ui/phase-15: planet inspector production controls + order-draft collapse
Adds the second end-to-end command (`setProductionType`) with a collapse-by-`planetNumber` rule on the order draft, the segmented production-controls component on the planet inspector, the FBS encoder/decoder pair for `CommandPlanetProduce`, and the `localShipClass` projection on `GameReport`. Forecast number is deferred and tracked in the new `ui/docs/calc-bridge.md`.
This commit is contained in:
@@ -15,6 +15,11 @@
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// rename in the local draft swaps the planet name on the rendered
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// report so the player sees their intent reflected immediately,
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// without waiting for the next turn cutoff.
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//
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// Phase 15 extends the projection with a minimal `localShipClass`
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// summary so the planet inspector's Build-Ship sub-picker has data
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// to render. Phase 17 (ship-class CRUD) widens `ShipClassSummary`
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// when the designer ships need the full attribute set.
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import { Builder, ByteBuffer } from "flatbuffers";
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@@ -24,7 +29,11 @@ import {
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GameReportRequest,
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Report,
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} from "../proto/galaxy/fbs/report";
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import type { CommandStatus, OrderCommand } from "../sync/order-types";
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import type {
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CommandStatus,
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OrderCommand,
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ProductionType,
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} from "../sync/order-types";
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const MESSAGE_TYPE = "user.games.report";
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@@ -61,6 +70,18 @@ export interface ReportPlanet {
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freeIndustry: number | null;
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}
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/**
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* ShipClassSummary is the slim projection of `report.ShipClass` the
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* planet inspector's Build-Ship sub-picker needs in Phase 15. Only
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* the human-visible `name` is carried — the engine command shape
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* (`CommandPlanetProduce.subject`) takes the class name, not its
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* underlying tech values. Phase 17 widens this type when the ship
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* designer needs the full attribute set.
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*/
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export interface ShipClassSummary {
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name: string;
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}
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export interface GameReport {
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turn: number;
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mapWidth: number;
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@@ -73,6 +94,14 @@ export interface GameReport {
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* has not produced a report yet (boot state).
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*/
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race: string;
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/**
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* localShipClass enumerates the player's own designed ship classes
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* by name. Empty until at least one class is created
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* (`CommandShipClassCreate`, Phase 17). The Build-Ship sub-picker
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* shows a localized "no ship classes" placeholder when this is
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* empty.
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*/
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localShipClass: ShipClassSummary[];
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}
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export async function fetchGameReport(
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@@ -189,6 +218,13 @@ function decodeReport(report: Report): GameReport {
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});
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}
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const localShipClass: ShipClassSummary[] = [];
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for (let i = 0; i < report.localShipClassLength(); i++) {
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const sc = report.localShipClass(i);
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if (sc === null) continue;
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localShipClass.push({ name: sc.name() ?? "" });
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}
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return {
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turn: Number(report.turn()),
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mapWidth: report.width(),
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@@ -196,6 +232,7 @@ function decodeReport(report: Report): GameReport {
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planetCount: report.planetCount(),
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planets,
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race: report.race() ?? "",
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localShipClass,
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};
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}
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@@ -221,10 +258,12 @@ export function uuidToHiLo(value: string): [bigint, bigint] {
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/**
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* applyOrderOverlay returns a copy of `report` with every locally-
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* valid or still-in-flight or applied command from `commands`
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* projected on top. Phase 14 understands `planetRename` only —
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* every other variant passes through. The function is pure:
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* callers re-derive the overlay whenever the draft or the report
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* change.
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* projected on top. Phase 14 introduced the overlay for
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* `planetRename`; Phase 15 extends it to `setProductionType` so the
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* inspector segment / map label reflect the chosen production target
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* before the engine confirms it. Other variants pass through. The
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* function is pure: callers re-derive the overlay whenever the draft
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* or the report change.
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*
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* `statuses` maps command id → status. Entries with `valid`,
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* `submitting`, or `applied` participate in the overlay — together
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@@ -250,18 +289,69 @@ export function applyOrderOverlay(
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) {
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continue;
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}
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if (cmd.kind !== "planetRename") continue;
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const idx = report.planets.findIndex((p) => p.number === cmd.planetNumber);
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if (idx < 0) continue;
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if (mutatedPlanets === null) {
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mutatedPlanets = [...report.planets];
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if (cmd.kind === "planetRename") {
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const idx = report.planets.findIndex(
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(p) => p.number === cmd.planetNumber,
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);
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if (idx < 0) continue;
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if (mutatedPlanets === null) {
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mutatedPlanets = [...report.planets];
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}
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mutatedPlanets[idx] = { ...mutatedPlanets[idx]!, name: cmd.name };
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continue;
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}
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if (cmd.kind === "setProductionType") {
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const idx = report.planets.findIndex(
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(p) => p.number === cmd.planetNumber,
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);
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if (idx < 0) continue;
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if (mutatedPlanets === null) {
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mutatedPlanets = [...report.planets];
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}
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mutatedPlanets[idx] = {
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...mutatedPlanets[idx]!,
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production: productionDisplayFromCommand(
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cmd.productionType,
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cmd.subject,
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),
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};
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continue;
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}
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mutatedPlanets[idx] = { ...mutatedPlanets[idx]!, name: cmd.name };
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}
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if (mutatedPlanets === null) return report;
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return { ...report, planets: mutatedPlanets };
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}
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/**
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* productionDisplayFromCommand mirrors the engine's
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* `Cache.PlanetProductionDisplayName`
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* (`game/internal/controller/planet.go`) for the optimistic overlay.
