e2aba856b5
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>
106 lines
4.6 KiB
TypeScript
106 lines
4.6 KiB
TypeScript
// Component tests for the remaining Phase 10 active-view stubs. Each
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// stub renders the localised view title plus the `coming soon` body
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// copy and exposes a stable `data-testid` so later phases can replace
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// the content without renaming the test hook. Phase 17 lit up the
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// ship-classes table and the ship-class designer; Phase 21 lit up
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// the sciences table and the science designer. Their assertions
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// moved to dedicated suites (`table-ship-classes.test.ts`,
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// `designer-ship-class.test.ts`, `table-sciences.test.ts`,
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// `designer-science.test.ts`); the `table.svelte` router still falls
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// back to the stub for the remaining entities (planets, ship-groups,
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// fleets, races) and that fallback is exercised here.
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import "@testing-library/jest-dom/vitest";
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import { render } from "@testing-library/svelte";
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import { beforeEach, describe, expect, test } from "vitest";
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import { i18n } from "../src/lib/i18n/index.svelte";
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import MapView from "../src/lib/active-view/map.svelte";
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import TableView from "../src/lib/active-view/table.svelte";
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import ReportView from "../src/lib/active-view/report.svelte";
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import BattleView from "../src/lib/active-view/battle.svelte";
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import MailView from "../src/lib/active-view/mail.svelte";
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beforeEach(() => {
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i18n.resetForTests("en");
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});
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describe("active-view stubs", () => {
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test("map view renders loading overlay when no game-state context is provided", () => {
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// The live integration in `lib/active-view/map.svelte` (Phase 11)
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// reads its data from a `GameStateStore` provided through context
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// by `routes/games/[id]/+layout.svelte`. Without the context the
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// store reference is `undefined` and the view stays in the
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// `idle` branch, surfacing the localised loading overlay so the
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// shell never renders an empty active-view slot.
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const ui = render(MapView);
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const node = ui.getByTestId("active-view-map");
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expect(node).toHaveAttribute("data-status", "idle");
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expect(ui.getByTestId("map-loading")).toBeInTheDocument();
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expect(ui.getByTestId("map-canvas-wrap")).toBeInTheDocument();
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});
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test("table stub falls back for not-yet-implemented entities", () => {
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const ui = render(TableView, { props: { entity: "planets" } });
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const node = ui.getByTestId("active-view-table");
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expect(node).toHaveAttribute("data-entity", "planets");
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expect(node).toHaveTextContent("planets");
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expect(node).toHaveTextContent("coming soon");
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});
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test("table stub also handles multi-word entities", () => {
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const ui = render(TableView, { props: { entity: "ship-groups" } });
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const node = ui.getByTestId("active-view-table");
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expect(node).toHaveAttribute("data-entity", "ship-groups");
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expect(node).toHaveTextContent("ship groups");
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});
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test("report view mounts with the TOC and the back-to-map link", () => {
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// Phase 23 replaces the Phase 10 stub with the full report
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// orchestrator. The orchestrator mounts the table of contents
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// regardless of report state; the inner sections render
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// loading copy until a `RenderedReportSource` lands via
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// context. This test only smokes the orchestrator scaffold —
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// per-section assertions live in `report-section-*.test.ts`.
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const r = render(ReportView);
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expect(r.getByTestId("active-view-report")).toBeInTheDocument();
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expect(r.getByTestId("report-toc")).toBeInTheDocument();
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expect(r.getByTestId("report-back-to-map")).toBeInTheDocument();
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});
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test("mail stub renders its localised title", () => {
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const m = render(MailView);
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expect(m.getByTestId("active-view-mail")).toHaveTextContent(
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"diplomatic mail",
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);
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});
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test("battle view stamps the battleId and shows the loading placeholder", () => {
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// Phase 27 replaces the Phase 10 stub with the Battle Viewer
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// wrapper. The latest layout iteration moved the back-
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// navigation buttons inside `BattleViewer` so they only mount
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// once the BattleReport finishes loading. The wrapper itself
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// always renders the `active-view-battle` host with the
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// `data-battle-id` stamp and a localized loading copy until
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// the fetcher resolves.
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const ui = render(BattleView, {
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props: { gameId: "synthetic-test", turn: 0, battleId: "b-42" },
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});
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const node = ui.getByTestId("active-view-battle");
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expect(node).toHaveAttribute("data-battle-id", "b-42");
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expect(ui.getByTestId("battle-loading")).toBeInTheDocument();
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});
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test("battle view surfaces the not-found state for an empty battleId", () => {
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const ui = render(BattleView, {
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props: { gameId: "synthetic-test", turn: 0, battleId: "" },
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});
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expect(ui.getByTestId("active-view-battle")).toHaveAttribute(
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"data-battle-id",
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"",
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);
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expect(ui.getByTestId("battle-not-found")).toBeInTheDocument();
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});
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});
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