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
+37 -18
View File
@@ -2177,14 +2177,15 @@ Artifacts:
planet with colonists onboard (engine reference planet with colonists onboard (engine reference
`controller/ship_group.go:177-179` — `UnloadColonists` is not `controller/ship_group.go:177-179` — `UnloadColonists` is not
called over a foreign planet, so the cargo is lost) called over a foreign planet, so the cargo is lost)
- destructive-command lock: a `Modernize` / `Dismantle` / - state-changing-command lock: a `Send` / `Modernize` /
`Transfer` order in the draft for a given group disables every `Dismantle` / `Transfer` order in the draft for a given group
action button on that group's inspector and surfaces a banner disables every action button on that group's inspector and
pointing to the order list. Cancelling the queued command in surfaces a banner pointing to the order list. Cancelling the
the order tab releases the lock. Other commands (Send / Load / queued command in the order tab releases the lock. Load /
Unload / Split / JoinFleet) do not lock — Send is naturally Unload / Split / JoinFleet do not lock — they stack legitimately
followed by an out-of-orbit state at turn cutoff and the on the engine side. Send used to be unlocked too, but a queued
remaining four can stack legitimately Send is the visible commitment to launch this orbit, so the
inspector treats it the same as the three destructive variants
- `pkg/calc/ship.go.BlockUpgradeCost` (migrated from - `pkg/calc/ship.go.BlockUpgradeCost` (migrated from
`game/internal/controller/ship_group_upgrade.go`) — the bridge `game/internal/controller/ship_group_upgrade.go`) — the bridge
rule says `ui/core/calc/` only wraps `pkg/calc/` formulas, so rule says `ui/core/calc/` only wraps `pkg/calc/` formulas, so
@@ -2277,16 +2278,34 @@ Decisions during stage:
after a destination is chosen; cancelling the picker leaves no after a destination is chosen; cancelling the picker leaves no
form behind. Removing the destination control from the form form behind. Removing the destination control from the form
keeps the surface to one editable field at any time. keeps the surface to one editable field at any time.
7. **Destructive-command lock**. Any `upgradeShipGroup`, 7. **State-changing-command lock**. Any `sendShipGroup`,
`dismantleShipGroup`, or `transferShipGroup` in the draft for a `upgradeShipGroup`, `dismantleShipGroup`, or `transferShipGroup`
given group id disables every action button on that group's in the draft for a given group id disables every action button
inspector with a "command pending" tooltip and renders a on that group's inspector with a "command pending" tooltip and
banner pointing the player at the order list. Cancellation renders a banner pointing the player at the order list.
from the order tab releases the lock. The three commands all Cancellation from the order tab releases the lock. All four
change the group's engine-side state at turn cutoff commands flip the group out of `StateInOrbit` at turn cutoff
(`StateUpgrade` / removal / `StateTransfer`), so any second (`StateLaunched` / `StateUpgrade` / removal / `StateTransfer`),
action would race the engine's pre-condition check anyway — so any second action would race the engine's pre-condition
the lock surfaces that commitment up-front. check anyway — the lock surfaces that commitment up-front.
8. **Pending-Send map overlay**. A queued `sendShipGroup` for an
own group still in orbit renders as a green dashed line from
the orbit planet to the destination, drawn on the same
overlay layer as cargo-route arrows. The line is wrap-aware
(uses `torusShortestDelta`) and skipped when the engine has
marked the command `rejected` or `invalid`. Removed when the
group leaves orbit (Send applied) or the player cancels the
command from the order tab. Implemented in
`ui/frontend/src/map/pending-send-routes.ts`; the overlay
fingerprint in `lib/active-view/map.svelte` is extended so the
renderer's `setExtraPrimitives` re-runs on draft changes.
9. **Yellow dashed track for own in-space groups**. The map
already drew the in-space group point in yellow (`0xfff176`);
Phase 20 adds the matching yellow dashed line from the origin
planet to the destination so the player reads "this group is
moving" even when zoomed out. Wrap-aware via the same torus
delta. Implemented in `ui/frontend/src/map/ship-groups.ts`
alongside the existing in-space point primitive.
## Phase 21. Sciences — CRUD List + Designer ## Phase 21. Sciences — CRUD List + Designer
+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 in the same orbit (`fleet.go:135-137`); creating a new fleet
always works. always works.
