report.loading")}</p>
{:else if rows.length === 0}
<p class="status" data-testid="approaching-groups-empty">
{i18n.t("game.report.section.approaching_groups.empty")}
</p>
{:else}
<table class="grid" data-testid="approaching-groups-table">
<thead>
<tr>
<th>{i18n.t("game.report.section.approaching_groups.column.from")}</th>
<th>{i18n.t("game.report.section.approaching_groups.column.to")}</th>
<th>
{i18n.t("game.report.section.approaching_groups.column.distance")}
</th>
<th>{i18n.t("game.report.section.approaching_groups.column.speed")}</th>
<th>{i18n.t("game.report.section.approaching_groups.column.mass")}</th>
</tr>
</thead>
<tbody>
{#each rows as r, i (i)}
<tr data-testid="approaching-groups-row">
<td>{planetLabel(r.origin, planets)}</td>
<td>{planetLabel(r.destination, planets)}</td>
<td>{formatFloat(r.distance)}</td>
<td>{formatFloat(r.speed)}</td>
<td>{formatFloat(r.mass)}</td>
</tr>
{/each}
</tbody>
</table>
{/if}
</section>
<style>
.grid-section h2 {
margin: 0 0 0.5rem;
font-size: 1.05rem;
color: #e8eaf6;
}
.status {
margin: 0;
color: #888;
font-size: 0.9rem;
}
.grid {
border-collapse: collapse;
width: 100%;
font-variant-numeric: tabular-nums;
font-size: 0.9rem;
}
.grid th,
.grid td {
padding: 0.4rem 0.6rem;
text-align: left;
border-bottom: 1px solid #1c2240;
}
.grid th {
color: #aab;
text-transform: uppercase;
letter-spacing: 0.04em;
font-size: 0.75rem;
}
.grid tbody tr:hover {
background: #11172a;
}
</style>
@@ -0,0 +1,91 @@
<!--
Phase 23 Report View — battles section. The wire only carries
battle UUIDs (the full battle report is fetched lazily by Phase 27),
so each row is a monospace, non-interactive `<span>` of the battle
identifier. Phase 27 will turn each row into a link to
`/games/<id>/battle/<uuid>`; until then dead links are worse than
plain text.
-->
<script lang="ts">
import { getContext } from "svelte";
import { i18n } from "$lib/i18n/index.svelte";
import {
RENDERED_REPORT_CONTEXT_KEY,
type RenderedReportSource,
} from "$lib/rendered-report.svelte";
const rendered = getContext<RenderedReportSource | undefined>(
RENDERED_REPORT_CONTEXT_KEY,
);
const report = $derived(rendered?.report ?? null);
const ids = $derived(report?.battleIds ?? []);
</script>
<section
id="report-battles"
class="grid-section"
data-testid="report-section-battles"
>
<h2>{i18n.t("game.report.section.battles.title")}</h2>
{#if report === null}
<p class="status">{i18n.t("game.report.loading")}</p>
{:else if ids.length === 0}
<p class="status" data-testid="battles-empty">
{i18n.t("game.report.section.battles.empty")}
</p>
{:else}
<ul class="ids" data-testid="battles-list">
{#each ids as id (id)}
<li>
<span class="label">
{i18n.t("game.report.section.battles.id_label")}
</span>
<span
class="uuid"
data-testid="report-battle-row"
data-id={id}
>{id}</span>
</li>
{/each}
</ul>
{/if}
</section>
<style>
.grid-section h2 {
margin: 0 0 0.5rem;
font-size: 1.05rem;
color: #e8eaf6;
}
.status {
margin: 0;
color: #888;
font-size: 0.9rem;
}
.ids {
list-style: none;
padding: 0;
margin: 0;
display: flex;
flex-direction: column;
gap: 0.3rem;
font-size: 0.85rem;
}
.ids li {
display: flex;
align-items: baseline;
gap: 0.6rem;
}
.label {
color: #aab;
text-transform: uppercase;
letter-spacing: 0.04em;
font-size: 0.7rem;
}
.uuid {
color: #cfd7ff;
font-family: ui-monospace, SFMono-Regular, Menlo, Consolas, monospace;
}
</style>
@@ -0,0 +1,139 @@
<!--
Phase 23 Report View — bombings section. One row per bombing
event; wiped planets get a visually-distinct row state plus a
"wiped" badge so the boolean is explicit for e2e assertions.
Decoder sorts by `planetNumber` already.
-->
<script lang="ts">
import { getContext } from "svelte";
import { i18n } from "$lib/i18n/index.svelte";
import {
RENDERED_REPORT_CONTEXT_KEY,
type RenderedReportSource,
} from "$lib/rendered-report.svelte";
import { formatCount, formatFloat } from "./format";
const rendered = getContext<RenderedReportSource | undefined>(
RENDERED_REPORT_CONTEXT_KEY,
);
const report = $derived(rendered?.report ?? null);
const rows = $derived(report?.bombings ?? []);
</script>
<section
id="report-bombings"
class="grid-section"
data-testid="report-section-bombings"
>
<h2>{i18n.t("game.report.section.bombings.title")}</h2>
{#if report === null}
<p class="status">{i18n.t("game.report.loading")}</p>
{:else if rows.length === 0}
<p class="status" data-testid="bombings-empty">
{i18n.t("game.report.section.bombings.empty")}
</p>
{:else}
<table class="grid" data-testid="bombings-table">
<thead>
<tr>
<th>{i18n.t("game.report.section.bombings.column.planet")}</th>
<th>{i18n.t("game.report.section.bombings.column.owner")}</th>
<th>{i18n.t("game.report.section.bombings.column.attacker")}</th>
<th>{i18n.t("game.report.section.bombings.column.production")}</th>
<th>{i18n.t("game.report.section.bombings.column.industry")}</th>
<th>{i18n.t("game.report.section.bombings.column.population")}</th>
<th>{i18n.t("game.report.section.bombings.column.colonists")}</th>
<th>
{i18n.t("game.report.section.bombings.column.industry_stockpile")}
</th>
<th>
{i18n.t("game.report.section.bombings.column.materials_stockpile")}
</th>
<th>{i18n.t("game.report.section.bombings.column.attack_power")}</th>
<th></th>
</tr>
</thead>
<tbody>
{#each rows as b (`${b.planetNumber}/${b.attacker}/${b.owner}`)}
<tr
data-testid="report-bombing-row"
data-planet={b.planetNumber}
data-wiped={b.wiped ? "true" : "false"}
class:wiped={b.wiped}
>
<td>#{b.planetNumber} ({b.planet})</td>
<td>{b.owner}</td>
<td>{b.attacker}</td>
<td>{b.production}</td>
<td>{formatFloat(b.industry)}</td>
<td>{formatFloat(b.population)}</td>
<td>{formatFloat(b.colonists)}</td>
<td>{formatFloat(b.industryStockpile)}</td>
<td>{formatFloat(b.materialsStockpile)}</td>
<td>{formatCount(b.attackPower)}</td>
<td>
{#if b.wiped}
<span
class="wiped-badge"
data-testid="report-bombing-wiped-badge"
>
{i18n.t("game.report.section.bombings.wiped")}
</span>
{/if}
</td>
</tr>
{/each}
</tbody>
</table>
{/if}
</section>
<style>
.grid-section h2 {
margin: 0 0 0.5rem;
font-size: 1.05rem;
color: #e8eaf6;
}
.status {
margin: 0;
color: #888;
font-size: 0.9rem;
}
.grid {
border-collapse: collapse;
width: 100%;
font-variant-numeric: tabular-nums;
font-size: 0.9rem;
}
.grid th,
.grid td {
padding: 0.4rem 0.6rem;
text-align: left;
border-bottom: 1px solid #1c2240;
}
.grid th {
color: #aab;
text-transform: uppercase;
letter-spacing: 0.04em;
font-size: 0.75rem;
}
.grid tbody tr:hover {
background: #11172a;
}
.wiped td {
color: #c97a7a;
}
.wiped-badge {
display: inline-block;
padding: 0.1rem 0.45rem;
font-size: 0.7rem;
letter-spacing: 0.06em;
text-transform: uppercase;
background: #4a1010;
color: #ffcaca;
border: 1px solid #8a3030;
border-radius: 3px;
}
</style>
@@ -0,0 +1,114 @@
<!--
Phase 23 Report View — cargo routes section. The wire `routes[]`
groups by source planet; each entry inside a route is one
(loadType, destination) pair. The section flattens both to a single
table — anchor jumps into a single visual unit even when the player
has many routes.
-->
<script lang="ts">
import { getContext } from "svelte";
import { i18n } from "$lib/i18n/index.svelte";
import {
RENDERED_REPORT_CONTEXT_KEY,
type RenderedReportSource,
} from "$lib/rendered-report.svelte";
import { planetLabel } from "./format";
const rendered = getContext<RenderedReportSource | undefined>(
RENDERED_REPORT_CONTEXT_KEY,
);
const report = $derived(rendered?.report ?? null);
const planets = $derived(report?.planets ?? []);
const rows = $derived.by(() => {
const out: {
sourcePlanetNumber: number;
loadType: string;
destinationPlanetNumber: number;
}[] = [];
for (const route of report?.routes ?? []) {
for (const entry of route.entries) {
out.push({
sourcePlanetNumber: route.sourcePlanetNumber,
loadType: entry.loadType,
destinationPlanetNumber: entry.destinationPlanetNumber,
});
}
}
return out;
});
</script>
<section
id="report-cargo-routes"
class="grid-section"
data-testid="report-section-cargo-routes"
>
<h2>{i18n.t("game.report.section.cargo_routes.title")}</h2>
{#if report === null}
<p class="status">{i18n.t("game.report.loading")}</p>
{:else if rows.length === 0}
<p class="status" data-testid="cargo-routes-empty">
{i18n.t("game.report.section.cargo_routes.empty")}
</p>
{:else}
<table class="grid" data-testid="cargo-routes-table">
<thead>
<tr>
<th>{i18n.t("game.report.section.cargo_routes.column.source")}</th>
<th>{i18n.t("game.report.section.cargo_routes.column.load")}</th>
<th>{i18n.t("game.report.section.cargo_routes.column.destination")}</th>
</tr>
</thead>
<tbody>
{#each rows as r (`${r.sourcePlanetNumber}/${r.loadType}`)}
<tr
data-testid="cargo-routes-row"
data-source={r.sourcePlanetNumber}
data-load={r.loadType}
>
<td>{planetLabel(r.sourcePlanetNumber, planets)}</td>
<td>{r.loadType}</td>
<td>{planetLabel(r.destinationPlanetNumber, planets)}</td>
</tr>
{/each}
</tbody>
</table>
{/if}
</section>
<style>
.grid-section h2 {
margin: 0 0 0.5rem;
font-size: 1.05rem;
color: #e8eaf6;
}
.status {
margin: 0;
color: #888;
font-size: 0.9rem;
}
.grid {
border-collapse: collapse;
width: 100%;
font-variant-numeric: tabular-nums;
font-size: 0.9rem;
}
.grid th,
.grid td {
padding: 0.4rem 0.6rem;
text-align: left;
border-bottom: 1px solid #1c2240;
}
.grid th {
color: #aab;
text-transform: uppercase;
letter-spacing: 0.04em;
font-size: 0.75rem;
}
.grid tbody tr:hover {
background: #11172a;
}
</style>
@@ -0,0 +1,116 @@
<!--
Phase 23 Report View — foreign planets section. Filters `planets[]`
to the `kind === "other"` entries and renders the same column set
as the local planets table plus an `owner` column.
-->
<script lang="ts">
import { getContext } from "svelte";
import { i18n } from "$lib/i18n/index.svelte";
import {
RENDERED_REPORT_CONTEXT_KEY,
type RenderedReportSource,
} from "$lib/rendered-report.svelte";
import { formatFloat } from "./format";
const rendered = getContext<RenderedReportSource | undefined>(
RENDERED_REPORT_CONTEXT_KEY,
);
const report = $derived(rendered?.report ?? null);
const rows = $derived(
(report?.planets ?? []).filter((p) => p.kind === "other"),
);
</script>
<section
id="report-foreign-planets"
class="grid-section"
data-testid="report-section-foreign-planets"
>
<h2>{i18n.t("game.report.section.foreign_planets.title")}</h2>
{#if report === null}
<p class="status">{i18n.t("game.report.loading")}</p>
{:else if rows.length === 0}
<p class="status" data-testid="foreign-planets-empty">
{i18n.t("game.report.section.foreign_planets.empty")}
</p>
{:else}
<table class="grid" data-testid="foreign-planets-table">
<thead>
<tr>
<th>{i18n.t("game.report.section.my_planets.column.number")}</th>
<th>{i18n.t("game.report.section.my_planets.column.name")}</th>
<th>{i18n.t("game.report.section.foreign_planets.column.owner")}</th>
<th>{i18n.t("game.report.section.my_planets.column.coordinates")}</th>
<th>{i18n.t("game.report.section.my_planets.column.size")}</th>
<th>{i18n.t("game.report.section.my_planets.column.resources")}</th>
<th>{i18n.t("game.report.section.my_planets.column.population")}</th>
<th>{i18n.t("game.report.section.my_planets.column.industry")}</th>
<th>
{i18n.t("game.report.section.my_planets.column.industry_stockpile")}
</th>
<th>
{i18n.t("game.report.section.my_planets.column.materials_stockpile")}
</th>
<th>{i18n.t("game.report.section.my_planets.column.colonists")}</th>
<th>{i18n.t("game.report.section.my_planets.column.production")}</th>
<th>{i18n.t("game.report.section.my_planets.column.free_industry")}</th>
</tr>
</thead>
<tbody>
{#each rows as p (p.number)}
<tr data-testid="foreign-planets-row" data-number={p.number}>
<td>{p.number}</td>
<td>{p.name}</td>
<td>{p.owner ?? ""}</td>
<td>{formatFloat(p.x)}, {formatFloat(p.y)}</td>
<td>{formatFloat(p.size ?? 0)}</td>
<td>{formatFloat(p.resources ?? 0)}</td>
<td>{formatFloat(p.population ?? 0)}</td>
<td>{formatFloat(p.industry ?? 0)}</td>
<td>{formatFloat(p.industryStockpile ?? 0)}</td>
<td>{formatFloat(p.materialsStockpile ?? 0)}</td>
<td>{formatFloat(p.colonists ?? 0)}</td>
<td>{p.production ?? "—"}</td>
<td>{formatFloat(p.freeIndustry ?? 0)}</td>
</tr>
{/each}
</tbody>
</table>
{/if}
</section>
<style>
.grid-section h2 {
margin: 0 0 0.5rem;
font-size: 1.05rem;
color: #e8eaf6;
}
.status {
margin: 0;
color: #888;
font-size: 0.9rem;
}
.grid {
border-collapse: collapse;
width: 100%;
font-variant-numeric: tabular-nums;
font-size: 0.9rem;
}
.grid th,
.grid td {
padding: 0.4rem 0.6rem;
text-align: left;
border-bottom: 1px solid #1c2240;
}
.grid th {
color: #aab;
text-transform: uppercase;
letter-spacing: 0.04em;
font-size: 0.75rem;
}
.grid tbody tr:hover {
background: #11172a;
}
</style>
@@ -0,0 +1,135 @@
<!--
Phase 23 Report View — foreign sciences section. Renders one
sub-table per race, mirroring the legacy "<Race> Sciences" layout.
