Layout reshuffle so the scene captures the maximum viewer area: - Header collapses three rows into one: `back to map` / `back to report` on the left, the centred title `Battle on planet <name> (#<number>)` (new i18n key `game.battle.header_title`), and the frame counter on the right. The wrapper `.active-view` no longer renders its own back-row; routes flow through props. - Viewer drops the `max-width: 880px` cap so on a wide monitor the scene scales up across the full active-view-host. - A drag-seek `<input type="range">` sits between the scene and the controls; dragging pauses playback and lands `frameIndex` on the chosen shot. - Speed control is one cycling button: `1x → 2x → 4x → 6x → 1x`. The label shows the current speed; the new 6x adds a 67 ms frame interval for skimming a long timeline. - The text protocol log is now collapsible behind a `Log ▲▼` toggle in the controls bar. The toggle is its own button; the default state stays expanded. Collapsing the log hands the remaining height to the scene. - Numerical list markers (`1. 2. 3.`) are dropped from the log; `list-style: none` keeps each row visually clean. Static cluster + visibility filter: - `staticBucketsByRace` now locks bucket order, mass, radius and local Vogel-spiral positions for the lifetime of the viewer; it only re-derives when `report` or the wasm `core` change. - `renderedByRace` overlays the per-frame `remaining` map and drops buckets whose `numLeft` hits zero. The surviving buckets keep their slots, so a class emptying never reshuffles the cluster — the empty bucket simply disappears. - A shot whose attacker or defender bucket is no longer visible draws no line (phantom shots into already-empty buckets are silently skipped, matching the user expectation that pup at 0 should stop attracting fire visually). - Race label clamps to a minimum y inside the SVG viewport so three-or-more-race layouts with a north anchor never clip the top race name off-canvas. Duel layout (user suggestion): - `layoutRaces` rotates the radial start angle by 90° when only two participants remain, so race 0 lands at 9 o'clock and race 1 at 3 o'clock. The pair faces off horizontally; neither label pushes against the SVG top edge. The existing test for two-race positions is updated accordingly. Tests: the existing `layoutRaces` two-race case is rewritten for the horizontal duel; the `game-shell-stubs` battle case checks the loading placeholder (back buttons now live in the loaded viewer, not the wrapper). 644 Vitest cases stay green; 4 Playwright battle-viewer cases stay green. Docs: `ui/docs/battle-viewer-ux.md` documents the static cluster / visibility filter, the duel layout, the scrubber, the cycling speed button and the collapsible log. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
10 KiB
Battle Viewer UX
Phase 27 ships a dedicated viewer for battles (/games/<id>/battle/<battleId>).
Bombings stay where they were in Phase 23 — a static table in the
Reports view (section-bombings.svelte). The two domains are
deliberately not mixed in any visual surface or click target.
Data shape
The BattleViewer component (lib/battle-player/battle-viewer.svelte)
is logically isolated. It accepts a BattleReport matching
pkg/model/report/battle.go. The fields it uses:
id,planet,planetName— header + the central-planet glyph.races: { [raceId]: raceUUID }— race index space used by the protocol'sa/dfields.ships: { [groupKey]: BattleReportGroup }— ship-group rosters withracename,className, initialnum, end-statenumLeft, and theinBattleflag. Observer groups (inBattle: false) are never drawn.protocol: BattleActionReport[]— flat list of shots. Each carries attacker(a, sa), defender(d, sd), andx(destroyed?).
The component asks timeline.ts.buildFrames(report) to expand the
protocol into protocol.length + 1 frames; frame 0 is the initial
state and frame N reflects state after action protocol[N-1]. The
race index per ship group is derived from the protocol itself —
every in-battle group appears at least once as attacker or defender,
and the engine never crosses these wires.
