ui/phase-20: ship-group inspector actions

Eight ship-group operations land on the inspector behind a single
inline-form panel: split, send, load, unload, modernize, dismantle,
transfer, join fleet. Each action either appends a typed command to
the local order draft or surfaces a tooltip explaining the
disabled state. Partial-ship operations emit an implicit
breakShipGroup command before the targeted action so the engine
sees a clean (Break, Action) pair on the wire.

`pkg/calc.BlockUpgradeCost` migrates from
`game/internal/controller/ship_group_upgrade.go` so the calc
bridge can wrap a pure pkg/calc formula; the controller now
imports it. The bridge surfaces the function as
`core.blockUpgradeCost`, which the inspector calls once per ship
block to render the modernize cost preview.

`GameReport.otherRaces` is decoded from the report's player block
(non-extinct, ≠ self) and feeds the transfer-to-race picker. The
planet inspector's stationed-ship rows become clickable for own
groups so the actions panel is reachable from the standard click
flow (the renderer continues to hide on-planet groups).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
Ilia Denisov
2026-05-10 16:27:55 +02:00
parent f7109af55c
commit 3626998a33
36 changed files with 4033 additions and 89 deletions
+35
View File
@@ -272,6 +272,18 @@ export interface GameReport {
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 reuses the same field so the read shape is 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[];
}
export async function fetchGameReport(
@@ -405,6 +417,7 @@ function decodeReport(report: Report): GameReport {
const raceName = report.race() ?? "";
const routes = decodeReportRoutes(report);
const localTech = findLocalPlayerTech(report, raceName);
const otherRaces = collectOtherRaces(report, raceName);
const localShipGroups = decodeLocalShipGroups(report);
const otherShipGroups = decodeOtherShipGroups(report);
const incomingShipGroups = decodeIncomingShipGroups(report);
@@ -429,6 +442,7 @@ function decodeReport(report: Report): GameReport {
incomingShipGroups,
unidentifiedShipGroups,
localFleets,
otherRaces,
};
}
@@ -705,6 +719,27 @@ function findLocalPlayerTech(
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 list (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;
}
/**
* uuidToHiLo splits the canonical 36-character UUID string
* (`xxxxxxxx-xxxx-xxxx-xxxx-xxxxxxxxxxxx`) into the two big-endian
+17
View File
@@ -102,6 +102,7 @@ interface SyntheticPlayer {
weapons: number;
shields: number;
cargo: number;
extinct?: boolean;
}
interface SyntheticShipGroup {
@@ -269,9 +270,25 @@ function decodeSyntheticReport(json: unknown): GameReport {
incomingShipGroups,
unidentifiedShipGroups,
localFleets,
otherRaces: collectOtherRacesFromSynthetic(root, race),
};
}
function collectOtherRacesFromSynthetic(
root: SyntheticReportRoot,
raceName: string,
): string[] {
const out: string[] = [];
for (const player of root.player ?? []) {
if (player.extinct === true) continue;
const name = typeof player.name === "string" ? player.name : "";
if (name === "" || name === raceName) continue;
out.push(name);
}
out.sort((a, b) => a.localeCompare(b));
return out;
}
function toShipGroupTech(raw: Record<string, number> | undefined): ShipGroupTech {
const out: ShipGroupTech = { drive: 0, weapons: 0, shields: 0, cargo: 0 };
if (raw === undefined || raw === null) return out;
+56
View File
@@ -194,6 +194,14 @@ const en = {
"game.sidebar.order.label.cargo_route_remove": "remove {loadType} route from planet {source}",
"game.sidebar.order.label.ship_class_create": "design ship class {name}",
"game.sidebar.order.label.ship_class_remove": "remove ship class {name}",
"game.sidebar.order.label.ship_group_break": "split group {group} → {quantity} ships into new group",
"game.sidebar.order.label.ship_group_send": "send group {group} → planet {destination}",
"game.sidebar.order.label.ship_group_load": "load {cargo} × {quantity} onto group {group}",
"game.sidebar.order.label.ship_group_unload": "unload × {quantity} from group {group}",
"game.sidebar.order.label.ship_group_upgrade": "modernize group {group} {tech} → {level}",
"game.sidebar.order.label.ship_group_dismantle": "dismantle group {group}",
"game.sidebar.order.label.ship_group_transfer": "transfer group {group} → {acceptor}",
"game.sidebar.order.label.ship_group_join_fleet": "assign group {group} → fleet {fleet}",
"game.table.ship_classes.title": "ship classes",
"game.table.ship_classes.column.name": "name",
"game.table.ship_classes.column.drive": "drive",
@@ -276,6 +284,54 @@ const en = {
"game.inspector.ship_group.fleet.none": "—",
"game.inspector.ship_group.unidentified_no_data": "no data — only the radar blip is known",
"game.inspector.ship_group.action.split": "split",
"game.inspector.ship_group.action.send": "send",
"game.inspector.ship_group.action.load": "load",
"game.inspector.ship_group.action.unload": "unload",
"game.inspector.ship_group.action.modernize": "modernize",
"game.inspector.ship_group.action.dismantle": "dismantle",
"game.inspector.ship_group.action.transfer": "transfer",
"game.inspector.ship_group.action.join_fleet": "join fleet",
"game.inspector.ship_group.action.confirm": "confirm",
"game.inspector.ship_group.action.cancel": "cancel",
"game.inspector.ship_group.action.confirm_destroy": "confirm — colonists die",
"game.inspector.ship_group.action.disabled.not_in_orbit": "ships are busy ({state}); only orbiting groups accept actions",
"game.inspector.ship_group.action.disabled.no_reach": "no planets are within drive range",
"game.inspector.ship_group.action.disabled.no_drive": "this ship class has no drive block",
"game.inspector.ship_group.action.disabled.no_cargo_block": "this ship class has no cargo block",
"game.inspector.ship_group.action.disabled.no_planet": "the orbit planet is not visible",
"game.inspector.ship_group.action.disabled.foreign_planet": "this action is only available on your own or unowned planets",
"game.inspector.ship_group.action.disabled.empty_cargo": "the group is empty",
"game.inspector.ship_group.action.disabled.foreign_unload_col": "colonists cannot be unloaded over a foreign planet",
"game.inspector.ship_group.action.disabled.no_headroom": "the group's tech is already at your race level",
"game.inspector.ship_group.action.disabled.no_planet_stock": "the planet has no available stock of this cargo",
"game.inspector.ship_group.action.disabled.full_load": "the group is fully loaded",
"game.inspector.ship_group.action.disabled.no_other_races": "no other non-extinct races to transfer to",
"game.inspector.ship_group.action.disabled.unknown_class": "the ship class is missing from the report",
"game.inspector.ship_group.action.field.ships": "ships ({max} total)",
"game.inspector.ship_group.action.field.cargo": "cargo type",
"game.inspector.ship_group.action.field.quantity": "quantity",
"game.inspector.ship_group.action.field.level": "tech level",
"game.inspector.ship_group.action.field.tech": "tech",
"game.inspector.ship_group.action.field.acceptor": "acceptor",
"game.inspector.ship_group.action.field.fleet": "fleet name",
"game.inspector.ship_group.action.field.destination": "destination planet",
