docs(ui): F8-05 — sync inspector topic docs with the new compact rows
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>
This commit is contained in:
Ilia Denisov
2026-05-27 13:41:44 +02:00
parent 4a23c357e5
commit aee5f39a7e
3 changed files with 60 additions and 34 deletions
+26 -19
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@@ -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 808843); 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 `<select>` that lists the load-types
in `CARGO_LOAD_TYPE_VALUES` order (COL, CAP, MAT, EMP) — same
order as the engine's load priority — preceded by a placeholder
option that absorbs the old "cargo routes" section title. Nothing
else is rendered until the player picks a type; after a pick the
dropdown stays on the chosen type and the row reveals one of two
states:
Slot states:
- **Empty** — `(no route)` text plus a single `Add` button.
- **Empty** — a single `Add` button.
- **Filled** — `→ {destination name}` plus `Edit` and `Remove`.
`Add` and `Edit` open a renderer-driven destination pick (see next
section). `Remove` emits a `removeCargoRoute` command. The collapse
rule on the order draft store ensures only one entry per
section). `Remove` emits a `removeCargoRoute` command. The
collapse rule on the order draft store ensures only one entry per
`(source, loadType)` slot survives in the draft at any time, so a
sequence of `Add → Edit → Remove` collapses to the latest verb only
(matching the production-controls pattern).
sequence of `Add → Edit → Remove` collapses to the latest verb
only (matching the production-controls pattern). After a
successful pick or remove the dropdown deliberately stays on the
just-acted type so the player sees the result of the gesture in
place.
Disabled state: every button is disabled when the
`OrderDraftStore` or `MapPickService` context is missing (the
component is mounted outside the in-game shell, in tests, etc.).
Disabled state: the dropdown and every action button are disabled
when the `OrderDraftStore` or `MapPickService` context is missing
(the component is mounted outside the in-game shell, in tests,
etc.).
## Map-driven destination pick