ui/phase-22: races table with stance toggle and vote slot

Adds the Races View in the in-game shell. The table lists every
non-extinct other race with tech levels (percent), totals,
planets, votes received, and a per-row WAR | PEACE segmented
control. A single vote-recipient slot above the table queues a
`CommandRaceVote`; per-row buttons queue `CommandRaceRelation`.
Both commands flow through the existing order draft store with
collapse-by-acceptor (stance) and singleton (vote) rules.

`GameReport` widens with `races`, `myVotes`, `myVoteFor`; the
decoder walks `report.player[]` once for the richer projection.
The optimistic overlay flips stance and vote target immediately;
`votesReceived`, `myVotes`, and the alliance summary stay
server-authoritative — alliance grouping and the 2/3 victory
check are tallied on the server at turn cutoff and explicitly
not surfaced client-side (`rules.txt` keeps foreign races'
outgoing vote targets private).

Includes Vitest component coverage of stance and vote
collapse rules + a Playwright e2e that drives both commands
through the dispatcher route and verifies the gateway saw the
expected `CommandRaceRelation` / `CommandRaceVote` payloads.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
Ilia Denisov
2026-05-11 01:52:23 +02:00
parent 7a7f2e4b98
commit 9111dd955a
18 changed files with 1714 additions and 47 deletions
@@ -0,0 +1,453 @@
<!--
Phase 22 races table. Lists every non-extinct other race with the
local player's per-row stance toggle (WAR / PEACE — two segmented
buttons, the active stance highlighted) and a single vote slot
above the table. Both controls dispatch through the per-game
`OrderDraftStore` (context), so the optimistic overlay flips
immediately and the auto-sync pipeline drives the server in the
background.
The alliance graph and the 2/3 victory check are NOT computed
here: `rules.txt` keeps each race's outgoing vote target private
(only the votes a race RECEIVED in the last tally and the local
player's own pick are observable), and the acceptance criterion
"vote counts match server state byte-for-byte" rules out
client-side recomputation. The sub-header explains this explicitly
so the player knows where the win condition lives.
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 type { ReportOtherRace } 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 type { Relation } from "../../sync/order-types";
type SortColumn =
| "name"
| "drive"
| "weapons"
| "shields"
| "cargo"
| "population"
| "industry"
| "planets"
| "votesReceived";
type SortDirection = "asc" | "desc";
const COLUMN_LABELS: Record<SortColumn, TranslationKey> = {
name: "game.table.races.column.name",
drive: "game.table.races.column.drive",
weapons: "game.table.races.column.weapons",
shields: "game.table.races.column.shields",
cargo: "game.table.races.column.cargo",
population: "game.table.races.column.population",
industry: "game.table.races.column.industry",
planets: "game.table.races.column.planets",
votesReceived: "game.table.races.column.votes",
};
const COLUMNS: readonly SortColumn[] = [
"name",
"drive",
"weapons",
"shields",
"cargo",
"population",
"industry",
"planets",
"votesReceived",
];
const rendered = getContext<RenderedReportSource | undefined>(
RENDERED_REPORT_CONTEXT_KEY,
);
const draft = getContext<OrderDraftStore | undefined>(
ORDER_DRAFT_CONTEXT_KEY,
);
let sortColumn: SortColumn = $state("name");
let sortDirection: SortDirection = $state("asc");
let filter: string = $state("");
const races = $derived<ReportOtherRace[]>(rendered?.report?.races ?? []);
const myVotes = $derived<number>(rendered?.report?.myVotes ?? 0);
const myVoteFor = $derived<string>(rendered?.report?.myVoteFor ?? "");
const reportLoaded = $derived(
rendered?.report !== null && rendered?.report !== undefined,
);
const filtered = $derived.by(() => {
const needle = filter.trim().toLowerCase();
if (needle === "") return races;
return races.filter((r) => r.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 the column header carries the unit. Matches the
// sciences-table convention.