## Destructive-command lock ## State-changing-command lock
`Modernize`, `Dismantle`, and `Transfer` are *state-changing* at `Send`, `Modernize`, `Dismantle`, and `Transfer` are
turn cutoff: the engine moves the group into `StateUpgrade`, *state-changing* at turn cutoff: the engine moves the group into
removes it, or marks it `StateTransfer` respectively. Issuing a `StateLaunched`, `StateUpgrade`, removes it, or marks it
follow-up action against the same group during the same draft `StateTransfer` respectively. Issuing a follow-up action against
window would race the engine's pre-condition check, so the the same group during the same draft window would race the
inspector locks the group as soon as one of the three commands engine's pre-condition check, so the inspector locks the group
lands in the draft for that `groupId`: 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 - every action button on the group's inspector becomes disabled
with the "an order is already queued" tooltip; with the "an order is already queued" tooltip;
- a banner above the buttons row names the queued command - a banner above the buttons row names the queued command
(modernize / dismantle / transfer) and tells the player to (send / modernize / dismantle / transfer) and tells the player
cancel it in the order list to issue something else; to cancel it in the order list to issue something else;
- removing the queued entry from the order tab releases the lock - removing the queued entry from the order tab releases the lock
on the next render — the derivation watches `draft.commands` on the next render — the derivation watches `draft.commands`
directly. directly.
Send, Load, Unload, Split, and Join Fleet do not lock the group: Load, Unload, Split, and Join Fleet do not lock the group: those
Send is naturally followed by an out-of-orbit state at turn four can stack legitimately during the same window. The group
cutoff (the engine's busy check fires next turn anyway), and the continues to appear in the planet inspector's stationed-ship
other four can stack legitimately during the same window. The list while locked — the player can still navigate to 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. 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 ## Modernize cost preview
The form's preview line calls The form's preview line calls
+45 -10
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@@ -28,8 +28,14 @@ preference the store already manages.
type RendererHandle, type RendererHandle,
} from "../../map/index"; } from "../../map/index";
import { buildCargoRouteLines } from "../../map/cargo-routes"; import { buildCargoRouteLines } from "../../map/cargo-routes";
import { buildPendingSendLines } from "../../map/pending-send-routes";
import { reportToWorld, type HitTarget } from "../../map/state-binding"; import { reportToWorld, type HitTarget } from "../../map/state-binding";
import type { PrimitiveID } from "../../map/world"; import type { PrimitiveID } from "../../map/world";
import {
ORDER_DRAFT_CONTEXT_KEY,
OrderDraftStore,
} from "../../sync/order-draft.svelte";
import type { OrderCommand } from "../../sync/order-types";
import { import {
GAME_STATE_CONTEXT_KEY, GAME_STATE_CONTEXT_KEY,
type GameStateStore, type GameStateStore,
@@ -71,6 +77,12 @@ preference the store already manages.
const pickService = getContext<MapPickService | undefined>( const pickService = getContext<MapPickService | undefined>(
MAP_PICK_CONTEXT_KEY, MAP_PICK_CONTEXT_KEY,
); );
// Pending Send commands turn into green dashed tracks on the
// map overlay; the draft is read alongside the report so the
// overlay stays in lock-step with the order tab.
const orderDraft = getContext<OrderDraftStore | undefined>(
ORDER_DRAFT_CONTEXT_KEY,
);
let canvasEl: HTMLCanvasElement | null = $state(null); let canvasEl: HTMLCanvasElement | null = $state(null);
let containerEl: HTMLDivElement | null = $state(null); let containerEl: HTMLDivElement | null = $state(null);
@@ -114,15 +126,21 @@ preference the store already manages.
if (!mounted || canvasEl === null || containerEl === null) return; if (!mounted || canvasEl === null || containerEl === null) return;
if (status !== "ready" || !report) return; if (status !== "ready" || !report) return;
// Cargo-route arrows are pushed onto the live renderer via // Cargo-route arrows and pending-Send tracks are pushed onto
// `setExtraPrimitives` so the overlay can change inside a // the live renderer via `setExtraPrimitives` so the overlay
// single turn without disposing the Pixi `Application` — // can change inside a single turn without disposing the Pixi
// Pixi 8 does not reliably re-init on the same canvas. The // `Application` — Pixi 8 does not reliably re-init on the
// fingerprint guard avoids redundant Pixi rebuilds when the // same canvas. The fingerprint guard avoids redundant Pixi
// overlay computation re-runs but the routes content is // rebuilds when the overlay computation re-runs but the
// unchanged (e.g. status transitions valid → submitting → // routes / pending-Send content is unchanged (e.g. status
// applied for the same command). // transitions valid → submitting → applied for the same
const extrasFingerprint = computeRoutesFingerprint(report.routes); // command).
