fix(ui): F8-06 calculator polish — unified spinner UX, lock-infeasible on (0, 1), dropdown reset-changes
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Owner review on PR #61:

- п.9 (option B). Hide the native spinner on EVERY numeric input in
  the calculator (DWSC blocks, armament, tech, planet MAT, custom
  load, lock value, modernization target tech) and drive every step
  through ArrowUp / ArrowDown. The column widths stay stable and the
  inputs read consistently across the whole row. The ship blocks
  keep the smart (0 ↔ 1) jump on ArrowUp/ArrowDown; armament steps
  ±1 with a JS handler instead of relying on the native spinner.
  Other inputs step by their natural grain (±0.001 for tech / lock,
  ±0.01 for MAT / load).
- п.10. Tech-level labels (`tech-val`) and the planet MAT label
  (`mat-val`) now read through the same `Ceil3` formatter as the
  derived results, so plain-text numeric values share the report's
  3-decimal tabular formatting. The design-area component receives
  `formatNumber` as a prop; the resolved (goal-seek) cell uses the
  same formatter, so the read-only computed value matches the rest
  of the row.
- п.12. `computeCalculator` now validates the back-solved block
  against the same DWSC rule the live validator enforces (`0` or
  `≥ 1`). When the solver lands in the `(0, 1)` gap (e.g. attack
  0.5 / weaponsTech 1.5 → weapons 0.333…) the lock is flagged
  infeasible — the lock input flips red and the claimed block is
  NOT back-solved into the invalid range, so the design preview
  keeps reading the user's own typed values instead of silently
  showing a sub-1 block.
- new. Selecting an existing ship class from the name datalist now
  loads it immediately. `change` fires only on blur in Firefox,
  which is why the previous behaviour looked delayed; switching the
  load to `oninput` with an `InputEvent.inputType` check makes the
  load synchronous everywhere (datalist replacement carries
  `"insertReplacementText"` in Chromium / WebKit, `undefined` in
  Firefox; keyboard typing always carries a typing `inputType`).
  Before loading we compare the live blocks to the previously
  loaded class (or to the empty defaults) and, if they differ, ask
  through a `window.confirm`. On decline we revert the name field
  and leave the design untouched.

Tests: calculator-tab and calc-model gain six cases (armament
step, tech/MAT formatter labels, lock infeasible on (0, 1) for
both attack→weapons and emptyMass→cargo, lock-value Arrow step,
dropdown immediate load + confirm-blocks-load + confirm-allows-load),
all 779 vitest tests green. docs/calculator-ux.md follows the new
behaviour.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
Ilia Denisov
2026-05-26 18:02:56 +02:00
parent e9b904332e
commit cbf7f65916
8 changed files with 466 additions and 61 deletions
+42 -18
View File
@@ -30,12 +30,19 @@ in as a per-ship result rather than a separate mode.
override at or above their current tech. Clicking the closed
padlock resets to the default. The padlock slot is always reserved,
so the column width does not shift as the lock state toggles. The
four ship-class blocks (drive, weapons, shields, cargo) use a smart
keyboard step that respects the engine value rule (`0` or `≥ 1`):
ArrowUp from 0 jumps straight to 1, otherwise +0.1; ArrowDown from
1 collapses to 0, otherwise 0.1, never producing an invalid value
in `(0, 1)`. The native spinner is hidden on these inputs (it would
produce invalid intermediates); armament keeps its native step 1.
inherited tech value reads through the same 3-decimal `Ceil3`
formatter the report uses, so the column lines up with derived
values. **Every numeric input in the calculator hides the native
spinner and drives stepping through ArrowUp / ArrowDown.** This keeps
the column widths stable, makes the inputs read consistently, and
gives each row a step that matches its purpose. The four ship-class
blocks (drive, weapons, shields, cargo) use a smart step that
respects the engine value rule (`0` or `≥ 1`): ArrowUp from 0 jumps
straight to 1, otherwise +0.1; ArrowDown from 1 collapses to 0,
otherwise 0.1, never producing an invalid value in `(0, 1)`.
Armament steps ±1 (clamped at 0). Tech, planet MAT, custom load,
lock value, and modernization target tech each step by their natural
grain (±0.001 for tech and lock values, ±0.01 for MAT and load).
2. **Calculator area** — derived results: empty/loaded mass, empty/
loaded speed, attack, defence, bombing (per ship), cargo capacity.
