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galaxy-game/ui/frontend/tests/battle-markers.test.ts
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Ilia Denisov f6e4a4f6bd
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feat(ui): map canvas follows light/dark theme; fix invisible gear control
The map view now selects a DARK_THEME or LIGHT_THEME palette from the
resolved app theme and threads it through every primitive builder, so
the canvas, planets, ship groups, cargo routes, battle/bombing markers,
fog, reach + selection rings, pending-Send tracks, and the pick overlay
all switch with the rest of the chrome. A theme flip remounts the
renderer preserving the camera — Pixi bakes the background at init and
every primitive bakes its colour at build, so a live re-tint is not
possible on the same instance.

This also fixes the reported bug: the gear-popover trigger and the
loading overlay hardcoded a dark navy background, so in light theme the
gear was invisible (dark icon on dark chip) until hover flipped it to a
white chip. Both now use the --color-surface-overlay token and read
correctly in both themes.

The light palette mirrors the dark one role-for-role, darkened /
saturated for contrast on a light background while keeping the incoming,
battle, and bombing accents vivid. The values are a first pass meant to
be refined during the F8 manual-QA loop.

Removes the now-dead "Phase 35" references from the code and lifts the
map-recoloring prohibition from the design-system / renderer docs; the
battle scene stays a fixed-palette data-viz surface.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-24 08:49:37 +02:00