"game.inspector.ship_group.action.tech.all": "all blocks",
"game.inspector.ship_group.action.tech.drive": "drive",
"game.inspector.ship_group.action.tech.weapons": "weapons",
"game.inspector.ship_group.action.tech.shields": "shields",
"game.inspector.ship_group.action.tech.cargo": "cargo",
"game.inspector.ship_group.action.send.pick_prompt": "click a planet on the map (Esc to cancel)",
"game.inspector.ship_group.action.send.no_destination": "no destination chosen",
"game.inspector.ship_group.action.modernize.cost": "estimated cost: {cost}",
"game.inspector.ship_group.action.modernize.cost_unavailable": "cost preview unavailable",
"game.inspector.ship_group.action.dismantle.warning": "the group is over a foreign planet with colonists aboard — they will die",
"game.inspector.ship_group.action.fleet.create_new": "+ new fleet",
"game.inspector.ship_group.action.invalid.ship_count": "ships must be in the range 1…{max}",
"game.inspector.ship_group.action.invalid.quantity": "quantity must be greater than zero",
"game.inspector.ship_group.action.invalid.level": "level must be in ({current}, {max}]",
"game.inspector.ship_group.action.invalid.fleet_name": "fleet name does not match the entity-name rules",
"game.inspector.planet.ship_groups.title": "stationed ship groups",
"game.inspector.planet.ship_groups.row.count": "{count} ships",
"game.inspector.planet.ship_groups.row.mass": "mass {mass}",
+56
View File
@@ -195,6 +195,14 @@ const ru: Record<keyof typeof en, string> = {
"game.sidebar.order.label.cargo_route_remove": "удалить маршрут {loadType} с планеты {source}",
"game.sidebar.order.label.ship_class_create": "сконструировать класс корабля {name}",
"game.sidebar.order.label.ship_class_remove": "удалить класс корабля {name}",
"game.sidebar.order.label.ship_group_break": "разделить группу {group} → новая группа из {quantity} кораблей",
"game.sidebar.order.label.ship_group_send": "отправить группу {group} → планета {destination}",
"game.sidebar.order.label.ship_group_load": "загрузить {cargo} × {quantity} в группу {group}",
"game.sidebar.order.label.ship_group_unload": "выгрузить × {quantity} из группы {group}",
"game.sidebar.order.label.ship_group_upgrade": "модернизация группы {group} {tech} → {level}",
"game.sidebar.order.label.ship_group_dismantle": "разобрать группу {group}",
"game.sidebar.order.label.ship_group_transfer": "передать группу {group} → {acceptor}",
"game.sidebar.order.label.ship_group_join_fleet": "включить группу {group} → флот {fleet}",
"game.table.ship_classes.title": "классы кораблей",
"game.table.ship_classes.column.name": "название",
"game.table.ship_classes.column.drive": "двигатель",
@@ -277,6 +285,54 @@ const ru: Record<keyof typeof en, string> = {
"game.inspector.ship_group.fleet.none": "—",
"game.inspector.ship_group.unidentified_no_data": "данных нет — известны только координаты",
"game.inspector.ship_group.action.split": "разделить",
"game.inspector.ship_group.action.send": "отправить",
"game.inspector.ship_group.action.load": "загрузить",
"game.inspector.ship_group.action.unload": "выгрузить",
"game.inspector.ship_group.action.modernize": "модернизировать",
"game.inspector.ship_group.action.dismantle": "разобрать",
"game.inspector.ship_group.action.transfer": "передать",
"game.inspector.ship_group.action.join_fleet": "во флот",
"game.inspector.ship_group.action.confirm": "подтвердить",
"game.inspector.ship_group.action.cancel": "отмена",
"game.inspector.ship_group.action.confirm_destroy": "подтвердить — колонисты погибнут",
"game.inspector.ship_group.action.disabled.not_in_orbit": "корабли заняты ({state}); действия доступны только на орбите",
"game.inspector.ship_group.action.disabled.no_reach": "в радиусе двигателей нет планет",
"game.inspector.ship_group.action.disabled.no_drive": "у класса корабля нет блока двигателей",
"game.inspector.ship_group.action.disabled.no_cargo_block": "у класса корабля нет грузового отсека",
"game.inspector.ship_group.action.disabled.no_planet": "планета орбиты не видна",
"game.inspector.ship_group.action.disabled.foreign_planet": "действие доступно только над вашей или ничейной планетой",
"game.inspector.ship_group.action.disabled.empty_cargo": "трюм пуст",
"game.inspector.ship_group.action.disabled.foreign_unload_col": "колонистов нельзя высадить на чужой планете",
"game.inspector.ship_group.action.disabled.no_headroom": "технологии группы уже на вашем расовом уровне",
"game.inspector.ship_group.action.disabled.no_planet_stock": "на планете нет такого ресурса",
"game.inspector.ship_group.action.disabled.full_load": "трюм полностью заполнен",
"game.inspector.ship_group.action.disabled.no_other_races": "нет других нерасправленных рас для передачи",
"game.inspector.ship_group.action.disabled.unknown_class": "класс корабля не найден в отчёте",
"game.inspector.ship_group.action.field.ships": "кораблей (всего {max})",
"game.inspector.ship_group.action.field.cargo": "тип груза",
"game.inspector.ship_group.action.field.quantity": "количество",
"game.inspector.ship_group.action.field.level": "уровень технологии",
"game.inspector.ship_group.action.field.tech": "технология",
"game.inspector.ship_group.action.field.acceptor": "получатель",
"game.inspector.ship_group.action.field.fleet": "имя флота",
"game.inspector.ship_group.action.field.destination": "планета назначения",
"game.inspector.ship_group.action.tech.all": "все блоки",
"game.inspector.ship_group.action.tech.drive": "двигатели",
"game.inspector.ship_group.action.tech.weapons": "оружие",
"game.inspector.ship_group.action.tech.shields": "защита",
"game.inspector.ship_group.action.tech.cargo": "груз",
"game.inspector.ship_group.action.send.pick_prompt": "выберите планету на карте (Esc — отмена)",
"game.inspector.ship_group.action.send.no_destination": "планета не выбрана",
"game.inspector.ship_group.action.modernize.cost": "ожидаемая стоимость: {cost}",
"game.inspector.ship_group.action.modernize.cost_unavailable": "предпросмотр недоступен",
"game.inspector.ship_group.action.dismantle.warning": "группа над чужой планетой везёт колонистов — они погибнут",
"game.inspector.ship_group.action.fleet.create_new": "+ новый флот",
"game.inspector.ship_group.action.invalid.ship_count": "число кораблей должно быть в диапазоне 1…{max}",
"game.inspector.ship_group.action.invalid.quantity": "количество должно быть больше нуля",
"game.inspector.ship_group.action.invalid.level": "уровень должен быть в ({current}, {max}]",
"game.inspector.ship_group.action.invalid.fleet_name": "имя флота не соответствует правилам имён сущностей",
"game.inspector.planet.ship_groups.title": "корабли на орбите",
"game.inspector.planet.ship_groups.row.count": "{count} кораблей",
"game.inspector.planet.ship_groups.row.mass": "масса {mass}",
@@ -1,29 +1,37 @@
<!--
Phase 19 read-only "ship groups stationed here" subsection of the
planet inspector. Phase 19 originally rendered every in-orbit group
as an offset point near its planet on the map, which crowded the
canvas to the point of unreadability. The map now hides on-planet
groups and the planet inspector lists them instead — one row per
group, showing its race, class, ship count, and mass.
