Files
galaxy-game/ui/frontend/tests/e2e/fixtures/report-fbs.ts
T
Ilia Denisov 9111dd955a ui/phase-22: races table with stance toggle and vote slot
Adds the Races View in the in-game shell. The table lists every
non-extinct other race with tech levels (percent), totals,
planets, votes received, and a per-row WAR | PEACE segmented
control. A single vote-recipient slot above the table queues a
`CommandRaceVote`; per-row buttons queue `CommandRaceRelation`.
Both commands flow through the existing order draft store with
collapse-by-acceptor (stance) and singleton (vote) rules.

`GameReport` widens with `races`, `myVotes`, `myVoteFor`; the
decoder walks `report.player[]` once for the richer projection.
The optimistic overlay flips stance and vote target immediately;
`votesReceived`, `myVotes`, and the alliance summary stay
server-authoritative — alliance grouping and the 2/3 victory
check are tallied on the server at turn cutoff and explicitly
not surfaced client-side (`rules.txt` keeps foreign races'
outgoing vote targets private).

Includes Vitest component coverage of stance and vote
collapse rules + a Playwright e2e that drives both commands
through the dispatcher route and verifies the gateway saw the
expected `CommandRaceRelation` / `CommandRaceVote` payloads.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-11 01:52:23 +02:00

315 lines
11 KiB
TypeScript

// Phase 11 helpers for forging FlatBuffers report payloads in e2e
// tests. Mirrors the engine's `report.Report` shape so the mocked
// gateway can return realistic data without standing up the real
// engine container.
//
// Phase 11 only renders planets, so the helpers keep the report shape
// minimal (turn / dimensions / planet vectors). Phase 13 extended the
// fixture with the optional rich planet fields (size, resources,
// stockpiles, population, industry, colonists, production, free
// industry) so the inspector e2e can drive the read-only display
// against realistic values. Phase 15 adds a minimal `LocalShipClass`
// projection so the planet inspector's Build-Ship sub-picker has data
// in e2e specs (`name` only — Phase 17 widens this when ship-class
// CRUD lands). Phase 21 adds a `LocalScience` projection so the
// sciences table and the planet production picker's Research sub-row
// have data in e2e specs.
import { Builder } from "flatbuffers";
import {
LocalPlanet,
OtherPlanet,
Player,
Report,
Route,
RouteEntry,
Science,
ShipClass,
UnidentifiedPlanet,
UninhabitedPlanet,
} from "../../../src/proto/galaxy/fbs/report";
export interface PlanetFixture {
number: number;
name: string;
x: number;
y: number;
size?: number;
resources?: number;
capital?: number;
material?: number;
}
export interface InhabitedFixture extends PlanetFixture {
population?: number;
colonists?: number;
industry?: number;
production?: string;
freeIndustry?: number;
}
export interface OtherPlanetFixture extends InhabitedFixture {
owner: string;
}
export interface ShipClassFixture {
name: string;
drive?: number;
armament?: number;
weapons?: number;
shields?: number;
cargo?: number;
}
export interface ScienceFixture {
name: string;
drive?: number;
weapons?: number;
shields?: number;
cargo?: number;
}
export interface PlayerFixture {
name: string;
drive?: number;
weapons?: number;
shields?: number;
cargo?: number;
population?: number;
industry?: number;
planets?: number;
relation?: "WAR" | "PEACE" | "-";
votes?: number;
extinct?: boolean;
}
export interface RouteEntryFixture {
loadType: "COL" | "CAP" | "MAT" | "EMP";
destinationPlanetNumber: number;
}
export interface RouteFixture {
sourcePlanetNumber: number;
entries: RouteEntryFixture[];
}
export interface ReportFixture {
turn: number;
mapWidth?: number;
mapHeight?: number;
localPlanets?: InhabitedFixture[];
otherPlanets?: OtherPlanetFixture[];
uninhabitedPlanets?: PlanetFixture[];
unidentifiedPlanets?: { number: number; x: number; y: number }[];
localShipClass?: ShipClassFixture[];
localScience?: ScienceFixture[];
race?: string;