const draftCommands = orderDraft?.commands ?? [];
const draftStatuses = orderDraft?.statuses ?? {};
const extrasFingerprint =
computeRoutesFingerprint(report.routes) +
"|" +
computePendingSendFingerprint(draftCommands, draftStatuses);
const sameSnapshot = const sameSnapshot =
mountedTurn === report.turn && mountedTurn === report.turn &&
@@ -132,7 +150,10 @@ preference the store already manages.
if (sameSnapshot) { if (sameSnapshot) {
if (lastExtrasFingerprint !== extrasFingerprint) { if (lastExtrasFingerprint !== extrasFingerprint) {
untrack(() => { untrack(() => {
handle?.setExtraPrimitives(buildCargoRouteLines(report)); handle?.setExtraPrimitives([
...buildCargoRouteLines(report),
...buildPendingSendLines(report, draftCommands, draftStatuses),
]);
}); });
lastExtrasFingerprint = extrasFingerprint; lastExtrasFingerprint = extrasFingerprint;
} }
@@ -180,6 +201,20 @@ preference the store already manages.
return parts.join(";"); return parts.join(";");
} }
function computePendingSendFingerprint(
commands: readonly OrderCommand[],
statuses: Readonly<Record<string, string>>,
): string {
const parts: string[] = [];
for (const cmd of commands) {
if (cmd.kind !== "sendShipGroup") continue;
const status = statuses[cmd.id];
if (status === "rejected" || status === "invalid") continue;
parts.push(`${cmd.groupId}->${cmd.destinationPlanetNumber}`);
}
return parts.join(";");
}
async function mountRenderer( async function mountRenderer(
report: NonNullable<GameStateStore["report"]>, report: NonNullable<GameStateStore["report"]>,
mode: "torus" | "no-wrap", mode: "torus" | "no-wrap",
+1
View File
@@ -310,6 +310,7 @@ const en = {
"game.inspector.ship_group.action.disabled.unknown_class": "the ship class is missing from the report", "game.inspector.ship_group.action.disabled.unknown_class": "the ship class is missing from the report",
"game.inspector.ship_group.action.disabled.locked": "an order is already queued for this group; cancel it in the order list to issue a new one", "game.inspector.ship_group.action.disabled.locked": "an order is already queued for this group; cancel it in the order list to issue a new one",
"game.inspector.ship_group.action.locked.banner": "an order is already queued for this group: {command}. Cancel it in the order list to issue another action.", "game.inspector.ship_group.action.locked.banner": "an order is already queued for this group: {command}. Cancel it in the order list to issue another action.",
"game.inspector.ship_group.action.locked.kind.send": "send",
"game.inspector.ship_group.action.locked.kind.modernize": "modernize", "game.inspector.ship_group.action.locked.kind.modernize": "modernize",
"game.inspector.ship_group.action.locked.kind.dismantle": "dismantle", "game.inspector.ship_group.action.locked.kind.dismantle": "dismantle",
"game.inspector.ship_group.action.locked.kind.transfer": "transfer", "game.inspector.ship_group.action.locked.kind.transfer": "transfer",
+1
View File
@@ -311,6 +311,7 @@ const ru: Record<keyof typeof en, string> = {
"game.inspector.ship_group.action.disabled.unknown_class": "класс корабля не найден в отчёте", "game.inspector.ship_group.action.disabled.unknown_class": "класс корабля не найден в отчёте",
"game.inspector.ship_group.action.disabled.locked": "по группе уже отдан приказ; отмените его в списке приказов, чтобы дать новое действие", "game.inspector.ship_group.action.disabled.locked": "по группе уже отдан приказ; отмените его в списке приказов, чтобы дать новое действие",
"game.inspector.ship_group.action.locked.banner": "по группе уже отдан приказ: {command}. Отмените его в списке приказов, чтобы дать другое действие.", "game.inspector.ship_group.action.locked.banner": "по группе уже отдан приказ: {command}. Отмените его в списке приказов, чтобы дать другое действие.",
"game.inspector.ship_group.action.locked.kind.send": "отправка",
"game.inspector.ship_group.action.locked.kind.modernize": "модернизация", "game.inspector.ship_group.action.locked.kind.modernize": "модернизация",
"game.inspector.ship_group.action.locked.kind.dismantle": "разборка", "game.inspector.ship_group.action.locked.kind.dismantle": "разборка",
"game.inspector.ship_group.action.locked.kind.transfer": "передача", "game.inspector.ship_group.action.locked.kind.transfer": "передача",
@@ -125,7 +125,7 @@ modernize cost preview backed by `core.blockUpgradeCost`.
