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:
+39
-13
@@ -48,13 +48,22 @@ across the underlying groups; per-tech detail is available in the
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Reports view (Foreign Ship Classes / My Ship Types).
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Bucket order inside a cluster is **locked at battle start** by the
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initial ship count (`num` summed across tech variants, descending).
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As ships die during playback only the label number changes — every
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bucket keeps its slot in the Vogel spiral, so the user does not see
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the cluster reshuffle when a class empties. Vogel positions are
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then reassigned per rank by their inward distance toward the
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planet, so the rank-0 bucket (the largest at battle start) always
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sits at the most-inward spiral slot.
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initial ship count (`num` summed across tech variants, descending),
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together with mass, radius and local position. The static layout
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lives in `staticBucketsByRace`; the per-frame derivation
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`renderedByRace` overlays the live `NumberLeft` and drops buckets
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once they hit zero. The remaining buckets keep their slots in the
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cloud, so the cluster does not reshuffle when a class empties — the
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empty bucket simply disappears.
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Vogel positions are reassigned per rank by their inward distance
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toward the planet, so the rank-0 bucket (the largest by initial
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ship count) always sits at the most-inward spiral slot.
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When two races remain in battle the radial layout switches to the
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horizontal duel: race 0 at 9 o'clock, race 1 at 3 o'clock. This
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keeps both race labels clear of the SVG top edge and reads as the
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two sides facing off naturally.
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Circle radius scales with per-ship FullMass (Empty + Carrying via
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the per-ship `LoadQuantity`). The viewer resolves a
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@@ -80,20 +89,25 @@ produces the "shot-shot-shot" pulse the user wanted.
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## Playback controls
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`lib/battle-player/playback-controls.svelte` ships the full set:
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`lib/battle-player/playback-controls.svelte` ships:
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| Control | Effect |
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| ------------- | ------------------------------------------ |
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| ------------------ | ------------------------------------------------------- |
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| ⏮ rewind | Stop, jump to frame 0 |
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| ◀︎ step back | Stop, frame ← frame − 1 |
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| ◀︎◀︎ step back | Stop, frame ← frame − 1 |
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| ▶︎ / ⏸ play | Toggle continuous playback |
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| ▶︎▶︎ step fwd | Stop, frame ← frame + 1 |
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| 1x / 2x / 4x | Speed switch: 400 / 200 / 100 ms per frame |
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| ▶︎▶︎ step forward | Stop, frame ← frame + 1 |
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| `Nx` cycle speed | Single button, cycles 1x → 2x → 4x → 6x → 1x; the label shows the current speed (400 / 200 / 100 / 67 ms per frame) |
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| `Log ▲▼` toggle | Collapses / expands the always-visible text protocol so the user can give the scene the full viewer height |
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When the timeline is at its end and the user hits play, the frame
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counter wraps to 0 and continues. Step buttons disable themselves at
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their boundary.
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A drag-seek slider sits between the scene and the controls. Dragging
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pauses playback and lands `frameIndex` on the chosen shot — handy
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for jumping to the moment a particular race started losing ground.
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## Accessibility
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Below the scene the viewer renders a static `<ol>` text protocol —
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@@ -130,12 +144,24 @@ the scene until its actual ships are gone. The phantom shots still
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draw a line during the frame they belong to; only the running
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counters are protected.
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## Header + layout
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The viewer header carries three rows of chrome in a single line:
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the back-navigation buttons (`back to map` / `back to report`) on
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the left, a centred title — `Battle on planet <name> (<#number>)`,
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i18n key `game.battle.header_title` — and the frame counter on the
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right. Pulling navigation into the header frees the entire viewer
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area for the scene; the `.viewer` container has no `max-width` cap,
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so on wide monitors the scene scales up while the log keeps its
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internal 30 dvh scroll.
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## Height fit
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The viewer is pinned to the viewport: `.active-view` uses
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`calc(100dvh − 80px)` so the in-game-shell header + optional
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HistoryBanner do not push the scene below the fold. Inside the
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viewer, the scene grows (`flex: 1`) and the log shrinks to a
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viewer, the scene grows (`flex: 1`), the scrubber + controls hold
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their natural height, and the log (when expanded) shrinks to a
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30 dvh ceiling with its own internal scroll, so the page itself
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never scrolls vertically. The 80 px allowance maps to the current
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Header + HistoryBanner total on desktop; mobile breakpoints reuse
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@@ -6,9 +6,10 @@ not-found state.
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This wrapper also bridges the surrounding GameReport's ship-class
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tables into a `(race, className) → ShipClassRef` lookup the viewer
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needs to size class circles by ship mass. The viewer remains
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prop-driven; we just resolve the lookup once here so the lower
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component does not have to know about `RenderedReportSource`.
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needs to size class circles by ship mass. The back-navigation
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buttons (`back to map` / `back to report`) live INSIDE the viewer
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header now — we just hand the routes down as callbacks so the
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viewer keeps its prop-driven contract.
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-->
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<script lang="ts">
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import { getContext } from "svelte";
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@@ -46,12 +47,6 @@ component does not have to know about `RenderedReportSource`.
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RENDERED_REPORT_CONTEXT_KEY,
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);
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// shipClassLookup turns `(race, className)` into the five class
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// parameters required by `calc.EmptyMass`. Local classes belong
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// to the report recipient (`report.race`); foreign classes carry
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// their own `race` field. Lookup is cheap to rebuild whenever the
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// report changes — the active-view-host re-renders on turn flips
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// anyway.
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const shipClassLookup = $derived.by<ShipClassLookup>(() => {
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const map = new Map<string, ShipClassRef>();
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const report = rendered?.report;
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@@ -115,28 +110,22 @@ component does not have to know about `RenderedReportSource`.
