ui/phase-11: map wired to live game state

Replaces the Phase 10 map stub with live planet rendering driven by
`user.games.report`, and wires the header turn counter to the same
data. Phase 11's frontend sits on a per-game `GameStateStore` that
lives in `lib/game-state.svelte.ts`: the in-game shell layout
instantiates one per game, exposes it through Svelte context, and
disposes it on remount. The store discovers the game's current turn
through `lobby.my.games.list`, fetches the matching report, and
exposes a TS-friendly snapshot to the header turn counter, the map
view, and the inspector / order / calculator tabs that later phases
will plug onto the same instance.

The pipeline forced one cross-stage decision: the user surface needs
the current turn number to know which report to fetch, but
`GameSummary` did not expose it. Phase 11 extends the lobby
catalogue (FB schema, transcoder, Go model, backend
gameSummaryWire, gateway decoders, openapi, TS bindings,
api/lobby.ts) with `current_turn:int32`. The data was already
tracked in backend's `RuntimeSnapshot.CurrentTurn`; surfacing it is
a wire change only. Two alternatives were rejected: a brand-new
`user.games.state` message (full wire-flow for one field) and
hard-coding `turn=0` (works for the dev sandbox, which never
advances past zero, but renders the initial state for any real
game). The change crosses Phase 8's already-shipped catalogue per
the project's "decisions baked back into the live plan" rule —
existing tests and fixtures are updated in the same patch.

The state binding lives in `map/state-binding.ts::reportToWorld`:
one Point primitive per planet across all four kinds (local /
other / uninhabited / unidentified) with distinct fill colours,
fill alphas, and point radii so the user can tell them apart at a
glance. The planet engine number is reused as the primitive id so
a hit-test result resolves directly to a planet without an extra
lookup table. Zero-planet reports yield a well-formed empty world;
malformed dimensions fall back to 1×1 so a bad report cannot crash
the renderer.

The map view's mount effect creates the renderer once and skips
re-mount on no-op refreshes (same turn, same wrap mode); a turn
change or wrap-mode flip disposes and recreates it. The renderer's
external API does not yet expose `setWorld`; Phase 24 / 34 will
extract it once high-frequency updates land. The store installs a
`visibilitychange` listener that calls `refresh()` when the tab
regains focus.

Wrap-mode preference uses `Cache` namespace `game-prefs`, key
`<gameId>/wrap-mode`, default `torus`. Phase 11 reads through
`store.wrapMode`; Phase 29 wires the toggle UI on top of
`setWrapMode`.

Tests: Vitest unit coverage for `reportToWorld` (every kind,
ids, styling, empty / zero-dimension edges, priority order) and
for the store lifecycle (init success, missing-membership error,
forbidden-result error, `setTurn`, wrap-mode persistence across
instances, `failBootstrap`). Playwright e2e mocks the gateway for
`lobby.my.games.list` and `user.games.report` and asserts the
live data path: turn counter shows the reported turn,
`active-view-map` flips to `data-status="ready"`, and
`data-planet-count` matches the fixture count. The zero-planet
regression and the missing-membership error path are covered.

Phase 11 status stays `pending` in `ui/PLAN.md` until the local-ci
run lands green; flipping to `done` follows in the next commit per
the per-stage CI gate in `CLAUDE.md`.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
Ilia Denisov
2026-05-08 21:17:17 +02:00
parent ff524fabc6
commit ce7a66b3e6
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// State binding between the typed game report and the renderer's
// World. Phase 11 only emits primitives for planets; later phases
// extend the binding with ship-class reach circles (Phase 17 / 18),
// hyperspace and incoming groups (Phase 11+ via separate primitives),
// cargo routes (Phase 16), reach / visibility zones (Phase 17), and
// battle / bombing markers (Phase 27).
//
// The four planet kinds in the report each map to a distinct style so
// the user can tell own / other-race / uninhabited / unidentified
// planets apart at a glance. The exact colours are Phase 11 defaults
// chosen against the dark theme; Phase 35 polish picks final
// colours and adds theme switching.
import type { GameReport, ReportPlanet } from "../api/game-state";
import { World, type Primitive, type Style } from "./world";
const STYLE_LOCAL: Style = {
fillColor: 0x6dd2ff,
fillAlpha: 1,
pointRadiusPx: 6,
};
const STYLE_OTHER: Style = {
fillColor: 0xff8a65,
fillAlpha: 1,
pointRadiusPx: 5,
};
const STYLE_UNINHABITED: Style = {
fillColor: 0xb0bec5,
fillAlpha: 0.85,
pointRadiusPx: 4,
};
const STYLE_UNIDENTIFIED: Style = {
fillColor: 0x546e7a,
fillAlpha: 0.7,
pointRadiusPx: 3,
};
// PlanetIDs occupy the [0, 4_000_000_000) range — well below
// JavaScript's `Number.MAX_SAFE_INTEGER` — so the engine `number` (uint64)
// fits in a primitive id (number) without truncation. The binding
// uses the engine number directly as the primitive id so later phases
// can resolve a planet by its hit-test result without an extra
// lookup table.
function styleFor(kind: ReportPlanet["kind"]): Style {
switch (kind) {
case "local":
return STYLE_LOCAL;
case "other":
return STYLE_OTHER;
case "uninhabited":
return STYLE_UNINHABITED;
case "unidentified":
return STYLE_UNIDENTIFIED;
}
}
function priorityFor(kind: ReportPlanet["kind"]): number {
switch (kind) {
case "local":
return 4;
case "other":
return 3;
case "uninhabited":
return 2;
case "unidentified":
return 1;
}
}
/**
* reportToWorld translates a GameReport into a renderer-ready World
* containing one Point primitive per planet (all four planet kinds).
* The world rectangle matches `report.mapWidth` × `report.mapHeight`.
*
* If the report carries zero planets (turn-zero edge cases or seeded
* tests), the World is still well-formed: the renderer mounts on an
* empty primitive list without errors.
*/
export function reportToWorld(report: GameReport): World {
const primitives: Primitive[] = [];
for (const planet of report.planets) {
primitives.push({
kind: "point",
id: planet.number,
priority: priorityFor(planet.kind),
style: styleFor(planet.kind),
hitSlopPx: 0,
x: planet.x,
y: planet.y,
});
}
const width = report.mapWidth > 0 ? report.mapWidth : 1;
const height = report.mapHeight > 0 ? report.mapHeight : 1;
return new World(width, height, primitives);
}