function formatPercent(fraction: number): string {
return (fraction * 100).toLocaleString(undefined, {
minimumFractionDigits: 0,
maximumFractionDigits: 1,
});
}
function formatCount(value: number): string {
return value.toLocaleString(undefined, {
minimumFractionDigits: 0,
maximumFractionDigits: 0,
});
}
function formatVotes(value: number): string {
return value.toLocaleString(undefined, {
minimumFractionDigits: 0,
maximumFractionDigits: 2,
});
}
async function setStance(acceptor: string, relation: Relation): Promise<void> {
if (draft === undefined) return;
await draft.add({
kind: "setDiplomaticStance",
id: crypto.randomUUID(),
acceptor,
relation,
});
}
async function pickVote(event: Event): Promise<void> {
if (draft === undefined) return;
const select = event.currentTarget as HTMLSelectElement;
const acceptor = select.value;
if (acceptor === "") return;
if (acceptor === myVoteFor) return;
await draft.add({
kind: "setVoteRecipient",
id: crypto.randomUUID(),
acceptor,
});
}
</script>
<section
class="active-view"
data-testid="active-view-table"
data-entity="races"
>
<header>
<h2>{i18n.t("game.table.races.title")}</h2>
<div class="summary">
<span class="summary-cell" data-testid="races-my-votes">
<span class="summary-label">
{i18n.t("game.table.races.votes.mine")}:
</span>
<span class="summary-value">{formatVotes(myVotes)}</span>
</span>
<label class="summary-cell vote-picker">
<span class="summary-label">
{i18n.t("game.table.races.votes.target")}:
</span>
<select
data-testid="races-vote-target"
value={myVoteFor}
disabled={!reportLoaded || races.length === 0}
onchange={pickVote}
>
<option value="" disabled>
{i18n.t("game.table.races.votes.target_placeholder")}
</option>
{#each races as r (r.name)}
<option value={r.name}>{r.name}</option>
{/each}
</select>
</label>
</div>
<p class="note" data-testid="races-alliance-note">
{i18n.t("game.table.races.note.alliance_server_side")}
</p>
<div class="controls">
<input
type="search"
class="filter"
data-testid="races-filter"
placeholder={i18n.t("game.table.races.filter.placeholder")}
bind:value={filter}
/>
</div>
</header>
{#if !reportLoaded}
<p class="status" data-testid="races-loading">
{i18n.t("game.table.races.loading")}
</p>
{:else if races.length === 0}
<p class="status" data-testid="races-empty">
{i18n.t("game.table.races.empty")}
</p>
{:else}
<table class="grid" data-testid="races-table">
<thead>
<tr>
{#each COLUMNS as column (column)}
<th aria-sort={ariaSort(column)}>
<button
type="button"
class="sort"
data-testid="races-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.races.column.relation")}</th>
</tr>
</thead>
<tbody>
{#each sorted as r (r.name)}
<tr data-testid="races-row" data-name={r.name}>
<td data-testid="races-cell-name">{r.name}</td>
<td data-testid="races-cell-drive">{formatPercent(r.drive)}</td>
<td data-testid="races-cell-weapons">
{formatPercent(r.weapons)}
</td>
<td data-testid="races-cell-shields">
{formatPercent(r.shields)}
</td>
<td data-testid="races-cell-cargo">{formatPercent(r.cargo)}</td>
<td data-testid="races-cell-population">
{formatCount(r.population)}
</td>
<td data-testid="races-cell-industry">
{formatCount(r.industry)}
</td>
<td data-testid="races-cell-planets">{formatCount(r.planets)}</td>
<td data-testid="races-cell-votes">
{formatVotes(r.votesReceived)}
</td>
<td>
<div
class="stance"
role="group"
aria-label={i18n.t("game.table.races.column.relation")}
>
<button
type="button"
class="stance-button war"
class:active={r.relation === "WAR"}
aria-pressed={r.relation === "WAR"}
data-testid="races-stance-war"
onclick={() => void setStance(r.name, "WAR")}
>
{i18n.t("game.table.races.action.war")}
</button>
<button
type="button"
class="stance-button peace"
class:active={r.relation === "PEACE"}
aria-pressed={r.relation === "PEACE"}
data-testid="races-stance-peace"
onclick={() => void setStance(r.name, "PEACE")}
>
{i18n.t("game.table.races.action.peace")}
</button>
</div>
</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;
}
.summary {
display: flex;
gap: 1.25rem;
align-items: center;
flex-wrap: wrap;
font-size: 0.9rem;
}
.summary-cell {
display: inline-flex;
gap: 0.4rem;
align-items: baseline;
}
.summary-label {
color: #aab;
text-transform: uppercase;
letter-spacing: 0.04em;
font-size: 0.75rem;
}
.summary-value {
color: #e8eaf6;
font-variant-numeric: tabular-nums;
}
.vote-picker select {
font: inherit;
padding: 0.2rem 0.4rem;
background: #0a0e1a;
color: #e8eaf6;
border: 1px solid #2a3150;
border-radius: 3px;
}
.vote-picker select:disabled {
opacity: 0.5;
cursor: not-allowed;
}
.note {
margin: 0;
color: #889;
font-size: 0.8rem;
line-height: 1.35;
}
.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;
}
.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: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;
}
.stance {
display: inline-flex;
gap: 0.25rem;
}
.stance-button {
font: inherit;
font-size: 0.8rem;
letter-spacing: 0.05em;
padding: 0.2rem 0.55rem;
background: transparent;
color: #aab;
border: 1px solid #2a3150;
border-radius: 3px;
cursor: pointer;
}
.stance-button:hover {
color: #e8eaf6;
}
.stance-button.war.active {
background: #4a1010;
color: #ffcaca;
border-color: #8a3030;
}
.stance-button.peace.active {
background: #103a1a;
color: #c8f2cf;
border-color: #2f7a45;
}
</style>
+10 -7
View File
@@ -1,17 +1,18 @@
<!--
Active-view router for the per-entity tables. Phase 17 lights up
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.