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* Keeping the strings byte-equal with the next server report avoids
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* a flicker when the overlay drops on the next turn cutoff.
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*/
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export function productionDisplayFromCommand(
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productionType: ProductionType,
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subject: string,
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): string {
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switch (productionType) {
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case "MAT":
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return "Material";
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case "CAP":
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return "Capital";
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case "DRIVE":
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return "Drive";
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case "WEAPONS":
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return "Weapons";
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case "SHIELDS":
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return "Shields";
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case "CARGO":
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return "Cargo";
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case "SCIENCE":
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case "SHIP":
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return subject;
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}
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}
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function decodeErrorMessage(payload: Uint8Array): { code: string; message: string } {
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if (payload.length === 0) {
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return { code: "internal_error", message: "empty error payload" };
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@@ -132,6 +132,7 @@ const en = {
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"game.sidebar.order.status.rejected": "rejected",
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"game.sidebar.order.label.placeholder": "{label}",
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"game.sidebar.order.label.planet_rename": "rename planet {planet} → {name}",
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"game.sidebar.order.label.planet_production": "set production on planet {planet} → {target}",
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"game.bottom_tabs.map": "map",
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"game.bottom_tabs.calc": "calc",
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"game.bottom_tabs.order": "order",
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@@ -167,6 +168,16 @@ const en = {
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"game.inspector.planet.rename.invalid.consecutive_specials": "too many special characters in a row",
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"game.inspector.planet.rename.invalid.whitespace": "name cannot contain spaces",
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"game.inspector.planet.rename.invalid.disallowed_character": "name contains disallowed characters",
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"game.inspector.planet.production.title": "production",
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"game.inspector.planet.production.option.industry": "industry",
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"game.inspector.planet.production.option.materials": "materials",
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"game.inspector.planet.production.option.research": "research",
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"game.inspector.planet.production.option.ship": "build ship",
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"game.inspector.planet.production.research.drive": "drive",
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"game.inspector.planet.production.research.weapons": "weapons",
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"game.inspector.planet.production.research.shields": "shields",
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"game.inspector.planet.production.research.cargo": "cargo",
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"game.inspector.planet.production.ship.no_classes": "no ship classes designed yet",
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} as const;
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export default en;
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@@ -133,6 +133,7 @@ const ru: Record<keyof typeof en, string> = {
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"game.sidebar.order.status.rejected": "отклонена",
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"game.sidebar.order.label.placeholder": "{label}",
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"game.sidebar.order.label.planet_rename": "переименовать планету {planet} → {name}",
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"game.sidebar.order.label.planet_production": "сменить производство планеты {planet} → {target}",
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"game.bottom_tabs.map": "карта",
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"game.bottom_tabs.calc": "калк",
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"game.bottom_tabs.order": "приказ",
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@@ -168,6 +169,16 @@ const ru: Record<keyof typeof en, string> = {
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"game.inspector.planet.rename.invalid.consecutive_specials": "слишком много спецсимволов подряд",
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"game.inspector.planet.rename.invalid.whitespace": "имя не может содержать пробелы",
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"game.inspector.planet.rename.invalid.disallowed_character": "имя содержит недопустимые символы",
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"game.inspector.planet.production.title": "производство",
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"game.inspector.planet.production.option.industry": "промышленность",
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"game.inspector.planet.production.option.materials": "сырьё",
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"game.inspector.planet.production.option.research": "исследование",
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"game.inspector.planet.production.option.ship": "корабль",
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"game.inspector.planet.production.research.drive": "двигатель",
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"game.inspector.planet.production.research.weapons": "оружие",
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"game.inspector.planet.production.research.shields": "щиты",
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"game.inspector.planet.production.research.cargo": "трюм",
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"game.inspector.planet.production.ship.no_classes": "классы кораблей ещё не спроектированы",
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};
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export default ru;
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@@ -11,16 +11,20 @@ that clears the selection. Swipe-to-dismiss and tap-outside-to-
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dismiss from the IA section §6 land in Phase 35 polish.
