ui/phase-17: ship-class CRUD without calc
Phase 17 lights up the ship-class table and designer active views, extends the order-draft pipeline with createShipClass and removeShipClass commands, and projects pending Save/Delete actions through applyOrderOverlay so the table reflects the player's intent before auto-sync lands. The plan is corrected in the same patch: per game/rules.txt, ship classes are designed once and cannot be edited — the engine has no Update command, so the UI exposes only Create + Delete. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
@@ -16,10 +16,15 @@
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// report so the player sees their intent reflected immediately,
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// without waiting for the next turn cutoff.
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//
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// Phase 15 extends the projection with a minimal `localShipClass`
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// summary so the planet inspector's Build-Ship sub-picker has data
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// to render. Phase 17 (ship-class CRUD) widens `ShipClassSummary`
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// when the designer ships need the full attribute set.
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// Phase 15 added a name-only `localShipClass` projection so the
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// planet inspector's Build-Ship sub-picker had data to render.
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// Phase 17 widens `ShipClassSummary` to the full attribute set
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// (drive / armament / weapons / shields / cargo) so the ship-class
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// table and designer can render every documented field, and
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// extends `applyOrderOverlay` with the `createShipClass` /
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// `removeShipClass` variants — pending Save / Delete actions are
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// reflected in the table immediately, without waiting for the
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// auto-sync round-trip.
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import { Builder, ByteBuffer } from "flatbuffers";
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@@ -73,15 +78,22 @@ export interface ReportPlanet {
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}
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/**
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* ShipClassSummary is the slim projection of `report.ShipClass` the
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* planet inspector's Build-Ship sub-picker needs in Phase 15. Only
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* the human-visible `name` is carried — the engine command shape
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* (`CommandPlanetProduce.subject`) takes the class name, not its
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* underlying tech values. Phase 17 widens this type when the ship
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* designer needs the full attribute set.
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* ShipClassSummary is the projection of `report.ShipClass` the
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* ship-class table and designer render. Phase 15 carried just the
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* `name` for the Build-Ship sub-picker; Phase 17 added the five
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* tech-derived numbers so the table can sort / filter on them and
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* the designer can populate read-only previews. The numeric ranges
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* mirror `pkg/calc/validator.go.ValidateShipTypeValues` exactly:
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* each of `drive`, `weapons`, `shields`, `cargo` is either zero or
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* ≥ 1, and `armament` is a non-negative integer.
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*/
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export interface ShipClassSummary {
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name: string;
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drive: number;
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armament: number;
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weapons: number;
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shields: number;
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cargo: number;
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}
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/**
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@@ -266,7 +278,14 @@ function decodeReport(report: Report): GameReport {
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for (let i = 0; i < report.localShipClassLength(); i++) {
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const sc = report.localShipClass(i);
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if (sc === null) continue;
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localShipClass.push({ name: sc.name() ?? "" });
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localShipClass.push({
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name: sc.name() ?? "",
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drive: sc.drive(),
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armament: Number(sc.armament()),
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weapons: sc.weapons(),
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shields: sc.shields(),
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cargo: sc.cargo(),
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});
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}
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const raceName = report.race() ?? "";
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@@ -380,11 +399,12 @@ export function uuidToHiLo(value: string): [bigint, bigint] {
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* applyOrderOverlay returns a copy of `report` with every locally-
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* valid or still-in-flight or applied command from `commands`
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* projected on top. Phase 14 introduced the overlay for
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* `planetRename`; Phase 15 extends it to `setProductionType` so the
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* inspector segment / map label reflect the chosen production target
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* before the engine confirms it. Other variants pass through. The
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* function is pure: callers re-derive the overlay whenever the draft
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* or the report change.
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* `planetRename`; Phase 15 extended it to `setProductionType`;
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* Phase 16 to `setCargoRoute` / `removeCargoRoute`; Phase 17 to
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* `createShipClass` / `removeShipClass` so the ship-class table
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* shows pending Save / Delete actions immediately. Other variants
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* pass through. The function is pure: callers re-derive the overlay
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* whenever the draft or the report change.
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*
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* `statuses` maps command id → status. Entries with `valid`,
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* `submitting`, or `applied` participate in the overlay — together
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@@ -402,6 +422,7 @@ export function applyOrderOverlay(
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if (commands.length === 0) return report;
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let mutatedPlanets: ReportPlanet[] | null = null;
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let mutatedRoutes: ReportRoute[] | null = null;
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let mutatedShipClass: ShipClassSummary[] | null = null;
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for (const cmd of commands) {
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const status = statuses[cmd.id];
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if (
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@@ -456,12 +477,48 @@ export function applyOrderOverlay(
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deleteRouteEntry(mutatedRoutes, cmd.sourcePlanetNumber, cmd.loadType);
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continue;
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}
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if (cmd.kind === "createShipClass") {
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if (mutatedShipClass === null) {
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mutatedShipClass = [...report.localShipClass];
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}
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// Skip duplicates: the engine refuses them server-side and
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// the designer's local validator prevents them client-side,
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// but a stale draft could still carry a row whose name now
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// collides with the server snapshot. Keeping the projection
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// unique avoids two rows in the table for the same name.
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if (mutatedShipClass.some((cls) => cls.name === cmd.name)) continue;
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mutatedShipClass.push({
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name: cmd.name,
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drive: cmd.drive,
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armament: cmd.armament,
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weapons: cmd.weapons,
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shields: cmd.shields,
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cargo: cmd.cargo,
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});
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continue;
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}
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if (cmd.kind === "removeShipClass") {
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if (mutatedShipClass === null) {
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mutatedShipClass = [...report.localShipClass];
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}
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const idx = mutatedShipClass.findIndex((cls) => cls.name === cmd.name);
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if (idx < 0) continue;
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mutatedShipClass.splice(idx, 1);
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continue;
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}
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}
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if (
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mutatedPlanets === null &&
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mutatedRoutes === null &&
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mutatedShipClass === null
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) {
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return report;
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}
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if (mutatedPlanets === null && mutatedRoutes === null) return report;
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return {
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...report,
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planets: mutatedPlanets ?? report.planets,
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routes: mutatedRoutes ?? report.routes,
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localShipClass: mutatedShipClass ?? report.localShipClass,
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};
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}
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@@ -1,28 +1,434 @@
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<!--
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Phase 10 stub for the ship-class designer active view. Phase 17 wires
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the CRUD list and Phase 18 the calc bridge. The optional `classId`
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URL segment is accepted but ignored at this point.
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Phase 17 ship-class designer. Two modes driven by the optional
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`classId` URL segment:
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- **new (no classId)** — empty form with five numeric fields
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plus name. Save is disabled until `validateShipClass` returns
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`ok`; the localised tooltip mirrors `validateEntityName`'s
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invalid-reason messages and the value-rule mirrors of
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`pkg/calc/validator.go.ValidateShipTypeValues`. Save adds a
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`createShipClass` to the local order draft and returns to the
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table.
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- **view (classId set)** — read-only render of the matching row
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from the optimistic overlay. Ship classes are designed once
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and cannot be modified after creation (per
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`game/rules.txt`); the in-game upgrade story lives elsewhere
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(`CommandShipGroupUpgrade`, Phase 19/20). The view exposes a
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Delete affordance (engine-side checks ensure the class is not
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referenced by active production / ship groups) and a Back
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button.
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Phase 18 wires `pkg/calc/` into the form for live mass / speed /
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range / cargo previews; the markup keeps a placeholder slot near
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the value fields so the diff in Phase 18 stays minimal.
