ui/phase-21: sciences CRUD list, designer, and production-picker integration
Lights up the player-defined sciences feature: a table view with sort and filter, a designer with four percent inputs and a strict sum-equals-100 gate, and a Research-sub-row integration so the planet production picker lists the user's sciences alongside the four tech buttons. Phase 21 decisions are baked back into ui/PLAN.md (no UpdateScience on the wire — write-once via createScience + removeScience; percentages instead of fractions; sciences live under the existing Research segment). Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
@@ -1,28 +1,448 @@
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<!--
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Phase 10 stub for the science designer active view. Phase 21 wires
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the CRUD list and designer. The optional `scienceId` URL segment is
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accepted but ignored at this point.
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Phase 21 science designer. Two modes driven by the optional
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`scienceId` URL segment:
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- **new (no scienceId)** — empty form with four percent fields
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plus name. Save is disabled until `validateScience` returns
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`ok`; the localised tooltip mirrors `validateEntityName`'s
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invalid-reason messages and the value-rule mirrors the engine's
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`pkg/calc/validator.go.ValidateScienceValues`. Save adds a
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`createScience` to the local order draft (with the four
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percentages converted to fractions in `[0, 1]`) and returns to
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the table.
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- **view (scienceId set)** — read-only render of the matching row
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from the optimistic overlay. Sciences are defined once and
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cannot be modified after creation (Phase 21 decision: the wire
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has only Create + Remove, no Update); the view exposes a Delete
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affordance (engine-side checks ensure the science is not
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referenced by an active production target) and a Back button.
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The four tech proportions are entered as percentages (`step="0.1"`)
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with a strict sum-equals-100 gate. The running sum is shown live so
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the player can chase it down; conversion to wire fractions happens
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inside `validateScience` only on Save. The choice of percent vs.
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fractions is a Phase 21 decision documented in
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`ui/docs/science-designer-ux.md`.
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-->
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<script lang="ts">
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import { i18n } from "$lib/i18n/index.svelte";
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import { getContext, tick } from "svelte";
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import { goto } from "$app/navigation";
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import { page } from "$app/state";
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import type { ScienceSummary } from "../../api/game-state";
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import { i18n, type TranslationKey } from "$lib/i18n/index.svelte";
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import {
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RENDERED_REPORT_CONTEXT_KEY,
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type RenderedReportSource,
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} from "$lib/rendered-report.svelte";
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import {
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ORDER_DRAFT_CONTEXT_KEY,
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OrderDraftStore,
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} from "../../sync/order-draft.svelte";
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import {
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fractionsToPercent,
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validateScience,
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type ScienceInvalidReason,
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} from "$lib/util/science-validation";
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const rendered = getContext<RenderedReportSource | undefined>(
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RENDERED_REPORT_CONTEXT_KEY,
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);
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const draft = getContext<OrderDraftStore | undefined>(
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ORDER_DRAFT_CONTEXT_KEY,
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);
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const gameId = $derived(page.params.id ?? "");
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const scienceId = $derived(page.params.scienceId ?? "");
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const isViewMode = $derived(scienceId !== "");
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const localScience = $derived<ScienceSummary[]>(
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rendered?.report?.localScience ?? [],
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);
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const existingNames = $derived(localScience.map((sci) => sci.name));
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const viewing = $derived(
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isViewMode
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? (localScience.find((sci) => sci.name === scienceId) ?? null)
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: null,
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);
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const viewingPercent = $derived(
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viewing === null ? null : fractionsToPercent(viewing),
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);
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let name = $state("");
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let drive = $state(0);
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let weapons = $state(0);
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let shields = $state(0);
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let cargo = $state(0);
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let nameInputEl: HTMLInputElement | null = $state(null);
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const invalidReasonKeyMap: Record<ScienceInvalidReason, TranslationKey> = {
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empty: "game.designer.science.invalid.empty",
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too_long: "game.designer.science.invalid.too_long",
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starts_with_special: "game.designer.science.invalid.starts_with_special",
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ends_with_special: "game.designer.science.invalid.ends_with_special",
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consecutive_specials: "game.designer.science.invalid.consecutive_specials",
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whitespace: "game.designer.science.invalid.whitespace",
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disallowed_character: "game.designer.science.invalid.disallowed_character",
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duplicate_name: "game.designer.science.invalid.duplicate_name",
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drive_value: "game.designer.science.invalid.drive_value",
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weapons_value: "game.designer.science.invalid.weapons_value",
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shields_value: "game.designer.science.invalid.shields_value",
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cargo_value: "game.designer.science.invalid.cargo_value",
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sum_not_hundred: "game.designer.science.invalid.sum_not_hundred",
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};
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const validation = $derived(
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validateScience(
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{ name, drive, weapons, shields, cargo },
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{ existingNames },
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),
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);
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const invalidMessage = $derived(
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validation.ok ? "" : i18n.t(invalidReasonKeyMap[validation.reason]),
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);
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const canSave = $derived(validation.ok && draft !== undefined);
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const sumPercent = $derived(drive + weapons + shields + cargo);
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const sumDisplay = $derived(
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sumPercent.toLocaleString(undefined, {
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minimumFractionDigits: 0,
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maximumFractionDigits: 1,
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}),
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);
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$effect(() => {
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if (!isViewMode) {
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void tick().then(() => nameInputEl?.focus());
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}
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});
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function formatPercent(fraction: number): string {
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return (fraction * 100).toLocaleString(undefined, {
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minimumFractionDigits: 0,
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maximumFractionDigits: 1,
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});
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}
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function backToTable(): void {
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void goto(`/games/${gameId}/table/sciences`);
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}
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async function save(): Promise<void> {
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if (!validation.ok || draft === undefined) return;
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await draft.add({
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kind: "createScience",
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id: crypto.randomUUID(),
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name: validation.value.name,
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drive: validation.value.drive,
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weapons: validation.value.weapons,
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shields: validation.value.shields,
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cargo: validation.value.cargo,
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});
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backToTable();
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}
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async function deleteThis(): Promise<void> {
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if (viewing === null || draft === undefined) return;
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await draft.add({
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kind: "removeScience",
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id: crypto.randomUUID(),
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name: viewing.name,
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});
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backToTable();
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}
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</script>
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<section class="active-view" data-testid="active-view-designer-science">
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<h2>{i18n.t("game.view.designer.science")}</h2>
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<p>{i18n.t("game.shell.coming_soon")}</p>
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<section
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class="active-view"
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data-testid="active-view-designer-science"
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data-mode={isViewMode ? "view" : "new"}
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>
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{#if isViewMode}
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{#if viewing === null || viewingPercent === null}
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<h2>{i18n.t("game.view.designer.science")}</h2>
