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>
1561 lines
49 KiB
TypeScript
1561 lines
49 KiB
TypeScript
// Typed wrapper around `GalaxyClient.executeCommand("user.games.report",
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// ...)`. The signed-gRPC wire shape is the FlatBuffers
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// `report.GameReportRequest` for the request and `report.Report` for
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// the response (see `pkg/schema/fbs/report.fbs`). Full ship / fleet /
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// science decoding lands in Phases 17-22.
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//
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// Phase 13 expanded the per-planet projection so the inspector can
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// render every documented field without a second round-trip. Each
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// planet field is optional: the FBS schema carries different field
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// sets for `LocalPlanet`, `OtherPlanet`, `UninhabitedPlanet`, and
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// `UnidentifiedPlanet`, and the wrapper preserves that nullability
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// instead of inventing zero values.
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//
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// Phase 14 adds `applyOrderOverlay`: every applied / submitting
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// rename in the local draft swaps the planet name on the rendered
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// report so the player sees their intent reflected immediately,
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// without waiting for the next turn cutoff.
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//
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// Phase 15 added a name-only `localShipClass` projection so the
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// planet inspector's Build-Ship sub-picker had data to render.
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// Phase 17 widens `ShipClassSummary` to the full attribute set
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// (drive / armament / weapons / shields / cargo) so the ship-class
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// table and designer can render every documented field, and
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// extends `applyOrderOverlay` with the `createShipClass` /
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// `removeShipClass` variants — pending Save / Delete actions are
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// reflected in the table immediately, without waiting for the
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// auto-sync round-trip.
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//
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// Phase 21 adds `localScience` (a list of `ScienceSummary` rows
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// decoded from `Report.local_science`) so the sciences table and
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// designer have data to render, and extends `applyOrderOverlay` with
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// the `createScience` / `removeScience` variants — pending Save /
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// Delete actions surface in the table and the planet production
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// picker's Research sub-row immediately.
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import { Builder, ByteBuffer } from "flatbuffers";
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import type { GalaxyClient } from "./galaxy-client";
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import { UUID } from "../proto/galaxy/fbs/common";
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import {
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Bombing,
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GameReportRequest,
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IncomingGroup,
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LocalFleet,
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LocalGroup,
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OtherGroup,
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OtherScience,
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OthersShipClass,
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Report,
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ShipProduction,
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UnidentifiedGroup,
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} from "../proto/galaxy/fbs/report";
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import type {
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CargoLoadType,
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CommandStatus,
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OrderCommand,
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ProductionType,
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Relation,
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} from "../sync/order-types";
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import {
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CARGO_LOAD_TYPE_VALUES,
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isCargoLoadType,
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isRelation,
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} from "../sync/order-types";
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const MESSAGE_TYPE = "user.games.report";
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export class GameStateError extends Error {
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readonly resultCode: string;
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readonly code: string;
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constructor(resultCode: string, code: string, message: string) {
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super(message);
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this.name = "GameStateError";
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this.resultCode = resultCode;
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this.code = code;
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}
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}
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export interface ReportPlanet {
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number: number;
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name: string;
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x: number;
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y: number;
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kind: "local" | "other" | "uninhabited" | "unidentified";
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owner: string | null;
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size: number | null;
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resources: number | null;
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// Engine field naming carries history: `capital` ($) is the
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// industry stockpile, `material` (M) is the materials stockpile.
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// `pkg/model/report/planet.go` is the source of truth for these.
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industryStockpile: number | null;
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materialsStockpile: number | null;
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industry: number | null;
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population: number | null;
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colonists: number | null;
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production: string | null;
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freeIndustry: number | null;
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}
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/**
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* ShipClassSummary is the projection of `report.ShipClass` the
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* ship-class table and designer render. Phase 15 carried just the
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* `name` for the Build-Ship sub-picker; Phase 17 added the five
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* tech-derived numbers so the table can sort / filter on them and
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* the designer can populate read-only previews. The numeric ranges
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* mirror `pkg/calc/validator.go.ValidateShipTypeValues` exactly:
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* each of `drive`, `weapons`, `shields`, `cargo` is either zero or
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* ≥ 1, and `armament` is a non-negative integer.
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*/
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export interface ShipClassSummary {
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name: string;
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drive: number;
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armament: number;
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weapons: number;
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shields: number;
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cargo: number;
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}
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/**
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* ScienceSummary is the projection of `report.Science` the sciences
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* table and designer render. The four tech proportions are fractions
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* in `[0, 1]` summing to `1.0`, mirroring
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* `pkg/calc/validator.go.ValidateScienceValues` exactly. The designer
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* presents them as percentages (`value * 100`) so users can type and
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* reason about whole-number proportions; the wire shape stays
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* fractional. Used by `lib/active-view/table-sciences.svelte`,
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* `lib/active-view/designer-science.svelte`, and the planet
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* production picker (`lib/inspectors/planet/production.svelte`).
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*/
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export interface ScienceSummary {
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name: string;
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drive: number;
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weapons: number;
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shields: number;
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cargo: number;
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}
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/**
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* ReportRouteEntry is one slot of a planet's cargo-route table —
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* a (loadType, destinationPlanetNumber) pair. The engine stores
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* the entries as `map[RouteType]uint` per planet
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* (`game/internal/model/game/planet.go`); this type flattens that
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* map into an array so iteration order is stable for tests and
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* the map-arrow renderer.
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*/
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export interface ReportRouteEntry {
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loadType: CargoLoadType;
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destinationPlanetNumber: number;
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}
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/**
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* ReportRoute groups every cargo-route slot configured on a
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* single source planet. `entries` is sorted by
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* `CARGO_LOAD_TYPE_VALUES` priority (COL → CAP → MAT → EMP) so
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* the inspector and the map renderer see deterministic order.
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*/
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export interface ReportRoute {
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sourcePlanetNumber: number;
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entries: ReportRouteEntry[];
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}
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/**
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* ShipGroupTech holds the four component tech levels carried by every
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* ship group. Mirrors the `tech` map on `pkg/model/report.OtherGroup`
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* (encoded on the wire as a `[TechEntry]` vector) but flattens the
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* four well-known keys into a fixed-shape struct so the inspector can
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* render them with the same call as the planet-side ship-class table.
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* Keys missing from the wire default to zero.
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*/
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export interface ShipGroupTech {
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drive: number;
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weapons: number;
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shields: number;
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cargo: number;
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}
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/**
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* ReportShipGroupBase carries the fields shared by `LocalGroup` and
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* `OtherGroup` server-side. `cargo` is `"NONE"` when the group is
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* empty (legacy `"-"` is normalised to that literal here so the union
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* with `CargoLoadType` is closed). `origin` and `range` are non-null
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* iff the group is in hyperspace.
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*/
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export interface ReportShipGroupBase {
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count: number;
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class: string;
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tech: ShipGroupTech;
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cargo: CargoLoadType | "NONE";
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load: number;
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destination: number;
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origin: number | null;
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range: number | null;
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speed: number;
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mass: number;
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}
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/**
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* ReportLocalShipGroup is the player's own ship group, carrying the
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* group UUID (used for selection and for the upcoming Phase 20 order
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* envelopes), the engine state (`In_Orbit` / `In_Space` / `In_Battle`
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* / `Out_Battle`), and the optional fleet membership.
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*/
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export interface ReportLocalShipGroup extends ReportShipGroupBase {
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id: string;
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state: string;
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fleet: string | null;
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}
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export type ReportOtherShipGroup = ReportShipGroupBase;
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/**
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* ReportIncomingShipGroup is a foreign group inbound to one of the
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* player's planets. The legacy "Incoming Groups" table only exposes
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* the bare path/distance/speed/mass — the actual ship class is
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* unknown until the group lands and shows up in a battle roster.
