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
+49 -17
View File
@@ -1947,35 +1947,67 @@ Decisions baked into Phase 16 (vs. the original stage description):
Status: pending.
Goal: list, view, and edit ship classes through a dedicated table view
and a designer view; numeric calculations are stubbed pending Phase
18.
Goal: list, view, create, and delete ship classes through a
dedicated table view and a designer view; numeric calculations are
stubbed pending Phase 18.
Per `game/rules.txt`, ship classes are designed once and cannot be
modified after creation — values are baked into existing ships at
build time. The future "upgrade" command (Phase 19/20,
`CommandShipGroupUpgrade`) raises an existing ship group's tech
levels but does not edit the class blueprint. Phase 17 therefore
exposes only Create and Delete; an "edit" affordance is
deliberately absent and the designer renders an existing class
read-only.
Artifacts:
- `ui/frontend/src/routes/games/[id]/table/ship-classes/+page.svelte`
table of ship classes with sort and filter
- `ui/frontend/src/routes/games/[id]/designer/ship-class/[id]/+page.svelte`
designer form with all five fields (Drive, Armament, Weapons,
Shields, Cargo) plus name; validation rules from [`rules.txt`](../game/rules.txt)
(each field 0 or ≥1; armament integer; weapons and armament both
zero or both nonzero)
- `ui/frontend/src/lib/active-view/table-ship-classes.svelte`
table of ship classes with sort and filter, plus per-row Delete
affordance (the existing `routes/games/[id]/table/[entity]/+page.svelte`
already wires this active view through the `[entity]` parameter,
so no new route file lands).
- `ui/frontend/src/lib/active-view/designer-ship-class.svelte`
rewritten from the Phase 10 stub: empty form for the Create flow
(name plus the five fields Drive, Armament, Weapons, Shields,
Cargo) and read-only view + Delete affordance for an existing
class. Validation rules from [`rules.txt`](../game/rules.txt) live
in `lib/util/ship-class-validation.ts` (TS port of
`pkg/calc/validator.go.ValidateShipTypeValues`): each of drive /
weapons / shields / cargo is 0 or ≥ 1; armament is a non-negative
integer; armament and weapons are both zero or both nonzero;
not all five values may be zero. The existing
`routes/games/[id]/designer/ship-class/[[classId]]/+page.svelte`
is already wired and consumes the optional `classId` URL segment
through `page.params`.
- `ui/frontend/src/sync/order-types.ts` extends with
`CreateShipClass` and `UpdateShipClass` command variants
`CreateShipClassCommand` and `RemoveShipClassCommand` variants
(mapped to `CommandShipClassCreate` and `CommandShipClassRemove`
on the wire by `sync/submit.ts` and `sync/order-load.ts`).
- `ui/frontend/src/api/game-state.ts` widens `ShipClassSummary`
to carry the full attribute set; `applyOrderOverlay` projects
pending Save / Delete actions onto `localShipClass` so the table
reflects the player's intent before auto-sync lands.
Dependencies: Phase 14.
Acceptance criteria:
- the user can create, list, edit, and delete ship classes;
- field validation matches [`rules.txt`](../game/rules.txt) constraints with disabled
Submit + tooltip when invalid;
- double-tapping a row in the ship-classes table opens its designer.
- the user can create, list, view, and delete ship classes;
- field validation matches [`rules.txt`](../game/rules.txt)
constraints with disabled Submit + tooltip when invalid;
- double-tapping a row in the ship-classes table opens its
designer (read-only view of the existing class).
Targeted tests:
- Vitest component tests for designer field validation;
- Playwright e2e: create a class, list it, edit it, delete it.
- Vitest component tests for designer field validation
(`tests/designer-ship-class.test.ts`) and the table
(`tests/table-ship-classes.test.ts`); Vitest unit tests for the
validator (`tests/ship-class-validation.test.ts`);
- Playwright e2e (`tests/e2e/ship-classes.spec.ts`): create a
class, list it, delete it; rejected-submit kept; field-validation
kept (Save disabled with localised tooltip).
## Phase 18. Ship Classes — Calc Bridge
+15 -8
View File
@@ -20,23 +20,30 @@ separate dispatch component.
| URL | Active view component | Phase that fills it |
| ------------------------------------- | ---------------------------------------------- | ----------------------- |
| URL | Active view component | Phase that fills it |
| ------------------------------------------ | ---------------------------------------------- | ----------------------- |
| `/games/:id/map` | `lib/active-view/map.svelte` | Phase 11 |
| `/games/:id/table/:entity` | `lib/active-view/table.svelte` | Phase 11 / 17 / 19 / 22 |
| `/games/:id/report` | `lib/active-view/report.svelte` | Phase 23 |
| `/games/:id/battle/:battleId?` | `lib/active-view/battle.svelte` | Phase 27 |
| `/games/:id/mail` | `lib/active-view/mail.svelte` | Phase 28 |
| `/games/:id/designer/ship-class/:id?` | `lib/active-view/designer-ship-class.svelte` | Phase 17 / 18 |
| `/games/:id/designer/science/:id?` | `lib/active-view/designer-science.svelte` | Phase 21 |
| `/games/:id/designer/ship-class/:classId?` | `lib/active-view/designer-ship-class.svelte` | Phase 17 (CRUD) / 18 (calc preview) |
| `/games/:id/designer/science/:scienceId?` | `lib/active-view/designer-science.svelte` | Phase 21 |
`/games/:id` (no trailing view) redirects to `/games/:id/map`. The
optional `:id?` segments on the designer routes match SvelteKit's
`[[id]]` syntax — they accept both the new-draft and editing URLs;
later phases read the param when wiring real content.
optional `:classId?` / `:scienceId?` segments on the designer
routes match SvelteKit's `[[classId]]` syntax — `/designer/ship-class`
opens the empty new-class form, `/designer/ship-class/{name}`
opens the read-only view of the named class with the Delete
affordance. Phase 17 lights up the ship-class CRUD path; Phase 18
adds the live `pkg/calc/`-backed preview pane on top.
The `entity` slug on the table route is kebab-case (`planets`,
`ship-classes`, `ship-groups`, `fleets`, `sciences`, `races`); the
table stub maps it to the matching `game.view.table.<snake>` i18n
key.
`ship-classes`, `ship-groups`, `fleets`, `sciences`, `races`).
`table.svelte` is the active-view router: it dispatches by slug to
the per-entity component (`ship-classes``table-ship-classes.svelte`
in Phase 17; the others fall back to the Phase 10 stub copy until
their respective phases land).
## Sidebar tools and state preservation
+74 -17
View File
@@ -16,10 +16,15 @@
// report so the player sees their intent reflected immediately,
// without waiting for the next turn cutoff.
//
// Phase 15 extends the projection with a minimal `localShipClass`
// summary so the planet inspector's Build-Ship sub-picker has data
// to render. Phase 17 (ship-class CRUD) widens `ShipClassSummary`
// when the designer ships need the full attribute set.
// Phase 15 added a name-only `localShipClass` projection so the
// planet inspector's Build-Ship sub-picker had data to render.
// Phase 17 widens `ShipClassSummary` to the full attribute set
// (drive / armament / weapons / shields / cargo) so the ship-class
// table and designer can render every documented field, and
// extends `applyOrderOverlay` with the `createShipClass` /
// `removeShipClass` variants — pending Save / Delete actions are
// reflected in the table immediately, without waiting for the
// auto-sync round-trip.
import { Builder, ByteBuffer } from "flatbuffers";
@@ -73,15 +78,22 @@ export interface ReportPlanet {
}
/**
* ShipClassSummary is the slim projection of `report.ShipClass` the
* planet inspector's Build-Ship sub-picker needs in Phase 15. Only
* the human-visible `name` is carried the engine command shape
* (`CommandPlanetProduce.subject`) takes the class name, not its
* underlying tech values. Phase 17 widens this type when the ship
* designer needs the full attribute set.