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<p class="not-found" data-testid="designer-science-not-found">
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{i18n.t("game.designer.science.not_found", { name: scienceId })}
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</p>
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<div class="actions">
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<button
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type="button"
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data-testid="designer-science-back"
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onclick={backToTable}
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>
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{i18n.t("game.designer.science.action.back")}
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</button>
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</div>
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{:else}
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<h2 data-testid="designer-science-title">
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{i18n.t("game.designer.science.title.view", { name: viewing.name })}
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</h2>
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<p class="notice" data-testid="designer-science-notice">
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{i18n.t("game.designer.science.read_only_notice")}
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</p>
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<dl class="fields">
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<div class="field">
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<dt>{i18n.t("game.designer.science.field.name")}</dt>
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<dd data-testid="designer-science-view-name">{viewing.name}</dd>
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</div>
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<div class="field">
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<dt>{i18n.t("game.designer.science.field.drive")}</dt>
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<dd data-testid="designer-science-view-drive">
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{formatPercent(viewing.drive)}
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</dd>
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</div>
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<div class="field">
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<dt>{i18n.t("game.designer.science.field.weapons")}</dt>
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<dd data-testid="designer-science-view-weapons">
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{formatPercent(viewing.weapons)}
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</dd>
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</div>
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<div class="field">
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<dt>{i18n.t("game.designer.science.field.shields")}</dt>
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<dd data-testid="designer-science-view-shields">
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{formatPercent(viewing.shields)}
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</dd>
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</div>
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<div class="field">
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<dt>{i18n.t("game.designer.science.field.cargo")}</dt>
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<dd data-testid="designer-science-view-cargo">
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{formatPercent(viewing.cargo)}
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</dd>
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</div>
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</dl>
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<div class="actions">
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<button
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type="button"
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class="back"
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data-testid="designer-science-back"
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onclick={backToTable}
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>
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{i18n.t("game.designer.science.action.back")}
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</button>
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<button
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type="button"
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class="delete"
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data-testid="designer-science-delete"
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disabled={draft === undefined}
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onclick={() => void deleteThis()}
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>
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{i18n.t("game.designer.science.action.delete")}
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</button>
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</div>
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{/if}
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{:else}
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<h2 data-testid="designer-science-title">
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{i18n.t("game.designer.science.title.new")}
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</h2>
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<p class="hint" data-testid="designer-science-hint">
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{i18n.t("game.designer.science.hint.values")}
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</p>
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<form
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class="form"
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data-testid="designer-science-form"
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onsubmit={(event) => {
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event.preventDefault();
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void save();
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}}
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>
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<label class="row">
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<span>{i18n.t("game.designer.science.field.name")}</span>
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<input
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type="text"
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bind:this={nameInputEl}
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bind:value={name}
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data-testid="designer-science-input-name"
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maxlength="30"
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aria-invalid={validation.ok ? "false" : "true"}
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/>
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</label>
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<label class="row">
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<span>{i18n.t("game.designer.science.field.drive")}</span>
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<input
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type="number"
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step="0.1"
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min="0"
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max="100"
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bind:value={drive}
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data-testid="designer-science-input-drive"
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/>
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</label>
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<label class="row">
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<span>{i18n.t("game.designer.science.field.weapons")}</span>
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<input
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type="number"
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step="0.1"
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min="0"
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max="100"
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bind:value={weapons}
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data-testid="designer-science-input-weapons"
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/>
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</label>
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<label class="row">
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<span>{i18n.t("game.designer.science.field.shields")}</span>
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<input
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type="number"
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step="0.1"
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min="0"
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max="100"
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bind:value={shields}
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data-testid="designer-science-input-shields"
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/>
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</label>
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<label class="row">
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<span>{i18n.t("game.designer.science.field.cargo")}</span>
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<input
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type="number"
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step="0.1"
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min="0"
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max="100"
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bind:value={cargo}
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data-testid="designer-science-input-cargo"
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/>
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</label>
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<p
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class="sum"
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data-testid="designer-science-sum"
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data-sum-ok={validation.ok || (validation.reason !== "sum_not_hundred")
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? "true"
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: "false"}
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>
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{i18n.t("game.designer.science.field.sum", { value: sumDisplay })}
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</p>
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{#if !validation.ok}
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<p class="error" data-testid="designer-science-error">
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{invalidMessage}
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</p>
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{/if}
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<div class="actions">
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<button
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type="button"
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class="cancel"
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data-testid="designer-science-cancel"
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onclick={backToTable}
|
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>
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{i18n.t("game.designer.science.action.cancel")}
|
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</button>
|
||||
<button
|
||||
type="submit"
|
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class="save"
|
||||
data-testid="designer-science-save"
|
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disabled={!canSave}
|
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title={canSave ? "" : invalidMessage}
|
||||
>
|
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{i18n.t("game.designer.science.action.save")}
|
||||
</button>
|
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</div>
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</form>
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{/if}
|
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</section>
|
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|
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<style>
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.active-view {
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padding: 1.5rem;
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font-family: system-ui, sans-serif;
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display: flex;
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flex-direction: column;
|
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gap: 0.85rem;
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}
|
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.active-view h2 {
|
||||
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;
|
||||
}
|
||||
.sum {
|
||||
margin: 0;
|
||||
font-size: 0.85rem;
|
||||
color: #aab;
|
||||
}
|
||||
.sum[data-sum-ok="false"] {
|
||||
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 +1,333 @@
|
||||
<!--
|
||||
Phase 21 sciences table. Renders the player's defined sciences with
|
||||
sort, filter, double-tap-to-open-designer, and a per-row Delete
|
||||
action. Source data is the optimistic overlay
|
||||
(`RenderedReportSource.report.localScience`) so a freshly queued
|
||||
`createScience` shows up immediately and a freshly queued
|
||||
`removeScience` disappears immediately — both before the auto-sync
|
||||
round-trip lands.