Race attribution is best-effort:
"Ship groups stationed here" subsection of the planet inspector.
The map deliberately hides on-planet groups (rendering them as
offset points crowds the canvas), so this list is the player's
view of which fleets sit in this orbit. Race attribution is
best-effort:
- LocalGroup → the player's own race (`localRace` prop).
- OtherGroup on an `other`-kind planet → the planet's owner.
- OtherGroup elsewhere → "foreign" placeholder; the engine's
typed contract does not carry per-group ownership outside
battle rosters.
Rows are intentionally non-interactive in Phase 19. Phase 21+ will
deliver a full ship-groups table view; clicking a row will then
deep-link into that table with a `(planet, race)` filter pre-applied.
Phase 20 makes own-ship rows interactive: clicking a row pivots
the inspector to the corresponding ship-group inspector through
the shared `SelectionStore`. The actions panel mounts on top of
the existing ship-group inspector, so the row is the on-planet
entry point for Send / Load / Modernize / etc. Foreign rows stay
non-interactive — there are no actions to drive against another
race's fleet. Phase 21+ will reuse the same row shape inside the
ship-groups table view with an additional `(planet, race)` filter.
-->
<script lang="ts">
import { getContext } from "svelte";
import type {
ReportLocalShipGroup,
ReportOtherShipGroup,
ReportPlanet,
} from "../../../api/game-state";
import { i18n } from "$lib/i18n/index.svelte";
import {
SELECTION_CONTEXT_KEY,
type SelectionStore,
} from "$lib/selection.svelte";
type Props = {
planet: ReportPlanet;
@@ -33,12 +41,18 @@ deep-link into that table with a `(planet, race)` filter pre-applied.
};
let { planet, localShipGroups, otherShipGroups, localRace }: Props = $props();
const selection = getContext<SelectionStore | undefined>(
SELECTION_CONTEXT_KEY,
);
interface StationedRow {
key: string;
race: string;
class: string;
count: number;
mass: number;
selectable: boolean;
groupId: string | null;
}
const stationedRows: StationedRow[] = $derived.by(() => {
@@ -52,6 +66,8 @@ deep-link into that table with a `(planet, race)` filter pre-applied.
class: g.class,
count: g.count,
mass: g.mass,
selectable: true,
groupId: g.id,
});
}
const foreignRace =
@@ -67,6 +83,8 @@ deep-link into that table with a `(planet, race)` filter pre-applied.
class: g.class,
count: g.count,
mass: g.mass,
selectable: false,
groupId: null,
});
}
return rows;
@@ -75,6 +93,11 @@ deep-link into that table with a `(planet, race)` filter pre-applied.
function formatNumber(value: number): string {
return value.toLocaleString(undefined, { maximumFractionDigits: 2 });
}
function selectLocalGroup(groupId: string): void {
if (selection === undefined) return;
selection.selectShipGroup({ variant: "local", id: groupId });
}
</script>
{#if stationedRows.length > 0}
@@ -83,20 +106,45 @@ deep-link into that table with a `(planet, race)` filter pre-applied.
<ul class="rows">
{#each stationedRows as row (row.key)}
<li class="row" data-testid="inspector-planet-ship-groups-row">
<span class="race" data-testid="inspector-planet-ship-groups-race">
{row.race}
</span>
<span class="class">{row.class}</span>
<span class="count">
{i18n.t("game.inspector.planet.ship_groups.row.count", {
count: String(row.count),
})}
</span>
<span class="mass">
{i18n.t("game.inspector.planet.ship_groups.row.mass", {
mass: formatNumber(row.mass),
})}
</span>
{#if row.selectable && row.groupId !== null}
{@const groupId = row.groupId}
<button
type="button"
class="select"
data-testid="inspector-planet-ship-groups-select"
onclick={() => selectLocalGroup(groupId)}
>
<span class="race" data-testid="inspector-planet-ship-groups-race">
{row.race}
</span>
<span class="class">{row.class}</span>
<span class="count">
{i18n.t("game.inspector.planet.ship_groups.row.count", {
count: String(row.count),
})}
</span>
<span class="mass">
{i18n.t("game.inspector.planet.ship_groups.row.mass", {
mass: formatNumber(row.mass),
})}
</span>
</button>
{:else}
<span class="race" data-testid="inspector-planet-ship-groups-race">
{row.race}
</span>
<span class="class">{row.class}</span>
<span class="count">
{i18n.t("game.inspector.planet.ship_groups.row.count", {
count: String(row.count),
})}
</span>
<span class="mass">
{i18n.t("game.inspector.planet.ship_groups.row.mass", {
mass: formatNumber(row.mass),
})}
</span>
{/if}
</li>
{/each}
</ul>
@@ -125,11 +173,30 @@ deep-link into that table with a `(planet, race)` filter pre-applied.
gap: 0.2rem;
}
.row {
display: block;
font-size: 0.85rem;
font-variant-numeric: tabular-nums;
}
.row > span,
.row > .select {
display: grid;
grid-template-columns: 1fr 1fr auto auto;
gap: 0.5rem;
font-size: 0.85rem;
font-variant-numeric: tabular-nums;
}
.select {
width: 100%;
font: inherit;
text-align: left;
background: transparent;
color: inherit;
border: 1px solid transparent;
border-radius: 3px;
padding: 0.15rem 0.3rem;
cursor: pointer;
}
.select:hover {
border-color: #2a3150;
background: #0d1224;
}
.race {
font-weight: 600;
@@ -6,17 +6,44 @@ mounted by the in-game shell layout only while the active tool is
`map` so it does not stack on top of the calc / order overlays.