A load toggle (empty / full / custom) sets the cargo load (in cargo
@@ -48,8 +55,10 @@ in as a per-ship result rather than a separate mode.
turns per ship). The MAT follows the same lock idiom as the tech
cells: the planet number renders with an open padlock, clicking
opens an input with a closed padlock, and the closed padlock resets
to the planet value. The realistic multi-turn forecast with CAP/COL
supply is planned (see ../ROADMAP.md).
to the planet value. The MAT label reads through the same 3-decimal
`Ceil3` formatter, matching the rest of the calculator's label
values. The realistic multi-turn forecast with CAP/COL supply is
planned (see ../ROADMAP.md).
## Locks and goal-seek
@@ -80,16 +89,19 @@ pinned by the player, click to reset*:
Only **one** result may be locked at a time (the others' lock
affordances disable with a tooltip). An unreachable target — e.g. a
speed above the stripped-hull ceiling `20 × driveTech`, or a
solved block that fails the value rules — leaves the locked cell in a
red error state and does not apply. Inverse solving lives in
`pkg/calc/solve.go`; the bisection for defence → shields is the only
non-analytic case. Locking a speed is disabled when the drive block is
zero (a deliberately immobile ship has no speed to back-solve). With
the drive block as the only non-zero mass the displayed speed equals
the ceiling exactly (every positive drive gives the same speed), so
the solver accepts that ceiling target as a feasible lock and any
positive drive solves it.
speed above the stripped-hull ceiling `20 × driveTech`, or a solved
block that fails the value rules (a DWSC value in the `(0, 1)` gap)
— leaves the locked cell in a red error state and does not apply.
When that happens the claimed block is **not** back-solved into the
invalid range; the design preview keeps reading the user's typed
values, so the row never silently shows a sub-1 block. Inverse
solving lives in `pkg/calc/solve.go`; the bisection for defence →
shields is the only non-analytic case. Locking a speed is disabled
when the drive block is zero (a deliberately immobile ship has no
speed to back-solve). With the drive block as the only non-zero mass
the displayed speed equals the ceiling exactly (every positive drive
gives the same speed), so the solver accepts that ceiling target as
a feasible lock and any positive drive solves it.
## Validation and display
@@ -119,6 +131,18 @@ overlay reflects the change immediately. Ship classes are immutable after
creation (per `game/rules.txt`), so there is no edit — only Create-new
and Delete.
Selecting a class from the dropdown loads it **immediately**, the
moment the option is clicked. (Native `change` only fires on blur in
Firefox; switching the load trigger to `input` makes the load
synchronous everywhere, since the `InputEvent.inputType` flags a
datalist replacement as `"insertReplacementText"` in Chromium / WebKit
or `undefined` in Firefox — keyboard typing always carries a typing
`inputType`.) If the live blocks differ from the previously loaded
class (or, when nothing is loaded, from the empty defaults), the
calculator first asks `Discard unsaved changes and load class «…»?`
through a `window.confirm`; declining reverts the name field and
leaves the current blocks untouched.
## Reach circles
When an own planet is selected in calculator mode, the calculator
+24 -2
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@@ -92,6 +92,18 @@ export interface CalculatorResult {
outputs: CalculatorOutputs | null;
}
// isClaimedBlockValid checks that a solver result, before we apply it
// to the resolved blocks, satisfies the same per-field rules the live
// validator enforces on user-typed values (`pkg/calc/validator.go` /
// `lib/util/ship-class-validation`). The four claimable blocks all
// share the DWSC rule, so a single predicate suffices. Used to flag
// a goal-seek target as infeasible when the only block that would
// reach it falls in the (0, 1) gap.
function isClaimedBlockValid(solved: number): boolean {
if (!Number.isFinite(solved)) return false;
return solved === 0 || solved >= 1;
}
function resolveLoad(
mode: LoadMode,
customLoad: number,
@@ -225,8 +237,18 @@ export function computeCalculator(
if (solved === null) {
lockFeasible = false;
} else {
blocks[claimed] = solved;
computedInput = claimed;
// The solver may produce a value that is mathematically
// correct yet rejected by the ship-class value rules —
// most commonly a DWSC block in the (0, 1) gap. Surface
// that as an infeasible lock so the lock input flips
// red and the outputs are suppressed, instead of
// silently showing an invalid design.
if (!isClaimedBlockValid(solved)) {
lockFeasible = false;
} else {
blocks[claimed] = solved;
computedInput = claimed;
}
}
}
}
@@ -47,6 +47,11 @@ calculator math — so the ship-group upgrade flow can reuse it later.
techFloor: TechState;
computedInput?: ClaimedInput | null;
blocksReadonly?: boolean;
// Formatter applied to the read-only tech value and to the
// resolved (goal-seek) ship-block value. Same `fmt` as the
// rest of the calculator, passed in so the design area stays
// presentational and the parent owns the rounding policy.
formatNumber: (value: number) => string;
onTechInput: (key: TechKey) => void;
onResetTech: (key: TechKey) => void;
};
@@ -58,6 +63,7 @@ calculator math — so the ship-group upgrade flow can reuse it later.
techFloor,
computedInput = null,
blocksReadonly = false,
formatNumber,
onTechInput,
onResetTech,
}: Props = $props();
@@ -94,7 +100,9 @@ calculator math — so the ship-group upgrade flow can reuse it later.
