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:
Ilia Denisov
2026-05-09 15:54:30 +02:00
parent c4f1409329
commit 915b4372dd
31 changed files with 2200 additions and 76 deletions
+11
View File
@@ -132,6 +132,7 @@ const en = {
"game.sidebar.order.status.rejected": "rejected",
"game.sidebar.order.label.placeholder": "{label}",
"game.sidebar.order.label.planet_rename": "rename planet {planet} → {name}",
"game.sidebar.order.label.planet_production": "set production on planet {planet} → {target}",
"game.bottom_tabs.map": "map",
"game.bottom_tabs.calc": "calc",
"game.bottom_tabs.order": "order",
@@ -167,6 +168,16 @@ const en = {
"game.inspector.planet.rename.invalid.consecutive_specials": "too many special characters in a row",
"game.inspector.planet.rename.invalid.whitespace": "name cannot contain spaces",
"game.inspector.planet.rename.invalid.disallowed_character": "name contains disallowed characters",
"game.inspector.planet.production.title": "production",
"game.inspector.planet.production.option.industry": "industry",
"game.inspector.planet.production.option.materials": "materials",
"game.inspector.planet.production.option.research": "research",
"game.inspector.planet.production.option.ship": "build ship",
"game.inspector.planet.production.research.drive": "drive",
"game.inspector.planet.production.research.weapons": "weapons",
"game.inspector.planet.production.research.shields": "shields",
"game.inspector.planet.production.research.cargo": "cargo",
"game.inspector.planet.production.ship.no_classes": "no ship classes designed yet",
} as const;
export default en;
+11
View File
@@ -133,6 +133,7 @@ const ru: Record<keyof typeof en, string> = {
"game.sidebar.order.status.rejected": "отклонена",
"game.sidebar.order.label.placeholder": "{label}",
"game.sidebar.order.label.planet_rename": "переименовать планету {planet} → {name}",
"game.sidebar.order.label.planet_production": "сменить производство планеты {planet} → {target}",
"game.bottom_tabs.map": "карта",
"game.bottom_tabs.calc": "калк",
"game.bottom_tabs.order": "приказ",
@@ -168,6 +169,16 @@ const ru: Record<keyof typeof en, string> = {
"game.inspector.planet.rename.invalid.consecutive_specials": "слишком много спецсимволов подряд",
"game.inspector.planet.rename.invalid.whitespace": "имя не может содержать пробелы",
"game.inspector.planet.rename.invalid.disallowed_character": "имя содержит недопустимые символы",
"game.inspector.planet.production.title": "производство",
"game.inspector.planet.production.option.industry": "промышленность",
"game.inspector.planet.production.option.materials": "сырьё",
"game.inspector.planet.production.option.research": "исследование",
"game.inspector.planet.production.option.ship": "корабль",
"game.inspector.planet.production.research.drive": "двигатель",
"game.inspector.planet.production.research.weapons": "оружие",
"game.inspector.planet.production.research.shields": "щиты",
"game.inspector.planet.production.research.cargo": "трюм",
"game.inspector.planet.production.ship.no_classes": "классы кораблей ещё не спроектированы",
};
export default ru;
@@ -11,16 +11,20 @@ that clears the selection. Swipe-to-dismiss and tap-outside-to-
dismiss from the IA section §6 land in Phase 35 polish.
-->
<script lang="ts">
import type { ReportPlanet } from "../../api/game-state";
import type {
ReportPlanet,
ShipClassSummary,
} from "../../api/game-state";
import { i18n } from "$lib/i18n/index.svelte";
import Planet from "./planet.svelte";
type Props = {
planet: ReportPlanet | null;
localShipClass: ShipClassSummary[];
onMap: boolean;
onClose: () => void;
};
let { planet, onMap, onClose }: Props = $props();
let { planet, localShipClass, onMap, onClose }: Props = $props();
</script>
{#if planet !== null && onMap}
@@ -38,7 +42,7 @@ dismiss from the IA section §6 land in Phase 35 polish.
>
</button>
<Planet {planet} />
<Planet {planet} {localShipClass} />
</section>
{/if}
+12 -3
View File
@@ -14,7 +14,10 @@ field with five buttons.
-->
<script lang="ts">
import { getContext, tick } from "svelte";
import type { ReportPlanet } from "../../api/game-state";
import type {
ReportPlanet,
ShipClassSummary,
} from "../../api/game-state";
import { i18n, type TranslationKey } from "$lib/i18n/index.svelte";
import {
ORDER_DRAFT_CONTEXT_KEY,
@@ -24,11 +27,13 @@ field with five buttons.
validateEntityName,
type EntityNameInvalidReason,
} from "$lib/util/entity-name";
import Production from "./planet/production.svelte";
type Props = {
planet: ReportPlanet;
localShipClass: ShipClassSummary[];
};
let { planet }: Props = $props();
let { planet, localShipClass }: Props = $props();
const kindKeyMap: Record<ReportPlanet["kind"], TranslationKey> = {
local: "game.inspector.planet.kind.local",
@@ -191,6 +196,10 @@ field with five buttons.