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}
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</script>
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<section class="active-view" data-testid="active-view-battle" data-battle-id={battleId}>
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<nav class="back-row">
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<button
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type="button"
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class="back-btn"
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onclick={backToMap}
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data-testid="battle-back-to-map"
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>{i18n.t("game.battle.back_to_map")}</button>
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<button
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type="button"
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class="back-btn"
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onclick={backToReport}
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data-testid="battle-back-to-report"
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>{i18n.t("game.battle.back_to_report")}</button>
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</nav>
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<section
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class="active-view"
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data-testid="active-view-battle"
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data-battle-id={battleId}
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>
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{#if state.kind === "loading"}
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<p class="status" data-testid="battle-loading">
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{i18n.t("game.battle.loading")}
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</p>
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{:else if state.kind === "ready"}
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<BattleViewer report={state.report} shipClassLookup={shipClassLookup} />
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<BattleViewer
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report={state.report}
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{shipClassLookup}
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onBackToMap={backToMap}
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onBackToReport={backToReport}
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/>
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{:else if state.kind === "not_found"}
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<p class="status" data-testid="battle-not-found">
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{i18n.t("game.battle.not_found")}
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@@ -153,44 +142,23 @@ component does not have to know about `RenderedReportSource`.
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/*
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* The in-game shell renders this active view inside an
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* `.active-view-host` with `flex: 1; overflow-y: auto`, but
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* the surrounding `.game-shell` uses `min-height: 100vh`,
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* so without a hard upper bound the viewer pushes the
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* whole shell past the viewport. We pin the active view to
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* `100dvh` minus a small allowance for the header chrome
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* (in-game Header + optional HistoryBanner = ~66 px on
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* desktop) so the internal flex chain can split the
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* remaining height between the scene and the always-
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* visible log without forcing a page-level scroll.
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* the surrounding `.game-shell` uses `min-height: 100vh`, so
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* without a hard upper bound the viewer pushes the whole
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* shell past the viewport. We pin the active view to `100dvh`
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* minus a small allowance for the header chrome (in-game
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* Header + optional HistoryBanner ≈ 66 px on desktop) so the
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* internal flex chain can split the remaining height between
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* the scene, scrubber, controls and log without forcing a
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* page-level scroll.
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*/
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height: calc(100dvh - 80px);
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max-height: calc(100dvh - 80px);
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min-height: 0;
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overflow: hidden;
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padding: 1rem;
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box-sizing: border-box;
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font-family: system-ui, sans-serif;
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color: #d6dcf2;
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}
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.back-row {
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display: flex;
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gap: 0.5rem;
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max-width: 880px;
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margin: 0 auto 1rem;
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flex: 0 0 auto;
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}
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.back-btn {
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appearance: none;
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background: #1f2748;
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color: #d6dcf2;
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border: 1px solid #2c3568;
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padding: 0.35rem 0.7rem;
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border-radius: 3px;
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cursor: pointer;
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font-size: 0.85rem;
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}
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.back-btn:hover {
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background: #2a3463;
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}
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.status {
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margin: 2rem auto;
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max-width: 880px;
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@@ -5,19 +5,20 @@ Layout: planet at the centre, race anchors equally spaced on an
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outer ring, each race rendered as a *cloud* of class circles
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arranged on a Vogel sunflower spiral. Spiral positions are
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reassigned per rank by their inward distance toward the planet so
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the rank-0 bucket (heaviest by NumberLeft) always sits at the
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most-inward Vogel slot — the cloud visually leans toward the
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planet without the cluster anchor needing a manual offset.
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the rank-0 bucket (the bucket with the largest initial ship count)
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always sits at the most-inward Vogel slot.
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Tech-variant groups of the same `(race, className)` collapse to one
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visual node — the per-tech detail lives in Reports. Each circle's
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visual node — per-tech detail lives in Reports. Each circle's
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radius scales with the per-ship FullMass (sqrt) so heavy ships
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visually dominate.
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visually dominate. Order, position, radius and mass are locked at
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battle start; only NumberLeft (the label number) and per-bucket
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visibility change per frame. Empty buckets are hidden so the
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remaining ones keep their original spots without reshuffling.
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Observer groups (`inBattle === false`) are filtered out by
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`buildFrames`, so they never appear here. Same-race opponents are
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forbidden by the engine's combat filter, so a shot can never
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collapse to a single visual node.
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`buildFrames`. Same-race opponents are forbidden by the engine's
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combat filter, so a shot never collapses to a single visual node.
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-->
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<script lang="ts">
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import { getContext } from "svelte";
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@@ -59,34 +60,40 @@ collapse to a single visual node.
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const BASE_STEP = 1.8 * MAX_RADIUS;
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const GOLDEN_ANGLE = Math.PI * (3 - Math.sqrt(5));
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const MAX_CLUSTER_RADIUS = 0.6 * (RACE_RING_RADIUS - PLANET_RADIUS);
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const LABEL_MIN_Y = 24;
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const coreHandle = getContext<CoreHandle | undefined>(CORE_CONTEXT_KEY);
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const groupRace = $derived(buildGroupRaceMap(report.protocol));
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const allGroups = $derived(normaliseGroups(report));
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type ClusterEntry = {
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type StaticBucket = {
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bucketKey: string;
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className: string;
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race: string;
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raceId: number;
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groupKeys: number[];
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initialNum: number;
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numLeft: number;
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mass: number;
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radius: number;
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// Local offsets in the cluster's (u, v) basis. `u` always
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// points from the race anchor toward the planet, so a
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// constant local-frame layout produces the same "inward" feel
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// regardless of which slot on the outer ring the race
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// currently occupies (races rotate when peers die).
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offsetU: number;
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offsetV: number;
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};
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// Aggregate every `(raceId, className)` into a single bucket and
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// compute per-bucket NumberLeft (sum across tech-variants) and
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// per-ship FullMass via the wasm bridge. mass=0 when the class
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// either doesn't resolve in the lookup or the calc rejects its
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// params; downstream `radiusForMass` falls back to MAX_RADIUS for
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// those nodes.
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const clustersByRace = $derived.by(() => {
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// staticBucketsByRace locks the bucket roster, ordering, masses,
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// radii and local positions for the lifetime of this viewer. The
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// derivation only re-runs when `report` or the wasm `core` flip
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// (initial mount and core boot completion). Per-frame NumberLeft
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// changes do not touch this map — they live in `renderedByRace`.
