676556db4e
Wires Phase 19's data and rendering layers without yet adding the
inspector UI:
- game-state.ts grows ReportLocalShipGroup / ReportOtherShipGroup
/ ReportIncomingShipGroup / ReportUnidentifiedShipGroup /
ReportLocalFleet types and walks the matching FlatBuffers
vectors (LocalGroup, OtherGroup, IncomingGroup,
UnidentifiedGroup, LocalFleet) inside decodeReport. The Tech
map is folded into the fixed-shape ShipGroupTech struct;
cargo strings normalise to the closed CargoLoadType | "NONE"
union; UUIDs come back as canonical 36-char strings.
- synthetic-report.ts mirrors the new fields so the DEV-only
lobby loader can feed JSON produced by legacy-report-to-json
straight into the live UI surface.
- selection.svelte.ts widens its discriminated union with a
`kind: "shipGroup"` branch carrying a ShipGroupRef
(local UUID / other / incoming / unidentified by index).
- world.ts adds Style.strokeDashPx and render.ts.drawLine
honours it via manual segmentation (PixiJS v8 has no native
dash API). Ignored on points and circles.
- state-binding.ts now returns { world, hitLookup }: the
hit-lookup map keys every primitive id back to a concrete
HitTarget so the click handler can dispatch to selectPlanet
or selectShipGroup. Ship-group primitives live in a separate
ship-groups.ts that emits one point per local / other /
unidentified group, plus a dashed origin→destination line +
clickable point per incoming group. Position is interpolated
along the trajectory for in-hyperspace groups.
- map.svelte threads the hitLookup into handleMapClick.
Vitest:
- tests/helpers/empty-ship-groups.ts exposes EMPTY_SHIP_GROUPS
so existing fixtures can spread the new five empty arrays
without enumerating every field.
- state-binding-groups.test.ts covers each group variant's
primitive geometry and lookup correctness.
- All previously-existing fixture builders pick up the spread
so GameReport stays a complete object.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
95 lines
3.3 KiB
TypeScript
95 lines
3.3 KiB
TypeScript
// Per-game selection state: which on-map object the user is
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// currently inspecting. Phase 13 modelled planets only; Phase 19
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// widened the union to ship groups (own / foreign / incoming /
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// unidentified).
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//
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// The store is in-memory only: lifetime matches the in-game shell
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// layout instance, which itself is preserved across active-view
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// switches inside `/games/:id/*`. Persisting selection across
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// reloads is intentionally out of scope — the Phase 13 acceptance
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// criterion calls out "across view switches", and survival across a
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// reload would be a surprising contrast with the empty-state copy
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// users see on first load.
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//
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// Like `GameStateStore` and `OrderDraftStore`, the store is
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// instantiated by the layout and shared with descendants through
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// Svelte context. The map view pushes selection events into it; the
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// inspector tab and the mobile bottom-sheet read from it.
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//
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// The store deliberately carries no Svelte component imports so it
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// can be tested directly without rendering any UI.
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/**
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* ShipGroupRef identifies a ship group inside the current report.
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* `local` groups carry a stable engine UUID (passed through
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* `report.localGroup.id` and used by the upcoming Phase 20 order
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* envelopes). The remaining variants do not — they are addressed by
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* their position in the matching report array, which is fine for
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* the read-only inspector: a new report load reseeds the store and
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* any stale index resolves to a missing entry on lookup, collapsing
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* the inspector cleanly.
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*/
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export type ShipGroupRef =
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| { variant: "local"; id: string }
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| { variant: "other"; index: number }
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| { variant: "incoming"; index: number }
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| { variant: "unidentified"; index: number };
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/**
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* Selected describes the currently selected map object. The
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* discriminated union is closed: every map-clickable surface maps
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* to one of these variants. Future phases (e.g. fleet selection)
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* extend by adding a new branch — extension is purely additive.
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*/
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export type Selected =
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| { kind: "planet"; id: number }
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| { kind: "shipGroup"; ref: ShipGroupRef };
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/**
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* SELECTION_CONTEXT_KEY is the Svelte context key the in-game shell
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* layout uses to expose its `SelectionStore` instance to descendants.
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* Map view, inspector tab, and the mobile bottom-sheet resolve the
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* store via `getContext(SELECTION_CONTEXT_KEY)`.
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*/
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export const SELECTION_CONTEXT_KEY = Symbol("selection");
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export class SelectionStore {
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selected: Selected | null = $state(null);
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private destroyed = false;
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/**
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* selectPlanet sets the active selection to the planet identified
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* by its engine `number`. A no-op once the store has been disposed.
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*/
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selectPlanet(id: number): void {
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if (this.destroyed) return;
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this.selected = { kind: "planet", id };
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}
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/**
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* selectShipGroup sets the active selection to a ship group. The
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* `ref` discriminator carries the variant + the right id shape for
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* lookup against the current report.
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*/
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selectShipGroup(ref: ShipGroupRef): void {
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if (this.destroyed) return;
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this.selected = { kind: "shipGroup", ref };
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}
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/**
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* clear drops the current selection. The mobile sheet's close
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* button calls this; otherwise selection persists across active-
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* view switches.
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*/
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clear(): void {
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if (this.destroyed) return;
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this.selected = null;
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}
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dispose(): void {
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this.destroyed = true;
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this.selected = null;
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}
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}
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