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*/
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export interface ReportIncomingShipGroup {
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origin: number;
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destination: number;
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distance: number;
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speed: number;
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mass: number;
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}
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/**
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* ReportUnidentifiedShipGroup is a blip on radar — no class, no
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* destination, just absolute coordinates. Phase 19 renders it as a
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* dim point and exposes the coordinates in a minimal inspector.
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*/
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export interface ReportUnidentifiedShipGroup {
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x: number;
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y: number;
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}
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/**
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* ReportLocalFleet is the player's own combat fleet — a named group
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* of groups. Phase 19 surfaces only the fleet name on the
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* ship-group inspector; full fleet listings are deferred.
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*/
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export interface ReportLocalFleet {
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name: string;
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groupCount: number;
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destination: number;
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origin: number | null;
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range: number | null;
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speed: number;
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state: string;
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}
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/**
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* ReportOtherRace is the per-other-race projection rendered by the
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* Phase 22 Races View. The fields mirror `report.fbs:Player` row-by-
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* row, with `relation` narrowed to the wire-stable `Relation` union
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* (the engine emits a `"-"` sentinel for the self row, which never
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* appears in `GameReport.races` because self is filtered out by
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* `decodeReport`). Tech values are float fractions — the table
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* renders them through the same `formatPercent` helper the sciences
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* table uses.
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*
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* `relation` reflects the local player's stance TOWARD this race,
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* not the other way around (`rules.txt` line 1162). Per the engine
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* (`controller/race.go.UpdateRelation`) the relation is stored
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* unilaterally — race A can be at war with race B while race B is
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* at peace with race A.
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*
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* `votesReceived` is the count of votes this race received in the
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* last turn cutoff tally (`Player.votes` on the wire). The total
|
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* game votes equal the sum of every non-extinct row's
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* `votesReceived`, since every race always votes for someone
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* (`controller/race.go` initialises `r.VoteFor = r.ID` on creation
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* and reassigns to self on extinction of the voted-for race).
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*/
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export interface ReportOtherRace {
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name: string;
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drive: number;
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weapons: number;
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shields: number;
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cargo: number;
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population: number;
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industry: number;
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planets: number;
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relation: Relation;
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votesReceived: number;
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}
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/**
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* ReportPlayer is the per-player projection consumed by the Phase 23
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* Report View's Player Status section. Unlike `ReportOtherRace`, this
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* row carries the local player and extinct rows too: the section is a
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* status overview, not a diplomacy surface. Sorted alphabetically by
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* name (case-insensitive); `isLocal` flags the calling player's row so
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* the section can highlight it. The wire `relation` field is
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* intentionally omitted — the self row carries the engine's "-"
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* sentinel and the other-race rows already expose it via
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* `GameReport.races`.
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*/
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export interface ReportPlayer {
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name: string;
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drive: number;
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weapons: number;
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shields: number;
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cargo: number;
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|
population: number;
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|
industry: number;
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|
planets: number;
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|
votesReceived: number;
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extinct: boolean;
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|
isLocal: boolean;
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|
}
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|
|
|
/**
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* ReportOtherScience is a single row in the Phase 23 Report View's
|
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* Foreign Sciences section. Mirrors the wire `OtherScience` (carries
|
|
* the owning `race` alongside the four tech proportions). Stable
|
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* order: sorted by `(race, name)` so the report's per-race sub-tables
|
|
* render deterministically.
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|
*/
|
|
export interface ReportOtherScience {
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|
race: string;
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|
name: string;
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|
drive: number;
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|
weapons: number;
|
|
shields: number;
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|
cargo: number;
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|
}
|
|
|
|
/**
|
|
* ReportOtherShipClass is a single row in the Phase 23 Report View's
|
|
* Foreign Ship Classes section. Mirrors the wire `OthersShipClass`
|
|
* (carries the owning `race`, the five tech-derived numbers, plus the
|
|
* `mass` the local ship-classes table does not surface — useful for
|
|
* fleet-mass comparison against incoming groups). Stable order:
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|
* sorted by `(race, name)`.
|
|
*/
|
|
export interface ReportOtherShipClass {
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|
race: string;
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|
name: string;
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|
drive: number;
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|
armament: number;
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weapons: number;
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|
shields: number;
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|
cargo: number;
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|
mass: number;
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|
}
|
|
|
|
/**
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|
* ReportBombing is a single row in the Phase 23 Report View's
|
|
* Bombings section. Mirrors the wire `Bombing` (post-bombing planet
|
|
* snapshot, attacker/owner identity, attack power, and the boolean
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|
* `wiped` flag that drives a visually-distinct row state). Sorted by
|
|
* `planetNumber` for deterministic rendering.
|
|
*
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|
* Field naming follows the existing `ReportPlanet` convention:
|
|
* `capital → industryStockpile`, `material → materialsStockpile`,
|
|
* `number → planetNumber`.
|
|
*/
|
|
export interface ReportBombing {
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|
planetNumber: number;
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|
planet: string;
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owner: string;
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|
attacker: string;
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|
production: string;
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|
industry: number;
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|
population: number;
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|
colonists: number;
|
|
industryStockpile: number;
|
|
materialsStockpile: number;
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|
attackPower: number;
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|
wiped: boolean;
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|
}
|
|
|
|
/**
|
|
* ReportShipProduction is a single row in the Phase 23 Report View's
|
|
* Ships In Production section. Mirrors the wire `ShipProduction`.
|
|
* `planetNumber` resolves against `GameReport.planets` so the section
|
|
* can render the producing planet's name; `cost` is the per-ship
|
|
* production cost (`ShipProductionCost(shipMass)`, not including the
|
|
* per-turn material-farming term); `prodUsed` is the engine's residual
|
|
* production poured into the partial ship this turn; `percent` is the
|
|
* cumulative build progress as a fraction in [0, 1]; `freeIndustry`
|
|
* mirrors the producing planet's free industry. Stable order: sorted
|
|
* by `(planetNumber, class)`.
|
|
*/
|
|
/**
|
|
* ReportBattle is one battle summary in the current turn. Carries the
|
|
* battle UUID, planet number, and shot count — enough to render a
|
|
* battle marker on the map and to link into the Battle Viewer without
|
|
* fetching the full BattleReport.
|
|
*/
|
|
export interface ReportBattle {
|
|
id: string;
|
|
planet: number;
|
|
shots: number;
|
|
}
|
|
|
|
export interface ReportShipProduction {
|
|
planetNumber: number;
|
|
class: string;
|
|
cost: number;
|
|
prodUsed: number;
|
|
percent: number;
|
|
freeIndustry: number;
|
|
}
|
|
|
|
export interface GameReport {
|
|
turn: number;
|
|
mapWidth: number;
|
|
mapHeight: number;
|
|
planetCount: number;
|
|
planets: ReportPlanet[];
|
|
/**
|
|
* race is the calling player's race name as resolved by the
|
|
* engine from the runtime player mapping. Empty when the engine
|
|
* has not produced a report yet (boot state).
|
|
*/
|
|
race: string;
|
|
/**
|
|
* localShipClass enumerates the player's own designed ship classes
|
|
* by name. Empty until at least one class is created
|
|
* (`CommandShipClassCreate`, Phase 17). The Build-Ship sub-picker
|
|
* shows a localized "no ship classes" placeholder when this is
|
|
* empty.
|
|
*/
|
|
localShipClass: ShipClassSummary[];
|
|
/**
|
|
* localScience enumerates the player's own defined sciences. Each
|
|
* entry carries the four tech proportions as fractions in `[0, 1]`
|
|
* summing to `1.0`. Empty until at least one science is created
|
|
* (`CommandScienceCreate`, Phase 21). The sciences table and the
|
|
* planet production picker's Research sub-row read from this
|
|
* projection (after `applyOrderOverlay`) so freshly-queued
|
|
* `createScience` / `removeScience` actions surface immediately.
|
|
*/
|
|
localScience: ScienceSummary[];
|
|
/**
|
|
* routes lists every cargo route the player has configured.
