Files
galaxy-game/ui/frontend/src/api/game-state.ts
T
Ilia Denisov 969c0480ba ui/phase-27: battle viewer (radial scene, playback, map markers)
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>
2026-05-13 12:24:20 +02:00

1561 lines
49 KiB
TypeScript

// Typed wrapper around `GalaxyClient.executeCommand("user.games.report",
// ...)`. The signed-gRPC wire shape is the FlatBuffers
// `report.GameReportRequest` for the request and `report.Report` for
// the response (see `pkg/schema/fbs/report.fbs`). Full ship / fleet /
// science decoding lands in Phases 17-22.
//
// Phase 13 expanded the per-planet projection so the inspector can
// render every documented field without a second round-trip. Each
// planet field is optional: the FBS schema carries different field
// sets for `LocalPlanet`, `OtherPlanet`, `UninhabitedPlanet`, and
// `UnidentifiedPlanet`, and the wrapper preserves that nullability
// instead of inventing zero values.
//
// Phase 14 adds `applyOrderOverlay`: every applied / submitting
// rename in the local draft swaps the planet name on the rendered
// report so the player sees their intent reflected immediately,
// without waiting for the next turn cutoff.
//
// Phase 15 added a name-only `localShipClass` projection so the
// planet inspector's Build-Ship sub-picker had data to render.
// Phase 17 widens `ShipClassSummary` to the full attribute set
// (drive / armament / weapons / shields / cargo) so the ship-class
// table and designer can render every documented field, and
// extends `applyOrderOverlay` with the `createShipClass` /
// `removeShipClass` variants — pending Save / Delete actions are
// reflected in the table immediately, without waiting for the
// auto-sync round-trip.
//
// Phase 21 adds `localScience` (a list of `ScienceSummary` rows
// decoded from `Report.local_science`) so the sciences table and
// designer have data to render, and extends `applyOrderOverlay` with
// the `createScience` / `removeScience` variants — pending Save /
// Delete actions surface in the table and the planet production
// picker's Research sub-row immediately.
import { Builder, ByteBuffer } from "flatbuffers";
import type { GalaxyClient } from "./galaxy-client";
import { UUID } from "../proto/galaxy/fbs/common";
import {
Bombing,
GameReportRequest,
IncomingGroup,
LocalFleet,
LocalGroup,
OtherGroup,
OtherScience,
OthersShipClass,
Report,
ShipProduction,
UnidentifiedGroup,
} from "../proto/galaxy/fbs/report";
import type {
CargoLoadType,
CommandStatus,
OrderCommand,
ProductionType,
Relation,
} from "../sync/order-types";
import {
CARGO_LOAD_TYPE_VALUES,
isCargoLoadType,
isRelation,
} from "../sync/order-types";
const MESSAGE_TYPE = "user.games.report";
export class GameStateError extends Error {
readonly resultCode: string;
readonly code: string;
constructor(resultCode: string, code: string, message: string) {
super(message);
this.name = "GameStateError";
this.resultCode = resultCode;
this.code = code;
}
}
export interface ReportPlanet {
number: number;
name: string;
x: number;
y: number;
kind: "local" | "other" | "uninhabited" | "unidentified";
owner: string | null;
size: number | null;
resources: number | null;
// Engine field naming carries history: `capital` ($) is the
// industry stockpile, `material` (M) is the materials stockpile.
// `pkg/model/report/planet.go` is the source of truth for these.
industryStockpile: number | null;
materialsStockpile: number | null;
industry: number | null;
population: number | null;
colonists: number | null;
production: string | null;
freeIndustry: number | null;
}
/**
* ShipClassSummary is the projection of `report.ShipClass` the
* ship-class table and designer render. Phase 15 carried just the
* `name` for the Build-Ship sub-picker; Phase 17 added the five
* tech-derived numbers so the table can sort / filter on them and
* the designer can populate read-only previews. The numeric ranges
* mirror `pkg/calc/validator.go.ValidateShipTypeValues` exactly:
* each of `drive`, `weapons`, `shields`, `cargo` is either zero or
* ≥ 1, and `armament` is a non-negative integer.
*/
export interface ShipClassSummary {
name: string;
drive: number;
armament: number;
weapons: number;
shields: number;
cargo: number;
}
/**
* ScienceSummary is the projection of `report.Science` the sciences
* table and designer render. The four tech proportions are fractions
* in `[0, 1]` summing to `1.0`, mirroring
* `pkg/calc/validator.go.ValidateScienceValues` exactly. The designer
* presents them as percentages (`value * 100`) so users can type and
* reason about whole-number proportions; the wire shape stays
* fractional. Used by `lib/active-view/table-sciences.svelte`,
* `lib/active-view/designer-science.svelte`, and the planet
* production picker (`lib/inspectors/planet/production.svelte`).
*/
export interface ScienceSummary {
name: string;
drive: number;
weapons: number;
shields: number;
cargo: number;
}
/**
* ReportRouteEntry is one slot of a planet's cargo-route table —
* a (loadType, destinationPlanetNumber) pair. The engine stores
* the entries as `map[RouteType]uint` per planet
* (`game/internal/model/game/planet.go`); this type flattens that
* map into an array so iteration order is stable for tests and
* the map-arrow renderer.
*/
export interface ReportRouteEntry {
loadType: CargoLoadType;
destinationPlanetNumber: number;
}
/**
* ReportRoute groups every cargo-route slot configured on a
* single source planet. `entries` is sorted by
* `CARGO_LOAD_TYPE_VALUES` priority (COL → CAP → MAT → EMP) so
* the inspector and the map renderer see deterministic order.