-->
<script lang="ts">
import type { ReportPlanet } from "../../api/game-state";
import type {
ReportLocalFleet,
ReportPlanet,
ShipClassSummary,
} from "../../api/game-state";
import { i18n } from "$lib/i18n/index.svelte";
import ShipGroup, { type ShipGroupSelection } from "./ship-group.svelte";
type Props = {
selection: ShipGroupSelection | null;
planets: ReportPlanet[];
localShipClass: ShipClassSummary[];
localFleets: ReportLocalFleet[];
otherRaces: string[];
mapWidth: number;
mapHeight: number;
localPlayerDrive: number;
localPlayerWeapons: number;
localPlayerShields: number;
localPlayerCargo: number;
onMap: boolean;
onClose: () => void;
};
let { selection, planets, onMap, onClose }: Props = $props();
let {
selection,
planets,
localShipClass,
localFleets,
otherRaces,
mapWidth,
mapHeight,
localPlayerDrive,
localPlayerWeapons,
localPlayerShields,
localPlayerCargo,
onMap,
onClose,
}: Props = $props();
</script>
{#if selection !== null && onMap}
@@ -34,7 +61,19 @@ mounted by the in-game shell layout only while the active tool is
>
</button>
<ShipGroup {selection} {planets} />
<ShipGroup
{selection}
{planets}
{localShipClass}
{localFleets}
{otherRaces}
{mapWidth}
{mapHeight}
{localPlayerDrive}
{localPlayerWeapons}
{localPlayerShields}
{localPlayerCargo}
/>
</section>
{/if}
@@ -12,12 +12,15 @@ variant — for Phase 19 the inspector is intentionally read-only.
<script lang="ts">
import type {
ReportIncomingShipGroup,
ReportLocalFleet,
ReportLocalShipGroup,
ReportOtherShipGroup,
ReportPlanet,
ReportUnidentifiedShipGroup,
ShipClassSummary,
} from "../../api/game-state";
import { i18n, type TranslationKey } from "$lib/i18n/index.svelte";
import Actions from "./ship-group/actions.svelte";
export type ShipGroupSelection =
| { variant: "local"; group: ReportLocalShipGroup }
@@ -28,8 +31,29 @@ variant — for Phase 19 the inspector is intentionally read-only.
type Props = {
selection: ShipGroupSelection;
planets: ReportPlanet[];
localShipClass?: ShipClassSummary[];
localFleets?: ReportLocalFleet[];
otherRaces?: string[];
mapWidth?: number;
mapHeight?: number;
localPlayerDrive?: number;
localPlayerWeapons?: number;
localPlayerShields?: number;
localPlayerCargo?: number;
};
let { selection, planets }: Props = $props();
let {
selection,
planets,
localShipClass = [],
localFleets = [],
otherRaces = [],
mapWidth = 1,
mapHeight = 1,
localPlayerDrive = 0,
localPlayerWeapons = 0,
localPlayerShields = 0,
localPlayerCargo = 0,
}: Props = $props();
const kindKeyMap: Record<ShipGroupSelection["variant"], TranslationKey> = {
local: "game.inspector.ship_group.kind.local",
@@ -86,6 +110,22 @@ variant — for Phase 19 the inspector is intentionally read-only.
{/if}
</header>
{#if selection.variant === "local"}
<Actions
group={selection.group}
{planets}
{localShipClass}
{localFleets}
{otherRaces}
{mapWidth}
{mapHeight}
{localPlayerDrive}
{localPlayerWeapons}
{localPlayerShields}
{localPlayerCargo}
/>
{/if}
{#if selection.variant === "local" || selection.variant === "other"}
{@const g = selection.group}
{@const onPlanet = g.origin === null || g.range === null}
File diff suppressed because it is too large Load Diff
@@ -89,12 +89,23 @@ from the Phase 10 stub.
const localPlayerDrive = $derived(
renderedReport?.report?.localPlayerDrive ?? 0,
);
const localPlayerWeapons = $derived(
renderedReport?.report?.localPlayerWeapons ?? 0,
);
const localPlayerShields = $derived(
renderedReport?.report?.localPlayerShields ?? 0,
);
const localPlayerCargo = $derived(
renderedReport?.report?.localPlayerCargo ?? 0,
);
const localShipGroups = $derived(
renderedReport?.report?.localShipGroups ?? [],
);
const otherShipGroups = $derived(
renderedReport?.report?.otherShipGroups ?? [],
);
const localFleets = $derived(renderedReport?.report?.localFleets ?? []);
const otherRaces = $derived(renderedReport?.report?.otherRaces ?? []);
const localRace = $derived(renderedReport?.report?.race ?? "");
</script>
@@ -113,7 +124,19 @@ from the Phase 10 stub.
{localRace}
/>
{:else if selectedShipGroup !== null}
<ShipGroup selection={selectedShipGroup} planets={allPlanets} />
<ShipGroup
selection={selectedShipGroup}
planets={allPlanets}
{localShipClass}
{localFleets}
{otherRaces}
{mapWidth}
{mapHeight}
{localPlayerDrive}
{localPlayerWeapons}
{localPlayerShields}
{localPlayerCargo}
/>
{:else}
<h3>{i18n.t("game.sidebar.tab.inspector")}</h3>
<p>{i18n.t("game.sidebar.empty.inspector")}</p>
@@ -77,9 +77,57 @@ Tests exercise the tab through `__galaxyDebug.seedOrderDraft`
return i18n.t("game.sidebar.order.label.ship_class_remove", {
name: cmd.name,
});
case "breakShipGroup":
return i18n.t("game.sidebar.order.label.ship_group_break", {
group: shortGroupId(cmd.groupId),
quantity: String(cmd.quantity),
});
case "sendShipGroup":
return i18n.t("game.sidebar.order.label.ship_group_send", {
group: shortGroupId(cmd.groupId),
destination: String(cmd.destinationPlanetNumber),
});
case "loadShipGroup":
return i18n.t("game.sidebar.order.label.ship_group_load", {
group: shortGroupId(cmd.groupId),
cargo: cmd.cargo,
quantity: String(cmd.quantity),
});
case "unloadShipGroup":
return i18n.t("game.sidebar.order.label.ship_group_unload", {
group: shortGroupId(cmd.groupId),
quantity: String(cmd.quantity),
});
case "upgradeShipGroup":
return i18n.t("game.sidebar.order.label.ship_group_upgrade", {
group: shortGroupId(cmd.groupId),
tech: cmd.tech,
level: String(cmd.level),
});
case "dismantleShipGroup":
return i18n.t("game.sidebar.order.label.ship_group_dismantle", {
group: shortGroupId(cmd.groupId),
});
case "transferShipGroup":
return i18n.t("game.sidebar.order.label.ship_group_transfer", {
group: shortGroupId(cmd.groupId),
acceptor: cmd.acceptor,
});
case "joinFleetShipGroup":
return i18n.t("game.sidebar.order.label.ship_group_join_fleet", {
group: shortGroupId(cmd.groupId),
fleet: cmd.name,
});
}
}
// Short identifier for the order-tab so the human-readable label
// stays glanceable; the full UUID is still in the underlying
// command and visible in the inspector overlay.
function shortGroupId(uuid: string): string {
return uuid.length > 8 ? uuid.slice(0, 8) : uuid;
}
function statusOf(cmd: OrderCommand): CommandStatus {
return draft?.statuses[cmd.id] ?? "draft";
}
+17
View File
@@ -73,6 +73,12 @@ export interface CarryingMassInput {
cargoTech: number;
}
export interface BlockUpgradeCostInput {
blockMass: number;
currentTech: number;
targetTech: number;
}
export interface Core {
/**
* signRequest returns the canonical signing input bytes for a v1
@@ -157,6 +163,17 @@ export interface Core {
* cargoCapacity.