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-->
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<script lang="ts">
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import type { ReportPlanet } from "../../api/game-state";
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import type {
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ReportPlanet,
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ShipClassSummary,
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} from "../../api/game-state";
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import { i18n } from "$lib/i18n/index.svelte";
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import Planet from "./planet.svelte";
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type Props = {
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planet: ReportPlanet | null;
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localShipClass: ShipClassSummary[];
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onMap: boolean;
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onClose: () => void;
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};
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let { planet, onMap, onClose }: Props = $props();
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let { planet, localShipClass, onMap, onClose }: Props = $props();
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</script>
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{#if planet !== null && onMap}
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@@ -38,7 +42,7 @@ dismiss from the IA section §6 land in Phase 35 polish.
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>
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✕
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</button>
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<Planet {planet} />
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<Planet {planet} {localShipClass} />
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</section>
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{/if}
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@@ -14,7 +14,10 @@ field with five buttons.
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-->
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<script lang="ts">
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import { getContext, tick } from "svelte";
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import type { ReportPlanet } from "../../api/game-state";
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import type {
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ReportPlanet,
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ShipClassSummary,
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} from "../../api/game-state";
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import { i18n, type TranslationKey } from "$lib/i18n/index.svelte";
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import {
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ORDER_DRAFT_CONTEXT_KEY,
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@@ -24,11 +27,13 @@ field with five buttons.
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validateEntityName,
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type EntityNameInvalidReason,
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} from "$lib/util/entity-name";
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import Production from "./planet/production.svelte";
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type Props = {
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planet: ReportPlanet;
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localShipClass: ShipClassSummary[];
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};
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let { planet }: Props = $props();
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let { planet, localShipClass }: Props = $props();
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const kindKeyMap: Record<ReportPlanet["kind"], TranslationKey> = {
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local: "game.inspector.planet.kind.local",
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@@ -191,6 +196,10 @@ field with five buttons.
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</div>
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{/if}
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{#if planet.kind === "local"}
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<Production {planet} {localShipClass} />
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{/if}
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<dl class="fields">
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{#if planet.kind === "other" && planet.owner !== null}
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<div class="field" data-testid="inspector-planet-field-owner">
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@@ -253,7 +262,7 @@ field with five buttons.
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</div>
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{/if}
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{#if planet.production !== null}
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{#if planet.production !== null && planet.kind !== "local"}
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<div class="field" data-testid="inspector-planet-field-production">
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<dt>{i18n.t("game.inspector.planet.field.production")}</dt>
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<dd>{productionLabel}</dd>
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@@ -0,0 +1,317 @@
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<!--
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Phase 15 production-controls subsection of the planet inspector.
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Renders four main segments — industry / materials / research / build
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ship — and reveals a sub-row when the player picks a category that
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needs a target (research → tech field, build ship → designed class).
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Every leaf click appends a `setProductionType` command to the local
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order draft via `OrderDraftStore`; the collapse-by-`planetNumber`
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rule inside `add` keeps at most one production choice per planet.
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The currently-active segment is derived from `planet.production`
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through a parser that mirrors the engine's
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`Cache.PlanetProductionDisplayName` mapping. While the player is
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mid-navigation (e.g. clicked Research but has not picked a tech yet)
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a transient `expandedMain` override widens the visible state so the
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sub-row can appear without forcing the player to commit a choice
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first; the override resets whenever the inspector switches to a
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different planet or after any leaf click.
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Phase 15 deliberately defers the per-type forecast number — see
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`ui/docs/calc-bridge.md` for the gap analysis. The component does
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not render forecast text; the existing `freeIndustry` ("free
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production") row in the parent inspector is unchanged.
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-->
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<script lang="ts">
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import { getContext } from "svelte";
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import type {
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ReportPlanet,
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ShipClassSummary,
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} 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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ORDER_DRAFT_CONTEXT_KEY,
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OrderDraftStore,
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} from "../../../sync/order-draft.svelte";
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import type { ProductionType } from "../../../sync/order-types";
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type Props = {
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planet: ReportPlanet;
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localShipClass: ShipClassSummary[];
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};
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let { planet, localShipClass }: Props = $props();
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type MainSegment = "industry" | "materials" | "research" | "ship";
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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 disabled = draft === undefined;
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let expandedMain: MainSegment | null = $state(null);
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const parsedMain = $derived(parseMain(planet.production, localShipClass));
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const selectedMain = $derived(expandedMain ?? parsedMain);
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const activeResearch = $derived(parseResearch(planet.production));
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const activeShip = $derived(parseShip(planet.production, localShipClass));
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$effect(() => {
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// Reset the expand-override whenever the inspector switches to a
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// different planet so a stale category does not leak across the
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// selection boundary.