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-->
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<script lang="ts">
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import { i18n } from "$lib/i18n/index.svelte";
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import { getContext, tick } from "svelte";
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import { goto } from "$app/navigation";
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import { page } from "$app/state";
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import type { ShipClassSummary } from "../../api/game-state";
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import { i18n, type TranslationKey } from "$lib/i18n/index.svelte";
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import {
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RENDERED_REPORT_CONTEXT_KEY,
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type RenderedReportSource,
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} from "$lib/rendered-report.svelte";
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import {
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ORDER_DRAFT_CONTEXT_KEY,
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OrderDraftStore,
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} from "../../sync/order-draft.svelte";
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import {
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validateShipClass,
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type ShipClassInvalidReason,
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} from "$lib/util/ship-class-validation";
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const rendered = getContext<RenderedReportSource | undefined>(
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RENDERED_REPORT_CONTEXT_KEY,
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);
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const draft = getContext<OrderDraftStore | undefined>(
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ORDER_DRAFT_CONTEXT_KEY,
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);
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const gameId = $derived(page.params.id ?? "");
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const classId = $derived(page.params.classId ?? "");
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const isViewMode = $derived(classId !== "");
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const localShipClass = $derived<ShipClassSummary[]>(
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rendered?.report?.localShipClass ?? [],
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);
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const existingNames = $derived(localShipClass.map((cls) => cls.name));
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const viewing = $derived(
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isViewMode
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? localShipClass.find((cls) => cls.name === classId) ?? null
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: null,
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);
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let name = $state("");
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let drive = $state(0);
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let armament = $state(0);
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let weapons = $state(0);
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let shields = $state(0);
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let cargo = $state(0);
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let nameInputEl: HTMLInputElement | null = $state(null);
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const invalidReasonKeyMap: Record<ShipClassInvalidReason, TranslationKey> = {
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empty: "game.designer.ship_class.invalid.empty",
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too_long: "game.designer.ship_class.invalid.too_long",
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starts_with_special: "game.designer.ship_class.invalid.starts_with_special",
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ends_with_special: "game.designer.ship_class.invalid.ends_with_special",
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consecutive_specials:
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"game.designer.ship_class.invalid.consecutive_specials",
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whitespace: "game.designer.ship_class.invalid.whitespace",
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disallowed_character:
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"game.designer.ship_class.invalid.disallowed_character",
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duplicate_name: "game.designer.ship_class.invalid.duplicate_name",
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drive_value: "game.designer.ship_class.invalid.drive_value",
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armament_value: "game.designer.ship_class.invalid.armament_value",
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armament_not_integer:
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"game.designer.ship_class.invalid.armament_not_integer",
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weapons_value: "game.designer.ship_class.invalid.weapons_value",
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shields_value: "game.designer.ship_class.invalid.shields_value",
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cargo_value: "game.designer.ship_class.invalid.cargo_value",
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armament_weapons_pair:
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"game.designer.ship_class.invalid.armament_weapons_pair",
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all_zero: "game.designer.ship_class.invalid.all_zero",
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};
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const validation = $derived(
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validateShipClass(
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{ name, drive, armament, weapons, shields, cargo },
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{ existingNames },
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),
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);
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const invalidMessage = $derived(
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validation.ok ? "" : i18n.t(invalidReasonKeyMap[validation.reason]),
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);
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const canSave = $derived(validation.ok && draft !== undefined);
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$effect(() => {
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if (!isViewMode) {
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void tick().then(() => nameInputEl?.focus());
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}
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});
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function formatNumber(value: number): string {
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return value.toLocaleString(undefined, { maximumFractionDigits: 2 });
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}
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function backToTable(): void {
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void goto(`/games/${gameId}/table/ship-classes`);
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}
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async function save(): Promise<void> {
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if (!validation.ok || draft === undefined) return;
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await draft.add({
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kind: "createShipClass",
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id: crypto.randomUUID(),
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name: validation.value.name,
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drive: validation.value.drive,
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armament: validation.value.armament,
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weapons: validation.value.weapons,
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shields: validation.value.shields,
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cargo: validation.value.cargo,
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});
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backToTable();
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}
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async function deleteThis(): Promise<void> {
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if (viewing === null || draft === undefined) return;
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await draft.add({
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kind: "removeShipClass",
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id: crypto.randomUUID(),
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name: viewing.name,
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});
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backToTable();
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}
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</script>
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<section class="active-view" data-testid="active-view-designer-ship-class">
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<h2>{i18n.t("game.view.designer.ship_class")}</h2>
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<p>{i18n.t("game.shell.coming_soon")}</p>
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<section
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class="active-view"
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data-testid="active-view-designer-ship-class"
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data-mode={isViewMode ? "view" : "new"}
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>
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{#if isViewMode}
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{#if viewing === null}
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<h2>{i18n.t("game.view.designer.ship_class")}</h2>
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<p class="not-found" data-testid="designer-ship-class-not-found">
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{i18n.t("game.designer.ship_class.not_found", { name: classId })}
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</p>
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<div class="actions">
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<button
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type="button"
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data-testid="designer-ship-class-back"
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onclick={backToTable}
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>
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{i18n.t("game.designer.ship_class.action.back")}
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</button>
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</div>
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{:else}
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<h2 data-testid="designer-ship-class-title">