Radial scene
The scene (lib/battle-player/battle-scene.svelte, SVG) places the
planet at the centre and arrays the still-active races on an outer
ring at equal angular spacing. Each race anchor hosts a cloud of
class circles arranged on a Vogel sunflower spiral biased toward the
planet (the cluster anchor is pushed inward by a quarter step so the
rank-0 node — the heaviest group by NumberLeft — sits closest to the
planet, and the spiral fans the rest behind it). When a race is
wiped out, it drops out of the active list and the survivors are
re-spaced on the next frame.
Each class circle is one bucket keyed by (race, className):
tech-variants of the same class collapse into one node so the scene
stays readable when a race fields a dozen tech levels of the same
hull. The per-bucket label <className>:<numLeft> sums NumberLeft
across the underlying groups; per-tech detail is available in the
Reports view (Foreign Ship Classes / My Ship Types).
Bucket order inside a cluster is locked at battle start by the
initial ship count (num summed across tech variants, descending),
together with mass, radius and local position. The static layout
lives in staticBucketsByRace; the per-frame derivation
renderedByRace overlays the live NumberLeft and drops buckets
once they hit zero. The remaining buckets keep their slots in the
cloud, so the cluster does not reshuffle when a class empties — the
empty bucket simply disappears.
Vogel positions are reassigned per rank by their inward distance toward the planet, so the rank-0 bucket (the largest by initial ship count) always sits at the most-inward spiral slot.
When two races remain in battle the radial layout switches to the horizontal duel: race 0 at 9 o'clock, race 1 at 3 o'clock. This keeps both race labels clear of the SVG top edge and reads as the two sides facing off naturally.
Circle radius scales with per-ship FullMass (Empty + Carrying via
the per-ship LoadQuantity). The viewer resolves a
(race, className) → ShipClassRef lookup from the surrounding
GameReport.localShipClass + otherShipClass tables and runs it
through the existing wasm bridge to pkg/calc/ship.go
(emptyMass + carryingMass + fullMass). The radius is then
MIN_RADIUS + (MAX_RADIUS − MIN_RADIUS) × sqrt(mass / maxMassInBattle)
clamped to [6, 24] pixels — per-battle normalisation, so the
heaviest ship in any given battle renders at the cap. Unknown class
or invalid params fall back to MAX_RADIUS so the bucket stays
visible.
The current frame's shot is drawn as a thin line from the attacker's class circle to the defender's class circle. Colour:
- red (
#ee3344) when the action'sx === true(the defender ship was destroyed), - green (
#44dd66) otherwise.
Each frame redraws the line in isolation, so continuous playback produces the "shot-shot-shot" pulse the user wanted.
Playback controls
lib/battle-player/playback-controls.svelte ships:
| Control | Effect |
|---|---|
| ⏮ rewind | Stop, jump to frame 0 |
| ◀︎◀︎ step back | Stop, frame ← frame − 1 |
| ▶︎ / ⏸ play | Toggle continuous playback |
| ▶︎▶︎ step forward | Stop, frame ← frame + 1 |
Nx cycle speed |
Single button, cycles 1x → 2x → 4x → 6x → 1x; the label shows the current speed (400 / 200 / 100 / 67 ms per frame) |
Log ▲▼ toggle |
Collapses / expands the always-visible text protocol so the user can give the scene the full viewer height |
When the timeline is at its end and the user hits play, the frame counter wraps to 0 and continues. Step buttons disable themselves at their boundary.
A drag-seek slider sits between the scene and the controls. Dragging
pauses playback and lands frameIndex on the chosen shot — handy
for jumping to the moment a particular race started losing ground.
Accessibility
Below the scene the viewer renders a static <ol> text protocol —
one line per action, formatted from BattleReportGroup.race and
BattleReportGroup.className. The line for the current frame is
highlighted so a non-visual reader can follow along by scrolling
the log instead of watching the SVG. The list is always present
and never hidden, satisfying the original Phase 27 acceptance "the
same data is accessible as a static text log".
Each log row is also a <button>: a click or Enter/Space jumps
playback to that shot (pauses and seeks). The list auto-scrolls
the current row into view as the timeline advances, so the user
does not have to chase the highlight on long battles.
