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>
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// TS port of `pkg/calc/validator.go.ValidateShipTypeValues` plus a
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// thin wrapper that runs the entity-name rules and a duplicate-name
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// check against the live `localShipClass` projection. The validator
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// is reused by the ship-class designer (`active-view/designer-ship-class.svelte`)
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// for inline error messages and by `OrderDraftStore.validateCommand`
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// to gate auto-sync, so the local invariants match the engine's
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// (`game/internal/controller/ship_class.go.ShipClassCreate`).
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//
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// Engine rules (from `pkg/calc/validator.go` and `game/rules.txt`):
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//
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// - drive, weapons, shields, cargo: float, equal to 0 or >= 1;
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// - armament: integer, >= 0;
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// - either both `armament` and `weapons` are zero or both nonzero;
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// - not all five values may be zero at once;
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// - name must satisfy `validateEntityName` (`pkg/util/string.go`).
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//
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// The duplicate-name check is a UX-only addition — the engine raises
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// `EntityDuplicateIdentifierError` for a duplicate `Create` and the
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// auto-sync pipeline would surface that as a `rejected` row, but
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// catching it locally keeps the Save button disabled with a clear
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// hint instead of a red badge after a wire round-trip.
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import {
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validateEntityName,
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type EntityNameInvalidReason,
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} from "./entity-name";
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/**
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* ShipClassInvalidReason enumerates every reason
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* `validateShipClass` can refuse a draft. Name-derived reasons are
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* the same identifiers `validateEntityName` returns, so the
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* designer's `aria-describedby` mapping reuses the existing
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* translation keys for those branches and adds new keys only for
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* the value-derived ones.
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*/
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export type ShipClassInvalidReason =
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| EntityNameInvalidReason
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| "duplicate_name"
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| "drive_value"
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| "armament_value"
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| "armament_not_integer"
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| "weapons_value"
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| "shields_value"
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| "cargo_value"
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| "armament_weapons_pair"
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| "all_zero";
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/**
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* ShipClassDraft is the structural shape the designer composes. The
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* five numeric fields carry the player's typed values verbatim;
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* `validateShipClass` is responsible for refusing non-finite or
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* out-of-range entries.
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*/
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export interface ShipClassDraft {
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name: string;
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drive: number;
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armament: number;
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weapons: number;
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shields: number;
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cargo: number;
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}
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export type ShipClassValidation =
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| { ok: true; value: ShipClassDraft }
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| { ok: false; reason: ShipClassInvalidReason };
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/**
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* validateShipClass mirrors `ValidateShipTypeValues` plus the
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* entity-name rules. `existingNames` is the optimistic projection of
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* already-designed ship classes (from `localShipClass` after
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* `applyOrderOverlay`). When the trimmed name matches any entry,
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* the validator returns `duplicate_name` so the designer's Save
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* button stays disabled. Pass an empty array (or omit the option)
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* to skip the duplicate check — useful for unit tests of the
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* value-only rules.
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*/
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export function validateShipClass(
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draft: ShipClassDraft,
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options: { existingNames?: readonly string[] } = {},
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): ShipClassValidation {
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const nameResult = validateEntityName(draft.name);
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if (!nameResult.ok) {
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return { ok: false, reason: nameResult.reason };
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}
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const trimmedName = nameResult.value;
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if (!isValidDWSC(draft.drive)) {
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return { ok: false, reason: "drive_value" };
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}
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if (!Number.isFinite(draft.armament) || draft.armament < 0) {
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return { ok: false, reason: "armament_value" };
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}
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if (!Number.isInteger(draft.armament)) {
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return { ok: false, reason: "armament_not_integer" };
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}
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if (!isValidDWSC(draft.weapons)) {
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return { ok: false, reason: "weapons_value" };
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}
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if (!isValidDWSC(draft.shields)) {
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return { ok: false, reason: "shields_value" };
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}
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if (!isValidDWSC(draft.cargo)) {
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return { ok: false, reason: "cargo_value" };
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}
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if (
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(draft.armament === 0 && draft.weapons !== 0) ||
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(draft.armament !== 0 && draft.weapons === 0)
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) {
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return { ok: false, reason: "armament_weapons_pair" };
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}
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if (
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draft.drive === 0 &&
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draft.armament === 0 &&
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draft.weapons === 0 &&
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draft.shields === 0 &&
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draft.cargo === 0
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) {
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return { ok: false, reason: "all_zero" };
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}
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const existing = options.existingNames ?? [];
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if (existing.some((existingName) => existingName === trimmedName)) {
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return { ok: false, reason: "duplicate_name" };
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}
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return {
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ok: true,
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value: { ...draft, name: trimmedName },
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};
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}
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/**
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* isValidDWSC mirrors `pkg/calc/validator.go.CheckShipTypeValueDWSC`:
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* a Drive / Weapons / Shields / Cargo value is acceptable only when
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* it is exactly zero or at least one. NaN, infinity, and negative
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* numbers are rejected.
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*/
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function isValidDWSC(value: number): boolean {
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if (!Number.isFinite(value)) return false;
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return value === 0 || value >= 1;
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}
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