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>
145 lines
4.5 KiB
TypeScript
145 lines
4.5 KiB
TypeScript
// State binding between the typed game report and the renderer's
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// World. Phase 11 emitted primitives only for planets; Phase 19
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// extends the binding with ship-group primitives (own / foreign / in-
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// hyperspace / incoming / unidentified) plus a `hitLookup` map so the
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// click handler can dispatch a renderer-side hit back to the right
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// selection variant. Later phases extend with ship-class reach
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// circles (Phase 17 / 18 in `ui/core/calc/`), reach / visibility
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// zones, and battle / bombing markers (Phase 27).
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//
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// The four planet kinds in the report each map to a distinct style so
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// the user can tell own / other-race / uninhabited / unidentified
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// planets apart at a glance. The exact colours are Phase 11 defaults
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// chosen against the dark theme; Phase 35 polish picks final
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// colours and adds theme switching.
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import type { GameReport, ReportPlanet } from "../api/game-state";
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import type { ShipGroupRef } from "../lib/selection.svelte";
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import { buildBattleAndBombingMarkers } from "./battle-markers";
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import { shipGroupsToPrimitives } from "./ship-groups";
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import { World, type Primitive, type PrimitiveID, type Style } from "./world";
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const STYLE_LOCAL: Style = {
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fillColor: 0x6dd2ff,
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fillAlpha: 1,
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pointRadiusPx: 6,
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};
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const STYLE_OTHER: Style = {
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fillColor: 0xff8a65,
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fillAlpha: 1,
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pointRadiusPx: 5,
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};
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const STYLE_UNINHABITED: Style = {
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fillColor: 0xb0bec5,
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fillAlpha: 0.85,
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pointRadiusPx: 4,
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};
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const STYLE_UNIDENTIFIED: Style = {
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fillColor: 0x546e7a,
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fillAlpha: 0.7,
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pointRadiusPx: 3,
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};
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// PlanetIDs occupy the [0, 4_000_000_000) range — well below
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// JavaScript's `Number.MAX_SAFE_INTEGER` — so the engine `number`
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// (uint64) fits in a primitive id (number) without truncation. The
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// binding uses the engine number directly as the primitive id so the
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// click handler can recover a planet by hit-test result without an
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// extra lookup.
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function styleFor(kind: ReportPlanet["kind"]): Style {
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switch (kind) {
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case "local":
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return STYLE_LOCAL;
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case "other":
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return STYLE_OTHER;
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case "uninhabited":
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return STYLE_UNINHABITED;
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case "unidentified":
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return STYLE_UNIDENTIFIED;
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}
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}
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function priorityFor(kind: ReportPlanet["kind"]): number {
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switch (kind) {
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case "local":
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return 4;
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case "other":
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return 3;
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case "uninhabited":
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return 2;
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case "unidentified":
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return 1;
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}
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}
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/**
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* HitTarget describes which game entity a renderer-side hit-test
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* resolves to. The click handler in `lib/active-view/map.svelte`
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* looks the hit primitive's id up in the binding's hitLookup map
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* and dispatches `selection.selectPlanet` or
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* `selection.selectShipGroup` accordingly.
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*/
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export type HitTarget =
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| { kind: "planet"; number: number }
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| { kind: "shipGroup"; ref: ShipGroupRef }
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| { kind: "battle"; battleId: string; planet: number }
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| { kind: "bombing"; planet: number };
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export interface ReportToWorldResult {
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world: World;
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hitLookup: Map<PrimitiveID, HitTarget>;
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}
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/**
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* reportToWorld translates a GameReport into a renderer-ready World
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* containing one Point primitive per planet (all four planet kinds)
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* plus the Phase 19 ship-group surface — own / foreign groups
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* (on-planet or in-hyperspace), incoming groups (dashed trajectory
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* line + clickable point), and unidentified-group blips. The world
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* rectangle matches `report.mapWidth` × `report.mapHeight`.
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*
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* If the report carries zero planets (turn-zero edge cases or seeded
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* tests), the World is still well-formed: the renderer mounts on an
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* empty primitive list without errors.
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*/
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export function reportToWorld(report: GameReport): ReportToWorldResult {
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const primitives: Primitive[] = [];
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const hitLookup = new Map<PrimitiveID, HitTarget>();
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for (const planet of report.planets) {
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primitives.push({
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kind: "point",
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id: planet.number,
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priority: priorityFor(planet.kind),
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style: styleFor(planet.kind),
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hitSlopPx: 0,
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x: planet.x,
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y: planet.y,
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});
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hitLookup.set(planet.number, { kind: "planet", number: planet.number });
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}
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const groups = shipGroupsToPrimitives(report);
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for (const prim of groups.primitives) {
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primitives.push(prim);
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}
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for (const [primId, ref] of groups.lookup) {
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hitLookup.set(primId, { kind: "shipGroup", ref });
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}
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const markers = buildBattleAndBombingMarkers(report);
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for (const prim of markers.primitives) {
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primitives.push(prim);
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}
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for (const [primId, target] of markers.lookup) {
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hitLookup.set(primId, target);
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}
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const width = report.mapWidth > 0 ? report.mapWidth : 1;
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const height = report.mapHeight > 0 ? report.mapHeight : 1;
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return { world: new World(width, height, primitives), hitLookup };
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}
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