// pending form would still allow Confirm despite the locked // pending form would still allow Confirm despite the locked
// banner above it. // banner above it.
$effect(() => { $effect(() => {
if (pendingDestructiveCommand !== null) { if (pendingLockingCommand !== null) {
if (sendPicking) { if (sendPicking) {
pick?.cancel(); pick?.cancel();
sendPicking = false; sendPicking = false;
@@ -245,20 +245,24 @@ modernize cost preview backed by `core.blockUpgradeCost`.
return reason === null ? null : i18n.t(reason); return reason === null ? null : i18n.t(reason);
} }
// pendingDestructiveCommand watches the order draft for any // pendingLockingCommand watches the order draft for any send /
// modernize / dismantle / transfer command targeting this group. // modernize / dismantle / transfer command targeting this group.
// Once the player queues one of those three, every action on the // Once the player queues one of those four, every action on the
// group is disabled until the draft entry is removed: each is // group is disabled until the draft entry is removed: each is
// state-changing at turn cutoff (Modernize → state Upgrade, // state-changing at turn cutoff (Send → state Launched, Modernize
// Transfer → state Transfer, Dismantle → group removed), so a // → state Upgrade, Transfer → state Transfer, Dismantle → group
// follow-up action would race the engine's pre-condition check // removed), so a follow-up action would race the engine's
// and noisy-fail server-side. The lock surfaces the commitment // pre-condition check and noisy-fail server-side. The lock
// up-front and points the player at the order list as the way // surfaces the commitment up-front and points the player at the
// to release it. // order list as the way to release it. Load / Unload / Split /
const pendingDestructiveCommand = $derived.by(() => { // Join Fleet stay non-locking — the engine accepts them stacked,
// and Send + the three destructive variants are the only commands
// that flip the group out of `In_Orbit` on the next tick.
const pendingLockingCommand = $derived.by(() => {
if (draft === undefined) return null; if (draft === undefined) return null;
for (const cmd of draft.commands) { for (const cmd of draft.commands) {
if ( if (
cmd.kind !== "sendShipGroup" &&
cmd.kind !== "upgradeShipGroup" && cmd.kind !== "upgradeShipGroup" &&
cmd.kind !== "dismantleShipGroup" && cmd.kind !== "dismantleShipGroup" &&
cmd.kind !== "transferShipGroup" cmd.kind !== "transferShipGroup"
@@ -272,14 +276,16 @@ modernize cost preview backed by `core.blockUpgradeCost`.
return null; return null;
}); });
const lockedReason: TranslationKey | null = $derived( const lockedReason: TranslationKey | null = $derived(
pendingDestructiveCommand === null pendingLockingCommand === null
? null ? null
: "game.inspector.ship_group.action.disabled.locked", : "game.inspector.ship_group.action.disabled.locked",
); );
const lockedKindLabel = $derived.by(() => { const lockedKindLabel = $derived.by(() => {
const cmd = pendingDestructiveCommand; const cmd = pendingLockingCommand;
if (cmd === null) return ""; if (cmd === null) return "";
switch (cmd.kind) { switch (cmd.kind) {
case "sendShipGroup":
return i18n.t("game.inspector.ship_group.action.locked.kind.send");
case "upgradeShipGroup": case "upgradeShipGroup":
return i18n.t("game.inspector.ship_group.action.locked.kind.modernize"); return i18n.t("game.inspector.ship_group.action.locked.kind.modernize");
case "dismantleShipGroup": case "dismantleShipGroup":
@@ -675,7 +681,7 @@ modernize cost preview backed by `core.blockUpgradeCost`.