Sorted alphabetically by race name (the decoder already produces
the (race, name) order); the sub-table groups are built here so
that anchor navigation to the section lands on a single visual
unit even when the section spans many races.
-->
<script lang="ts">
import { getContext } from "svelte";
import { i18n } from "$lib/i18n/index.svelte";
import {
RENDERED_REPORT_CONTEXT_KEY,
type RenderedReportSource,
} from "$lib/rendered-report.svelte";
import type { ReportOtherScience } from "../../../api/game-state";
import { formatPercent } from "./format";
const rendered = getContext<RenderedReportSource | undefined>(
RENDERED_REPORT_CONTEXT_KEY,
);
const report = $derived(rendered?.report ?? null);
const rows = $derived(report?.otherScience ?? []);
// Decoder already sorts by (race, name); a simple linear walk
// builds an array of {race, rows[]} groups.
const grouped = $derived.by(() => {
const out: { race: string; entries: ReportOtherScience[] }[] = [];
let current: { race: string; entries: ReportOtherScience[] } | null = null;
for (const row of rows) {
if (current === null || current.race !== row.race) {
current = { race: row.race, entries: [] };
out.push(current);
}
current.entries.push(row);
}
return out;
});
</script>
<section
id="report-foreign-sciences"
class="grid-section"
data-testid="report-section-foreign-sciences"
>
<h2>{i18n.t("game.report.section.foreign_sciences.title")}</h2>
{#if report === null}
<p class="status">{i18n.t("game.report.loading")}</p>
{:else if grouped.length === 0}
<p class="status" data-testid="foreign-sciences-empty">
{i18n.t("game.report.section.foreign_sciences.empty")}
</p>
{:else}
{#each grouped as group (group.race)}
<h3
class="race-header"
data-testid="report-other-science-race"
data-race={group.race}
>
{i18n.t("game.report.section.foreign_sciences.race_header", {
race: group.race,
})}
</h3>
<table class="grid" data-testid="foreign-sciences-table">
<thead>
<tr>
<th>{i18n.t("game.report.section.my_sciences.column.name")}</th>
<th>{i18n.t("game.report.section.my_sciences.column.drive")}</th>
<th>{i18n.t("game.report.section.my_sciences.column.weapons")}</th>
<th>{i18n.t("game.report.section.my_sciences.column.shields")}</th>
<th>{i18n.t("game.report.section.my_sciences.column.cargo")}</th>
</tr>
</thead>
<tbody>
{#each group.entries as r (`${r.race}/${r.name}`)}
<tr
data-testid="foreign-sciences-row"
data-race={r.race}
data-name={r.name}
>
<td>{r.name}</td>
<td>{formatPercent(r.drive)}</td>
<td>{formatPercent(r.weapons)}</td>
<td>{formatPercent(r.shields)}</td>
<td>{formatPercent(r.cargo)}</td>
</tr>
{/each}
</tbody>
</table>
{/each}
{/if}
</section>
<style>
.grid-section h2 {
margin: 0 0 0.5rem;
font-size: 1.05rem;
color: #e8eaf6;
}
.race-header {
margin: 0.75rem 0 0.3rem;
font-size: 0.85rem;
color: #aab;
text-transform: uppercase;
letter-spacing: 0.04em;
}
.status {
margin: 0;
color: #888;
font-size: 0.9rem;
}
.grid {
border-collapse: collapse;
width: 100%;
font-variant-numeric: tabular-nums;
font-size: 0.9rem;
}
.grid th,
.grid td {
padding: 0.4rem 0.6rem;
text-align: left;
border-bottom: 1px solid #1c2240;
}
.grid th {
color: #aab;
text-transform: uppercase;
letter-spacing: 0.04em;
font-size: 0.75rem;
}
.grid tbody tr:hover {
background: #11172a;
}
</style>
@@ -0,0 +1,137 @@
<!--
Phase 23 Report View — foreign ship classes section. One sub-table
per race (decoder sorts `(race, name)`); columns extend the local
ship-class layout with `mass`, which is exposed on the wire's
`OthersShipClass` and useful for fleet-mass comparison against
incoming groups.
-->
<script lang="ts">
import { getContext } from "svelte";
import { i18n } from "$lib/i18n/index.svelte";
import {
RENDERED_REPORT_CONTEXT_KEY,
type RenderedReportSource,
} from "$lib/rendered-report.svelte";
import type { ReportOtherShipClass } from "../../../api/game-state";
import { formatFloat } from "./format";
const rendered = getContext<RenderedReportSource | undefined>(
RENDERED_REPORT_CONTEXT_KEY,
);
const report = $derived(rendered?.report ?? null);
const rows = $derived(report?.otherShipClass ?? []);
const grouped = $derived.by(() => {
const out: { race: string; entries: ReportOtherShipClass[] }[] = [];
let current: { race: string; entries: ReportOtherShipClass[] } | null =
null;
for (const row of rows) {
if (current === null || current.race !== row.race) {
current = { race: row.race, entries: [] };
out.push(current);
}
current.entries.push(row);
}
return out;
});
</script>
<section
id="report-foreign-ship-classes"
class="grid-section"
data-testid="report-section-foreign-ship-classes"
>
<h2>{i18n.t("game.report.section.foreign_ship_classes.title")}</h2>
{#if report === null}
<p class="status">{i18n.t("game.report.loading")}</p>
{:else if grouped.length === 0}
<p class="status" data-testid="foreign-ship-classes-empty">
{i18n.t("game.report.section.foreign_ship_classes.empty")}
</p>
{:else}
{#each grouped as group (group.race)}
<h3
class="race-header"
data-testid="report-other-ship-class-race"
data-race={group.race}
>
{i18n.t("game.report.section.foreign_ship_classes.race_header", {
race: group.race,
})}
</h3>
<table class="grid" data-testid="foreign-ship-classes-table">
<thead>
<tr>
<th>{i18n.t("game.report.section.my_ship_classes.column.name")}</th>
<th>{i18n.t("game.report.section.my_ship_classes.column.drive")}</th>
<th>{i18n.t("game.report.section.my_ship_classes.column.armament")}</th>
<th>{i18n.t("game.report.section.my_ship_classes.column.weapons")}</th>
<th>{i18n.t("game.report.section.my_ship_classes.column.shields")}</th>
<th>{i18n.t("game.report.section.my_ship_classes.column.cargo")}</th>
<th>{i18n.t("game.report.section.foreign_ship_classes.column.mass")}</th>
</tr>
</thead>
<tbody>
{#each group.entries as r (`${r.race}/${r.name}`)}
<tr
data-testid="foreign-ship-classes-row"
data-race={r.race}
data-name={r.name}
>
<td>{r.name}</td>
<td>{formatFloat(r.drive)}</td>
<td>{r.armament}</td>
<td>{formatFloat(r.weapons)}</td>
<td>{formatFloat(r.shields)}</td>
<td>{formatFloat(r.cargo)}</td>
<td>{formatFloat(r.mass)}</td>
</tr>
{/each}
</tbody>
</table>
{/each}
{/if}
</section>
<style>
.grid-section h2 {
margin: 0 0 0.5rem;
font-size: 1.05rem;
color: #e8eaf6;
}
.race-header {
margin: 0.75rem 0 0.3rem;
font-size: 0.85rem;
color: #aab;
text-transform: uppercase;
letter-spacing: 0.04em;
}
.status {
margin: 0;
color: #888;
font-size: 0.9rem;
}
.grid {
border-collapse: collapse;
width: 100%;
font-variant-numeric: tabular-nums;
font-size: 0.9rem;
}
.grid th,
.grid td {
padding: 0.4rem 0.6rem;
text-align: left;
border-bottom: 1px solid #1c2240;
}
.grid th {
color: #aab;
text-transform: uppercase;
letter-spacing: 0.04em;
font-size: 0.75rem;
}
.grid tbody tr:hover {
background: #11172a;
}
</style>
@@ -0,0 +1,108 @@
<!--
Phase 23 Report View — foreign ship groups section. `otherShipGroups[]`
omits the local-only fields (id, state, fleet) — those don't apply
to groups the player doesn't own.
-->
<script lang="ts">
import { getContext } from "svelte";
import { i18n } from "$lib/i18n/index.svelte";
import {
RENDERED_REPORT_CONTEXT_KEY,
type RenderedReportSource,
} from "$lib/rendered-report.svelte";
import { formatFloat, planetLabel } from "./format";
const rendered = getContext<RenderedReportSource | undefined>(
RENDERED_REPORT_CONTEXT_KEY,
);
const report = $derived(rendered?.report ?? null);
const rows = $derived(report?.otherShipGroups ?? []);
const planets = $derived(report?.planets ?? []);
function cargoCell(cargo: string, load: number): string {
if (cargo === "NONE") return "—";
return `${cargo} (${formatFloat(load)})`;
}
</script>
<section
id="report-foreign-ship-groups"
class="grid-section"
data-testid="report-section-foreign-ship-groups"
>
<h2>{i18n.t("game.report.section.foreign_ship_groups.title")}</h2>
{#if report === null}
<p class="status">{i18n.t("game.report.loading")}</p>
{:else if rows.length === 0}
<p class="status" data-testid="foreign-ship-groups-empty">
{i18n.t("game.report.section.foreign_ship_groups.empty")}
</p>
{:else}
<table class="grid" data-testid="foreign-ship-groups-table">
<thead>
<tr>
<th>{i18n.t("game.report.section.my_ship_groups.column.class")}</th>
<th>{i18n.t("game.report.section.my_ship_groups.column.count")}</th>
<th>{i18n.t("game.report.section.my_ship_groups.column.cargo")}</th>
<th>{i18n.t("game.report.section.my_ship_groups.column.destination")}</th>
<th>{i18n.t("game.report.section.my_ship_groups.column.origin")}</th>
<th>{i18n.t("game.report.section.my_ship_groups.column.range")}</th>
<th>{i18n.t("game.report.section.my_ship_groups.column.speed")}</th>
<th>{i18n.t("game.report.section.my_ship_groups.column.mass")}</th>
</tr>
</thead>
<tbody>
{#each rows as g, i (i)}
<tr data-testid="foreign-ship-groups-row">
<td>{g.class}</td>
<td>{g.count}</td>
<td>{cargoCell(g.cargo, g.load)}</td>
<td>{planetLabel(g.destination, planets)}</td>
<td>
{g.origin === null ? "—" : planetLabel(g.origin, planets)}
</td>
<td>{g.range === null ? "—" : formatFloat(g.range)}</td>
<td>{formatFloat(g.speed)}</td>
<td>{formatFloat(g.mass)}</td>
</tr>
{/each}
</tbody>
</table>
{/if}
</section>
<style>
.grid-section h2 {
margin: 0 0 0.5rem;
font-size: 1.05rem;
color: #e8eaf6;
}
.status {
margin: 0;
color: #888;
font-size: 0.9rem;
}
.grid {
border-collapse: collapse;
width: 100%;
font-variant-numeric: tabular-nums;
font-size: 0.9rem;
}
.grid th,
.grid td {
padding: 0.4rem 0.6rem;
text-align: left;
border-bottom: 1px solid #1c2240;
}
.grid th {
color: #aab;
text-transform: uppercase;
letter-spacing: 0.04em;
font-size: 0.75rem;
}
.grid tbody tr:hover {
background: #11172a;
}
</style>
@@ -0,0 +1,76 @@
<!--
Phase 23 Report View — galaxy summary section. Renders the per-turn
header data (turn, map dimensions, planet count, calling race name)
as a definition-list. The data lives on `GameReport` directly; the
section is never empty as long as the report has loaded.
-->
<script lang="ts">
import { getContext } from "svelte";
import { i18n } from "$lib/i18n/index.svelte";
import {
RENDERED_REPORT_CONTEXT_KEY,
type RenderedReportSource,
} from "$lib/rendered-report.svelte";
const rendered = getContext<RenderedReportSource | undefined>(
RENDERED_REPORT_CONTEXT_KEY,
);
const report = $derived(rendered?.report ?? null);
</script>
<section
id="report-galaxy-summary"
class="grid-section"
data-testid="report-section-galaxy-summary"
>
<h2>{i18n.t("game.report.section.galaxy_summary.title")}</h2>
{#if report === null}
<p class="status">{i18n.t("game.report.loading")}</p>
{:else}
<dl class="kv">
<dt>{i18n.t("game.report.section.galaxy_summary.field.turn")}</dt>
<dd data-testid="galaxy-summary-field-turn">{report.turn}</dd>
<dt>{i18n.t("game.report.section.galaxy_summary.field.size")}</dt>
<dd data-testid="galaxy-summary-field-size">
{report.mapWidth} × {report.mapHeight}
</dd>
<dt>{i18n.t("game.report.section.galaxy_summary.field.planets")}</dt>
<dd data-testid="galaxy-summary-field-planets">{report.planetCount}</dd>
<dt>{i18n.t("game.report.section.galaxy_summary.field.race")}</dt>
<dd data-testid="galaxy-summary-field-race">{report.race}</dd>
</dl>
{/if}
</section>
<style>
.grid-section h2 {
margin: 0 0 0.5rem;
font-size: 1.05rem;
color: #e8eaf6;
}
.status {
margin: 0;
color: #888;
font-size: 0.9rem;
}
.kv {
display: grid;
grid-template-columns: max-content 1fr;
gap: 0.3rem 1rem;
margin: 0;
font-size: 0.9rem;
}
.kv dt {
color: #aab;
text-transform: uppercase;
letter-spacing: 0.04em;
font-size: 0.75rem;
}
.kv dd {
margin: 0;
color: #e8eaf6;
font-variant-numeric: tabular-nums;
}
</style>
@@ -0,0 +1,101 @@
<!--
Phase 23 Report View — my fleets section. Renders `localFleets[]`
with the wire fields. `origin` and `range` are nullable (a fleet
in orbit has neither); empty cells in those columns are normal.
-->
<script lang="ts">
import { getContext } from "svelte";
import { i18n } from "$lib/i18n/index.svelte";
import {
RENDERED_REPORT_CONTEXT_KEY,
type RenderedReportSource,
} from "$lib/rendered-report.svelte";
import { formatFloat, planetLabel } from "./format";
const rendered = getContext<RenderedReportSource | undefined>(
RENDERED_REPORT_CONTEXT_KEY,
);
const report = $derived(rendered?.report ?? null);
const rows = $derived(report?.localFleets ?? []);
const planets = $derived(report?.planets ?? []);
</script>
<section
id="report-my-fleets"
class="grid-section"
data-testid="report-section-my-fleets"
>
<h2>{i18n.t("game.report.section.my_fleets.title")}</h2>
{#if report === null}
<p class="status">{i18n.t("game.report.loading")}</p>
{:else if rows.length === 0}
<p class="status" data-testid="my-fleets-empty">
{i18n.t("game.report.section.my_fleets.empty")}
</p>
{:else}
<table class="grid" data-testid="my-fleets-table">
<thead>
<tr>
<th>{i18n.t("game.report.section.my_fleets.column.name")}</th>
<th>{i18n.t("game.report.section.my_fleets.column.groups")}</th>
<th>{i18n.t("game.report.section.my_fleets.column.state")}</th>
<th>{i18n.t("game.report.section.my_fleets.column.destination")}</th>
<th>{i18n.t("game.report.section.my_fleets.column.origin")}</th>
<th>{i18n.t("game.report.section.my_fleets.column.range")}</th>
<th>{i18n.t("game.report.section.my_fleets.column.speed")}</th>
</tr>
</thead>
<tbody>
{#each rows as f (f.name)}
<tr data-testid="my-fleets-row" data-name={f.name}>
<td>{f.name}</td>
<td>{f.groupCount}</td>
<td>{f.state}</td>
<td>{planetLabel(f.destination, planets)}</td>
<td>
{f.origin === null ? "—" : planetLabel(f.origin, planets)}
</td>
<td>{f.range === null ? "—" : formatFloat(f.range)}</td>
<td>{formatFloat(f.speed)}</td>
</tr>
{/each}
</tbody>
</table>
{/if}
</section>
<style>
.grid-section h2 {
margin: 0 0 0.5rem;
font-size: 1.05rem;
color: #e8eaf6;
}
.status {
margin: 0;
color: #888;
font-size: 0.9rem;
}
.grid {
border-collapse: collapse;
width: 100%;
font-variant-numeric: tabular-nums;
font-size: 0.9rem;
}
.grid th,
.grid td {
padding: 0.4rem 0.6rem;
text-align: left;
border-bottom: 1px solid #1c2240;
}
.grid th {
color: #aab;
text-transform: uppercase;
letter-spacing: 0.04em;
font-size: 0.75rem;
}
.grid tbody tr:hover {
background: #11172a;
}
</style>
@@ -0,0 +1,114 @@
<!--
Phase 23 Report View — my planets section. Filters `planets[]` to
the `kind === "local"` entries and renders the full local-planet
column set (matches `ReportPlanet` shape).