|
||||
|
||||
The four tech proportions are stored on the wire as fractions in
|
||||
`[0, 1]` and surfaced here as percentages with one decimal so the
|
||||
table matches the designer's input units.
|
||||
|
||||
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 "$app/state";
|
||||
|
||||
import type { ScienceSummary } from "../../api/game-state";
|
||||
import { i18n, type TranslationKey } from "$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" | "weapons" | "shields" | "cargo";
|
||||
type SortDirection = "asc" | "desc";
|
||||
|
||||
const COLUMN_LABELS: Record<SortColumn, TranslationKey> = {
|
||||
name: "game.table.sciences.column.name",
|
||||
drive: "game.table.sciences.column.drive",
|
||||
weapons: "game.table.sciences.column.weapons",
|
||||
shields: "game.table.sciences.column.shields",
|
||||
cargo: "game.table.sciences.column.cargo",
|
||||
};
|
||||
|
||||
const COLUMNS: readonly SortColumn[] = [
|
||||
"name",
|
||||
"drive",
|
||||
"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 localScience = $derived<ScienceSummary[]>(
|
||||
rendered?.report?.localScience ?? [],
|
||||
);
|
||||
const reportLoaded = $derived(
|
||||
rendered?.report !== null && rendered?.report !== undefined,
|
||||
);
|
||||
|
||||
const filtered = $derived.by(() => {
|
||||
const needle = filter.trim().toLowerCase();
|
||||
if (needle === "") return localScience;
|
||||
return localScience.filter((sci) =>
|
||||
sci.name.toLowerCase().includes(needle),
|
||||
);
|
||||
});
|
||||
|
||||
const sorted = $derived.by(() => {
|
||||
const list = [...filtered];
|
||||
const dir = sortDirection === "asc" ? 1 : -1;
|
||||
list.sort((a, b) => {
|
||||
if (sortColumn === "name") {
|
||||
return a.name.localeCompare(b.name) * dir;
|
||||
}
|
||||
return (a[sortColumn] - b[sortColumn]) * dir;
|
||||
});
|
||||
return list;
|
||||
});
|
||||
|
||||
function toggleSort(column: SortColumn): void {
|
||||
if (sortColumn === column) {
|
||||
sortDirection = sortDirection === "asc" ? "desc" : "asc";
|
||||
return;
|
||||
}
|
||||
sortColumn = column;
|
||||
sortDirection = "asc";
|
||||
}
|
||||
|
||||
function ariaSort(column: SortColumn): "ascending" | "descending" | "none" {
|
||||
if (sortColumn !== column) return "none";
|
||||
return sortDirection === "asc" ? "ascending" : "descending";
|
||||
}
|
||||
|
||||
// Render a fraction in `[0, 1]` as a one-decimal percent
|
||||
// (`0.225` → `"22.5"`). The conversion is value-only — no `%`
|
||||
// suffix — so callers can decorate independently.
|
||||
function formatPercent(fraction: number): string {
|
||||
return (fraction * 100).toLocaleString(undefined, {
|
||||
minimumFractionDigits: 0,
|
||||
maximumFractionDigits: 1,
|
||||
});
|
||||
}
|
||||
|
||||
function openDesigner(name: string): void {
|
||||
void goto(`/games/${gameId}/designer/science/${encodeURIComponent(name)}`);
|
||||
}
|
||||
|
||||
function newScience(): void {
|
||||
void goto(`/games/${gameId}/designer/science`);
|
||||
}
|
||||
|
||||
async function deleteScience(name: string): Promise<void> {
|
||||
if (draft === undefined) return;
|
||||
await draft.add({
|
||||
kind: "removeScience",
|
||||
id: crypto.randomUUID(),
|
||||
name,
|
||||
});
|
||||
}
|
||||
</script>
|
||||
|
||||
<section
|
||||
class="active-view"
|
||||
data-testid="active-view-table"
|
||||
data-entity="sciences"
|
||||
>
|
||||
<header>
|
||||
<h2>{i18n.t("game.table.sciences.title")}</h2>
|
||||
<div class="controls">
|
||||
<input
|
||||
type="search"
|
||||
class="filter"
|
||||
data-testid="sciences-filter"
|
||||
placeholder={i18n.t("game.table.sciences.filter.placeholder")}
|
||||
bind:value={filter}
|
||||
/>
|
||||
<button
|
||||
type="button"
|
||||
class="new"
|
||||
data-testid="sciences-new"
|
||||
onclick={newScience}
|
||||
>
|
||||
{i18n.t("game.table.sciences.action.new")}
|
||||
</button>
|
||||
</div>
|
||||
</header>
|
||||
|
||||
{#if !reportLoaded}
|
||||
<p class="status" data-testid="sciences-loading">
|
||||
{i18n.t("game.table.sciences.loading")}
|
||||
</p>
|
||||
{:else if localScience.length === 0}
|
||||
<p class="status" data-testid="sciences-empty">
|
||||
{i18n.t("game.table.sciences.empty")}
|
||||
</p>
|
||||
{:else}
|
||||
<table class="grid" data-testid="sciences-table">
|
||||
<thead>
|
||||
<tr>
|
||||
{#each COLUMNS as column (column)}
|
||||
<th aria-sort={ariaSort(column)}>
|
||||
<button
|
||||
type="button"
|
||||
class="sort"
|
||||
data-testid="sciences-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.sciences.column.actions")}</th>
|
||||
</tr>
|
||||
</thead>
|
||||
<tbody>
|
||||
{#each sorted as sci (sci.name)}
|
||||
<tr
|
||||
data-testid="sciences-row"
|
||||
data-name={sci.name}
|
||||
ondblclick={() => openDesigner(sci.name)}
|
||||
>
|
||||
<td data-testid="sciences-cell-name">{sci.name}</td>
|
||||
<td data-testid="sciences-cell-drive">{formatPercent(sci.drive)}</td>
|
||||
<td data-testid="sciences-cell-weapons">
|
||||
{formatPercent(sci.weapons)}
|
||||
</td>
|
||||