|
|
* Each entry is keyed by source planet; the per-planet
|
|
* `entries` array is sorted in turn-cutoff load order
|
|
* (`CARGO_LOAD_TYPE_VALUES`). Empty when no routes are set or
|
|
* when the report does not carry the route field.
|
|
*/
|
|
routes: ReportRoute[];
|
|
/**
|
|
* localPlayerDrive, localPlayerWeapons, localPlayerShields,
|
|
* localPlayerCargo carry the local player's four tech levels,
|
|
* read from the matching `Player` row in the report. Drive
|
|
* powers reach (`40 * driveTech`,
|
|
* `game/internal/model/game/race.go.FlightDistance`) and the
|
|
* cargo-route picker; cargo feeds the ship-class designer's
|
|
* cargo-capacity preview (`pkg/calc/ship.go.CargoCapacity` and
|
|
* `CarryingMass`); weapons and shields are surfaced ahead of
|
|
* Phases 19-21 (ship-group inspector, science designer) so
|
|
* future patches do not need to re-extend the report decoder.
|
|
* All four are zero on boot or when the report's player block
|
|
* is missing the local entry.
|
|
*/
|
|
localPlayerDrive: number;
|
|
localPlayerWeapons: number;
|
|
localPlayerShields: number;
|
|
localPlayerCargo: number;
|
|
/**
|
|
* localShipGroups, otherShipGroups, incomingShipGroups,
|
|
* unidentifiedShipGroups, and localFleets land in Phase 19. Empty
|
|
* arrays are emitted whenever the report does not carry the
|
|
* matching wire field — boot state, history-mode snapshots, and
|
|
* the synthetic-report path that cannot derive a section from
|
|
* legacy text.
|
|
*/
|
|
localShipGroups: ReportLocalShipGroup[];
|
|
otherShipGroups: ReportOtherShipGroup[];
|
|
incomingShipGroups: ReportIncomingShipGroup[];
|
|
unidentifiedShipGroups: ReportUnidentifiedShipGroup[];
|
|
localFleets: ReportLocalFleet[];
|
|
/**
|
|
* otherRaces lists the names of every non-extinct race other than
|
|
* the local player, sorted alphabetically. Drawn from the
|
|
* `report.player[]` block in the FBS report (each `Player` row
|
|
* carries an `extinct` flag). The ship-group inspector consumes
|
|
* this list for the "transfer to race" picker; Phase 22's Races
|
|
* View also uses it for the vote-recipient picker so the read
|
|
* shape stays stable across stages. Empty when the report has no
|
|
* `player` block (boot state, history-mode snapshots) or when the
|
|
* local player is the only non-extinct race.
|
|
*/
|
|
otherRaces: string[];
|
|
/**
|
|
* races is the richer per-other-race projection Phase 22 added
|
|
* for the Races View table — same population (non-extinct, self
|
|
* excluded, alphabetical) as `otherRaces`, but with each row
|
|
* carrying tech levels, totals, planet count, the local player's
|
|
* stance toward that race, and the race's votes received. Rows
|
|
* with an unknown wire `relation` (anything other than `WAR` or
|
|
* `PEACE`) default to `PEACE` so the table never blanks out the
|
|
* toggle on an engine schema bump; the same row continues to
|
|
* appear in the table.
|
|
*/
|
|
races: ReportOtherRace[];
|
|
/**
|
|
* myVotes is the local player's total vote weight in the current
|
|
* report, read from `Report.votes` (the engine assigns one vote
|
|
* per 1000 population, see `rules.txt:1060`). Zero when the
|
|
* report has not been produced yet.
|
|
*/
|
|
myVotes: number;
|
|
/**
|
|
* myVoteFor is the race the local player currently votes for,
|
|
* read from `Report.vote_for`. Empty string when no value has
|
|
* been recorded yet (boot state) or when the engine emitted an
|
|
* empty string. The engine's default initial state is each race
|
|
* voting for itself (`controller/race.go`), so a stable game's
|
|
* report always carries a non-empty value.
|
|
*/
|
|
myVoteFor: string;
|
|
/**
|
|
* players is the richer per-player projection Phase 23 added for
|
|
* the Report View's Player Status section. Same data source as
|
|
* `races[]` (`report.player[]`) but with the local player and
|
|
* extinct rows included, sorted alphabetically by name and tagged
|
|
* with `isLocal`. `races[]` stays Phase 22's view (other,
|
|
* non-extinct) so diplomatic-stance code paths do not churn.
|
|
*/
|
|
players: ReportPlayer[];
|
|
/**
|
|
* otherScience is the per-race foreign-sciences projection Phase
|
|
* 23 added for the Report View's Foreign Sciences section. Sorted
|
|
* by `(race, name)`. Empty when the report has no foreign science
|
|
* data (boot state, single-race game, legacy synthetic data).
|
|
*/
|
|
otherScience: ReportOtherScience[];
|
|
/**
|
|
* otherShipClass is the per-race foreign-ship-classes projection
|
|
* Phase 23 added for the Report View's Foreign Ship Classes
|
|
* section. Sorted by `(race, name)`. Empty when the report has no
|
|
* foreign ship-class data.
|
|
*/
|
|
otherShipClass: ReportOtherShipClass[];
|
|
/**
|
|
* battles is the list of battle summaries the engine recorded for
|
|
* the current turn. Each entry carries the battle UUID, the planet
|
|
* it happened on, and the number of shots exchanged. The Reports
|
|
* View uses `id` to link into the Battle Viewer; the map renderer
|
|
* uses `planet` to locate the marker and `shots` to scale its
|
|
* stroke. Empty when no battles occurred last turn.
|
|
*/
|
|
battles: ReportBattle[];
|
|
/**
|
|
* battleIds is a convenience derived list of UUIDs from `battles`,
|
|
* preserved for legacy callers (Phase 23 report section, fixtures).
|
|
*/
|
|
battleIds: string[];
|
|
/**
|
|
* bombings is the per-bombing projection Phase 23 added for the
|
|
* Report View's Bombings section. Sorted by `planetNumber`. Empty
|
|
* when no planets were bombed last turn.
|
|
*/
|
|
bombings: ReportBombing[];
|
|
/**
|
|
* shipProductions is the per-ship-production projection Phase 23
|
|
* added for the Report View's Ships In Production section.
|
|
* Sorted by `(planetNumber, class)`. Empty when no planet is
|
|
* currently producing a ship.