// cargo): values must be 0 or ≥ 1 per `pkg/calc/validator.go`, so the
// native 0.01 step would produce invalid intermediates like 0.01.
// Up: 0 jumps straight to 1; otherwise +0.1. Down: 1 collapses to 0;
// otherwise 0.1 down to 1, clamped at 0. Armament keeps native step 1.
// otherwise 0.1 down to 1, clamped at 0. Armament uses a plain
// integer step (±1, clamped at 0) so it follows the same
// JS-driven idiom and we can hide the native spinner uniformly.
function bumpBlock(value: number, dir: 1 | -1): number {
if (dir === 1) {
if (value < 1) return 1;
@@ -103,31 +111,46 @@ calculator math — so the ship-group upgrade flow can reuse it later.
if (value <= 1) return 0;
return Math.round((value - 0.1) * 10) / 10;
}
function bumpArmament(value: number, dir: 1 | -1): number {
const next = Math.trunc(value) + dir;
return next < 0 ? 0 : next;
}
function onBlockKey(
event: KeyboardEvent,
key: keyof DesignBlocksState,
smart: boolean,
): void {
if (event.key === "ArrowUp") {
event.preventDefault();
blocks[key] = bumpBlock(blocks[key], 1);
} else if (event.key === "ArrowDown") {
event.preventDefault();
blocks[key] = bumpBlock(blocks[key], -1);
}
const dir = event.key === "ArrowUp" ? 1 : event.key === "ArrowDown" ? -1 : 0;
if (dir === 0) return;
event.preventDefault();
blocks[key] = smart
? bumpBlock(blocks[key], dir)
: bumpArmament(blocks[key], dir);
}
// Tech / modernization-target inputs all use the same ±0.001 step
// with a per-row floor; lifted into a helper so the parent can
// reuse it (modernization area in `calculator-tab`).
function bumpTech(event: KeyboardEvent, key: TechKey): void {
const dir = event.key === "ArrowUp" ? 1 : event.key === "ArrowDown" ? -1 : 0;
if (dir === 0) return;
event.preventDefault();
const current = techs[key];
const next = Math.round((current + dir * 0.001) * 1000) / 1000;
const floor = techFloor[key];
techs[key] = next < floor ? floor : next;
}
const BLOCK_ROWS: {
key: keyof DesignBlocksState;
label: () => string;
step: string;
tech: TechKey | null;
smartStep: boolean;
}[] = [
{ key: "drive", label: () => i18n.t("game.calculator.field.drive"), step: "0.1", tech: "drive", smartStep: true },
{ key: "armament", label: () => i18n.t("game.calculator.field.armament"), step: "1", tech: null, smartStep: false },
{ key: "weapons", label: () => i18n.t("game.calculator.field.weapons"), step: "0.1", tech: "weapons", smartStep: true },
{ key: "shields", label: () => i18n.t("game.calculator.field.shields"), step: "0.1", tech: "shields", smartStep: true },
{ key: "cargo", label: () => i18n.t("game.calculator.field.cargo"), step: "0.1", tech: "cargo", smartStep: true },
{ key: "drive", label: () => i18n.t("game.calculator.field.drive"), tech: "drive", smartStep: true },
{ key: "armament", label: () => i18n.t("game.calculator.field.armament"), tech: null, smartStep: false },
{ key: "weapons", label: () => i18n.t("game.calculator.field.weapons"), tech: "weapons", smartStep: true },
{ key: "shields", label: () => i18n.t("game.calculator.field.shields"), tech: "shields", smartStep: true },
{ key: "cargo", label: () => i18n.t("game.calculator.field.cargo"), tech: "cargo", smartStep: true },
];
const techInputEls: Partial<Record<TechKey, HTMLInputElement>> = {};
@@ -152,31 +175,27 @@ calculator math — so the ship-group upgrade flow can reuse it later.