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{i18n.t("game.designer.ship_class.title.view", { name: viewing.name })}
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</h2>
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<p class="notice" data-testid="designer-ship-class-notice">
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{i18n.t("game.designer.ship_class.read_only_notice")}
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</p>
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<dl class="fields">
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<div class="field">
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<dt>{i18n.t("game.designer.ship_class.field.name")}</dt>
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<dd data-testid="designer-ship-class-view-name">{viewing.name}</dd>
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</div>
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<div class="field">
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<dt>{i18n.t("game.designer.ship_class.field.drive")}</dt>
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<dd data-testid="designer-ship-class-view-drive">
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{formatNumber(viewing.drive)}
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</dd>
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</div>
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<div class="field">
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<dt>{i18n.t("game.designer.ship_class.field.armament")}</dt>
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<dd data-testid="designer-ship-class-view-armament">
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{viewing.armament}
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</dd>
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</div>
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<div class="field">
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<dt>{i18n.t("game.designer.ship_class.field.weapons")}</dt>
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<dd data-testid="designer-ship-class-view-weapons">
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{formatNumber(viewing.weapons)}
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</dd>
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</div>
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<div class="field">
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<dt>{i18n.t("game.designer.ship_class.field.shields")}</dt>
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<dd data-testid="designer-ship-class-view-shields">
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{formatNumber(viewing.shields)}
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</dd>
|
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</div>
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<div class="field">
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<dt>{i18n.t("game.designer.ship_class.field.cargo")}</dt>
|
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<dd data-testid="designer-ship-class-view-cargo">
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{formatNumber(viewing.cargo)}
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</dd>
|
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</div>
|
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</dl>
|
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<div class="actions">
|
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<button
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type="button"
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class="back"
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data-testid="designer-ship-class-back"
|
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onclick={backToTable}
|
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>
|
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{i18n.t("game.designer.ship_class.action.back")}
|
||||
</button>
|
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<button
|
||||
type="button"
|
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class="delete"
|
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data-testid="designer-ship-class-delete"
|
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disabled={draft === undefined}
|
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onclick={() => void deleteThis()}
|
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>
|
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{i18n.t("game.designer.ship_class.action.delete")}
|
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</button>
|
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</div>
|
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{/if}
|
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{:else}
|
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<h2 data-testid="designer-ship-class-title">
|
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{i18n.t("game.designer.ship_class.title.new")}
|
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</h2>
|
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<p class="hint" data-testid="designer-ship-class-hint">
|
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{i18n.t("game.designer.ship_class.hint.values")}
|
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</p>
|
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<form
|
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class="form"
|
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data-testid="designer-ship-class-form"
|
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onsubmit={(event) => {
|
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event.preventDefault();
|
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void save();
|
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}}
|
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>
|
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<label class="row">
|
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<span>{i18n.t("game.designer.ship_class.field.name")}</span>
|
||||
<input
|
||||
type="text"
|
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bind:this={nameInputEl}
|
||||
bind:value={name}
|
||||
data-testid="designer-ship-class-input-name"
|
||||
aria-invalid={validation.ok ? "false" : "true"}
|
||||
/>
|
||||
</label>
|
||||
<label class="row">
|
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<span>{i18n.t("game.designer.ship_class.field.drive")}</span>
|
||||
<input
|
||||
type="number"
|
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step="0.01"
|
||||
min="0"
|
||||
bind:value={drive}
|
||||
data-testid="designer-ship-class-input-drive"
|
||||
/>
|
||||
</label>
|
||||
<label class="row">
|
||||
<span>{i18n.t("game.designer.ship_class.field.armament")}</span>
|
||||
<input
|
||||
type="number"
|
||||
step="1"
|
||||
min="0"
|
||||
bind:value={armament}
|
||||
data-testid="designer-ship-class-input-armament"
|
||||
/>
|
||||
</label>
|
||||
<label class="row">
|
||||
<span>{i18n.t("game.designer.ship_class.field.weapons")}</span>
|
||||
<input
|
||||
type="number"
|
||||
step="0.01"
|
||||
min="0"
|
||||
bind:value={weapons}
|
||||
data-testid="designer-ship-class-input-weapons"
|
||||
/>
|
||||
</label>
|
||||
<label class="row">
|
||||
<span>{i18n.t("game.designer.ship_class.field.shields")}</span>
|
||||
<input
|
||||
type="number"
|
||||
step="0.01"
|
||||
min="0"
|
||||
bind:value={shields}
|
||||
data-testid="designer-ship-class-input-shields"
|
||||
/>
|
||||
</label>
|
||||
<label class="row">
|
||||
<span>{i18n.t("game.designer.ship_class.field.cargo")}</span>
|
||||
<input
|
||||
type="number"
|
||||
step="0.01"
|
||||
min="0"
|
||||
bind:value={cargo}
|
||||
data-testid="designer-ship-class-input-cargo"
|
||||
/>
|
||||
</label>
|
||||
{#if !validation.ok}
|
||||
<p class="error" data-testid="designer-ship-class-error">
|
||||
{invalidMessage}
|
||||
</p>
|
||||
{/if}
|
||||
<div class="actions">
|
||||
<button
|
||||
type="button"
|
||||
class="cancel"
|
||||
data-testid="designer-ship-class-cancel"
|
||||
onclick={backToTable}
|
||||
>
|
||||
{i18n.t("game.designer.ship_class.action.cancel")}
|
||||
</button>
|
||||
<button
|
||||
type="submit"
|
||||
class="save"
|
||||
data-testid="designer-ship-class-save"
|
||||
disabled={!canSave}
|
||||
title={canSave ? "" : invalidMessage}
|
||||
>
|
||||
{i18n.t("game.designer.ship_class.action.save")}
|
||||
</button>
|
||||
</div>
|
||||
</form>
|
||||
{/if}
|
||||
</section>
|
||||
|
||||
<style>
|
||||
.active-view {
|
||||
padding: 1.5rem;
|
||||
font-family: system-ui, sans-serif;
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
gap: 0.85rem;
|
||||
}
|
||||
.active-view h2 {
|
||||
margin: 0 0 0.5rem;
|
||||
margin: 0;
|
||||
font-size: 1.1rem;
|
||||
}
|
||||
.active-view p {
|
||||
.notice,
|
||||
.hint,
|
||||
.not-found {
|
||||
margin: 0;
|
||||
color: #555;
|
||||
color: #888;
|
||||
font-size: 0.85rem;
|
||||
}
|
||||
.form {
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
gap: 0.55rem;
|
||||
max-width: 30rem;
|
||||
}
|
||||
.row {
|
||||
display: grid;
|
||||
grid-template-columns: 8rem 1fr;
|
||||
align-items: center;
|
||||
gap: 0.6rem;
|
||||
}
|
||||
.row span {
|
||||
color: #aab;
|
||||
font-size: 0.85rem;
|
||||
}
|
||||
.row input {
|
||||
font: inherit;
|
||||
padding: 0.3rem 0.5rem;
|
||||
background: #0a0e1a;
|
||||
color: #e8eaf6;
|
||||
border: 1px solid #2a3150;
|
||||
border-radius: 3px;
|
||||
}
|
||||
.row input[aria-invalid="true"] {
|
||||
border-color: #d97a7a;
|
||||
}
|
||||
.error {
|
||||
margin: 0;
|
||||
font-size: 0.8rem;
|
||||
color: #d97a7a;
|
||||
}
|
||||
.fields {
|
||||
margin: 0;
|
||||
display: grid;
|
||||
grid-template-columns: max-content 1fr;
|
||||
row-gap: 0.25rem;
|
||||
column-gap: 0.75rem;
|
||||
max-width: 30rem;
|
||||
}
|
||||
.field {
|
||||
display: contents;
|
||||
}
|
||||
.field dt {
|
||||
color: #aab;
|
||||
font-size: 0.85rem;
|
||||
}
|
||||
.field dd {
|
||||
margin: 0;
|
||||
font-variant-numeric: tabular-nums;
|
||||
font-size: 0.9rem;
|
||||
}
|
||||
.actions {
|
||||
display: flex;
|
||||
gap: 0.5rem;
|
||||
}
|
||||
.actions button {
|
||||
font: inherit;
|
||||
font-size: 0.9rem;
|
||||
padding: 0.3rem 0.7rem;
|
||||
background: transparent;
|
||||
color: #aab;
|
||||
border: 1px solid #2a3150;
|
||||
border-radius: 3px;
|
||||
cursor: pointer;
|
||||
}
|
||||
.actions button:not(:disabled):hover {
|
||||
color: #e8eaf6;
|
||||
border-color: #6d8cff;
|
||||
}
|
||||
.actions button:disabled {
|
||||
cursor: not-allowed;
|
||||
opacity: 0.5;
|
||||
}
|
||||
.actions .delete {
|
||||
color: #d97a7a;
|
||||
}
|
||||
.actions .delete:not(:disabled):hover {
|
||||
border-color: #d97a7a;
|
||||
color: #f0a0a0;
|
||||
}
|
||||
</style>
|
||||
|
||||
@@ -0,0 +1,328 @@
|
||||
<!--
|
||||
Phase 17 ship-classes table. Renders the player's designed ship
|
||||
classes with sort, filter, double-tap-to-open-designer, and a
|
||||
per-row Delete action. Source data is the optimistic overlay
|
||||
(`RenderedReportSource.report.localShipClass`) so a freshly
|
||||
queued `createShipClass` shows up immediately and a freshly
|
||||
queued `removeShipClass` disappears immediately — both before the
|
||||
auto-sync round-trip lands.
|
||||
|
||||
The component sits inside the active-view slot owned by
|
||||
`routes/games/[id]/+layout.svelte`, so it inherits the per-game
|
||||
`OrderDraftStore` and `RenderedReportSource` through context. No
|
||||
data fetching is performed here — the layout is responsible.