* ShipClassSummary is the projection of `report.ShipClass` the
* ship-class table and designer render. Phase 15 carried just the
* `name` for the Build-Ship sub-picker; Phase 17 added the five
* tech-derived numbers so the table can sort / filter on them and
* the designer can populate read-only previews. The numeric ranges
* mirror `pkg/calc/validator.go.ValidateShipTypeValues` exactly:
* each of `drive`, `weapons`, `shields`, `cargo` is either zero or
* ≥ 1, and `armament` is a non-negative integer.
*/
export interface ShipClassSummary {
name: string;
drive: number;
armament: number;
weapons: number;
shields: number;
cargo: number;
}
/**
@@ -266,7 +278,14 @@ function decodeReport(report: Report): GameReport {
for (let i = 0; i < report.localShipClassLength(); i++) {
const sc = report.localShipClass(i);
if (sc === null) continue;
localShipClass.push({ name: sc.name() ?? "" });
localShipClass.push({
name: sc.name() ?? "",
drive: sc.drive(),
armament: Number(sc.armament()),
weapons: sc.weapons(),
shields: sc.shields(),
cargo: sc.cargo(),
});
}
const raceName = report.race() ?? "";
@@ -380,11 +399,12 @@ export function uuidToHiLo(value: string): [bigint, bigint] {
* applyOrderOverlay returns a copy of `report` with every locally-
* valid or still-in-flight or applied command from `commands`
* projected on top. Phase 14 introduced the overlay for
* `planetRename`; Phase 15 extends it to `setProductionType` so the
* inspector segment / map label reflect the chosen production target
* before the engine confirms it. Other variants pass through. The
* function is pure: callers re-derive the overlay whenever the draft
* or the report change.
* `planetRename`; Phase 15 extended it to `setProductionType`;
* Phase 16 to `setCargoRoute` / `removeCargoRoute`; Phase 17 to
* `createShipClass` / `removeShipClass` so the ship-class table
* shows pending Save / Delete actions immediately. Other variants
* pass through. The function is pure: callers re-derive the overlay
* whenever the draft or the report change.
*
* `statuses` maps command id → status. Entries with `valid`,
* `submitting`, or `applied` participate in the overlay — together
@@ -402,6 +422,7 @@ export function applyOrderOverlay(
if (commands.length === 0) return report;
let mutatedPlanets: ReportPlanet[] | null = null;
let mutatedRoutes: ReportRoute[] | null = null;
let mutatedShipClass: ShipClassSummary[] | null = null;
for (const cmd of commands) {
const status = statuses[cmd.id];
if (
@@ -456,12 +477,48 @@ export function applyOrderOverlay(
deleteRouteEntry(mutatedRoutes, cmd.sourcePlanetNumber, cmd.loadType);
continue;
}
if (cmd.kind === "createShipClass") {
if (mutatedShipClass === null) {
mutatedShipClass = [...report.localShipClass];
}
// Skip duplicates: the engine refuses them server-side and
// the designer's local validator prevents them client-side,
// but a stale draft could still carry a row whose name now
// collides with the server snapshot. Keeping the projection
// unique avoids two rows in the table for the same name.
if (mutatedShipClass.some((cls) => cls.name === cmd.name)) continue;
mutatedShipClass.push({
name: cmd.name,
drive: cmd.drive,
armament: cmd.armament,
weapons: cmd.weapons,
shields: cmd.shields,
cargo: cmd.cargo,
});
continue;
}
if (cmd.kind === "removeShipClass") {
if (mutatedShipClass === null) {
mutatedShipClass = [...report.localShipClass];
}
const idx = mutatedShipClass.findIndex((cls) => cls.name === cmd.name);
if (idx < 0) continue;
mutatedShipClass.splice(idx, 1);
continue;
}
}
if (
mutatedPlanets === null &&
mutatedRoutes === null &&
mutatedShipClass === null
) {
return report;
}
if (mutatedPlanets === null && mutatedRoutes === null) return report;
return {
...report,
planets: mutatedPlanets ?? report.planets,
routes: mutatedRoutes ?? report.routes,
localShipClass: mutatedShipClass ?? report.localShipClass,
};
}
@@ -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">
<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>{i18n.t("game.shell.coming_soon")}</p>
<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>
+17 -5
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}>
{#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;
}
@@ -27,6 +27,7 @@ import { fetchOrder } from "./order-load";
import type { CommandStatus, OrderCommand } from "./order-types";
import { submitOrder } from "./submit";
import { validateEntityName } from "$lib/util/entity-name";
import { validateShipClass } from "$lib/util/ship-class-validation";
const NAMESPACE = "order-drafts";
const draftKey = (gameId: string): string => `${gameId}/draft`;
@@ -487,6 +488,31 @@ function validateCommand(cmd: OrderCommand): CommandStatus {
// which the inspector enforces by only mounting the
// component on `kind === "local"`.
return "valid";
case "createShipClass":
// Mirrors `pkg/calc/validator.go.ValidateShipTypeValues`
// plus the entity-name rules. The duplicate-name check is
// the designer's responsibility (it sees the live overlay
// list); here the validator runs without `existingNames`
// so a draft that was valid at creation time does not flip
// to invalid just because another `createShipClass` for
// the same name landed in the draft afterwards — both
// rows ride out the wire and the engine arbitrates.
return validateShipClass({
name: cmd.name,
drive: cmd.drive,
armament: cmd.armament,
weapons: cmd.weapons,
shields: cmd.shields,
cargo: cmd.cargo,
}).ok
? "valid"
: "invalid";
case "removeShipClass":
// `removeShipClass` carries only the name; the engine
// checks that the class exists and is not referenced by
// active production / ship groups. Local validation only
// guards the name shape.
return validateEntityName(cmd.name).ok ? "valid" : "invalid";
case "placeholder":
// Phase 12 placeholder entries are content-free and never
// transition out of `draft` — they are not submittable.
+25
View File
@@ -16,6 +16,8 @@ import {
CommandPlanetRename,
CommandPlanetRouteRemove,
CommandPlanetRouteSet,
CommandShipClassCreate,
CommandShipClassRemove,
PlanetProduction,
PlanetRouteLoadType,
UserGamesOrderGet,
@@ -197,6 +199,29 @@ function decodeCommand(item: CommandItemView): OrderCommand | null {
loadType,
};
}
case CommandPayload.CommandShipClassCreate: {
const inner = new CommandShipClassCreate();
item.payload(inner);
return {
kind: "createShipClass",
id,
name: inner.name() ?? "",
drive: inner.drive(),
armament: Number(inner.armament()),
weapons: inner.weapons(),
shields: inner.shields(),
cargo: inner.cargo(),
};
}
case CommandPayload.CommandShipClassRemove: {
const inner = new CommandShipClassRemove();
item.payload(inner);
return {
kind: "removeShipClass",
id,
name: inner.name() ?? "",
};
}
default:
console.warn(
`fetchOrder: skipping unknown command kind (payloadType=${payloadType})`,
+42 -1
View File
@@ -127,6 +127,45 @@ export interface RemoveCargoRouteCommand {
readonly loadType: CargoLoadType;
}
/**
* CreateShipClassCommand designs a new ship class with the five
* tech-derived numbers plus a name. The numeric fields obey
* `pkg/calc/validator.go.ValidateShipTypeValues`: each of `drive`,
* `weapons`, `shields`, `cargo` is either zero or ≥ 1; `armament`
* is a non-negative integer; `armament` and `weapons` are both zero
* or both nonzero; not all five values may be zero. The TS-side
* mirror lives in `lib/util/ship-class-validation.ts`. Phase 17
* lands the CRUD UI; Phase 18 wires `pkg/calc/` for live previews.