</script> </script>
<section class="actions" data-testid="inspector-ship-group-actions"> <section class="actions" data-testid="inspector-ship-group-actions">
{#if pendingDestructiveCommand !== null} {#if pendingLockingCommand !== null}
<p class="locked" data-testid="inspector-ship-group-actions-locked"> <p class="locked" data-testid="inspector-ship-group-actions-locked">
{i18n.t("game.inspector.ship_group.action.locked.banner", { {i18n.t("game.inspector.ship_group.action.locked.banner", {
command: lockedKindLabel, command: lockedKindLabel,
+113
View File
@@ -0,0 +1,113 @@
// Map overlay for pending Send commands. The order draft can carry
// `sendShipGroup` entries that have not yet reached the engine —
// the client wants to show them on the map straight away so the
// player can tell at a glance which orbits are about to launch
// where. Each pending Send becomes a green dashed line from the
// source group's current orbit planet to the chosen destination,
// drawn alongside the cargo-route arrows on the same overlay
// layer.
//
// The lines are *route hints*: they do not contribute to hit-test
// (the picker is the only way to issue Send), and they share the
// dashed style with in-space tracks so the player reads "this is
// motion" without confusing them with cargo arrows.
import type { GameReport, ReportPlanet } from "../api/game-state";
import type { OrderCommand } from "../sync/order-types";
import { torusShortestDelta } from "./math";
import type { LinePrim, PrimitiveID, Style } from "./world";
const STYLE_PENDING_SEND_LINE: Style = {
strokeColor: 0x66bb6a,
strokeAlpha: 0.85,
strokeWidthPx: 1,
strokeDashPx: 4,
};
// Sit between cargo-route arrows (5..8) and ship-group points (5..)
// in priority. The line never participates in hit-test (hitSlopPx=0)
// so the relative ordering only affects depth-stacking.
const PRIORITY_PENDING_SEND_LINE = 1;
/**
* High-bit prefix on every pending-send line id so it cannot
* collide with planet numbers, ship-group ids, or cargo-route line
* ids. Cargo routes use `0x80000000`; pending-send routes use
* `0xa0000000`. The renderer's hit-test treats ids opaquely.
*/
export const PENDING_SEND_LINE_ID_PREFIX = 0xa0000000;
/**
* buildPendingSendLines emits one `LinePrim` per `sendShipGroup`
* command in the supplied draft snapshot. Lines are drawn from the
* source group's current orbit planet to the chosen destination.
* Skipped silently when the source group is no longer in the
* report (history-mode snapshot, group already left orbit), when
* either planet is missing, or when the command's status is
* `invalid` / `rejected` (the engine refused it; do not visualise
* a route the engine will not take).
*
* The function is pure — it walks the supplied arrays and returns
* a new primitive list. Callers combine the result with cargo-
* route lines and feed both into `handle.setExtraPrimitives`.
*/
export function buildPendingSendLines(
report: GameReport,
commands: readonly OrderCommand[],
statuses: Readonly<Record<string, string>>,
): LinePrim[] {
if (commands.length === 0) return [];
const planetById = new Map<number, ReportPlanet>();
for (const planet of report.planets) {
planetById.set(planet.number, planet);
}
const groupById = new Map<string, (typeof report.localShipGroups)[number]>();
for (const g of report.localShipGroups) {
groupById.set(g.id, g);
}
const lines: LinePrim[] = [];
let serial = 0;
for (const cmd of commands) {
if (cmd.kind !== "sendShipGroup") continue;
const status = statuses[cmd.id];
if (status === "rejected" || status === "invalid") continue;
const group = groupById.get(cmd.groupId);
if (group === undefined) continue;
// The group must currently be on its orbit planet (origin
// null, range null) for the Send to make geometric sense in
// the report. Once the engine launches it the report flips
// origin / range to live coordinates and the in-space track
// renders instead.
if (group.origin !== null || group.range !== null) continue;
const source = planetById.get(group.destination);
const destination = planetById.get(cmd.destinationPlanetNumber);
if (source === undefined || destination === undefined) continue;
const dx = torusShortestDelta(source.x, destination.x, report.mapWidth);
const dy = torusShortestDelta(source.y, destination.y, report.mapHeight);
if (dx === 0 && dy === 0) continue;
lines.push({
kind: "line",
id: pendingSendLineId(serial),
priority: PRIORITY_PENDING_SEND_LINE,
style: STYLE_PENDING_SEND_LINE,
hitSlopPx: 0,
x1: source.x,
y1: source.y,
x2: source.x + dx,
y2: source.y + dy,
});
serial++;
}
return lines;
}
/**
* pendingSendLineId returns the primitive id of the n-th pending-
* send line within the prefix-reserved range. Bit-OR rather than
* addition keeps the prefix unambiguous when `serial` overflows
* into the prefix bits — the renderer treats ids opaquely, but
* the encoding stays self-describing for debug dumps.