the ship-classes table; Phase 21 lights up the sciences table;
Phase 22 lights up the races table; the remaining slugs (planets,
ship-groups, fleets) 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";
import TableRaces from "./table-races.svelte";
type Props = { entity: string };
let { entity }: Props = $props();
@@ -26,6 +27,8 @@ mirrors them) so the navigation e2e specs (`game-shell.spec.ts`,
<TableShipClasses />
{:else if entity === "sciences"}
<TableSciences />
{:else if entity === "races"}
<TableRaces />
{:else}
<section
class="active-view"
+23
View File
@@ -204,6 +204,8 @@ const en = {
"game.sidebar.order.label.ship_group_dismantle": "dismantle group {group}",
"game.sidebar.order.label.ship_group_transfer": "transfer group {group} → {acceptor}",
"game.sidebar.order.label.ship_group_join_fleet": "assign group {group} → fleet {fleet}",
"game.sidebar.order.label.race_relation": "declare {relation} on {acceptor}",
"game.sidebar.order.label.race_vote": "give my votes to {acceptor}",
"game.table.ship_classes.title": "ship classes",
"game.table.ship_classes.column.name": "name",
"game.table.ship_classes.column.drive": "drive",
@@ -297,6 +299,27 @@ const en = {
"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.table.races.title": "races",
"game.table.races.loading": "loading races…",
"game.table.races.empty": "no other races known yet",
"game.table.races.filter.placeholder": "filter by name",
"game.table.races.column.name": "name",
"game.table.races.column.drive": "drive %",
"game.table.races.column.weapons": "weapons %",
"game.table.races.column.shields": "shields %",
"game.table.races.column.cargo": "cargo %",
"game.table.races.column.population": "population",
"game.table.races.column.industry": "production",
"game.table.races.column.planets": "planets",
"game.table.races.column.votes": "votes received",
"game.table.races.column.relation": "stance",
"game.table.races.action.war": "WAR",
"game.table.races.action.peace": "PEACE",
"game.table.races.votes.mine": "my votes",
"game.table.races.votes.target": "I vote for",
"game.table.races.votes.target_placeholder": "— select a race —",
"game.table.races.note.alliance_server_side": "alliances and the 2/3 victory are tallied by the server at turn cutoff; this table shows only my outgoing vote and the votes each race received in the last tally",
"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",
+23
View File
@@ -205,6 +205,8 @@ const ru: Record<keyof typeof en, string> = {
"game.sidebar.order.label.ship_group_dismantle": "разобрать группу {group}",
"game.sidebar.order.label.ship_group_transfer": "передать группу {group} → {acceptor}",
"game.sidebar.order.label.ship_group_join_fleet": "включить группу {group} → флот {fleet}",
"game.sidebar.order.label.race_relation": "объявить {relation} расе {acceptor}",
"game.sidebar.order.label.race_vote": "отдать голоса расе {acceptor}",
"game.table.ship_classes.title": "классы кораблей",
"game.table.ship_classes.column.name": "название",
"game.table.ship_classes.column.drive": "двигатель",
@@ -298,6 +300,27 @@ const ru: Record<keyof typeof en, string> = {
"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.table.races.title": "расы",
"game.table.races.loading": "загрузка рас…",
"game.table.races.empty": "других рас пока не видно",
"game.table.races.filter.placeholder": "фильтр по имени",
"game.table.races.column.name": "имя",
"game.table.races.column.drive": "двигатель %",
"game.table.races.column.weapons": "оружие %",
"game.table.races.column.shields": "защита %",
"game.table.races.column.cargo": "трюм %",
"game.table.races.column.population": "население",
"game.table.races.column.industry": "производство",
"game.table.races.column.planets": "планет",
"game.table.races.column.votes": "получено голосов",
"game.table.races.column.relation": "отношение",
"game.table.races.action.war": "ВОЙНА",
"game.table.races.action.peace": "МИР",
"game.table.races.votes.mine": "мои голоса",
"game.table.races.votes.target": "голосую за",
"game.table.races.votes.target_placeholder": "— выберите расу —",
"game.table.races.note.alliance_server_side": "альянсы и победу 2/3 подсчитывает сервер при просчёте хода; в этой таблице видно лишь мой исходящий голос и количество голосов, полученных каждой расой в прошлой раздаче",
"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",
@@ -126,6 +126,15 @@ Tests exercise the tab through `__galaxyDebug.seedOrderDraft`
group: shortGroupId(cmd.groupId),
fleet: cmd.name,
});
case "setDiplomaticStance":
return i18n.t("game.sidebar.order.label.race_relation", {
relation: cmd.relation,
acceptor: cmd.acceptor,
});
case "setVoteRecipient":
return i18n.t("game.sidebar.order.label.race_vote", {
acceptor: cmd.acceptor,
});
}
}