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:
Ilia Denisov
2026-05-10 21:32:37 +02:00
parent 0509f2cde2
commit 7bea22b0b5
31 changed files with 2751 additions and 71 deletions
@@ -1,28 +1,448 @@
<!--
Phase 10 stub for the science designer active view. Phase 21 wires
the CRUD list and designer. The optional `scienceId` URL segment is
accepted but ignored at this point.
Phase 21 science designer. Two modes driven by the optional
`scienceId` URL segment:
- **new (no scienceId)** — empty form with four percent fields
plus name. Save is disabled until `validateScience` returns
`ok`; the localised tooltip mirrors `validateEntityName`'s
invalid-reason messages and the value-rule mirrors the engine's
`pkg/calc/validator.go.ValidateScienceValues`. Save adds a
`createScience` to the local order draft (with the four
percentages converted to fractions in `[0, 1]`) and returns to
the table.
- **view (scienceId set)** — read-only render of the matching row
from the optimistic overlay. Sciences are defined once and
cannot be modified after creation (Phase 21 decision: the wire
has only Create + Remove, no Update); the view exposes a Delete
affordance (engine-side checks ensure the science is not
referenced by an active production target) and a Back button.
The four tech proportions are entered as percentages (`step="0.1"`)
with a strict sum-equals-100 gate. The running sum is shown live so
the player can chase it down; conversion to wire fractions happens
inside `validateScience` only on Save. The choice of percent vs.
fractions is a Phase 21 decision documented in
`ui/docs/science-designer-ux.md`.
-->
<script lang="ts">
import { i18n } from "$lib/i18n/index.svelte";
import { getContext, tick } from "svelte";
import { goto } from "$app/navigation";
import { page } from "$app/state";
import type { ScienceSummary } from "../../api/game-state";
import { i18n, type TranslationKey } from "$lib/i18n/index.svelte";
import {
RENDERED_REPORT_CONTEXT_KEY,
type RenderedReportSource,
} from "$lib/rendered-report.svelte";
import {
ORDER_DRAFT_CONTEXT_KEY,
OrderDraftStore,
} from "../../sync/order-draft.svelte";
import {
fractionsToPercent,
validateScience,
type ScienceInvalidReason,
} from "$lib/util/science-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 scienceId = $derived(page.params.scienceId ?? "");
const isViewMode = $derived(scienceId !== "");
const localScience = $derived<ScienceSummary[]>(
rendered?.report?.localScience ?? [],
);
const existingNames = $derived(localScience.map((sci) => sci.name));
const viewing = $derived(
isViewMode
? (localScience.find((sci) => sci.name === scienceId) ?? null)
: null,
);
const viewingPercent = $derived(
viewing === null ? null : fractionsToPercent(viewing),
);
let name = $state("");
let drive = $state(0);
let weapons = $state(0);
let shields = $state(0);
let cargo = $state(0);
let nameInputEl: HTMLInputElement | null = $state(null);
const invalidReasonKeyMap: Record<ScienceInvalidReason, TranslationKey> = {
empty: "game.designer.science.invalid.empty",
too_long: "game.designer.science.invalid.too_long",
starts_with_special: "game.designer.science.invalid.starts_with_special",
ends_with_special: "game.designer.science.invalid.ends_with_special",
consecutive_specials: "game.designer.science.invalid.consecutive_specials",
whitespace: "game.designer.science.invalid.whitespace",
disallowed_character: "game.designer.science.invalid.disallowed_character",
duplicate_name: "game.designer.science.invalid.duplicate_name",
drive_value: "game.designer.science.invalid.drive_value",
weapons_value: "game.designer.science.invalid.weapons_value",
shields_value: "game.designer.science.invalid.shields_value",
cargo_value: "game.designer.science.invalid.cargo_value",
sum_not_hundred: "game.designer.science.invalid.sum_not_hundred",
};
const validation = $derived(
validateScience(
{ name, drive, weapons, shields, cargo },
{ existingNames },
),
);
const invalidMessage = $derived(
validation.ok ? "" : i18n.t(invalidReasonKeyMap[validation.reason]),
);
const canSave = $derived(validation.ok && draft !== undefined);
const sumPercent = $derived(drive + weapons + shields + cargo);
const sumDisplay = $derived(
sumPercent.toLocaleString(undefined, {
minimumFractionDigits: 0,
maximumFractionDigits: 1,
}),
);
$effect(() => {
if (!isViewMode) {
void tick().then(() => nameInputEl?.focus());
}
});
function formatPercent(fraction: number): string {
return (fraction * 100).toLocaleString(undefined, {
minimumFractionDigits: 0,
maximumFractionDigits: 1,
});
}
function backToTable(): void {
void goto(`/games/${gameId}/table/sciences`);
}
async function save(): Promise<void> {
if (!validation.ok || draft === undefined) return;