|
||||
-->
|
||||
<script lang="ts">
|
||||
import { getContext } from "svelte";
|
||||
import { goto } from "$app/navigation";
|
||||
import { page } from "$app/state";
|
||||
|
||||
import type { ShipClassSummary } from "../../api/game-state";
|
||||
import { i18n, type TranslationKey } from "$lib/i18n/index.svelte";
|
||||
import {
|
||||
RENDERED_REPORT_CONTEXT_KEY,
|
||||
type RenderedReportSource,
|
||||
} from "$lib/rendered-report.svelte";
|
||||
import {
|
||||
ORDER_DRAFT_CONTEXT_KEY,
|
||||
OrderDraftStore,
|
||||
} from "../../sync/order-draft.svelte";
|
||||
|
||||
type SortColumn =
|
||||
| "name"
|
||||
| "drive"
|
||||
| "armament"
|
||||
| "weapons"
|
||||
| "shields"
|
||||
| "cargo";
|
||||
type SortDirection = "asc" | "desc";
|
||||
|
||||
const COLUMN_LABELS: Record<SortColumn, TranslationKey> = {
|
||||
name: "game.table.ship_classes.column.name",
|
||||
drive: "game.table.ship_classes.column.drive",
|
||||
armament: "game.table.ship_classes.column.armament",
|
||||
weapons: "game.table.ship_classes.column.weapons",
|
||||
shields: "game.table.ship_classes.column.shields",
|
||||
cargo: "game.table.ship_classes.column.cargo",
|
||||
};
|
||||
|
||||
const COLUMNS: readonly SortColumn[] = [
|
||||
"name",
|
||||
"drive",
|
||||
"armament",
|
||||
"weapons",
|
||||
"shields",
|
||||
"cargo",
|
||||
];
|
||||
|
||||
const rendered = getContext<RenderedReportSource | undefined>(
|
||||
RENDERED_REPORT_CONTEXT_KEY,
|
||||
);
|
||||
const draft = getContext<OrderDraftStore | undefined>(
|
||||
ORDER_DRAFT_CONTEXT_KEY,
|
||||
);
|
||||
|
||||
const gameId = $derived(page.params.id ?? "");
|
||||
|
||||
let sortColumn: SortColumn = $state("name");
|
||||
let sortDirection: SortDirection = $state("asc");
|
||||
let filter: string = $state("");
|
||||
|
||||
const localShipClass = $derived<ShipClassSummary[]>(
|
||||
rendered?.report?.localShipClass ?? [],
|
||||
);
|
||||
const reportLoaded = $derived(rendered?.report !== null && rendered?.report !== undefined);
|
||||
|
||||
const filtered = $derived.by(() => {
|
||||
const needle = filter.trim().toLowerCase();
|
||||
if (needle === "") return localShipClass;
|
||||
return localShipClass.filter((cls) =>
|
||||
cls.name.toLowerCase().includes(needle),
|
||||
);
|
||||
});
|
||||
|
||||
const sorted = $derived.by(() => {
|
||||
const list = [...filtered];
|
||||
const dir = sortDirection === "asc" ? 1 : -1;
|
||||
list.sort((a, b) => {
|
||||
if (sortColumn === "name") {
|
||||
return a.name.localeCompare(b.name) * dir;
|
||||
}
|
||||
return (a[sortColumn] - b[sortColumn]) * dir;
|
||||
});
|
||||
return list;
|
||||
});
|
||||
|
||||
function toggleSort(column: SortColumn): void {
|
||||
if (sortColumn === column) {
|
||||
sortDirection = sortDirection === "asc" ? "desc" : "asc";
|
||||
return;
|
||||
}
|
||||
sortColumn = column;
|
||||
sortDirection = "asc";
|
||||
}
|
||||
|
||||
function ariaSort(column: SortColumn): "ascending" | "descending" | "none" {
|
||||
if (sortColumn !== column) return "none";
|
||||
return sortDirection === "asc" ? "ascending" : "descending";
|
||||
}
|
||||
|
||||
function formatNumber(value: number): string {
|
||||
return value.toLocaleString(undefined, { maximumFractionDigits: 2 });
|
||||
}
|
||||
|
||||
function openDesigner(name: string): void {
|
||||
void goto(
|
||||
`/games/${gameId}/designer/ship-class/${encodeURIComponent(name)}`,
|
||||
);
|
||||
}
|
||||
|
||||
function newShipClass(): void {
|
||||
void goto(`/games/${gameId}/designer/ship-class`);
|
||||
}
|
||||
|
||||
async function deleteShipClass(name: string): Promise<void> {
|
||||
if (draft === undefined) return;
|
||||
await draft.add({
|
||||
kind: "removeShipClass",
|
||||
id: crypto.randomUUID(),
|
||||
name,
|
||||
});
|
||||
}
|
||||
</script>
|
||||
|
||||
<section
|
||||
class="active-view"
|
||||
data-testid="active-view-table"
|
||||
data-entity="ship-classes"
|
||||
>
|
||||
<header>
|
||||
<h2>{i18n.t("game.table.ship_classes.title")}</h2>
|
||||
<div class="controls">
|
||||
<input
|
||||
type="search"
|
||||
class="filter"
|
||||
data-testid="ship-classes-filter"
|
||||
placeholder={i18n.t("game.table.ship_classes.filter.placeholder")}
|
||||
bind:value={filter}
|
||||
/>
|
||||
<button
|
||||
type="button"
|
||||
class="new"
|
||||
data-testid="ship-classes-new"
|
||||
onclick={newShipClass}
|
||||
>
|
||||
{i18n.t("game.table.ship_classes.action.new")}
|
||||
</button>
|
||||
</div>
|
||||
</header>
|
||||
|
||||
{#if !reportLoaded}
|
||||
<p class="status" data-testid="ship-classes-loading">
|
||||
{i18n.t("game.table.ship_classes.loading")}
|
||||
</p>
|
||||
{:else if localShipClass.length === 0}
|
||||
<p class="status" data-testid="ship-classes-empty">
|
||||
{i18n.t("game.table.ship_classes.empty")}
|
||||
</p>
|
||||
{:else}
|
||||
<table class="grid" data-testid="ship-classes-table">
|
||||
<thead>
|
||||
<tr>
|
||||
{#each COLUMNS as column (column)}
|
||||
<th aria-sort={ariaSort(column)}>
|
||||
<button
|
||||
type="button"
|
||||
class="sort"
|
||||
data-testid="ship-classes-column-{column}"
|
||||
onclick={() => toggleSort(column)}
|
||||
>
|
||||
{i18n.t(COLUMN_LABELS[column])}
|
||||
{#if sortColumn === column}
|
||||
<span class="sort-indicator" aria-hidden="true">
|
||||
{sortDirection === "asc" ? "▲" : "▼"}
|
||||
</span>
|
||||
{/if}
|
||||
</button>
|
||||
</th>
|
||||
{/each}
|
||||
<th>{i18n.t("game.table.ship_classes.column.actions")}</th>
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
{#each sorted as cls (cls.name)}
|
||||
<tr
|
||||
data-testid="ship-classes-row"
|
||||
data-name={cls.name}
|
||||
ondblclick={() => openDesigner(cls.name)}
|
||||
>
|
||||
<td data-testid="ship-classes-cell-name">{cls.name}</td>
|
||||
<td data-testid="ship-classes-cell-drive">{formatNumber(cls.drive)}</td>
|
||||
<td data-testid="ship-classes-cell-armament">{cls.armament}</td>
|
||||
<td data-testid="ship-classes-cell-weapons">{formatNumber(cls.weapons)}</td>
|
||||
<td data-testid="ship-classes-cell-shields">{formatNumber(cls.shields)}</td>
|
||||
<td data-testid="ship-classes-cell-cargo">{formatNumber(cls.cargo)}</td>
|
||||
<td>
|
||||
<button
|
||||
type="button"
|
||||
class="delete"
|
||||
data-testid="ship-classes-delete"
|
||||
onclick={() => void deleteShipClass(cls.name)}
|
||||
>
|
||||
{i18n.t("game.table.ship_classes.action.delete")}
|
||||
</button>
|
||||
</td>
|
||||
</tr>
|
||||
{/each}
|
||||
</tbody>
|
||||
</table>
|
||||
{/if}
|
||||
</section>
|
||||
|
||||
<style>
|