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const staticBucketsByRace = $derived.by(() => {
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const core = coreHandle?.core ?? null;
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const out = new Map<number, ClusterEntry[]>();
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const bucketIndex = new Map<string, ClusterEntry>();
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const out = new Map<number, StaticBucket[]>();
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const bucketIndex = new Map<string, StaticBucket>();
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for (const g of allGroups) {
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const bucketKey = `${g.raceId}::${g.group.className}`;
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let bucket = bucketIndex.get(bucketKey);
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@@ -103,9 +110,10 @@ collapse to a single visual node.
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raceId: g.raceId,
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groupKeys: [],
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initialNum: 0,
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numLeft: 0,
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mass,
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radius: MAX_RADIUS,
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offsetU: 0,
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offsetV: 0,
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};
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bucketIndex.set(bucketKey, bucket);
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const list = out.get(g.raceId) ?? [];
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@@ -114,11 +122,10 @@ collapse to a single visual node.
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}
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bucket.groupKeys.push(g.key);
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bucket.initialNum += g.group.num;
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bucket.numLeft += frame.remaining.get(g.key) ?? 0;
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}
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// Per-battle mass normalisation: the heaviest visual node
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// renders at MAX_RADIUS; lighter ones scale by sqrt(m/max).
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// Per-battle mass normalisation: the heaviest bucket renders
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// at MAX_RADIUS; lighter ones scale by sqrt(m/max).
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let maxMass = 0;
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for (const bucket of bucketIndex.values()) {
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if (bucket.mass > maxMass) maxMass = bucket.mass;
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@@ -127,23 +134,67 @@ collapse to a single visual node.
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bucket.radius = radiusForMass(bucket.mass, maxMass);
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}
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// Order is locked by initial ship count, NOT live numLeft:
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// the user wants every bucket to keep its visual slot through
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// the battle. Rank 0 = the bucket that *started* with the
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// most ships, which the legacy game heuristic treats as
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// "cover" placed in front of more valuable hulls.
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// Sort each race's buckets by initial count (descending) +
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// className as a stable tie-break, then assign Vogel positions
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// reordered by inward dot product (offsetU desc) so the
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// largest-by-num bucket lands at the most-inward Vogel slot.
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for (const list of out.values()) {
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list.sort((a, b) => {
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if (b.initialNum !== a.initialNum) return b.initialNum - a.initialNum;
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return a.className.localeCompare(b.className);
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});
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const N = list.length;
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const denom = Math.max(1, Math.sqrt(Math.max(N, 1)));
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const step = Math.min(BASE_STEP, MAX_CLUSTER_RADIUS / denom);
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const positions = Array.from({ length: N }, (_, r) => {
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const radius = step * Math.sqrt(r);
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const angle = r * GOLDEN_ANGLE;
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return {
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offsetU: radius * Math.cos(angle),
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offsetV: radius * Math.sin(angle),
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};
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});
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positions.sort((a, b) => {
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if (b.offsetU !== a.offsetU) return b.offsetU - a.offsetU;
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return a.offsetV - b.offsetV;
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});
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for (let r = 0; r < N; r++) {
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list[r].offsetU = positions[r].offsetU;
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list[r].offsetV = positions[r].offsetV;
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}
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}
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return out;
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});
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const bucketByGroupKey = $derived.by(() => {
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const out = new Map<number, ClusterEntry>();
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for (const list of clustersByRace.values()) {
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type RenderedBucket = StaticBucket & { numLeft: number };
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// renderedByRace overlays the per-frame `remaining` map onto the
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// static cluster: only buckets with `numLeft > 0` survive into
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// the render list, so an emptied class disappears from the cloud
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// while its neighbours keep their slots.
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const renderedByRace = $derived.by(() => {
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const out = new Map<number, RenderedBucket[]>();
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for (const [raceId, list] of staticBucketsByRace) {
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const filtered: RenderedBucket[] = [];
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for (const bucket of list) {
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let numLeft = 0;
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for (const key of bucket.groupKeys) {
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numLeft += frame.remaining.get(key) ?? 0;
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}
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if (numLeft > 0) filtered.push({ ...bucket, numLeft });
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}
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if (filtered.length > 0) out.set(raceId, filtered);
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}
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return out;
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});
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|
||||
// visibleBucketByGroupKey lets shot endpoints resolve to a node
|
||||
// only when the bucket is currently rendered. A phantom shot
|
||||
// against an already-empty bucket therefore returns `null` and
|
||||
// no line is drawn.
|
||||
const visibleBucketByGroupKey = $derived.by(() => {
|
||||
const out = new Map<number, RenderedBucket>();
|
||||
for (const list of renderedByRace.values()) {
|
||||
for (const bucket of list) {
|
||||
for (const key of bucket.groupKeys) {
|
||||
out.set(key, bucket);
|
||||
@@ -167,7 +218,6 @@ collapse to a single visual node.
|
||||
uy: number;
|
||||
vx: number;
|
||||
vy: number;
|
||||
step: number;
|
||||
};
|
||||
|
||||
const clusterBasisById = $derived.by(() => {
|
||||
@@ -180,9 +230,6 @@ collapse to a single visual node.
|
||||
const uy = dy / len;
|
||||
const vx = uy;
|
||||
const vy = -ux;
|
||||
const count = (clustersByRace.get(anchor.raceId) ?? []).length;
|
||||
const denom = Math.max(1, Math.sqrt(Math.max(count, 1)));
|
||||
const step = Math.min(BASE_STEP, MAX_CLUSTER_RADIUS / denom);
|
||||
out.set(anchor.raceId, {
|
||||
anchorX: anchor.x,
|
||||
anchorY: anchor.y,
|
||||
@@ -190,61 +237,24 @@ collapse to a single visual node.