await draft.add({
kind: "createScience",
id: crypto.randomUUID(),
name: validation.value.name,
drive: validation.value.drive,
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: "removeScience",
id: crypto.randomUUID(),
name: viewing.name,
});
backToTable();
}
</script>
<section class="active-view" data-testid="active-view-designer-science">
<h2>{i18n.t("game.view.designer.science")}</h2>
<p>{i18n.t("game.shell.coming_soon")}</p>
<section
class="active-view"
data-testid="active-view-designer-science"
data-mode={isViewMode ? "view" : "new"}
>
{#if isViewMode}
{#if viewing === null || viewingPercent === null}
<h2>{i18n.t("game.view.designer.science")}</h2>
<p class="not-found" data-testid="designer-science-not-found">
{i18n.t("game.designer.science.not_found", { name: scienceId })}
</p>
<div class="actions">
<button
type="button"
data-testid="designer-science-back"
onclick={backToTable}
>
{i18n.t("game.designer.science.action.back")}
</button>
</div>
{:else}
<h2 data-testid="designer-science-title">
{i18n.t("game.designer.science.title.view", { name: viewing.name })}
</h2>
<p class="notice" data-testid="designer-science-notice">
{i18n.t("game.designer.science.read_only_notice")}
</p>
<dl class="fields">
<div class="field">
<dt>{i18n.t("game.designer.science.field.name")}</dt>
<dd data-testid="designer-science-view-name">{viewing.name}</dd>
</div>
<div class="field">
<dt>{i18n.t("game.designer.science.field.drive")}</dt>
<dd data-testid="designer-science-view-drive">
{formatPercent(viewing.drive)}
</dd>
</div>
<div class="field">
<dt>{i18n.t("game.designer.science.field.weapons")}</dt>
<dd data-testid="designer-science-view-weapons">
{formatPercent(viewing.weapons)}
</dd>
</div>
<div class="field">
<dt>{i18n.t("game.designer.science.field.shields")}</dt>
<dd data-testid="designer-science-view-shields">
{formatPercent(viewing.shields)}
</dd>
</div>
<div class="field">
<dt>{i18n.t("game.designer.science.field.cargo")}</dt>
<dd data-testid="designer-science-view-cargo">
{formatPercent(viewing.cargo)}
</dd>
</div>
</dl>
<div class="actions">
<button
type="button"
class="back"
data-testid="designer-science-back"
onclick={backToTable}
>
{i18n.t("game.designer.science.action.back")}
</button>
<button
type="button"
class="delete"
data-testid="designer-science-delete"
disabled={draft === undefined}
onclick={() => void deleteThis()}
>
{i18n.t("game.designer.science.action.delete")}
</button>
</div>
{/if}
{:else}
<h2 data-testid="designer-science-title">
{i18n.t("game.designer.science.title.new")}
</h2>
<p class="hint" data-testid="designer-science-hint">
{i18n.t("game.designer.science.hint.values")}
</p>
<form
class="form"
data-testid="designer-science-form"
onsubmit={(event) => {
event.preventDefault();
void save();
}}
>
<label class="row">
<span>{i18n.t("game.designer.science.field.name")}</span>
<input
type="text"
bind:this={nameInputEl}
bind:value={name}
data-testid="designer-science-input-name"
maxlength="30"
aria-invalid={validation.ok ? "false" : "true"}
/>
</label>
<label class="row">
<span>{i18n.t("game.designer.science.field.drive")}</span>
<input
type="number"
step="0.1"
min="0"
max="100"
bind:value={drive}
data-testid="designer-science-input-drive"
/>
</label>
<label class="row">
<span>{i18n.t("game.designer.science.field.weapons")}</span>
<input
type="number"
step="0.1"
min="0"
max="100"
bind:value={weapons}
data-testid="designer-science-input-weapons"
/>
</label>
<label class="row">
<span>{i18n.t("game.designer.science.field.shields")}</span>
<input
type="number"
step="0.1"
min="0"
max="100"
bind:value={shields}
data-testid="designer-science-input-shields"
/>
</label>
<label class="row">
<span>{i18n.t("game.designer.science.field.cargo")}</span>
<input
type="number"
step="0.1"
min="0"
max="100"
bind:value={cargo}
data-testid="designer-science-input-cargo"
/>
</label>
<p
class="sum"
data-testid="designer-science-sum"
data-sum-ok={validation.ok || (validation.reason !== "sum_not_hundred")
? "true"
: "false"}
>
{i18n.t("game.designer.science.field.sum", { value: sumDisplay })}
</p>
{#if !validation.ok}
<p class="error" data-testid="designer-science-error">
{invalidMessage}
</p>
{/if}
<div class="actions">
<button
type="button"
class="cancel"
data-testid="designer-science-cancel"
onclick={backToTable}
>
{i18n.t("game.designer.science.action.cancel")}
</button>
<button
type="submit"
class="save"
data-testid="designer-science-save"
disabled={!canSave}
title={canSave ? "" : invalidMessage}
>
{i18n.t("game.designer.science.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;
}
.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>
+9 -5
View File
@@ -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"