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:
@@ -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")}
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</button>
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<button
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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>
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<input
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type="text"
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bind:this={nameInputEl}
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bind:value={name}
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data-testid="designer-ship-class-input-name"
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aria-invalid={validation.ok ? "false" : "true"}
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/>
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</label>
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<label class="row">
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<span>{i18n.t("game.designer.ship_class.field.drive")}</span>
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<input
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type="number"
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step="0.01"
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min="0"
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bind:value={drive}
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data-testid="designer-ship-class-input-drive"
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/>
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</label>
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<label class="row">
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<span>{i18n.t("game.designer.ship_class.field.armament")}</span>
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<input
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type="number"
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step="1"
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min="0"
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bind:value={armament}
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data-testid="designer-ship-class-input-armament"
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/>
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</label>
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<label class="row">
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<span>{i18n.t("game.designer.ship_class.field.weapons")}</span>
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<input
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type="number"
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step="0.01"
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min="0"
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bind:value={weapons}
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data-testid="designer-ship-class-input-weapons"
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/>
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</label>
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<label class="row">
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<span>{i18n.t("game.designer.ship_class.field.shields")}</span>
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<input
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type="number"
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step="0.01"
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min="0"
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bind:value={shields}
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data-testid="designer-ship-class-input-shields"
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/>
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</label>
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<label class="row">
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<span>{i18n.t("game.designer.ship_class.field.cargo")}</span>
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<input
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type="number"
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step="0.01"
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min="0"
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bind:value={cargo}
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data-testid="designer-ship-class-input-cargo"
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/>
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</label>
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{#if !validation.ok}
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<p class="error" data-testid="designer-ship-class-error">
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{invalidMessage}
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</p>
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{/if}
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<div class="actions">
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<button
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type="button"
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class="cancel"
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data-testid="designer-ship-class-cancel"
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onclick={backToTable}
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>
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{i18n.t("game.designer.ship_class.action.cancel")}
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</button>
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<button
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type="submit"
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class="save"
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data-testid="designer-ship-class-save"
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disabled={!canSave}
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title={canSave ? "" : invalidMessage}
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>
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{i18n.t("game.designer.ship_class.action.save")}
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</button>
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</div>
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</form>
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{/if}
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</section>
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<style>
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.active-view {
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padding: 1.5rem;
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font-family: system-ui, sans-serif;
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display: flex;
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flex-direction: column;
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gap: 0.85rem;
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}
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.active-view h2 {
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margin: 0 0 0.5rem;
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margin: 0;
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font-size: 1.1rem;
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}
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.active-view p {
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.notice,
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.hint,
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.not-found {
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margin: 0;
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color: #555;
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color: #888;
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font-size: 0.85rem;
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}
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.form {
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display: flex;
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flex-direction: column;
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gap: 0.55rem;
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max-width: 30rem;
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}
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.row {
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display: grid;
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grid-template-columns: 8rem 1fr;
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align-items: center;
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gap: 0.6rem;
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}
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.row span {
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color: #aab;
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font-size: 0.85rem;
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}
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.row input {
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font: inherit;
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padding: 0.3rem 0.5rem;
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background: #0a0e1a;
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color: #e8eaf6;
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border: 1px solid #2a3150;
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border-radius: 3px;
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}
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.row input[aria-invalid="true"] {
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border-color: #d97a7a;
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}
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.error {
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margin: 0;
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font-size: 0.8rem;
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color: #d97a7a;
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}
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.fields {
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margin: 0;
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display: grid;
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grid-template-columns: max-content 1fr;
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row-gap: 0.25rem;
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column-gap: 0.75rem;
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max-width: 30rem;
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}
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.field {
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display: contents;
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}
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.field dt {
|
||||
color: #aab;
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font-size: 0.85rem;
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}
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.field dd {
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margin: 0;
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font-variant-numeric: tabular-nums;
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font-size: 0.9rem;
|
||||
}
|
||||
.actions {
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display: flex;
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gap: 0.5rem;
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}
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.actions button {
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font: inherit;
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font-size: 0.9rem;
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padding: 0.3rem 0.7rem;
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background: transparent;
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color: #aab;
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border: 1px solid #2a3150;
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||||
border-radius: 3px;
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||||
cursor: pointer;
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||||
}
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.actions button:not(:disabled):hover {
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color: #e8eaf6;
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||||
border-color: #6d8cff;
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}
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||||
.actions button:disabled {
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cursor: not-allowed;
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opacity: 0.5;
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||||
}
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.actions .delete {
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color: #d97a7a;
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}
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.actions .delete:not(:disabled):hover {
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border-color: #d97a7a;
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||||
color: #f0a0a0;
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||||
}
|
||||
</style>
|
||||
|
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Block a user