|
||||
uy,
|
||||
vx,
|
||||
vy,
|
||||
step,
|
||||
});
|
||||
}
|
||||
return out;
|
||||
});
|
||||
|
||||
// vogelLocalsByRace generates Vogel sunflower positions for each
|
||||
// cluster and reassigns them by inward dot product (`offsetU`
|
||||
// descending) so the rank-0 bucket always lands at the most-
|
||||
// inward spiral point. With the original `r * GOLDEN_ANGLE` angle
|
||||
// scheme, ranks with r ≥ 2 can land further toward the planet
|
||||
// than r = 0; the reassignment makes the "biggest group near the
|
||||
// planet" invariant exact.
|
||||
const vogelLocalsByRace = $derived.by(() => {
|
||||
const out = new Map<number, { offsetU: number; offsetV: number }[]>();
|
||||
for (const [raceId, cluster] of clustersByRace) {
|
||||
const basis = clusterBasisById.get(raceId);
|
||||
if (!basis) continue;
|
||||
const positions = Array.from({ length: cluster.length }, (_, r) => {
|
||||
const radius = basis.step * Math.sqrt(r);
|
||||
const angle = r * GOLDEN_ANGLE;
|
||||
function worldPosition(basis: ClusterBasis, bucket: StaticBucket) {
|
||||
return {
|
||||
offsetU: radius * Math.cos(angle),
|
||||
offsetV: radius * Math.sin(angle),
|
||||
};
|
||||
});
|
||||
positions.sort((a, b) => {
|
||||
if (b.offsetU !== a.offsetU) return b.offsetU - a.offsetU;
|
||||
return a.offsetV - b.offsetV;
|
||||
});
|
||||
out.set(raceId, positions);
|
||||
}
|
||||
return out;
|
||||
});
|
||||
|
||||
function worldPosition(
|
||||
basis: ClusterBasis,
|
||||
local: { offsetU: number; offsetV: number },
|
||||
) {
|
||||
return {
|
||||
x: basis.anchorX + local.offsetU * basis.ux + local.offsetV * basis.vx,
|
||||
y: basis.anchorY + local.offsetU * basis.uy + local.offsetV * basis.vy,
|
||||
x: basis.anchorX + bucket.offsetU * basis.ux + bucket.offsetV * basis.vx,
|
||||
y: basis.anchorY + bucket.offsetU * basis.uy + bucket.offsetV * basis.vy,
|
||||
};
|
||||
}
|
||||
|
||||
function findClassCircleCenter(groupKey: number) {
|
||||
const bucket = bucketByGroupKey.get(groupKey);
|
||||
const bucket = visibleBucketByGroupKey.get(groupKey);
|
||||
if (!bucket) return null;
|
||||
const basis = clusterBasisById.get(bucket.raceId);
|
||||
if (!basis) return null;
|
||||
const cluster = clustersByRace.get(bucket.raceId) ?? [];
|
||||
const rank = cluster.indexOf(bucket);
|
||||
const locals = vogelLocalsByRace.get(bucket.raceId);
|
||||
if (rank === -1 || locals === undefined) return null;
|
||||
return worldPosition(basis, locals[rank]);
|
||||
return worldPosition(basis, bucket);
|
||||
}
|
||||
|
||||
const shotLine = $derived.by(() => {
|
||||
@@ -258,7 +268,7 @@ collapse to a single visual node.
|
||||
|
||||
const flashDefenderBucketKey = $derived.by(() => {
|
||||
if (!shotLine || !shotVisible) return null;
|
||||
const bucket = bucketByGroupKey.get(shotLine.defenderKey);
|
||||
const bucket = visibleBucketByGroupKey.get(shotLine.defenderKey);
|
||||
return bucket?.bucketKey ?? null;
|
||||
});
|
||||
|
||||
@@ -273,25 +283,23 @@ collapse to a single visual node.
|
||||
return out;
|
||||
});
|
||||
|
||||
// raceLabelYById computes a label position that sits above the
|
||||
// cluster's bounding top so the race name never hides inside the
|
||||
// cloud. The label is also clamped to a minimum distance from the
|
||||
// race anchor so a single-bucket cluster still has its label
|
||||
// rendered just above the only circle.
|
||||
// raceLabelYById finds a y just above the visible cluster's top
|
||||
// edge and clamps it to the SVG viewport so the north race
|
||||
// (anchor near the top) never has its label clipped off-canvas.
|
||||
const raceLabelYById = $derived.by(() => {
|
||||
const out = new Map<number, number>();
|
||||
for (const [raceId, cluster] of clustersByRace) {
|
||||
for (const [raceId, list] of renderedByRace) {
|
||||
const basis = clusterBasisById.get(raceId);
|
||||
const locals = vogelLocalsByRace.get(raceId);
|
||||
if (!basis || !locals) continue;
|
||||
if (!basis || list.length === 0) continue;
|
||||
let topY = basis.anchorY;
|
||||
for (let i = 0; i < cluster.length; i++) {
|
||||
const world = worldPosition(basis, locals[i]);
|
||||
const y = world.y - cluster[i].radius;
|
||||
if (y < topY) topY = y;
|
||||
for (const bucket of list) {
|
||||
const world = worldPosition(basis, bucket);
|
||||
const top = world.y - bucket.radius;
|
||||
if (top < topY) topY = top;
|
||||
}
|
||||
const fallback = basis.anchorY - MAX_RADIUS - 12;
|
||||
out.set(raceId, Math.min(topY - 12, fallback));
|
||||
const target = Math.min(topY - 12, fallback);
|
||||
out.set(raceId, Math.max(target, LABEL_MIN_Y));
|
||||
}
|
||||
return out;
|
||||
});
|
||||
@@ -320,9 +328,9 @@ collapse to a single visual node.
|
||||
>{report.planetName} (#{report.planet})</text>
|
||||
|
||||
{#each raceLayout as anchor (anchor.raceId)}
|
||||
{@const cluster = clustersByRace.get(anchor.raceId) ?? []}
|
||||
{@const cluster = renderedByRace.get(anchor.raceId) ?? []}
|
||||
{@const basis = clusterBasisById.get(anchor.raceId)}
|
||||
{@const locals = vogelLocalsByRace.get(anchor.raceId) ?? []}
|
||||
{#if basis && cluster.length > 0}
|
||||
<g
|
||||
class="race-cluster"
|
||||
data-testid="battle-race-cluster"
|
||||
@@ -334,10 +342,8 @@ collapse to a single visual node.