||||
.active-view {
|
||||
padding: 1.5rem;
|
||||
font-family: system-ui, sans-serif;
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
gap: 1rem;
|
||||
}
|
||||
header {
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
gap: 0.5rem;
|
||||
}
|
||||
header h2 {
|
||||
margin: 0;
|
||||
font-size: 1.1rem;
|
||||
}
|
||||
.controls {
|
||||
display: flex;
|
||||
gap: 0.5rem;
|
||||
align-items: center;
|
||||
flex-wrap: wrap;
|
||||
}
|
||||
.filter {
|
||||
font: inherit;
|
||||
padding: 0.3rem 0.5rem;
|
||||
background: #0a0e1a;
|
||||
color: #e8eaf6;
|
||||
border: 1px solid #2a3150;
|
||||
border-radius: 3px;
|
||||
flex: 1 1 12rem;
|
||||
min-width: 8rem;
|
||||
}
|
||||
.new {
|
||||
font: inherit;
|
||||
font-size: 0.9rem;
|
||||
padding: 0.3rem 0.7rem;
|
||||
background: transparent;
|
||||
color: #aab;
|
||||
border: 1px solid #2a3150;
|
||||
border-radius: 3px;
|
||||
cursor: pointer;
|
||||
}
|
||||
.new:hover {
|
||||
color: #e8eaf6;
|
||||
border-color: #6d8cff;
|
||||
}
|
||||
.status {
|
||||
margin: 0;
|
||||
color: #888;
|
||||
font-size: 0.9rem;
|
||||
}
|
||||
.grid {
|
||||
border-collapse: collapse;
|
||||
width: 100%;
|
||||
font-variant-numeric: tabular-nums;
|
||||
}
|
||||
.grid th,
|
||||
.grid td {
|
||||
padding: 0.4rem 0.6rem;
|
||||
text-align: left;
|
||||
border-bottom: 1px solid #1c2240;
|
||||
font-size: 0.9rem;
|
||||
}
|
||||
.grid th {
|
||||
color: #aab;
|
||||
text-transform: uppercase;
|
||||
letter-spacing: 0.04em;
|
||||
font-size: 0.75rem;
|
||||
}
|
||||
.grid tbody tr {
|
||||
cursor: pointer;
|
||||
}
|
||||
.grid tbody tr:hover {
|
||||
background: #11172a;
|
||||
}
|
||||
.sort {
|
||||
font: inherit;
|
||||
font-size: inherit;
|
||||
text-transform: inherit;
|
||||
letter-spacing: inherit;
|
||||
color: inherit;
|
||||
background: transparent;
|
||||
border: none;
|
||||
padding: 0;
|
||||
cursor: pointer;
|
||||
display: inline-flex;
|
||||
gap: 0.3rem;
|
||||
align-items: baseline;
|
||||
}
|
||||
.sort-indicator {
|
||||
font-size: 0.7em;
|
||||
}
|
||||
.delete {
|
||||
font: inherit;
|
||||
font-size: 0.85rem;
|
||||
padding: 0.15rem 0.5rem;
|
||||
background: transparent;
|
||||
color: #d97a7a;
|
||||
border: 1px solid #2a3150;
|
||||
border-radius: 3px;
|
||||
cursor: pointer;
|
||||
}
|
||||
.delete:hover {
|
||||
border-color: #d97a7a;
|
||||
}
|
||||
</style>
|
||||
@@ -1,11 +1,15 @@
|
||||
<!--
|
||||
Phase 10 stub for the entity-table active view. Phase 11+ wires real
|
||||
list data per entity (planets in Phase 11, ship-classes in Phase 17,
|
||||
etc.). Until then, the stub renders the localised entity title plus a
|
||||
`coming soon` body so navigation can be exercised end-to-end.
|
||||
Active-view router for the per-entity tables. Phase 17 lights up
|
||||
the ship-classes table; the other slugs (planets, ship-groups,
|
||||
fleets, sciences, races) keep the Phase 10 stub copy until their
|
||||
respective phases land. The wrapper preserves
|
||||
`data-testid="active-view-table"` and `data-entity={entity}` for
|
||||
both branches so the navigation e2e specs (`game-shell.spec.ts`,
|
||||
`view-menu`) keep matching.
|
||||
-->
|
||||
<script lang="ts">
|
||||
import { i18n, type TranslationKey } from "$lib/i18n/index.svelte";
|
||||
import TableShipClasses from "./table-ship-classes.svelte";
|
||||
|
||||
type Props = { entity: string };
|
||||
let { entity }: Props = $props();
|
||||
@@ -16,12 +20,20 @@ etc.). Until then, the stub renders the localised entity title plus a
|
||||
}
|
||||
</script>
|
||||
|
||||
<section class="active-view" data-testid="active-view-table" data-entity={entity}>
|
||||
<h2>
|
||||
{i18n.t("game.view.table")}: {i18n.t(entityKey(entity))}
|
||||
</h2>
|
||||
<p>{i18n.t("game.shell.coming_soon")}</p>
|
||||
</section>
|
||||
{#if entity === "ship-classes"}
|
||||
<TableShipClasses />
|
||||
{:else}
|
||||
<section
|
||||
class="active-view"
|
||||
data-testid="active-view-table"
|
||||
data-entity={entity}
|
||||
>
|
||||
<h2>
|
||||
{i18n.t("game.view.table")}: {i18n.t(entityKey(entity))}
|
||||
</h2>
|
||||
<p>{i18n.t("game.shell.coming_soon")}</p>
|
||||
</section>
|
||||
{/if}
|
||||
|
||||
<style>
|
||||
.active-view {
|
||||
|
||||
@@ -192,6 +192,52 @@ const en = {
|
||||
"game.inspector.planet.cargo.pick.no_destinations": "no reachable destinations within {reach} world units",
|
||||
"game.sidebar.order.label.cargo_route_set": "set {loadType} route from planet {source} → planet {destination}",
|
||||
"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.table.ship_classes.title": "ship classes",
|
||||
"game.table.ship_classes.column.name": "name",
|
||||
"game.table.ship_classes.column.drive": "drive",
|
||||
"game.table.ship_classes.column.armament": "armament",
|
||||
"game.table.ship_classes.column.weapons": "weapons",
|
||||
"game.table.ship_classes.column.shields": "shields",
|
||||
"game.table.ship_classes.column.cargo": "cargo",
|
||||
"game.table.ship_classes.column.actions": "actions",
|
||||
"game.table.ship_classes.empty": "no ship classes designed yet",
|
||||
"game.table.ship_classes.filter.placeholder": "filter by name",
|
||||
"game.table.ship_classes.action.new": "+ new ship class",
|
||||
"game.table.ship_classes.action.delete": "delete",
|
||||
"game.table.ship_classes.loading": "loading ship classes…",
|
||||
"game.designer.ship_class.title.new": "design new ship class",
|
||||
"game.designer.ship_class.title.view": "ship class {name}",
|
||||
"game.designer.ship_class.field.name": "name",
|
||||
"game.designer.ship_class.field.drive": "drive",
|
||||
"game.designer.ship_class.field.armament": "armament",
|
||||
"game.designer.ship_class.field.weapons": "weapons",
|
||||
"game.designer.ship_class.field.shields": "shields",
|
||||
"game.designer.ship_class.field.cargo": "cargo",
|
||||
"game.designer.ship_class.action.save": "save",
|
||||
"game.designer.ship_class.action.cancel": "cancel",
|
||||
"game.designer.ship_class.action.delete": "delete",
|
||||
"game.designer.ship_class.action.back": "back",
|
||||
"game.designer.ship_class.hint.values": "each value is either 0 or ≥ 1; armament is a non-negative integer; armament and weapons are both zero or both nonzero",
|
||||
"game.designer.ship_class.read_only_notice": "ship classes are designed once; values cannot be edited after creation",
|
||||
"game.designer.ship_class.not_found": "ship class \"{name}\" does not exist",
|
||||
"game.designer.ship_class.invalid.empty": "name cannot be empty",
|
||||