*
* No collapse rule applies — each create is a distinct user-visible
* action and the engine refuses duplicate names server-side.
*/
export interface CreateShipClassCommand {
readonly kind: "createShipClass";
readonly id: string;
readonly name: string;
readonly drive: number;
readonly armament: number;
readonly weapons: number;
readonly shields: number;
readonly cargo: number;
}
/**
* RemoveShipClassCommand drops a designed ship class by name. The
* engine refuses removals when the class is referenced by an active
* planet production target or by an existing ship group
* (`game/internal/controller/ship_class.go.shipClassRemove`); both
* surface as `cmdApplied=false` on the response and the order tab
* row reads `rejected`. No client-side pre-check is needed — Phase
* 17 has no projection of ship groups yet.
*/
export interface RemoveShipClassCommand {
readonly kind: "removeShipClass";
readonly id: string;
readonly name: string;
}
/**
* OrderCommand is the discriminated union of every command shape the
* local order draft can hold. The `kind` field is the discriminator;
@@ -138,7 +177,9 @@ export type OrderCommand =
| PlanetRenameCommand
| SetProductionTypeCommand
| SetCargoRouteCommand
| RemoveCargoRouteCommand;
| RemoveCargoRouteCommand
| CreateShipClassCommand
| RemoveShipClassCommand;
/**
* PRODUCTION_TYPE_VALUES is the canonical tuple of `ProductionType`
+29
View File
@@ -31,6 +31,8 @@ import {
CommandPlanetRename,
CommandPlanetRouteRemove,
CommandPlanetRouteSet,
CommandShipClassCreate,
CommandShipClassRemove,
PlanetProduction,
PlanetRouteLoadType,
UserGamesOrder,
@@ -193,6 +195,33 @@ function encodeCommandPayload(
payloadOffset: offset,
};
}
case "createShipClass": {
const nameOffset = builder.createString(cmd.name);
const offset = CommandShipClassCreate.createCommandShipClassCreate(
builder,
nameOffset,
cmd.drive,
BigInt(cmd.armament),
cmd.weapons,
cmd.shields,
cmd.cargo,
);
return {
payloadType: CommandPayload.CommandShipClassCreate,
payloadOffset: offset,
};
}
case "removeShipClass": {
const nameOffset = builder.createString(cmd.name);
const offset = CommandShipClassRemove.createCommandShipClassRemove(
builder,
nameOffset,
);
return {
payloadType: CommandPayload.CommandShipClassRemove,
payloadOffset: offset,
};
}
case "placeholder":
throw new SubmitError(
"invalid_request",
@@ -0,0 +1,262 @@
// Vitest coverage for the Phase 17 ship-class designer. Drives the
// component against a real `OrderDraftStore` (with `fake-indexeddb`
// standing in for the browser's IDB factory) so the local-validation
// + auto-sync side-effects are exercised end-to-end. The optimistic
// overlay arrives through a synthetic `RenderedReportSource` instead
// of a live report so the tests do not have to thread a full
// `GameStateStore` boot.
import "@testing-library/jest-dom/vitest";
import "fake-indexeddb/auto";
import { fireEvent, render, waitFor } from "@testing-library/svelte";
import {
afterEach,
beforeEach,
describe,
expect,
test,
vi,
} from "vitest";
import { i18n } from "../src/lib/i18n/index.svelte";
import type { GameReport, ShipClassSummary } from "../src/api/game-state";
import {
ORDER_DRAFT_CONTEXT_KEY,
OrderDraftStore,
} from "../src/sync/order-draft.svelte";
import { RENDERED_REPORT_CONTEXT_KEY } from "../src/lib/rendered-report.svelte";
import { IDBCache } from "../src/platform/store/idb-cache";
import { openGalaxyDB, type GalaxyDB } from "../src/platform/store/idb";
import type { Cache } from "../src/platform/store/index";
import type { IDBPDatabase } from "idb";
const GAME_ID = "11111111-2222-3333-4444-555555555555";
const pageMock = vi.hoisted(() => ({
url: new URL("http://localhost/games/g1/designer/ship-class"),
params: { id: "g1" } as Record<string, string>,
}));
const gotoMock = vi.hoisted(() => vi.fn());
vi.mock("$app/state", () => ({
page: pageMock,
}));
vi.mock("$app/navigation", () => ({
goto: gotoMock,
}));
import DesignerShipClass from "../src/lib/active-view/designer-ship-class.svelte";
let db: IDBPDatabase<GalaxyDB>;
let dbName: string;
let cache: Cache;
let draft: OrderDraftStore;
beforeEach(async () => {
dbName = `galaxy-designer-${crypto.randomUUID()}`;
db = await openGalaxyDB(dbName);
cache = new IDBCache(db);
draft = new OrderDraftStore();
await draft.init({ cache, gameId: GAME_ID });
i18n.resetForTests("en");
pageMock.params = { id: "g1" };
gotoMock.mockClear();
});
afterEach(async () => {
draft.dispose();
db.close();
await new Promise<void>((resolve) => {
const req = indexedDB.deleteDatabase(dbName);
req.onsuccess = () => resolve();
req.onerror = () => resolve();
req.onblocked = () => resolve();
});
});
function shipClass(
overrides: Partial<ShipClassSummary> & Pick<ShipClassSummary, "name">,
): ShipClassSummary {
return {
drive: 0,
armament: 0,
weapons: 0,
shields: 0,
cargo: 0,
...overrides,
};
}
function makeReport(localShipClass: ShipClassSummary[] = []): GameReport {
return {
turn: 1,
mapWidth: 1000,
mapHeight: 1000,
planetCount: 0,
planets: [],
race: "",
localShipClass,
routes: [],
localPlayerDrive: 0,
};
}
function mountDesigner(opts: {
classId?: string;
report?: GameReport | null;
}) {
const report = opts.report ?? makeReport();
pageMock.params = opts.classId
? { id: "g1", classId: opts.classId }
: { id: "g1" };
const renderedReport = { get report() { return report; } };
const context = new Map<unknown, unknown>([
[ORDER_DRAFT_CONTEXT_KEY, draft],
[RENDERED_REPORT_CONTEXT_KEY, renderedReport],
]);
return render(DesignerShipClass, { context });
}
describe("ship-class designer (new mode)", () => {
test("renders the form with a Save button disabled by default", () => {
const ui = mountDesigner({});
expect(
ui.getByTestId("active-view-designer-ship-class"),
).toHaveAttribute("data-mode", "new");
expect(ui.getByTestId("designer-ship-class-save")).toBeDisabled();
expect(ui.getByTestId("designer-ship-class-error")).toHaveTextContent(
"name cannot be empty",
);
});
test("Save adds a createShipClass to the draft after a valid edit", async () => {
const ui = mountDesigner({});
const nameInput = ui.getByTestId("designer-ship-class-input-name");
await fireEvent.input(nameInput, { target: { value: "Drone" } });
const driveInput = ui.getByTestId("designer-ship-class-input-drive");
await fireEvent.input(driveInput, { target: { value: "1" } });
await waitFor(() =>
expect(ui.getByTestId("designer-ship-class-save")).not.toBeDisabled(),
);
await fireEvent.click(ui.getByTestId("designer-ship-class-save"));
await waitFor(() => expect(draft.commands).toHaveLength(1));
const cmd = draft.commands[0]!;
if (cmd.kind !== "createShipClass") throw new Error("wrong kind");
