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>
89 lines
2.6 KiB
TypeScript
89 lines
2.6 KiB
TypeScript
// Battle-report fetcher used by the Battle Viewer page.
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//
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// Phase 27 ships the BattleViewer as a logically isolated component
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// that accepts a `BattleReport` matching `pkg/model/report/battle.go`.
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// This module owns the type mirror and a single `fetchBattle` entry
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// point. In synthetic mode (development & e2e fixtures), the loader
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// falls back to a local fixture so the UI tests don't depend on a
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// running engine; otherwise it issues a real `GET` against the
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// backend gateway route added in Phase 27 step 3.
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import { isSyntheticGameId } from "./synthetic-report";
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import { lookupSyntheticBattle } from "./synthetic-battle";
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/**
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* BattleReport is the wire shape returned by the engine endpoint
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* `GET /api/v1/battle/:turn/:uuid` and forwarded by the backend
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* gateway as `GET /api/v1/user/games/{game_id}/battles/{turn}/{battle_id}`.
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* Fields mirror `pkg/model/report/battle.go`.
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*/
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export interface BattleReport {
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id: string;
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planet: number;
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planetName: string;
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races: Record<string, string>;
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ships: Record<string, BattleReportGroup>;
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protocol: BattleActionReport[];
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}
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export interface BattleReportGroup {
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race: string;
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className: string;
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tech: Record<string, number>;
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num: number;
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numLeft: number;
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loadType: string;
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loadQuantity: number;
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inBattle: boolean;
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}
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export interface BattleActionReport {
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a: number;
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sa: number;
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d: number;
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sd: number;
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x: boolean;
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}
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export class BattleFetchError extends Error {
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constructor(public readonly status: number, message: string) {
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super(message);
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this.name = "BattleFetchError";
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}
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}
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/**
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* fetchBattle returns the `BattleReport` for the supplied game, turn,
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* and battle id. In synthetic-report mode (DEV / e2e) the lookup is
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* served from `synthetic-battle.ts`; otherwise the function calls the
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* backend gateway route. Throws `BattleFetchError` with the upstream
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* status on validation or transport failure.
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*/
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export async function fetchBattle(
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gameId: string,
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turn: number,
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battleId: string,
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): Promise<BattleReport> {
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if (isSyntheticGameId(gameId)) {
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const fixture = lookupSyntheticBattle(battleId);
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if (fixture === null) {
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throw new BattleFetchError(404, "battle not found");
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}
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return fixture;
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}
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const path = `/api/v1/user/games/${encodeURIComponent(gameId)}/battles/${turn}/${encodeURIComponent(battleId)}`;
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const response = await fetch(path, {
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headers: { Accept: "application/json" },
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});
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if (response.status === 404) {
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throw new BattleFetchError(404, "battle not found");
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}
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if (!response.ok) {
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throw new BattleFetchError(
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response.status,
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`battle fetch failed: ${response.status}`,
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);
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}
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return (await response.json()) as BattleReport;
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}
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