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void planet.number;
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expandedMain = null;
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});
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const RESEARCH_OPTIONS: ReadonlyArray<{
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fbs: ProductionType;
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slug: "drive" | "weapons" | "shields" | "cargo";
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labelKey: TranslationKey;
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}> = [
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{
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fbs: "DRIVE",
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slug: "drive",
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labelKey: "game.inspector.planet.production.research.drive",
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},
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{
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fbs: "WEAPONS",
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slug: "weapons",
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labelKey: "game.inspector.planet.production.research.weapons",
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},
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{
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fbs: "SHIELDS",
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slug: "shields",
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labelKey: "game.inspector.planet.production.research.shields",
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},
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{
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fbs: "CARGO",
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slug: "cargo",
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labelKey: "game.inspector.planet.production.research.cargo",
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},
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||||
];
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function parseMain(
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value: string | null,
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classes: ShipClassSummary[],
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): MainSegment | null {
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if (value === null || value === "" || value === "-") return null;
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switch (value) {
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case "Capital":
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return "industry";
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case "Material":
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return "materials";
|
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case "Drive":
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case "Weapons":
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case "Shields":
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case "Cargo":
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return "research";
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}
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return classes.some((c) => c.name === value) ? "ship" : null;
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}
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||||
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function parseResearch(value: string | null): ProductionType | null {
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switch (value) {
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case "Drive":
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return "DRIVE";
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||||
case "Weapons":
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return "WEAPONS";
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case "Shields":
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return "SHIELDS";
|
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case "Cargo":
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return "CARGO";
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||||
default:
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return null;
|
||||
}
|
||||
}
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||||
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||||
function parseShip(
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||||
value: string | null,
|
||||
classes: ShipClassSummary[],
|
||||
): string | null {
|
||||
if (value === null || value === "") return null;
|
||||
return classes.some((c) => c.name === value) ? value : null;
|
||||
}
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||||
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||||
function clickMain(segment: MainSegment): void {
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||||
if (segment === "industry") {
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||||
void emit("CAP", "");
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||||
expandedMain = null;
|
||||
return;
|
||||
}
|
||||
if (segment === "materials") {
|
||||
void emit("MAT", "");
|
||||
expandedMain = null;
|
||||
return;
|
||||
}
|
||||
expandedMain = segment;
|
||||
}
|
||||
|
||||
function clickResearch(value: ProductionType): void {
|
||||
void emit(value, "");
|
||||
expandedMain = null;
|
||||
}
|
||||
|
||||
function clickShip(name: string): void {
|
||||
void emit("SHIP", name);
|
||||
expandedMain = null;
|
||||
}
|
||||
|
||||
async function emit(
|
||||
productionType: ProductionType,
|
||||
subject: string,
|
||||
): Promise<void> {