244 lines
6.0 KiB
TypeScript

// Phase 27 unit tests for battle and bombing map markers.
import { describe, expect, it } from "vitest";
import type { GameReport } from "../src/api/game-state";
import {
battleMarkerStrokeWidth,
buildBattleAndBombingMarkers,
} from "../src/map/battle-markers";
import { DARK_THEME, LIGHT_THEME } from "../src/map/world";
import { EMPTY_SHIP_GROUPS } from "./helpers/empty-ship-groups";
describe("battleMarkerStrokeWidth", () => {
it("clamps to 1 px at one shot", () => {
expect(battleMarkerStrokeWidth(1)).toBe(1);
});
it("clamps to 5 px at 100 shots", () => {
expect(battleMarkerStrokeWidth(100)).toBe(5);
});
it("caps above 100 shots at 5 px", () => {
expect(battleMarkerStrokeWidth(250)).toBe(5);
});
it("interpolates linearly between 1 and 100 shots", () => {
// ~halfway: 50 shots → 1 + 49 * 4 / 99 ≈ 2.98
expect(battleMarkerStrokeWidth(50)).toBeCloseTo(2.98, 2);
});
});
function makeReport(overrides: Partial<GameReport>): GameReport {
return {
turn: 1,
mapWidth: 200,
mapHeight: 200,
planetCount: 0,
race: "Earthlings",
planets: [],
localShipClass: [],
routes: [],
localPlayerDrive: 0,
localPlayerWeapons: 0,
localPlayerShields: 0,
localPlayerCargo: 0,
...EMPTY_SHIP_GROUPS,
...overrides,
};
}
describe("buildBattleAndBombingMarkers", () => {
it("returns no primitives when both battles and bombings are empty", () => {
const report = makeReport({});
const out = buildBattleAndBombingMarkers(report);
expect(out.primitives).toEqual([]);
expect(out.lookup.size).toBe(0);
});
it("emits two yellow lines through opposite corners of the planet square per battle", () => {
const report = makeReport({
planets: [
{
number: 4,
name: "Test",
kind: "local",
x: 10,
y: 20,
size: 50,
resources: 0,
industryStockpile: 0,
materialsStockpile: 0,
population: 0,
colonists: 0,
industry: 0,
freeIndustry: 0,
production: "MAT",
owner: null,
},
],
battles: [
{ id: "11111111-1111-1111-1111-111111111111", planet: 4, shots: 100 },
],
});
const out = buildBattleAndBombingMarkers(report);
const lines = out.primitives.filter((p) => p.kind === "line");
expect(lines).toHaveLength(2);
// Same colour (dark-palette default), 5 px wide for a 100-shot
// battle.
for (const l of lines) {
expect(l.style.strokeColor).toBe(DARK_THEME.battleMarker);
expect(l.style.strokeWidthPx).toBe(5);
}
// First line: top-left → bottom-right corner of the planet square.
const [a, b] = lines as Array<typeof lines[number] & { x1: number; y1: number; x2: number; y2: number }>;
expect(a.x1).toBeLessThan(a.x2);
expect(a.y1).toBeLessThan(a.y2);
// Second line: top-right → bottom-left.
expect(b.x1).toBeLessThan(b.x2);
expect(b.y1).toBeGreaterThan(b.y2);
});
it("skips battles whose planet is not in the planet list", () => {
const report = makeReport({
battles: [
{ id: "11111111-1111-1111-1111-111111111111", planet: 99, shots: 4 },
],
});
const out = buildBattleAndBombingMarkers(report);
expect(out.primitives).toHaveLength(0);
});
it("emits one yellow ring per damaged bombing and red per wiped", () => {
const report = makeReport({
planets: [
{
number: 1,
name: "A",
kind: "local",
x: 1,
y: 2,
size: 50,
resources: 0,
industryStockpile: 0,
materialsStockpile: 0,
population: 0,
colonists: 0,
industry: 0,
freeIndustry: 0,
production: "MAT",
owner: null,
},
{
number: 2,
name: "B",
kind: "local",
x: 5,
y: 6,
size: 50,
resources: 0,
industryStockpile: 0,
materialsStockpile: 0,
population: 0,
colonists: 0,
industry: 0,
freeIndustry: 0,
production: "MAT",
owner: null,
},
],
bombings: [
{
planetNumber: 1,
planet: "A",
owner: "X",
attacker: "Y",
production: "MAT",
industry: 0,
population: 0,
colonists: 0,
industryStockpile: 0,
materialsStockpile: 0,
attackPower: 1,
wiped: false,
},
{
planetNumber: 2,
planet: "B",
owner: "X",
attacker: "Y",
production: "MAT",
industry: 0,
population: 0,
colonists: 0,
industryStockpile: 0,
materialsStockpile: 0,
attackPower: 1,
wiped: true,
},
],
});
const out = buildBattleAndBombingMarkers(report);
const rings = out.primitives.filter((p) => p.kind === "circle");
expect(rings).toHaveLength(2);
expect(rings[0].style.strokeColor).toBe(DARK_THEME.bombingDamaged);
expect(rings[1].style.strokeColor).toBe(DARK_THEME.bombingWiped);
});
it("paints markers with the supplied palette's colours", () => {
const report = makeReport({
planets: [
{
number: 4,
name: "Test",
kind: "local",
x: 10,
y: 20,
size: 50,
resources: 0,
industryStockpile: 0,
materialsStockpile: 0,
population: 0,
colonists: 0,
industry: 0,
freeIndustry: 0,
production: "MAT",
owner: null,
},
],
battles: [
{ id: "11111111-1111-1111-1111-111111111111", planet: 4, shots: 3 },
],
bombings: [
{
planetNumber: 4,
planet: "Test",
owner: "X",
attacker: "Y",
production: "MAT",
industry: 0,
population: 0,
colonists: 0,
industryStockpile: 0,
materialsStockpile: 0,
attackPower: 1,
wiped: true,
},
],
});
const out = buildBattleAndBombingMarkers(report, LIGHT_THEME);
const lines = out.primitives.filter((p) => p.kind === "line");
const rings = out.primitives.filter((p) => p.kind === "circle");
for (const l of lines) {
expect(l.style.strokeColor).toBe(LIGHT_THEME.battleMarker);
}
expect(rings[0].style.strokeColor).toBe(LIGHT_THEME.bombingWiped);
// The accents are deliberately distinct between the palettes.
expect(LIGHT_THEME.battleMarker).not.toBe(DARK_THEME.battleMarker);
expect(LIGHT_THEME.bombingWiped).not.toBe(DARK_THEME.bombingWiped);
});
});