|
|
*/
|
|
shipProductions: ReportShipProduction[];
|
|
}
|
|
|
|
export async function fetchGameReport(
|
|
client: GalaxyClient,
|
|
gameId: string,
|
|
turn: number,
|
|
): Promise<GameReport> {
|
|
const builder = new Builder(64);
|
|
const [hi, lo] = uuidToHiLo(gameId);
|
|
const gameIdOffset = UUID.createUUID(builder, hi, lo);
|
|
GameReportRequest.startGameReportRequest(builder);
|
|
GameReportRequest.addGameId(builder, gameIdOffset);
|
|
GameReportRequest.addTurn(builder, turn);
|
|
builder.finish(GameReportRequest.endGameReportRequest(builder));
|
|
|
|
const result = await client.executeCommand(MESSAGE_TYPE, builder.asUint8Array());
|
|
if (result.resultCode !== "ok") {
|
|
const { code, message } = decodeErrorMessage(result.payloadBytes);
|
|
throw new GameStateError(result.resultCode, code, message);
|
|
}
|
|
const buffer = new ByteBuffer(result.payloadBytes);
|
|
const report = Report.getRootAsReport(buffer);
|
|
return decodeReport(report);
|
|
}
|
|
|
|
function decodeReport(report: Report): GameReport {
|
|
const planets: ReportPlanet[] = [];
|
|
|
|
for (let i = 0; i < report.localPlanetLength(); i++) {
|
|
const p = report.localPlanet(i);
|
|
if (p === null) continue;
|
|
planets.push({
|
|
number: Number(p.number()),
|
|
name: p.name() ?? "",
|
|
x: p.x(),
|
|
y: p.y(),
|
|
kind: "local",
|
|
owner: null,
|
|
size: p.size(),
|
|
resources: p.resources(),
|
|
industryStockpile: p.capital(),
|
|
materialsStockpile: p.material(),
|
|
industry: p.industry(),
|
|
population: p.population(),
|
|
colonists: p.colonists(),
|
|
production: p.production() ?? null,
|
|
freeIndustry: p.freeIndustry(),
|
|
});
|
|
}
|
|
|
|
for (let i = 0; i < report.otherPlanetLength(); i++) {
|
|
const p = report.otherPlanet(i);
|
|
if (p === null) continue;
|
|
planets.push({
|
|
number: Number(p.number()),
|
|
name: p.name() ?? "",
|
|
x: p.x(),
|
|
y: p.y(),
|
|
kind: "other",
|
|
owner: p.owner() ?? null,
|
|
size: p.size(),
|
|
resources: p.resources(),
|
|
industryStockpile: p.capital(),
|
|
materialsStockpile: p.material(),
|
|
industry: p.industry(),
|
|
population: p.population(),
|
|
colonists: p.colonists(),
|
|
production: p.production() ?? null,
|
|
freeIndustry: p.freeIndustry(),
|
|
});
|
|
}
|
|
|
|
for (let i = 0; i < report.uninhabitedPlanetLength(); i++) {
|
|
const p = report.uninhabitedPlanet(i);
|
|
if (p === null) continue;
|
|
planets.push({
|
|
number: Number(p.number()),
|
|
name: p.name() ?? "",
|
|
x: p.x(),
|
|
y: p.y(),
|
|
kind: "uninhabited",
|
|
owner: null,
|
|
size: p.size(),
|
|
resources: p.resources(),
|
|
industryStockpile: p.capital(),
|
|
materialsStockpile: p.material(),
|
|
industry: null,
|
|
population: null,
|
|
colonists: null,
|
|
production: null,
|
|
freeIndustry: null,
|
|
});
|
|
}
|
|
|
|
for (let i = 0; i < report.unidentifiedPlanetLength(); i++) {
|
|
const p = report.unidentifiedPlanet(i);
|
|
if (p === null) continue;
|
|
planets.push({
|
|
number: Number(p.number()),
|
|
name: "",
|
|
x: p.x(),
|
|
y: p.y(),
|
|
kind: "unidentified",
|
|
owner: null,
|
|
size: null,
|
|
resources: null,
|
|
industryStockpile: null,
|
|
materialsStockpile: null,
|
|
industry: null,
|
|
population: null,
|
|
colonists: null,
|
|
production: null,
|
|
freeIndustry: null,
|
|
});
|
|
}
|
|
|
|
const localShipClass: ShipClassSummary[] = [];
|
|
for (let i = 0; i < report.localShipClassLength(); i++) {
|
|
const sc = report.localShipClass(i);
|
|
if (sc === null) continue;
|
|
localShipClass.push({
|
|
name: sc.name() ?? "",
|
|
drive: sc.drive(),
|
|
armament: Number(sc.armament()),
|
|
weapons: sc.weapons(),
|
|
shields: sc.shields(),
|
|
cargo: sc.cargo(),
|
|
});
|
|
}
|
|
|
|
const localScience: ScienceSummary[] = [];
|
|
for (let i = 0; i < report.localScienceLength(); i++) {
|
|
const s = report.localScience(i);
|
|
if (s === null) continue;
|
|
localScience.push({
|
|
name: s.name() ?? "",
|
|
drive: s.drive(),
|
|
weapons: s.weapons(),
|
|
shields: s.shields(),
|
|
cargo: s.cargo(),
|
|
});
|
|
}
|
|
|
|
const raceName = report.race() ?? "";
|
|
const routes = decodeReportRoutes(report);
|
|
const localTech = findLocalPlayerTech(report, raceName);
|
|
const otherRaces = collectOtherRaces(report, raceName);
|
|
const races = collectOtherRaceRows(report, raceName);
|
|
const players = decodePlayers(report, raceName);
|
|
const localShipGroups = decodeLocalShipGroups(report);
|
|
const otherShipGroups = decodeOtherShipGroups(report);
|
|
const incomingShipGroups = decodeIncomingShipGroups(report);
|
|
const unidentifiedShipGroups = decodeUnidentifiedShipGroups(report);
|
|
const localFleets = decodeLocalFleets(report);
|
|
const otherScience = decodeOtherScience(report);
|
|
const otherShipClass = decodeOtherShipClass(report);
|
|
const battles = decodeBattles(report);
|
|
const battleIds = battles.map((b) => b.id);
|
|
const bombings = decodeBombings(report);
|
|
const shipProductions = decodeShipProductions(report);
|
|
|
|
return {
|
|
turn: Number(report.turn()),
|
|
mapWidth: report.width(),
|
|
mapHeight: report.height(),
|
|
planetCount: report.planetCount(),
|
|
planets,
|
|
race: raceName,
|
|
localShipClass,
|
|
localScience,
|
|
routes,
|
|
localPlayerDrive: localTech.drive,
|
|
localPlayerWeapons: localTech.weapons,
|
|
localPlayerShields: localTech.shields,
|
|
localPlayerCargo: localTech.cargo,
|
|
localShipGroups,
|
|
otherShipGroups,
|
|
incomingShipGroups,
|
|
unidentifiedShipGroups,
|
|
localFleets,
|
|
otherRaces,
|
|
races,
|
|
myVotes: report.votes(),
|
|
myVoteFor: report.voteFor() ?? "",
|
|
players,
|
|
otherScience,
|
|
otherShipClass,
|
|
battles,
|
|
battleIds,
|
|
bombings,
|
|
shipProductions,
|
|
};
|
|
}
|
|
|
|
/**
|
|
* decodeReportRoutes flattens `report.route()[]` into the typed
|
|
* `ReportRoute[]`. Each `Route` carries `planet` (source) and an
|
|
* array of `RouteEntry` rows where `key` is the destination
|
|
* planet number and `value` is the load-type string. Entries
|
|
* with unknown load-types are dropped with a `console.warn` so a
|
|
* future schema bump never silently corrupts the inspector.
|
|
*/
|
|
function decodeReportRoutes(report: Report): ReportRoute[] {
|
|
const out: ReportRoute[] = [];
|
|
for (let i = 0; i < report.routeLength(); i++) {
|
|
const route = report.route(i);
|
|
if (route === null) continue;
|
|
const sourcePlanetNumber = Number(route.planet());
|
|
const entries: ReportRouteEntry[] = [];
|
|
for (let j = 0; j < route.routeLength(); j++) {
|
|
const entry = route.route(j);
|
|
if (entry === null) continue;
|
|
const value = entry.value() ?? "";
|
|
if (!isCargoLoadType(value)) {
|
|
console.warn(
|
|
`decodeReport: skipping RouteEntry with unknown load-type "${value}"`,
|
|
);
|
|
continue;
|
|
}
|
|
entries.push({
|
|
loadType: value,
|
|
destinationPlanetNumber: Number(entry.key()),
|
|
});
|
|
}
|
|
entries.sort(compareRouteEntriesByLoadType);
|
|
out.push({ sourcePlanetNumber, entries });
|
|
}
|
|
return out;
|
|
}
|
|
|
|
/**
|
|
* decodeShipGroupTech walks a ship-group's `tech` vector and copies the
|
|
* four well-known keys into the fixed-shape `ShipGroupTech` struct.
|
|
* Unknown keys are dropped silently — adding a new tech component to
|
|
* the engine does not break older clients, only widens the union.
|
|
* Missing keys default to zero so the inspector never has to guard
|
|
* against `undefined`.