players?: PlayerFixture[];
routes?: RouteFixture[];
myVotes?: number;
myVoteFor?: string;
}
export function buildReportPayload(fixture: ReportFixture): Uint8Array {
const builder = new Builder(512);
const localOffsets = (fixture.localPlanets ?? []).map((planet) => {
const name = builder.createString(planet.name);
const production =
planet.production !== undefined
? builder.createString(planet.production)
: null;
LocalPlanet.startLocalPlanet(builder);
LocalPlanet.addNumber(builder, BigInt(planet.number));
LocalPlanet.addX(builder, planet.x);
LocalPlanet.addY(builder, planet.y);
LocalPlanet.addName(builder, name);
LocalPlanet.addSize(builder, planet.size ?? 10);
LocalPlanet.addResources(builder, planet.resources ?? 0.5);
LocalPlanet.addCapital(builder, planet.capital ?? 0);
LocalPlanet.addMaterial(builder, planet.material ?? 0);
LocalPlanet.addPopulation(builder, planet.population ?? 0);
LocalPlanet.addIndustry(builder, planet.industry ?? 0);
LocalPlanet.addColonists(builder, planet.colonists ?? 0);
if (production !== null) LocalPlanet.addProduction(builder, production);
LocalPlanet.addFreeIndustry(builder, planet.freeIndustry ?? 0);
return LocalPlanet.endLocalPlanet(builder);
});
const otherOffsets = (fixture.otherPlanets ?? []).map((planet) => {
const name = builder.createString(planet.name);
const owner = builder.createString(planet.owner);
const production =
planet.production !== undefined
? builder.createString(planet.production)
: null;
OtherPlanet.startOtherPlanet(builder);
OtherPlanet.addNumber(builder, BigInt(planet.number));
OtherPlanet.addX(builder, planet.x);
OtherPlanet.addY(builder, planet.y);
OtherPlanet.addName(builder, name);
OtherPlanet.addOwner(builder, owner);
OtherPlanet.addSize(builder, planet.size ?? 9);
OtherPlanet.addResources(builder, planet.resources ?? 0.5);
OtherPlanet.addCapital(builder, planet.capital ?? 0);
OtherPlanet.addMaterial(builder, planet.material ?? 0);
OtherPlanet.addPopulation(builder, planet.population ?? 0);
OtherPlanet.addIndustry(builder, planet.industry ?? 0);
OtherPlanet.addColonists(builder, planet.colonists ?? 0);
if (production !== null) OtherPlanet.addProduction(builder, production);
OtherPlanet.addFreeIndustry(builder, planet.freeIndustry ?? 0);
return OtherPlanet.endOtherPlanet(builder);
});
const uninhabitedOffsets = (fixture.uninhabitedPlanets ?? []).map(
(planet) => {
const name = builder.createString(planet.name);
UninhabitedPlanet.startUninhabitedPlanet(builder);
UninhabitedPlanet.addNumber(builder, BigInt(planet.number));
UninhabitedPlanet.addX(builder, planet.x);
UninhabitedPlanet.addY(builder, planet.y);
UninhabitedPlanet.addName(builder, name);
UninhabitedPlanet.addSize(builder, planet.size ?? 6);
UninhabitedPlanet.addResources(builder, planet.resources ?? 0.5);
UninhabitedPlanet.addCapital(builder, planet.capital ?? 0);
UninhabitedPlanet.addMaterial(builder, planet.material ?? 0);
return UninhabitedPlanet.endUninhabitedPlanet(builder);
},
);
const unidentifiedOffsets = (fixture.unidentifiedPlanets ?? []).map(
(planet) => {
UnidentifiedPlanet.startUnidentifiedPlanet(builder);
UnidentifiedPlanet.addNumber(builder, BigInt(planet.number));
UnidentifiedPlanet.addX(builder, planet.x);
UnidentifiedPlanet.addY(builder, planet.y);
return UnidentifiedPlanet.endUnidentifiedPlanet(builder);
},
);
const localShipClassOffsets = (fixture.localShipClass ?? []).map((cls) => {
const name = builder.createString(cls.name);
ShipClass.startShipClass(builder);
ShipClass.addName(builder, name);
ShipClass.addDrive(builder, cls.drive ?? 0);
ShipClass.addArmament(builder, BigInt(cls.armament ?? 0));
ShipClass.addWeapons(builder, cls.weapons ?? 0);
ShipClass.addShields(builder, cls.shields ?? 0);
ShipClass.addCargo(builder, cls.cargo ?? 0);
return ShipClass.endShipClass(builder);
});
const localScienceOffsets = (fixture.localScience ?? []).map((sci) => {
const name = builder.createString(sci.name);
Science.startScience(builder);
Science.addName(builder, name);
Science.addDrive(builder, sci.drive ?? 0);