|
||||
if (draft === undefined) return;
|
||||
await draft.add({
|
||||
kind: "setProductionType",
|
||||
id: crypto.randomUUID(),
|
||||
planetNumber: planet.number,
|
||||
productionType,
|
||||
subject,
|
||||
});
|
||||
}
|
||||
</script>
|
||||
|
||||
<section class="production" data-testid="inspector-planet-production">
|
||||
<h4 class="title">
|
||||
{i18n.t("game.inspector.planet.production.title")}
|
||||
</h4>
|
||||
<div class="row main">
|
||||
<button
|
||||
type="button"
|
||||
class="seg"
|
||||
class:active={selectedMain === "industry"}
|
||||
data-testid="inspector-planet-production-segment-industry"
|
||||
disabled={disabled}
|
||||
onclick={() => clickMain("industry")}
|
||||
>
|
||||
{i18n.t("game.inspector.planet.production.option.industry")}
|
||||
</button>
|
||||
<button
|
||||
type="button"
|
||||
class="seg"
|
||||
class:active={selectedMain === "materials"}
|
||||
data-testid="inspector-planet-production-segment-materials"
|
||||
disabled={disabled}
|
||||
onclick={() => clickMain("materials")}
|
||||
>
|
||||
{i18n.t("game.inspector.planet.production.option.materials")}
|
||||
</button>
|
||||
<button
|
||||
type="button"
|
||||
class="seg"
|
||||
class:active={selectedMain === "research"}
|
||||
data-testid="inspector-planet-production-segment-research"
|
||||
disabled={disabled}
|
||||
onclick={() => clickMain("research")}
|
||||
>
|
||||
{i18n.t("game.inspector.planet.production.option.research")}
|
||||
</button>
|
||||
<button
|
||||
type="button"
|
||||
class="seg"
|
||||
class:active={selectedMain === "ship"}
|
||||
data-testid="inspector-planet-production-segment-ship"
|
||||
disabled={disabled}
|
||||
onclick={() => clickMain("ship")}
|
||||
>
|
||||
{i18n.t("game.inspector.planet.production.option.ship")}
|
||||
</button>
|
||||
</div>
|
||||
|
||||
{#if selectedMain === "research"}
|
||||
<div class="row sub" data-testid="inspector-planet-production-research-row">
|
||||
{#each RESEARCH_OPTIONS as option (option.fbs)}
|
||||
<button
|
||||
type="button"
|
||||
class="sub-seg"
|
||||
class:active={activeResearch === option.fbs}
|
||||
data-testid={`inspector-planet-production-research-${option.slug}`}
|
||||
disabled={disabled}
|
||||
onclick={() => clickResearch(option.fbs)}
|
||||
>
|
||||
{i18n.t(option.labelKey)}
|
||||
</button>
|
||||
{/each}
|
||||
</div>
|
||||
{/if}
|
||||
|
||||
{#if selectedMain === "ship"}
|
||||
<div class="row sub" data-testid="inspector-planet-production-ship-row">
|
||||
{#if localShipClass.length === 0}
|
||||
<p
|
||||
class="empty"
|
||||
data-testid="inspector-planet-production-ship-empty"
|
||||
>
|
||||
{i18n.t("game.inspector.planet.production.ship.no_classes")}
|
||||
</p>
|
||||
{:else}
|
||||
{#each localShipClass as cls (cls.name)}
|
||||
<button
|
||||
type="button"
|
||||
class="sub-seg"
|
||||
class:active={activeShip === cls.name}
|
||||
data-testid={`inspector-planet-production-ship-${cls.name}`}
|
||||
disabled={disabled}
|
||||
onclick={() => clickShip(cls.name)}
|
||||
>
|
||||
{cls.name}
|
||||
</button>
|
||||
{/each}
|
||||
{/if}
|
||||
</div>
|
||||
{/if}
|
||||
</section>
|
||||
|
||||
<style>
|
||||
.production {
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
gap: 0.4rem;
|
||||
}
|
||||
.title {
|
||||
margin: 0;
|
||||
font-size: 0.85rem;
|
||||
color: #aab;
|
||||
font-weight: 500;
|
||||
}
|
||||
.row {
|
||||
display: flex;
|
||||
gap: 0.3rem;
|
||||
flex-wrap: wrap;
|
||||
}
|
||||
.row.sub {
|
||||
padding-left: 0.6rem;
|
||||
}
|
||||
.seg,
|
||||
.sub-seg {
|
||||
font: inherit;
|
||||
font-size: 0.85rem;
|
||||
padding: 0.25rem 0.55rem;
|
||||
background: transparent;
|
||||
color: #aab;
|
||||
border: 1px solid #2a3150;
|
||||
border-radius: 3px;
|
||||
cursor: pointer;
|
||||
}
|
||||
.seg:not(:disabled):hover,
|
||||
.sub-seg:not(:disabled):hover {
|
||||
color: #e8eaf6;
|
||||
border-color: #6d8cff;
|
||||
}
|
||||
.seg.active,
|
||||
.sub-seg.active {
|
||||
color: #e8eaf6;
|
||||
border-color: #6d8cff;
|
||||
background: rgba(109, 140, 255, 0.15);
|
||||
}
|
||||
.seg:disabled,
|
||||
.sub-seg:disabled {
|
||||
cursor: not-allowed;
|
||||
opacity: 0.5;
|
||||
}
|
||||
.empty {
|
||||
margin: 0;
|
||||
font-size: 0.8rem;
|
||||
color: #888;
|
||||
font-style: italic;
|
||||
}
|
||||
</style>
|
||||
@@ -38,11 +38,14 @@ from the Phase 10 stub.
|
||||
if (report === undefined || report === null) return null;
|
||||
return report.planets.find((p) => p.number === sel.id) ?? null;
|
||||
});
|
||||
const localShipClass = $derived(
|
||||
renderedReport?.report?.localShipClass ?? [],
|
||||
);
|
||||
</script>
|
||||
|
||||
<section class="tool" data-testid="sidebar-tool-inspector">
|
||||
{#if selectedPlanet !== null}
|
||||
<Planet planet={selectedPlanet} />
|
||||
<Planet planet={selectedPlanet} {localShipClass} />
|
||||
{:else}
|
||||
<h3>{i18n.t("game.sidebar.tab.inspector")}</h3>
|
||||
<p>{i18n.t("game.sidebar.empty.inspector")}</p>
|
||||
|
||||
@@ -19,6 +19,7 @@ Tests exercise the tab through `__galaxyDebug.seedOrderDraft`
|
||||
<script lang="ts">
|
||||
import { getContext } from "svelte";
|
||||
import { i18n, type TranslationKey } from "$lib/i18n/index.svelte";
|
||||
import { productionDisplayFromCommand } from "../../api/game-state";
|
||||
import {
|
||||
ORDER_DRAFT_CONTEXT_KEY,
|
||||
OrderDraftStore,
|
||||
@@ -49,6 +50,14 @@ Tests exercise the tab through `__galaxyDebug.seedOrderDraft`
|
||||
planet: String(cmd.planetNumber),
|
||||
name: cmd.name,
|
||||
});
|
||||
case "setProductionType":
|
||||
return i18n.t("game.sidebar.order.label.planet_production", {
|
||||
planet: String(cmd.planetNumber),
|
||||
target: productionDisplayFromCommand(
|
||||
cmd.productionType,
|
||||
cmd.subject,
|
||||
),
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -117,6 +117,9 @@ fresh.