<span class="label">{row.label()}</span>
{#if isComputed}
<input
class="ship"
class:smart-step={row.smartStep}
class="ship no-spin"
type="number"
step={row.step}
step="any"
readonly
value={resolved[row.key]}
value={formatNumber(resolved[row.key])}
data-computed="true"
data-testid={`calculator-block-${row.key}`}
title={i18n.t("game.calculator.lock.reset")}
/>
{:else}
<input
class="ship"
class:smart-step={row.smartStep}
class="ship no-spin"
type="number"
step={row.step}
step="any"
min="0"
bind:value={blocks[row.key]}
readonly={blocksReadonly}
aria-invalid={blockError(row.key) !== "" ? "true" : "false"}
title={blockError(row.key)}
data-testid={`calculator-block-${row.key}`}
onkeydown={row.smartStep
? (e) => onBlockKey(e, row.key)
: null}
onkeydown={(e) => onBlockKey(e, row.key, row.smartStep)}
/>
{/if}
{#if row.tech !== null}
@@ -185,14 +204,15 @@ calculator math — so the ship-group upgrade flow can reuse it later.
{#if techOverridden[techKey]}
<input
bind:this={techInputEls[techKey]}
class="tech"
class="tech no-spin"
type="number"
step="0.001"
step="any"
min={techFloor[techKey]}
bind:value={techs[techKey]}
aria-invalid={techError(techKey) !== "" ? "true" : "false"}
title={techError(techKey)}
data-testid={`calculator-tech-${techKey}`}
onkeydown={(e) => bumpTech(e, techKey)}
/>
<button
type="button"
@@ -209,7 +229,7 @@ calculator math — so the ship-group upgrade flow can reuse it later.
class="tech-val"
data-testid={`calculator-tech-value-${techKey}`}
>
{techs[techKey]}
{formatNumber(techs[techKey])}
</span>
<button
type="button"
@@ -265,15 +285,15 @@ calculator math — so the ship-group upgrade flow can reuse it later.
border-radius: 3px;
font-variant-numeric: tabular-nums;
}
/* Drive/weapons/shields/cargo use the JS-driven smart step (0→1 jump
then 0.1 increments) for keyboard arrows; hide the native spinner
on those inputs so it cannot produce invalid 0.01 intermediates. */
input.smart-step::-webkit-inner-spin-button,
input.smart-step::-webkit-outer-spin-button {
/* Hide native spinners across the design area — the row drives
every numeric edit through ArrowUp/ArrowDown so the column
width stays stable and the inputs read consistently. */
input.no-spin::-webkit-inner-spin-button,
input.no-spin::-webkit-outer-spin-button {
-webkit-appearance: none;
margin: 0;
}
input.smart-step {
input.no-spin {
-moz-appearance: textfield;
appearance: textfield;
}
+1
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@@ -423,6 +423,7 @@ const en = {
"game.calculator.invalid.tech_below_current": "tech level cannot be below your current tech this turn",
"game.calculator.invalid.load_over_capacity": "load exceeds the ship's cargo capacity",
"game.calculator.lock.no_drive": "set a non-zero drive before locking speed",
"game.calculator.confirm_reset_for_load": "Discard unsaved changes and load class «{name}»?",
"game.table.sciences.title": "sciences",
"game.table.sciences.column.name": "name",
+1
View File
@@ -424,6 +424,7 @@ const ru: Record<keyof typeof en, string> = {
"game.calculator.invalid.tech_below_current": "технологический уровень не может быть ниже ваших текущих технологий на этом ходу",
"game.calculator.invalid.load_over_capacity": "загрузка превышает грузоподъёмность корабля",
"game.calculator.lock.no_drive": "задайте ненулевой двигатель, прежде чем фиксировать скорость",
"game.calculator.confirm_reset_for_load": "Сбросить несохранённые изменения и загрузить класс «{name}»?",
"game.table.sciences.title": "науки",
"game.table.sciences.column.name": "название",
@@ -323,6 +323,30 @@ long-lived planning tool. `ensureGame` resets it when the game changes.
cs.lock = null;
}
// Generic ±step keyboard handler for the calculator's free-form
// number inputs (MAT, custom-load, lock value, modernization
// target tech). Pairs with `class="no-spin"` so the native spinner
// is hidden everywhere and the column width is stable; ArrowUp /
// ArrowDown is the only step affordance. The smart 0↔1 jump on
// the ship-class blocks lives in `ship-design-area.svelte` —
// these other inputs accept any non-negative number.
