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:
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<!--
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Phase 17 ship-classes table. Renders the player's designed ship
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classes with sort, filter, double-tap-to-open-designer, and a
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per-row Delete action. Source data is the optimistic overlay
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(`RenderedReportSource.report.localShipClass`) so a freshly
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queued `createShipClass` shows up immediately and a freshly
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queued `removeShipClass` disappears immediately — both before the
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auto-sync round-trip lands.
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The component sits inside the active-view slot owned by
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`routes/games/[id]/+layout.svelte`, so it inherits the per-game
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`OrderDraftStore` and `RenderedReportSource` through context. No
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data fetching is performed here — the layout is responsible.
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-->
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<script lang="ts">
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import { getContext } 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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type SortColumn =
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| "name"
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| "drive"
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| "armament"
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| "weapons"
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| "shields"
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| "cargo";
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type SortDirection = "asc" | "desc";
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const COLUMN_LABELS: Record<SortColumn, TranslationKey> = {
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name: "game.table.ship_classes.column.name",
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drive: "game.table.ship_classes.column.drive",
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armament: "game.table.ship_classes.column.armament",
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weapons: "game.table.ship_classes.column.weapons",
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shields: "game.table.ship_classes.column.shields",
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cargo: "game.table.ship_classes.column.cargo",
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};
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const COLUMNS: readonly SortColumn[] = [
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"name",
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"drive",
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"armament",
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"weapons",
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"shields",
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"cargo",
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];
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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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let sortColumn: SortColumn = $state("name");
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let sortDirection: SortDirection = $state("asc");
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let filter: string = $state("");
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const localShipClass = $derived<ShipClassSummary[]>(
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rendered?.report?.localShipClass ?? [],
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);
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const reportLoaded = $derived(rendered?.report !== null && rendered?.report !== undefined);
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const filtered = $derived.by(() => {
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const needle = filter.trim().toLowerCase();
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if (needle === "") return localShipClass;
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return localShipClass.filter((cls) =>
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cls.name.toLowerCase().includes(needle),
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);
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});
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const sorted = $derived.by(() => {
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const list = [...filtered];
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const dir = sortDirection === "asc" ? 1 : -1;
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list.sort((a, b) => {
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if (sortColumn === "name") {
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return a.name.localeCompare(b.name) * dir;
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}
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return (a[sortColumn] - b[sortColumn]) * dir;
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});
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return list;
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});
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function toggleSort(column: SortColumn): void {
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if (sortColumn === column) {
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sortDirection = sortDirection === "asc" ? "desc" : "asc";
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return;
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}
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sortColumn = column;
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sortDirection = "asc";
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}
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function ariaSort(column: SortColumn): "ascending" | "descending" | "none" {
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if (sortColumn !== column) return "none";
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return sortDirection === "asc" ? "ascending" : "descending";
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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 openDesigner(name: string): void {
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void goto(
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`/games/${gameId}/designer/ship-class/${encodeURIComponent(name)}`,
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);
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}
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function newShipClass(): void {
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void goto(`/games/${gameId}/designer/ship-class`);
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}
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async function deleteShipClass(name: string): Promise<void> {
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if (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,
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});
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}
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</script>
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<section
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class="active-view"
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data-testid="active-view-table"
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data-entity="ship-classes"
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>
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<header>
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<h2>{i18n.t("game.table.ship_classes.title")}</h2>
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<div class="controls">
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<input
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type="search"
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class="filter"
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data-testid="ship-classes-filter"
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placeholder={i18n.t("game.table.ship_classes.filter.placeholder")}
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bind:value={filter}
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/>
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<button
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type="button"
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class="new"
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data-testid="ship-classes-new"
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onclick={newShipClass}
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>
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{i18n.t("game.table.ship_classes.action.new")}
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</button>
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</div>
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</header>
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{#if !reportLoaded}
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<p class="status" data-testid="ship-classes-loading">
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{i18n.t("game.table.ship_classes.loading")}
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</p>
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{:else if localShipClass.length === 0}
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<p class="status" data-testid="ship-classes-empty">
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{i18n.t("game.table.ship_classes.empty")}
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</p>
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{:else}
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<table class="grid" data-testid="ship-classes-table">
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<thead>
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<tr>
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{#each COLUMNS as column (column)}
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<th aria-sort={ariaSort(column)}>
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<button
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type="button"
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class="sort"
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data-testid="ship-classes-column-{column}"
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onclick={() => toggleSort(column)}
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>
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{i18n.t(COLUMN_LABELS[column])}
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{#if sortColumn === column}
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<span class="sort-indicator" aria-hidden="true">
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{sortDirection === "asc" ? "▲" : "▼"}
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</span>
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{/if}
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</button>
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</th>
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{/each}
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<th>{i18n.t("game.table.ship_classes.column.actions")}</th>
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</tr>
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</thead>
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<tbody>
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{#each sorted as cls (cls.name)}
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<tr
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data-testid="ship-classes-row"
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data-name={cls.name}
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ondblclick={() => openDesigner(cls.name)}
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>
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<td data-testid="ship-classes-cell-name">{cls.name}</td>
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<td data-testid="ship-classes-cell-drive">{formatNumber(cls.drive)}</td>
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<td data-testid="ship-classes-cell-armament">{cls.armament}</td>
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<td data-testid="ship-classes-cell-weapons">{formatNumber(cls.weapons)}</td>
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<td data-testid="ship-classes-cell-shields">{formatNumber(cls.shields)}</td>
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<td data-testid="ship-classes-cell-cargo">{formatNumber(cls.cargo)}</td>
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<td>
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<button
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type="button"
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class="delete"
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data-testid="ship-classes-delete"
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onclick={() => void deleteShipClass(cls.name)}
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>
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{i18n.t("game.table.ship_classes.action.delete")}
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</button>
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</td>
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</tr>
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{/each}
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</tbody>
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</table>
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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: 1rem;
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}
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header {
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display: flex;
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flex-direction: column;
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gap: 0.5rem;
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}
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header h2 {
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margin: 0;
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font-size: 1.1rem;
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}
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.controls {
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display: flex;
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gap: 0.5rem;
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align-items: center;
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flex-wrap: wrap;
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}
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.filter {
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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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flex: 1 1 12rem;
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min-width: 8rem;
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}
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.new {
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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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.new:hover {
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color: #e8eaf6;
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border-color: #6d8cff;
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}
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.status {
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margin: 0;
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color: #888;
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font-size: 0.9rem;
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}
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.grid {
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border-collapse: collapse;
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width: 100%;
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font-variant-numeric: tabular-nums;
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}
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.grid th,
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.grid td {
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padding: 0.4rem 0.6rem;
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text-align: left;
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border-bottom: 1px solid #1c2240;
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font-size: 0.9rem;
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}
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.grid th {
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color: #aab;
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text-transform: uppercase;
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letter-spacing: 0.04em;
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font-size: 0.75rem;
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}
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.grid tbody tr {
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cursor: pointer;
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}
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.grid tbody tr:hover {
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background: #11172a;
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}
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.sort {
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font: inherit;
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font-size: inherit;
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text-transform: inherit;
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letter-spacing: inherit;
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color: inherit;
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background: transparent;
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border: none;
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padding: 0;
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cursor: pointer;
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display: inline-flex;
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gap: 0.3rem;
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align-items: baseline;
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}
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.sort-indicator {
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font-size: 0.7em;
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}
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.delete {
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font: inherit;
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font-size: 0.85rem;
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padding: 0.15rem 0.5rem;
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background: transparent;
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color: #d97a7a;
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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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.delete:hover {
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border-color: #d97a7a;
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}
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</style>
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