|
||||
if (report === null) return null;
|
||||
return report.planets.find((p) => p.number === sel.id) ?? null;
|
||||
});
|
||||
const localShipClass = $derived(
|
||||
renderedReport.report?.localShipClass ?? [],
|
||||
);
|
||||
|
||||
// Reveal the inspector whenever a new planet selection lands.
|
||||
// Reading `selection.selected` once outside the effect keeps the
|
||||
@@ -224,6 +227,7 @@ fresh.
|
||||
/>
|
||||
<PlanetSheet
|
||||
planet={selectedPlanet}
|
||||
{localShipClass}
|
||||
onMap={effectiveTool === "map"}
|
||||
onClose={() => selection.clear()}
|
||||
/>
|
||||
|
||||
@@ -173,11 +173,41 @@ export class OrderDraftStore {
|
||||
* triggers an auto-sync to keep the server in lock-step.
|
||||
* Mutations made before `init` resolves are ignored — the layout
|
||||
* always awaits `init` before exposing the store.
|
||||
*
|
||||
* `setProductionType` carries a collapse-by-`planetNumber` rule:
|
||||
* a new entry supersedes any prior `setProductionType` for the
|
||||
* same planet, so the draft holds at most one production choice
|
||||
* per planet at any time. Other variants append unconditionally —
|
||||
* `planetRename` keeps its append-only behaviour because each
|
||||
* rename is a distinct user-visible action.
|
||||
*/
|
||||
async add(command: OrderCommand): Promise<void> {
|
||||
if (this.status !== "ready") return;
|
||||
this.commands = [...this.commands, command];
|
||||
this.statuses = { ...this.statuses, [command.id]: validateCommand(command) };
|
||||
const removed: string[] = [];
|
||||
let nextCommands: OrderCommand[];
|
||||
if (command.kind === "setProductionType") {
|
||||
nextCommands = [];
|
||||
for (const existing of this.commands) {
|
||||
if (
|
||||
existing.kind === "setProductionType" &&
|
||||
existing.planetNumber === command.planetNumber
|
||||
) {
|
||||
removed.push(existing.id);
|
||||
continue;
|
||||
}
|
||||
nextCommands.push(existing);
|
||||
}
|
||||
nextCommands.push(command);
|
||||
} else {
|
||||
nextCommands = [...this.commands, command];
|
||||
}
|
||||
this.commands = nextCommands;
|
||||
const nextStatuses = { ...this.statuses };
|
||||
for (const id of removed) {
|
||||
delete nextStatuses[id];
|
||||
}
|
||||
nextStatuses[command.id] = validateCommand(command);
|
||||
this.statuses = nextStatuses;
|
||||
await this.persist();
|
||||
this.scheduleSync();
|
||||
}
|
||||
@@ -400,6 +430,20 @@ function validateCommand(cmd: OrderCommand): CommandStatus {
|
||||
switch (cmd.kind) {
|
||||
case "planetRename":
|
||||
return validateEntityName(cmd.name).ok ? "valid" : "invalid";
|
||||
case "setProductionType":
|
||||
// Mirrors the engine's `subject=Production` validator
|
||||
// (`game/internal/router/validator.go`): SCIENCE and SHIP
|
||||
// require a non-empty entity-name-valid subject; the other
|
||||
// six production types accept any subject (typically empty)
|
||||
// because the engine only consults the subject for those
|
||||
// two cases.
|
||||
if (
|
||||
cmd.productionType === "SCIENCE" ||
|
||||
cmd.productionType === "SHIP"
|
||||
) {
|
||||
return validateEntityName(cmd.subject).ok ? "valid" : "invalid";
|
||||
}
|
||||
return "valid";
|
||||
case "placeholder":
|
||||
// Phase 12 placeholder entries are content-free and never
|
||||
// transition out of `draft` — they are not submittable.
