ui/phase-27: viewer layout pass + static cluster + duel layout

Layout reshuffle so the scene captures the maximum viewer area:

- Header collapses three rows into one: `back to map` / `back to
  report` on the left, the centred title `Battle on planet <name>
  (#<number>)` (new i18n key `game.battle.header_title`), and the
  frame counter on the right. The wrapper `.active-view` no longer
  renders its own back-row; routes flow through props.
- Viewer drops the `max-width: 880px` cap so on a wide monitor the
  scene scales up across the full active-view-host.
- A drag-seek `<input type="range">` sits between the scene and the
  controls; dragging pauses playback and lands `frameIndex` on the
  chosen shot.
- Speed control is one cycling button: `1x → 2x → 4x → 6x → 1x`.
  The label shows the current speed; the new 6x adds a 67 ms frame
  interval for skimming a long timeline.
- The text protocol log is now collapsible behind a `Log ▲▼`
  toggle in the controls bar. The toggle is its own button; the
  default state stays expanded. Collapsing the log hands the
  remaining height to the scene.
- Numerical list markers (`1. 2. 3.`) are dropped from the log;
  `list-style: none` keeps each row visually clean.

Static cluster + visibility filter:

- `staticBucketsByRace` now locks bucket order, mass, radius and
  local Vogel-spiral positions for the lifetime of the viewer; it
  only re-derives when `report` or the wasm `core` change.
- `renderedByRace` overlays the per-frame `remaining` map and drops
  buckets whose `numLeft` hits zero. The surviving buckets keep
  their slots, so a class emptying never reshuffles the cluster —
  the empty bucket simply disappears.
- A shot whose attacker or defender bucket is no longer visible
  draws no line (phantom shots into already-empty buckets are
  silently skipped, matching the user expectation that pup at 0
  should stop attracting fire visually).
- Race label clamps to a minimum y inside the SVG viewport so
  three-or-more-race layouts with a north anchor never clip the
  top race name off-canvas.

Duel layout (user suggestion):

- `layoutRaces` rotates the radial start angle by 90° when only
  two participants remain, so race 0 lands at 9 o'clock and race 1
  at 3 o'clock. The pair faces off horizontally; neither label
  pushes against the SVG top edge. The existing test for two-race
  positions is updated accordingly.

Tests: the existing `layoutRaces` two-race case is rewritten for
the horizontal duel; the `game-shell-stubs` battle case checks the
loading placeholder (back buttons now live in the loaded viewer,
not the wrapper). 644 Vitest cases stay green; 4 Playwright
battle-viewer cases stay green.

Docs: `ui/docs/battle-viewer-ux.md` documents the static cluster /
visibility filter, the duel layout, the scrubber, the cycling
speed button and the collapsible log.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
Ilia Denisov
2026-05-13 17:38:46 +02:00
parent 17a3afd5e9
commit e2aba856b5
10 changed files with 397 additions and 286 deletions
+23 -55
View File
@@ -6,9 +6,10 @@ not-found state.
This wrapper also bridges the surrounding GameReport's ship-class
tables into a `(race, className) → ShipClassRef` lookup the viewer
needs to size class circles by ship mass. The viewer remains
prop-driven; we just resolve the lookup once here so the lower
component does not have to know about `RenderedReportSource`.
needs to size class circles by ship mass. The back-navigation
buttons (`back to map` / `back to report`) live INSIDE the viewer
header now — we just hand the routes down as callbacks so the
viewer keeps its prop-driven contract.
-->
<script lang="ts">
import { getContext } from "svelte";
@@ -46,12 +47,6 @@ component does not have to know about `RenderedReportSource`.
RENDERED_REPORT_CONTEXT_KEY,
);
// shipClassLookup turns `(race, className)` into the five class
// parameters required by `calc.EmptyMass`. Local classes belong
// to the report recipient (`report.race`); foreign classes carry
// their own `race` field. Lookup is cheap to rebuild whenever the
// report changes — the active-view-host re-renders on turn flips
// anyway.
const shipClassLookup = $derived.by<ShipClassLookup>(() => {
const map = new Map<string, ShipClassRef>();
const report = rendered?.report;
@@ -115,28 +110,22 @@ component does not have to know about `RenderedReportSource`.
}
</script>
<section class="active-view" data-testid="active-view-battle" data-battle-id={battleId}>
<nav class="back-row">
<button
type="button"
class="back-btn"
onclick={backToMap}
data-testid="battle-back-to-map"
>{i18n.t("game.battle.back_to_map")}</button>
<button
type="button"
class="back-btn"
onclick={backToReport}
data-testid="battle-back-to-report"
>{i18n.t("game.battle.back_to_report")}</button>
</nav>
<section
class="active-view"
data-testid="active-view-battle"
data-battle-id={battleId}
>
{#if state.kind === "loading"}
<p class="status" data-testid="battle-loading">
{i18n.t("game.battle.loading")}
</p>
{:else if state.kind === "ready"}
<BattleViewer report={state.report} shipClassLookup={shipClassLookup} />
<BattleViewer
report={state.report}
{shipClassLookup}
onBackToMap={backToMap}
onBackToReport={backToReport}
/>
{:else if state.kind === "not_found"}
<p class="status" data-testid="battle-not-found">
{i18n.t("game.battle.not_found")}
@@ -153,44 +142,23 @@ component does not have to know about `RenderedReportSource`.
/*
* The in-game shell renders this active view inside an
* `.active-view-host` with `flex: 1; overflow-y: auto`, but
* the surrounding `.game-shell` uses `min-height: 100vh`,
* so without a hard upper bound the viewer pushes the
* whole shell past the viewport. We pin the active view to
* `100dvh` minus a small allowance for the header chrome
* (in-game Header + optional HistoryBanner = ~66 px on
* desktop) so the internal flex chain can split the
* remaining height between the scene and the always-
* visible log without forcing a page-level scroll.
* the surrounding `.game-shell` uses `min-height: 100vh`, so
* without a hard upper bound the viewer pushes the whole
* shell past the viewport. We pin the active view to `100dvh`
* minus a small allowance for the header chrome (in-game
* Header + optional HistoryBanner 66 px on desktop) so the
* internal flex chain can split the remaining height between
* the scene, scrubber, controls and log without forcing a
* page-level scroll.
*/
height: calc(100dvh - 80px);
max-height: calc(100dvh - 80px);
min-height: 0;
overflow: hidden;
padding: 1rem;
box-sizing: border-box;
font-family: system-ui, sans-serif;
color: #d6dcf2;
}
.back-row {
display: flex;
gap: 0.5rem;
max-width: 880px;
margin: 0 auto 1rem;
flex: 0 0 auto;
}
.back-btn {
appearance: none;
background: #1f2748;
color: #d6dcf2;
border: 1px solid #2c3568;
padding: 0.35rem 0.7rem;
border-radius: 3px;
cursor: pointer;
font-size: 0.85rem;
}
.back-btn:hover {
background: #2a3463;
}
.status {
margin: 2rem auto;
max-width: 880px;