|
||||
text-anchor="middle"
|
||||
class="race-label"
|
||||
>{raceLabelById.get(anchor.raceId) ?? `race ${anchor.raceId}`}</text>
|
||||
{#if basis}
|
||||
{#each cluster as entry, rank (entry.bucketKey)}
|
||||
{@const local = locals[rank]}
|
||||
{@const pos = local ? worldPosition(basis, local) : { x: anchor.x, y: anchor.y }}
|
||||
{#each cluster as entry (entry.bucketKey)}
|
||||
{@const pos = worldPosition(basis, entry)}
|
||||
{@const flash =
|
||||
entry.bucketKey === flashDefenderBucketKey
|
||||
? shotLine?.destroyed
|
||||
@@ -360,8 +366,8 @@ collapse to a single visual node.
|
||||
>{entry.className}:{entry.numLeft}</text>
|
||||
</g>
|
||||
{/each}
|
||||
{/if}
|
||||
</g>
|
||||
{/if}
|
||||
{/each}
|
||||
|
||||
{#if shotLine && shotVisible}
|
||||
|
||||
@@ -1,9 +1,19 @@
|
||||
<!--
|
||||
BattleViewer — orchestrates the radial battle scene, the playback
|
||||
controls, and the accessibility text log for one BattleReport. Owns
|
||||
the playback state (`frameIndex`, `playing`, `speed`). The component
|
||||
is logically isolated: feed it any `BattleReport` matching
|
||||
`pkg/model/report/battle.go` and it plays back.
|
||||
the playback state (`frameIndex`, `playing`, `speed`, `logOpen`).
|
||||
Layout reorganisation (latest iteration):
|
||||
|
||||
- The header carries the planet title, the back-navigation links and
|
||||
the frame counter so the scene captures the full viewer width and
|
||||
height beneath them.
|
||||
- A drag-seek slider sits between the scene and the controls; the
|
||||
user can scrub the playback timeline at any speed.
|
||||
- The text log collapses behind a toggle in the controls bar so a
|
||||
user who wants the biggest scene possible can hide it entirely.
|
||||
|
||||
The component is logically isolated: feed it any `BattleReport`
|
||||
matching `pkg/model/report/battle.go` and it plays back.
|
||||
-->
|
||||
<script lang="ts">
|
||||
import { i18n } from "$lib/i18n/index.svelte";
|
||||
@@ -11,38 +21,38 @@ is logically isolated: feed it any `BattleReport` matching
|
||||
import type { ShipClassLookup } from "./mass";
|
||||
|
||||
import BattleScene from "./battle-scene.svelte";
|
||||
import PlaybackControls from "./playback-controls.svelte";
|
||||
import PlaybackControls, {
|
||||
type PlaybackSpeed,
|
||||
} from "./playback-controls.svelte";
|
||||
import { buildFrames } from "./timeline";
|
||||
|
||||
let {
|
||||
report,
|
||||
shipClassLookup,
|
||||
onBackToMap,
|
||||
onBackToReport,
|
||||
}: {
|
||||
report: BattleReport;
|
||||
shipClassLookup?: ShipClassLookup;
|
||||
onBackToMap?: () => void;
|
||||
onBackToReport?: () => void;
|
||||
} = $props();
|
||||
|
||||
const frames = $derived(buildFrames(report));
|
||||
let frameIndex = $state(0);
|
||||
let playing = $state(false);
|
||||
let speed = $state<1 | 2 | 4>(1);
|
||||
// shotVisible blinks off for the last 10% of each frame so two
|
||||
// consecutive shots from the same attacker on the same defender
|
||||
// look like two distinct flashes, not one continuous line. On
|
||||
// pause the line stays drawn so the user can study it.
|
||||
let speed = $state<PlaybackSpeed>(1);
|
||||
let logOpen = $state(true);
|
||||
let shotVisible = $state(true);
|
||||
let logEl = $state<HTMLOListElement | null>(null);
|
||||
|
||||
const frame = $derived(frames[Math.min(frameIndex, frames.length - 1)]);
|
||||
|
||||
// Schedule one tick per frame instead of a long-running
|
||||
// setInterval so the blink and the frame-advance share the same
|
||||
// timeline. The effect re-runs whenever frameIndex / playing /
|
||||
// speed changes; on each run we (re)arm the blink + advance
|
||||
// timers and let the previous run's timers be cleared by the
|
||||
// cleanup return.
|
||||
// One tick per frame: blink the shot line off during the last
|
||||
// 10 % of the frame's interval, then advance. Effect re-arms
|
||||
// whenever frameIndex / playing / speed changes; previous
|
||||
// timers clean up through the return.
|
||||
$effect(() => {
|
||||
// Track changes via direct reads.
|
||||
void frameIndex;
|
||||
void speed;
|
||||
shotVisible = true;
|
||||
@@ -64,13 +74,11 @@ is logically isolated: feed it any `BattleReport` matching
|
||||
};
|
||||
});
|
||||
|
||||
// Auto-scroll the log so the current row stays visible as the
|
||||
// timeline advances. `block: "nearest"` keeps the scroll movement
|
||||
// gentle — the row lands at the closest edge of the visible
|
||||
// portion instead of jumping to the centre.
|
||||
// Auto-scroll the visible log row into view so the highlight
|
||||
// keeps up with the timeline on long battles.