|
||||
|
||||
@@ -12,11 +12,13 @@ import { uuidToHiLo } from "../api/game-state";
|
||||
import { UUID } from "../proto/galaxy/fbs/common";
|
||||
import {
|
||||
CommandPayload,
|
||||
CommandPlanetProduce,
|
||||
CommandPlanetRename,
|
||||
PlanetProduction,
|
||||
UserGamesOrderGet,
|
||||
UserGamesOrderGetResponse,
|
||||
} from "../proto/galaxy/fbs/order";
|
||||
import type { OrderCommand } from "./order-types";
|
||||
import type { OrderCommand, ProductionType } from "./order-types";
|
||||
|
||||
const MESSAGE_TYPE = "user.games.order.get";
|
||||
|
||||
@@ -135,6 +137,24 @@ function decodeCommand(item: CommandItemView): OrderCommand | null {
|
||||
name: inner.name() ?? "",
|
||||
};
|
||||
}
|
||||
case CommandPayload.CommandPlanetProduce: {
|
||||
const inner = new CommandPlanetProduce();
|
||||
item.payload(inner);
|
||||
const productionType = productionTypeFromFBS(inner.production());
|
||||
if (productionType === null) {
|
||||
console.warn(
|
||||
`fetchOrder: skipping CommandPlanetProduce with unknown production enum (${inner.production()})`,
|
||||
);
|
||||
return null;
|
||||
}
|
||||
return {
|
||||
kind: "setProductionType",
|
||||
id,
|
||||
planetNumber: Number(inner.number()),
|
||||
productionType,
|
||||
subject: inner.subject() ?? "",
|
||||
};
|
||||
}
|
||||
default:
|
||||
console.warn(
|
||||
`fetchOrder: skipping unknown command kind (payloadType=${payloadType})`,
|
||||
@@ -143,6 +163,39 @@ function decodeCommand(item: CommandItemView): OrderCommand | null {
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* productionTypeFromFBS reverses `productionTypeToFBS` from
|
||||
* `submit.ts`. `PlanetProduction.UNKNOWN` and any out-of-band value
|
||||
* yield `null` so the caller drops the entry instead of fabricating a
|
||||
* synthetic kind.
|
||||
*/
|
||||
export function productionTypeFromFBS(
|
||||
value: PlanetProduction,
|
||||
): ProductionType | null {
|
||||
switch (value) {
|
||||
case PlanetProduction.MAT:
|
||||
return "MAT";
|
||||
case PlanetProduction.CAP:
|
||||
return "CAP";
|
||||
case PlanetProduction.DRIVE:
|
||||
return "DRIVE";
|
||||
case PlanetProduction.WEAPONS:
|
||||
return "WEAPONS";
|
||||
case PlanetProduction.SHIELDS:
|
||||
return "SHIELDS";
|
||||
case PlanetProduction.CARGO:
|
||||
return "CARGO";
|
||||
case PlanetProduction.SCIENCE:
|
||||
return "SCIENCE";
|
||||
case PlanetProduction.SHIP:
|
||||
return "SHIP";
|
||||
case PlanetProduction.UNKNOWN:
|
||||
return null;
|
||||
default:
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
function decodeError(
|
||||
payload: Uint8Array,
|
||||
resultCode: string,
|
||||
|
||||
@@ -40,13 +40,85 @@ export interface PlanetRenameCommand {
|
||||
readonly name: string;
|
||||
}
|
||||
|
||||
/**
|
||||
* ProductionType mirrors the engine `PlanetProduction` enum
|
||||
* (`pkg/schema/fbs/order.fbs`) and the binding tag on
|
||||
* `pkg/model/order/order.go.CommandPlanetProduce.Production`. The
|
||||
* values are wire-stable: the submit encoder maps them to the FBS
|
||||
* enum, the read-back decoder maps them back, and the optimistic
|
||||
* overlay derives the engine's display string from the same set.
|
||||
*
|
||||
* `MAT` is materials production, `CAP` is industry (the engine names
|
||||
* carry historical meaning — "Material" and "Capital" in the display
|
||||
* mapping). `DRIVE` / `WEAPONS` / `SHIELDS` / `CARGO` are the four
|
||||
* implicit per-tech research tracks (no subject required). `SCIENCE`
|
||||
* is research of a custom science package authored via
|
||||
* `CommandScienceCreate`; `SHIP` is build of a ship class authored
|
||||
* via `CommandShipClassCreate`. Both `SCIENCE` and `SHIP` require a
|
||||
* non-empty `subject` that passes `validateEntityName`; the engine
|
||||
* validator (`game/internal/router/validator.go`) enforces the same.
|
||||
*/
|
||||
export type ProductionType =
|
||||
| "MAT"
|
||||
| "CAP"
|
||||
| "DRIVE"
|
||||
| "WEAPONS"
|
||||
| "SHIELDS"
|
||||
| "CARGO"
|
||||
| "SCIENCE"
|
||||
| "SHIP";
|
||||
|
||||
/**
|
||||
* SetProductionTypeCommand switches a planet's production target.
|
||||
* Phase 15 is the first variant to carry a collapse-by-target rule:
|
||||
* the order draft store keeps at most one `setProductionType` per
|
||||
* `planetNumber`, replacing any earlier entry on `add`. `subject` is
|
||||
* the science or ship-class name when `productionType` is `SCIENCE`
|
||||
* or `SHIP`; for the other six values it is the empty string.