<td data-testid="sciences-cell-shields">
|
||||
{formatPercent(sci.shields)}
|
||||
</td>
|
||||
<td data-testid="sciences-cell-cargo">{formatPercent(sci.cargo)}</td>
|
||||
<td>
|
||||
<button
|
||||
type="button"
|
||||
class="delete"
|
||||
data-testid="sciences-delete"
|
||||
onclick={() => void deleteScience(sci.name)}
|
||||
>
|
||||
{i18n.t("game.table.sciences.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>
|
||||
@@ -1,15 +1,17 @@
|
||||
<!--
|
||||
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`,
|
||||
the ship-classes table; Phase 21 lights up the sciences table; the
|
||||
remaining slugs (planets, ship-groups, fleets, 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 every branch (each leaf component
|
||||
mirrors them) 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";
|
||||
import TableSciences from "./table-sciences.svelte";
|
||||
|
||||
type Props = { entity: string };
|
||||
let { entity }: Props = $props();
|
||||
@@ -22,6 +24,8 @@ both branches so the navigation e2e specs (`game-shell.spec.ts`,
|
||||
|
||||
{#if entity === "ship-classes"}
|
||||
<TableShipClasses />
|
||||
{:else if entity === "sciences"}
|
||||
<TableSciences />
|
||||
{:else}
|
||||
<section
|
||||
class="active-view"
|
||||
|
||||
@@ -194,6 +194,8 @@ const en = {
|
||||
"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.sidebar.order.label.science_create": "define science {name}",
|
||||
"game.sidebar.order.label.science_remove": "remove science {name}",
|
||||
"game.sidebar.order.label.ship_group_break": "split group {group} → {quantity} ships into new group",
|
||||
"game.sidebar.order.label.ship_group_send": "send group {group} → planet {destination}",
|
||||
"game.sidebar.order.label.ship_group_load": "load {cargo} × {quantity} onto group {group}",
|
||||
@@ -254,6 +256,47 @@ const en = {
|
||||
"game.designer.ship_class.preview.cargo_capacity": "cargo capacity per ship",
|
||||
"game.designer.ship_class.preview.unavailable": "—",
|
||||
|
||||
"game.table.sciences.title": "sciences",
|
||||
"game.table.sciences.column.name": "name",
|
||||
"game.table.sciences.column.drive": "drive %",
|
||||
"game.table.sciences.column.weapons": "weapons %",
|
||||
"game.table.sciences.column.shields": "shields %",
|
||||
"game.table.sciences.column.cargo": "cargo %",
|
||||
"game.table.sciences.column.actions": "actions",
|
||||
"game.table.sciences.empty": "no sciences defined yet",
|
||||
"game.table.sciences.filter.placeholder": "filter by name",
|
||||
"game.table.sciences.action.new": "+ new science",
|
||||
"game.table.sciences.action.delete": "delete",
|
||||
"game.table.sciences.loading": "loading sciences…",
|
||||
"game.designer.science.title.new": "define new science",
|
||||
"game.designer.science.title.view": "science {name}",
|
||||
"game.designer.science.field.name": "name",
|
||||
"game.designer.science.field.drive": "drive %",
|
||||
"game.designer.science.field.weapons": "weapons %",
|
||||
"game.designer.science.field.shields": "shields %",
|
||||
"game.designer.science.field.cargo": "cargo %",
|
||||
"game.designer.science.field.sum": "sum: {value} % (must equal 100)",
|
||||
"game.designer.science.action.save": "save",
|
||||
"game.designer.science.action.cancel": "cancel",
|
||||
"game.designer.science.action.delete": "delete",
|
||||
"game.designer.science.action.back": "back",
|
||||
"game.designer.science.hint.values": "each value is a percent in [0, 100] with one decimal; the four percentages must sum to exactly 100",
|
||||
"game.designer.science.read_only_notice": "sciences are defined once; values cannot be edited after creation",
|
||||
"game.designer.science.not_found": "science \"{name}\" does not exist",
|
||||
"game.designer.science.invalid.empty": "name cannot be empty",
|
||||
"game.designer.science.invalid.too_long": "name is too long (30 characters max)",
|
||||
"game.designer.science.invalid.starts_with_special": "name cannot start with a special character",
|
||||
"game.designer.science.invalid.ends_with_special": "name cannot end with a special character",
|
||||
"game.designer.science.invalid.consecutive_specials": "too many special characters in a row",
|
||||
"game.designer.science.invalid.whitespace": "name cannot contain spaces",
|
||||
"game.designer.science.invalid.disallowed_character": "name contains disallowed characters",
|
||||
"game.designer.science.invalid.duplicate_name": "a science with this name already exists",
|
||||
"game.designer.science.invalid.drive_value": "drive % must be in [0, 100]",
|
||||
"game.designer.science.invalid.weapons_value": "weapons % must be in [0, 100]",
|
||||
"game.designer.science.invalid.shields_value": "shields % must be in [0, 100]",
|
||||
"game.designer.science.invalid.cargo_value": "cargo % must be in [0, 100]",
|
||||
"game.designer.science.invalid.sum_not_hundred": "the four percentages must sum to exactly 100",
|
||||
|
||||
"game.inspector.ship_group.kind.local": "your group",
|
||||
"game.inspector.ship_group.kind.other": "other race group",