|
||||
$effect(() => {
|
||||
void frame.shotIndex;
|
||||
if (logEl === null) return;
|
||||
if (!logOpen || logEl === null) return;
|
||||
const current = logEl.querySelector(
|
||||
'li[data-current="true"]',
|
||||
) as HTMLElement | null;
|
||||
@@ -87,6 +95,14 @@ is logically isolated: feed it any `BattleReport` matching
|
||||
);
|
||||
}
|
||||
|
||||
function onScrub(event: Event) {
|
||||
const target = event.currentTarget as HTMLInputElement;
|
||||
const value = Number(target.value);
|
||||
if (!Number.isFinite(value)) return;
|
||||
playing = false;
|
||||
frameIndex = Math.max(0, Math.min(frames.length - 1, Math.trunc(value)));
|
||||
}
|
||||
|
||||
function describeAction(index: number): string {
|
||||
const action = report.protocol[index];
|
||||
const attackerGroup = report.ships[String(action.sa)];
|
||||
@@ -109,8 +125,29 @@ is logically isolated: feed it any `BattleReport` matching
|
||||
|
||||
<div class="viewer" data-testid="battle-viewer">
|
||||
<header class="header">
|
||||
<div class="back-row">
|
||||
{#if onBackToMap}
|
||||
<button
|
||||
type="button"
|
||||
class="back-btn"
|
||||
onclick={onBackToMap}
|
||||
data-testid="battle-back-to-map"
|
||||
>{i18n.t("game.battle.back_to_map")}</button>
|
||||
{/if}
|
||||
{#if onBackToReport}
|
||||
<button
|
||||
type="button"
|
||||
class="back-btn"
|
||||
onclick={onBackToReport}
|
||||
data-testid="battle-back-to-report"
|
||||
>{i18n.t("game.battle.back_to_report")}</button>
|
||||
{/if}
|
||||
</div>
|
||||
<h2 data-testid="battle-viewer-title">
|
||||
{i18n.t("game.battle.title")}
|
||||
{i18n.t("game.battle.header_title", {
|
||||
planet_name: report.planetName,
|
||||
planet_number: String(report.planet),
|
||||
})}
|
||||
</h2>
|
||||
<span class="progress" data-testid="battle-frame-index">
|
||||
{frame.shotIndex} / {report.protocol.length}
|
||||
@@ -121,13 +158,27 @@ is logically isolated: feed it any `BattleReport` matching
|
||||
<BattleScene {report} {frame} {shipClassLookup} {shotVisible} />
|
||||
</div>
|
||||
|
||||
<input
|
||||
class="scrubber"
|
||||
type="range"
|
||||
min="0"
|
||||
max={Math.max(0, frames.length - 1)}
|
||||
step="1"
|
||||
value={frameIndex}
|
||||
oninput={onScrub}
|
||||
aria-label={i18n.t("game.battle.controls.scrub")}
|
||||
data-testid="battle-scrubber"
|
||||
/>
|
||||
|
||||
<PlaybackControls
|
||||
bind:playing
|
||||
bind:frameIndex
|
||||
bind:speed
|
||||
bind:logOpen
|
||||
frameCount={frames.length}
|
||||
/>
|
||||
|
||||
{#if logOpen}
|
||||
<section
|
||||
class="log"
|
||||
aria-label={i18n.t("game.battle.accessibility.protocol_heading")}
|
||||
@@ -148,38 +199,62 @@ is logically isolated: feed it any `BattleReport` matching
|
||||
{/each}
|
||||
</ol>
|
||||
</section>
|
||||
{/if}
|
||||
</div>
|
||||
|
||||
<style>
|
||||
.viewer {
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
gap: 0.75rem;
|
||||
max-width: 880px;
|
||||
gap: 0.5rem;
|
||||
width: 100%;
|
||||
flex: 1 1 auto;
|
||||
min-height: 0;
|
||||
margin: 0 auto;
|
||||
padding: 1rem;
|
||||
padding: 0.75rem 1rem;
|
||||
color: #d6dcf2;
|
||||
font-family: inherit;
|
||||
box-sizing: border-box;
|
||||
}
|
||||
.header {
|
||||
display: flex;
|
||||
justify-content: space-between;
|
||||
align-items: baseline;
|
||||
align-items: center;
|
||||
gap: 0.75rem;
|
||||
flex: 0 0 auto;
|
||||
}
|
||||
.header h2 {
|
||||
flex: 1 1 auto;
|
||||
margin: 0;
|
||||
font-size: 1.1rem;
|
||||
font-size: 1.05rem;
|
||||
text-transform: uppercase;
|
||||
letter-spacing: 0.05em;
|
||||
letter-spacing: 0.04em;
|
||||
text-align: center;
|
||||
}
|
||||
.back-row {
|
||||
display: flex;
|
||||
gap: 0.3rem;
|
||||
flex: 0 0 auto;
|
||||
}
|
||||
.back-btn {
|
||||
appearance: none;
|
||||
background: #1f2748;
|
||||
color: #d6dcf2;
|
||||
border: 1px solid #2c3568;
|
||||
padding: 0.3rem 0.6rem;
|
||||
border-radius: 3px;
|
||||
cursor: pointer;
|
||||
font-size: 0.8rem;
|
||||
}
|
||||
.back-btn:hover {
|
||||
background: #2a3463;
|
||||
}
|
||||
.progress {
|
||||
color: #93a0d0;
|
||||
font-variant-numeric: tabular-nums;
|
||||
font-size: 0.9rem;
|
||||
font-size: 0.85rem;
|
||||
flex: 0 0 auto;
|
||||
min-width: 5rem;
|
||||
text-align: right;
|
||||
}
|
||||
.scene {
|
||||
background: #0a0d1a;
|
||||
@@ -189,6 +264,12 @@ is logically isolated: feed it any `BattleReport` matching
|
||||
flex: 1 1 auto;
|
||||
min-height: 0;
|
||||
}
|
||||
.scrubber {
|
||||
width: 100%;
|
||||
margin: 0;
|
||||
flex: 0 0 auto;
|
||||
accent-color: #6d7bb5;
|
||||
}
|
||||
.log {
|
||||
flex: 0 1 auto;
|
||||
min-height: 4rem;
|
||||
@@ -198,15 +279,15 @@ is logically isolated: feed it any `BattleReport` matching
|
||||
flex-direction: column;
|
||||
}
|
||||
.log h3 {
|
||||
margin: 0 0 0.4rem;
|
||||
margin: 0 0 0.3rem;
|
||||
color: #93a0d0;
|
||||
font-size: 0.8rem;
|
||||
font-size: 0.75rem;
|
||||
text-transform: uppercase;
|
||||
letter-spacing: 0.05em;
|
||||
flex: 0 0 auto;
|
||||
}
|
||||
.log ol {
|
||||
list-style: decimal inside;
|
||||
list-style: none;
|
||||
margin: 0;
|
||||
padding: 0;
|
||||
font-size: 0.85rem;
|
||||
|
||||
@@ -1,22 +1,30 @@
|
||||
<!--
|
||||
PlaybackControls — rewind / step-back / play-pause / step-forward
|
||||
plus a 1x/2x/4x speed switch. Owns no playback state; bind `playing`,
|
||||
`frameIndex`, and `speed` from the orchestrator. Disables step/rewind
|
||||
when there's nowhere to go and disables forward when the timeline is
|
||||
already at its end.