|
|
*/
|
|
function decodeShipGroupTech(
|
|
techAt: (i: number) => { key(): string | null; value(): number } | null,
|
|
techLength: number,
|
|
): ShipGroupTech {
|
|
const out: ShipGroupTech = { drive: 0, weapons: 0, shields: 0, cargo: 0 };
|
|
for (let i = 0; i < techLength; i++) {
|
|
const entry = techAt(i);
|
|
if (entry === null) continue;
|
|
const key = entry.key();
|
|
if (key === null) continue;
|
|
const value = entry.value();
|
|
switch (key) {
|
|
case "drive":
|
|
out.drive = value;
|
|
break;
|
|
case "weapons":
|
|
out.weapons = value;
|
|
break;
|
|
case "shields":
|
|
out.shields = value;
|
|
break;
|
|
case "cargo":
|
|
out.cargo = value;
|
|
break;
|
|
}
|
|
}
|
|
return out;
|
|
}
|
|
|
|
/**
|
|
* normaliseCargoType maps the wire `cargo` string into the closed
|
|
* union the inspector consumes. The legacy convention uses `"-"` for
|
|
* empty groups; the typed contract spells that as `"NONE"`. Unknown
|
|
* values warn and collapse to `"NONE"` so a future schema bump never
|
|
* silently corrupts the inspector.
|
|
*/
|
|
function normaliseCargoType(raw: string | null): CargoLoadType | "NONE" {
|
|
if (raw === null || raw === "" || raw === "-") return "NONE";
|
|
if (isCargoLoadType(raw)) return raw;
|
|
console.warn(`decodeReport: unknown cargo type "${raw}"`);
|
|
return "NONE";
|
|
}
|
|
|
|
function decodeLocalShipGroups(report: Report): ReportLocalShipGroup[] {
|
|
const out: ReportLocalShipGroup[] = [];
|
|
for (let i = 0; i < report.localGroupLength(); i++) {
|
|
const g = report.localGroup(i);
|
|
if (g === null) continue;
|
|
const id = uuidStringFromFB(g.id());
|
|
if (id === null) continue;
|
|
const origin = g.origin();
|
|
const range = g.range();
|
|
out.push({
|
|
id,
|
|
count: Number(g.number()),
|
|
class: g.class_() ?? "",
|
|
tech: decodeShipGroupTech(
|
|
(j) => g.tech(j),
|
|
g.techLength(),
|
|
),
|
|
cargo: normaliseCargoType(g.cargo()),
|
|
load: g.load(),
|
|
destination: Number(g.destination()),
|
|
origin: origin === null ? null : Number(origin),
|
|
range,
|
|
speed: g.speed(),
|
|
mass: g.mass(),
|
|
state: g.state() ?? "",
|
|
fleet: g.fleet(),
|
|
});
|
|
}
|
|
return out;
|
|
}
|
|
|
|
function decodeOtherShipGroups(report: Report): ReportOtherShipGroup[] {
|
|
const out: ReportOtherShipGroup[] = [];
|
|
for (let i = 0; i < report.otherGroupLength(); i++) {
|
|
const g = report.otherGroup(i);
|
|
if (g === null) continue;
|
|
const origin = g.origin();
|
|
const range = g.range();
|
|
out.push({
|
|
count: Number(g.number()),
|
|
class: g.class_() ?? "",
|
|
tech: decodeShipGroupTech(
|
|
(j) => g.tech(j),
|
|
g.techLength(),
|
|
),
|
|
cargo: normaliseCargoType(g.cargo()),
|
|
load: g.load(),
|
|
destination: Number(g.destination()),
|
|
origin: origin === null ? null : Number(origin),
|
|
range,
|
|
speed: g.speed(),
|
|
mass: g.mass(),
|
|
});
|
|
}
|
|
return out;
|
|
}
|
|
|
|
function decodeIncomingShipGroups(report: Report): ReportIncomingShipGroup[] {
|
|
const out: ReportIncomingShipGroup[] = [];
|
|
for (let i = 0; i < report.incomingGroupLength(); i++) {
|
|
const g = report.incomingGroup(i);
|
|
if (g === null) continue;
|
|
out.push({
|
|
origin: Number(g.origin()),
|
|
destination: Number(g.destination()),
|
|
distance: g.distance(),
|
|
speed: g.speed(),
|
|
mass: g.mass(),
|
|
});
|
|
}
|
|
return out;
|
|
}
|
|
|
|
function decodeUnidentifiedShipGroups(
|
|
report: Report,
|
|
): ReportUnidentifiedShipGroup[] {
|
|
const out: ReportUnidentifiedShipGroup[] = [];
|
|
for (let i = 0; i < report.unidentifiedGroupLength(); i++) {
|
|
const g = report.unidentifiedGroup(i);
|
|
if (g === null) continue;
|
|
out.push({ x: g.x(), y: g.y() });
|
|
}
|
|
return out;
|
|
}
|
|
|
|
function decodeLocalFleets(report: Report): ReportLocalFleet[] {
|
|
const out: ReportLocalFleet[] = [];
|
|
for (let i = 0; i < report.localFleetLength(); i++) {
|
|
const f = report.localFleet(i);
|
|
if (f === null) continue;
|
|
const origin = f.origin();
|
|
const range = f.range();
|
|
out.push({
|
|
name: f.name() ?? "",
|
|
groupCount: Number(f.groups()),
|
|
destination: Number(f.destination()),
|
|
origin: origin === null ? null : Number(origin),
|
|
range,
|
|
speed: f.speed(),
|
|
state: f.state() ?? "",
|
|
});
|
|
}
|
|
return out;
|
|
}
|
|
|
|
/**
|
|
* uuidStringFromFB stitches a `common.UUID` flatbuffer struct back
|
|
* into the canonical 36-character hex form. Inverse of
|
|
* [uuidToHiLo]. Returns `null` for a missing UUID — the caller
|
|
* decides whether to skip the row (current Phase 19 behaviour) or
|
|
* synthesise a placeholder.
|
|
*/
|
|
function uuidStringFromFB(uuid: UUID | null): string | null {
|
|
if (uuid === null) return null;
|
|
const hi = uuid.hi();
|
|
const lo = uuid.lo();
|
|
const hex = bigUintTo16Hex(hi) + bigUintTo16Hex(lo);
|
|
return (
|
|
hex.slice(0, 8) +
|
|
"-" +
|
|
hex.slice(8, 12) +
|
|
"-" +
|
|
hex.slice(12, 16) +
|
|
"-" +
|
|
hex.slice(16, 20) +
|
|
"-" +
|
|
hex.slice(20, 32)
|
|
);
|
|
}
|
|
|
|
function bigUintTo16Hex(value: bigint): string {
|
|
let hex = (value & ((BigInt(1) << BigInt(64)) - BigInt(1))).toString(16);
|
|
while (hex.length < 16) hex = "0" + hex;
|
|
return hex;
|
|
}
|
|
|
|
const LOAD_TYPE_ORDER: Record<CargoLoadType, number> = (() => {
|
|
const map = {} as Record<CargoLoadType, number>;
|
|
CARGO_LOAD_TYPE_VALUES.forEach((value, index) => {
|
|
map[value] = index;
|
|
});
|
|
return map;
|
|
})();
|
|
|
|
function compareRouteEntriesByLoadType(
|
|
a: ReportRouteEntry,
|
|
b: ReportRouteEntry,
|
|
): number {
|
|
return LOAD_TYPE_ORDER[a.loadType] - LOAD_TYPE_ORDER[b.loadType];
|
|
}
|
|
|
|
interface LocalPlayerTech {
|
|
drive: number;
|
|
weapons: number;
|
|
shields: number;
|
|
cargo: number;
|
|
}
|
|
|
|
/**
|
|
* findLocalPlayerTech locates the local player's four tech levels
|
|
* by matching `Player.name` against the report's `race` field (the
|
|
* engine uses race name as the runtime player identifier). Returns
|
|
* a zero-filled record when the lookup fails — boot state, an
|
|
* incomplete report, or a future schema bump that switches to
|
|
* UUIDs. Wrapping the lookup in one helper keeps the migration
|
|
* cost contained.