"game.designer.ship_class.invalid.too_long": "name is too long (30 characters max)",
|
||||
"game.designer.ship_class.invalid.starts_with_special": "name cannot start with a special character",
|
||||
"game.designer.ship_class.invalid.ends_with_special": "name cannot end with a special character",
|
||||
"game.designer.ship_class.invalid.consecutive_specials": "too many special characters in a row",
|
||||
"game.designer.ship_class.invalid.whitespace": "name cannot contain spaces",
|
||||
"game.designer.ship_class.invalid.disallowed_character": "name contains disallowed characters",
|
||||
"game.designer.ship_class.invalid.duplicate_name": "a ship class with this name already exists",
|
||||
"game.designer.ship_class.invalid.drive_value": "drive must be 0 or ≥ 1",
|
||||
"game.designer.ship_class.invalid.armament_value": "armament must be 0 or a positive integer",
|
||||
"game.designer.ship_class.invalid.armament_not_integer": "armament must be an integer",
|
||||
"game.designer.ship_class.invalid.weapons_value": "weapons must be 0 or ≥ 1",
|
||||
"game.designer.ship_class.invalid.shields_value": "shields must be 0 or ≥ 1",
|
||||
"game.designer.ship_class.invalid.cargo_value": "cargo must be 0 or ≥ 1",
|
||||
"game.designer.ship_class.invalid.armament_weapons_pair": "armament and weapons must be both zero or both nonzero",
|
||||
"game.designer.ship_class.invalid.all_zero": "at least one value must be nonzero",
|
||||
} as const;
|
||||
|
||||
export default en;
|
||||
|
||||
@@ -193,6 +193,52 @@ const ru: Record<keyof typeof en, string> = {
|
||||
"game.inspector.planet.cargo.pick.no_destinations": "нет планет в зоне полёта {reach} ед.",
|
||||
"game.sidebar.order.label.cargo_route_set": "маршрут {loadType} с планеты {source} → планета {destination}",
|
||||
"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.table.ship_classes.title": "классы кораблей",
|
||||
"game.table.ship_classes.column.name": "название",
|
||||
"game.table.ship_classes.column.drive": "двигатель",
|
||||
"game.table.ship_classes.column.armament": "вооружённость",
|
||||
"game.table.ship_classes.column.weapons": "оружие",
|
||||
"game.table.ship_classes.column.shields": "защита",
|
||||
"game.table.ship_classes.column.cargo": "трюм",
|
||||
"game.table.ship_classes.column.actions": "действия",
|
||||
"game.table.ship_classes.empty": "классы кораблей ещё не спроектированы",
|
||||
"game.table.ship_classes.filter.placeholder": "фильтр по названию",
|
||||
"game.table.ship_classes.action.new": "+ новый класс корабля",
|
||||
"game.table.ship_classes.action.delete": "удалить",
|
||||
"game.table.ship_classes.loading": "загрузка классов кораблей…",
|
||||
"game.designer.ship_class.title.new": "конструктор нового класса корабля",
|
||||
"game.designer.ship_class.title.view": "класс корабля {name}",
|
||||
"game.designer.ship_class.field.name": "название",
|
||||
"game.designer.ship_class.field.drive": "двигатель",
|
||||
"game.designer.ship_class.field.armament": "вооружённость",
|
||||
"game.designer.ship_class.field.weapons": "оружие",
|
||||
"game.designer.ship_class.field.shields": "защита",
|
||||
"game.designer.ship_class.field.cargo": "трюм",
|
||||
"game.designer.ship_class.action.save": "сохранить",
|
||||
"game.designer.ship_class.action.cancel": "отмена",
|
||||
"game.designer.ship_class.action.delete": "удалить",
|
||||
"game.designer.ship_class.action.back": "назад",
|
||||
"game.designer.ship_class.hint.values": "каждое значение — 0 либо ≥ 1; вооружённость — целое неотрицательное; вооружённость и оружие должны быть оба нулевыми либо оба ненулевыми",
|
||||
"game.designer.ship_class.read_only_notice": "классы кораблей проектируются один раз; характеристики нельзя изменить после создания",
|
||||
"game.designer.ship_class.not_found": "класса \"{name}\" не существует",
|
||||
"game.designer.ship_class.invalid.empty": "название не может быть пустым",
|
||||
"game.designer.ship_class.invalid.too_long": "название слишком длинное (максимум 30 символов)",
|
||||
"game.designer.ship_class.invalid.starts_with_special": "название не может начинаться со спецсимвола",
|
||||
"game.designer.ship_class.invalid.ends_with_special": "название не может заканчиваться спецсимволом",
|
||||
"game.designer.ship_class.invalid.consecutive_specials": "слишком много спецсимволов подряд",
|
||||
"game.designer.ship_class.invalid.whitespace": "название не может содержать пробелы",
|
||||
"game.designer.ship_class.invalid.disallowed_character": "название содержит недопустимые символы",
|
||||
"game.designer.ship_class.invalid.duplicate_name": "класс с таким названием уже существует",
|
||||
"game.designer.ship_class.invalid.drive_value": "двигатель должен быть 0 или ≥ 1",
|
||||
"game.designer.ship_class.invalid.armament_value": "вооружённость должна быть 0 или положительным целым",
|
||||
"game.designer.ship_class.invalid.armament_not_integer": "вооружённость должна быть целым числом",
|
||||
"game.designer.ship_class.invalid.weapons_value": "оружие должно быть 0 или ≥ 1",
|
||||
"game.designer.ship_class.invalid.shields_value": "защита должна быть 0 или ≥ 1",
|
||||
"game.designer.ship_class.invalid.cargo_value": "трюм должен быть 0 или ≥ 1",
|
||||
"game.designer.ship_class.invalid.armament_weapons_pair": "вооружённость и оружие должны быть оба нулевыми или оба ненулевыми",
|
||||
"game.designer.ship_class.invalid.all_zero": "хотя бы одно значение должно быть ненулевым",
|
||||
};
|
||||
|
||||
export default ru;
|
||||
|
||||
@@ -69,6 +69,14 @@ Tests exercise the tab through `__galaxyDebug.seedOrderDraft`
|
||||
loadType: cmd.loadType,
|
||||
source: String(cmd.sourcePlanetNumber),
|
||||
});
|
||||
case "createShipClass":
|
||||
return i18n.t("game.sidebar.order.label.ship_class_create", {
|
||||
name: cmd.name,
|
||||
});
|
||||
case "removeShipClass":
|
||||
return i18n.t("game.sidebar.order.label.ship_class_remove", {
|
||||
name: cmd.name,
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -0,0 +1,141 @@
|
||||
// TS port of `pkg/calc/validator.go.ValidateShipTypeValues` plus a
|
||||
// thin wrapper that runs the entity-name rules and a duplicate-name
|
||||
// check against the live `localShipClass` projection. The validator
|
||||
// is reused by the ship-class designer (`active-view/designer-ship-class.svelte`)
|
||||
// for inline error messages and by `OrderDraftStore.validateCommand`
|
||||
// to gate auto-sync, so the local invariants match the engine's
|
||||
// (`game/internal/controller/ship_class.go.ShipClassCreate`).