expect(cmd.name).toBe("Drone");
expect(cmd.drive).toBe(1);
expect(cmd.armament).toBe(0);
await waitFor(() =>
expect(gotoMock).toHaveBeenCalledWith("/games/g1/table/ship-classes"),
);
});
test("rejects a duplicate name from the overlay before any sync", async () => {
const ui = mountDesigner({
report: makeReport([
shipClass({ name: "Scout", drive: 1 }),
]),
});
await fireEvent.input(
ui.getByTestId("designer-ship-class-input-name"),
{ target: { value: "Scout" } },
);
await fireEvent.input(
ui.getByTestId("designer-ship-class-input-drive"),
{ target: { value: "1" } },
);
await waitFor(() =>
expect(ui.getByTestId("designer-ship-class-error")).toHaveTextContent(
"already exists",
),
);
expect(ui.getByTestId("designer-ship-class-save")).toBeDisabled();
});
test("rejects nonzero armament with zero weapons", async () => {
const ui = mountDesigner({});
await fireEvent.input(
ui.getByTestId("designer-ship-class-input-name"),
{ target: { value: "Bad" } },
);
await fireEvent.input(
ui.getByTestId("designer-ship-class-input-armament"),
{ target: { value: "1" } },
);
await fireEvent.input(
ui.getByTestId("designer-ship-class-input-drive"),
{ target: { value: "1" } },
);
await waitFor(() =>
expect(ui.getByTestId("designer-ship-class-error")).toHaveTextContent(
"armament and weapons must be both zero or both nonzero",
),
);
});
test("Cancel navigates back without mutating the draft", async () => {
const ui = mountDesigner({});
await fireEvent.click(ui.getByTestId("designer-ship-class-cancel"));
expect(draft.commands).toHaveLength(0);
expect(gotoMock).toHaveBeenCalledWith("/games/g1/table/ship-classes");
});
});
describe("ship-class designer (view mode)", () => {
test("renders the read-only summary plus Delete + Back affordances", () => {
const ui = mountDesigner({
classId: "Cruiser",
report: makeReport([
shipClass({
name: "Cruiser",
drive: 15,
armament: 1,
weapons: 15,
shields: 15,
cargo: 0,
}),
]),
});
expect(
ui.getByTestId("active-view-designer-ship-class"),
).toHaveAttribute("data-mode", "view");
expect(ui.getByTestId("designer-ship-class-view-name")).toHaveTextContent(
"Cruiser",
);
expect(ui.getByTestId("designer-ship-class-view-drive")).toHaveTextContent(
"15",
);
expect(
ui.getByTestId("designer-ship-class-view-armament"),
).toHaveTextContent("1");
expect(ui.getByTestId("designer-ship-class-delete")).toBeInTheDocument();
expect(ui.getByTestId("designer-ship-class-back")).toBeInTheDocument();
});
test("Delete adds a removeShipClass and navigates back", async () => {
const ui = mountDesigner({
classId: "Cruiser",
report: makeReport([shipClass({ name: "Cruiser", drive: 15 })]),
});
await fireEvent.click(ui.getByTestId("designer-ship-class-delete"));
await waitFor(() => expect(draft.commands).toHaveLength(1));
const cmd = draft.commands[0]!;
if (cmd.kind !== "removeShipClass") throw new Error("wrong kind");
expect(cmd.name).toBe("Cruiser");
await waitFor(() =>
expect(gotoMock).toHaveBeenCalledWith("/games/g1/table/ship-classes"),
);
});
test("renders a not-found message when the class is missing from the overlay", () => {
const ui = mountDesigner({
classId: "Ghost",
report: makeReport([]),
});
expect(
ui.getByTestId("designer-ship-class-not-found"),
).toHaveTextContent("Ghost");
});
});
+43 -1
View File
@@ -16,6 +16,8 @@ import {
CommandPlanetRename,
CommandPlanetRouteRemove,
CommandPlanetRouteSet,
CommandShipClassCreate,
CommandShipClassRemove,
PlanetProduction,
PlanetRouteLoadType,
UserGamesOrder,
@@ -65,11 +67,28 @@ export interface RemoveCargoRouteResultFixture
loadType: "COL" | "CAP" | "MAT" | "EMP";
}
export interface CreateShipClassResultFixture extends CommandResultFixtureBase {
kind: "createShipClass";
name: string;
drive: number;
armament: number;
weapons: number;
shields: number;
cargo: number;
}
export interface RemoveShipClassResultFixture extends CommandResultFixtureBase {
kind: "removeShipClass";
name: string;
}
export type CommandResultFixture =
| PlanetRenameResultFixture
| SetProductionTypeResultFixture
| SetCargoRouteResultFixture
| RemoveCargoRouteResultFixture;
| RemoveCargoRouteResultFixture
| CreateShipClassResultFixture
| RemoveShipClassResultFixture;
export function buildOrderResponsePayload(
gameId: string,
@@ -173,6 +192,29 @@ function encodeItem(builder: Builder, c: CommandResultFixture): number {
payloadType = CommandPayload.CommandPlanetRouteRemove;
break;
}
case "createShipClass": {
const nameOffset = builder.createString(c.name);
inner = CommandShipClassCreate.createCommandShipClassCreate(
builder,
nameOffset,
c.drive,
BigInt(c.armament),
c.weapons,
c.shields,
c.cargo,
);
payloadType = CommandPayload.CommandShipClassCreate;
break;
}
case "removeShipClass": {
const nameOffset = builder.createString(c.name);
inner = CommandShipClassRemove.createCommandShipClassRemove(
builder,
nameOffset,
);
payloadType = CommandPayload.CommandShipClassRemove;
break;
}
}
CommandItem.startCommandItem(builder);
CommandItem.addCmdId(builder, cmdIdOffset);
@@ -53,6 +53,11 @@ export interface OtherPlanetFixture extends InhabitedFixture {
export interface ShipClassFixture {
name: string;
drive?: number;
armament?: number;
weapons?: number;
shields?: number;
cargo?: number;
}
export interface PlayerFixture {
@@ -165,6 +170,11 @@ export function buildReportPayload(fixture: ReportFixture): Uint8Array {
const name = builder.createString(cls.name);
ShipClass.startShipClass(builder);
ShipClass.addName(builder, name);
ShipClass.addDrive(builder, cls.drive ?? 0);
ShipClass.addArmament(builder, BigInt(cls.armament ?? 0));
ShipClass.addWeapons(builder, cls.weapons ?? 0);
ShipClass.addShields(builder, cls.shields ?? 0);
ShipClass.addCargo(builder, cls.cargo ?? 0);
return ShipClass.endShipClass(builder);
});
+385
View File
@@ -0,0 +1,385 @@
// Phase 17 end-to-end coverage for the ship-class CRUD flow. Boots
// an authenticated session, mocks the gateway with a single local
// planet plus an empty `localShipClass` projection, navigates to
// the ship-classes table, opens the designer, fills the form, and
// asserts that:
//
// 1. Save adds a `createShipClass` row to the local order draft,
// auto-syncs through `user.games.order`, and the new class
// appears in the table immediately (overlay) and in the
// sidebar order tab as `applied`;
// 2. invalid input keeps the Save button disabled and surfaces
// the localised reason;
// 3. Delete on a row adds a `removeShipClass` and the class
// disappears from the table; the order tab reflects both rows;
// 4. a rejected `createShipClass` (engine-side `cmdApplied=false`)
// surfaces as `rejected` in the order tab and the table no
// longer shows the optimistic class.