|
|
*/
|
|
function findLocalPlayerTech(
|
|
report: Report,
|
|
raceName: string,
|
|
): LocalPlayerTech {
|
|
if (raceName === "") return { drive: 0, weapons: 0, shields: 0, cargo: 0 };
|
|
for (let i = 0; i < report.playerLength(); i++) {
|
|
const player = report.player(i);
|
|
if (player === null) continue;
|
|
if ((player.name() ?? "") !== raceName) continue;
|
|
return {
|
|
drive: player.drive(),
|
|
weapons: player.weapons(),
|
|
shields: player.shields(),
|
|
cargo: player.cargo(),
|
|
};
|
|
}
|
|
return { drive: 0, weapons: 0, shields: 0, cargo: 0 };
|
|
}
|
|
|
|
/**
|
|
* collectOtherRaces walks the `report.player[]` block and returns
|
|
* the alphabetically-sorted names of every non-extinct race other
|
|
* than the local player. Used by `GameReport.otherRaces` to back the
|
|
* ship-group inspector's transfer-to-race picker (Phase 20) and the
|
|
* Races View vote-recipient picker (Phase 22).
|
|
*/
|
|
function collectOtherRaces(report: Report, raceName: string): string[] {
|
|
const out: string[] = [];
|
|
for (let i = 0; i < report.playerLength(); i++) {
|
|
const player = report.player(i);
|
|
if (player === null) continue;
|
|
if (player.extinct()) continue;
|
|
const name = player.name() ?? "";
|
|
if (name === "" || name === raceName) continue;
|
|
out.push(name);
|
|
}
|
|
out.sort((a, b) => a.localeCompare(b));
|
|
return out;
|
|
}
|
|
|
|
/**
|
|
* collectOtherRaceRows walks the `report.player[]` block and returns
|
|
* the richer per-race projection consumed by the Phase 22 Races
|
|
* View. Same filter as `collectOtherRaces` (non-extinct, named,
|
|
* self excluded), same alphabetical sort. The engine emits
|
|
* `Player.relation = "-"` on the self row only — that row is
|
|
* filtered out, so a non-`"WAR"`/`"PEACE"` value here would mean a
|
|
* schema bump; we fall back to `"PEACE"` and keep the row visible
|
|
* rather than dropping it silently.
|
|
*/
|
|
function collectOtherRaceRows(
|
|
report: Report,
|
|
raceName: string,
|
|
): ReportOtherRace[] {
|
|
const out: ReportOtherRace[] = [];
|
|
for (let i = 0; i < report.playerLength(); i++) {
|
|
const player = report.player(i);
|
|
if (player === null) continue;
|
|
if (player.extinct()) continue;
|
|
const name = player.name() ?? "";
|
|
if (name === "" || name === raceName) continue;
|
|
const wire = player.relation() ?? "";
|
|
const relation: Relation = isRelation(wire) ? wire : "PEACE";
|
|
out.push({
|
|
name,
|
|
drive: player.drive(),
|
|
weapons: player.weapons(),
|
|
shields: player.shields(),
|
|
cargo: player.cargo(),
|
|
population: player.population(),
|
|
industry: player.industry(),
|
|
planets: player.planets(),
|
|
relation,
|
|
votesReceived: player.votes(),
|
|
});
|
|
}
|
|
out.sort((a, b) => a.name.localeCompare(b.name));
|
|
return out;
|
|
}
|
|
|
|
/**
|
|
* decodePlayers walks `report.player[]` and emits the full status
|
|
* roster the Phase 23 Report View's Player Status section renders:
|
|
* every named row including the local player and extinct races,
|
|
* sorted alphabetically (case-insensitive). The local row carries
|
|
* `isLocal: true` so the section can highlight it; the wire
|
|
* `relation` field is intentionally dropped (self carries the engine
|
|
* "-" sentinel, other rows already surface relation through
|
|
* `GameReport.races`).
|
|
*/
|
|
function decodePlayers(report: Report, raceName: string): ReportPlayer[] {
|
|
const out: ReportPlayer[] = [];
|
|
for (let i = 0; i < report.playerLength(); i++) {
|
|
const player = report.player(i);
|
|
if (player === null) continue;
|
|
const name = player.name() ?? "";
|
|
if (name === "") continue;
|
|
out.push({
|
|
name,
|
|
drive: player.drive(),
|
|
weapons: player.weapons(),
|
|
shields: player.shields(),
|
|
cargo: player.cargo(),
|
|
population: player.population(),
|
|
industry: player.industry(),
|
|
planets: player.planets(),
|
|
votesReceived: player.votes(),
|
|
extinct: player.extinct(),
|
|
isLocal: name === raceName,
|
|
});
|
|
}
|
|
out.sort((a, b) =>
|
|
a.name.toLowerCase().localeCompare(b.name.toLowerCase()),
|
|
);
|
|
return out;
|
|
}
|
|
|
|
function decodeOtherScience(report: Report): ReportOtherScience[] {
|
|
const out: ReportOtherScience[] = [];
|
|
for (let i = 0; i < report.otherScienceLength(); i++) {
|
|
const s = report.otherScience(i);
|
|
if (s === null) continue;
|
|
out.push({
|
|
race: s.race() ?? "",
|
|
name: s.name() ?? "",
|
|
drive: s.drive(),
|
|
weapons: s.weapons(),
|
|
shields: s.shields(),
|
|
cargo: s.cargo(),
|
|
});
|
|
}
|
|
out.sort((a, b) => {
|
|
const byRace = a.race.localeCompare(b.race);
|
|
if (byRace !== 0) return byRace;
|
|
return a.name.localeCompare(b.name);
|
|
});
|
|
return out;
|
|
}
|
|
|
|
function decodeOtherShipClass(report: Report): ReportOtherShipClass[] {
|
|
const out: ReportOtherShipClass[] = [];
|
|
for (let i = 0; i < report.otherShipClassLength(); i++) {
|
|
const sc = report.otherShipClass(i);
|
|
if (sc === null) continue;
|
|
out.push({
|
|
race: sc.race() ?? "",
|
|
name: sc.name() ?? "",
|
|
drive: sc.drive(),
|
|
armament: Number(sc.armament()),
|
|
weapons: sc.weapons(),
|
|
shields: sc.shields(),
|
|
cargo: sc.cargo(),
|
|
mass: sc.mass(),
|
|
});
|
|
}
|
|
out.sort((a, b) => {
|
|
const byRace = a.race.localeCompare(b.race);
|
|
if (byRace !== 0) return byRace;
|
|
return a.name.localeCompare(b.name);
|
|
});
|
|
return out;
|
|
}
|
|
|
|
function decodeBattles(report: Report): ReportBattle[] {
|
|
const out: ReportBattle[] = [];
|
|
for (let i = 0; i < report.battleLength(); i++) {
|
|
const summary = report.battle(i);
|
|
if (summary === null) continue;
|
|
const id = uuidStringFromFB(summary.id());
|
|
if (id === null) continue;
|
|
out.push({
|
|
id,
|
|
planet: Number(summary.planet()),
|
|
shots: Number(summary.shots()),
|
|
});
|
|
}
|
|
return out;
|
|
}
|
|
|
|
function decodeBombings(report: Report): ReportBombing[] {
|
|
const out: ReportBombing[] = [];
|
|
for (let i = 0; i < report.bombingLength(); i++) {
|
|
const b = report.bombing(i);
|
|
if (b === null) continue;
|
|
out.push({
|
|
planetNumber: Number(b.number()),
|
|
planet: b.planet() ?? "",
|
|
owner: b.owner() ?? "",
|
|
attacker: b.attacker() ?? "",
|
|
production: b.production() ?? "",
|
|
industry: b.industry(),
|
|
population: b.population(),
|
|
colonists: b.colonists(),
|
|
industryStockpile: b.capital(),
|
|
materialsStockpile: b.material(),
|
|
attackPower: b.attackPower(),
|
|
wiped: b.wiped(),
|
|
});
|
|
}
|
|
out.sort((a, b) => a.planetNumber - b.planetNumber);
|
|
return out;
|
|
}
|
|
|
|
function decodeShipProductions(report: Report): ReportShipProduction[] {
|
|
const out: ReportShipProduction[] = [];
|
|
for (let i = 0; i < report.shipProductionLength(); i++) {
|
|
const sp = report.shipProduction(i);
|
|
if (sp === null) continue;
|
|
out.push({
|
|
planetNumber: Number(sp.planet()),
|
|
class: sp.class_() ?? "",
|
|
cost: sp.cost(),
|
|
prodUsed: sp.prodUsed(),
|
|
percent: sp.percent(),
|
|
freeIndustry: sp.free(),
|
|
});
|
|
}
|
|
out.sort((a, b) => {
|
|
const byPlanet = a.planetNumber - b.planetNumber;
|
|
if (byPlanet !== 0) return byPlanet;
|
|
return a.class.localeCompare(b.class);
|
|
});
|
|
return out;
|
|
}
|
|
|
|
/**
|
|
* uuidToHiLo splits the canonical 36-character UUID string
|
|
* (`xxxxxxxx-xxxx-xxxx-xxxx-xxxxxxxxxxxx`) into the two big-endian
|
|
* uint64 halves used by `common.UUID`. Mirrors `pkg/transcoder/uuid.go`.