*/
export interface ReportRoute {
sourcePlanetNumber: number;
entries: ReportRouteEntry[];
}
/**
* ShipGroupTech holds the four component tech levels carried by every
* ship group. Mirrors the `tech` map on `pkg/model/report.OtherGroup`
* (encoded on the wire as a `[TechEntry]` vector) but flattens the
* four well-known keys into a fixed-shape struct so the inspector can
* render them with the same call as the planet-side ship-class table.
* Keys missing from the wire default to zero.
*/
export interface ShipGroupTech {
drive: number;
weapons: number;
shields: number;
cargo: number;
}
/**
* ReportShipGroupBase carries the fields shared by `LocalGroup` and
* `OtherGroup` server-side. `cargo` is `"NONE"` when the group is
* empty (legacy `"-"` is normalised to that literal here so the union
* with `CargoLoadType` is closed). `origin` and `range` are non-null
* iff the group is in hyperspace.
*/
export interface ReportShipGroupBase {
count: number;
class: string;
tech: ShipGroupTech;
cargo: CargoLoadType | "NONE";
load: number;
destination: number;
origin: number | null;
range: number | null;
speed: number;
mass: number;
}
/**
* ReportLocalShipGroup is the player's own ship group, carrying the
* group UUID (used for selection and for the upcoming Phase 20 order
* envelopes), the engine state (`In_Orbit` / `In_Space` / `In_Battle`
* / `Out_Battle`), and the optional fleet membership.
*/
export interface ReportLocalShipGroup extends ReportShipGroupBase {
id: string;
state: string;
fleet: string | null;
}
export type ReportOtherShipGroup = ReportShipGroupBase;
/**
* ReportIncomingShipGroup is a foreign group inbound to one of the
* player's planets. The legacy "Incoming Groups" table only exposes
* the bare path/distance/speed/mass — the actual ship class is
* unknown until the group lands and shows up in a battle roster.
*/
export interface ReportIncomingShipGroup {
origin: number;
destination: number;
distance: number;
speed: number;
mass: number;
}
/**
* ReportUnidentifiedShipGroup is a blip on radar — no class, no
* destination, just absolute coordinates. Phase 19 renders it as a
* dim point and exposes the coordinates in a minimal inspector.
*/
export interface ReportUnidentifiedShipGroup {
x: number;
y: number;
}
/**
* ReportLocalFleet is the player's own combat fleet — a named group
* of groups. Phase 19 surfaces only the fleet name on the
* ship-group inspector; full fleet listings are deferred.
*/
export interface ReportLocalFleet {
name: string;
groupCount: number;
destination: number;
origin: number | null;
range: number | null;
speed: number;
state: string;
}
/**
* ReportOtherRace is the per-other-race projection rendered by the
* Phase 22 Races View. The fields mirror `report.fbs:Player` row-by-
* row, with `relation` narrowed to the wire-stable `Relation` union
* (the engine emits a `"-"` sentinel for the self row, which never
* appears in `GameReport.races` because self is filtered out by
* `decodeReport`). Tech values are float fractions — the table
* renders them through the same `formatPercent` helper the sciences
* table uses.
*
* `relation` reflects the local player's stance TOWARD this race,
* not the other way around (`rules.txt` line 1162). Per the engine
* (`controller/race.go.UpdateRelation`) the relation is stored
* unilaterally — race A can be at war with race B while race B is
* at peace with race A.
*
* `votesReceived` is the count of votes this race received in the
* last turn cutoff tally (`Player.votes` on the wire). The total
* game votes equal the sum of every non-extinct row's
* `votesReceived`, since every race always votes for someone
* (`controller/race.go` initialises `r.VoteFor = r.ID` on creation
* and reassigns to self on extinction of the voted-for race).
*/
export interface ReportOtherRace {
name: string;
drive: number;
weapons: number;
shields: number;
cargo: number;
population: number;
industry: number;
planets: number;
relation: Relation;
votesReceived: number;
}
/**
* ReportPlayer is the per-player projection consumed by the Phase 23
* Report View's Player Status section. Unlike `ReportOtherRace`, this
* row carries the local player and extinct rows too: the section is a
* status overview, not a diplomacy surface. Sorted alphabetically by
* name (case-insensitive); `isLocal` flags the calling player's row so
* the section can highlight it. The wire `relation` field is
* intentionally omitted — the self row carries the engine's "-"
* sentinel and the other-race rows already expose it via
* `GameReport.races`.
*/
export interface ReportPlayer {
name: string;
drive: number;
weapons: number;
shields: number;
cargo: number;
population: number;
industry: number;
planets: number;
votesReceived: number;
extinct: boolean;
isLocal: boolean;
}
/**
* ReportOtherScience is a single row in the Phase 23 Report View's
* Foreign Sciences section. Mirrors the wire `OtherScience` (carries
* the owning `race` alongside the four tech proportions). Stable
* order: sorted by `(race, name)` so the report's per-race sub-tables
* render deterministically.
*/
export interface ReportOtherScience {
race: string;
name: string;
drive: number;
weapons: number;
shields: number;
cargo: number;
}
/**
* 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:
* sorted by `(race, name)`.
*/
export interface ReportOtherShipClass {
race: string;
name: string;
drive: number;
armament: number;
weapons: number;
shields: number;
cargo: number;
mass: number;
}
/**
* 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
* `wiped` flag that drives a visually-distinct row state). Sorted by
* `planetNumber` for deterministic rendering.
*
* Field naming follows the existing `ReportPlanet` convention:
* `capital → industryStockpile`, `material → materialsStockpile`,
* `number → planetNumber`.
*/
export interface ReportBombing {
planetNumber: number;
planet: string;
owner: string;
attacker: string;
production: string;
industry: number;
population: number;
colonists: number;
industryStockpile: number;
materialsStockpile: number;
attackPower: number;
wiped: boolean;
}
/**
* 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" };
}
}