|
||||
"game.inspector.ship_group.kind.incoming": "incoming group",
|
||||
|
||||
@@ -195,6 +195,8 @@ const ru: Record<keyof typeof en, string> = {
|
||||
"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.sidebar.order.label.science_create": "определить науку {name}",
|
||||
"game.sidebar.order.label.science_remove": "удалить науку {name}",
|
||||
"game.sidebar.order.label.ship_group_break": "разделить группу {group} → новая группа из {quantity} кораблей",
|
||||
"game.sidebar.order.label.ship_group_send": "отправить группу {group} → планета {destination}",
|
||||
"game.sidebar.order.label.ship_group_load": "загрузить {cargo} × {quantity} в группу {group}",
|
||||
@@ -255,6 +257,47 @@ const ru: Record<keyof typeof en, string> = {
|
||||
"game.designer.ship_class.preview.cargo_capacity": "грузоподъёмность одного корабля",
|
||||
"game.designer.ship_class.preview.unavailable": "—",
|
||||
|
||||
"game.table.sciences.title": "науки",
|
||||
"game.table.sciences.column.name": "название",
|
||||
"game.table.sciences.column.drive": "двигатель %",
|
||||
"game.table.sciences.column.weapons": "оружие %",
|
||||
"game.table.sciences.column.shields": "защита %",
|
||||
"game.table.sciences.column.cargo": "трюм %",
|
||||
"game.table.sciences.column.actions": "действия",
|
||||
"game.table.sciences.empty": "науки ещё не определены",
|
||||
"game.table.sciences.filter.placeholder": "фильтр по названию",
|
||||
"game.table.sciences.action.new": "+ новая наука",
|
||||
"game.table.sciences.action.delete": "удалить",
|
||||
"game.table.sciences.loading": "загрузка наук…",
|
||||
"game.designer.science.title.new": "определение новой науки",
|
||||
"game.designer.science.title.view": "наука {name}",
|
||||
"game.designer.science.field.name": "название",
|
||||
"game.designer.science.field.drive": "двигатель %",
|
||||
"game.designer.science.field.weapons": "оружие %",
|
||||
"game.designer.science.field.shields": "защита %",
|
||||
"game.designer.science.field.cargo": "трюм %",
|
||||
"game.designer.science.field.sum": "сумма: {value} % (должно быть 100)",
|
||||
"game.designer.science.action.save": "сохранить",
|
||||
"game.designer.science.action.cancel": "отмена",
|
||||
"game.designer.science.action.delete": "удалить",
|
||||
"game.designer.science.action.back": "назад",
|
||||
"game.designer.science.hint.values": "каждое значение — процент в [0, 100] с одним знаком после запятой; четыре процента должны давать в сумме ровно 100",
|
||||
"game.designer.science.read_only_notice": "науки определяются один раз; характеристики нельзя изменить после создания",
|
||||
"game.designer.science.not_found": "науки \"{name}\" не существует",
|
||||
"game.designer.science.invalid.empty": "название не может быть пустым",
|
||||
"game.designer.science.invalid.too_long": "название слишком длинное (максимум 30 символов)",
|
||||
"game.designer.science.invalid.starts_with_special": "название не может начинаться со спецсимвола",
|
||||
"game.designer.science.invalid.ends_with_special": "название не может заканчиваться спецсимволом",
|
||||
"game.designer.science.invalid.consecutive_specials": "слишком много спецсимволов подряд",
|
||||
"game.designer.science.invalid.whitespace": "название не может содержать пробелы",
|
||||
"game.designer.science.invalid.disallowed_character": "название содержит недопустимые символы",
|
||||
"game.designer.science.invalid.duplicate_name": "наука с таким названием уже существует",
|
||||
"game.designer.science.invalid.drive_value": "двигатель % должен быть в [0, 100]",
|
||||
"game.designer.science.invalid.weapons_value": "оружие % должно быть в [0, 100]",
|
||||
"game.designer.science.invalid.shields_value": "защита % должна быть в [0, 100]",
|
||||
"game.designer.science.invalid.cargo_value": "трюм % должен быть в [0, 100]",
|
||||
"game.designer.science.invalid.sum_not_hundred": "сумма четырёх процентов должна быть ровно 100",
|
||||
|
||||
"game.inspector.ship_group.kind.local": "ваша группа",
|
||||
"game.inspector.ship_group.kind.other": "группа другой расы",
|
||||
"game.inspector.ship_group.kind.incoming": "входящая группа",
|
||||
|
||||
@@ -16,6 +16,7 @@ dismiss from the IA section §6 land in Phase 35 polish.
|
||||
ReportOtherShipGroup,
|
||||
ReportPlanet,
|
||||
ReportRoute,
|
||||
ScienceSummary,
|
||||
ShipClassSummary,
|
||||
} from "../../api/game-state";
|
||||
import { i18n } from "$lib/i18n/index.svelte";
|
||||
@@ -24,6 +25,7 @@ dismiss from the IA section §6 land in Phase 35 polish.
|
||||
type Props = {
|
||||
planet: ReportPlanet | null;
|
||||
localShipClass: ShipClassSummary[];
|
||||
localScience: ScienceSummary[];
|
||||
routes: ReportRoute[];
|
||||
planets: ReportPlanet[];
|
||||
mapWidth: number;
|
||||
@@ -38,6 +40,7 @@ dismiss from the IA section §6 land in Phase 35 polish.
|
||||
let {
|
||||
planet,
|
||||
localShipClass,
|
||||
localScience,
|
||||
routes,
|
||||
planets,
|
||||
mapWidth,
|
||||
@@ -69,6 +72,7 @@ dismiss from the IA section §6 land in Phase 35 polish.