-->
<script lang="ts">
import { getContext } from "svelte";
import { i18n } from "$lib/i18n/index.svelte";
import {
RENDERED_REPORT_CONTEXT_KEY,
type RenderedReportSource,
} from "$lib/rendered-report.svelte";
import { formatFloat } from "./format";
const rendered = getContext<RenderedReportSource | undefined>(
RENDERED_REPORT_CONTEXT_KEY,
);
const report = $derived(rendered?.report ?? null);
const rows = $derived(
(report?.planets ?? []).filter((p) => p.kind === "local"),
);
</script>
<section
id="report-my-planets"
class="grid-section"
data-testid="report-section-my-planets"
>
<h2>{i18n.t("game.report.section.my_planets.title")}</h2>
{#if report === null}
<p class="status">{i18n.t("game.report.loading")}</p>
{:else if rows.length === 0}
<p class="status" data-testid="my-planets-empty">
{i18n.t("game.report.section.my_planets.empty")}
</p>
{:else}
<table class="grid" data-testid="my-planets-table">
<thead>
<tr>
<th>{i18n.t("game.report.section.my_planets.column.number")}</th>
<th>{i18n.t("game.report.section.my_planets.column.name")}</th>
<th>{i18n.t("game.report.section.my_planets.column.coordinates")}</th>
<th>{i18n.t("game.report.section.my_planets.column.size")}</th>
<th>{i18n.t("game.report.section.my_planets.column.resources")}</th>
<th>{i18n.t("game.report.section.my_planets.column.population")}</th>
<th>{i18n.t("game.report.section.my_planets.column.industry")}</th>
<th>
{i18n.t("game.report.section.my_planets.column.industry_stockpile")}
</th>
<th>
{i18n.t("game.report.section.my_planets.column.materials_stockpile")}
</th>
<th>{i18n.t("game.report.section.my_planets.column.colonists")}</th>
<th>{i18n.t("game.report.section.my_planets.column.production")}</th>
<th>{i18n.t("game.report.section.my_planets.column.free_industry")}</th>
</tr>
</thead>
<tbody>
{#each rows as p (p.number)}
<tr data-testid="my-planets-row" data-number={p.number}>
<td>{p.number}</td>
<td>{p.name}</td>
<td>{formatFloat(p.x)}, {formatFloat(p.y)}</td>
<td>{formatFloat(p.size ?? 0)}</td>
<td>{formatFloat(p.resources ?? 0)}</td>
<td>{formatFloat(p.population ?? 0)}</td>
<td>{formatFloat(p.industry ?? 0)}</td>
<td>{formatFloat(p.industryStockpile ?? 0)}</td>
<td>{formatFloat(p.materialsStockpile ?? 0)}</td>
<td>{formatFloat(p.colonists ?? 0)}</td>
<td>{p.production ?? "—"}</td>
<td>{formatFloat(p.freeIndustry ?? 0)}</td>
</tr>
{/each}
</tbody>
</table>
{/if}
</section>
<style>
.grid-section h2 {
margin: 0 0 0.5rem;
font-size: 1.05rem;
color: #e8eaf6;
}
.status {
margin: 0;
color: #888;
font-size: 0.9rem;
}
.grid {
border-collapse: collapse;
width: 100%;
font-variant-numeric: tabular-nums;
font-size: 0.9rem;
}
.grid th,
.grid td {
padding: 0.4rem 0.6rem;
text-align: left;
border-bottom: 1px solid #1c2240;
}
.grid th {
color: #aab;
text-transform: uppercase;
letter-spacing: 0.04em;
font-size: 0.75rem;
}
.grid tbody tr:hover {
background: #11172a;
}
</style>
@@ -0,0 +1,95 @@
<!--
Phase 23 Report View — my sciences section. Reads `localScience[]`
from the overlay-applied report (which means pending CreateScience
/ RemoveScience drafts surface here just like on the sciences
table).
-->
<script lang="ts">
import { getContext } from "svelte";
import { i18n } from "$lib/i18n/index.svelte";
import {
RENDERED_REPORT_CONTEXT_KEY,
type RenderedReportSource,
} from "$lib/rendered-report.svelte";
import { formatPercent } from "./format";
const rendered = getContext<RenderedReportSource | undefined>(
RENDERED_REPORT_CONTEXT_KEY,
);
const report = $derived(rendered?.report ?? null);
const rows = $derived(report?.localScience ?? []);
</script>
<section
id="report-my-sciences"
class="grid-section"
data-testid="report-section-my-sciences"
>
<h2>{i18n.t("game.report.section.my_sciences.title")}</h2>
{#if report === null}
<p class="status">{i18n.t("game.report.loading")}</p>
{:else if rows.length === 0}
<p class="status" data-testid="my-sciences-empty">
{i18n.t("game.report.section.my_sciences.empty")}
</p>
{:else}
<table class="grid" data-testid="my-sciences-table">
<thead>
<tr>
<th>{i18n.t("game.report.section.my_sciences.column.name")}</th>
<th>{i18n.t("game.report.section.my_sciences.column.drive")}</th>
<th>{i18n.t("game.report.section.my_sciences.column.weapons")}</th>
<th>{i18n.t("game.report.section.my_sciences.column.shields")}</th>
<th>{i18n.t("game.report.section.my_sciences.column.cargo")}</th>
</tr>
</thead>
<tbody>
{#each rows as r (r.name)}
<tr data-testid="my-sciences-row" data-name={r.name}>
<td>{r.name}</td>
<td>{formatPercent(r.drive)}</td>
<td>{formatPercent(r.weapons)}</td>
<td>{formatPercent(r.shields)}</td>
<td>{formatPercent(r.cargo)}</td>
</tr>
{/each}
</tbody>
</table>
{/if}
</section>
<style>
.grid-section h2 {
margin: 0 0 0.5rem;
font-size: 1.05rem;
color: #e8eaf6;
}
.status {
margin: 0;
color: #888;
font-size: 0.9rem;
}
.grid {
border-collapse: collapse;
width: 100%;
font-variant-numeric: tabular-nums;
font-size: 0.9rem;
}
.grid th,
.grid td {
padding: 0.4rem 0.6rem;
text-align: left;
border-bottom: 1px solid #1c2240;
}
.grid th {
color: #aab;
text-transform: uppercase;
letter-spacing: 0.04em;
font-size: 0.75rem;
}
.grid tbody tr:hover {
background: #11172a;
}
</style>
@@ -0,0 +1,98 @@
<!--
Phase 23 Report View — my ship classes section. Mirrors the
sciences section's layout for `localShipClass[]`, with the
ship-class numeric columns (drive / armament / weapons / shields /
cargo). The overlay-applied report surfaces pending create/remove
drafts immediately, matching the ship-class designer's behaviour.
-->
<script lang="ts">
import { getContext } from "svelte";
import { i18n } from "$lib/i18n/index.svelte";
import {
RENDERED_REPORT_CONTEXT_KEY,
type RenderedReportSource,
} from "$lib/rendered-report.svelte";
import { formatFloat } from "./format";
const rendered = getContext<RenderedReportSource | undefined>(
RENDERED_REPORT_CONTEXT_KEY,
);
const report = $derived(rendered?.report ?? null);
const rows = $derived(report?.localShipClass ?? []);
</script>
<section
id="report-my-ship-classes"
class="grid-section"
data-testid="report-section-my-ship-classes"
>
<h2>{i18n.t("game.report.section.my_ship_classes.title")}</h2>
{#if report === null}
<p class="status">{i18n.t("game.report.loading")}</p>
{:else if rows.length === 0}
<p class="status" data-testid="my-ship-classes-empty">
{i18n.t("game.report.section.my_ship_classes.empty")}
</p>
{:else}
<table class="grid" data-testid="my-ship-classes-table">
<thead>
<tr>
<th>{i18n.t("game.report.section.my_ship_classes.column.name")}</th>
<th>{i18n.t("game.report.section.my_ship_classes.column.drive")}</th>
<th>{i18n.t("game.report.section.my_ship_classes.column.armament")}</th>
<th>{i18n.t("game.report.section.my_ship_classes.column.weapons")}</th>
<th>{i18n.t("game.report.section.my_ship_classes.column.shields")}</th>
<th>{i18n.t("game.report.section.my_ship_classes.column.cargo")}</th>
</tr>
</thead>
<tbody>
{#each rows as r (r.name)}
<tr data-testid="my-ship-classes-row" data-name={r.name}>
<td>{r.name}</td>
<td>{formatFloat(r.drive)}</td>
<td>{r.armament}</td>
<td>{formatFloat(r.weapons)}</td>
<td>{formatFloat(r.shields)}</td>
<td>{formatFloat(r.cargo)}</td>
</tr>
{/each}
</tbody>
</table>
{/if}
</section>
<style>
.grid-section h2 {
margin: 0 0 0.5rem;
font-size: 1.05rem;
color: #e8eaf6;
}
.status {
margin: 0;
color: #888;
font-size: 0.9rem;
}
.grid {
border-collapse: collapse;
width: 100%;
font-variant-numeric: tabular-nums;
font-size: 0.9rem;
}
.grid th,
.grid td {
padding: 0.4rem 0.6rem;
text-align: left;
border-bottom: 1px solid #1c2240;
}
.grid th {
color: #aab;
text-transform: uppercase;
letter-spacing: 0.04em;
font-size: 0.75rem;
}
.grid tbody tr:hover {
background: #11172a;
}
</style>
@@ -0,0 +1,126 @@
<!--
Phase 23 Report View — my ship groups section. Renders the local
ship groups with a short-form id (first 8 hex chars; the full UUID
is in `data-id` for tests and copy-paste lookups). `cargo` is
shown together with `load` when carrying.
-->
<script lang="ts">
import { getContext } from "svelte";
import { i18n } from "$lib/i18n/index.svelte";
import {
RENDERED_REPORT_CONTEXT_KEY,
type RenderedReportSource,
} from "$lib/rendered-report.svelte";
import { formatFloat, planetLabel } from "./format";
const rendered = getContext<RenderedReportSource | undefined>(
RENDERED_REPORT_CONTEXT_KEY,
);
const report = $derived(rendered?.report ?? null);
const rows = $derived(report?.localShipGroups ?? []);
const planets = $derived(report?.planets ?? []);
function shortId(id: string): string {
return id.slice(0, 8);
}
function cargoCell(
cargo: string,
load: number,
): string {
if (cargo === "NONE") return "—";
return `${cargo} (${formatFloat(load)})`;
}
</script>
<section
id="report-my-ship-groups"
class="grid-section"
data-testid="report-section-my-ship-groups"
>
<h2>{i18n.t("game.report.section.my_ship_groups.title")}</h2>
{#if report === null}
<p class="status">{i18n.t("game.report.loading")}</p>
{:else if rows.length === 0}
<p class="status" data-testid="my-ship-groups-empty">
{i18n.t("game.report.section.my_ship_groups.empty")}
</p>
{:else}
<table class="grid" data-testid="my-ship-groups-table">
<thead>
<tr>
<th>{i18n.t("game.report.section.my_ship_groups.column.id")}</th>
<th>{i18n.t("game.report.section.my_ship_groups.column.class")}</th>
<th>{i18n.t("game.report.section.my_ship_groups.column.count")}</th>
<th>{i18n.t("game.report.section.my_ship_groups.column.cargo")}</th>
<th>{i18n.t("game.report.section.my_ship_groups.column.state")}</th>
<th>{i18n.t("game.report.section.my_ship_groups.column.destination")}</th>
<th>{i18n.t("game.report.section.my_ship_groups.column.origin")}</th>
<th>{i18n.t("game.report.section.my_ship_groups.column.range")}</th>
<th>{i18n.t("game.report.section.my_ship_groups.column.speed")}</th>
<th>{i18n.t("game.report.section.my_ship_groups.column.mass")}</th>
<th>{i18n.t("game.report.section.my_ship_groups.column.fleet")}</th>
</tr>
</thead>
<tbody>
{#each rows as g (g.id)}
<tr data-testid="my-ship-groups-row" data-id={g.id}>
<td><span class="uuid">{shortId(g.id)}</span></td>
<td>{g.class}</td>
<td>{g.count}</td>
<td>{cargoCell(g.cargo, g.load)}</td>
<td>{g.state}</td>
<td>{planetLabel(g.destination, planets)}</td>
<td>
{g.origin === null ? "—" : planetLabel(g.origin, planets)}
</td>
<td>{g.range === null ? "—" : formatFloat(g.range)}</td>
<td>{formatFloat(g.speed)}</td>
<td>{formatFloat(g.mass)}</td>
<td>{g.fleet ?? "—"}</td>
</tr>
{/each}
</tbody>
</table>
{/if}
</section>
<style>
.grid-section h2 {
margin: 0 0 0.5rem;
font-size: 1.05rem;
color: #e8eaf6;
}
.status {
margin: 0;
color: #888;
font-size: 0.9rem;
}
.grid {
border-collapse: collapse;
width: 100%;
font-variant-numeric: tabular-nums;
font-size: 0.9rem;
}
.grid th,
.grid td {
padding: 0.4rem 0.6rem;
text-align: left;
border-bottom: 1px solid #1c2240;
}
.grid th {
color: #aab;
text-transform: uppercase;
letter-spacing: 0.04em;
font-size: 0.75rem;
}
.grid tbody tr:hover {
background: #11172a;
}
.uuid {
font-family: ui-monospace, SFMono-Regular, Menlo, Consolas, monospace;
color: #cfd7ff;
}
</style>
@@ -0,0 +1,138 @@
<!--
Phase 23 Report View — player status section. Mirrors the legacy
"Status of Players" table: every named row in the FBS player block,
local player included, extinct rows marked with the RIP suffix.
Rows are sorted alphabetically (case-insensitive) by the decoder.
The local player's row gets a "(you)" marker and a visual
highlight so the user can locate themselves quickly.