import { fromJson, type JsonValue } from "@bufbuild/protobuf";
import { expect, test, type Page } from "@playwright/test";
import { ByteBuffer } from "flatbuffers";
import { ExecuteCommandRequestSchema } from "../../src/proto/galaxy/gateway/v1/edge_gateway_pb";
import { UUID } from "../../src/proto/galaxy/fbs/common";
import {
CommandPayload,
CommandShipClassCreate,
CommandShipClassRemove,
UserGamesOrder,
UserGamesOrderGet,
} from "../../src/proto/galaxy/fbs/order";
import { GameReportRequest } from "../../src/proto/galaxy/fbs/report";
import { forgeExecuteCommandResponseJson } from "./fixtures/sign-response";
import {
buildMyGamesListPayload,
type GameFixture,
} from "./fixtures/lobby-fbs";
import {
buildReportPayload,
type ShipClassFixture,
} from "./fixtures/report-fbs";
import {
buildOrderGetResponsePayload,
buildOrderResponsePayload,
type CommandResultFixture,
} from "./fixtures/order-fbs";
const SESSION_ID = "phase-17-ship-class-session";
const GAME_ID = "17171717-1717-1717-1717-171717171717";
interface MockOpts {
createOutcome: "applied" | "rejected";
initialClasses?: ShipClassFixture[];
}
interface MockHandle {
get lastCreate(): {
name: string;
drive: number;
armament: number;
weapons: number;
shields: number;
cargo: number;
} | null;
get lastRemove(): { name: string } | null;
get submittedCount(): number;
}
async function mockGateway(page: Page, opts: MockOpts): Promise<MockHandle> {
const game: GameFixture = {
gameId: GAME_ID,
gameName: "Phase 17 Game",
gameType: "private",
status: "running",
ownerUserId: "user-1",
minPlayers: 2,
maxPlayers: 8,
enrollmentEndsAtMs: BigInt(Date.now() + 86_400_000),
createdAtMs: BigInt(Date.now() - 86_400_000),
updatedAtMs: BigInt(Date.now()),
currentTurn: 1,
};
let storedOrder: CommandResultFixture[] = [];
let lastCreate: MockHandle["lastCreate"] = null;
let lastRemove: MockHandle["lastRemove"] = null;
let submittedCount = 0;
const reportClasses: ShipClassFixture[] = [...(opts.initialClasses ?? [])];
await page.route(
"**/galaxy.gateway.v1.EdgeGateway/ExecuteCommand",
async (route) => {
const reqText = route.request().postData();
if (reqText === null) {
await route.fulfill({ status: 400 });
return;
}
const req = fromJson(
ExecuteCommandRequestSchema,
JSON.parse(reqText) as JsonValue,
);
let resultCode = "ok";
let payload: Uint8Array;
switch (req.messageType) {
case "lobby.my.games.list":
payload = buildMyGamesListPayload([game]);
break;
case "user.games.report": {
GameReportRequest.getRootAsGameReportRequest(
new ByteBuffer(req.payloadBytes),
).gameId(new UUID());
payload = buildReportPayload({
turn: 1,
mapWidth: 4000,
mapHeight: 4000,
race: "Earthlings",
players: [{ name: "Earthlings", drive: 1 }],
localPlanets: [
{
number: 1,
name: "Earth",
x: 1000,
y: 1000,
size: 1000,
resources: 5,
population: 800,
industry: 600,
},
],
localShipClass: reportClasses,
});
break;
}
case "user.games.order": {
const decoded = UserGamesOrder.getRootAsUserGamesOrder(
new ByteBuffer(req.payloadBytes),
);
submittedCount += 1;
const length = decoded.commandsLength();
const fixtures: CommandResultFixture[] = [];
for (let i = 0; i < length; i++) {
const item = decoded.commands(i);
if (item === null) continue;
const cmdId = item.cmdId() ?? "";
const payloadType = item.payloadType();
if (payloadType === CommandPayload.CommandShipClassCreate) {
const inner = new CommandShipClassCreate();
item.payload(inner);
lastCreate = {
name: inner.name() ?? "",
drive: inner.drive(),
armament: Number(inner.armament()),
weapons: inner.weapons(),
shields: inner.shields(),
cargo: inner.cargo(),
};
const applied = opts.createOutcome === "applied";
fixtures.push({
kind: "createShipClass",
cmdId,
name: lastCreate.name,
drive: lastCreate.drive,
armament: lastCreate.armament,
weapons: lastCreate.weapons,
shields: lastCreate.shields,
cargo: lastCreate.cargo,
applied,
errorCode: applied ? null : 1,
});
continue;
}
if (payloadType === CommandPayload.CommandShipClassRemove) {
const inner = new CommandShipClassRemove();
item.payload(inner);
lastRemove = { name: inner.name() ?? "" };
fixtures.push({
kind: "removeShipClass",
cmdId,
name: lastRemove.name,
applied: true,
errorCode: null,
});
continue;
}
}
storedOrder = fixtures;
payload = buildOrderResponsePayload(GAME_ID, fixtures, Date.now());
break;
}
case "user.games.order.get": {
UserGamesOrderGet.getRootAsUserGamesOrderGet(
new ByteBuffer(req.payloadBytes),
);
payload = buildOrderGetResponsePayload(
GAME_ID,
storedOrder,
Date.now(),
storedOrder.length > 0,
);
break;
}
default:
resultCode = "internal_error";
payload = new Uint8Array();
}
const body = await forgeExecuteCommandResponseJson({
requestId: req.requestId,
timestampMs: BigInt(Date.now()),
resultCode,
payloadBytes: payload,
});
await route.fulfill({
status: 200,
contentType: "application/json",
body,
});
},
);
await page.route(
"**/galaxy.gateway.v1.EdgeGateway/SubscribeEvents",
async () => {
await new Promise<void>(() => {});
},
);
return {
get lastCreate() {
return lastCreate;
},
get lastRemove() {
return lastRemove;
},
get submittedCount() {
return submittedCount;
},
};
}
async function bootSession(page: Page): Promise<void> {
await page.goto("/__debug/store");
await expect(page.getByTestId("debug-store-ready")).toBeVisible();
await page.waitForFunction(() => window.__galaxyDebug?.ready === true);
await page.evaluate(() => window.__galaxyDebug!.clearSession());
await page.evaluate(
(id) => window.__galaxyDebug!.setDeviceSessionId(id),
SESSION_ID,
);
await page.evaluate(
(gameId) => window.__galaxyDebug!.clearOrderDraft(gameId),
GAME_ID,
);
}
test("create / list / delete ship class via the table + designer", async ({
page,
}, testInfo) => {
test.skip(
testInfo.project.name.startsWith("chromium-mobile"),
"phase 17 spec covers desktop layout; mobile inherits the same store",
);
const handle = await mockGateway(page, { createOutcome: "applied" });
await bootSession(page);
await page.goto(`/games/${GAME_ID}/table/ship-classes`);
const tableHost = page.getByTestId("active-view-table");
await expect(tableHost).toBeVisible();
await expect(page.getByTestId("ship-classes-empty")).toBeVisible();
await page.getByTestId("ship-classes-new").click();
await expect(page.getByTestId("active-view-designer-ship-class")).toHaveAttribute(
"data-mode",
"new",
);
await page.getByTestId("designer-ship-class-input-name").fill("Drone");
await page.getByTestId("designer-ship-class-input-drive").fill("1");
const save = page.getByTestId("designer-ship-class-save");
await expect(save).toBeEnabled();
await save.click();
// Returns to the table; the optimistic overlay shows the new class.
await expect(page.getByTestId("ship-classes-table")).toBeVisible();
const row = page.getByTestId("ship-classes-row");
await expect(row).toHaveAttribute("data-name", "Drone");
await expect(page.getByTestId("ship-classes-cell-drive")).toHaveText("1");
// The auto-sync round-trip lands as applied.
await page.getByTestId("sidebar-tab-order").click();
const orderTool = page.getByTestId("sidebar-tool-order");
await expect(orderTool.getByTestId("order-command-label-0")).toContainText(
"Drone",
);
await expect(orderTool.getByTestId("order-command-status-0")).toHaveText(
"applied",
);
expect(handle.lastCreate?.name).toBe("Drone");
expect(handle.lastCreate?.drive).toBe(1);
// Delete the class through the table action; the row disappears
// and the order tab gets a second row.
