ui/phase-20: lock after Send + dashed tracks for in-flight & pending sends

Send joins Modernize / Dismantle / Transfer as a lockable command:
once any of the four lands in the draft for a group, every action
button on its inspector is disabled with a "command pending"
tooltip and the banner names the queued kind. Load / Unload /
Split / Join Fleet stay non-locking — they stack legitimately on
the engine side.

Two dashed overlays now run alongside the cargo-route arrows:

- Yellow dashed track for own in-space groups, drawn from the
  origin planet to the destination (matches the in-space point
  colour so eye reads both as one entity).
- Green dashed track for every wire-valid sendShipGroup command
  in the order draft, drawn from the source group's orbit planet
  to the chosen destination. Disappears when the command is
  removed from the order tab, when the engine rejects it, or
  when the group has left orbit (in-space track replaces it).

Both tracks are wrap-aware via torusShortestDelta and never
participate in hit-test.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
Ilia Denisov
2026-05-10 17:55:43 +02:00
parent 2d201537ee
commit 54733bfb14
11 changed files with 511 additions and 58 deletions
+36 -16
View File
@@ -92,33 +92,53 @@ every action with `ships are busy ({state})`. Per-action gates:
in the same orbit (`fleet.go:135-137`); creating a new fleet
always works.
## Destructive-command lock
## State-changing-command lock
`Modernize`, `Dismantle`, and `Transfer` are *state-changing* at
turn cutoff: the engine moves the group into `StateUpgrade`,
removes it, or marks it `StateTransfer` respectively. Issuing a
follow-up action against the same group during the same draft
window would race the engine's pre-condition check, so the
inspector locks the group as soon as one of the three commands
lands in the draft for that `groupId`:
`Send`, `Modernize`, `Dismantle`, and `Transfer` are
*state-changing* at turn cutoff: the engine moves the group into
`StateLaunched`, `StateUpgrade`, removes it, or marks it
`StateTransfer` respectively. Issuing a follow-up action against
the same group during the same draft window would race the
engine's pre-condition check, so the inspector locks the group
as soon as one of the four commands lands in the draft for that
`groupId`:
- every action button on the group's inspector becomes disabled
with the "an order is already queued" tooltip;
- a banner above the buttons row names the queued command
(modernize / dismantle / transfer) and tells the player to
cancel it in the order list to issue something else;
(send / modernize / dismantle / transfer) and tells the player
to cancel it in the order list to issue something else;
- removing the queued entry from the order tab releases the lock
on the next render — the derivation watches `draft.commands`
directly.
Send, Load, Unload, Split, and Join Fleet do not lock the group:
Send is naturally followed by an out-of-orbit state at turn
cutoff (the engine's busy check fires next turn anyway), and the
other four can stack legitimately during the same window. The
group continues to appear in the planet inspector's stationed-
ship list while locked — the player can still navigate to the
Load, Unload, Split, and Join Fleet do not lock the group: those
four can stack legitimately during the same window. The group
continues to appear in the planet inspector's stationed-ship
list while locked — the player can still navigate to the
inspector to read the state and find the order to cancel.
## Map overlays for in-flight and pending-Send groups
Two dashed-line overlays run on the same renderer layer as the
cargo-route arrows:
- **Yellow dashed track** for own ship groups currently in
hyperspace, drawn from the origin planet to the destination
(matches the colour of the in-space group point so the eye
reads both as one entity).
- **Green dashed track** for every wire-valid `sendShipGroup`
command in the order draft — drawn from the source group's
orbit planet to the chosen destination. Disappears when the
command is removed from the order tab, when the engine flips
it `rejected` / `invalid`, or when the group has left orbit
(the Send was applied and the in-space track replaces it).
Both tracks are wrap-aware via `torusShortestDelta` so a route
across the seam takes the wrap. Neither participates in
hit-test — the player still picks ship groups by clicking the
group point, not the track.
## Modernize cost preview
The form's preview line calls