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:
Ilia Denisov
2026-05-09 21:44:21 +02:00
parent 8a236bef14
commit 785c3483f8
23 changed files with 2456 additions and 99 deletions
@@ -1,28 +1,434 @@
<!--
Phase 10 stub for the ship-class designer active view. Phase 17 wires
the CRUD list and Phase 18 the calc bridge. The optional `classId`
URL segment is accepted but ignored at this point.
Phase 17 ship-class designer. Two modes driven by the optional
`classId` URL segment:
- **new (no classId)** — empty form with five numeric fields
plus name. Save is disabled until `validateShipClass` returns
`ok`; the localised tooltip mirrors `validateEntityName`'s
invalid-reason messages and the value-rule mirrors of
`pkg/calc/validator.go.ValidateShipTypeValues`. Save adds a
`createShipClass` to the local order draft and returns to the
table.
- **view (classId set)** — read-only render of the matching row
from the optimistic overlay. Ship classes are designed once
and cannot be modified after creation (per
`game/rules.txt`); the in-game upgrade story lives elsewhere
(`CommandShipGroupUpgrade`, Phase 19/20). The view exposes a
Delete affordance (engine-side checks ensure the class is not
referenced by active production / ship groups) and a Back
button.
Phase 18 wires `pkg/calc/` into the form for live mass / speed /
range / cargo previews; the markup keeps a placeholder slot near
the value fields so the diff in Phase 18 stays minimal.
-->
<script lang="ts">
import { i18n } from "$lib/i18n/index.svelte";
import { getContext, tick } from "svelte";
import { goto } from "$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 "$lib/rendered-report.svelte";
import {
ORDER_DRAFT_CONTEXT_KEY,
OrderDraftStore,
} from "../../sync/order-draft.svelte";
import {
validateShipClass,
type ShipClassInvalidReason,
} from "$lib/util/ship-class-validation";
const rendered = getContext<RenderedReportSource | undefined>(
RENDERED_REPORT_CONTEXT_KEY,
);
const draft = getContext<OrderDraftStore | undefined>(
ORDER_DRAFT_CONTEXT_KEY,
);
const gameId = $derived(page.params.id ?? "");
const classId = $derived(page.params.classId ?? "");
const isViewMode = $derived(classId !== "");
const localShipClass = $derived<ShipClassSummary[]>(
rendered?.report?.localShipClass ?? [],
);
const existingNames = $derived(localShipClass.map((cls) => cls.name));
const viewing = $derived(
isViewMode
? localShipClass.find((cls) => cls.name === classId) ?? null
: null,
);
let name = $state("");
let drive = $state(0);
let armament = $state(0);
let weapons = $state(0);
let shields = $state(0);
let cargo = $state(0);
let nameInputEl: HTMLInputElement | null = $state(null);
const invalidReasonKeyMap: Record<ShipClassInvalidReason, TranslationKey> = {
empty: "game.designer.ship_class.invalid.empty",
too_long: "game.designer.ship_class.invalid.too_long",
starts_with_special: "game.designer.ship_class.invalid.starts_with_special",
ends_with_special: "game.designer.ship_class.invalid.ends_with_special",
consecutive_specials:
"game.designer.ship_class.invalid.consecutive_specials",
whitespace: "game.designer.ship_class.invalid.whitespace",
disallowed_character:
"game.designer.ship_class.invalid.disallowed_character",
duplicate_name: "game.designer.ship_class.invalid.duplicate_name",
drive_value: "game.designer.ship_class.invalid.drive_value",
armament_value: "game.designer.ship_class.invalid.armament_value",
armament_not_integer:
"game.designer.ship_class.invalid.armament_not_integer",
weapons_value: "game.designer.ship_class.invalid.weapons_value",
shields_value: "game.designer.ship_class.invalid.shields_value",
cargo_value: "game.designer.ship_class.invalid.cargo_value",
armament_weapons_pair:
"game.designer.ship_class.invalid.armament_weapons_pair",
all_zero: "game.designer.ship_class.invalid.all_zero",
};
const validation = $derived(
validateShipClass(
{ name, drive, armament, weapons, shields, cargo },
{ existingNames },
),
);
const invalidMessage = $derived(
validation.ok ? "" : i18n.t(invalidReasonKeyMap[validation.reason]),
);
const canSave = $derived(validation.ok && draft !== undefined);
$effect(() => {
if (!isViewMode) {
void tick().then(() => nameInputEl?.focus());
