Files
galaxy-game/pkg/model/report/battle.go
T
Ilia Denisov 969c0480ba ui/phase-27: battle viewer (radial scene, playback, map markers)
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>
2026-05-13 12:24:20 +02:00

76 lines
2.3 KiB
Go

package report
import (
"encoding/json"
"github.com/google/uuid"
)
// BattleSummary identifies one battle relevant to the report recipient
// and carries the data needed to render a battle marker on the map
// without fetching the full BattleReport. Planet locates the marker;
// Shots scales the marker stroke with the battle length.
type BattleSummary struct {
ID uuid.UUID `json:"id"`
Planet uint `json:"planet"`
Shots uint `json:"shots"`
}
type BattleReport struct {
// Battle unique ID
ID uuid.UUID `json:"id"`
// Planet number
Planet uint `json:"planet"`
// Planet name at battle start
PlanetName string `json:"planetName"`
// Races participating map: <key:RaceID>
Races map[int]uuid.UUID `json:"races"`
// Ships Groups participating map: <key:BattleReportGroup>
Ships map[int]BattleReportGroup `json:"ships"`
// Battle's firing protocol
Protocol []BattleActionReport `json:"protocol"`
}
type BattleReportGroup struct {
// Name of the race
Race string `json:"race"`
// Name of the Ship Class.
// By design, ship's info MUST be present in Game's Repors in 'LocalShipClass' or 'OtherShipClass'
ClassName string `json:"className"`
// Ship Group's technologies mapping <tech:level>
Tech map[string]Float `json:"tech"`
// Initial number of ships in this group
Number uint `json:"num"`
// Number of ships left after battle
NumberLeft uint `json:"numLeft"`
// Type of cargo loaded
LoadType string `json:"loadType"`
// Quantity of cargo loaded
LoadQuantity Float `json:"loadQuantity"`
// A Race with its ships can be in Peace state with all participants,
// so no shots will be fired and no damage taken, participating only as viewer
// when InBattle=false
InBattle bool `json:"inBattle"`
}
type BattleActionReport struct {
// `key` from BattleReport.Races map
Attacker int `json:"a"`
// `key` from BattleReport.Ships map
AttackerShipClass int `json:"sa"`
// `key` from BattleReport.Races map
Defender int `json:"d"`
// `key` from BattleReport.Ships map
DefenderShipClass int `json:"sd"`
// Was ship destroyed after attack or survived under shields
Destroyed bool `json:"x"`
}
func (b BattleReport) MarshalBinary() (data []byte, err error) {
return json.Marshal(&b)
}
func (b *BattleReport) UnmarshalBinary(data []byte) error {
return json.Unmarshal(data, b)
}