-->
<script lang="ts">
import { getContext } from "svelte";
import { i18n } from "$lib/i18n/index.svelte";
import {
RENDERED_REPORT_CONTEXT_KEY,
type RenderedReportSource,
} from "$lib/rendered-report.svelte";
import { formatCount, formatPercent, formatVotes } from "./format";
const rendered = getContext<RenderedReportSource | undefined>(
RENDERED_REPORT_CONTEXT_KEY,
);
const report = $derived(rendered?.report ?? null);
const players = $derived(report?.players ?? []);
</script>
<section
id="report-player-status"
class="grid-section"
data-testid="report-section-player-status"
>
<h2>{i18n.t("game.report.section.player_status.title")}</h2>
{#if report === null}
<p class="status">{i18n.t("game.report.loading")}</p>
{:else}
<table class="grid" data-testid="player-status-table">
<thead>
<tr>
<th>{i18n.t("game.report.section.player_status.column.name")}</th>
<th>{i18n.t("game.report.section.player_status.column.drive")}</th>
<th>{i18n.t("game.report.section.player_status.column.weapons")}</th>
<th>{i18n.t("game.report.section.player_status.column.shields")}</th>
<th>{i18n.t("game.report.section.player_status.column.cargo")}</th>
<th>{i18n.t("game.report.section.player_status.column.population")}</th>
<th>{i18n.t("game.report.section.player_status.column.industry")}</th>
<th>{i18n.t("game.report.section.player_status.column.planets")}</th>
<th>{i18n.t("game.report.section.player_status.column.votes")}</th>
</tr>
</thead>
<tbody>
{#each players as p (p.name)}
<tr
data-testid="player-status-row"
data-name={p.name}
data-local={p.isLocal ? "true" : "false"}
data-extinct={p.extinct ? "true" : "false"}
class:local={p.isLocal}
class:extinct={p.extinct}
>
<td>
<span>{p.name}</span>
{#if p.isLocal}
<span class="marker local-marker">
({i18n.t("game.report.section.player_status.local_marker")})
</span>
{/if}
{#if p.extinct}
<span
class="marker extinct-marker"
data-testid="player-status-extinct-marker"
>
{i18n.t("game.report.section.player_status.extinct_marker")}
</span>
{/if}
</td>
<td>{formatPercent(p.drive)}</td>
<td>{formatPercent(p.weapons)}</td>
<td>{formatPercent(p.shields)}</td>
<td>{formatPercent(p.cargo)}</td>
<td>{formatCount(p.population)}</td>
<td>{formatCount(p.industry)}</td>
<td>{formatCount(p.planets)}</td>
<td>{formatVotes(p.votesReceived)}</td>
</tr>
{/each}
</tbody>
</table>
{/if}
</section>
<style>
.grid-section h2 {
margin: 0 0 0.5rem;
font-size: 1.05rem;
color: #e8eaf6;
}
.status {
margin: 0;
color: #888;
font-size: 0.9rem;
}
.grid {
border-collapse: collapse;
width: 100%;
font-variant-numeric: tabular-nums;
font-size: 0.9rem;
}
.grid th,
.grid td {
padding: 0.4rem 0.6rem;
text-align: left;
border-bottom: 1px solid #1c2240;
}
.grid th {
color: #aab;
text-transform: uppercase;
letter-spacing: 0.04em;
font-size: 0.75rem;
}
.grid tbody tr:hover {
background: #11172a;
}
.local td {
background: #11203d;
}
.extinct td {
color: #889;
}
.marker {
margin-left: 0.4rem;
font-size: 0.75rem;
color: #aab;
}
.extinct-marker {
color: #c97a7a;
letter-spacing: 0.08em;
}
</style>
@@ -0,0 +1,104 @@
<!--
Phase 23 Report View — ships in production section. Sort follows
the decoder: `(planetNumber, class)` for a stable "find planet N"
scan. The planet name is resolved against `planets[]` so the row
reads `#17 (Castle)` rather than just `#17`.
-->
<script lang="ts">
import { getContext } from "svelte";
import { i18n } from "$lib/i18n/index.svelte";
import {
RENDERED_REPORT_CONTEXT_KEY,
type RenderedReportSource,
} from "$lib/rendered-report.svelte";
import { formatFloat, planetLabel } from "./format";
const rendered = getContext<RenderedReportSource | undefined>(
RENDERED_REPORT_CONTEXT_KEY,
);
const report = $derived(rendered?.report ?? null);
const rows = $derived(report?.shipProductions ?? []);
const planets = $derived(report?.planets ?? []);
</script>
<section
id="report-ships-in-production"
class="grid-section"
data-testid="report-section-ships-in-production"
>
<h2>{i18n.t("game.report.section.ships_in_production.title")}</h2>
{#if report === null}
<p class="status">{i18n.t("game.report.loading")}</p>
{:else if rows.length === 0}
<p class="status" data-testid="ships-in-production-empty">
{i18n.t("game.report.section.ships_in_production.empty")}
</p>
{:else}
<table class="grid" data-testid="ships-in-production-table">
<thead>
<tr>
<th>{i18n.t("game.report.section.ships_in_production.column.planet")}</th>
<th>{i18n.t("game.report.section.ships_in_production.column.class")}</th>
<th>{i18n.t("game.report.section.ships_in_production.column.cost")}</th>
<th>
{i18n.t("game.report.section.ships_in_production.column.prod_used")}
</th>
<th>{i18n.t("game.report.section.ships_in_production.column.percent")}</th>
<th>{i18n.t("game.report.section.ships_in_production.column.free")}</th>
</tr>
</thead>
<tbody>
{#each rows as r (`${r.planetNumber}/${r.class}`)}
<tr
data-testid="ships-in-production-row"
data-planet={r.planetNumber}
data-class={r.class}
>
<td>{planetLabel(r.planetNumber, planets)}</td>
<td>{r.class}</td>
<td>{formatFloat(r.cost)}</td>
<td>{formatFloat(r.prodUsed)}</td>
<td>{(r.percent * 100).toFixed(1)}</td>
<td>{formatFloat(r.freeIndustry)}</td>
</tr>
{/each}
</tbody>
</table>
{/if}
</section>
<style>
.grid-section h2 {
margin: 0 0 0.5rem;
font-size: 1.05rem;
color: #e8eaf6;
}
.status {
margin: 0;
color: #888;
font-size: 0.9rem;
}
.grid {
border-collapse: collapse;
width: 100%;
font-variant-numeric: tabular-nums;
font-size: 0.9rem;
}
.grid th,
.grid td {
padding: 0.4rem 0.6rem;
text-align: left;
border-bottom: 1px solid #1c2240;
}
.grid th {
color: #aab;
text-transform: uppercase;
letter-spacing: 0.04em;
font-size: 0.75rem;
}
.grid tbody tr:hover {
background: #11172a;
}
</style>
@@ -0,0 +1,88 @@
<!--
Phase 23 Report View — unidentified groups section. The wire's
`UnidentifiedGroup` carries only absolute coordinates — a blip on
radar that doesn't even resolve to a planet.
-->
<script lang="ts">
import { getContext } from "svelte";
import { i18n } from "$lib/i18n/index.svelte";
import {
RENDERED_REPORT_CONTEXT_KEY,
type RenderedReportSource,
} from "$lib/rendered-report.svelte";
import { formatFloat } from "./format";
const rendered = getContext<RenderedReportSource | undefined>(
RENDERED_REPORT_CONTEXT_KEY,
);
const report = $derived(rendered?.report ?? null);
const rows = $derived(report?.unidentifiedShipGroups ?? []);
</script>
<section
id="report-unidentified-groups"
class="grid-section"
data-testid="report-section-unidentified-groups"
>
<h2>{i18n.t("game.report.section.unidentified_groups.title")}</h2>
{#if report === null}
<p class="status">{i18n.t("game.report.loading")}</p>
{:else if rows.length === 0}
<p class="status" data-testid="unidentified-groups-empty">
{i18n.t("game.report.section.unidentified_groups.empty")}
</p>
{:else}
<table class="grid" data-testid="unidentified-groups-table">
<thead>
<tr>
<th>{i18n.t("game.report.section.unidentified_groups.column.x")}</th>
<th>{i18n.t("game.report.section.unidentified_groups.column.y")}</th>
</tr>
</thead>
<tbody>
{#each rows as g, i (i)}
<tr data-testid="unidentified-groups-row">
<td>{formatFloat(g.x)}</td>
<td>{formatFloat(g.y)}</td>
</tr>
{/each}
</tbody>
</table>
{/if}
</section>
<style>
.grid-section h2 {
margin: 0 0 0.5rem;
font-size: 1.05rem;
color: #e8eaf6;
}
.status {
margin: 0;
color: #888;
font-size: 0.9rem;
}
.grid {
border-collapse: collapse;
width: 100%;
font-variant-numeric: tabular-nums;
font-size: 0.9rem;
}
.grid th,
.grid td {
padding: 0.4rem 0.6rem;
text-align: left;
border-bottom: 1px solid #1c2240;
}
.grid th {
color: #aab;
text-transform: uppercase;
letter-spacing: 0.04em;
font-size: 0.75rem;
}
.grid tbody tr:hover {
background: #11172a;
}
</style>
@@ -0,0 +1,105 @@
<!--
Phase 23 Report View — uninhabited planets section. The wire's
`UninhabitedPlanet` carries number / coordinates / size / resources /
stockpiles, but no production / population / industry — those columns
are intentionally omitted.
-->
<script lang="ts">
import { getContext } from "svelte";
import { i18n } from "$lib/i18n/index.svelte";
import {
RENDERED_REPORT_CONTEXT_KEY,
type RenderedReportSource,
} from "$lib/rendered-report.svelte";
import { formatFloat } from "./format";
const rendered = getContext<RenderedReportSource | undefined>(
RENDERED_REPORT_CONTEXT_KEY,
);
const report = $derived(rendered?.report ?? null);
const rows = $derived(
(report?.planets ?? []).filter((p) => p.kind === "uninhabited"),
);
</script>
<section
id="report-uninhabited-planets"
class="grid-section"
data-testid="report-section-uninhabited-planets"
>
<h2>{i18n.t("game.report.section.uninhabited_planets.title")}</h2>
{#if report === null}
<p class="status">{i18n.t("game.report.loading")}</p>
{:else if rows.length === 0}
<p class="status" data-testid="uninhabited-planets-empty">
{i18n.t("game.report.section.uninhabited_planets.empty")}
</p>
{:else}
<table class="grid" data-testid="uninhabited-planets-table">
<thead>
<tr>
<th>{i18n.t("game.report.section.my_planets.column.number")}</th>
<th>{i18n.t("game.report.section.my_planets.column.name")}</th>
<th>{i18n.t("game.report.section.my_planets.column.coordinates")}</th>
<th>{i18n.t("game.report.section.my_planets.column.size")}</th>
<th>{i18n.t("game.report.section.my_planets.column.resources")}</th>
<th>
{i18n.t("game.report.section.my_planets.column.industry_stockpile")}
</th>
<th>
{i18n.t("game.report.section.my_planets.column.materials_stockpile")}
</th>
</tr>
</thead>
<tbody>
{#each rows as p (p.number)}
<tr data-testid="uninhabited-planets-row" data-number={p.number}>
<td>{p.number}</td>
<td>{p.name}</td>
<td>{formatFloat(p.x)}, {formatFloat(p.y)}</td>
<td>{formatFloat(p.size ?? 0)}</td>
<td>{formatFloat(p.resources ?? 0)}</td>
<td>{formatFloat(p.industryStockpile ?? 0)}</td>
<td>{formatFloat(p.materialsStockpile ?? 0)}</td>
</tr>
{/each}
</tbody>
</table>
{/if}
</section>
<style>
.grid-section h2 {
margin: 0 0 0.5rem;
font-size: 1.05rem;
color: #e8eaf6;
}
.status {
margin: 0;
color: #888;
font-size: 0.9rem;
}
.grid {
border-collapse: collapse;
width: 100%;
font-variant-numeric: tabular-nums;
font-size: 0.9rem;
}
.grid th,
.grid td {
padding: 0.4rem 0.6rem;
text-align: left;
border-bottom: 1px solid #1c2240;
}
.grid th {
color: #aab;
text-transform: uppercase;
letter-spacing: 0.04em;
font-size: 0.75rem;
}
.grid tbody tr:hover {
background: #11172a;
}
</style>
@@ -0,0 +1,90 @@
<!--
Phase 23 Report View — unknown planets section. The wire's
`UnidentifiedPlanet` carries only coordinates and number; nothing
else is known.
-->
<script lang="ts">
import { getContext } from "svelte";
import { i18n } from "$lib/i18n/index.svelte";
import {
RENDERED_REPORT_CONTEXT_KEY,
type RenderedReportSource,
} from "$lib/rendered-report.svelte";
import { formatFloat } from "./format";
const rendered = getContext<RenderedReportSource | undefined>(
RENDERED_REPORT_CONTEXT_KEY,
);
const report = $derived(rendered?.report ?? null);
const rows = $derived(
(report?.planets ?? []).filter((p) => p.kind === "unidentified"),
);
</script>
<section
id="report-unknown-planets"
class="grid-section"
data-testid="report-section-unknown-planets"
>
<h2>{i18n.t("game.report.section.unknown_planets.title")}</h2>
{#if report === null}
<p class="status">{i18n.t("game.report.loading")}</p>
{:else if rows.length === 0}
<p class="status" data-testid="unknown-planets-empty">
{i18n.t("game.report.section.unknown_planets.empty")}
</p>
{:else}
<table class="grid" data-testid="unknown-planets-table">
<thead>
<tr>
<th>{i18n.t("game.report.section.my_planets.column.number")}</th>
<th>{i18n.t("game.report.section.my_planets.column.coordinates")}</th>
</tr>
</thead>
<tbody>
{#each rows as p (p.number)}
<tr data-testid="unknown-planets-row" data-number={p.number}>
<td>{p.number}</td>
<td>{formatFloat(p.x)}, {formatFloat(p.y)}</td>
</tr>
{/each}
</tbody>
</table>
{/if}
</section>
<style>
.grid-section h2 {
margin: 0 0 0.5rem;
font-size: 1.05rem;
color: #e8eaf6;
}
.status {
margin: 0;
color: #888;
font-size: 0.9rem;
}
.grid {
border-collapse: collapse;
width: 100%;
font-variant-numeric: tabular-nums;
font-size: 0.9rem;
}
.grid th,
.grid td {
padding: 0.4rem 0.6rem;
text-align: left;
border-bottom: 1px solid #1c2240;
}
.grid th {
color: #aab;
text-transform: uppercase;
letter-spacing: 0.04em;
font-size: 0.75rem;
}
.grid tbody tr:hover {
background: #11172a;
}
</style>
@@ -0,0 +1,130 @@
<!--
Phase 23 Report View — votes section. Surfaces the local player's
total vote weight (`myVotes`), the recipient they cast their vote
for (`myVoteFor`), and the per-other-race table of votes received
in the last tally. The full vote graph is not reconstructable from
the client side because each race's outgoing vote target is
private; the section shows only the public datums and mirrors the
explanatory text on the races table.
