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>