await page.getByTestId("sidebar-tab-inspector").click();
await page.getByTestId("ship-classes-delete").click();
await expect(page.getByTestId("ship-classes-empty")).toBeVisible();
await page.getByTestId("sidebar-tab-order").click();
await expect(orderTool.getByTestId("order-command-label-1")).toContainText(
"Drone",
);
expect(handle.lastRemove?.name).toBe("Drone");
});
test("designer keeps Save disabled while the form is invalid", async ({
page,
}, testInfo) => {
test.skip(
testInfo.project.name.startsWith("chromium-mobile"),
"phase 17 spec covers desktop layout; mobile inherits the same store",
);
await mockGateway(page, { createOutcome: "applied" });
await bootSession(page);
await page.goto(`/games/${GAME_ID}/designer/ship-class`);
const save = page.getByTestId("designer-ship-class-save");
await expect(save).toBeDisabled();
// Empty name surfaces the entity-name error.
await expect(page.getByTestId("designer-ship-class-error")).toHaveText(
"name cannot be empty",
);
// Mismatched armament / weapons triggers the pair rule.
await page.getByTestId("designer-ship-class-input-name").fill("Bad");
await page.getByTestId("designer-ship-class-input-armament").fill("1");
await page.getByTestId("designer-ship-class-input-drive").fill("1");
await expect(page.getByTestId("designer-ship-class-error")).toHaveText(
"armament and weapons must be both zero or both nonzero",
);
await expect(save).toBeDisabled();
// Filling weapons resolves the pair rule.
await page.getByTestId("designer-ship-class-input-weapons").fill("1");
await expect(save).toBeEnabled();
});
test("rejected createShipClass keeps the table empty and surfaces the failure", async ({
page,
}, testInfo) => {
test.skip(
testInfo.project.name.startsWith("chromium-mobile"),
"phase 17 spec covers desktop layout; mobile inherits the same store",
);
await mockGateway(page, { createOutcome: "rejected" });
await bootSession(page);
await page.goto(`/games/${GAME_ID}/designer/ship-class`);
await page.getByTestId("designer-ship-class-input-name").fill("Drone");
await page.getByTestId("designer-ship-class-input-drive").fill("1");
await page.getByTestId("designer-ship-class-save").click();
// Designer's save() calls SvelteKit `goto` to navigate back to
// the table. SPA navigation keeps the per-game `OrderDraftStore`
// alive so the auto-sync round-trip (which flips the status from
// `submitting` to `rejected`) lands while the table is showing.
// Order tab carries a `rejected` row; the optimistic overlay
// drops the class once the engine answers `cmdApplied=false`.
await page.getByTestId("sidebar-tab-order").click();
const orderTool = page.getByTestId("sidebar-tool-order");
await expect(orderTool.getByTestId("order-command-status-0")).toHaveText(
"rejected",
);
await expect(orderTool.getByTestId("order-sync")).toHaveAttribute(
"data-sync-status",
"error",
);
// Switch sidebar back to inspector so the active-view (table)
// regains focus, and assert the optimistic class is gone.
await page.getByTestId("sidebar-tab-inspector").click();
await expect(page.getByTestId("ship-classes-empty")).toBeVisible();
});
+20 -20
View File
@@ -1,9 +1,13 @@
// Component tests for every Phase 10 active-view stub. Each stub
// renders the localised view title plus the `coming soon` body copy
// and exposes a stable `data-testid` so later phases can replace the
// content without renaming the test hook. The table stub additionally
// honours its `entity` prop and falls back to the snake_case i18n key
// for an unknown slug.
// Component tests for the remaining Phase 10 active-view stubs. Each
// stub renders the localised view title plus the `coming soon` body
// copy and exposes a stable `data-testid` so later phases can replace
// the content without renaming the test hook. Phase 17 lit up the
// ship-classes table and the ship-class designer, so the assertions
// for those slugs / components moved to the dedicated suites
// (`table-ship-classes.test.ts`, `designer-ship-class.test.ts`); the
// `table.svelte` router still falls back to the stub for the
// not-yet-implemented entities (planets, ship-groups, fleets,
// sciences, races) and that fallback is exercised here.
import "@testing-library/jest-dom/vitest";
import { render } from "@testing-library/svelte";
@@ -16,7 +20,6 @@ import TableView from "../src/lib/active-view/table.svelte";
import ReportView from "../src/lib/active-view/report.svelte";
import BattleView from "../src/lib/active-view/battle.svelte";
import MailView from "../src/lib/active-view/mail.svelte";
import DesignerShipClass from "../src/lib/active-view/designer-ship-class.svelte";
import DesignerScience from "../src/lib/active-view/designer-science.svelte";
beforeEach(() => {
@@ -38,20 +41,22 @@ describe("active-view stubs", () => {
expect(ui.getByTestId("map-canvas-wrap")).toBeInTheDocument();
});
test("table stub maps a kebab-case entity to the right i18n title", () => {
const ui = render(TableView, { props: { entity: "ship-classes" } });
test("table stub falls back for not-yet-implemented entities", () => {
const ui = render(TableView, { props: { entity: "planets" } });
const node = ui.getByTestId("active-view-table");
expect(node).toHaveAttribute("data-entity", "ship-classes");
expect(node).toHaveTextContent("ship classes");
expect(node).toHaveAttribute("data-entity", "planets");
expect(node).toHaveTextContent("planets");
expect(node).toHaveTextContent("coming soon");
});
test("table stub also handles a single-word entity", () => {
const ui = render(TableView, { props: { entity: "planets" } });
expect(ui.getByTestId("active-view-table")).toHaveTextContent("planets");
test("table stub also handles multi-word entities", () => {
const ui = render(TableView, { props: { entity: "ship-groups" } });
const node = ui.getByTestId("active-view-table");
expect(node).toHaveAttribute("data-entity", "ship-groups");
expect(node).toHaveTextContent("ship groups");
});
test("report / mail / designer stubs render their localised titles", () => {
test("report / mail / designer-science stubs render their localised titles", () => {
const r = render(ReportView);
expect(r.getByTestId("active-view-report")).toHaveTextContent(
"turn report",
@@ -62,11 +67,6 @@ describe("active-view stubs", () => {
"diplomatic mail",
);
const sc = render(DesignerShipClass);
expect(
sc.getByTestId("active-view-designer-ship-class"),
).toHaveTextContent("ship-class designer");
const sci = render(DesignerScience);
expect(
sci.getByTestId("active-view-designer-science"),
+43 -5
View File
@@ -98,12 +98,21 @@ interface PlanetFixture {
y: number;
}
interface ShipClassFixture {
name: string;
drive?: number;
armament?: number;
weapons?: number;
shields?: number;
cargo?: number;
}
function buildReportPayload(opts: {
turn: number;
width?: number;
height?: number;
planets?: PlanetFixture[];
shipClasses?: { name: string }[];
shipClasses?: ShipClassFixture[];
}): Uint8Array {
const builder = new Builder(256);
const planetOffsets = (opts.planets ?? []).map((planet) => {
@@ -121,6 +130,11 @@ function buildReportPayload(opts: {
const name = builder.createString(cls.name);
ShipClass.startShipClass(builder);
ShipClass.addName(builder, name);
ShipClass.addDrive(builder, cls.drive ?? 0);
ShipClass.addArmament(builder, BigInt(cls.armament ?? 0));
ShipClass.addWeapons(builder, cls.weapons ?? 0);
ShipClass.addShields(builder, cls.shields ?? 0);
ShipClass.addCargo(builder, cls.cargo ?? 0);
return ShipClass.endShipClass(builder);
});
const localPlanetVec =
@@ -277,21 +291,45 @@ describe("GameStateStore", () => {
expect(store.error).toBe("device session missing");
});
test("decodeReport surfaces the localShipClass projection by name", async () => {
test("decodeReport surfaces the localShipClass projection with full attributes", async () => {
listMyGamesSpy.mockResolvedValue([makeGameSummary(1)]);
const client = makeFakeClient(async () => ({