*/
carryingMass(input: CarryingMassInput): number;
/**
* blockUpgradeCost wraps `pkg/calc/ship.go.BlockUpgradeCost`:
* production cost of moving one ship block from currentTech to
* targetTech, scaled by the block mass and a constant 10. Returns
* 0 when blockMass is zero or targetTech is not above currentTech.
* Phase 20's ship-group inspector calls this once per block
* (drive, weapons, shields, cargo) to render the modernize cost
* preview.
*/
blockUpgradeCost(input: BlockUpgradeCostInput): number;
}
export type CoreLoader = () => Promise<Core>;
+5
View File
@@ -9,6 +9,7 @@
// served from `static/core.wasm`.
import type {
BlockUpgradeCostInput,
CargoCapacityInput,
CarryingMassInput,
Core,
@@ -50,6 +51,7 @@ interface GalaxyCoreBridge {
speed(input: SpeedInput): number;
cargoCapacity(input: CargoCapacityInput): number;
carryingMass(input: CarryingMassInput): number;
blockUpgradeCost(input: BlockUpgradeCostInput): number;
}
interface BridgeRequestFields {
@@ -210,6 +212,9 @@ export function adaptBridge(bridge: GalaxyCoreBridge): Core {
carryingMass(input: CarryingMassInput): number {
return bridge.carryingMass(input);
},
blockUpgradeCost(input: BlockUpgradeCostInput): number {
return bridge.blockUpgradeCost(input);
},
};
}
@@ -180,12 +180,27 @@ fresh.
const inspectorLocalDrive = $derived(
renderedReport.report?.localPlayerDrive ?? 0,
);
const inspectorLocalWeapons = $derived(
renderedReport.report?.localPlayerWeapons ?? 0,
);
const inspectorLocalShields = $derived(
renderedReport.report?.localPlayerShields ?? 0,
);
const inspectorLocalCargo = $derived(
renderedReport.report?.localPlayerCargo ?? 0,
);
const inspectorLocalShipGroups = $derived(
renderedReport.report?.localShipGroups ?? [],
);
const inspectorOtherShipGroups = $derived(
renderedReport.report?.otherShipGroups ?? [],
);
const inspectorLocalFleets = $derived(
renderedReport.report?.localFleets ?? [],
);
const inspectorOtherRaces = $derived(
renderedReport.report?.otherRaces ?? [],
);
const inspectorLocalRace = $derived(renderedReport.report?.race ?? "");
// Reveal the inspector whenever a new planet selection lands.
@@ -340,6 +355,15 @@ fresh.
<ShipGroupSheet
selection={selectedShipGroup}
planets={inspectorPlanets}
{localShipClass}
localFleets={inspectorLocalFleets}
otherRaces={inspectorOtherRaces}
mapWidth={inspectorMapWidth}
mapHeight={inspectorMapHeight}
localPlayerDrive={inspectorLocalDrive}
localPlayerWeapons={inspectorLocalWeapons}
localPlayerShields={inspectorLocalShields}
localPlayerCargo={inspectorLocalCargo}
onMap={effectiveTool === "map"}
onClose={() => selection.clear()}
/>
+68 -1
View File
@@ -24,7 +24,12 @@
import type { Cache } from "../platform/store/index";
import type { GalaxyClient } from "../api/galaxy-client";
import { fetchOrder } from "./order-load";
import type { CommandStatus, OrderCommand } from "./order-types";
import {
isShipGroupCargo,
isShipGroupUpgradeTech,
type CommandStatus,
type OrderCommand,
} from "./order-types";
import { submitOrder } from "./submit";
import { validateEntityName } from "$lib/util/entity-name";
import { validateShipClass } from "$lib/util/ship-class-validation";
@@ -513,6 +518,68 @@ function validateCommand(cmd: OrderCommand): CommandStatus {
// active production / ship groups. Local validation only
// guards the name shape.
return validateEntityName(cmd.name).ok ? "valid" : "invalid";
case "breakShipGroup":
// Engine rule (`controller/ship_group.go.breakGroup`):
// quantity must be at least 1 and strictly less than the
// source group size. We do not know the source size here
// (it lives on the report), so the inspector enforces the
// upper bound before emitting; locally we only refuse the
// degenerate cases — non-positive `quantity`, missing or
// equal UUIDs.
if (cmd.quantity <= 0) return "invalid";
if (!isUuid(cmd.groupId) || !isUuid(cmd.newGroupId)) return "invalid";
if (cmd.groupId === cmd.newGroupId) return "invalid";
return "valid";
case "sendShipGroup":
// Reach is enforced by the picker before the command lands
// in the draft. Locally we only refuse a degenerate
// destination (the engine uses planet number `0` as the
// "no planet" sentinel; FBS encodes as `int64`, so any
// strictly-positive number is wire-valid).
if (cmd.destinationPlanetNumber <= 0) return "invalid";
if (!isUuid(cmd.groupId)) return "invalid";
return "valid";
case "loadShipGroup":
// Cargo type and quantity are pre-checked by the inspector
// against the planet stock and the group's free capacity;
// local validation only guards the wire-valid shape.
if (!isShipGroupCargo(cmd.cargo)) return "invalid";
if (cmd.quantity <= 0) return "invalid";
if (!isUuid(cmd.groupId)) return "invalid";
return "valid";
case "unloadShipGroup":
if (cmd.quantity <= 0) return "invalid";
if (!isUuid(cmd.groupId)) return "invalid";
return "valid";
case "upgradeShipGroup":
// Engine rule
// (`controller/ship_group_upgrade.go.shipGroupUpgrade:56`):
// `tech === "ALL"` requires `level === 0`; per-block tech
// requires a strictly positive level. The inspector also
// caps the level to the player's race tech, but the
// engine re-validates server-side.
if (!isShipGroupUpgradeTech(cmd.tech)) return "invalid";
if (cmd.tech === "ALL") {
if (cmd.level !== 0) return "invalid";
} else if (cmd.level <= 0) {
return "invalid";
}
if (!isUuid(cmd.groupId)) return "invalid";
return "valid";
case "dismantleShipGroup":
return isUuid(cmd.groupId) ? "valid" : "invalid";
case "transferShipGroup":
// `acceptor` is a race name; race names follow the same
// entity-name rules as planet/fleet names. The inspector
// restricts the picker to `GameReport.otherRaces`, so a
// locally-valid name is always a real race.
if (!validateEntityName(cmd.acceptor).ok) return "invalid";
if (!isUuid(cmd.groupId)) return "invalid";
return "valid";
case "joinFleetShipGroup":
if (!validateEntityName(cmd.name).ok) return "invalid";
if (!isUuid(cmd.groupId)) return "invalid";
return "valid";
case "placeholder":
// Phase 12 placeholder entries are content-free and never
// transition out of `draft` — they are not submittable.