*/
function pendingSendLineId(serial: number): PrimitiveID {
return (PENDING_SEND_LINE_ID_PREFIX | (serial & 0x0fffffff)) >>> 0;
}
+32
View File
@@ -50,6 +50,7 @@ import type { LinePrim, PointPrim, PrimitiveID, Style } from "./world";
*/ */
export const SHIP_GROUP_ID_OFFSETS = { export const SHIP_GROUP_ID_OFFSETS = {
local: 100_000_000, local: 100_000_000,
localLine: 150_000_000,
other: 200_000_000, other: 200_000_000,
incoming: 300_000_000, incoming: 300_000_000,
incomingLine: 350_000_000, incomingLine: 350_000_000,
@@ -62,6 +63,13 @@ const STYLE_LOCAL_GROUP: Style = {
pointRadiusPx: 3, pointRadiusPx: 3,
}; };
const STYLE_LOCAL_INSPACE_LINE: Style = {
strokeColor: 0xfff176,
strokeAlpha: 0.7,
strokeWidthPx: 1,
strokeDashPx: 4,
};
const STYLE_OTHER_GROUP: Style = { const STYLE_OTHER_GROUP: Style = {
fillColor: 0xff6f40, fillColor: 0xff6f40,
fillAlpha: 0.9, fillAlpha: 0.9,
@@ -93,6 +101,7 @@ const STYLE_UNIDENTIFIED_GROUP: Style = {
// so a click on the dashed segment never "wins" over the clickable // so a click on the dashed segment never "wins" over the clickable
// point at the interpolated position. // point at the interpolated position.
const PRIORITY_LOCAL = 5; const PRIORITY_LOCAL = 5;
const PRIORITY_LOCAL_LINE = 0;
const PRIORITY_OTHER = 5; const PRIORITY_OTHER = 5;
const PRIORITY_INCOMING_POINT = 6; const PRIORITY_INCOMING_POINT = 6;
const PRIORITY_INCOMING_LINE = 0; const PRIORITY_INCOMING_LINE = 0;
@@ -120,6 +129,29 @@ export function shipGroupsToPrimitives(report: GameReport): ShipGroupPrimitives
const id = SHIP_GROUP_ID_OFFSETS.local + i; const id = SHIP_GROUP_ID_OFFSETS.local + i;
primitives.push(makePoint(id, pos.x, pos.y, PRIORITY_LOCAL, STYLE_LOCAL_GROUP)); primitives.push(makePoint(id, pos.x, pos.y, PRIORITY_LOCAL, STYLE_LOCAL_GROUP));
lookup.set(id, { variant: "local", id: group.id }); lookup.set(id, { variant: "local", id: group.id });
// Yellow dashed track from the origin planet to the destination
// planet. The colour matches the in-space group point so the
// player can read both as one entity at a glance. Wrap-aware
// like the incoming-line: we unwrap `destination` relative to
// `origin`, drawing the segment in a single tile, and PixiJS
// repeats the world in torus mode.
