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>
169 lines
5.0 KiB
TypeScript
169 lines
5.0 KiB
TypeScript
// Phase 27 battle and bombing markers on the map.
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//
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// Two visual markers per planet:
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//
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// * Battle marker — an X cross drawn through the corners of the
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// square that circumscribes the planet circle. Two yellow
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// LinePrim, stroke width scales linearly with the number of
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// shots: 1 shot → 1px, 100+ shots → 5px (capped). Clicking
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// either line opens the Battle Viewer for the corresponding
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// UUID.
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// * Bombing marker — a thin stroke-only circle slightly larger
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// than the planet circle. Yellow on damaged planets, red on
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// wiped planets. Clicking it deep-links to the bombings row in
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// the Reports view for the planet number.
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//
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// Both markers are wired into `state-binding.ts` so they live in the
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// same `world` / `hitLookup` plumbing as planets and ship groups.
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import type { GameReport, ReportPlanet } from "../api/game-state";
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import type {
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CirclePrim,
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LinePrim,
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Primitive,
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PrimitiveID,
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Style,
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} from "./world";
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export const BATTLE_MARKER_COLOR = 0xffd400;
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export const BOMBING_MARKER_COLOR_DAMAGED = 0xffd400;
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export const BOMBING_MARKER_COLOR_WIPED = 0xff3030;
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/** Battle and bombing marker primitive ids use a high-bit prefix to
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* avoid colliding with planet numbers or cargo-route line ids. */
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export const BATTLE_MARKER_ID_PREFIX = 0xa0000000;
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export const BOMBING_MARKER_ID_PREFIX = 0xc0000000;
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const PLANET_RADIUS_WORLD = 6;
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const BOMBING_RING_RADIUS = PLANET_RADIUS_WORLD + 3;
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const BATTLE_CROSS_HALF = PLANET_RADIUS_WORLD + 2;
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/** Battle marker priority sits between planets (1..4) and cargo
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* routes; the cross is over the planet but loses clicks against the
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* planet glyph itself. */
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const BATTLE_MARKER_PRIORITY = 9;
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const BOMBING_MARKER_PRIORITY = 10;
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const BATTLE_LINE_INDEX_A = 0;
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const BATTLE_LINE_INDEX_B = 1;
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export interface BattleMarkerTarget {
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kind: "battle";
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battleId: string;
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planet: number;
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}
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export interface BombingMarkerTarget {
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kind: "bombing";
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planet: number;
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}
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export type MarkerTarget = BattleMarkerTarget | BombingMarkerTarget;
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export interface BuildMarkersResult {
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primitives: Primitive[];
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lookup: Map<PrimitiveID, MarkerTarget>;
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}
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/**
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* battleMarkerStrokeWidth maps a battle's `shots` count to a stroke
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* width in pixels. 1 shot → 1 px (the thinnest visible), 100+ shots
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* → 5 px (the cap). Linearly interpolated between those bounds.
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*/
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export function battleMarkerStrokeWidth(shots: number): number {
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if (shots <= 1) return 1;
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if (shots >= 100) return 5;
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return 1 + ((shots - 1) * 4) / 99;
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}
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/**
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* buildBattleAndBombingMarkers emits battle and bombing marker
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* primitives plus a hit-lookup mapping for the current-turn report.
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* Battles whose planet is not visible (e.g. observer-only without a
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* report.planets entry) are skipped — they have no on-map location
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* to anchor against.
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*/
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export function buildBattleAndBombingMarkers(
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report: GameReport,
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): BuildMarkersResult {
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const planetByNumber = new Map<number, ReportPlanet>();
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for (const planet of report.planets) {
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planetByNumber.set(planet.number, planet);
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}
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const primitives: Primitive[] = [];
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const lookup = new Map<PrimitiveID, MarkerTarget>();
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for (let i = 0; i < report.battles.length; i++) {
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const battle = report.battles[i];
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const planet = planetByNumber.get(battle.planet);
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if (planet === undefined) continue;
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const strokeWidthPx = battleMarkerStrokeWidth(battle.shots);
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const style: Style = {
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strokeColor: BATTLE_MARKER_COLOR,
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strokeAlpha: 0.95,
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strokeWidthPx,
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};
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const baseId = BATTLE_MARKER_ID_PREFIX | (i << 4);
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const lineA: LinePrim = {
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kind: "line",
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id: baseId | BATTLE_LINE_INDEX_A,
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priority: BATTLE_MARKER_PRIORITY,
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style,
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hitSlopPx: 0,
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x1: planet.x - BATTLE_CROSS_HALF,
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y1: planet.y - BATTLE_CROSS_HALF,
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x2: planet.x + BATTLE_CROSS_HALF,
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y2: planet.y + BATTLE_CROSS_HALF,
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};
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const lineB: LinePrim = {
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kind: "line",
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id: baseId | BATTLE_LINE_INDEX_B,
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priority: BATTLE_MARKER_PRIORITY,
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style,
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hitSlopPx: 0,
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x1: planet.x - BATTLE_CROSS_HALF,
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y1: planet.y + BATTLE_CROSS_HALF,
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x2: planet.x + BATTLE_CROSS_HALF,
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y2: planet.y - BATTLE_CROSS_HALF,
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};
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const target: BattleMarkerTarget = {
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kind: "battle",
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battleId: battle.id,
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planet: battle.planet,
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};
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primitives.push(lineA, lineB);
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lookup.set(lineA.id, target);
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lookup.set(lineB.id, target);
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}
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for (let i = 0; i < report.bombings.length; i++) {
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const bombing = report.bombings[i];
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const planet = planetByNumber.get(bombing.planetNumber);
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if (planet === undefined) continue;
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const color = bombing.wiped
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? BOMBING_MARKER_COLOR_WIPED
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: BOMBING_MARKER_COLOR_DAMAGED;
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const style: Style = {
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strokeColor: color,
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strokeAlpha: 0.9,
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strokeWidthPx: 1.5,
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};
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const id = BOMBING_MARKER_ID_PREFIX | i;
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const ring: CirclePrim = {
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kind: "circle",
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id,
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priority: BOMBING_MARKER_PRIORITY,
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style,
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hitSlopPx: 0,
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x: planet.x,
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y: planet.y,
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radius: BOMBING_RING_RADIUS,
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};
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primitives.push(ring);
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lookup.set(id, { kind: "bombing", planet: bombing.planetNumber });
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}
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return { primitives, lookup };
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}
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