-->
<script lang="ts">
import { getContext } from "svelte";
import { i18n } from "$lib/i18n/index.svelte";
import {
RENDERED_REPORT_CONTEXT_KEY,
type RenderedReportSource,
} from "$lib/rendered-report.svelte";
import { formatVotes } from "./format";
const rendered = getContext<RenderedReportSource | undefined>(
RENDERED_REPORT_CONTEXT_KEY,
);
const report = $derived(rendered?.report ?? null);
const races = $derived(report?.races ?? []);
const empty = $derived(report !== null && races.length === 0);
</script>
<section
id="report-votes"
class="grid-section"
data-testid="report-section-votes"
>
<h2>{i18n.t("game.report.section.votes.title")}</h2>
{#if report === null}
<p class="status">{i18n.t("game.report.loading")}</p>
{:else}
<dl class="kv">
<dt>{i18n.t("game.report.section.votes.mine")}</dt>
<dd data-testid="votes-mine">{formatVotes(report.myVotes)}</dd>
<dt>{i18n.t("game.report.section.votes.target")}</dt>
<dd data-testid="votes-target">
{#if report.myVoteFor === ""}
{i18n.t("game.report.section.votes.target_none")}
{:else}
{report.myVoteFor}
{/if}
</dd>
</dl>
{#if empty}
<p class="status" data-testid="votes-empty">
{i18n.t("game.report.section.votes.empty")}
</p>
{:else}
<h3>{i18n.t("game.report.section.votes.received_header")}</h3>
<table class="grid" data-testid="votes-received-table">
<thead>
<tr>
<th>{i18n.t("game.report.section.votes.column.race")}</th>
<th>{i18n.t("game.report.section.votes.column.votes")}</th>
</tr>
</thead>
<tbody>
{#each races as r (r.name)}
<tr data-testid="votes-received-row" data-race={r.name}>
<td>{r.name}</td>
<td>{formatVotes(r.votesReceived)}</td>
</tr>
{/each}
</tbody>
</table>
{/if}
{/if}
</section>
<style>
.grid-section h2 {
margin: 0 0 0.5rem;
font-size: 1.05rem;
color: #e8eaf6;
}
.grid-section h3 {
margin: 1rem 0 0.4rem;
font-size: 0.85rem;
color: #aab;
text-transform: uppercase;
letter-spacing: 0.04em;
}
.kv {
display: grid;
grid-template-columns: max-content 1fr;
gap: 0.3rem 1rem;
margin: 0;
font-size: 0.9rem;
}
.kv dt {
color: #aab;
text-transform: uppercase;
letter-spacing: 0.04em;
font-size: 0.75rem;
}
.kv dd {
margin: 0;
color: #e8eaf6;
font-variant-numeric: tabular-nums;
}
.status {
margin: 0;
color: #888;
font-size: 0.9rem;
}
.grid {
border-collapse: collapse;
font-variant-numeric: tabular-nums;
font-size: 0.9rem;
}
.grid th,
.grid td {
padding: 0.4rem 0.6rem;
text-align: left;
border-bottom: 1px solid #1c2240;
}
.grid th {
color: #aab;
text-transform: uppercase;
letter-spacing: 0.04em;
font-size: 0.75rem;
}
</style>
+137
View File
@@ -408,6 +408,143 @@ const en = {
"game.inspector.planet.ship_groups.row.mass": "mass {mass}",
"game.inspector.planet.ship_groups.race.unknown": "unknown",
"game.inspector.planet.ship_groups.race.foreign": "foreign",
"game.report.loading": "loading report…",
"game.report.back_to_map": "back to map",
"game.report.toc.title": "sections",
"game.report.toc.mobile_label": "jump to section",
"game.report.section.galaxy_summary.title": "galaxy summary",
"game.report.section.galaxy_summary.field.turn": "turn",
"game.report.section.galaxy_summary.field.size": "map size",
"game.report.section.galaxy_summary.field.planets": "planet count",
"game.report.section.galaxy_summary.field.race": "your race",
"game.report.section.votes.title": "votes",
"game.report.section.votes.mine": "my votes",
"game.report.section.votes.target": "I vote for",
"game.report.section.votes.target_none": "(no recipient yet)",
"game.report.section.votes.received_header": "votes received last tally",
"game.report.section.votes.column.race": "race",
"game.report.section.votes.column.votes": "votes received",
"game.report.section.votes.empty": "no votes cast yet",
"game.report.section.player_status.title": "player status",
"game.report.section.player_status.column.name": "name",
"game.report.section.player_status.column.drive": "drive %",
"game.report.section.player_status.column.weapons": "weapons %",
"game.report.section.player_status.column.shields": "shields %",
"game.report.section.player_status.column.cargo": "cargo %",
"game.report.section.player_status.column.population": "population",
"game.report.section.player_status.column.industry": "production",
"game.report.section.player_status.column.planets": "planets",
"game.report.section.player_status.column.votes": "votes received",
"game.report.section.player_status.local_marker": "you",
"game.report.section.player_status.extinct_marker": "RIP",
"game.report.section.my_sciences.title": "my sciences",
"game.report.section.my_sciences.column.name": "name",
"game.report.section.my_sciences.column.drive": "drive %",
"game.report.section.my_sciences.column.weapons": "weapons %",
"game.report.section.my_sciences.column.shields": "shields %",
"game.report.section.my_sciences.column.cargo": "cargo %",
"game.report.section.my_sciences.empty": "no sciences defined yet",
"game.report.section.foreign_sciences.title": "foreign sciences",
"game.report.section.foreign_sciences.race_header": "{race} sciences",
"game.report.section.foreign_sciences.empty": "no foreign sciences observed yet",
"game.report.section.my_ship_classes.title": "my ship classes",
"game.report.section.my_ship_classes.column.name": "name",
"game.report.section.my_ship_classes.column.drive": "drive",
"game.report.section.my_ship_classes.column.armament": "armament",
"game.report.section.my_ship_classes.column.weapons": "weapons",
"game.report.section.my_ship_classes.column.shields": "shields",
"game.report.section.my_ship_classes.column.cargo": "cargo",
"game.report.section.my_ship_classes.empty": "no ship classes designed yet",
"game.report.section.foreign_ship_classes.title": "foreign ship classes",
"game.report.section.foreign_ship_classes.race_header": "{race} ship classes",
"game.report.section.foreign_ship_classes.column.mass": "mass",
"game.report.section.foreign_ship_classes.empty": "no foreign ship classes observed yet",
"game.report.section.battles.title": "battles",
"game.report.section.battles.empty": "no battles last turn",
"game.report.section.battles.id_label": "battle",
"game.report.section.bombings.title": "bombings",
"game.report.section.bombings.empty": "no bombings last turn",
"game.report.section.bombings.column.planet": "planet",
"game.report.section.bombings.column.owner": "owner",
"game.report.section.bombings.column.attacker": "attacker",
"game.report.section.bombings.column.production": "production",
"game.report.section.bombings.column.industry": "industry",
"game.report.section.bombings.column.population": "population",
"game.report.section.bombings.column.colonists": "colonists",
"game.report.section.bombings.column.industry_stockpile": "industry stockpile ($)",
"game.report.section.bombings.column.materials_stockpile": "materials stockpile (M)",
"game.report.section.bombings.column.attack_power": "attack power",
"game.report.section.bombings.wiped": "wiped",
"game.report.section.approaching_groups.title": "approaching groups",
"game.report.section.approaching_groups.empty": "no approaching groups",
"game.report.section.approaching_groups.column.from": "from",
"game.report.section.approaching_groups.column.to": "to",
"game.report.section.approaching_groups.column.distance": "distance",
"game.report.section.approaching_groups.column.speed": "speed",
"game.report.section.approaching_groups.column.mass": "mass",
"game.report.section.my_planets.title": "my planets",
"game.report.section.my_planets.empty": "no planets owned yet",
"game.report.section.my_planets.column.number": "#",
"game.report.section.my_planets.column.name": "name",
"game.report.section.my_planets.column.coordinates": "x, y",
"game.report.section.my_planets.column.size": "size",
"game.report.section.my_planets.column.resources": "resources",
"game.report.section.my_planets.column.population": "population",
"game.report.section.my_planets.column.industry": "production",
"game.report.section.my_planets.column.industry_stockpile": "$",
"game.report.section.my_planets.column.materials_stockpile": "M",
"game.report.section.my_planets.column.colonists": "colonists",
"game.report.section.my_planets.column.production": "current production",
"game.report.section.my_planets.column.free_industry": "free",
"game.report.section.ships_in_production.title": "ships in production",
"game.report.section.ships_in_production.empty": "no ships in production",
"game.report.section.ships_in_production.column.planet": "planet",
"game.report.section.ships_in_production.column.class": "class",
"game.report.section.ships_in_production.column.cost": "cost",
"game.report.section.ships_in_production.column.prod_used": "invested",
"game.report.section.ships_in_production.column.percent": "percent",
"game.report.section.ships_in_production.column.free": "free industry",
"game.report.section.cargo_routes.title": "cargo routes",
"game.report.section.cargo_routes.empty": "no cargo routes set",
"game.report.section.cargo_routes.column.source": "source",
"game.report.section.cargo_routes.column.load": "load type",
"game.report.section.cargo_routes.column.destination": "destination",
"game.report.section.foreign_planets.title": "foreign planets",
"game.report.section.foreign_planets.empty": "no foreign planets observed",
"game.report.section.foreign_planets.column.owner": "owner",
"game.report.section.uninhabited_planets.title": "uninhabited planets",
"game.report.section.uninhabited_planets.empty": "no uninhabited planets observed",
"game.report.section.unknown_planets.title": "unknown planets",
"game.report.section.unknown_planets.empty": "no unknown planets",
"game.report.section.my_fleets.title": "my fleets",
"game.report.section.my_fleets.empty": "no fleets created yet",
"game.report.section.my_fleets.column.name": "name",
"game.report.section.my_fleets.column.groups": "groups",
"game.report.section.my_fleets.column.state": "state",
"game.report.section.my_fleets.column.destination": "destination",
"game.report.section.my_fleets.column.origin": "origin",
"game.report.section.my_fleets.column.range": "range",
"game.report.section.my_fleets.column.speed": "speed",
"game.report.section.my_ship_groups.title": "my ship groups",
"game.report.section.my_ship_groups.empty": "no ship groups yet",
"game.report.section.my_ship_groups.column.id": "id",
"game.report.section.my_ship_groups.column.class": "class",
"game.report.section.my_ship_groups.column.count": "count",
"game.report.section.my_ship_groups.column.cargo": "cargo",
"game.report.section.my_ship_groups.column.state": "state",
"game.report.section.my_ship_groups.column.destination": "destination",
"game.report.section.my_ship_groups.column.origin": "origin",
"game.report.section.my_ship_groups.column.range": "range",
"game.report.section.my_ship_groups.column.speed": "speed",
"game.report.section.my_ship_groups.column.mass": "mass",
"game.report.section.my_ship_groups.column.fleet": "fleet",
"game.report.section.foreign_ship_groups.title": "foreign ship groups",
"game.report.section.foreign_ship_groups.empty": "no foreign ship groups observed",
"game.report.section.unidentified_groups.title": "unidentified groups",
"game.report.section.unidentified_groups.empty": "no unidentified groups",
"game.report.section.unidentified_groups.column.x": "x",
"game.report.section.unidentified_groups.column.y": "y",
} as const;
export default en;
+137
View File
@@ -409,6 +409,143 @@ const ru: Record<keyof typeof en, string> = {
"game.inspector.planet.ship_groups.row.mass": "масса {mass}",
"game.inspector.planet.ship_groups.race.unknown": "неизвестно",
"game.inspector.planet.ship_groups.race.foreign": "чужие",
"game.report.loading": "загрузка отчёта…",
"game.report.back_to_map": "назад к карте",
"game.report.toc.title": "разделы",
"game.report.toc.mobile_label": "перейти к разделу",
"game.report.section.galaxy_summary.title": "общие сведения о галактике",
"game.report.section.galaxy_summary.field.turn": "ход",
"game.report.section.galaxy_summary.field.size": "размер карты",
"game.report.section.galaxy_summary.field.planets": "всего планет",
"game.report.section.galaxy_summary.field.race": "ваша раса",
"game.report.section.votes.title": "голоса",
"game.report.section.votes.mine": "мои голоса",
"game.report.section.votes.target": "голосую за",
"game.report.section.votes.target_none": "(пока никого)",
"game.report.section.votes.received_header": "голосов получено в прошлой раздаче",
"game.report.section.votes.column.race": "раса",
"game.report.section.votes.column.votes": "получено голосов",
"game.report.section.votes.empty": "голосов ещё нет",
"game.report.section.player_status.title": "статус игроков",
"game.report.section.player_status.column.name": "имя",
"game.report.section.player_status.column.drive": "двигатель %",
"game.report.section.player_status.column.weapons": "оружие %",
"game.report.section.player_status.column.shields": "защита %",
"game.report.section.player_status.column.cargo": "трюм %",
"game.report.section.player_status.column.population": "население",
"game.report.section.player_status.column.industry": "производство",
"game.report.section.player_status.column.planets": "планет",
"game.report.section.player_status.column.votes": "получено голосов",
"game.report.section.player_status.local_marker": "вы",
"game.report.section.player_status.extinct_marker": "RIP",
"game.report.section.my_sciences.title": "мои науки",
"game.report.section.my_sciences.column.name": "имя",
"game.report.section.my_sciences.column.drive": "двигатель %",
"game.report.section.my_sciences.column.weapons": "оружие %",
"game.report.section.my_sciences.column.shields": "защита %",
"game.report.section.my_sciences.column.cargo": "трюм %",
"game.report.section.my_sciences.empty": "науки ещё не определены",
"game.report.section.foreign_sciences.title": "науки других рас",
"game.report.section.foreign_sciences.race_header": "науки расы {race}",
"game.report.section.foreign_sciences.empty": "наук других рас пока не видно",
"game.report.section.my_ship_classes.title": "мои классы кораблей",
"game.report.section.my_ship_classes.column.name": "имя",
"game.report.section.my_ship_classes.column.drive": "двигатель",
"game.report.section.my_ship_classes.column.armament": "вооружение",
"game.report.section.my_ship_classes.column.weapons": "оружие",
"game.report.section.my_ship_classes.column.shields": "защита",
"game.report.section.my_ship_classes.column.cargo": "трюм",
"game.report.section.my_ship_classes.empty": "классы кораблей ещё не спроектированы",
"game.report.section.foreign_ship_classes.title": "классы кораблей других рас",
"game.report.section.foreign_ship_classes.race_header": "классы кораблей расы {race}",
"game.report.section.foreign_ship_classes.column.mass": "масса",
"game.report.section.foreign_ship_classes.empty": "классов кораблей других рас пока не видно",
"game.report.section.battles.title": "сражения",
"game.report.section.battles.empty": "сражений в этом ходу не было",
"game.report.section.battles.id_label": "сражение",
"game.report.section.bombings.title": "бомбардировки",
"game.report.section.bombings.empty": "бомбардировок в этом ходу не было",
"game.report.section.bombings.column.planet": "планета",
"game.report.section.bombings.column.owner": "владелец",
"game.report.section.bombings.column.attacker": "атакующий",
"game.report.section.bombings.column.production": "производство",
"game.report.section.bombings.column.industry": "промышленность",
"game.report.section.bombings.column.population": "население",
"game.report.section.bombings.column.colonists": "колонисты",
"game.report.section.bombings.column.industry_stockpile": "запас промышленности ($)",
"game.report.section.bombings.column.materials_stockpile": "запас материалов (M)",
"game.report.section.bombings.column.attack_power": "сила удара",
"game.report.section.bombings.wiped": "уничтожена",
"game.report.section.approaching_groups.title": "приближающиеся группы",
"game.report.section.approaching_groups.empty": "приближающихся групп нет",
"game.report.section.approaching_groups.column.from": "откуда",
"game.report.section.approaching_groups.column.to": "куда",
"game.report.section.approaching_groups.column.distance": "расстояние",
"game.report.section.approaching_groups.column.speed": "скорость",
"game.report.section.approaching_groups.column.mass": "масса",
"game.report.section.my_planets.title": "мои планеты",
"game.report.section.my_planets.empty": "планет пока нет",
"game.report.section.my_planets.column.number": "#",
"game.report.section.my_planets.column.name": "имя",
"game.report.section.my_planets.column.coordinates": "x, y",
"game.report.section.my_planets.column.size": "размер",
"game.report.section.my_planets.column.resources": "ресурсы",
"game.report.section.my_planets.column.population": "население",
"game.report.section.my_planets.column.industry": "производство",
"game.report.section.my_planets.column.industry_stockpile": "$",
"game.report.section.my_planets.column.materials_stockpile": "M",
"game.report.section.my_planets.column.colonists": "колонисты",
"game.report.section.my_planets.column.production": "текущее производство",
"game.report.section.my_planets.column.free_industry": "своб.",
"game.report.section.ships_in_production.title": "в производстве",
"game.report.section.ships_in_production.empty": "в производстве пусто",
"game.report.section.ships_in_production.column.planet": "планета",
"game.report.section.ships_in_production.column.class": "класс",
"game.report.section.ships_in_production.column.cost": "стоимость",
"game.report.section.ships_in_production.column.prod_used": "вложено",
"game.report.section.ships_in_production.column.percent": "процент",
"game.report.section.ships_in_production.column.free": "своб. производство",
"game.report.section.cargo_routes.title": "маршруты грузов",
"game.report.section.cargo_routes.empty": "маршруты не заданы",
"game.report.section.cargo_routes.column.source": "откуда",
"game.report.section.cargo_routes.column.load": "груз",
"game.report.section.cargo_routes.column.destination": "куда",
"game.report.section.foreign_planets.title": "планеты других рас",
"game.report.section.foreign_planets.empty": "чужих планет пока не видно",
"game.report.section.foreign_planets.column.owner": "владелец",
"game.report.section.uninhabited_planets.title": "необитаемые планеты",
"game.report.section.uninhabited_planets.empty": "необитаемых планет пока не видно",
"game.report.section.unknown_planets.title": "неопознанные планеты",
"game.report.section.unknown_planets.empty": "неопознанных планет нет",
"game.report.section.my_fleets.title": "мои флоты",
"game.report.section.my_fleets.empty": "флотов пока нет",
"game.report.section.my_fleets.column.name": "имя",
"game.report.section.my_fleets.column.groups": "групп",
"game.report.section.my_fleets.column.state": "состояние",
"game.report.section.my_fleets.column.destination": "куда",
"game.report.section.my_fleets.column.origin": "откуда",
"game.report.section.my_fleets.column.range": "осталось",
"game.report.section.my_fleets.column.speed": "скорость",
"game.report.section.my_ship_groups.title": "мои группы кораблей",
"game.report.section.my_ship_groups.empty": "групп кораблей пока нет",
"game.report.section.my_ship_groups.column.id": "id",
"game.report.section.my_ship_groups.column.class": "класс",
"game.report.section.my_ship_groups.column.count": "числ.",
"game.report.section.my_ship_groups.column.cargo": "груз",
"game.report.section.my_ship_groups.column.state": "состояние",
"game.report.section.my_ship_groups.column.destination": "куда",
"game.report.section.my_ship_groups.column.origin": "откуда",
"game.report.section.my_ship_groups.column.range": "осталось",
"game.report.section.my_ship_groups.column.speed": "скорость",
"game.report.section.my_ship_groups.column.mass": "масса",
"game.report.section.my_ship_groups.column.fleet": "флот",
"game.report.section.foreign_ship_groups.title": "группы кораблей других рас",
"game.report.section.foreign_ship_groups.empty": "чужих групп пока не видно",
"game.report.section.unidentified_groups.title": "неопознанные группы",
"game.report.section.unidentified_groups.empty": "неопознанных групп нет",
"game.report.section.unidentified_groups.column.x": "x",
"game.report.section.unidentified_groups.column.y": "y",
};
export default ru;
@@ -1,5 +1,47 @@
<!--
Phase 23 turn-report route. The orchestrator renders the table of
contents and the twenty sections; scroll save/restore is wired
through SvelteKit's `Snapshot` API on this route file.
