Files
galaxy-game/ui/frontend/src/lib/sidebar/inspector-tab.svelte
T
Ilia Denisov f7109af55c ui/phase-19: torus-aware incoming track + on-planet groups in inspector
Two follow-up fixes after the initial Phase 19 landing:

  1. The IncomingGroup dashed trajectory was drawn between raw
     (x1, y1) and (x2, y2) world coordinates. On torus wrap mode
     this took the long way around when origin and destination
     sat near opposite seams. The line now picks endpoints via
     `torusShortestDelta` so the segment crosses the seam when
     that's the shorter visual path. The interpolated clickable
     point follows the same unwrapped vector. The same helper
     fixes the in-hyperspace position for local / foreign groups.
  2. On-planet local and foreign groups previously rendered as
     small offset points next to every populated planet, which
     turned the canvas into noise as soon as a player held more
     than a handful of planets. The map no longer renders any
     in-orbit group; the planet inspector grows a compact
     "stationed ship groups" subsection
     (`lib/inspectors/planet/ship-groups.svelte`) that lists
     each in-orbit group as a row of `<race> · <class> · <count>
     ships · <mass>`. Race attribution: LocalGroup → the player's
     race, OtherGroup on a foreign-owned planet → the planet's
     owner, OtherGroup elsewhere → "foreign" placeholder. Rows
     are non-interactive in Phase 19; Phase 21+ will deep-link
     into the ship-groups table view with a (planet, race) filter.

Tests:
  - `state-binding-groups.test.ts` swaps the on-planet rendering
    expectation for the new "no map primitive" rule, and adds a
    regression that asserts the incoming line crosses the torus
    seam via `torusShortestDelta`.
  - new `inspector-planet-ship-groups.test.ts` covers row
    composition, the destination-mismatch filter, the
    in-hyperspace exclusion, the foreign-planet owner fallback,
    and the empty-state collapse.
  - `inspector-planet.test.ts` and `inspector-ship-group.spec.ts`
    pick up the new prop chain (`localShipGroups`,
    `otherShipGroups`, `localRace`).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-10 15:08:41 +02:00

138 lines
4.3 KiB
Svelte

<!--
Inspector sidebar tool. Reads the per-game `SelectionStore` and the
`GameStateStore` from context (both set by the in-game shell layout).
When a planet selection resolves to a live `ReportPlanet` in the
current report, the tab swaps the empty-state copy for the read-
only planet inspector. A selection that points at a planet missing
from the current report (e.g. visibility lost between turns) falls
back to the empty state instead of holding stale data.
Phase 19 widens the dispatch: a `kind === "shipGroup"` selection
resolves against the matching report array and mounts the read-only
ship-group inspector. Unresolvable refs (e.g. the chosen index has
fallen out of the new turn's report) cleanly collapse to the empty
state — same fallback as a stale planet selection.
The empty-state copy still matches the IA section verbatim — `select
an object on the map` — so the no-selection experience is unchanged
from the Phase 10 stub.
-->
<script lang="ts">
import { getContext } from "svelte";
import { i18n } from "$lib/i18n/index.svelte";
import {
SELECTION_CONTEXT_KEY,
type SelectionStore,
} from "$lib/selection.svelte";
import {
RENDERED_REPORT_CONTEXT_KEY,
type RenderedReportSource,
} from "$lib/rendered-report.svelte";
import Planet from "$lib/inspectors/planet.svelte";
import ShipGroup, {
type ShipGroupSelection,
} from "$lib/inspectors/ship-group.svelte";
const renderedReport = getContext<RenderedReportSource | undefined>(
RENDERED_REPORT_CONTEXT_KEY,
);
const selection = getContext<SelectionStore | undefined>(
SELECTION_CONTEXT_KEY,
);
const selectedPlanet = $derived.by(() => {
const sel = selection?.selected;
if (sel === undefined || sel === null || sel.kind !== "planet") return null;
const report = renderedReport?.report;
if (report === undefined || report === null) return null;
return report.planets.find((p) => p.number === sel.id) ?? null;
});
const selectedShipGroup: ShipGroupSelection | null = $derived.by(() => {
const sel = selection?.selected;
if (sel === undefined || sel === null || sel.kind !== "shipGroup") {
return null;
}
const report = renderedReport?.report;
if (report === undefined || report === null) return null;
const ref = sel.ref;
switch (ref.variant) {
case "local": {
const group = report.localShipGroups.find((g) => g.id === ref.id);
if (group === undefined) return null;
return { variant: "local", group };
}
case "other": {
const group = report.otherShipGroups[ref.index];
if (group === undefined) return null;
return { variant: "other", group };
}
case "incoming": {
const group = report.incomingShipGroups[ref.index];
if (group === undefined) return null;
return { variant: "incoming", group };
}
case "unidentified": {
const group = report.unidentifiedShipGroups[ref.index];
if (group === undefined) return null;
return { variant: "unidentified", group };
}
}
});
const localShipClass = $derived(
renderedReport?.report?.localShipClass ?? [],
);
const allPlanets = $derived(renderedReport?.report?.planets ?? []);
const routes = $derived(renderedReport?.report?.routes ?? []);
const mapWidth = $derived(renderedReport?.report?.mapWidth ?? 1);
const mapHeight = $derived(renderedReport?.report?.mapHeight ?? 1);
const localPlayerDrive = $derived(
renderedReport?.report?.localPlayerDrive ?? 0,
);
const localShipGroups = $derived(
renderedReport?.report?.localShipGroups ?? [],
);
const otherShipGroups = $derived(
renderedReport?.report?.otherShipGroups ?? [],
);
const localRace = $derived(renderedReport?.report?.race ?? "");
</script>
<section class="tool" data-testid="sidebar-tool-inspector">
{#if selectedPlanet !== null}
<Planet
planet={selectedPlanet}
{localShipClass}
{routes}
planets={allPlanets}
{mapWidth}
{mapHeight}
{localPlayerDrive}
{localShipGroups}
{otherShipGroups}
{localRace}
/>
{:else if selectedShipGroup !== null}
<ShipGroup selection={selectedShipGroup} planets={allPlanets} />
{:else}
<h3>{i18n.t("game.sidebar.tab.inspector")}</h3>
<p>{i18n.t("game.sidebar.empty.inspector")}</p>
{/if}
</section>
<style>
.tool {
font-family: system-ui, sans-serif;
}
.tool > h3 {
margin: 0 0 0.5rem;
padding: 1rem 1rem 0;
font-size: 1rem;
}
.tool > p {
margin: 0;
padding: 0 1rem 1rem;
color: #888;
}
</style>