resultCode: "ok",
payloadBytes: buildReportPayload({
turn: 1,
planets: [{ number: 1, name: "Earth", x: 100, y: 100 }],
shipClasses: [{ name: "Scout" }, { name: "Destroyer" }],
shipClasses: [
{
name: "Scout",
drive: 1,
armament: 0,
weapons: 0,
shields: 0,
cargo: 0,
},
{
name: "Destroyer",
drive: 6,
armament: 1,
weapons: 8,
shields: 4,
cargo: 0,
},
],
}),
}));
const store = new GameStateStore();
await store.init({ client, cache, gameId: GAME_ID });
expect(store.report?.localShipClass).toEqual([
{ name: "Scout" },
{ name: "Destroyer" },
{ name: "Scout", drive: 1, armament: 0, weapons: 0, shields: 0, cargo: 0 },
{
name: "Destroyer",
drive: 6,
armament: 1,
weapons: 8,
shields: 4,
cargo: 0,
},
]);
store.dispose();
});
@@ -78,6 +78,19 @@ function localPlanet(
};
}
function shipClass(
overrides: Partial<ShipClassSummary> & Pick<ShipClassSummary, "name">,
): ShipClassSummary {
return {
drive: 0,
armament: 0,
weapons: 0,
shields: 0,
cargo: 0,
...overrides,
};
}
function mountProduction(
planet: ReportPlanet,
localShipClass: ShipClassSummary[] = [],
@@ -167,8 +180,8 @@ describe("planet inspector — production controls", () => {
test("Build-Ship click on a class emits a SHIP setProductionType command", async () => {
const ui = mountProduction(localPlanet({ number: 7 }), [
{ name: "Scout" },
{ name: "Destroyer" },
shipClass({ name: "Scout" }),
shipClass({ name: "Destroyer" }),
]);
await fireEvent.click(
ui.getByTestId("inspector-planet-production-segment-ship"),
@@ -185,7 +198,7 @@ describe("planet inspector — production controls", () => {
test("re-clicks on the same planet collapse to the latest entry via the store", async () => {
const ui = mountProduction(localPlanet({ number: 7 }), [
{ name: "Scout" },
shipClass({ name: "Scout" }),
]);
await fireEvent.click(
ui.getByTestId("inspector-planet-production-segment-industry"),
@@ -224,7 +237,7 @@ describe("planet inspector — production controls", () => {
for (const tc of cases) {
const ui = mountProduction(
localPlanet({ number: 1, production: tc.production }),
[{ name: "Scout" }],
[shipClass({ name: "Scout" })],
);
const ids: ReadonlyArray<
"industry" | "materials" | "research" | "ship"
@@ -268,7 +281,7 @@ describe("planet inspector — production controls", () => {
test("ship class sub-row matches when production equals a class name", async () => {
const ui = mountProduction(
localPlanet({ number: 1, production: "Scout" }),
[{ name: "Scout" }, { name: "Destroyer" }],
[shipClass({ name: "Scout" }), shipClass({ name: "Destroyer" })],
);
expect(
ui.getByTestId("inspector-planet-production-ship-Scout").classList
@@ -0,0 +1,193 @@
// Vitest coverage for `lib/util/ship-class-validation.ts`. The
// validator is a TS port of `pkg/calc/validator.go` plus the
// `validateEntityName` rules and a UX-only duplicate-name check.
// Each branch is exercised explicitly so a future engine
// validator change cannot drift silently.
import { describe, expect, test } from "vitest";
import {
validateShipClass,
type ShipClassDraft,
} from "../src/lib/util/ship-class-validation";
function draft(overrides: Partial<ShipClassDraft>): ShipClassDraft {
return {
name: "Scout",
drive: 1,
armament: 0,
weapons: 0,
shields: 0,
cargo: 0,
...overrides,
};
}
describe("validateShipClass", () => {
test("accepts a minimal valid drone-style class", () => {
const result = validateShipClass(
draft({ name: "Drone", drive: 1, armament: 0, weapons: 0 }),
);
expect(result.ok).toBe(true);
if (!result.ok) return;
expect(result.value.name).toBe("Drone");
});
test("trims surrounding whitespace from the name", () => {
const result = validateShipClass(draft({ name: " Scout " }));
expect(result.ok).toBe(true);
if (!result.ok) return;
expect(result.value.name).toBe("Scout");
});
test("rejects empty name", () => {
const result = validateShipClass(draft({ name: "" }));
expect(result.ok).toBe(false);
if (result.ok) return;
expect(result.reason).toBe("empty");
});
test("rejects name longer than 30 runes", () => {
const result = validateShipClass(draft({ name: "a".repeat(31) }));
expect(result.ok).toBe(false);
if (result.ok) return;
expect(result.reason).toBe("too_long");
});
test("rejects name with whitespace inside", () => {
const result = validateShipClass(draft({ name: "Big Ship" }));
expect(result.ok).toBe(false);
if (result.ok) return;
expect(result.reason).toBe("whitespace");
});
test.each([
{ value: 0.5, reason: "drive_value" as const, field: "drive" as const },
{ value: -1, reason: "drive_value" as const, field: "drive" as const },
{
value: Number.POSITIVE_INFINITY,
reason: "drive_value" as const,
field: "drive" as const,
},
{ value: 0.5, reason: "weapons_value" as const, field: "weapons" as const },
{ value: 0.5, reason: "shields_value" as const, field: "shields" as const },
{ value: 0.5, reason: "cargo_value" as const, field: "cargo" as const },
])(
"rejects $field = $value with reason $reason",
({ value, reason, field }) => {
// Make sure both armament/weapons stay coupled (both nonzero or both zero) so we
// trip the per-field rule before the pair rule kicks in.
const overrides: Partial<ShipClassDraft> = {
drive: 1,
armament: 0,
weapons: 0,
shields: 0,
cargo: 0,
};
if (field === "weapons") {
overrides.armament = 1;
}
(overrides as Record<typeof field, number>)[field] = value;
const result = validateShipClass(draft(overrides));
expect(result.ok).toBe(false);
if (result.ok) return;
expect(result.reason).toBe(reason);
},
);
test("rejects negative armament", () => {
const result = validateShipClass(draft({ armament: -1 }));
expect(result.ok).toBe(false);
if (result.ok) return;
expect(result.reason).toBe("armament_value");
});
test("rejects fractional armament", () => {
const result = validateShipClass(draft({ armament: 1.5, weapons: 1 }));
expect(result.ok).toBe(false);
if (result.ok) return;
expect(result.reason).toBe("armament_not_integer");
});
test("rejects nonzero armament with zero weapons", () => {
const result = validateShipClass(draft({ armament: 2, weapons: 0 }));
expect(result.ok).toBe(false);
if (result.ok) return;
expect(result.reason).toBe("armament_weapons_pair");
});
test("rejects zero armament with nonzero weapons", () => {
const result = validateShipClass(draft({ armament: 0, weapons: 5 }));
expect(result.ok).toBe(false);
if (result.ok) return;
expect(result.reason).toBe("armament_weapons_pair");
});
test("rejects all-zero values", () => {
const result = validateShipClass(
draft({
drive: 0,
armament: 0,
weapons: 0,
shields: 0,
cargo: 0,
}),
);
expect(result.ok).toBe(false);
if (result.ok) return;
expect(result.reason).toBe("all_zero");
});
test("accepts the canonical Cruiser fixture from rules.txt", () => {
const result = validateShipClass(
draft({
name: "Cruiser",
drive: 15,
armament: 1,
weapons: 15,
shields: 15,
cargo: 0,
}),
);
expect(result.ok).toBe(true);
});
test("accepts the canonical Megafreighter fixture", () => {
const result = validateShipClass(
draft({
name: "Megafreighter",
drive: 80,
armament: 2,
weapons: 2,
shields: 30,
cargo: 100,
}),
);
expect(result.ok).toBe(true);
});
test("flags duplicate names against existingNames", () => {
const result = validateShipClass(draft({ name: "Scout" }), {
existingNames: ["Scout", "Destroyer"],
});
expect(result.ok).toBe(false);
if (result.ok) return;
expect(result.reason).toBe("duplicate_name");
});
test("compares duplicate names after trimming", () => {
const result = validateShipClass(draft({ name: " Scout " }), {
existingNames: ["Scout"],
});
expect(result.ok).toBe(false);
if (result.ok) return;
expect(result.reason).toBe("duplicate_name");
});
test("does not flag duplicates when existingNames is empty", () => {
const result = validateShipClass(draft({ name: "Scout" }), {
existingNames: [],
});
expect(result.ok).toBe(true);
});
});
@@ -0,0 +1,210 @@
// Vitest coverage for the Phase 17 ship-classes table active view.
