fix: Fix match detail data loading and add API transformation layer

- Update Zod schemas to match raw API response formats
- Create transformation layer (rounds, weapons, chat) to convert raw API to structured format
- Add player name mapping in transformers for better UX
- Fix Svelte 5 reactivity issues in chat page (replace $effect with $derived)
- Fix Chart.js compatibility with Svelte 5 state proxies using JSON serialization
- Add economy advantage chart with halftime perspective flip (WIP)
- Remove stray comment from details page
- Update layout to load match data first, then pass to API methods

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
This commit is contained in:
2025-11-13 00:37:41 +01:00
parent 12115198b7
commit 05a6c10458
26 changed files with 575 additions and 279 deletions

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import type { ChatAPIResponse } from '$lib/types/api/ChatAPIResponse';
import type { MatchChatResponse, Message, Match } from '$lib/types';
/**
* Transform raw chat API response into structured format
* @param rawData - Raw API response
* @param matchId - Match ID
* @param match - Match data with player information
* @returns Structured chat data
*/
export function transformChatResponse(
rawData: ChatAPIResponse,
matchId: string,
match?: Match
): MatchChatResponse {
const messages: Message[] = [];
// Create player ID to name mapping
const playerMap = new Map<string, string>();
if (match?.players) {
for (const player of match.players) {
playerMap.set(player.id, player.name);
}
}
// Flatten all player messages into a single array
for (const [playerId, playerMessages] of Object.entries(rawData)) {
const playerName = playerMap.get(playerId) || `Player ${playerId}`;
for (const message of playerMessages) {
messages.push({
...message,
player_id: Number(playerId),
player_name: playerName
});
}
}
// Sort by tick
messages.sort((a, b) => a.tick - b.tick);
return {
match_id: matchId,
messages
};
}

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import type { RoundsAPIResponse } from '$lib/types/api/RoundsAPIResponse';
import type { MatchRoundsResponse, RoundDetail, RoundStats, Match } from '$lib/types';
/**
* Transform raw rounds API response into structured format
* @param rawData - Raw API response
* @param matchId - Match ID
* @param match - Match data with player information
* @returns Structured rounds data
*/
export function transformRoundsResponse(
rawData: RoundsAPIResponse,
matchId: string,
match?: Match
): MatchRoundsResponse {
const rounds: RoundDetail[] = [];
// Create player ID to team mapping
const playerTeamMap = new Map<string, number>();
if (match?.players) {
for (const player of match.players) {
playerTeamMap.set(player.id, player.team_id);
}
}
// Convert object keys to sorted round numbers
const roundNumbers = Object.keys(rawData)
.map(Number)
.sort((a, b) => a - b);
for (const roundNum of roundNumbers) {
const roundData = rawData[String(roundNum)];
if (!roundData) continue;
const players: RoundStats[] = [];
// Convert player data
for (const [playerId, [bank, equipment, spent]] of Object.entries(roundData)) {
players.push({
round: roundNum + 1, // API uses 0-indexed, we use 1-indexed
bank,
equipment,
spent,
player_id: Number(playerId)
});
}
rounds.push({
round: roundNum + 1,
winner: 0, // TODO: Determine winner from data if available
win_reason: '', // TODO: Determine win reason if available
players
});
}
return {
match_id: matchId,
rounds
};
}

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import type { WeaponsAPIResponse } from '$lib/types/api/WeaponsAPIResponse';
import type { MatchWeaponsResponse, PlayerWeaponStats, WeaponStats, Match } from '$lib/types';
/**
* Transform raw weapons API response into structured format
* @param rawData - Raw API response
* @param matchId - Match ID
* @param match - Match data with player information
* @returns Structured weapons data
*/
export function transformWeaponsResponse(
rawData: WeaponsAPIResponse,
matchId: string,
match?: Match
): MatchWeaponsResponse {
const playerWeaponsMap = new Map<
string,
Map<number, { damage: number; hits: number; hitGroups: number[] }>
>();
// Create player ID to name mapping
const playerMap = new Map<string, string>();
if (match?.players) {
for (const player of match.players) {
playerMap.set(player.id, player.name);
}
}
// Process all stats
for (const roundStats of rawData.stats) {
for (const [attackerId, victims] of Object.entries(roundStats)) {
if (!playerWeaponsMap.has(attackerId)) {
playerWeaponsMap.set(attackerId, new Map());
}
const weaponsMap = playerWeaponsMap.get(attackerId)!;
for (const [_, hits] of Object.entries(victims)) {
for (const [eqType, hitGroup, damage] of hits) {
if (!weaponsMap.has(eqType)) {
weaponsMap.set(eqType, { damage: 0, hits: 0, hitGroups: [] });
}
const weaponStats = weaponsMap.get(eqType)!;
weaponStats.damage += damage;
weaponStats.hits++;
weaponStats.hitGroups.push(hitGroup);
}
}
}
}
// Convert to output format
const weapons: PlayerWeaponStats[] = [];
for (const [playerId, weaponsMap] of playerWeaponsMap.entries()) {
const playerName = playerMap.get(playerId) || `Player ${playerId}`;
const weapon_stats: WeaponStats[] = [];
for (const [eqType, stats] of weaponsMap.entries()) {
const hitGroupCounts = {
head: 0,
chest: 0,
stomach: 0,
left_arm: 0,
right_arm: 0,
left_leg: 0,
right_leg: 0
};
for (const hitGroup of stats.hitGroups) {
if (hitGroup === 1) hitGroupCounts.head++;
else if (hitGroup === 2) hitGroupCounts.chest++;
else if (hitGroup === 3) hitGroupCounts.stomach++;
else if (hitGroup === 4) hitGroupCounts.left_arm++;
else if (hitGroup === 5) hitGroupCounts.right_arm++;
else if (hitGroup === 6) hitGroupCounts.left_leg++;
else if (hitGroup === 7) hitGroupCounts.right_leg++;
}
weapon_stats.push({
eq_type: eqType,
weapon_name: rawData.equipment_map[String(eqType)] || `Weapon ${eqType}`,
kills: 0, // TODO: Calculate kills if needed
damage: stats.damage,
hits: stats.hits,
hit_groups: hitGroupCounts,
headshot_pct: hitGroupCounts.head > 0 ? (hitGroupCounts.head / stats.hits) * 100 : 0
});
}
weapons.push({
player_id: Number(playerId),
player_name: playerName,
weapon_stats
});
}
return {
match_id: matchId,
weapons
};
}