|
||||
plus a single cycling speed button (1x → 2x → 4x → 6x → 1x) and a
|
||||
"log" toggle that the orchestrator uses to collapse the always-on
|
||||
text protocol when the user wants more space for the scene. Owns no
|
||||
state of its own; binds `playing`, `frameIndex`, `speed`, and
|
||||
`logOpen` from the orchestrator. Disables step/rewind when there's
|
||||
nowhere to go and step-forward when the timeline is at its end.
|
||||
-->
|
||||
<script lang="ts">
|
||||
import { i18n } from "$lib/i18n/index.svelte";
|
||||
|
||||
export type PlaybackSpeed = 1 | 2 | 4 | 6;
|
||||
|
||||
const SPEED_CYCLE: PlaybackSpeed[] = [1, 2, 4, 6];
|
||||
|
||||
let {
|
||||
playing = $bindable(),
|
||||
frameIndex = $bindable(),
|
||||
speed = $bindable(),
|
||||
logOpen = $bindable(),
|
||||
frameCount,
|
||||
}: {
|
||||
playing: boolean;
|
||||
frameIndex: number;
|
||||
speed: 1 | 2 | 4;
|
||||
speed: PlaybackSpeed;
|
||||
logOpen: boolean;
|
||||
frameCount: number;
|
||||
} = $props();
|
||||
|
||||
@@ -38,9 +46,16 @@ already at its end.
|
||||
playing = false;
|
||||
if (frameIndex < frameCount - 1) frameIndex = frameIndex + 1;
|
||||
}
|
||||
function setSpeed(value: 1 | 2 | 4) {
|
||||
speed = value;
|
||||
function cycleSpeed() {
|
||||
const idx = SPEED_CYCLE.indexOf(speed);
|
||||
const next = SPEED_CYCLE[(idx + 1) % SPEED_CYCLE.length];
|
||||
speed = next;
|
||||
}
|
||||
function toggleLog() {
|
||||
logOpen = !logOpen;
|
||||
}
|
||||
|
||||
const speedLabel = $derived(`${speed}x`);
|
||||
</script>
|
||||
|
||||
<div class="controls" data-testid="battle-controls">
|
||||
@@ -77,25 +92,25 @@ already at its end.
|
||||
|
||||
<div class="spacer" aria-hidden="true"></div>
|
||||
|
||||
<span class="speed-label">{i18n.t("game.battle.controls.speed_label")}</span>
|
||||
<button
|
||||
type="button"
|
||||
class:active={speed === 1}
|
||||
onclick={() => setSpeed(1)}
|
||||
data-testid="battle-control-speed-1x"
|
||||
>{i18n.t("game.battle.controls.speed_1x")}</button>
|
||||
class="speed-btn"
|
||||
onclick={cycleSpeed}
|
||||
title={i18n.t("game.battle.controls.speed_label")}
|
||||
aria-label={i18n.t("game.battle.controls.speed_label")}
|
||||
data-testid="battle-control-speed"
|
||||
data-speed={speed}
|
||||
>{speedLabel}</button>
|
||||
|
||||
<button
|
||||
type="button"
|
||||
class:active={speed === 2}
|
||||
onclick={() => setSpeed(2)}
|
||||
data-testid="battle-control-speed-2x"
|
||||
>{i18n.t("game.battle.controls.speed_2x")}</button>
|
||||
<button
|
||||
type="button"
|
||||
class:active={speed === 4}
|
||||
onclick={() => setSpeed(4)}
|
||||
data-testid="battle-control-speed-4x"
|
||||
>{i18n.t("game.battle.controls.speed_4x")}</button>
|
||||
class="log-toggle"
|
||||
class:active={logOpen}
|
||||
onclick={toggleLog}
|
||||
aria-pressed={logOpen}
|
||||
aria-label={i18n.t("game.battle.controls.log_toggle")}
|
||||
data-testid="battle-control-log-toggle"
|
||||
>{i18n.t("game.battle.controls.log_toggle")} {logOpen ? "▲" : "▼"}</button>
|
||||
</div>
|
||||
|
||||
<style>
|
||||
@@ -130,16 +145,11 @@ already at its end.
|
||||
opacity: 0.4;
|
||||
cursor: not-allowed;
|
||||
}
|
||||
button.active {
|
||||
background: #3a4585;
|
||||
border-color: #5d6cb8;
|
||||
color: #ffffff;
|
||||
.speed-btn {
|
||||
min-width: 3rem;
|
||||
font-variant-numeric: tabular-nums;
|
||||
}
|
||||
.speed-label {
|
||||
color: #93a0d0;
|
||||
font-size: 0.8rem;
|
||||
text-transform: uppercase;
|
||||
letter-spacing: 0.05em;
|
||||
margin-right: 0.2rem;
|
||||
.log-toggle.active {
|
||||
background: #2a3463;
|
||||
}
|
||||
</style>
|
||||
|
||||
@@ -1,11 +1,16 @@
|
||||
// Radial layout for the BattleViewer.