|
||||
*/
|
||||
export interface SetProductionTypeCommand {
|
||||
readonly kind: "setProductionType";
|
||||
readonly id: string;
|
||||
readonly planetNumber: number;
|
||||
readonly productionType: ProductionType;
|
||||
readonly subject: string;
|
||||
}
|
||||
|
||||
/**
|
||||
* OrderCommand is the discriminated union of every command shape the
|
||||
* local order draft can hold. The `kind` field is the discriminator;
|
||||
* narrowing on it enables exhaustive `switch` statements at every
|
||||
* call site.
|
||||
*/
|
||||
export type OrderCommand = PlaceholderCommand | PlanetRenameCommand;
|
||||
export type OrderCommand =
|
||||
| PlaceholderCommand
|
||||
| PlanetRenameCommand
|
||||
| SetProductionTypeCommand;
|
||||
|
||||
/**
|
||||
* PRODUCTION_TYPE_VALUES is the canonical tuple of `ProductionType`
|
||||
* literals. Used by validators and by the FBS converters in
|
||||
* `submit.ts` and `order-load.ts` to assert that an incoming string
|
||||
* is one of the wire-stable values.
|
||||
*/
|
||||
export const PRODUCTION_TYPE_VALUES = [
|
||||
"MAT",
|
||||
"CAP",
|
||||
"DRIVE",
|
||||
"WEAPONS",
|
||||
"SHIELDS",
|
||||
"CARGO",
|
||||
"SCIENCE",
|
||||
"SHIP",
|
||||
] as const satisfies readonly ProductionType[];
|
||||
|
||||
/**
|
||||
* isProductionType narrows an arbitrary string to the
|
||||
* `ProductionType` union.
|
||||
*/
|
||||
export function isProductionType(value: string): value is ProductionType {
|
||||
return (PRODUCTION_TYPE_VALUES as readonly string[]).includes(value);
|
||||
}
|
||||
|
||||
/**
|
||||
* CommandStatus is the lifecycle of a single command from the moment
|
||||
|
||||
@@ -27,11 +27,13 @@ import { UUID } from "../proto/galaxy/fbs/common";
|
||||
import {
|
||||
CommandItem,
|
||||
CommandPayload,
|
||||
CommandPlanetProduce,
|
||||
CommandPlanetRename,
|
||||
PlanetProduction,
|
||||
UserGamesOrder,
|
||||
UserGamesOrderResponse,
|
||||
} from "../proto/galaxy/fbs/order";
|
||||
import type { OrderCommand } from "./order-types";
|
||||
import type { OrderCommand, ProductionType } from "./order-types";
|
||||
|
||||
const MESSAGE_TYPE = "user.games.order";
|
||||
|
||||
@@ -148,6 +150,19 @@ function encodeCommandPayload(
|
||||
payloadOffset: offset,
|
||||
};
|
||||
}
|
||||
case "setProductionType": {
|
||||
const subjectOffset = builder.createString(cmd.subject);
|
||||
const offset = CommandPlanetProduce.createCommandPlanetProduce(
|
||||
builder,
|
||||
BigInt(cmd.planetNumber),
|
||||
productionTypeToFBS(cmd.productionType),
|
||||
subjectOffset,
|
||||
);
|
||||
return {
|
||||
payloadType: CommandPayload.CommandPlanetProduce,
|
||||
payloadOffset: offset,
|
||||
};
|
||||
}
|
||||
case "placeholder":
|
||||
throw new SubmitError(
|
||||
"invalid_request",
|
||||
@@ -157,6 +172,34 @@ function encodeCommandPayload(
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* productionTypeToFBS converts the wire-stable `ProductionType` literal
|
||||
* to the FlatBuffers enum value. Mirrors `planetProductionToFBS` in
|
||||
* `pkg/transcoder/order.go`. The two sides are kept in lock-step so the
|
||||
* gateway can decode whatever the frontend produces without a
|
||||
* translation step.
|
||||
*/
|
||||
export function productionTypeToFBS(value: ProductionType): PlanetProduction {
|
||||
switch (value) {
|
||||
case "MAT":
|
||||
return PlanetProduction.MAT;
|
||||
case "CAP":
|
||||
return PlanetProduction.CAP;
|
||||
case "DRIVE":
|
||||
return PlanetProduction.DRIVE;
|
||||
case "WEAPONS":
|
||||
return PlanetProduction.WEAPONS;
|
||||
case "SHIELDS":
|
||||
return PlanetProduction.SHIELDS;
|
||||
case "CARGO":
|
||||
return PlanetProduction.CARGO;
|
||||
case "SCIENCE":
|
||||
return PlanetProduction.SCIENCE;
|
||||
case "SHIP":
|
||||
return PlanetProduction.SHIP;
|
||||
}
|
||||
}
|
||||
|
||||
function decodeOrderResponse(
|
||||
payload: Uint8Array,
|
||||
commands: OrderCommand[],
|
||||
|
||||
Reference in New Issue
Block a user