const origin = planetIndex.get(group.origin!);
const destination = planetIndex.get(group.destination);
if (origin !== undefined && destination !== undefined) {
const dx = torusShortestDelta(origin.x, destination.x, w);
const dy = torusShortestDelta(origin.y, destination.y, h);
primitives.push({
kind: "line",
id: SHIP_GROUP_ID_OFFSETS.localLine + i,
priority: PRIORITY_LOCAL_LINE,
style: STYLE_LOCAL_INSPACE_LINE,
hitSlopPx: 0,
x1: origin.x,
y1: origin.y,
x2: origin.x + dx,
y2: origin.y + dy,
});
}
} }
for (let i = 0; i < report.otherShipGroups.length; i++) { for (let i = 0; i < report.otherShipGroups.length; i++) {
@@ -321,7 +321,7 @@ describe("ship-group inspector — destructive command lock", () => {
); );
}); });
test("a queued sendShipGroup does NOT lock the group", async () => { test("a queued sendShipGroup locks the inspector and reports send as the kind", async () => {
const groupId = "aaaaaaaa-aaaa-aaaa-aaaa-aaaaaaaaaaaa"; const groupId = "aaaaaaaa-aaaa-aaaa-aaaa-aaaaaaaaaaaa";
await draft.add({ await draft.add({
kind: "sendShipGroup", kind: "sendShipGroup",
@@ -330,6 +330,22 @@ describe("ship-group inspector — destructive command lock", () => {
destinationPlanetNumber: 99, destinationPlanetNumber: 99,
}); });
const ui = mount(localGroup({ id: groupId, count: 3 })); const ui = mount(localGroup({ id: groupId, count: 3 }));
expect(ui.getByTestId("inspector-ship-group-actions-locked")).toHaveTextContent(
/send/i,
);
expect(ui.getByTestId("inspector-ship-group-action-split")).toBeDisabled();
});
test("a queued loadShipGroup does NOT lock the group", async () => {
const groupId = "aaaaaaaa-aaaa-aaaa-aaaa-aaaaaaaaaaaa";
await draft.add({
kind: "loadShipGroup",
id: crypto.randomUUID(),
groupId,
cargo: "MAT",
quantity: 1,
});
const ui = mount(localGroup({ id: groupId, count: 3, cargo: "MAT", load: 0.5 }));
expect( expect(
ui.queryByTestId("inspector-ship-group-actions-locked"), ui.queryByTestId("inspector-ship-group-actions-locked"),
).toBeNull(); ).toBeNull();
@@ -0,0 +1,198 @@
// Vitest coverage for the pending-Send overlay. The overlay
// renders a green dashed line from the source group's orbit
// planet to the chosen destination for every wire-valid
// `sendShipGroup` command in the order draft.
import { describe, expect, test } from "vitest";
import type {
GameReport,
ReportLocalShipGroup,
ReportPlanet,
} from "../src/api/game-state";
import type { OrderCommand } from "../src/sync/order-types";
import { buildPendingSendLines } from "../src/map/pending-send-routes";
function planet(overrides: Partial<ReportPlanet> & Pick<ReportPlanet, "number" | "x" | "y">): ReportPlanet {
return {
name: `P${overrides.number}`,
kind: "uninhabited",
owner: null,
size: 1,
resources: 1,
industryStockpile: 0,
materialsStockpile: 0,
industry: 0,
population: 0,
colonists: 0,
production: null,
freeIndustry: 0,
...overrides,
};
}
function localGroup(overrides: Partial<ReportLocalShipGroup> & Pick<ReportLocalShipGroup, "id" | "destination">): ReportLocalShipGroup {
return {
count: 1,
class: "Cruiser",
tech: { drive: 1, weapons: 0, shields: 0, cargo: 0 },
cargo: "NONE",
load: 0,
origin: null,
range: null,
speed: 0,
mass: 1,
state: "In_Orbit",
fleet: null,
...overrides,
};
}
function makeReport(
overrides: Partial<GameReport> & Pick<GameReport, "planets" | "localShipGroups">,
): GameReport {
return {
turn: 1,
mapWidth: 200,
mapHeight: 200,
planetCount: overrides.planets.length,
race: "Earthlings",
localShipClass: [],
routes: [],
localPlayerDrive: 0,
localPlayerWeapons: 0,
localPlayerShields: 0,
localPlayerCargo: 0,
otherShipGroups: [],
incomingShipGroups: [],
unidentifiedShipGroups: [],
localFleets: [],
otherRaces: [],
...overrides,
};
}
const SOURCE_PLANET = planet({ number: 1, x: 100, y: 100, kind: "local" });
const DEST_PLANET = planet({ number: 2, x: 110, y: 100, kind: "uninhabited" });
const GROUP_ID = "11111111-1111-1111-1111-111111111111";