|
|
*/
|
|
export function uuidToHiLo(value: string): [bigint, bigint] {
|
|
const hex = value.replace(/-/g, "").toLowerCase();
|
|
if (hex.length !== 32 || /[^0-9a-f]/.test(hex)) {
|
|
throw new GameStateError(
|
|
"invalid_request",
|
|
"invalid_request",
|
|
`invalid uuid: ${value}`,
|
|
);
|
|
}
|
|
const hi = BigInt(`0x${hex.slice(0, 16)}`);
|
|
const lo = BigInt(`0x${hex.slice(16, 32)}`);
|
|
return [hi, lo];
|
|
}
|
|
|
|
/**
|
|
* applyOrderOverlay returns a copy of `report` with every locally-
|
|
* valid or still-in-flight or applied command from `commands`
|
|
* projected on top. Phase 14 introduced the overlay for
|
|
* `planetRename`; Phase 15 extended it to `setProductionType`;
|
|
* Phase 16 to `setCargoRoute` / `removeCargoRoute`; Phase 17 to
|
|
* `createShipClass` / `removeShipClass` so the ship-class table
|
|
* shows pending Save / Delete actions immediately; Phase 21 to
|
|
* `createScience` / `removeScience` so the sciences table and the
|
|
* planet production picker's Research sub-row mirror pending Save /
|
|
* Delete actions. Other variants pass through. The function is pure:
|
|
* callers re-derive the overlay whenever the draft or the report
|
|
* change.
|
|
*
|
|
* `statuses` maps command id → status. Entries with `valid`,
|
|
* `submitting`, or `applied` participate in the overlay — together
|
|
* they describe "the player's committed intent for this turn":
|
|
* locally-valid (auto-sync about to fire), in-flight on the wire,
|
|
* or acknowledged by the engine. Entries with `draft`, `invalid`,
|
|
* or `rejected` skip the overlay so the player keeps the server's
|
|
* (un-renamed) view.
|
|
*/
|
|
export function applyOrderOverlay(
|
|
report: GameReport,
|
|
commands: OrderCommand[],
|
|
statuses: Record<string, CommandStatus>,
|
|
): GameReport {
|
|
if (commands.length === 0) return report;
|
|
let mutatedPlanets: ReportPlanet[] | null = null;
|
|
let mutatedRoutes: ReportRoute[] | null = null;
|
|
let mutatedShipClass: ShipClassSummary[] | null = null;
|
|
let mutatedScience: ScienceSummary[] | null = null;
|
|
let mutatedRaces: ReportOtherRace[] | null = null;
|
|
let mutatedVoteFor: string | null = null;
|
|
for (const cmd of commands) {
|
|
const status = statuses[cmd.id];
|
|
if (
|
|
status !== "valid" &&
|
|
status !== "submitting" &&
|
|
status !== "applied"
|
|
) {
|
|
continue;
|
|
}
|
|
if (cmd.kind === "planetRename") {
|
|
const idx = report.planets.findIndex(
|
|
(p) => p.number === cmd.planetNumber,
|
|
);
|
|
if (idx < 0) continue;
|
|
if (mutatedPlanets === null) {
|
|
mutatedPlanets = [...report.planets];
|
|
}
|
|
mutatedPlanets[idx] = { ...mutatedPlanets[idx]!, name: cmd.name };
|
|
continue;
|
|
}
|
|
if (cmd.kind === "setProductionType") {
|
|
const idx = report.planets.findIndex(
|
|
(p) => p.number === cmd.planetNumber,
|
|
);
|
|
if (idx < 0) continue;
|
|
if (mutatedPlanets === null) {
|
|
mutatedPlanets = [...report.planets];
|
|
}
|
|
mutatedPlanets[idx] = {
|
|
...mutatedPlanets[idx]!,
|
|
production: productionDisplayFromCommand(
|
|
cmd.productionType,
|
|
cmd.subject,
|
|
),
|
|
};
|
|
continue;
|
|
}
|
|
if (cmd.kind === "setCargoRoute") {
|
|
if (mutatedRoutes === null) {
|
|
mutatedRoutes = cloneRoutes(report.routes);
|
|
}
|
|
upsertRouteEntry(mutatedRoutes, cmd.sourcePlanetNumber, {
|
|
loadType: cmd.loadType,
|
|
destinationPlanetNumber: cmd.destinationPlanetNumber,
|
|
});
|
|
continue;
|
|
}
|
|
if (cmd.kind === "removeCargoRoute") {
|
|
if (mutatedRoutes === null) {
|
|
mutatedRoutes = cloneRoutes(report.routes);
|
|
}
|
|
deleteRouteEntry(mutatedRoutes, cmd.sourcePlanetNumber, cmd.loadType);
|
|
continue;
|
|
}
|
|
if (cmd.kind === "createShipClass") {
|
|
if (mutatedShipClass === null) {
|
|
mutatedShipClass = [...(report.localShipClass ?? [])];
|
|
}
|
|
// Skip duplicates: the engine refuses them server-side and
|
|
// the designer's local validator prevents them client-side,
|
|
// but a stale draft could still carry a row whose name now
|
|
// collides with the server snapshot. Keeping the projection
|
|
// unique avoids two rows in the table for the same name.
|
|
if (mutatedShipClass.some((cls) => cls.name === cmd.name)) continue;
|
|
mutatedShipClass.push({
|
|
name: cmd.name,
|
|
drive: cmd.drive,
|
|
armament: cmd.armament,
|
|
weapons: cmd.weapons,
|
|
shields: cmd.shields,
|
|
cargo: cmd.cargo,
|
|
});
|
|
continue;
|
|
}
|
|
if (cmd.kind === "removeShipClass") {
|
|
if (mutatedShipClass === null) {
|
|
mutatedShipClass = [...(report.localShipClass ?? [])];
|
|
}
|
|
const idx = mutatedShipClass.findIndex((cls) => cls.name === cmd.name);
|
|
if (idx < 0) continue;
|
|
mutatedShipClass.splice(idx, 1);
|
|
continue;
|
|
}
|
|
if (cmd.kind === "createScience") {
|
|
if (mutatedScience === null) {
|
|
// `?? []` guards a real failure mode: in DEV with hot
|
|
// module replacement the running `gameState.report`
|
|
// object can predate the decoder bump that introduced
|
|
// `localScience` — its field is then `undefined` on
|
|
// the live JS object even though the type declares it
|
|
// as a required array. A naked spread on `undefined`
|
|
// throws inside the reactive overlay getter and aborts
|
|
// the map's `$effect` silently, leaving the canvas
|
|
// blank until a full reload. The default keeps the
|
|
// overlay well-defined for any upstream that supplies
|
|
// a partial report shape.