Playback details
On play, the shot line + the defender circle's colour flash gate on a per-frame timer that blinks them off during the last 10 % of the frame's duration. Two consecutive shots from the same attacker on the same defender therefore look like two distinct pulses rather than one continuous line. On pause the line and flash stay drawn so the user can study the current shot.
Phantom destroys
Legacy emitters (the dg engine format that feeds the synthetic-
report path) occasionally log more Destroyed lines against a
ship-group bucket than the bucket's initial population — the
emitter keeps recording hits past the moment the group emptied.
buildFrames clamps each per-group remaining count at zero and
only decrements race totals on a real shrink, so a race stays on
the scene until its actual ships are gone. The phantom shots still
draw a line during the frame they belong to; only the running
counters are protected.
Header + layout
The viewer header carries three rows of chrome in a single line:
the back-navigation buttons (back to map / back to report) on
the left, a centred title — Battle on planet <name> (<#number>),
i18n key game.battle.header_title — and the frame counter on the
right. Pulling navigation into the header frees the entire viewer
area for the scene; the .viewer container has no max-width cap,
so on wide monitors the scene scales up while the log keeps its
internal 30 dvh scroll.
Height fit
The viewer is pinned to the viewport: .active-view uses
calc(100dvh − 80px) so the in-game-shell header + optional
HistoryBanner do not push the scene below the fold. Inside the
viewer, the scene grows (flex: 1), the scrubber + controls hold
their natural height, and the log (when expanded) shrinks to a
30 dvh ceiling with its own internal scroll, so the page itself
never scrolls vertically. The 80 px allowance maps to the current
Header + HistoryBanner total on desktop; mobile breakpoints reuse
the same calc because dvh tracks the dynamic viewport.
Map markers
map/battle-markers.ts emits two marker kinds per
current-turn report. Both are wired into the binding's
hitLookup so a click goes through the existing hit-test plumbing.
Battle marker — yellow cross
For every report.battles[i] whose planet resolves to a visible
planet, the marker emits two LinePrim lines through the opposite
corners of the square circumscribed around the planet circle. The
result is an X-shaped cross overlaid on the planet glyph.
The stroke width is computed by battleMarkerStrokeWidth(shots):
1 shot → 1 px, 100 shots → 5 px, linearly interpolated in between
(width = 1 + (shots − 1) × 4 / 99, clamped). A click on either
line navigates to /games/<id>/battle/<battleId>?turn=<turn>.
Bombing marker — colored ring
For every report.bombings[i], the marker emits a single
stroke-only CirclePrim slightly larger than the planet circle.
Colour:
- yellow (
#FFD400) whenwiped: false, - red (
#FF3030) whenwiped: true.
A click on the ring navigates to /games/<id>/report#report-bombings
and scrolls the matching report-bombing-row (by data-planet)
into view. Bombing markers never open the Battle Viewer — the two
domains stay separate.
Data source
The Battle Viewer page (lib/active-view/battle.svelte) calls
api/battle-fetch.ts.fetchBattle(gameId, turn, battleId). The
loader has two modes:
- Synthetic — when
gameIdcarries thesynthetic-prefix, the lookup is served fromapi/synthetic-battle.ts. Vitest unit tests and Playwright e2e tests register fixture battles viaregisterSyntheticBattlebefore mounting the route. - Production — otherwise the loader issues
GET /api/v1/user/games/{gameId}/battles/{turn}/{battleId}against the backend gateway route added inbackend/internal/server/handlers_user_games.go.Battle. The gateway forwards verbatim to the engine'sGET /api/v1/battle/:turn/:uuid.
TODOs
- Push event
game.battle.new+ toast → viewer link (deferred — needs an engine emit-side change). - Richer ship-class visuals derived from the class's mass,
armament, shields. Current MVP uses a small circle plus
<class>:<numLeft>label. - Animated transitions when a race drops out and the survivors re-distribute. Current implementation hard-jumps on the next frame.