`window.scrollY` is captured before navigating away and restored
after `afterNavigate` re-mounts the route. The in-game shell
layout expands the active-view-host to fit content rather than
constraining its own height, so the document body is what scrolls
— hence `window.scroll` rather than a host-element scrollTop.
A short `requestAnimationFrame` poll waits for the body to grow
tall enough to honour the saved offset, because the captured
position usually exceeds the viewport height before the sections
mount on return navigation.
-->
<script lang="ts">
import type { Snapshot } from "@sveltejs/kit";
import ReportView from "$lib/active-view/report.svelte";
function restoreScroll(target: number): void {
if (target <= 0) return;
let attempts = 60;
const tick = (): void => {
const need = target + window.innerHeight;
const have = document.documentElement.scrollHeight;
if (have >= need || attempts === 0) {
window.scrollTo(0, target);
return;
}
attempts -= 1;
requestAnimationFrame(tick);
};
requestAnimationFrame(tick);
}
export const snapshot: Snapshot<{ scrollY: number }> = {
capture() {
return { scrollY: window.scrollY };
},
restore(value) {
restoreScroll(value.scrollY);
},
};
</script>
<ReportView />
@@ -17,15 +17,20 @@
import { Builder } from "flatbuffers";
import { UUID } from "../../../src/proto/galaxy/fbs/common";
import {
Bombing,
LocalPlanet,
OtherPlanet,
OtherScience,
OthersShipClass,
Player,
Report,
Route,
RouteEntry,
Science,
ShipClass,
ShipProduction,
UnidentifiedPlanet,
UninhabitedPlanet,
} from "../../../src/proto/galaxy/fbs/report";
@@ -94,6 +99,39 @@ export interface RouteFixture {
entries: RouteEntryFixture[];
}
export interface OtherScienceFixture extends ScienceFixture {
race: string;
}
export interface OtherShipClassFixture extends ShipClassFixture {
race: string;
mass?: number;
}
export interface BombingFixture {
planetNumber: number;
planet: string;
owner: string;
attacker: string;
production?: string;
industry?: number;
population?: number;
colonists?: number;
capital?: number;
material?: number;
attackPower?: number;
wiped?: boolean;
}
export interface ShipProductionFixture {
planet: number;
class: string;
cost?: number;
prodUsed?: number;
percent?: number;
free?: number;
}
export interface ReportFixture {
turn: number;
mapWidth?: number;
@@ -109,6 +147,11 @@ export interface ReportFixture {
routes?: RouteFixture[];
myVotes?: number;
myVoteFor?: string;
otherScience?: OtherScienceFixture[];
otherShipClass?: OtherShipClassFixture[];
battles?: string[];
bombings?: BombingFixture[];
shipProductions?: ShipProductionFixture[];
}
export function buildReportPayload(fixture: ReportFixture): Uint8Array {
@@ -245,6 +288,67 @@ export function buildReportPayload(fixture: ReportFixture): Uint8Array {
return Route.endRoute(builder);
});
const otherScienceOffsets = (fixture.otherScience ?? []).map((sci) => {
const race = builder.createString(sci.race);
const name = builder.createString(sci.name);
OtherScience.startOtherScience(builder);
OtherScience.addRace(builder, race);
OtherScience.addName(builder, name);
OtherScience.addDrive(builder, sci.drive ?? 0);
OtherScience.addWeapons(builder, sci.weapons ?? 0);
OtherScience.addShields(builder, sci.shields ?? 0);
OtherScience.addCargo(builder, sci.cargo ?? 0);
return OtherScience.endOtherScience(builder);
});
const otherShipClassOffsets = (fixture.otherShipClass ?? []).map((cls) => {
const race = builder.createString(cls.race);
const name = builder.createString(cls.name);
OthersShipClass.startOthersShipClass(builder);
OthersShipClass.addRace(builder, race);
OthersShipClass.addName(builder, name);
OthersShipClass.addDrive(builder, cls.drive ?? 0);
OthersShipClass.addArmament(builder, BigInt(cls.armament ?? 0));
OthersShipClass.addWeapons(builder, cls.weapons ?? 0);
OthersShipClass.addShields(builder, cls.shields ?? 0);
OthersShipClass.addCargo(builder, cls.cargo ?? 0);
OthersShipClass.addMass(builder, cls.mass ?? 0);
return OthersShipClass.endOthersShipClass(builder);
});
const bombingOffsets = (fixture.bombings ?? []).map((b) => {
const planet = builder.createString(b.planet);
const owner = builder.createString(b.owner);
const attacker = builder.createString(b.attacker);
const production = builder.createString(b.production ?? "");
Bombing.startBombing(builder);
Bombing.addNumber(builder, BigInt(b.planetNumber));
Bombing.addPlanet(builder, planet);
Bombing.addOwner(builder, owner);
Bombing.addAttacker(builder, attacker);
Bombing.addProduction(builder, production);
Bombing.addIndustry(builder, b.industry ?? 0);
Bombing.addPopulation(builder, b.population ?? 0);
Bombing.addColonists(builder, b.colonists ?? 0);
Bombing.addCapital(builder, b.capital ?? 0);
Bombing.addMaterial(builder, b.material ?? 0);
Bombing.addAttackPower(builder, b.attackPower ?? 0);
Bombing.addWiped(builder, b.wiped ?? false);
return Bombing.endBombing(builder);
});
const shipProductionOffsets = (fixture.shipProductions ?? []).map((sp) => {
const className = builder.createString(sp.class);
ShipProduction.startShipProduction(builder);
ShipProduction.addPlanet(builder, BigInt(sp.planet));
ShipProduction.addClass(builder, className);
ShipProduction.addCost(builder, sp.cost ?? 0);
ShipProduction.addProdUsed(builder, sp.prodUsed ?? 0);
ShipProduction.addPercent(builder, sp.percent ?? 0);
ShipProduction.addFree(builder, sp.free ?? 0);
return ShipProduction.endShipProduction(builder);
});
const localVec =
localOffsets.length === 0
? null
@@ -277,6 +381,36 @@ export function buildReportPayload(fixture: ReportFixture): Uint8Array {
routeOffsets.length === 0
? null
: Report.createRouteVector(builder, routeOffsets);
const otherScienceVec =
otherScienceOffsets.length === 0
? null
: Report.createOtherScienceVector(builder, otherScienceOffsets);
const otherShipClassVec =
otherShipClassOffsets.length === 0
? null
: Report.createOtherShipClassVector(builder, otherShipClassOffsets);
const bombingVec =
bombingOffsets.length === 0
? null
: Report.createBombingVector(builder, bombingOffsets);
const shipProductionVec =
shipProductionOffsets.length === 0
? null
: Report.createShipProductionVector(builder, shipProductionOffsets);
// `battle` is a struct vector (16 bytes per UUID, alignment 8), so
// it uses the start/inline-write/end pattern rather than a typical
// offset-list helper. Iterating in reverse matches the FlatBuffers
// convention that the vector is built end-to-start.
const battleVec = (() => {
const ids = fixture.battles ?? [];
if (ids.length === 0) return null;
Report.startBattleVector(builder, ids.length);
for (let i = ids.length - 1; i >= 0; i--) {
const [hi, lo] = uuidToHiLo(ids[i]!);
UUID.createUUID(builder, hi, lo);
}
return builder.endVector();
})();
const raceOffset =
fixture.race === undefined ? null : builder.createString(fixture.race);
const voteForOffset =
@@ -308,7 +442,25 @@ export function buildReportPayload(fixture: ReportFixture): Uint8Array {
if (localScienceVec !== null)
Report.addLocalScience(builder, localScienceVec);
if (routeVec !== null) Report.addRoute(builder, routeVec);
if (otherScienceVec !== null)
Report.addOtherScience(builder, otherScienceVec);
if (otherShipClassVec !== null)
Report.addOtherShipClass(builder, otherShipClassVec);
if (battleVec !== null) Report.addBattle(builder, battleVec);
if (bombingVec !== null) Report.addBombing(builder, bombingVec);
if (shipProductionVec !== null)
Report.addShipProduction(builder, shipProductionVec);
const reportOff = Report.endReport(builder);
builder.finish(reportOff);
return builder.asUint8Array();
}
function uuidToHiLo(value: string): [bigint, bigint] {
const hex = value.replace(/-/g, "").toLowerCase();
if (hex.length !== 32 || /[^0-9a-f]/.test(hex)) {
throw new Error(`buildReportPayload: invalid battle uuid ${value}`);
}
const hi = BigInt(`0x${hex.slice(0, 16)}`);
const lo = BigInt(`0x${hex.slice(16, 32)}`);
return [hi, lo];
}
@@ -0,0 +1,365 @@
// Phase 23 end-to-end coverage for the Report View. Mocks the
// gateway with a single seeded report that fills every wire field
// the orchestrator's sections render, then drives the page through
// the targeted-test contract:
//
// 1. Every TOC anchor click scrolls the matching section into view
// and the section is present in the DOM with at least one row
// (or its empty-state copy when it is intentionally empty).
// 2. Snapshot save/restore on the active-view-host scroll
// container survives a /map navigation round-trip.
// 3. The "back to map" button navigates to the map URL.
// 4. The mobile <select> fallback scrolls a section into view on
// a narrow viewport.
import { fromJson, type JsonValue } from "@bufbuild/protobuf";
import { expect, test, type Page } from "@playwright/test";
import { ByteBuffer } from "flatbuffers";
import { ExecuteCommandRequestSchema } from "../../src/proto/galaxy/gateway/v1/edge_gateway_pb";
import { UUID } from "../../src/proto/galaxy/fbs/common";
import { GameReportRequest } from "../../src/proto/galaxy/fbs/report";
import { forgeExecuteCommandResponseJson } from "./fixtures/sign-response";
import {
buildMyGamesListPayload,
type GameFixture,
} from "./fixtures/lobby-fbs";
import { buildReportPayload } from "./fixtures/report-fbs";
import {
buildOrderGetResponsePayload,
buildOrderResponsePayload,
type CommandResultFixture,
} from "./fixtures/order-fbs";
const SESSION_ID = "phase-23-report-session";
const GAME_ID = "23232323-2323-2323-2323-232323232323";
const BATTLE_ID = "00000000-0000-0000-0000-000000000001";
// SECTIONS lists every TOC slug paired with a row-presence hook.
// `expectRow` is null for sections that the seeded report
// intentionally leaves empty so the empty-state copy is asserted
// instead. The orchestrator's section order must match this
// list — the spec relies on each slug having a `report-toc-<slug>`
// and a `report-section-<slug>` testid.
const SECTIONS: ReadonlyArray<{ slug: string; expectRow: string | null }> = [
{ slug: "galaxy-summary", expectRow: "galaxy-summary-field-turn" },
{ slug: "votes", expectRow: "votes-mine" },
{ slug: "player-status", expectRow: "player-status-row" },
{ slug: "my-sciences", expectRow: "my-sciences-row" },
{ slug: "foreign-sciences", expectRow: "foreign-sciences-row" },
{ slug: "my-ship-classes", expectRow: "my-ship-classes-row" },
{ slug: "foreign-ship-classes", expectRow: "foreign-ship-classes-row" },
{ slug: "battles", expectRow: "report-battle-row" },
{ slug: "bombings", expectRow: "report-bombing-row" },
// `incomingShipGroups` cannot be seeded through the current
// e2e fixture (no builder); the orchestrator surfaces the
// empty-state copy and that is sufficient coverage here.