|
||||
//
|
||||
// Engine rules (from `pkg/calc/validator.go` and `game/rules.txt`):
|
||||
//
|
||||
// - drive, weapons, shields, cargo: float, equal to 0 or >= 1;
|
||||
// - armament: integer, >= 0;
|
||||
// - either both `armament` and `weapons` are zero or both nonzero;
|
||||
// - not all five values may be zero at once;
|
||||
// - name must satisfy `validateEntityName` (`pkg/util/string.go`).
|
||||
//
|
||||
// The duplicate-name check is a UX-only addition — the engine raises
|
||||
// `EntityDuplicateIdentifierError` for a duplicate `Create` and the
|
||||
// auto-sync pipeline would surface that as a `rejected` row, but
|
||||
// catching it locally keeps the Save button disabled with a clear
|
||||
// hint instead of a red badge after a wire round-trip.
|
||||
|
||||
import {
|
||||
validateEntityName,
|
||||
type EntityNameInvalidReason,
|
||||
} from "./entity-name";
|
||||
|
||||
/**
|
||||
* ShipClassInvalidReason enumerates every reason
|
||||
* `validateShipClass` can refuse a draft. Name-derived reasons are
|
||||
* the same identifiers `validateEntityName` returns, so the
|
||||
* designer's `aria-describedby` mapping reuses the existing
|
||||
* translation keys for those branches and adds new keys only for
|
||||
* the value-derived ones.
|
||||
*/
|
||||
export type ShipClassInvalidReason =
|
||||
| EntityNameInvalidReason
|
||||
| "duplicate_name"
|
||||
| "drive_value"
|
||||
| "armament_value"
|
||||
| "armament_not_integer"
|
||||
| "weapons_value"
|
||||
| "shields_value"
|
||||
| "cargo_value"
|
||||
| "armament_weapons_pair"
|
||||
| "all_zero";
|
||||
|
||||
/**
|
||||
* ShipClassDraft is the structural shape the designer composes. The
|
||||
* five numeric fields carry the player's typed values verbatim;
|
||||
* `validateShipClass` is responsible for refusing non-finite or
|
||||
* out-of-range entries.
|
||||
*/
|
||||
export interface ShipClassDraft {
|
||||
name: string;
|
||||
drive: number;
|
||||
armament: number;
|
||||
weapons: number;
|
||||
shields: number;
|
||||
cargo: number;
|
||||
}
|
||||
|
||||
export type ShipClassValidation =
|
||||
| { ok: true; value: ShipClassDraft }
|
||||
| { ok: false; reason: ShipClassInvalidReason };
|
||||
|
||||
/**
|
||||
* validateShipClass mirrors `ValidateShipTypeValues` plus the
|
||||
* entity-name rules. `existingNames` is the optimistic projection of
|
||||
* already-designed ship classes (from `localShipClass` after
|
||||
* `applyOrderOverlay`). When the trimmed name matches any entry,
|
||||
* the validator returns `duplicate_name` so the designer's Save
|
||||
* button stays disabled. Pass an empty array (or omit the option)
|
||||
* to skip the duplicate check — useful for unit tests of the
|
||||
* value-only rules.
|
||||
*/
|
||||
export function validateShipClass(
|
||||
draft: ShipClassDraft,
|
||||
options: { existingNames?: readonly string[] } = {},
|
||||
): ShipClassValidation {
|
||||
const nameResult = validateEntityName(draft.name);
|
||||
if (!nameResult.ok) {
|
||||
return { ok: false, reason: nameResult.reason };
|
||||
}
|
||||
const trimmedName = nameResult.value;
|
||||
|
||||
if (!isValidDWSC(draft.drive)) {
|
||||
return { ok: false, reason: "drive_value" };
|
||||
}
|
||||
if (!Number.isFinite(draft.armament) || draft.armament < 0) {
|
||||
return { ok: false, reason: "armament_value" };
|
||||
}
|
||||
if (!Number.isInteger(draft.armament)) {
|
||||
return { ok: false, reason: "armament_not_integer" };
|
||||
}
|
||||
if (!isValidDWSC(draft.weapons)) {
|
||||
return { ok: false, reason: "weapons_value" };
|
||||
}
|
||||
if (!isValidDWSC(draft.shields)) {
|
||||
return { ok: false, reason: "shields_value" };
|
||||
}
|
||||
if (!isValidDWSC(draft.cargo)) {
|
||||
return { ok: false, reason: "cargo_value" };
|
||||
}
|
||||
if (
|
||||
(draft.armament === 0 && draft.weapons !== 0) ||
|
||||
(draft.armament !== 0 && draft.weapons === 0)
|
||||
) {
|
||||
return { ok: false, reason: "armament_weapons_pair" };
|
||||
}
|
||||
if (
|
||||
draft.drive === 0 &&
|
||||
draft.armament === 0 &&
|
||||
draft.weapons === 0 &&
|
||||
draft.shields === 0 &&
|
||||
draft.cargo === 0
|
||||
) {
|
||||
return { ok: false, reason: "all_zero" };
|
||||
}
|
||||
|
||||
const existing = options.existingNames ?? [];
|
||||
if (existing.some((existingName) => existingName === trimmedName)) {
|
||||
return { ok: false, reason: "duplicate_name" };
|
||||
}
|
||||
|
||||
return {
|
||||
ok: true,
|
||||
value: { ...draft, name: trimmedName },
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* isValidDWSC mirrors `pkg/calc/validator.go.CheckShipTypeValueDWSC`:
|
||||
* a Drive / Weapons / Shields / Cargo value is acceptable only when
|
||||
* it is exactly zero or at least one. NaN, infinity, and negative
|
||||
* numbers are rejected.
|
||||
*/
|
||||
function isValidDWSC(value: number): boolean {
|
||||
if (!Number.isFinite(value)) return false;
|
||||
return value === 0 || value >= 1;
|
||||
}
|
||||
@@ -27,6 +27,7 @@ import { fetchOrder } from "./order-load";
|
||||
import type { CommandStatus, OrderCommand } from "./order-types";
|
||||
import { submitOrder } from "./submit";
|
||||
import { validateEntityName } from "$lib/util/entity-name";
|
||||
import { validateShipClass } from "$lib/util/ship-class-validation";
|
||||
|
||||
const NAMESPACE = "order-drafts";
|
||||
const draftKey = (gameId: string): string => `${gameId}/draft`;
|
||||
@@ -487,6 +488,31 @@ function validateCommand(cmd: OrderCommand): CommandStatus {
|
||||
// which the inspector enforces by only mounting the
|
||||
// component on `kind === "local"`.