</div>
{/if}
{#if planet.kind === "local"}
<Production {planet} {localShipClass} />
{/if}
<dl class="fields">
{#if planet.kind === "other" && planet.owner !== null}
<div class="field" data-testid="inspector-planet-field-owner">
@@ -253,7 +262,7 @@ field with five buttons.
</div>
{/if}
{#if planet.production !== null}
{#if planet.production !== null && planet.kind !== "local"}
<div class="field" data-testid="inspector-planet-field-production">
<dt>{i18n.t("game.inspector.planet.field.production")}</dt>
<dd>{productionLabel}</dd>
@@ -0,0 +1,317 @@
<!--
Phase 15 production-controls subsection of the planet inspector.
Renders four main segments — industry / materials / research / build
ship — and reveals a sub-row when the player picks a category that
needs a target (research → tech field, build ship → designed class).
Every leaf click appends a `setProductionType` command to the local
order draft via `OrderDraftStore`; the collapse-by-`planetNumber`
rule inside `add` keeps at most one production choice per planet.
The currently-active segment is derived from `planet.production`
through a parser that mirrors the engine's
`Cache.PlanetProductionDisplayName` mapping. While the player is
mid-navigation (e.g. clicked Research but has not picked a tech yet)
a transient `expandedMain` override widens the visible state so the
sub-row can appear without forcing the player to commit a choice
first; the override resets whenever the inspector switches to a
different planet or after any leaf click.
Phase 15 deliberately defers the per-type forecast number — see
`ui/docs/calc-bridge.md` for the gap analysis. The component does
not render forecast text; the existing `freeIndustry` ("free
production") row in the parent inspector is unchanged.
-->
<script lang="ts">
import { getContext } from "svelte";
import type {
ReportPlanet,
ShipClassSummary,
} from "../../../api/game-state";
import { i18n, type TranslationKey } from "$lib/i18n/index.svelte";
import {
ORDER_DRAFT_CONTEXT_KEY,
OrderDraftStore,
} from "../../../sync/order-draft.svelte";
import type { ProductionType } from "../../../sync/order-types";
type Props = {
planet: ReportPlanet;
localShipClass: ShipClassSummary[];
};
let { planet, localShipClass }: Props = $props();
type MainSegment = "industry" | "materials" | "research" | "ship";
const draft = getContext<OrderDraftStore | undefined>(
ORDER_DRAFT_CONTEXT_KEY,
);
const disabled = draft === undefined;
let expandedMain: MainSegment | null = $state(null);
const parsedMain = $derived(parseMain(planet.production, localShipClass));
const selectedMain = $derived(expandedMain ?? parsedMain);
const activeResearch = $derived(parseResearch(planet.production));
const activeShip = $derived(parseShip(planet.production, localShipClass));
$effect(() => {
// Reset the expand-override whenever the inspector switches to a
// different planet so a stale category does not leak across the
// selection boundary.
void planet.number;
expandedMain = null;
});
const RESEARCH_OPTIONS: ReadonlyArray<{
fbs: ProductionType;
slug: "drive" | "weapons" | "shields" | "cargo";
labelKey: TranslationKey;
}> = [
{
fbs: "DRIVE",
slug: "drive",
labelKey: "game.inspector.planet.production.research.drive",
},
{
fbs: "WEAPONS",
slug: "weapons",
labelKey: "game.inspector.planet.production.research.weapons",
},
{
fbs: "SHIELDS",
slug: "shields",
labelKey: "game.inspector.planet.production.research.shields",
},
{
fbs: "CARGO",
slug: "cargo",
labelKey: "game.inspector.planet.production.research.cargo",
},
];
function parseMain(
value: string | null,
classes: ShipClassSummary[],
): MainSegment | null {
if (value === null || value === "" || value === "-") return null;
switch (value) {
case "Capital":
return "industry";
case "Material":
return "materials";
case "Drive":
case "Weapons":
case "Shields":
case "Cargo":
return "research";
}
return classes.some((c) => c.name === value) ? "ship" : null;
}
function parseResearch(value: string | null): ProductionType | null {
switch (value) {
case "Drive":
return "DRIVE";
case "Weapons":
return "WEAPONS";
case "Shields":
return "SHIELDS";
case "Cargo":
return "CARGO";
default:
return null;
}
}
function parseShip(
value: string | null,
classes: ShipClassSummary[],
): string | null {
if (value === null || value === "") return null;
return classes.some((c) => c.name === value) ? value : null;
}
function clickMain(segment: MainSegment): void {
if (segment === "industry") {
void emit("CAP", "");
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,
),
});
}
}