7c8b5aeb23
Add per-planet cargo routes (COL/CAP/MAT/EMP) to the inspector with a renderer-driven destination picker (faded out-of-reach planets, cursor-line anchor, hover-highlight) and per-route arrows on the map. The pick-mode primitives are exposed via `MapPickService` so ship-group dispatch in Phase 19/20 can reuse the same surface. Pass A — generic map foundation: - hit-test now sizes the click zone to `pointRadiusPx + slopPx` so the visible disc is always part of the target. - `RendererHandle` gains `onPointerMove`, `onHoverChange`, `setPickMode`, `getPickState`, `getPrimitiveAlpha`, `setExtraPrimitives`, `getPrimitives`. The click dispatcher is centralised: pick-mode swallows clicks atomically so the standard selection consumers do not race against teardown. - `MapPickService` (`lib/map-pick.svelte.ts`) wraps the renderer contract in a promise-shaped `pick(...)`. The in-game shell layout owns the service so sidebar and bottom-sheet inspectors see the same instance. - Debug-surface registry exposes `getMapPrimitives`, `getMapPickState`, `getMapCamera` to e2e specs without spawning a separate debug page after navigation. Pass B — cargo-route feature: - `CargoLoadType`, `setCargoRoute`, `removeCargoRoute` typed variants with `(source, loadType)` collapse rule on the order draft; round-trip through the FBS encoder/decoder. - `GameReport` decodes `routes` and the local player's drive tech for the inline reach formula (40 × drive). `applyOrderOverlay` upserts/drops route entries for valid/submitting/applied commands. - `lib/inspectors/planet/cargo-routes.svelte` renders the four-slot section. `Add` / `Edit` call `MapPickService.pick`, `Remove` emits `removeCargoRoute`. - `map/cargo-routes.ts` builds shaft + arrowhead primitives per cargo type; the map view pushes them through `setExtraPrimitives` so the renderer never re-inits Pixi on route mutations (Pixi 8 doesn't support that on a reused canvas). Docs: - `docs/cargo-routes-ux.md` covers engine semantics + UI map. - `docs/renderer.md` documents pick mode and the debug surface. - `docs/calc-bridge.md` records the Phase 16 reach waiver. - `PLAN.md` rewrites Phase 16 to reflect the foundation + feature split and the decisions baked in (map-driven picker, inline reach, optimistic overlay via `setExtraPrimitives`). Tests: - `tests/map-pick-mode.test.ts` — pure overlay-spec helper. - `tests/map-cargo-routes.test.ts` — `buildCargoRouteLines`. - `tests/inspector-planet-cargo-routes.test.ts` — slot rendering, picker invocation, collapse, cancel, remove. - Extensions to `order-draft`, `submit`, `order-load`, `order-overlay`, `state-binding`, `inspector-planet`, `inspector-overlay`, `game-shell-sidebar`, `game-shell-header`. - `tests/e2e/cargo-routes.spec.ts` — Playwright happy path: add COL, add CAP, remove COL, asserting both the inspector and the arrow count via `__galaxyDebug.getMapPrimitives()`. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
216 lines
6.0 KiB
TypeScript
216 lines
6.0 KiB
TypeScript
// Integration test for the Phase 14 optimistic overlay. Mounts the
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// inspector tab against a real `OrderDraftStore` + `GameStateStore`
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// + the rendered-report context and walks the full happy path:
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// add a `planetRename` command → mark it submitting → applied → the
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// inspector picks up the new name through the overlay without a
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// re-fetch of the report.
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import "@testing-library/jest-dom/vitest";
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import "fake-indexeddb/auto";
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import { render, waitFor } from "@testing-library/svelte";
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import { afterEach, beforeEach, describe, expect, test } from "vitest";
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import InspectorTab from "../src/lib/sidebar/inspector-tab.svelte";
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import {
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GAME_STATE_CONTEXT_KEY,
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GameStateStore,
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} from "../src/lib/game-state.svelte";
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import {
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SELECTION_CONTEXT_KEY,
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SelectionStore,
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} from "../src/lib/selection.svelte";
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import {
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ORDER_DRAFT_CONTEXT_KEY,
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OrderDraftStore,
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} from "../src/sync/order-draft.svelte";
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import {
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RENDERED_REPORT_CONTEXT_KEY,
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createRenderedReportSource,
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} from "../src/lib/rendered-report.svelte";
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import { i18n } from "../src/lib/i18n/index.svelte";
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import type { GameReport, ReportPlanet } from "../src/api/game-state";
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import { IDBCache } from "../src/platform/store/idb-cache";
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import { openGalaxyDB } from "../src/platform/store/idb";
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let db: Awaited<ReturnType<typeof openGalaxyDB>>;
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let dbName: string;
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beforeEach(async () => {
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dbName = `galaxy-overlay-${crypto.randomUUID()}`;
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db = await openGalaxyDB(dbName);
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i18n.resetForTests("en");
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});
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afterEach(async () => {
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db.close();
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await new Promise<void>((resolve) => {
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const req = indexedDB.deleteDatabase(dbName);
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req.onsuccess = () => resolve();
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req.onerror = () => resolve();
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req.onblocked = () => resolve();
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});
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});
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function makePlanet(overrides: Partial<ReportPlanet>): ReportPlanet {
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return {
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number: 0,
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name: "",
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x: 0,
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y: 0,
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kind: "local",
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owner: null,
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size: null,
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resources: null,
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industryStockpile: null,
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materialsStockpile: null,
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industry: null,
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population: null,
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colonists: null,
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production: null,
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freeIndustry: null,
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...overrides,
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};
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}
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function makeReport(planets: ReportPlanet[]): GameReport {
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return {
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turn: 4,
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mapWidth: 1000,
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mapHeight: 1000,
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planetCount: planets.length,
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planets,
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race: "",
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localShipClass: [],
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routes: [],
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localPlayerDrive: 0,
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};
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}
