Full-screen map with draggable, collapsible floating HUD windows
- MapLibre map is now a fixed, full-viewport background layer (z-0) - New FloatingWindow: drag by title bar (pointer capture, viewport-clamped, position persisted to localStorage), collapsible to title bar, bring-to-front z-index; semi-transparent slate window with amber/cyan accents - Game screen re-laid out as floating windows over the map: slim top header (scenario, turn + date, player nation chip, Idle/Simulating status, Focus map collapse-all), dossier (top-left), event feed (right), Your move deck (bottom-center), legend (bottom-left), tiny zoom control (bottom-right) - MapLibre default nav controls removed; custom floating zoom-in/out control - Panels gain an inWindow mode (no card chrome, same testids) - server: honor HISTORY_API_PORT as PORT fallback (dev proxy/e2e agreement) - css: keep maplibre canvas base color and Radix portals above HUD windows
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+48
-35
@@ -124,32 +124,11 @@ function clickHtml(countryName: string, region?: RegionOwner, nation?: Nation):
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</div>`;
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}
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/** Small bottom-left legend mapping each nation on the map to its stable color. */
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function MapLegend({ regions }: { regions: RegionMap }) {
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const owners = new Map<string, { color: string; owner: string }>();
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for (const r of Object.values(regions)) {
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if (r.ownerId && !owners.has(r.ownerId)) owners.set(r.ownerId, { color: r.color, owner: r.owner });
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}
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const list = [...owners.entries()].sort((a, b) => a[1].owner.localeCompare(b[1].owner));
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if (list.length === 0) return null;
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return (
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<div
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data-testid="map-legend"
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className="pointer-events-none absolute bottom-3 left-3 z-10 max-h-[62%] overflow-hidden rounded-lg border bg-card/85 p-2.5 backdrop-blur-sm"
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>
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<div className="mb-1.5 text-[10px] font-semibold uppercase tracking-widest text-muted-foreground">
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Nations
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</div>
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<ul className="space-y-1">
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{list.map(([id, o]) => (
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<li key={id} data-testid="map-legend-item" className="flex items-center gap-1.5 text-xs">
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<span className="inline-block size-2.5 shrink-0 rounded-sm" style={{ background: o.color }} />
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<span className="truncate">{o.owner}</span>
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</li>
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))}
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</ul>
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</div>
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);
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/** Minimal map API exposed to the floating zoom control (and any other UI). */
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export interface MapApi {
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zoomIn: () => void;
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zoomOut: () => void;
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reset: () => void;
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}
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interface Props {
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@@ -162,16 +141,31 @@ interface Props {
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className?: string;
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/** Called when a region is clicked, so the dossier can focus its owner. */
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onFocusNation?: (id: string) => void;
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/**
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* Called with a minimal zoom/pan API once the map is ready (and with `null`
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* on unmount), so the floating zoom control can drive it.
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*/
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onMapReady?: (api: MapApi | null) => void;
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}
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/**
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* World basemap (MapLibre GL) + a country choropleth colored by the owning
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* nation. The choropleth is the star: a near-black basemap, per-nation stable
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* fills, subtle borders, a brighter/thicker border for the player, hover + click
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* popups with owner + stats, a transient flash on territory changes, a
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* bottom-left legend, and a per-scenario initial camera.
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* nation. Rendered as a fixed, full-viewport background layer (z-0) behind the
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* floating HUD windows: a near-black basemap, per-nation stable fills, subtle
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* borders, a brighter/thicker border for the player, hover + click popups with
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* owner + stats, a transient flash on territory changes, and a
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* per-scenario initial camera. It exposes a tiny zoom/pan API so the floating
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* zoom control can drive it (no MapLibre navigation controls are shown).
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*/
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export default function WorldMap({ regions, playerNationId, nations, presetId, className, onFocusNation }: Props) {
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export default function WorldMap({
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regions,
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playerNationId,
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nations,
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presetId,
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className,
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onFocusNation,
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onMapReady,
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}: Props) {
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const containerRef = useRef<HTMLDivElement>(null);
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const mapRef = useRef<maplibregl.Map | null>(null);
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const baseGeoRef = useRef<FeatureCollection | null>(null);
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@@ -181,11 +175,13 @@ export default function WorldMap({ regions, playerNationId, nations, presetId, c
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const playerRef = useRef(playerNationId);
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const presetRef = useRef(presetId);
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const onFocusNationRef = useRef(onFocusNation);
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const onMapReadyRef = useRef(onMapReady);
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regionsRef.current = regions;
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nationsRef.current = nations;
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playerRef.current = playerNationId;
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presetRef.current = presetId;
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onFocusNationRef.current = onFocusNation;
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onMapReadyRef.current = onMapReady;
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// Diffing state for the transient territory-change flash (owned by this component
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// so a resync with identical data never re-flashes).
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@@ -210,6 +206,17 @@ export default function WorldMap({ regions, playerNationId, nations, presetId, c
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});
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mapRef.current = map;
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// Expose a tiny zoom/pan API to the floating control (null on unmount).
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const api: MapApi = {
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zoomIn: () => map.zoomIn(),
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zoomOut: () => map.zoomOut(),
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reset: () => {
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const c = cameraForPreset(presetRef.current);
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map.easeTo({ center: c.center, zoom: c.zoom, duration: 600 });
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},
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};
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onMapReadyRef.current?.(api);
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const hoverPopup = new maplibregl.Popup({ closeButton: false, closeOnClick: false, offset: 10 });
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const clickPopup = new maplibregl.Popup({ closeButton: true, closeOnClick: true, offset: 12 });
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let lastHoverId: string | null = null;
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@@ -399,6 +406,7 @@ export default function WorldMap({ regions, playerNationId, nations, presetId, c
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cancelled = true;
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cancelAnimationFrame(flashRaf);
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flashApiRef.current = null;
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onMapReadyRef.current?.(null);
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map.remove();
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mapRef.current = null;
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};
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@@ -429,10 +437,15 @@ export default function WorldMap({ regions, playerNationId, nations, presetId, c
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}
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}, [regions, playerNationId]);
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// Full-viewport, edge-to-edge background layer. `position: fixed` is set
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// inline because MapLibre's own stylesheet sets `.maplibregl-map` to
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// `position: relative`, which would otherwise win over a Tailwind class.
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return (
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<div className={cn('relative h-full w-full', className)}>
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<div ref={containerRef} data-testid="world-map" className="h-full w-full" />
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<MapLegend regions={regions} />
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</div>
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<div
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ref={containerRef}
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data-testid="world-map"
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className={cn('h-full w-full', className)}
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style={{ position: 'fixed', inset: 0, zIndex: 0 }}
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/>
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);
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}
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