// The component renders against a synthetic `RenderedReportSource`
// (so the suite does not need a live `GameStateStore`) and a real
// `OrderDraftStore` (so the per-row Delete affordance exercises
// the `removeShipClass` add path including persistence).
import "@testing-library/jest-dom/vitest";
import "fake-indexeddb/auto";
import { fireEvent, render, waitFor } from "@testing-library/svelte";
import {
afterEach,
beforeEach,
describe,
expect,
test,
vi,
} from "vitest";
import { i18n } from "../src/lib/i18n/index.svelte";
import type { GameReport, ShipClassSummary } from "../src/api/game-state";
import {
ORDER_DRAFT_CONTEXT_KEY,
OrderDraftStore,
} from "../src/sync/order-draft.svelte";
import { RENDERED_REPORT_CONTEXT_KEY } from "../src/lib/rendered-report.svelte";
import { IDBCache } from "../src/platform/store/idb-cache";
import { openGalaxyDB, type GalaxyDB } from "../src/platform/store/idb";
import type { Cache } from "../src/platform/store/index";
import type { IDBPDatabase } from "idb";
const GAME_ID = "11111111-2222-3333-4444-555555555555";
const pageMock = vi.hoisted(() => ({
url: new URL("http://localhost/games/g1/table/ship-classes"),
params: { id: "g1" } as Record<string, string>,
}));
const gotoMock = vi.hoisted(() => vi.fn());
vi.mock("$app/state", () => ({
page: pageMock,
}));
vi.mock("$app/navigation", () => ({
goto: gotoMock,
}));
import TableShipClasses from "../src/lib/active-view/table-ship-classes.svelte";
let db: IDBPDatabase<GalaxyDB>;
let dbName: string;
let cache: Cache;
let draft: OrderDraftStore;
beforeEach(async () => {
dbName = `galaxy-table-ship-classes-${crypto.randomUUID()}`;
db = await openGalaxyDB(dbName);
cache = new IDBCache(db);
draft = new OrderDraftStore();
await draft.init({ cache, gameId: GAME_ID });
i18n.resetForTests("en");
pageMock.params = { id: "g1" };
gotoMock.mockClear();
});
afterEach(async () => {
draft.dispose();
db.close();
await new Promise<void>((resolve) => {
const req = indexedDB.deleteDatabase(dbName);
req.onsuccess = () => resolve();
req.onerror = () => resolve();
req.onblocked = () => resolve();
});
});
function shipClass(
overrides: Partial<ShipClassSummary> & Pick<ShipClassSummary, "name">,
): ShipClassSummary {
return {
drive: 0,
armament: 0,
weapons: 0,
shields: 0,
cargo: 0,
...overrides,
};
}
function makeReport(localShipClass: ShipClassSummary[]): GameReport {
return {
turn: 1,
mapWidth: 1000,
mapHeight: 1000,
planetCount: 0,
planets: [],
race: "",
localShipClass,
routes: [],
localPlayerDrive: 0,
};
}
function mountTable(report: GameReport | null) {
const renderedReport = { get report() { return report; } };
const context = new Map<unknown, unknown>([
[ORDER_DRAFT_CONTEXT_KEY, draft],
[RENDERED_REPORT_CONTEXT_KEY, renderedReport],
]);
return render(TableShipClasses, { context });
}
describe("ship-classes table", () => {
test("renders a loading placeholder before the report lands", () => {
const ui = mountTable(null);
expect(ui.getByTestId("ship-classes-loading")).toBeInTheDocument();
});
test("renders an empty placeholder when no classes are designed", () => {
const ui = mountTable(makeReport([]));
expect(ui.getByTestId("ship-classes-empty")).toBeInTheDocument();
});
test("renders one row per ship class with full attributes", () => {
const ui = mountTable(
makeReport([
shipClass({
name: "Cruiser",
drive: 15,
armament: 1,
weapons: 15,
shields: 15,
cargo: 0,
}),
]),
);
const rows = ui.getAllByTestId("ship-classes-row");
expect(rows).toHaveLength(1);
expect(rows[0]).toHaveAttribute("data-name", "Cruiser");
expect(ui.getByTestId("ship-classes-cell-drive")).toHaveTextContent("15");
expect(ui.getByTestId("ship-classes-cell-armament")).toHaveTextContent("1");
});
test("filters rows by case-insensitive name match", async () => {
const ui = mountTable(
makeReport([
shipClass({ name: "Drone", drive: 1 }),
shipClass({ name: "Cruiser", drive: 15, armament: 1, weapons: 15 }),
]),
);
await fireEvent.input(ui.getByTestId("ship-classes-filter"), {
target: { value: "cru" },
});
const rows = ui.getAllByTestId("ship-classes-row");
expect(rows).toHaveLength(1);
expect(rows[0]).toHaveAttribute("data-name", "Cruiser");
});
test("toggles sort direction when the same column is clicked twice", async () => {
const ui = mountTable(
makeReport([
shipClass({ name: "Drone", drive: 1 }),
shipClass({
name: "Cruiser",
drive: 15,
armament: 1,
weapons: 15,
shields: 15,
}),
shipClass({ name: "Battleship", drive: 25 }),
]),
);
const driveHeader = ui.getByTestId("ship-classes-column-drive");
await fireEvent.click(driveHeader);
let names = ui
.getAllByTestId("ship-classes-row")
.map((row) => row.getAttribute("data-name"));
expect(names).toEqual(["Drone", "Cruiser", "Battleship"]);
await fireEvent.click(driveHeader);
names = ui
.getAllByTestId("ship-classes-row")
.map((row) => row.getAttribute("data-name"));
expect(names).toEqual(["Battleship", "Cruiser", "Drone"]);
});
test("dblclick on a row navigates to the designer for that class", async () => {
const ui = mountTable(
makeReport([shipClass({ name: "Drone", drive: 1 })]),
);
await fireEvent.dblClick(ui.getByTestId("ship-classes-row"));
expect(gotoMock).toHaveBeenCalledWith("/games/g1/designer/ship-class/Drone");
});
test("delete button adds a removeShipClass to the draft", async () => {
const ui = mountTable(
makeReport([shipClass({ name: "Drone", drive: 1 })]),
);
await fireEvent.click(ui.getByTestId("ship-classes-delete"));
await waitFor(() => expect(draft.commands).toHaveLength(1));
const cmd = draft.commands[0]!;
if (cmd.kind !== "removeShipClass") throw new Error("wrong kind");
expect(cmd.name).toBe("Drone");
});
test("new button navigates to the empty designer", async () => {
const ui = mountTable(makeReport([]));
await fireEvent.click(ui.getByTestId("ship-classes-new"));
expect(gotoMock).toHaveBeenCalledWith("/games/g1/designer/ship-class");
});
});