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
+4
View File
@@ -484,6 +484,7 @@ const en = {
"game.report.section.battles.empty": "no battles last turn",
"game.report.section.battles.id_label": "battle",
"game.battle.title": "battle",
"game.battle.header_title": "Battle on planet {planet_name} (#{planet_number})",
"game.battle.loading": "loading battle…",
"game.battle.not_found": "battle not found",
"game.battle.back_to_report": "back to report",
@@ -497,6 +498,9 @@ const en = {
"game.battle.controls.speed_1x": "1x",
"game.battle.controls.speed_2x": "2x",
"game.battle.controls.speed_4x": "4x",
"game.battle.controls.speed_6x": "6x",
"game.battle.controls.scrub": "scrub battle timeline",
"game.battle.controls.log_toggle": "Log",
"game.battle.log.destroyed": "{attacker_race}'s {attacker_class} destroyed {defender_race}'s {defender_class}",
"game.battle.log.shielded": "{attacker_race}'s {attacker_class} hit {defender_race}'s {defender_class}, shields held",
"game.battle.accessibility.protocol_heading": "battle log",