+157
View File
@@ -18,8 +18,18 @@ import {
CommandPlanetRouteSet,
CommandShipClassCreate,
CommandShipClassRemove,
CommandShipGroupBreak,
CommandShipGroupDismantle,
CommandShipGroupJoinFleet,
CommandShipGroupLoad,
CommandShipGroupSend,
CommandShipGroupTransfer,
CommandShipGroupUnload,
CommandShipGroupUpgrade,
PlanetProduction,
PlanetRouteLoadType,
ShipGroupCargo,
ShipGroupUpgradeTech,
UserGamesOrderGet,
UserGamesOrderGetResponse,
} from "../proto/galaxy/fbs/order";
@@ -27,6 +37,8 @@ import type {
CargoLoadType,
OrderCommand,
ProductionType,
ShipGroupCargo as ShipGroupCargoLiteral,
ShipGroupUpgradeTech as ShipGroupUpgradeTechLiteral,
} from "./order-types";
const MESSAGE_TYPE = "user.games.order.get";
@@ -222,6 +234,102 @@ function decodeCommand(item: CommandItemView): OrderCommand | null {
name: inner.name() ?? "",
};
}
case CommandPayload.CommandShipGroupBreak: {
const inner = new CommandShipGroupBreak();
item.payload(inner);
return {
kind: "breakShipGroup",
id,
groupId: inner.id() ?? "",
newGroupId: inner.newId() ?? "",
quantity: Number(inner.quantity()),
};
}
case CommandPayload.CommandShipGroupSend: {
const inner = new CommandShipGroupSend();
item.payload(inner);
return {
kind: "sendShipGroup",
id,
groupId: inner.id() ?? "",
destinationPlanetNumber: Number(inner.destination()),
};
}
case CommandPayload.CommandShipGroupLoad: {
const inner = new CommandShipGroupLoad();
item.payload(inner);
const cargo = shipGroupCargoFromFBS(inner.cargo());
if (cargo === null) {
console.warn(
`fetchOrder: skipping CommandShipGroupLoad with unknown cargo enum (${inner.cargo()})`,
);
return null;
}
return {
kind: "loadShipGroup",
id,
groupId: inner.id() ?? "",
cargo,
quantity: inner.quantity(),
};
}
case CommandPayload.CommandShipGroupUnload: {
const inner = new CommandShipGroupUnload();
item.payload(inner);
return {
kind: "unloadShipGroup",
id,
groupId: inner.id() ?? "",
quantity: inner.quantity(),
};
}
case CommandPayload.CommandShipGroupUpgrade: {
const inner = new CommandShipGroupUpgrade();
item.payload(inner);
const tech = shipGroupUpgradeTechFromFBS(inner.tech());
if (tech === null) {
console.warn(
`fetchOrder: skipping CommandShipGroupUpgrade with unknown tech enum (${inner.tech()})`,
);
return null;
}
return {
kind: "upgradeShipGroup",
id,
groupId: inner.id() ?? "",
tech,
level: inner.level(),
};
}
case CommandPayload.CommandShipGroupDismantle: {
const inner = new CommandShipGroupDismantle();
item.payload(inner);
return {
kind: "dismantleShipGroup",
id,
groupId: inner.id() ?? "",
};
}
case CommandPayload.CommandShipGroupTransfer: {
const inner = new CommandShipGroupTransfer();
item.payload(inner);
return {
kind: "transferShipGroup",
id,
groupId: inner.id() ?? "",
acceptor: inner.acceptor() ?? "",
};
}
case CommandPayload.CommandShipGroupJoinFleet: {
const inner = new CommandShipGroupJoinFleet();
item.payload(inner);
return {
kind: "joinFleetShipGroup",
id,
groupId: inner.id() ?? "",
name: inner.name() ?? "",
};
}
default:
console.warn(
`fetchOrder: skipping unknown command kind (payloadType=${payloadType})`,
@@ -288,6 +396,55 @@ export function cargoLoadTypeFromFBS(
}
}
/**
* shipGroupCargoFromFBS reverses `shipGroupCargoToFBS` from
* `submit.ts`. `ShipGroupCargo.UNKNOWN` and any out-of-band value
* yield `null` so the caller drops the entry rather than
* fabricating a synthetic cargo type.
*/
export function shipGroupCargoFromFBS(
value: ShipGroupCargo,
): ShipGroupCargoLiteral | null {
switch (value) {
case ShipGroupCargo.COL:
return "COL";
case ShipGroupCargo.CAP:
return "CAP";
case ShipGroupCargo.MAT:
return "MAT";
case ShipGroupCargo.UNKNOWN:
return null;
default:
return null;
}
}
/**
* shipGroupUpgradeTechFromFBS reverses `shipGroupUpgradeTechToFBS`
* from `submit.ts`. `ShipGroupUpgradeTech.UNKNOWN` and any
* out-of-band value yield `null`.
*/
export function shipGroupUpgradeTechFromFBS(
value: ShipGroupUpgradeTech,
): ShipGroupUpgradeTechLiteral | null {
switch (value) {
case ShipGroupUpgradeTech.ALL:
return "ALL";
case ShipGroupUpgradeTech.DRIVE:
return "DRIVE";
case ShipGroupUpgradeTech.WEAPONS:
return "WEAPONS";
case ShipGroupUpgradeTech.SHIELDS:
return "SHIELDS";
case ShipGroupUpgradeTech.CARGO:
return "CARGO";
case ShipGroupUpgradeTech.UNKNOWN:
return null;
default:
return null;
}
}
function decodeError(
payload: Uint8Array,
resultCode: string,
+212 -1
View File
@@ -166,6 +166,209 @@ export interface RemoveShipClassCommand {
readonly name: string;
}
/**
* ShipGroupCargo mirrors the engine `ShipGroupCargo` enum
* (`pkg/schema/fbs/order.fbs`). Three values: colonists, capital
* (industry crates), and materials. Empty (`EMP`) is a route-level
* concept (`PlanetRouteLoadType`) and is not a valid cargo type for a
* ship-group load command — the FBS enum deliberately omits it.
*/
export type ShipGroupCargo = "COL" | "CAP" | "MAT";
/**
* SHIP_GROUP_CARGO_VALUES is the canonical tuple of `ShipGroupCargo`
* literals. Used by validators and the FBS converters in
* `submit.ts` and `order-load.ts` to narrow incoming strings.
*/
export const SHIP_GROUP_CARGO_VALUES = [
"COL",
"CAP",
"MAT",
] as const satisfies readonly ShipGroupCargo[];
/**
* isShipGroupCargo narrows an arbitrary string to the
* `ShipGroupCargo` union.
