feat(ui-calculator): input validation, load caps, ceil display, modernization layout
- custom load capped at cargo capacity (error when exceeded); full load shows the cargo capacity; zero cargo pins load to empty and disables the toggle - per-input red border + tooltip for every invalid value (blocks, techs, load, MAT, modernization target); no value may be negative; locking a speed is disabled when drive is zero - display every computed number (results + goal-seek back-solved input) rounded up to 3 decimals via a shared pkg/calc Ceil3 bridged to wasm; engine keeps its own round-to-nearest util.Fixed* - modernization total upgrade cost spans two columns (single line) Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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@@ -140,6 +140,13 @@ long-lived planning tool. `ensureGame` resets it when the game changes.
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}
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});
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// With no cargo block there is no hold to load: pin the load to empty
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// and disable the toggle.
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const cargoEmpty = $derived(cs.blocks.cargo === 0);
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$effect(() => {
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if (cargoEmpty && cs.loadMode !== "empty") cs.loadMode = "empty";
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});
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const planetBuild = $derived.by(() => {
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if (selectedPlanet === null) return null;
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const emptyMass = result.outputs?.emptyMass;
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@@ -228,11 +235,54 @@ long-lived planning tool. `ensureGame` resets it when the game changes.
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return { perBlock, total };
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});
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// Display every computed number rounded up to three decimals via the
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// shared `Ceil3` bridge, so a value is never shown lower than it is.
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function fmt(value: number | null | undefined): string {
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if (value === null || value === undefined) {
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return i18n.t("game.calculator.unavailable");
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}
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return value.toLocaleString(undefined, { maximumFractionDigits: 3 });
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const rounded = core !== null ? core.ceil3({ value }) : value;
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return rounded.toLocaleString(undefined, { maximumFractionDigits: 3 });
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}
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// The goal-seek back-solved block, shown in its read-only cell, is
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// ceiled the same way (only the claimed block's cell is displayed).
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const resolvedCeil = $derived.by(() => {
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if (core === null) return result.blocks;
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const c = (v: number) => core.ceil3({ value: v });
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return {
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drive: c(result.blocks.drive),
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armament: result.blocks.armament,
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weapons: c(result.blocks.weapons),
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shields: c(result.blocks.shields),
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cargo: c(result.blocks.cargo),
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};
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});
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// A custom load must stay within [0, cargo capacity]; beyond that the
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// ship cannot hold it.
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const customLoadError = $derived.by(() => {
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if (cs.loadMode !== "custom") return "";
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if (cs.customLoad < 0) return i18n.t("game.calculator.invalid.negative");
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if (cs.customLoad > result.cargoCapacity) {
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return i18n.t("game.calculator.invalid.load_over_capacity");
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}
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return "";
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});
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const matError = $derived(
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cs.matValue < 0 ? i18n.t("game.calculator.invalid.negative") : "",
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);
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// Locking a speed back-solves the drive block; with a zero drive the
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// ship is deliberately immobile, so disallow it.
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function lockDisabledReason(output: LockableOutputId): string {
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if (
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(output === "speedEmpty" || output === "speedLoaded") &&
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cs.blocks.drive === 0
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) {
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return i18n.t("game.calculator.lock.no_drive");
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}
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return "";
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}
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function onTechInput(key: TechKey): void {
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@@ -346,15 +396,18 @@ long-lived planning tool. `ensureGame` resets it when the game changes.
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</button>
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</span>
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{:else}
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{@const extra = lockDisabledReason(output)}
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<span class="cell">
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<span class="val" data-testid={`calculator-out-${output}`}>{fmt(value)}</span>
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<button
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type="button"
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class="lock"
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disabled={cs.lock !== null || value === undefined}
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disabled={cs.lock !== null || value === undefined || extra !== ""}
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title={cs.lock !== null
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? i18n.t("game.calculator.lock.max")
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: `${LOCK_LABELS[output]}`}
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: extra !== ""
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? extra
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: LOCK_LABELS[output]}
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aria-label={LOCK_LABELS[output]}
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data-testid={`calculator-lock-${output}`}
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onclick={() => lockOutput(output)}
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@@ -429,7 +482,7 @@ long-lived planning tool. `ensureGame` resets it when the game changes.
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<ShipDesignArea
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bind:blocks={cs.blocks}
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resolved={result.blocks}
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resolved={resolvedCeil}
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bind:techs={cs.techValues}
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techOverridden={cs.techOverridden}
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computedInput={result.computedInput}
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@@ -445,6 +498,7 @@ long-lived planning tool. `ensureGame` resets it when the game changes.
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<button
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type="button"
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class:active={cs.loadMode === m}
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disabled={cargoEmpty}
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data-testid={`calculator-load-${m}`}
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onclick={() => (cs.loadMode = m)}
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>
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@@ -459,8 +513,18 @@ long-lived planning tool. `ensureGame` resets it when the game changes.
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min="0"
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class="custom-load"
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bind:value={cs.customLoad}
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aria-invalid={customLoadError !== "" ? "true" : "false"}
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title={customLoadError}
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data-testid="calculator-custom-load"
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/>
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{:else if cs.loadMode === "full"}
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<span
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class="full-capacity"
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title={i18n.t("game.calculator.out.cargo_capacity")}
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data-testid="calculator-full-capacity"
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>
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{fmt(result.cargoCapacity)}
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</span>
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{/if}
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</div>
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@@ -531,6 +595,8 @@ long-lived planning tool. `ensureGame` resets it when the game changes.
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min="0"
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bind:value={cs.matValue}
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oninput={onMatInput}
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aria-invalid={matError !== "" ? "true" : "false"}
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title={matError}
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data-testid="calculator-planet-mat"
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/>
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{#if cs.matOverridden}
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@@ -580,6 +646,10 @@ long-lived planning tool. `ensureGame` resets it when the game changes.
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step="0.001"
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min="0"
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bind:value={cs.targetTech[row.key]}
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aria-invalid={cs.targetTech[row.key] < 0 ? "true" : "false"}
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title={cs.targetTech[row.key] < 0
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? i18n.t("game.calculator.invalid.negative")
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: ""}
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data-testid={`calculator-target-${row.key}`}
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/>
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</span>
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@@ -592,7 +662,6 @@ long-lived planning tool. `ensureGame` resets it when the game changes.
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{/each}
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<div class="rrow total">
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<span class="label">{i18n.t("game.calculator.modern.total")}</span>
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<span></span>
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<span class="cell">
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<span class="val" data-testid="calculator-modern-total">
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{fmt(modernCosts?.total)}
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@@ -814,6 +883,20 @@ long-lived planning tool. `ensureGame` resets it when the game changes.
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text-align: right;
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}
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.rrow.total .label {
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grid-column: 1 / 3;
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color: #cdd3f0;
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white-space: nowrap;
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}
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input[aria-invalid="true"] {
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border-color: #d97a7a;
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}
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.seg button:disabled {
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opacity: 0.4;
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cursor: not-allowed;
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}
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.full-capacity {
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font-variant-numeric: tabular-nums;
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font-size: 0.8rem;
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color: #9fb0ff;
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}
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</style>
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