|
||||
<Planet
|
||||
{planet}
|
||||
{localShipClass}
|
||||
{localScience}
|
||||
{routes}
|
||||
{planets}
|
||||
{mapWidth}
|
||||
|
||||
@@ -19,6 +19,7 @@ field with five buttons.
|
||||
ReportOtherShipGroup,
|
||||
ReportPlanet,
|
||||
ReportRoute,
|
||||
ScienceSummary,
|
||||
ShipClassSummary,
|
||||
} from "../../api/game-state";
|
||||
import { i18n, type TranslationKey } from "$lib/i18n/index.svelte";
|
||||
@@ -37,6 +38,7 @@ field with five buttons.
|
||||
type Props = {
|
||||
planet: ReportPlanet;
|
||||
localShipClass: ShipClassSummary[];
|
||||
localScience: ScienceSummary[];
|
||||
routes: ReportRoute[];
|
||||
planets: ReportPlanet[];
|
||||
mapWidth: number;
|
||||
@@ -49,6 +51,7 @@ field with five buttons.
|
||||
let {
|
||||
planet,
|
||||
localShipClass,
|
||||
localScience,
|
||||
routes,
|
||||
planets,
|
||||
mapWidth,
|
||||
@@ -221,7 +224,7 @@ field with five buttons.
|
||||
{/if}
|
||||
|
||||
{#if planet.kind === "local"}
|
||||
<Production {planet} {localShipClass} />
|
||||
<Production {planet} {localShipClass} {localScience} />
|
||||
<CargoRoutes
|
||||
{planet}
|
||||
{routes}
|
||||
|
||||
@@ -2,10 +2,11 @@
|
||||
Phase 15 production-controls subsection of the planet inspector.
|
||||
Renders four main segments — industry / materials / research / build
|
||||
ship — and reveals a sub-row when the player picks a category that
|
||||
needs a target (research → tech field, build ship → designed class).
|
||||
Every leaf click appends a `setProductionType` command to the local
|
||||
order draft via `OrderDraftStore`; the collapse-by-`planetNumber`
|
||||
rule inside `add` keeps at most one production choice per planet.
|
||||
needs a target (research → tech field or science, build ship →
|
||||
designed class). Every leaf click appends a `setProductionType`
|
||||
command to the local order draft via `OrderDraftStore`; the
|
||||
collapse-by-`planetNumber` rule inside `add` keeps at most one
|
||||
production choice per planet.
|
||||
|
||||
The currently-active segment is derived from `planet.production`
|
||||
through a parser that mirrors the engine's
|
||||
@@ -20,11 +21,21 @@ Phase 15 deliberately defers the per-type forecast number — see
|
||||
`ui/docs/calc-bridge.md` for the gap analysis. The component does
|
||||
not render forecast text; the existing `freeIndustry` ("free
|
||||
production") row in the parent inspector is unchanged.
|
||||
|
||||
Phase 21 widens the Research sub-row: in addition to the four tech
|
||||
buttons the player sees one extra button per defined science from
|
||||
`localScience`. The active highlight prefers a science-name match
|
||||
over the four tech display strings, so a science deliberately named
|
||||
exactly "Drive" / "Weapons" / "Shields" / "Cargo" shadows the
|
||||
matching tech button (the engine sends a single ambiguous display
|
||||
string in `planet.production`; user-defined sciences win because
|
||||
they carry more user intent).
|
||||
-->
|
||||
<script lang="ts">
|
||||
import { getContext } from "svelte";
|
||||
import type {
|
||||
ReportPlanet,
|
||||
ScienceSummary,
|
||||
ShipClassSummary,
|
||||
} from "../../../api/game-state";
|
||||
import { i18n, type TranslationKey } from "$lib/i18n/index.svelte";
|
||||
@@ -37,8 +48,9 @@ production") row in the parent inspector is unchanged.
|
||||
type Props = {
|
||||
planet: ReportPlanet;
|
||||
localShipClass: ShipClassSummary[];
|
||||
localScience: ScienceSummary[];
|
||||
};
|
||||
let { planet, localShipClass }: Props = $props();
|
||||
let { planet, localShipClass, localScience }: Props = $props();
|
||||
|
||||
type MainSegment = "industry" | "materials" | "research" | "ship";
|
||||
|
||||
@@ -49,9 +61,12 @@ production") row in the parent inspector is unchanged.
|
||||
|
||||
let expandedMain: MainSegment | null = $state(null);
|
||||
|
||||
const parsedMain = $derived(parseMain(planet.production, localShipClass));
|
||||
const parsedMain = $derived(
|
||||
parseMain(planet.production, localShipClass, localScience),
|
||||
);
|
||||
const selectedMain = $derived(expandedMain ?? parsedMain);
|
||||
const activeResearch = $derived(parseResearch(planet.production));
|
||||
const activeResearch = $derived(parseResearch(planet.production, localScience));
|
||||
const activeScience = $derived(parseScience(planet.production, localScience));
|
||||
const activeShip = $derived(parseShip(planet.production, localShipClass));
|
||||
|
||||
$effect(() => {
|
||||
@@ -92,8 +107,13 @@ production") row in the parent inspector is unchanged.
|
||||
function parseMain(
|
||||
value: string | null,
|
||||
classes: ShipClassSummary[],
|
||||
sciences: ScienceSummary[],
|
||||
): MainSegment | null {
|
||||
if (value === null || value === "" || value === "-") return null;
|
||||
// Sciences first: a user-named "Drive" science wins over the
|
||||
// Drive tech display string. If no science matches, fall through
|
||||
// to tech / ship class detection.
|
||||
if (sciences.some((s) => s.name === value)) return "research";
|
||||
switch (value) {
|
||||
case "Capital":
|
||||
return "industry";
|
||||
@@ -108,7 +128,14 @@ production") row in the parent inspector is unchanged.
