docs(ui): F8-05 — sync inspector topic docs with the new compact rows
Tests · UI / test (pull_request) Successful in 11m1s
Tests · UI / test (pull_request) Successful in 11m1s
- order-composer.md describes the production row's apply-gate (two selects + ✓/✗) and the click-to-edit entry point for planetRename. - cargo-routes-ux.md replaces the four-slot grid description with the new single-row dropdown + contextual actions and notes the "stays on the picked type" UX rule. - science-designer-ux.md updates the production-picker integration description to the dropdown pair and refreshes the e2e walkthrough step. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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# Cargo routes UX
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This document covers the cargo-route surface: the four-slot
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inspector subsection, the map-driven destination pick, and the
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optimistic overlay that keeps the inspector and the map in lock-step
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with the local order draft. The engine semantics are quoted from
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This document covers the cargo-route surface: the inspector
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subsection (a single-row dropdown + contextual actions after
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F8-05), the map-driven destination pick, and the optimistic
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overlay that keeps the inspector and the map in lock-step with
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the local order draft. The engine semantics are quoted from
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[`game/rules.txt`](../../game/rules.txt) section "Грузовые маршруты"
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(lines 808–843); this file is the source of truth for how the UI
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surfaces those rules.
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@@ -25,29 +26,35 @@ than `40 × driveTech` world units along the torus-shortest path
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destination becomes unreachable at the next turn is auto-removed
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(`RemoveUnreachableRoutes`).
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## Four-slot inspector subsection
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## Single-row inspector subsection
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The cargo-routes subsection renders below the production controls
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on every owned planet inspector. Slots appear in
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`CARGO_LOAD_TYPE_VALUES` order (COL, CAP, MAT, EMP) so visual order
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matches the engine's load priority — players who scan top-down see
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the highest-priority cargo first.
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on every owned planet inspector. F8-05 collapsed the previous
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four-slot grid into a single `<select>` that lists the load-types
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in `CARGO_LOAD_TYPE_VALUES` order (COL, CAP, MAT, EMP) — same
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order as the engine's load priority — preceded by a placeholder
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option that absorbs the old "cargo routes" section title. Nothing
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else is rendered until the player picks a type; after a pick the
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dropdown stays on the chosen type and the row reveals one of two
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states:
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Slot states:
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- **Empty** — `(no route)` text plus a single `Add` button.
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- **Empty** — a single `Add` button.
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- **Filled** — `→ {destination name}` plus `Edit` and `Remove`.
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`Add` and `Edit` open a renderer-driven destination pick (see next
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section). `Remove` emits a `removeCargoRoute` command. The collapse
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rule on the order draft store ensures only one entry per
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section). `Remove` emits a `removeCargoRoute` command. The
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collapse rule on the order draft store ensures only one entry per
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`(source, loadType)` slot survives in the draft at any time, so a
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sequence of `Add → Edit → Remove` collapses to the latest verb only
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(matching the production-controls pattern).
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sequence of `Add → Edit → Remove` collapses to the latest verb
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only (matching the production-controls pattern). After a
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successful pick or remove the dropdown deliberately stays on the
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just-acted type so the player sees the result of the gesture in
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place.
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Disabled state: every button is disabled when the
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`OrderDraftStore` or `MapPickService` context is missing (the
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component is mounted outside the in-game shell, in tests, etc.).
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Disabled state: the dropdown and every action button are disabled
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when the `OrderDraftStore` or `MapPickService` context is missing
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(the component is mounted outside the in-game shell, in tests,
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etc.).
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## Map-driven destination pick
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