Science.addWeapons(builder, sci.weapons ?? 0);
Science.addShields(builder, sci.shields ?? 0);
Science.addCargo(builder, sci.cargo ?? 0);
return Science.endScience(builder);
});
const playerOffsets = (fixture.players ?? []).map((p) => {
const name = builder.createString(p.name);
const relation =
p.relation === undefined ? null : builder.createString(p.relation);
Player.startPlayer(builder);
Player.addName(builder, name);
Player.addDrive(builder, p.drive ?? 1);
Player.addWeapons(builder, p.weapons ?? 0);
Player.addShields(builder, p.shields ?? 0);
Player.addCargo(builder, p.cargo ?? 0);
Player.addPopulation(builder, p.population ?? 0);
Player.addIndustry(builder, p.industry ?? 0);
Player.addPlanets(builder, p.planets ?? 0);
if (relation !== null) Player.addRelation(builder, relation);
Player.addVotes(builder, p.votes ?? 0);
Player.addExtinct(builder, p.extinct ?? false);
return Player.endPlayer(builder);
});
const routeOffsets = (fixture.routes ?? []).map((route) => {
const entryOffsets = route.entries.map((entry) => {
const valueOffset = builder.createString(entry.loadType);
RouteEntry.startRouteEntry(builder);
RouteEntry.addKey(builder, BigInt(entry.destinationPlanetNumber));
RouteEntry.addValue(builder, valueOffset);
return RouteEntry.endRouteEntry(builder);
});
const entriesVec = Route.createRouteVector(builder, entryOffsets);
Route.startRoute(builder);
Route.addPlanet(builder, BigInt(route.sourcePlanetNumber));
Route.addRoute(builder, entriesVec);
return Route.endRoute(builder);
});
const localVec =
localOffsets.length === 0
? null
: Report.createLocalPlanetVector(builder, localOffsets);
const otherVec =
otherOffsets.length === 0
? null
: Report.createOtherPlanetVector(builder, otherOffsets);
const uninhabitedVec =
uninhabitedOffsets.length === 0
? null
: Report.createUninhabitedPlanetVector(builder, uninhabitedOffsets);
const unidentifiedVec =
unidentifiedOffsets.length === 0
? null
: Report.createUnidentifiedPlanetVector(builder, unidentifiedOffsets);
const localShipClassVec =
localShipClassOffsets.length === 0
? null
: Report.createLocalShipClassVector(builder, localShipClassOffsets);
const localScienceVec =
localScienceOffsets.length === 0
? null
: Report.createLocalScienceVector(builder, localScienceOffsets);
const playerVec =
playerOffsets.length === 0
? null
: Report.createPlayerVector(builder, playerOffsets);
const routeVec =
routeOffsets.length === 0
? null
: Report.createRouteVector(builder, routeOffsets);
const raceOffset =
fixture.race === undefined ? null : builder.createString(fixture.race);
const voteForOffset =
fixture.myVoteFor === undefined
? null
: builder.createString(fixture.myVoteFor);
const totalPlanets =
(fixture.localPlanets ?? []).length +
(fixture.otherPlanets ?? []).length +
(fixture.uninhabitedPlanets ?? []).length +
(fixture.unidentifiedPlanets ?? []).length;
Report.startReport(builder);
Report.addTurn(builder, BigInt(fixture.turn));
Report.addWidth(builder, fixture.mapWidth ?? 4000);
Report.addHeight(builder, fixture.mapHeight ?? 4000);
Report.addPlanetCount(builder, totalPlanets);
if (raceOffset !== null) Report.addRace(builder, raceOffset);
if (fixture.myVotes !== undefined) Report.addVotes(builder, fixture.myVotes);
if (voteForOffset !== null) Report.addVoteFor(builder, voteForOffset);
if (playerVec !== null) Report.addPlayer(builder, playerVec);
if (localVec !== null) Report.addLocalPlanet(builder, localVec);
if (otherVec !== null) Report.addOtherPlanet(builder, otherVec);
if (uninhabitedVec !== null) Report.addUninhabitedPlanet(builder, uninhabitedVec);
if (unidentifiedVec !== null) Report.addUnidentifiedPlanet(builder, unidentifiedVec);
if (localShipClassVec !== null)
Report.addLocalShipClass(builder, localShipClassVec);
if (localScienceVec !== null)
Report.addLocalScience(builder, localScienceVec);
if (routeVec !== null) Report.addRoute(builder, routeVec);
const reportOff = Report.endReport(builder);
builder.finish(reportOff);
return builder.asUint8Array();
}