diff --git a/ui/docs/cargo-routes-ux.md b/ui/docs/cargo-routes-ux.md index 6d27897..c8ddfb4 100644 --- a/ui/docs/cargo-routes-ux.md +++ b/ui/docs/cargo-routes-ux.md @@ -1,9 +1,10 @@ # Cargo routes UX -This document covers the cargo-route surface: the four-slot -inspector subsection, the map-driven destination pick, and the -optimistic overlay that keeps the inspector and the map in lock-step -with the local order draft. The engine semantics are quoted from +This document covers the cargo-route surface: the inspector +subsection (a single-row dropdown + contextual actions after +F8-05), the map-driven destination pick, and the optimistic +overlay that keeps the inspector and the map in lock-step with +the local order draft. The engine semantics are quoted from [`game/rules.txt`](../../game/rules.txt) section "Грузовые маршруты" (lines 808–843); this file is the source of truth for how the UI surfaces those rules. @@ -25,29 +26,35 @@ than `40 × driveTech` world units along the torus-shortest path destination becomes unreachable at the next turn is auto-removed (`RemoveUnreachableRoutes`). -## Four-slot inspector subsection +## Single-row inspector subsection The cargo-routes subsection renders below the production controls -on every owned planet inspector. Slots appear in -`CARGO_LOAD_TYPE_VALUES` order (COL, CAP, MAT, EMP) so visual order -matches the engine's load priority — players who scan top-down see -the highest-priority cargo first. +on every owned planet inspector. F8-05 collapsed the previous +four-slot grid into a single `` with a single ✓ confirm icon on the right; Escape (or +leaving the inspector) cancels the edit without touching the +draft. ## Command status state machine @@ -178,6 +182,17 @@ optimistic overlay rewrites `planet.production` using mirrors the engine's `Cache.PlanetProductionDisplayName` so the overlay stays byte-equal with the next server report. +The inspector surface that composes a `setProductionType` +(`lib/inspectors/planet/production.svelte`) is two dropdowns on +one row — a primary `industry / materials / research / ship` +plus a secondary one (tech / science / ship class) that appears +for the `research` and `ship` contexts — together with a green ✓ +apply and yellow ✗ cancel icon. The ✓ button stays disabled +until the row selection differs from the planet's current +effective production; ✗ resets the local row state back to that +effective value without touching the draft. The Order tab is +the only place that can revoke an already-applied command. + ### Collapse-by-target rule `setProductionType` carries a collapse-by-target rule. diff --git a/ui/docs/science-designer-ux.md b/ui/docs/science-designer-ux.md index afd83c9..701c100 100644 --- a/ui/docs/science-designer-ux.md +++ b/ui/docs/science-designer-ux.md @@ -74,22 +74,26 @@ which surfaces as `rejected` in the order tab. ## Production-picker integration -The planet inspector's Research sub-row -(`lib/inspectors/planet/production.svelte`) renders the four tech -buttons and one extra button per defined science from the player's -`localScience` overlay. A click on a science button dispatches +The planet inspector's production row +(`lib/inspectors/planet/production.svelte`) is two `