}
});
function formatNumber(value: number): string {
return value.toLocaleString(undefined, { maximumFractionDigits: 2 });
}
function backToTable(): void {
void goto(`/games/${gameId}/table/ship-classes`);
}
async function save(): Promise<void> {
if (!validation.ok || draft === undefined) return;
await draft.add({
kind: "createShipClass",
id: crypto.randomUUID(),
name: validation.value.name,
drive: validation.value.drive,
armament: validation.value.armament,
weapons: validation.value.weapons,
shields: validation.value.shields,
cargo: validation.value.cargo,
});
backToTable();
}
async function deleteThis(): Promise<void> {
if (viewing === null || draft === undefined) return;
await draft.add({
kind: "removeShipClass",
id: crypto.randomUUID(),
name: viewing.name,
});
backToTable();
}
</script>
<section class="active-view" data-testid="active-view-designer-ship-class">
<h2>{i18n.t("game.view.designer.ship_class")}</h2>
<p>{i18n.t("game.shell.coming_soon")}</p>
<section
class="active-view"
data-testid="active-view-designer-ship-class"
data-mode={isViewMode ? "view" : "new"}
>
{#if isViewMode}
{#if viewing === null}
<h2>{i18n.t("game.view.designer.ship_class")}</h2>
<p class="not-found" data-testid="designer-ship-class-not-found">
{i18n.t("game.designer.ship_class.not_found", { name: classId })}
</p>
<div class="actions">
<button
type="button"
data-testid="designer-ship-class-back"
onclick={backToTable}
>
{i18n.t("game.designer.ship_class.action.back")}
</button>
</div>
{:else}
<h2 data-testid="designer-ship-class-title">
{i18n.t("game.designer.ship_class.title.view", { name: viewing.name })}
</h2>
<p class="notice" data-testid="designer-ship-class-notice">
{i18n.t("game.designer.ship_class.read_only_notice")}
</p>
<dl class="fields">
<div class="field">
<dt>{i18n.t("game.designer.ship_class.field.name")}</dt>
<dd data-testid="designer-ship-class-view-name">{viewing.name}</dd>
</div>
<div class="field">
<dt>{i18n.t("game.designer.ship_class.field.drive")}</dt>
<dd data-testid="designer-ship-class-view-drive">
{formatNumber(viewing.drive)}
</dd>
</div>
<div class="field">
<dt>{i18n.t("game.designer.ship_class.field.armament")}</dt>
<dd data-testid="designer-ship-class-view-armament">
{viewing.armament}
</dd>
</div>
<div class="field">
<dt>{i18n.t("game.designer.ship_class.field.weapons")}</dt>
<dd data-testid="designer-ship-class-view-weapons">
{formatNumber(viewing.weapons)}
</dd>
</div>
<div class="field">
<dt>{i18n.t("game.designer.ship_class.field.shields")}</dt>
<dd data-testid="designer-ship-class-view-shields">
{formatNumber(viewing.shields)}
</dd>
</div>
<div class="field">
<dt>{i18n.t("game.designer.ship_class.field.cargo")}</dt>
<dd data-testid="designer-ship-class-view-cargo">
{formatNumber(viewing.cargo)}
</dd>
</div>
</dl>
<div class="actions">
<button
type="button"
class="back"
data-testid="designer-ship-class-back"
onclick={backToTable}
>
{i18n.t("game.designer.ship_class.action.back")}
</button>
<button
type="button"
class="delete"
data-testid="designer-ship-class-delete"
disabled={draft === undefined}
onclick={() => void deleteThis()}
>
{i18n.t("game.designer.ship_class.action.delete")}
</button>
</div>
{/if}
{:else}
<h2 data-testid="designer-ship-class-title">
{i18n.t("game.designer.ship_class.title.new")}
</h2>
<p class="hint" data-testid="designer-ship-class-hint">
{i18n.t("game.designer.ship_class.hint.values")}
</p>
<form
class="form"
data-testid="designer-ship-class-form"
onsubmit={(event) => {
event.preventDefault();
void save();
}}
>
<label class="row">
<span>{i18n.t("game.designer.ship_class.field.name")}</span>
<input
type="text"
bind:this={nameInputEl}
bind:value={name}
data-testid="designer-ship-class-input-name"
aria-invalid={validation.ok ? "false" : "true"}
/>
</label>
<label class="row">
<span>{i18n.t("game.designer.ship_class.field.drive")}</span>
<input
type="number"
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>
+22 -10
View File
@@ -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 {
+46
View File
@@ -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;
+46
View File
@@ -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;
}