describe("buildPendingSendLines", () => {
test("emits a dashed line from the orbit planet to the destination", () => {
const report = makeReport({
planets: [SOURCE_PLANET, DEST_PLANET],
localShipGroups: [localGroup({ id: GROUP_ID, destination: 1 })],
});
const cmd: OrderCommand = {
kind: "sendShipGroup",
id: "cmd-1",
groupId: GROUP_ID,
destinationPlanetNumber: 2,
};
const lines = buildPendingSendLines(report, [cmd], { "cmd-1": "valid" });
expect(lines).toHaveLength(1);
const line = lines[0]!;
expect(line.kind).toBe("line");
expect(line.x1).toBe(100);
expect(line.y1).toBe(100);
expect(line.x2).toBe(110);
expect(line.y2).toBe(100);
expect(line.style.strokeDashPx).toBeGreaterThan(0);
expect(line.style.strokeColor).toBe(0x66bb6a);
});
test("uses the torus-shortest path across the seam", () => {
const report = makeReport({
mapWidth: 100,
mapHeight: 100,
planets: [
planet({ number: 1, x: 95, y: 50, kind: "local" }),
planet({ number: 2, x: 5, y: 50 }),
],
localShipGroups: [localGroup({ id: GROUP_ID, destination: 1 })],
});
const cmd: OrderCommand = {
kind: "sendShipGroup",
id: "cmd-1",
groupId: GROUP_ID,
destinationPlanetNumber: 2,
};
const lines = buildPendingSendLines(report, [cmd], { "cmd-1": "valid" });
expect(lines).toHaveLength(1);
expect(lines[0]!.x1).toBe(95);
expect(lines[0]!.x2).toBe(105); // 95 + (+10) wrap delta
});
test("ignores commands targeting groups missing from the report", () => {
const report = makeReport({
planets: [SOURCE_PLANET, DEST_PLANET],
localShipGroups: [],
});
const cmd: OrderCommand = {
kind: "sendShipGroup",
id: "cmd-1",
groupId: GROUP_ID,
destinationPlanetNumber: 2,
};
expect(buildPendingSendLines(report, [cmd], { "cmd-1": "valid" })).toEqual(
[],
);
});
test("ignores commands when the source group is in hyperspace", () => {
const report = makeReport({
planets: [SOURCE_PLANET, DEST_PLANET],
localShipGroups: [
localGroup({
id: GROUP_ID,
destination: 1,
origin: 2,
range: 5,
state: "In_Space",
}),
],
});
const cmd: OrderCommand = {
kind: "sendShipGroup",
id: "cmd-1",
groupId: GROUP_ID,
destinationPlanetNumber: 2,
};
expect(buildPendingSendLines(report, [cmd], { "cmd-1": "valid" })).toEqual(
[],
);
});
test("skips rejected and invalid commands", () => {
const report = makeReport({
planets: [SOURCE_PLANET, DEST_PLANET],
localShipGroups: [localGroup({ id: GROUP_ID, destination: 1 })],
});
const cmd: OrderCommand = {
kind: "sendShipGroup",
id: "cmd-1",
groupId: GROUP_ID,
destinationPlanetNumber: 2,
};
expect(
buildPendingSendLines(report, [cmd], { "cmd-1": "rejected" }),
).toEqual([]);
expect(
buildPendingSendLines(report, [cmd], { "cmd-1": "invalid" }),
).toEqual([]);
});
test("ignores non-sendShipGroup commands", () => {
const report = makeReport({
planets: [SOURCE_PLANET, DEST_PLANET],
localShipGroups: [localGroup({ id: GROUP_ID, destination: 1 })],
});
const cmd: OrderCommand = {
kind: "dismantleShipGroup",
id: "cmd-1",
groupId: GROUP_ID,
};
expect(buildPendingSendLines(report, [cmd], { "cmd-1": "valid" })).toEqual(
[],
);
});
});
@@ -123,6 +123,18 @@ describe("reportToWorld — ship groups", () => {
// dest along the segment of length 100 → (25, 0). // dest along the segment of length 100 → (25, 0).
expect(group.x).toBe(25); expect(group.x).toBe(25);
expect(group.y).toBe(0); expect(group.y).toBe(0);
// Yellow dashed track from origin to destination matches the
// in-space point colour.
const lineId = SHIP_GROUP_ID_OFFSETS.localLine + 0;
const line = world.primitives.find((p) => p.id === lineId);
if (line?.kind !== "line") throw new Error("expected line");
expect(line.x1).toBe(100);
expect(line.y1).toBe(0);
expect(line.x2).toBe(0);
expect(line.y2).toBe(0);
expect(line.style.strokeColor).toBe(0xfff176);
expect(line.style.strokeDashPx).toBeGreaterThan(0);
}); });
test("incoming-group line crosses the torus seam via the shortest path", () => { test("incoming-group line crosses the torus seam via the shortest path", () => {