|
|
mutatedScience = [...(report.localScience ?? [])];
|
|
}
|
|
// Skip duplicates by name: the engine refuses duplicates
|
|
// server-side and the designer's local validator pre-checks
|
|
// against the live overlay, but a stale draft could still
|
|
// carry an entry whose name now collides with the server
|
|
// snapshot. Keeping the projection unique avoids two rows in
|
|
// the table for the same name.
|
|
if (mutatedScience.some((sci) => sci.name === cmd.name)) continue;
|
|
mutatedScience.push({
|
|
name: cmd.name,
|
|
drive: cmd.drive,
|
|
weapons: cmd.weapons,
|
|
shields: cmd.shields,
|
|
cargo: cmd.cargo,
|
|
});
|
|
continue;
|
|
}
|
|
if (cmd.kind === "removeScience") {
|
|
if (mutatedScience === null) {
|
|
mutatedScience = [...(report.localScience ?? [])];
|
|
}
|
|
const idx = mutatedScience.findIndex((sci) => sci.name === cmd.name);
|
|
if (idx < 0) continue;
|
|
mutatedScience.splice(idx, 1);
|
|
continue;
|
|
}
|
|
if (cmd.kind === "setDiplomaticStance") {
|
|
if (mutatedRaces === null) {
|
|
// `?? []` mirrors the per-branch HMR guard pattern: a
|
|
// running `gameState.report` produced before Phase 22's
|
|
// shape bump may not carry `races` yet — preserve a
|
|
// well-defined array on the way out so downstream
|
|
// `$derived` blocks (`races.map`, `races.find`, …)
|
|
// never fault on `undefined`.
|
|
mutatedRaces = [...(report.races ?? [])];
|
|
}
|
|
const idx = mutatedRaces.findIndex((r) => r.name === cmd.acceptor);
|
|
if (idx < 0) continue;
|
|
mutatedRaces[idx] = {
|
|
...mutatedRaces[idx]!,
|
|
relation: cmd.relation,
|
|
};
|
|
continue;
|
|
}
|
|
if (cmd.kind === "setVoteRecipient") {
|
|
mutatedVoteFor = cmd.acceptor;
|
|
continue;
|
|
}
|
|
}
|
|
if (
|
|
mutatedPlanets === null &&
|
|
mutatedRoutes === null &&
|
|
mutatedShipClass === null &&
|
|
mutatedScience === null &&
|
|
mutatedRaces === null &&
|
|
mutatedVoteFor === null
|
|
) {
|
|
return report;
|
|
}
|
|
return {
|
|
...report,
|
|
planets: mutatedPlanets ?? report.planets,
|
|
routes: mutatedRoutes ?? report.routes,
|
|
// `?? []` mirrors the per-branch HMR guard above: an old
|
|
// in-memory `report` whose shape predates a field bump must
|
|
// still produce a well-defined array on the way out, otherwise
|
|
// downstream `$derived` blocks (`localShipClass.map`,
|
|
// `localScience.find`, …) fault and the active view blanks.
|
|
localShipClass: mutatedShipClass ?? report.localShipClass ?? [],
|
|
localScience: mutatedScience ?? report.localScience ?? [],
|
|
races: mutatedRaces ?? report.races ?? [],
|
|
myVoteFor: mutatedVoteFor ?? report.myVoteFor,
|
|
// Phase 23 read-only fields. No overlay branches touch them
|
|
// today; the `?? []` keeps a stale HMR-instance of `report`
|
|
// (loaded before the shape bump) from blanking the Report
|
|
// View when its section components iterate.
|
|
players: report.players ?? [],
|
|
otherScience: report.otherScience ?? [],
|
|
otherShipClass: report.otherShipClass ?? [],
|
|
battles: report.battles ?? [],
|
|
battleIds: report.battleIds ?? [],
|
|
bombings: report.bombings ?? [],
|
|
shipProductions: report.shipProductions ?? [],
|
|
};
|
|
}
|
|
|
|
function cloneRoutes(routes: ReportRoute[]): ReportRoute[] {
|
|
return routes.map((r) => ({
|
|
sourcePlanetNumber: r.sourcePlanetNumber,
|
|
entries: r.entries.map((e) => ({ ...e })),
|
|
}));
|
|
}
|
|
|
|
function upsertRouteEntry(
|
|
routes: ReportRoute[],
|
|
sourcePlanetNumber: number,
|
|
entry: ReportRouteEntry,
|
|
): void {
|
|
let route = routes.find((r) => r.sourcePlanetNumber === sourcePlanetNumber);
|
|
if (route === undefined) {
|
|
route = { sourcePlanetNumber, entries: [] };
|
|
routes.push(route);
|
|
}
|
|
const idx = route.entries.findIndex((e) => e.loadType === entry.loadType);
|
|
if (idx >= 0) {
|
|
route.entries[idx] = entry;
|
|
} else {
|
|
route.entries.push(entry);
|
|
}
|
|
route.entries.sort(compareRouteEntriesByLoadType);
|
|
}
|
|
|
|
function deleteRouteEntry(
|
|
routes: ReportRoute[],
|
|
sourcePlanetNumber: number,
|
|
loadType: CargoLoadType,
|
|
): void {
|
|
const routeIndex = routes.findIndex(
|
|
(r) => r.sourcePlanetNumber === sourcePlanetNumber,
|
|
);
|
|
if (routeIndex < 0) return;
|
|
const route = routes[routeIndex]!;
|
|
route.entries = route.entries.filter((e) => e.loadType !== loadType);
|
|
if (route.entries.length === 0) {
|
|
routes.splice(routeIndex, 1);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* productionDisplayFromCommand mirrors the engine's
|
|
* `Cache.PlanetProductionDisplayName`
|
|
* (`game/internal/controller/planet.go`) for the optimistic overlay.
|
|
* Keeping the strings byte-equal with the next server report avoids
|
|
* a flicker when the overlay drops on the next turn cutoff.
|
|
*/
|
|
export function productionDisplayFromCommand(
|
|
productionType: ProductionType,
|
|
subject: string,
|
|
): string {
|
|
switch (productionType) {
|
|
case "MAT":
|
|
return "Material";
|
|
case "CAP":
|
|
return "Capital";
|
|
case "DRIVE":
|
|
return "Drive";
|
|
case "WEAPONS":
|
|
return "Weapons";
|
|
case "SHIELDS":
|
|
return "Shields";
|
|
case "CARGO":
|
|
return "Cargo";
|
|
case "SCIENCE":
|
|
case "SHIP":
|
|
return subject;
|
|
}
|
|
}
|
|
|
|
function decodeErrorMessage(payload: Uint8Array): { code: string; message: string } {
|
|
if (payload.length === 0) {
|
|
return { code: "internal_error", message: "empty error payload" };
|
|
}
|
|
try {
|
|
const text = new TextDecoder().decode(payload);
|
|
const parsed = JSON.parse(text) as { code?: string; message?: string };
|
|
return {
|
|
code: typeof parsed.code === "string" ? parsed.code : "internal_error",
|
|
message: typeof parsed.message === "string" ? parsed.message : text,
|
|
};
|
|
} catch {
|
|
return { code: "internal_error", message: "non-json error payload" };
|
|
}
|
|
}
|