|
||||
//
|
||||
// Places race anchors on a circle of radius `radius` around `center`
|
||||
// at equal angular spacing. The first anchor sits at the top (12
|
||||
// o'clock); subsequent anchors march clockwise. When a race is
|
||||
// eliminated mid-battle, the caller filters it out of `activeRaceIds`
|
||||
// and the survivors are re-spaced on the next frame. The same helper
|
||||
// drives both the initial layout and that re-distribution.
|
||||
// at equal angular spacing. For three or more races the first anchor
|
||||
// sits at the top (12 o'clock) and subsequent anchors march
|
||||
// clockwise. For exactly two races the pair is rotated 90° so they
|
||||
// face each other horizontally (3 o'clock vs 9 o'clock) — that keeps
|
||||
// every race label clear of the SVG top edge when only two clusters
|
||||
// remain, and reads as "the two sides facing off" naturally.
|
||||
//
|
||||
// When a race is eliminated mid-battle the caller filters it out of
|
||||
// `activeRaceIds` and the survivors are re-spaced on the next frame
|
||||
// through the same helper.
|
||||
|
||||
export interface RaceAnchor {
|
||||
raceId: number;
|
||||
@@ -35,10 +40,14 @@ export function layoutRaces(
|
||||
if (count === 0) return [];
|
||||
const { center, radius } = options;
|
||||
const out: RaceAnchor[] = [];
|
||||
// For two participants we want a horizontal duel layout: race 0
|
||||
// at 9 o'clock, race 1 at 3 o'clock. For any other count the
|
||||
// first anchor lands at the top (12 o'clock) and the rest march
|
||||
// clockwise at equal spacing.
|
||||
const startAngle = count === 2 ? Math.PI : -Math.PI / 2;
|
||||
for (let i = 0; i < count; i++) {
|
||||
// 12 o'clock = -PI/2 in math convention; clockwise → +i*step.
|
||||
const step = (2 * Math.PI) / count;
|
||||
const angle = -Math.PI / 2 + i * step;
|
||||
const angle = startAngle + i * step;
|
||||
out.push({
|
||||
raceId: activeRaceIds[i],
|
||||
x: center.x + radius * Math.cos(angle),
|
||||
|
||||
@@ -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",
|
||||
|
||||
@@ -485,6 +485,10 @@ const ru: Record<keyof typeof en, string> = {
|
||||
"game.report.section.battles.empty": "сражений в этом ходу не было",
|
||||
"game.report.section.battles.id_label": "сражение",
|
||||
"game.battle.title": "сражение",
|
||||
"game.battle.header_title": "Битва на планете {planet_name} (#{planet_number})",
|
||||
"game.battle.controls.speed_6x": "6x",
|
||||
"game.battle.controls.scrub": "перемотать таймлайн битвы",
|
||||
"game.battle.controls.log_toggle": "Лог",
|
||||
"game.battle.loading": "загрузка сражения…",
|
||||
"game.battle.not_found": "сражение не найдено",
|
||||
"game.battle.back_to_report": "к отчёту",
|
||||
|
||||
@@ -34,13 +34,16 @@ describe("layoutRaces", () => {
|
||||
expect(result[0].y).toBeCloseTo(center.y - radius, 5);
|
||||
});
|
||||
|
||||
it("places two races at opposite poles (180° apart)", () => {
|
||||
it("places two races on the horizontal axis (9 vs 3 o'clock)", () => {
|
||||
// Special-case duel layout: two anchors face each other on
|
||||
// the horizontal axis so neither cluster's race label clips
|
||||
// against the SVG top edge.
|
||||
const result = layoutRaces([0, 1], { center, radius });
|
||||
expect(result).toHaveLength(2);
|
||||
expect(result[0].x).toBeCloseTo(center.x, 5);
|
||||
expect(result[0].y).toBeCloseTo(center.y - radius, 5);
|
||||
expect(result[1].x).toBeCloseTo(center.x, 5);
|
||||
expect(result[1].y).toBeCloseTo(center.y + radius, 5);
|
||||
expect(result[0].x).toBeCloseTo(center.x - radius, 5);
|
||||
expect(result[0].y).toBeCloseTo(center.y, 5);
|
||||
expect(result[1].x).toBeCloseTo(center.x + radius, 5);
|
||||
expect(result[1].y).toBeCloseTo(center.y, 5);
|
||||
});
|
||||
|
||||
it("places three races at 120° intervals", () => {
|
||||
|
||||
@@ -76,20 +76,20 @@ describe("active-view stubs", () => {
|
||||
);
|
||||
});
|
||||
|
||||
test("battle view stamps the battleId and renders the back-to-map link", () => {
|
||||
test("battle view stamps the battleId and shows the loading placeholder", () => {
|
||||
// Phase 27 replaces the Phase 10 stub with the Battle Viewer
|
||||
// wrapper. The wrapper mounts the loading copy until the
|
||||
// fetcher resolves (component test runs in jsdom without a
|
||||
// network); the back buttons and the data-battle-id stamp are
|
||||
// rendered unconditionally so the orchestrator scaffold is the
|
||||
// stable hook the active-view shell relies on.
|
||||
// wrapper. The latest layout iteration moved the back-
|
||||
// navigation buttons inside `BattleViewer` so they only mount
|
||||
// once the BattleReport finishes loading. The wrapper itself
|
||||
// always renders the `active-view-battle` host with the
|
||||
// `data-battle-id` stamp and a localized loading copy until
|
||||
// the fetcher resolves.
|
||||
const ui = render(BattleView, {
|
||||
props: { gameId: "synthetic-test", turn: 0, battleId: "b-42" },
|
||||
});
|
||||
const node = ui.getByTestId("active-view-battle");
|
||||
expect(node).toHaveAttribute("data-battle-id", "b-42");
|
||||
expect(ui.getByTestId("battle-back-to-map")).toBeInTheDocument();
|
||||
expect(ui.getByTestId("battle-back-to-report")).toBeInTheDocument();
|
||||
expect(ui.getByTestId("battle-loading")).toBeInTheDocument();
|
||||
});
|
||||
|
||||
test("battle view surfaces the not-found state for an empty battleId", () => {
|
||||
|
||||
Reference in New Issue
Block a user