*/
export function isShipGroupCargo(value: string): value is ShipGroupCargo {
return (SHIP_GROUP_CARGO_VALUES as readonly string[]).includes(value);
}
/**
* ShipGroupUpgradeTech mirrors the engine `ShipGroupUpgradeTech`
* enum (`pkg/schema/fbs/order.fbs`): `ALL` upgrades every applicable
* block to the player's current race tech (level argument must be 0
* — see `controller/ship_group_upgrade.go:56`); the four per-block
* values upgrade exactly that block to the requested level.
*/
export type ShipGroupUpgradeTech =
| "ALL"
| "DRIVE"
| "WEAPONS"
| "SHIELDS"
| "CARGO";
/**
* SHIP_GROUP_UPGRADE_TECH_VALUES is the canonical tuple of
* `ShipGroupUpgradeTech` literals. The order matches the FBS enum.
*/
export const SHIP_GROUP_UPGRADE_TECH_VALUES = [
"ALL",
"DRIVE",
"WEAPONS",
"SHIELDS",
"CARGO",
] as const satisfies readonly ShipGroupUpgradeTech[];
/**
* isShipGroupUpgradeTech narrows an arbitrary string to the
* `ShipGroupUpgradeTech` union.
*/
export function isShipGroupUpgradeTech(
value: string,
): value is ShipGroupUpgradeTech {
return (SHIP_GROUP_UPGRADE_TECH_VALUES as readonly string[]).includes(value);
}
/**
* BreakShipGroupCommand splits a player-owned ship group into two:
* the original keeps `originalCount - quantity` ships and a new group
* with `newGroupId` carries `quantity`. Used both as a stand-alone
* action and as the implicit prelude to Send / Load / Unload /
* Modernize / Dismantle / Transfer when the player picks fewer than
* all ships. Engine rules (`controller/ship_group.go.breakGroup`):
* source group must be `StateInOrbit`, `quantity` must be in `[1,
* originalCount - 1]` for a real split. The new group carries a
* proportional slice of the cargo and starts unattached to any fleet.
*/
export interface BreakShipGroupCommand {
readonly kind: "breakShipGroup";
readonly id: string;
readonly groupId: string;
readonly newGroupId: string;
readonly quantity: number;
}
/**
* SendShipGroupCommand launches a player-owned ship group toward a
* destination planet. Engine rules
* (`controller/ship_group_send.go.shipGroupSend`): group must be
* `StateInOrbit`; ship class must have a non-zero drive block; the
* destination must be within the player's current
* `FlightDistance() = localPlayerDrive * 40` (torus-aware).
* The picker filters the planet list before emitting, so a draft
* entry that survives validation is always reachable at submit time.
*/
export interface SendShipGroupCommand {
readonly kind: "sendShipGroup";
readonly id: string;
readonly groupId: string;
readonly destinationPlanetNumber: number;
}
/**
* LoadShipGroupCommand loads cargo of one of the three ship-group
* cargo types onto a player-owned group. Engine rules
* (`controller/ship_group.go.shipGroupLoad`): group must be
* `StateInOrbit`; planet must be owned by the player or unowned;
* ship class must have a non-zero cargo block; the existing cargo
* type (if any) must equal `cargo`; `quantity` is bounded by the
* planet's stock and the group's free capacity. The inspector
* pre-checks each of these so a draft entry is always wire-valid.
*/
export interface LoadShipGroupCommand {
readonly kind: "loadShipGroup";
readonly id: string;
readonly groupId: string;
readonly cargo: ShipGroupCargo;
readonly quantity: number;
}
/**
* UnloadShipGroupCommand drops cargo from a player-owned group at
* its current orbit. Engine rules
* (`controller/ship_group.go.shipGroupUnload`): group must be
* `StateInOrbit`; ship class must have a non-zero cargo block; group
* must currently carry cargo. Colonists (`COL`) cannot be unloaded
* over a foreign planet — the inspector disables the action with a
* tooltip in that case. The cargo type is implicit (whatever the
* group is carrying); only `quantity` is sent on the wire.
*/
export interface UnloadShipGroupCommand {
readonly kind: "unloadShipGroup";
readonly id: string;
readonly groupId: string;
readonly quantity: number;
}
/**
* UpgradeShipGroupCommand schedules a tech upgrade for a player-
* owned group at its current orbit. Engine rules
* (`controller/ship_group_upgrade.go.shipGroupUpgrade`): group must
* be `StateInOrbit`; the planet must be owned by the player or
* unowned; for per-block techs the requested `level` must be in
* `(group.tech, race.tech]`; for `tech === "ALL"` the `level` must
* be 0 (the engine fans the upgrade out to every block whose mass is
* non-zero). The inspector renders a live cost preview through
* `core.blockUpgradeCost` to make the production cost visible before
* the player commits.
*/
export interface UpgradeShipGroupCommand {
readonly kind: "upgradeShipGroup";
readonly id: string;
readonly groupId: string;
readonly tech: ShipGroupUpgradeTech;
readonly level: number;
}
/**
* DismantleShipGroupCommand deconstructs a player-owned group at its
* current orbit, returning the empty mass to the planet's materials
* stockpile. Engine rules (`controller/ship_group.go.shipGroupDismantle`):
* group must be `StateInOrbit`; over a foreign planet, colonists
* (`COL`) on board are *lost* — the inspector surfaces an explicit
* two-step confirmation in that case before adding the command to
* the draft.
*/
export interface DismantleShipGroupCommand {
readonly kind: "dismantleShipGroup";
readonly id: string;
readonly groupId: string;
}
/**
* TransferShipGroupCommand hands a player-owned group to another
* race. Engine rules (`controller/ship_group.go.shipGroupTransfer`):
* acceptor must be a different, non-extinct race; group must not
* already be in `StateTransfer`. The inspector restricts the
* acceptor picker to `GameReport.otherRaces` (non-extinct ≠ self),
* so a draft entry always names a real race.
*/
export interface TransferShipGroupCommand {
readonly kind: "transferShipGroup";
readonly id: string;
readonly groupId: string;
readonly acceptor: string;
}
/**
* JoinFleetShipGroupCommand attaches a player-owned group to a fleet
* (creating it on the fly if no fleet by that name exists). Engine
* rules (`controller/fleet.go.ShipGroupJoinFleet`): group must be
* `StateInOrbit`; the target fleet, when it already exists, must
* sit in the same orbit as the group; `name` must pass
* `validateEntityName`. Because the engine handles the whole-group
* attach atomically (no per-ship counter), this command does not
* support implicit-split — the inspector exposes Split as a
* separate explicit action when partial detachment is desired.