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describe("inspector overlay reactivity", () => {
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test("applied planetRename swaps the name without a report refresh", async () => {
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const cache = new IDBCache(db);
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const draft = new OrderDraftStore();
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await draft.init({
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cache,
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gameId: "00000000-0000-0000-0000-000000000abc",
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});
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const gameState = new GameStateStore();
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gameState.report = makeReport([
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makePlanet({ number: 7, name: "Earth", kind: "local", size: 100 }),
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]);
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gameState.status = "ready";
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const selection = new SelectionStore();
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selection.selectPlanet(7);
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const renderedReport = createRenderedReportSource(gameState, draft);
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const context = new Map<unknown, unknown>([
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[GAME_STATE_CONTEXT_KEY, gameState],
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[SELECTION_CONTEXT_KEY, selection],
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[ORDER_DRAFT_CONTEXT_KEY, draft],
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[RENDERED_REPORT_CONTEXT_KEY, renderedReport],
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]);
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const ui = render(InspectorTab, { context });
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await waitFor(() => {
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expect(ui.getByTestId("inspector-planet-name")).toHaveTextContent("Earth");
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});
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const cmdId = "00000000-0000-0000-0000-000000000001";
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await draft.add({
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kind: "planetRename",
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id: cmdId,
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planetNumber: 7,
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name: "New-Earth",
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});
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// `valid` already participates in the overlay (auto-sync may
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// not have fired yet, but the player's intent is committed).
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expect(draft.statuses[cmdId]).toBe("valid");
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await waitFor(() => {
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expect(ui.getByTestId("inspector-planet-name")).toHaveTextContent(
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"New-Earth",
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);
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});
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// A simulated server refresh that returns the *un-renamed*
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// snapshot must not erase the overlay (turn cutoff has not
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// run yet, the engine still reports the old name).
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gameState.report = makeReport([
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makePlanet({ number: 7, name: "Earth", kind: "local", size: 100 }),
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]);
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await waitFor(() => {
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expect(ui.getByTestId("inspector-planet-name")).toHaveTextContent(
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"New-Earth",
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);
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});
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draft.dispose();
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});
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test("auto-sync after add applies the overlay end-to-end", async () => {
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const { recordingClient } = await import("./helpers/fake-order-client");
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const handle = recordingClient(GAME_ID, "ok");
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const cache = new IDBCache(db);
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const draft = new OrderDraftStore();
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await draft.init({ cache, gameId: GAME_ID });
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draft.bindClient(handle.client);
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const gameState = new GameStateStore();
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gameState.gameId = GAME_ID;
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gameState.report = makeReport([
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makePlanet({ number: 7, name: "Earth", kind: "local", size: 100 }),
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]);
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gameState.status = "ready";
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const selection = new SelectionStore();
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selection.selectPlanet(7);
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const renderedReport = createRenderedReportSource(gameState, draft);
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const context = new Map<unknown, unknown>([
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[GAME_STATE_CONTEXT_KEY, gameState],
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[SELECTION_CONTEXT_KEY, selection],
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[ORDER_DRAFT_CONTEXT_KEY, draft],
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[RENDERED_REPORT_CONTEXT_KEY, renderedReport],
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]);
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const inspector = render(InspectorTab, { context });
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await waitFor(() => {
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expect(inspector.getByTestId("inspector-planet-name")).toHaveTextContent(
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"Earth",
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);
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});
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const cmdId = "00000000-0000-0000-0000-000000000abc";
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await draft.add({
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kind: "planetRename",
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id: cmdId,
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planetNumber: 7,
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name: "New-Earth",
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});
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// Overlay applies on `valid` immediately — auto-sync hasn't
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// landed yet but the player's intent is committed.
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await waitFor(() => {
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expect(inspector.getByTestId("inspector-planet-name")).toHaveTextContent(
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"New-Earth",
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);
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});
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await handle.waitForCalls(1);
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await waitFor(() => {
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expect(draft.statuses[cmdId]).toBe("applied");
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});
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expect(handle.calls).toHaveLength(1);
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expect(handle.calls[0]!.commandIds).toEqual([cmdId]);
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// Inspector still shows the new name after auto-sync.
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expect(inspector.getByTestId("inspector-planet-name")).toHaveTextContent(
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"New-Earth",
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);
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draft.dispose();
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});
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});
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const GAME_ID = "11111111-2222-3333-4444-555555555555";
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