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