*/
export interface JoinFleetShipGroupCommand {
readonly kind: "joinFleetShipGroup";
readonly id: string;
readonly groupId: string;
readonly name: string;
}
/**
* OrderCommand is the discriminated union of every command shape the
* local order draft can hold. The `kind` field is the discriminator;
@@ -179,7 +382,15 @@ export type OrderCommand =
| SetCargoRouteCommand
| RemoveCargoRouteCommand
| CreateShipClassCommand
| RemoveShipClassCommand;
| RemoveShipClassCommand
| BreakShipGroupCommand
| SendShipGroupCommand
| LoadShipGroupCommand
| UnloadShipGroupCommand
| UpgradeShipGroupCommand
| DismantleShipGroupCommand
| TransferShipGroupCommand
| JoinFleetShipGroupCommand;
/**
* PRODUCTION_TYPE_VALUES is the canonical tuple of `ProductionType`
+158
View File
@@ -33,8 +33,18 @@ import {
CommandPlanetRouteSet,
CommandShipClassCreate,
CommandShipClassRemove,
CommandShipGroupBreak,
CommandShipGroupDismantle,
CommandShipGroupJoinFleet,
CommandShipGroupLoad,
CommandShipGroupSend,
CommandShipGroupTransfer,
CommandShipGroupUnload,
CommandShipGroupUpgrade,
PlanetProduction,
PlanetRouteLoadType,
ShipGroupCargo,
ShipGroupUpgradeTech,
UserGamesOrder,
UserGamesOrderResponse,
} from "../proto/galaxy/fbs/order";
@@ -42,6 +52,8 @@ import type {
CargoLoadType,
OrderCommand,
ProductionType,
ShipGroupCargo as ShipGroupCargoLiteral,
ShipGroupUpgradeTech as ShipGroupUpgradeTechLiteral,
} from "./order-types";
const MESSAGE_TYPE = "user.games.order";
@@ -222,6 +234,109 @@ function encodeCommandPayload(
payloadOffset: offset,
};
}
case "breakShipGroup": {
const idOffset = builder.createString(cmd.groupId);
const newIdOffset = builder.createString(cmd.newGroupId);
CommandShipGroupBreak.startCommandShipGroupBreak(builder);
CommandShipGroupBreak.addId(builder, idOffset);
CommandShipGroupBreak.addNewId(builder, newIdOffset);
CommandShipGroupBreak.addQuantity(builder, BigInt(cmd.quantity));
const offset = CommandShipGroupBreak.endCommandShipGroupBreak(builder);
return {
payloadType: CommandPayload.CommandShipGroupBreak,
payloadOffset: offset,
};
}
case "sendShipGroup": {
const idOffset = builder.createString(cmd.groupId);
const offset = CommandShipGroupSend.createCommandShipGroupSend(
builder,
idOffset,
BigInt(cmd.destinationPlanetNumber),
);
return {
payloadType: CommandPayload.CommandShipGroupSend,
payloadOffset: offset,
};
}
case "loadShipGroup": {
const idOffset = builder.createString(cmd.groupId);
CommandShipGroupLoad.startCommandShipGroupLoad(builder);
CommandShipGroupLoad.addId(builder, idOffset);
CommandShipGroupLoad.addCargo(builder, shipGroupCargoToFBS(cmd.cargo));
CommandShipGroupLoad.addQuantity(builder, cmd.quantity);
const offset = CommandShipGroupLoad.endCommandShipGroupLoad(builder);
return {
payloadType: CommandPayload.CommandShipGroupLoad,
payloadOffset: offset,
};
}
case "unloadShipGroup": {
const idOffset = builder.createString(cmd.groupId);
const offset = CommandShipGroupUnload.createCommandShipGroupUnload(
builder,
idOffset,
cmd.quantity,
);
return {
payloadType: CommandPayload.CommandShipGroupUnload,
payloadOffset: offset,
};
}
case "upgradeShipGroup": {
const idOffset = builder.createString(cmd.groupId);
CommandShipGroupUpgrade.startCommandShipGroupUpgrade(builder);
CommandShipGroupUpgrade.addId(builder, idOffset);
CommandShipGroupUpgrade.addTech(
builder,
shipGroupUpgradeTechToFBS(cmd.tech),
);
CommandShipGroupUpgrade.addLevel(builder, cmd.level);
const offset = CommandShipGroupUpgrade.endCommandShipGroupUpgrade(builder);
return {
payloadType: CommandPayload.CommandShipGroupUpgrade,
payloadOffset: offset,
};
}
case "dismantleShipGroup": {
const idOffset = builder.createString(cmd.groupId);
const offset =
CommandShipGroupDismantle.createCommandShipGroupDismantle(
builder,
idOffset,
);
return {
payloadType: CommandPayload.CommandShipGroupDismantle,
payloadOffset: offset,
};
}
case "transferShipGroup": {
const idOffset = builder.createString(cmd.groupId);
const acceptorOffset = builder.createString(cmd.acceptor);
const offset = CommandShipGroupTransfer.createCommandShipGroupTransfer(
builder,
idOffset,
acceptorOffset,
);
return {
payloadType: CommandPayload.CommandShipGroupTransfer,
payloadOffset: offset,
};
}
case "joinFleetShipGroup": {
const idOffset = builder.createString(cmd.groupId);
const nameOffset = builder.createString(cmd.name);
const offset =
CommandShipGroupJoinFleet.createCommandShipGroupJoinFleet(
builder,
idOffset,
nameOffset,
);
return {
payloadType: CommandPayload.CommandShipGroupJoinFleet,
payloadOffset: offset,
};
}
case "placeholder":
throw new SubmitError(
"invalid_request",
@@ -277,6 +392,49 @@ export function cargoLoadTypeToFBS(value: CargoLoadType): PlanetRouteLoadType {
}
}
/**
* shipGroupCargoToFBS converts the wire-stable `ShipGroupCargo`
* literal to the FlatBuffers enum value. Mirrors the engine
* `ShipGroupCargo` enum (`pkg/schema/fbs/order.fbs`). The FBS enum
* carries an `UNKNOWN` zero value as the default; the encoder always
* emits one of the three real values.
*/
export function shipGroupCargoToFBS(
value: ShipGroupCargoLiteral,
): ShipGroupCargo {
switch (value) {
case "COL":
return ShipGroupCargo.COL;
case "CAP":
return ShipGroupCargo.CAP;
case "MAT":
return ShipGroupCargo.MAT;
}
}
/**
* shipGroupUpgradeTechToFBS converts the wire-stable
* `ShipGroupUpgradeTech` literal to the FlatBuffers enum value.
* Mirrors the engine `ShipGroupUpgradeTech` enum
* (`pkg/schema/fbs/order.fbs`).
*/
export function shipGroupUpgradeTechToFBS(
value: ShipGroupUpgradeTechLiteral,
): ShipGroupUpgradeTech {
switch (value) {
case "ALL":
return ShipGroupUpgradeTech.ALL;
case "DRIVE":
return ShipGroupUpgradeTech.DRIVE;
case "WEAPONS":
return ShipGroupUpgradeTech.WEAPONS;
case "SHIELDS":
return ShipGroupUpgradeTech.SHIELDS;
case "CARGO":
return ShipGroupUpgradeTech.CARGO;
}
}
function decodeOrderResponse(
payload: Uint8Array,
commands: OrderCommand[],