{ slug: "approaching-groups", expectRow: null },
{ slug: "my-planets", expectRow: "my-planets-row" },
{ slug: "ships-in-production", expectRow: "ships-in-production-row" },
// `cargo-routes` is empty in the seeded report — no route fixtures.
// The orchestrator surfaces the empty-state copy instead.
{ slug: "cargo-routes", expectRow: null },
{ slug: "foreign-planets", expectRow: "foreign-planets-row" },
{ slug: "uninhabited-planets", expectRow: "uninhabited-planets-row" },
{ slug: "unknown-planets", expectRow: "unknown-planets-row" },
// `my-fleets`, `my-ship-groups`, `foreign-ship-groups`,
// `unidentified-groups` are also empty — seeding them would
// require a parallel name-resolution pipeline for the fixture
// builder; the empty-state coverage is sufficient for the
// acceptance criterion.
{ slug: "my-fleets", expectRow: null },
{ slug: "my-ship-groups", expectRow: null },
{ slug: "foreign-ship-groups", expectRow: null },
{ slug: "unidentified-groups", expectRow: null },
];
async function mockGateway(page: Page): Promise<void> {
const game: GameFixture = {
gameId: GAME_ID,
gameName: "Phase 23 Game",
gameType: "private",
status: "running",
ownerUserId: "user-1",
minPlayers: 2,
maxPlayers: 8,
enrollmentEndsAtMs: BigInt(Date.now() + 86_400_000),
createdAtMs: BigInt(Date.now() - 86_400_000),
updatedAtMs: BigInt(Date.now()),
currentTurn: 1,
};
const storedOrder: CommandResultFixture[] = [];
await page.route(
"**/galaxy.gateway.v1.EdgeGateway/ExecuteCommand",
async (route) => {
const reqText = route.request().postData();
if (reqText === null) {
await route.fulfill({ status: 400 });
return;
}
const req = fromJson(
ExecuteCommandRequestSchema,
JSON.parse(reqText) as JsonValue,
);
let resultCode = "ok";
let payload: Uint8Array;
switch (req.messageType) {
case "lobby.my.games.list":
payload = buildMyGamesListPayload([game]);
break;
case "user.games.report": {
GameReportRequest.getRootAsGameReportRequest(
new ByteBuffer(req.payloadBytes),
).gameId(new UUID());
payload = buildReportPayload({
turn: 1,
mapWidth: 4000,
mapHeight: 4000,
race: "Earthlings",
myVotes: 4,
myVoteFor: "Andori",
players: [
{ name: "Earthlings", drive: 1, weapons: 1, shields: 1, cargo: 1, population: 4000, industry: 3000, planets: 2, relation: "-", votes: 4 },
{ name: "Andori", drive: 0.8, weapons: 0.6, shields: 0.5, cargo: 0.5, population: 3000, industry: 2500, planets: 2, relation: "PEACE", votes: 3 },
{ name: "Bajori", drive: 0.3, weapons: 0.2, shields: 0.2, cargo: 0.3, population: 2000, industry: 1500, planets: 1, relation: "WAR", votes: 2 },
{ name: "Cardassian", drive: 0, weapons: 0, shields: 0, cargo: 0, population: 0, industry: 0, planets: 0, relation: "PEACE", votes: 0, extinct: true },
],
localPlanets: [
{ number: 1, name: "Earth", x: 2000, y: 2000, size: 1000, resources: 5, population: 4000, industry: 3000, capital: 0, material: 0, colonists: 100, freeIndustry: 800, production: "Cruiser" },
],
otherPlanets: [
{ number: 2, name: "Andoria", owner: "Andori", x: 2500, y: 2000, size: 800, resources: 4, population: 3000, industry: 2500, capital: 12, material: 7, colonists: 80, freeIndustry: 600, production: "Capital" },
],
uninhabitedPlanets: [
{ number: 3, name: "Rock-1", x: 1800, y: 2300, size: 200, resources: 3, capital: 0, material: 25 },
],
unidentifiedPlanets: [{ number: 4, x: 2900, y: 1800 }],
localShipClass: [
{ name: "Cruiser", drive: 10, armament: 2, weapons: 5, shields: 5, cargo: 2 },
],
localScience: [
{ name: "DriveResearch", drive: 1, weapons: 0, shields: 0, cargo: 0 },
],
otherScience: [
{ race: "Andori", name: "AnDrive", drive: 1 },
{ race: "Bajori", name: "BjMix", drive: 0.5, cargo: 0.5 },
],
otherShipClass: [
{ race: "Andori", name: "Spear", drive: 8, armament: 4, weapons: 6, shields: 3, cargo: 1, mass: 90 },
{ race: "Bajori", name: "Hawk", drive: 12, armament: 1, weapons: 4, shields: 2, cargo: 0, mass: 75 },
],
battles: [BATTLE_ID],
bombings: [
{ planetNumber: 1, planet: "Earth", owner: "Earthlings", attacker: "Bajori", production: "Cruiser", industry: 500, population: 200, colonists: 12, capital: 30, material: 5, attackPower: 250, wiped: false },
{ planetNumber: 99, planet: "DW-99", owner: "Earthlings", attacker: "Bajori", production: "Dron", industry: 0, population: 0, colonists: 0, capital: 0, material: 0, attackPower: 800, wiped: true },
],
shipProductions: [
{ planet: 1, class: "Cruiser", cost: 100, prodUsed: 25, percent: 0.25, free: 800 },
],
});
break;
}
case "user.games.order": {
payload = buildOrderResponsePayload(GAME_ID, storedOrder, Date.now());
break;
}
case "user.games.order.get": {
payload = buildOrderGetResponsePayload(
GAME_ID,
storedOrder,
Date.now(),
false,
);
break;
}
default:
resultCode = "internal_error";
payload = new Uint8Array();
}
const body = await forgeExecuteCommandResponseJson({
requestId: req.requestId,
timestampMs: BigInt(Date.now()),
resultCode,
payloadBytes: payload,
});
await route.fulfill({
status: 200,
contentType: "application/json",
body,
});
},
);
await page.route(
"**/galaxy.gateway.v1.EdgeGateway/SubscribeEvents",
async () => {
await new Promise<void>(() => {});
},
);
// Approaching groups: the wire decoder filters incoming-group
// rows whose origin/destination names don't resolve against the
// planet tables — but the FBS builder takes raw numbers, so we
// inject one row directly through the buildReportPayload helper
// extension by re-routing the call in `mockGateway`. The fixture
// currently lacks an `incoming` builder; the seed above already
// fills bombings/ship-production, so approaching-groups stays
// empty here. The orchestrator surfaces the empty-state copy and
// the spec records that explicitly via `SECTIONS[].expectRow`.
}
async function bootSession(page: Page): Promise<void> {
await page.goto("/__debug/store");
await expect(page.getByTestId("debug-store-ready")).toBeVisible();
await page.waitForFunction(() => window.__galaxyDebug?.ready === true);
await page.evaluate(() => window.__galaxyDebug!.clearSession());
await page.evaluate(
(id) => window.__galaxyDebug!.setDeviceSessionId(id),
SESSION_ID,
);
await page.evaluate(
(gameId) => window.__galaxyDebug!.clearOrderDraft(gameId),
GAME_ID,
);
}
test.describe("Phase 23 report view", () => {
test("every TOC anchor lands its section in view", async ({
page,
}, testInfo) => {
test.skip(
testInfo.project.name.startsWith("chromium-mobile"),
"mobile coverage is the dedicated test below",
);
await mockGateway(page);
await bootSession(page);
await page.goto(`/games/${GAME_ID}/report`);
await expect(page.getByTestId("active-view-report")).toBeVisible();
await expect(page.getByTestId("report-toc")).toBeVisible();
// Wait for the report to land. `galaxy-summary-field-turn`
// only mounts once `RenderedReportSource.report !== null`, so
// observing it confirms the gateway round-trip completed.
await expect(
page.getByTestId("galaxy-summary-field-turn"),
).toBeVisible();
for (const entry of SECTIONS) {
const anchor = page.getByTestId(`report-toc-${entry.slug}`);
await anchor.click();
const section = page.getByTestId(`report-section-${entry.slug}`);
await expect(section).toBeInViewport();
if (entry.expectRow !== null) {
const row = section.getByTestId(entry.expectRow).first();
await expect(row).toBeVisible();
} else {
// Empty-state copy is rendered as a single status
// paragraph; the section still has visible content.
await expect(section).toBeVisible();
}
}
});
test("scroll position survives a /map round-trip via Snapshot", async ({
page,
}, testInfo) => {
test.skip(
testInfo.project.name.startsWith("chromium-mobile"),
"snapshot mechanism is the same on mobile; one project is enough",
);
await mockGateway(page);
await bootSession(page);
await page.goto(`/games/${GAME_ID}/report`);
await expect(page.getByTestId("active-view-report")).toBeVisible();
await expect(
page.getByTestId("galaxy-summary-field-turn"),
).toBeVisible();
// Scroll the window. The report's host expands to fit
// content rather than constraining its own height, so the
// document body is the real scroll container. SvelteKit's
// default scroll-restoration tracks `window.scrollY` on
// history navigation, which is what the acceptance criterion
// — "scroll position resets when switching to another view
// and is restored on return" — requires.
const target = 600;
await page.evaluate((value) => {
window.scrollTo(0, value);
}, target);
const savedScrollY = await page.evaluate(() => window.scrollY);
expect(savedScrollY).toBeGreaterThan(0);
// Programmatically click the back-to-map button. Driving the
// click through `evaluate` rather than the Playwright locator
// skips its built-in scrollIntoViewIfNeeded(), which would
// otherwise scroll the sticky TOC button into view and reset
// `window.scrollY` to 0 before SvelteKit's Snapshot capture
// fires.
await page.evaluate(() => {
const button = document.querySelector(
"[data-testid='report-back-to-map']",
) as HTMLButtonElement | null;
button?.click();
});
await page.waitForURL(`**/games/${GAME_ID}/map`);
await page.goBack();
await page.waitForURL(`**/games/${GAME_ID}/report`);
await expect(page.getByTestId("active-view-report")).toBeVisible();
await expect(
page.getByTestId("galaxy-summary-field-turn"),
).toBeVisible();
await expect
.poll(async () => page.evaluate(() => window.scrollY), {
timeout: 5_000,
intervals: [100, 200, 400],
})
.toBeGreaterThan(savedScrollY / 2);
});
test("back-to-map button navigates to the map URL", async ({
page,
}, testInfo) => {
test.skip(
testInfo.project.name.startsWith("chromium-mobile"),
"navigation is identical on mobile",
);
await mockGateway(page);
await bootSession(page);
await page.goto(`/games/${GAME_ID}/report`);
await page.getByTestId("report-back-to-map").click();
await expect(page).toHaveURL(new RegExp(`/games/${GAME_ID}/map$`));
await expect(page.getByTestId("active-view-map")).toBeVisible();
});
test("mobile select scrolls to the chosen section", async ({
page,
}, testInfo) => {
test.skip(
!testInfo.project.name.startsWith("chromium-mobile"),
"desktop branches are covered by the other tests above",
);
await mockGateway(page);
await bootSession(page);
await page.goto(`/games/${GAME_ID}/report`);
const mobileSelect = page.getByTestId("report-toc-mobile");
await expect(mobileSelect).toBeVisible();
await expect(
page.getByTestId("galaxy-summary-field-turn"),
).toBeVisible();
await mobileSelect.selectOption("bombings");
await expect(
page.getByTestId("report-section-bombings"),
).toBeInViewport();
});
});
+12 -4
View File
@@ -56,12 +56,20 @@ describe("active-view stubs", () => {
expect(node).toHaveTextContent("ship groups");
});
test("report / mail stubs render their localised titles", () => {
test("report view mounts with the TOC and the back-to-map link", () => {
// Phase 23 replaces the Phase 10 stub with the full report
// orchestrator. The orchestrator mounts the table of contents
// regardless of report state; the inner sections render
// loading copy until a `RenderedReportSource` lands via
// context. This test only smokes the orchestrator scaffold —
// per-section assertions live in `report-section-*.test.ts`.
const r = render(ReportView);
expect(r.getByTestId("active-view-report")).toHaveTextContent(
"turn report",
);
expect(r.getByTestId("active-view-report")).toBeInTheDocument();
expect(r.getByTestId("report-toc")).toBeInTheDocument();
expect(r.getByTestId("report-back-to-map")).toBeInTheDocument();
});
test("mail stub renders its localised title", () => {
const m = render(MailView);
expect(m.getByTestId("active-view-mail")).toHaveTextContent(
"diplomatic mail",
+20 -1
View File
@@ -1,16 +1,23 @@
// EMPTY_SHIP_GROUPS supplies empty arrays / zero defaults for the
// ancillary report fields added in Phase 19 (ship-groups + fleets),
// Phase 21 (sciences), and Phase 22 (races / diplomacy / voting).
// Phase 21 (sciences), Phase 22 (races / diplomacy / voting), and
// Phase 23 (full player roster, foreign sciences, foreign ship
// classes, battle ids, bombings, ships in production).
// Test fixtures spread it into their report objects so the fixture
// body still focuses on the fields under test, without forcing
// every spec to enumerate the full GameReport surface.
import type {
ReportBombing,
ReportIncomingShipGroup,
ReportLocalFleet,
ReportLocalShipGroup,
ReportOtherRace,
ReportOtherScience,
ReportOtherShipClass,
ReportOtherShipGroup,
ReportPlayer,
ReportShipProduction,
ReportUnidentifiedShipGroup,
ScienceSummary,
} from "../../src/api/game-state";
@@ -26,6 +33,12 @@ export const EMPTY_SHIP_GROUPS: {
races: ReportOtherRace[];
myVotes: number;
myVoteFor: string;
players: ReportPlayer[];
otherScience: ReportOtherScience[];
otherShipClass: ReportOtherShipClass[];
battleIds: string[];
bombings: ReportBombing[];
shipProductions: ReportShipProduction[];
} = {
localShipGroups: [],
otherShipGroups: [],
@@ -37,4 +50,10 @@ export const EMPTY_SHIP_GROUPS: {
races: [],
myVotes: 0,
myVoteFor: "",
players: [],
otherScience: [],
otherShipClass: [],
battleIds: [],
bombings: [],
shipProductions: [],
};
@@ -72,6 +72,12 @@ function makeReport(
races: [],
myVotes: 0,
myVoteFor: "",
players: [],
otherScience: [],
otherShipClass: [],
battleIds: [],
bombings: [],
shipProductions: [],
...overrides,
};
}
@@ -0,0 +1,135 @@
// Vitest coverage for the Phase 23 Report View's bombings section.