|
||||
return classes.some((c) => c.name === value) ? "ship" : null;
|
||||
}
|
||||
|
||||
function parseResearch(value: string | null): ProductionType | null {
|
||||
function parseResearch(
|
||||
value: string | null,
|
||||
sciences: ScienceSummary[],
|
||||
): ProductionType | null {
|
||||
// A science name shadows the four tech display strings — when a
|
||||
// science matches we surface no tech-button highlight so the
|
||||
// science button gets the active styling instead.
|
||||
if (value !== null && sciences.some((s) => s.name === value)) return null;
|
||||
switch (value) {
|
||||
case "Drive":
|
||||
return "DRIVE";
|
||||
@@ -123,6 +150,14 @@ production") row in the parent inspector is unchanged.
|
||||
}
|
||||
}
|
||||
|
||||
function parseScience(
|
||||
value: string | null,
|
||||
sciences: ScienceSummary[],
|
||||
): string | null {
|
||||
if (value === null || value === "") return null;
|
||||
return sciences.some((s) => s.name === value) ? value : null;
|
||||
}
|
||||
|
||||
function parseShip(
|
||||
value: string | null,
|
||||
classes: ShipClassSummary[],
|
||||
@@ -150,6 +185,11 @@ production") row in the parent inspector is unchanged.
|
||||
expandedMain = null;
|
||||
}
|
||||
|
||||
function clickScience(name: string): void {
|
||||
void emit("SCIENCE", name);
|
||||
expandedMain = null;
|
||||
}
|
||||
|
||||
function clickShip(name: string): void {
|
||||
void emit("SHIP", name);
|
||||
expandedMain = null;
|
||||
@@ -231,6 +271,18 @@ production") row in the parent inspector is unchanged.
|
||||
{i18n.t(option.labelKey)}
|
||||
</button>
|
||||
{/each}
|
||||
{#each localScience as sci (sci.name)}
|
||||
<button
|
||||
type="button"
|
||||
class="sub-seg"
|
||||
class:active={activeScience === sci.name}
|
||||
data-testid={`inspector-planet-production-science-${sci.name}`}
|
||||
disabled={disabled}
|
||||
onclick={() => clickScience(sci.name)}
|
||||
>
|
||||
{sci.name}
|
||||
</button>
|
||||
{/each}
|
||||
</div>
|
||||
{/if}
|
||||
|
||||
|
||||
@@ -82,6 +82,7 @@ from the Phase 10 stub.
|
||||
const localShipClass = $derived(
|
||||
renderedReport?.report?.localShipClass ?? [],
|
||||
);
|
||||
const localScience = $derived(renderedReport?.report?.localScience ?? []);
|
||||
const allPlanets = $derived(renderedReport?.report?.planets ?? []);
|
||||
const routes = $derived(renderedReport?.report?.routes ?? []);
|
||||
const mapWidth = $derived(renderedReport?.report?.mapWidth ?? 1);
|
||||
@@ -114,6 +115,7 @@ from the Phase 10 stub.
|
||||
<Planet
|
||||
planet={selectedPlanet}
|
||||
{localShipClass}
|
||||
{localScience}
|
||||
{routes}
|
||||
planets={allPlanets}
|
||||
{mapWidth}
|
||||
|
||||
@@ -77,6 +77,14 @@ Tests exercise the tab through `__galaxyDebug.seedOrderDraft`
|
||||
return i18n.t("game.sidebar.order.label.ship_class_remove", {
|
||||
name: cmd.name,
|
||||
});
|
||||
case "createScience":
|
||||
return i18n.t("game.sidebar.order.label.science_create", {
|
||||
name: cmd.name,
|
||||
});
|
||||
case "removeScience":
|
||||
return i18n.t("game.sidebar.order.label.science_remove", {
|
||||
name: cmd.name,
|
||||
});
|
||||
case "breakShipGroup":
|
||||
return i18n.t("game.sidebar.order.label.ship_group_break", {
|
||||
group: shortGroupId(cmd.groupId),
|
||||
|
||||
@@ -0,0 +1,187 @@
|
||||
// Validates a science draft and converts it to the wire-stable
|
||||
// fraction form. Phase 21 mirrors the engine's
|
||||
// `pkg/calc/validator.go.ValidateScienceValues` plus the
|
||||
// `validateEntityName` rules and a UX-only duplicate-name check.
|
||||
//
|
||||
// The designer composes percentages (each value in `[0, 100]`, sum
|
||||
// equal to `100` within float tolerance) so the user can type and
|
||||
// reason about whole-number proportions; the validator converts the
|
||||
// percentages to fractions (`value / 100`) on success so the
|
||||
// `OrderCommand` payload always carries the canonical `[0, 1]`
|
||||
// summing to `1.0` shape the FBS encoder ships on the wire.
|
||||
//
|
||||
// Engine rules (from `pkg/calc/validator.go` and `game/rules.txt`):
|
||||
//
|
||||
// - drive, weapons, shields, cargo: float in `[0, 1]`;
|
||||
// - the four values sum to `1.0` (the engine accepts a small
|
||||
// tolerance to absorb float rounding);
|
||||
// - name must satisfy `validateEntityName`
|
||||
// (`pkg/util/string.go.ValidateTypeName`).
|
||||
//
|
||||
// The designer's UI gate is stricter than the engine's: the four
|
||||
// percent inputs use `step="0.1"` and the validator refuses anything
|
||||
// outside `Math.abs(sum - 100) < SUM_EPSILON_PERCENT`. Snapping to one
|
||||
// decimal at input time makes the float drift small enough that the
|
||||
// epsilon below comfortably covers normal arithmetic without ever
|
||||
// admitting a draft the engine would reject.
