969c0480ba
Engine wire change: Report.battle switched from []uuid.UUID to
[]BattleSummary{id, planet, shots} so the map can place battle
markers without N extra fetches. FBS schema + generated Go/TS
regenerated; transcoder + report controller updated; openapi
adds the BattleSummary schema with a freeze test.
Backend gateway forwards engine GET /api/v1/battle/:turn/:uuid as
/api/v1/user/games/{game_id}/battles/{turn}/{battle_id} (handler
plus engineclient.FetchBattle, contract test stub, openapi spec).
UI:
- BattleViewer (lib/battle-player/) is a logically isolated SVG
radial scene that consumes a BattleReport prop. Planet at the
centre, races on the outer ring at equal angular spacing, race
clusters by (race, className) with <class>:<numLeft> labels;
observer groups (inBattle: false) are not drawn; eliminated
races drop out and survivors re-distribute on the next frame.
- Shot line per frame: red on destroyed, green otherwise; erased
on the next frame. Playback controls: play/pause + step ± +
rewind + 1x/2x/4x speed (400/200/100 ms per frame).
- Page wrapper (lib/active-view/battle.svelte) loads BattleReport
via api/battle-fetch.ts; synthetic-gameId prefix routes to a
fixture loader, otherwise REST through the gateway. Always-
visible <ol> text protocol satisfies the accessibility ask.
- section-battles.svelte links every battle UUID into the viewer.
- map/battle-markers.ts: yellow X cross of 2 LinePrim through the
corners of the planet's circumscribed square (stroke width
clamps from 1 px at 1 shot to 5 px at 100+ shots); bombing
marker is a stroke-only ring (yellow when damaged, red when
wiped). Wired into state-binding.ts; click handler dispatches
battle clicks to the viewer and bombing clicks to the matching
Reports row.
- i18n keys for the viewer in en + ru.
Docs: ui/docs/battle-viewer-ux.md, FUNCTIONAL.md §6.5 + ru
mirror, ui/PLAN.md Phase 27 decisions + deferred TODOs (push
event, richer class visuals, animated re-distribution).
Tests: Vitest unit (radial layout + timeline frame builder +
marker stroke formula + marker primitives), Playwright e2e for
the viewer (Reports link → viewer, playback step, not-found),
backend engineclient FetchBattle (200 / 404 / bad input), engine
openapi freezes (BattleReport, BattleReportGroup,
BattleActionReport, BattleSummary, Report.battle items).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
76 lines
2.3 KiB
Go
76 lines
2.3 KiB
Go
package report
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import (
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"encoding/json"
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"github.com/google/uuid"
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)
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// BattleSummary identifies one battle relevant to the report recipient
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// and carries the data needed to render a battle marker on the map
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// without fetching the full BattleReport. Planet locates the marker;
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// Shots scales the marker stroke with the battle length.
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type BattleSummary struct {
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ID uuid.UUID `json:"id"`
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Planet uint `json:"planet"`
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Shots uint `json:"shots"`
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}
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type BattleReport struct {
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// Battle unique ID
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ID uuid.UUID `json:"id"`
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// Planet number
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Planet uint `json:"planet"`
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// Planet name at battle start
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PlanetName string `json:"planetName"`
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// Races participating map: <key:RaceID>
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Races map[int]uuid.UUID `json:"races"`
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// Ships Groups participating map: <key:BattleReportGroup>
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Ships map[int]BattleReportGroup `json:"ships"`
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// Battle's firing protocol
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Protocol []BattleActionReport `json:"protocol"`
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}
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type BattleReportGroup struct {
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// Name of the race
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Race string `json:"race"`
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// Name of the Ship Class.
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// By design, ship's info MUST be present in Game's Repors in 'LocalShipClass' or 'OtherShipClass'
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ClassName string `json:"className"`
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// Ship Group's technologies mapping <tech:level>
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Tech map[string]Float `json:"tech"`
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// Initial number of ships in this group
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Number uint `json:"num"`
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// Number of ships left after battle
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NumberLeft uint `json:"numLeft"`
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// Type of cargo loaded
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LoadType string `json:"loadType"`
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// Quantity of cargo loaded
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LoadQuantity Float `json:"loadQuantity"`
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// A Race with its ships can be in Peace state with all participants,
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// so no shots will be fired and no damage taken, participating only as viewer
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// when InBattle=false
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InBattle bool `json:"inBattle"`
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}
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type BattleActionReport struct {
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// `key` from BattleReport.Races map
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Attacker int `json:"a"`
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// `key` from BattleReport.Ships map
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AttackerShipClass int `json:"sa"`
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// `key` from BattleReport.Races map
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Defender int `json:"d"`
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// `key` from BattleReport.Ships map
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DefenderShipClass int `json:"sd"`
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// Was ship destroyed after attack or survived under shields
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Destroyed bool `json:"x"`
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}
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func (b BattleReport) MarshalBinary() (data []byte, err error) {
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return json.Marshal(&b)
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}
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func (b *BattleReport) UnmarshalBinary(data []byte) error {
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return json.Unmarshal(data, b)
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}
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