// Representative for grid-shape sections (foreign/uninhabited
// planets, fleets, ship-groups, ships-in-production). Three
// scenarios — empty list, populated row, wiped row with badge —
// cover the empty-state copy and the conditional row state.
import "@testing-library/jest-dom/vitest";
import { render } from "@testing-library/svelte";
import { beforeEach, describe, expect, test } from "vitest";
import { i18n } from "../src/lib/i18n/index.svelte";
import type {
GameReport,
ReportBombing,
} from "../src/api/game-state";
import { RENDERED_REPORT_CONTEXT_KEY } from "../src/lib/rendered-report.svelte";
import { EMPTY_SHIP_GROUPS } from "./helpers/empty-ship-groups";
import SectionBombings from "../src/lib/active-view/report/section-bombings.svelte";
beforeEach(() => {
i18n.resetForTests("en");
});
function bombing(
overrides: Partial<ReportBombing> &
Pick<ReportBombing, "planetNumber" | "planet" | "attacker">,
): ReportBombing {
return {
owner: "Owner",
production: "Capital",
industry: 0,
population: 0,
colonists: 0,
industryStockpile: 0,
materialsStockpile: 0,
attackPower: 0,
wiped: false,
...overrides,
};
}
function makeReport(rows: ReportBombing[]): GameReport {
return {
turn: 1,
mapWidth: 1000,
mapHeight: 1000,
planetCount: 0,
planets: [],
race: "Self",
localShipClass: [],
routes: [],
localPlayerDrive: 0,
localPlayerWeapons: 0,
localPlayerShields: 0,
localPlayerCargo: 0,
...EMPTY_SHIP_GROUPS,
bombings: rows,
};
}
function mountSection(report: GameReport | null) {
const context = new Map<unknown, unknown>([
[RENDERED_REPORT_CONTEXT_KEY, { get report() {
return report;
} }],
]);
return render(SectionBombings, { context });
}
describe("report bombings section", () => {
test("renders the loading placeholder before the report lands", () => {
const ui = mountSection(null);
expect(ui.getByTestId("report-section-bombings")).toHaveTextContent(
"loading report",
);
});
test("renders the empty-state copy when there are no bombings", () => {
const ui = mountSection(makeReport([]));
expect(ui.getByTestId("bombings-empty")).toBeInTheDocument();
});
test("renders a non-wiped row without the wiped badge", () => {
const ui = mountSection(
makeReport([
bombing({
planetNumber: 17,
planet: "Castle",
attacker: "Ricksha",
owner: "Earthlings",
production: "Capital",
industry: 500.25,
population: 200,
colonists: 12,
industryStockpile: 30,
materialsStockpile: 5,
attackPower: 250,
wiped: false,
}),
]),
);
const rows = ui.getAllByTestId("report-bombing-row");
expect(rows).toHaveLength(1);
expect(rows[0]).toHaveAttribute("data-planet", "17");
expect(rows[0]).toHaveAttribute("data-wiped", "false");
expect(rows[0]).not.toHaveClass("wiped");
expect(rows[0]).toHaveTextContent("#17 (Castle)");
expect(rows[0]).toHaveTextContent("Ricksha");
expect(ui.queryByTestId("report-bombing-wiped-badge")).not.toBeInTheDocument();
});
test("renders a wiped row with the wiped badge and the row state", () => {
const ui = mountSection(
makeReport([
bombing({
planetNumber: 20,
planet: "DW-1207",
attacker: "Ricksha",
owner: "KnightErrants",
production: "Dron",
industry: 1.5,
attackPower: 7.62,
wiped: true,
}),
]),
);
const row = ui.getByTestId("report-bombing-row");
expect(row).toHaveAttribute("data-wiped", "true");
expect(row).toHaveClass("wiped");
expect(ui.getByTestId("report-bombing-wiped-badge")).toHaveTextContent(
"wiped",
);
});
});
@@ -0,0 +1,106 @@
// Vitest coverage for the Phase 23 Report View's foreign sciences
// section. Representative for the per-race sub-table shape used by
// `section-foreign-ship-classes.svelte` too. Three scenarios — empty
// list, single-race table, multi-race grouping — exercise the
// decoder's `(race, name)` order and the per-race sub-header.
import "@testing-library/jest-dom/vitest";
import { render } from "@testing-library/svelte";
import { beforeEach, describe, expect, test } from "vitest";
import { i18n } from "../src/lib/i18n/index.svelte";
import type {
GameReport,
ReportOtherScience,
} from "../src/api/game-state";
import { RENDERED_REPORT_CONTEXT_KEY } from "../src/lib/rendered-report.svelte";
import { EMPTY_SHIP_GROUPS } from "./helpers/empty-ship-groups";
import SectionForeignSciences from "../src/lib/active-view/report/section-foreign-sciences.svelte";
beforeEach(() => {
i18n.resetForTests("en");
});
function science(
overrides: Partial<ReportOtherScience> &
Pick<ReportOtherScience, "race" | "name">,
): ReportOtherScience {
return {
drive: 0,
weapons: 0,
shields: 0,
cargo: 0,
...overrides,
};
}
function makeReport(rows: ReportOtherScience[]): GameReport {
return {
turn: 1,
mapWidth: 1000,
mapHeight: 1000,
planetCount: 0,
planets: [],
race: "Self",
localShipClass: [],
routes: [],
localPlayerDrive: 0,
localPlayerWeapons: 0,
localPlayerShields: 0,
localPlayerCargo: 0,
...EMPTY_SHIP_GROUPS,
otherScience: rows,
};
}
function mountSection(report: GameReport | null) {
const context = new Map<unknown, unknown>([
[RENDERED_REPORT_CONTEXT_KEY, { get report() {
return report;
} }],
]);
return render(SectionForeignSciences, { context });
}
describe("report foreign sciences section", () => {
test("renders the empty-state copy when no foreign sciences are observed", () => {
const ui = mountSection(makeReport([]));
expect(ui.getByTestId("foreign-sciences-empty")).toBeInTheDocument();
});
test("renders one sub-table per race with rows sorted by name", () => {
const ui = mountSection(
makeReport([
science({ race: "Andori", name: "AnDrive", drive: 1 }),
science({ race: "Andori", name: "AnCargo", cargo: 1 }),
science({ race: "Bajori", name: "BjMix", drive: 0.5, cargo: 0.5 }),
]),
);
const headers = ui.getAllByTestId("report-other-science-race");
expect(headers).toHaveLength(2);
expect(headers[0]).toHaveAttribute("data-race", "Andori");
expect(headers[1]).toHaveAttribute("data-race", "Bajori");
const rows = ui.getAllByTestId("foreign-sciences-row");
expect(rows).toHaveLength(3);
// Andori sub-table comes first; its rows precede Bajori.
expect(rows[0]).toHaveAttribute("data-race", "Andori");
expect(rows[0]).toHaveAttribute("data-name", "AnDrive");
expect(rows[1]).toHaveAttribute("data-race", "Andori");
expect(rows[1]).toHaveAttribute("data-name", "AnCargo");
expect(rows[2]).toHaveAttribute("data-race", "Bajori");
expect(rows[2]).toHaveAttribute("data-name", "BjMix");
});
test("renders a single race block when only one foreign science is present", () => {
const ui = mountSection(
makeReport([science({ race: "Solo", name: "Singularity", drive: 1 })]),
);
const headers = ui.getAllByTestId("report-other-science-race");
expect(headers).toHaveLength(1);
expect(headers[0]).toHaveTextContent("Solo sciences");
const rows = ui.getAllByTestId("foreign-sciences-row");
expect(rows).toHaveLength(1);
});
});
@@ -0,0 +1,88 @@
// Vitest coverage for the Phase 23 Report View's galaxy summary
// section. Representative for kv-list-shape sections (votes,
// player-status row markers). Mounts the component against a
// synthetic `RenderedReportSource` so the test focuses on shape,
// not on the live store wiring.
import "@testing-library/jest-dom/vitest";
import { render } from "@testing-library/svelte";
import { beforeEach, describe, expect, test } from "vitest";
import { i18n } from "../src/lib/i18n/index.svelte";
import type { GameReport } from "../src/api/game-state";
import { RENDERED_REPORT_CONTEXT_KEY } from "../src/lib/rendered-report.svelte";
import { EMPTY_SHIP_GROUPS } from "./helpers/empty-ship-groups";
import SectionGalaxySummary from "../src/lib/active-view/report/section-galaxy-summary.svelte";
beforeEach(() => {
i18n.resetForTests("en");
});
function makeReport(overrides: Partial<GameReport> = {}): GameReport {
return {
turn: 0,
mapWidth: 0,
mapHeight: 0,
planetCount: 0,
planets: [],
race: "",
localShipClass: [],
routes: [],
localPlayerDrive: 0,
localPlayerWeapons: 0,
localPlayerShields: 0,
localPlayerCargo: 0,
...EMPTY_SHIP_GROUPS,
...overrides,
};
}
function mountSection(report: GameReport | null) {
const context = new Map<unknown, unknown>([
[RENDERED_REPORT_CONTEXT_KEY, { get report() {
return report;
} }],
]);
return render(SectionGalaxySummary, { context });
}
describe("report galaxy summary section", () => {
test("renders the loading placeholder before the report lands", () => {
const ui = mountSection(null);
expect(
ui.getByTestId("report-section-galaxy-summary"),
).toHaveTextContent("loading report");
});
test("renders every kv pair for a populated report", () => {
const ui = mountSection(
makeReport({
turn: 42,
mapWidth: 1234,
mapHeight: 4321,
planetCount: 700,
race: "KnightErrants",
}),
);
expect(ui.getByTestId("galaxy-summary-field-turn")).toHaveTextContent("42");
expect(ui.getByTestId("galaxy-summary-field-size")).toHaveTextContent(
"1234 × 4321",
);
expect(ui.getByTestId("galaxy-summary-field-planets")).toHaveTextContent(
"700",
);
expect(ui.getByTestId("galaxy-summary-field-race")).toHaveTextContent(
"KnightErrants",
);
});
test("zero-value boot state still mounts every field", () => {
const ui = mountSection(makeReport());
// Loading state must be gone — the kv-list takes over.
const section = ui.getByTestId("report-section-galaxy-summary");
expect(section).not.toHaveTextContent("loading report");
expect(ui.getByTestId("galaxy-summary-field-turn")).toHaveTextContent("0");
expect(ui.getByTestId("galaxy-summary-field-race")).toHaveTextContent("");
});
});
+156
View File
@@ -0,0 +1,156 @@
// Vitest coverage for the Phase 23 Report View's table of contents.
// Smokes the anchor list, the active-link state, the back-to-map
// navigation, and the mobile <select> fallback. The
// IntersectionObserver-driven active-section computation lives in
// the orchestrator (`report.svelte`); this test only checks the
// presentational pieces of the TOC.
import "@testing-library/jest-dom/vitest";
import { fireEvent, render } from "@testing-library/svelte";
import { beforeEach, describe, expect, test, vi } from "vitest";
import { i18n } from "../src/lib/i18n/index.svelte";
import type { TranslationKey } from "../src/lib/i18n/index.svelte";
const gotoMock = vi.hoisted(() => vi.fn());
vi.mock("$app/navigation", () => ({
goto: gotoMock,
}));
import ReportToc, {
type TocEntry,
} from "../src/lib/active-view/report/report-toc.svelte";
const ENTRIES: readonly TocEntry[] = [
{ slug: "galaxy-summary", titleKey: "game.report.section.galaxy_summary.title" },
{ slug: "votes", titleKey: "game.report.section.votes.title" },
{ slug: "bombings", titleKey: "game.report.section.bombings.title" },
];
beforeEach(() => {
i18n.resetForTests("en");
gotoMock.mockClear();
});
describe("report TOC", () => {
test("renders one anchor per entry and one option in the mobile select", () => {
const ui = render(ReportToc, {
props: { entries: ENTRIES, activeSlug: "galaxy-summary", gameId: "g-1" },
});
for (const e of ENTRIES) {
expect(ui.getByTestId(`report-toc-${e.slug}`)).toBeInTheDocument();
}
const mobile = ui.getByTestId("report-toc-mobile") as HTMLSelectElement;
expect(mobile.options).toHaveLength(ENTRIES.length);
expect(mobile.value).toBe("galaxy-summary");
});
test("marks the active anchor with aria-current=location and a class", () => {
const ui = render(ReportToc, {
props: { entries: ENTRIES, activeSlug: "bombings", gameId: "g-1" },
});
const active = ui.getByTestId("report-toc-bombings");
expect(active).toHaveAttribute("aria-current", "location");
expect(active).toHaveClass("active");
const inactive = ui.getByTestId("report-toc-votes");
expect(inactive).not.toHaveAttribute("aria-current");
expect(inactive).not.toHaveClass("active");
});
test("back-to-map button calls goto with the active game's map URL", async () => {
const ui = render(ReportToc, {
props: {
entries: ENTRIES,
activeSlug: "galaxy-summary",
gameId: "abc",
},
});
const button = ui.getByTestId("report-back-to-map");
await fireEvent.click(button);
expect(gotoMock).toHaveBeenCalledWith("/games/abc/map");
});
test("anchor click cancels the default jump and calls scrollIntoView on the target", async () => {
// Stub `scrollIntoView` on the target — jsdom does not
// implement it. The TOC also reads
// `prefers-reduced-motion`; the matchMedia stub forces a
// stable `behavior: "auto"` so the assertion is reproducible.
const scrollSpy = vi.fn();
const target = document.createElement("section");
target.id = "report-bombings";
target.scrollIntoView = scrollSpy;
document.body.appendChild(target);
Object.defineProperty(window, "matchMedia", {
writable: true,
value: (query: string) => ({
matches: query.includes("reduce"),
media: query,
onchange: null,
addListener: () => {},
removeListener: () => {},
addEventListener: () => {},
removeEventListener: () => {},
dispatchEvent: () => false,
}),
});
const ui = render(ReportToc, {
props: { entries: ENTRIES, activeSlug: "galaxy-summary", gameId: "g" },
});
await fireEvent.click(ui.getByTestId("report-toc-bombings"));
expect(scrollSpy).toHaveBeenCalledWith({
behavior: "auto",
block: "start",
});
target.remove();
});
test("mobile select scrolls to the chosen section without navigating", async () => {
const scrollSpy = vi.fn();
const target = document.createElement("section");
target.id = "report-votes";
target.scrollIntoView = scrollSpy;
document.body.appendChild(target);
Object.defineProperty(window, "matchMedia", {
writable: true,
value: () => ({
matches: false,
media: "(prefers-reduced-motion: no-preference)",
onchange: null,
addListener: () => {},
removeListener: () => {},
addEventListener: () => {},
removeEventListener: () => {},
dispatchEvent: () => false,
}),
});
const ui = render(ReportToc, {
props: {
entries: ENTRIES,
activeSlug: "galaxy-summary",
gameId: "g",
},
});
const select = ui.getByTestId("report-toc-mobile") as HTMLSelectElement;
await fireEvent.change(select, { target: { value: "votes" } });
expect(scrollSpy).toHaveBeenCalled();
expect(gotoMock).not.toHaveBeenCalled();
target.remove();
});
// Tests intentionally validate the *type* of the entries prop is
// exposed correctly so future widening of the list does not
// silently drop entries. TypeScript already enforces this through
// `TocEntry`; the assertion below is a soft check so a stray
// `as unknown as ...` cast surfaces fast.
test("TocEntry exposes a slug and a TranslationKey", () => {
const slug: string = ENTRIES[0]!.slug;
const key: TranslationKey = ENTRIES[0]!.titleKey;
expect(typeof slug).toBe("string");
expect(typeof key).toBe("string");
});
});