|
||||
//
|
||||
// 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";
|
||||
|
||||
/**
|
||||
* SUM_EPSILON_PERCENT is the tolerance applied when checking that the
|
||||
* four science percentages sum to exactly `100`. With one-decimal
|
||||
* inputs (`step="0.1"`) the maximum cumulative float drift across four
|
||||
* additions is well under `1e-6`; `1e-3` keeps the check robust to
|
||||
* any float arithmetic the browser might do without ever accepting a
|
||||
* sum that rounds to a value the engine would refuse.
|
||||
*/
|
||||
export const SUM_EPSILON_PERCENT = 1e-3;
|
||||
|
||||
/**
|
||||
* ScienceInvalidReason enumerates every reason `validateScience` 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 ScienceInvalidReason =
|
||||
| EntityNameInvalidReason
|
||||
| "duplicate_name"
|
||||
| "drive_value"
|
||||
| "weapons_value"
|
||||
| "shields_value"
|
||||
| "cargo_value"
|
||||
| "sum_not_hundred";
|
||||
|
||||
/**
|
||||
* ScienceDraft is the structural shape the designer composes. The
|
||||
* four numeric fields carry the player-typed percentages verbatim
|
||||
* (each in `[0, 100]`); `validateScience` is responsible for refusing
|
||||
* non-finite or out-of-range entries and the off-by-sum case.
|
||||
*/
|
||||
export interface ScienceDraft {
|
||||
name: string;
|
||||
drive: number;
|
||||
weapons: number;
|
||||
shields: number;
|
||||
cargo: number;
|
||||
}
|
||||
|
||||
/**
|
||||
* ScienceValue is the canonical form a `createScience` order carries
|
||||
* on the wire: `drive`, `weapons`, `shields`, and `cargo` are
|
||||
* fractions in `[0, 1]` summing to `1.0`. Convert back to percentages
|
||||
* with `fractionsToPercent`.
|
||||
*/
|
||||
export interface ScienceValue {
|
||||
name: string;
|
||||
drive: number;
|
||||
weapons: number;
|
||||
shields: number;
|
||||
cargo: number;
|
||||
}
|
||||
|
||||
export type ScienceValidation =
|
||||
| { ok: true; value: ScienceValue }
|
||||
| { ok: false; reason: ScienceInvalidReason };
|
||||
|
||||
/**
|
||||
* validateScience runs the entity-name rules, the per-percent range
|
||||
* check, and the sum-equals-100 gate. `existingNames` is the
|
||||
* optimistic projection of already-defined sciences (from
|
||||
* `localScience` 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, and for the order-draft store's
|
||||
* post-add status recompute (which sees rolling-up duplicates as
|
||||
* normal because the engine arbitrates them at submit time).
|
||||
*/
|
||||
export function validateScience(
|
||||
draft: ScienceDraft,
|
||||
options: { existingNames?: readonly string[] } = {},
|
||||
): ScienceValidation {
|
||||
const nameResult = validateEntityName(draft.name);
|
||||
if (!nameResult.ok) {
|
||||
return { ok: false, reason: nameResult.reason };
|
||||
}
|
||||
const trimmedName = nameResult.value;
|
||||
|
||||
if (!isValidPercent(draft.drive)) {
|
||||
return { ok: false, reason: "drive_value" };
|
||||
}
|
||||
if (!isValidPercent(draft.weapons)) {
|
||||
return { ok: false, reason: "weapons_value" };
|
||||
}
|
||||
if (!isValidPercent(draft.shields)) {
|
||||
return { ok: false, reason: "shields_value" };
|
||||
}
|
||||
if (!isValidPercent(draft.cargo)) {
|
||||
return { ok: false, reason: "cargo_value" };
|
||||
}
|
||||
|
||||
const sum = draft.drive + draft.weapons + draft.shields + draft.cargo;
|
||||
if (Math.abs(sum - 100) >= SUM_EPSILON_PERCENT) {
|
||||
return { ok: false, reason: "sum_not_hundred" };
|
||||
}
|
||||
|
||||
const existing = options.existingNames ?? [];
|
||||
if (existing.some((existingName) => existingName === trimmedName)) {
|
||||
return { ok: false, reason: "duplicate_name" };
|
||||
}
|
||||
|
||||
return {
|
||||
ok: true,
|
||||
value: {
|
||||
name: trimmedName,
|
||||
drive: draft.drive / 100,
|
||||
weapons: draft.weapons / 100,
|
||||
shields: draft.shields / 100,
|
||||
cargo: draft.cargo / 100,
|
||||
},
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* fractionsToPercent inverts `validateScience`'s percent→fraction
|
||||
* conversion: it takes a wire-stable `[0, 1]` quartet and returns a
|
||||
* `[0, 100]` percentage quartet. The view-mode designer uses it to
|
||||
* render an existing science back as the same percent values the
|
||||
* player originally typed.
|
||||
*/
|
||||
export function fractionsToPercent(value: {
|
||||
drive: number;
|
||||
weapons: number;
|
||||
shields: number;
|
||||
cargo: number;
|
||||
}): { drive: number; weapons: number; shields: number; cargo: number } {
|
||||
return {
|
||||
drive: value.drive * 100,
|
||||
weapons: value.weapons * 100,
|
||||
shields: value.shields * 100,
|
||||
cargo: value.cargo * 100,
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* isValidPercent guards a single percent input. Each value must be a
|
||||
* finite number in `[0, 100]`; NaN, infinity, and negative or
|
||||
* over-100 entries are rejected. The designer's `step="0.1"` input
|
||||
* keeps users on the one-decimal grid, but the validator does not
|
||||
* round here — sub-decimal precision is harmless because the
|
||||
* sum-equals-100 gate already absorbs any float drift the
|
||||
* `SUM_EPSILON_PERCENT` allows.
|
||||
*/
|
||||
function isValidPercent(value: number): boolean {
|
||||
if (!Number.isFinite(value)) return false;
|
||||
return value >= 0 && value <= 100;
|
||||
}
|
||||
Reference in New Issue
Block a user