|
||||
return "valid";
|
||||
case "createShipClass":
|
||||
// Mirrors `pkg/calc/validator.go.ValidateShipTypeValues`
|
||||
// plus the entity-name rules. The duplicate-name check is
|
||||
// the designer's responsibility (it sees the live overlay
|
||||
// list); here the validator runs without `existingNames`
|
||||
// so a draft that was valid at creation time does not flip
|
||||
// to invalid just because another `createShipClass` for
|
||||
// the same name landed in the draft afterwards — both
|
||||
// rows ride out the wire and the engine arbitrates.
|
||||
return validateShipClass({
|
||||
name: cmd.name,
|
||||
drive: cmd.drive,
|
||||
armament: cmd.armament,
|
||||
weapons: cmd.weapons,
|
||||
shields: cmd.shields,
|
||||
cargo: cmd.cargo,
|
||||
}).ok
|
||||
? "valid"
|
||||
: "invalid";
|
||||
case "removeShipClass":
|
||||
// `removeShipClass` carries only the name; the engine
|
||||
// checks that the class exists and is not referenced by
|
||||
// active production / ship groups. Local validation only
|
||||
// guards the name shape.
|
||||
return validateEntityName(cmd.name).ok ? "valid" : "invalid";
|
||||
case "placeholder":
|
||||
// Phase 12 placeholder entries are content-free and never
|
||||
// transition out of `draft` — they are not submittable.
|
||||
|
||||
@@ -16,6 +16,8 @@ import {
|
||||
CommandPlanetRename,
|
||||
CommandPlanetRouteRemove,
|
||||
CommandPlanetRouteSet,
|
||||
CommandShipClassCreate,
|
||||
CommandShipClassRemove,
|
||||
PlanetProduction,
|
||||
PlanetRouteLoadType,
|
||||
UserGamesOrderGet,
|
||||
@@ -197,6 +199,29 @@ function decodeCommand(item: CommandItemView): OrderCommand | null {
|
||||
loadType,
|
||||
};
|
||||
}
|
||||
case CommandPayload.CommandShipClassCreate: {
|
||||
const inner = new CommandShipClassCreate();
|
||||
item.payload(inner);
|
||||
return {
|
||||
kind: "createShipClass",
|
||||
id,
|
||||
name: inner.name() ?? "",
|
||||
drive: inner.drive(),
|
||||
armament: Number(inner.armament()),
|
||||
weapons: inner.weapons(),
|
||||
shields: inner.shields(),
|
||||
cargo: inner.cargo(),
|
||||
};
|
||||
}
|
||||
case CommandPayload.CommandShipClassRemove: {
|
||||
const inner = new CommandShipClassRemove();
|
||||
item.payload(inner);
|
||||
return {
|
||||
kind: "removeShipClass",
|
||||
id,
|
||||
name: inner.name() ?? "",
|
||||
};
|
||||
}
|
||||
default:
|
||||
console.warn(
|
||||
`fetchOrder: skipping unknown command kind (payloadType=${payloadType})`,
|
||||
|
||||
@@ -127,6 +127,45 @@ export interface RemoveCargoRouteCommand {
|
||||
readonly loadType: CargoLoadType;
|
||||
}
|
||||
|
||||
/**
|
||||
* CreateShipClassCommand designs a new ship class with the five
|
||||
* tech-derived numbers plus a name. The numeric fields obey
|
||||
* `pkg/calc/validator.go.ValidateShipTypeValues`: each of `drive`,
|
||||
* `weapons`, `shields`, `cargo` is either zero or ≥ 1; `armament`
|
||||
* is a non-negative integer; `armament` and `weapons` are both zero
|
||||
* or both nonzero; not all five values may be zero. The TS-side
|
||||
* mirror lives in `lib/util/ship-class-validation.ts`. Phase 17
|
||||
* lands the CRUD UI; Phase 18 wires `pkg/calc/` for live previews.
|
||||
*
|
||||
* No collapse rule applies — each create is a distinct user-visible
|
||||
* action and the engine refuses duplicate names server-side.
|
||||
*/
|
||||
export interface CreateShipClassCommand {
|
||||
readonly kind: "createShipClass";
|
||||
readonly id: string;
|
||||
readonly name: string;
|
||||
readonly drive: number;
|
||||
readonly armament: number;
|
||||
readonly weapons: number;
|
||||
readonly shields: number;
|
||||
readonly cargo: number;
|
||||
}
|
||||
|
||||
/**
|
||||
* RemoveShipClassCommand drops a designed ship class by name. The
|
||||
* engine refuses removals when the class is referenced by an active
|
||||
* planet production target or by an existing ship group
|
||||
* (`game/internal/controller/ship_class.go.shipClassRemove`); both
|
||||
* surface as `cmdApplied=false` on the response and the order tab
|
||||
* row reads `rejected`. No client-side pre-check is needed — Phase
|
||||
* 17 has no projection of ship groups yet.
|
||||
*/
|
||||
export interface RemoveShipClassCommand {
|
||||
readonly kind: "removeShipClass";
|
||||
readonly id: 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;
|
||||
@@ -138,7 +177,9 @@ export type OrderCommand =
|
||||
| PlanetRenameCommand
|
||||
| SetProductionTypeCommand
|
||||
| SetCargoRouteCommand
|
||||
| RemoveCargoRouteCommand;
|
||||
| RemoveCargoRouteCommand
|
||||
| CreateShipClassCommand
|
||||
| RemoveShipClassCommand;
|
||||
|
||||
/**
|
||||
* PRODUCTION_TYPE_VALUES is the canonical tuple of `ProductionType`
|
||||
|
||||
@@ -31,6 +31,8 @@ import {
|
||||
CommandPlanetRename,
|
||||
CommandPlanetRouteRemove,
|
||||
CommandPlanetRouteSet,
|
||||
CommandShipClassCreate,
|
||||
CommandShipClassRemove,
|
||||
PlanetProduction,
|
||||
PlanetRouteLoadType,
|
||||
UserGamesOrder,
|
||||
@@ -193,6 +195,33 @@ function encodeCommandPayload(
|
||||
payloadOffset: offset,
|
||||
};
|
||||
}
|
||||
case "createShipClass": {
|
||||
const nameOffset = builder.createString(cmd.name);
|
||||
const offset = CommandShipClassCreate.createCommandShipClassCreate(
|
||||
builder,
|
||||
nameOffset,
|
||||
cmd.drive,
|
||||
BigInt(cmd.armament),
|
||||
cmd.weapons,
|
||||
cmd.shields,
|
||||
cmd.cargo,
|
||||
);
|
||||
return {
|
||||
payloadType: CommandPayload.CommandShipClassCreate,
|
||||
payloadOffset: offset,
|
||||
};
|
||||
}
|
||||
case "removeShipClass": {
|
||||
const nameOffset = builder.createString(cmd.name);
|
||||
const offset = CommandShipClassRemove.createCommandShipClassRemove(
|
||||
builder,
|
||||
nameOffset,
|
||||
);
|
||||
return {
|
||||
payloadType: CommandPayload.CommandShipClassRemove,
|
||||
payloadOffset: offset,
|
||||
};
|
||||
}
|
||||
case "placeholder":
|
||||
throw new SubmitError(
|
||||
"invalid_request",
|
||||
|
||||
Reference in New Issue
Block a user