function onStepKey(
event: KeyboardEvent,
current: number,
step: number,
min: number,
apply: (next: number) => void,
): void {
const dir = event.key === "ArrowUp" ? 1 : event.key === "ArrowDown" ? -1 : 0;
if (dir === 0) return;
event.preventDefault();
// Snap to the same fractional grid as `step` so 0.001 stays
// at three decimals instead of drifting via float math.
const inv = 1 / step;
const next = Math.round((current + dir * step) * inv) / inv;
apply(next < min ? min : next);
}
function loadExisting(clsName: string): void {
const cls = localShipClass.find((c) => c.name === clsName);
if (cls === undefined) return;
@@ -338,6 +362,78 @@ long-lived planning tool. `ensureGame` resets it when the game changes.
cs.lock = null;
}
// Compare the live blocks to the baseline they were last loaded
// from — or to the empty defaults if no class has been loaded. The
// dropdown selection flow uses this to ask before discarding manual
// edits. Tech overrides are independent of class loading, so they
// don't count as "dirty" here.
function baselineBlocks(): {
drive: number;
armament: number;
weapons: number;
shields: number;
cargo: number;
} {
if (cs.loadedExisting !== null) {
const cls = localShipClass.find((c) => c.name === cs.loadedExisting);
if (cls !== undefined) {
return {
drive: cls.drive,
armament: cls.armament,
weapons: cls.weapons,
shields: cls.shields,
cargo: cls.cargo,
};
}
}
return { drive: 0, armament: 0, weapons: 0, shields: 0, cargo: 0 };
}
function isDesignDirty(): boolean {
const base = baselineBlocks();
return (
cs.blocks.drive !== base.drive ||
cs.blocks.armament !== base.armament ||
cs.blocks.weapons !== base.weapons ||
cs.blocks.shields !== base.shields ||
cs.blocks.cargo !== base.cargo
);
}
function tryLoadByName(name: string): void {
const cls = localShipClass.find((c) => c.name === name);
if (cls === undefined) return;
if (cs.loadedExisting === cls.name) return;
if (isDesignDirty()) {
const ok = window.confirm(
i18n.t("game.calculator.confirm_reset_for_load", {
name: cls.name,
}),
);
if (!ok) {
cs.name = cs.loadedExisting ?? "";
return;
}
}
loadExisting(name);
}
// Catch the datalist option click immediately. Native `change` only
// fires on blur in Firefox, which is what made dropdown selection
// look delayed; `input` fires the moment the value is set. Typed
// keystrokes carry an `inputType` ("insertText", "deleteContent…");
// a datalist selection replaces the value in one shot, so its
// `inputType` is undefined (Firefox) or "insertReplacementText"
// (Chromium / WebKit). We treat that as a selection.
function onNameInput(event: Event): void {
const ev = event as InputEvent;
const isSelection =
ev.inputType === undefined ||
ev.inputType === "insertReplacementText";
if (!isSelection) {
cs.loadedExisting = null;
return;
}
tryLoadByName(cs.name);
}
// React to the ship-classes table / bottom-tabs asking to load a
// class (or start a fresh design) into the calculator. The layout
// flips the sidebar to this tab in parallel.
@@ -394,9 +490,12 @@ long-lived planning tool. `ensureGame` resets it when the game changes.
{#if cs.lock === output}
<span class="cell locked" class:infeasible={!result.lockFeasible}>
<input
class="no-spin"
type="number"
step="0.001"
step="any"
bind:value={cs.lockValue}
onkeydown={(e) =>
onStepKey(e, cs.lockValue, 0.001, 0, (v) => (cs.lockValue = v))}
data-testid={`calculator-locked-${output}`}
title={result.lockFeasible ? "" : i18n.t("game.calculator.lock.infeasible")}
/>
@@ -462,8 +561,8 @@ long-lived planning tool. `ensureGame` resets it when the game changes.
placeholder={i18n.t("game.calculator.name.placeholder")}
maxlength="30"
bind:value={cs.name}
oninput={() => (cs.loadedExisting = null)}
onchange={() => loadExisting(cs.name)}
oninput={onNameInput}
onchange={() => tryLoadByName(cs.name)}
aria-invalid={nameValidation.ok ? "false" : "true"}
data-testid="calculator-name"
/>
@@ -503,6 +602,7 @@ long-lived planning tool. `ensureGame` resets it when the game changes.
techOverridden={cs.techOverridden}
techFloor={playerTech}
computedInput={result.computedInput}
formatNumber={fmt}
{onTechInput}
{onResetTech}
/>
@@ -526,10 +626,12 @@ long-lived planning tool. `ensureGame` resets it when the game changes.
{#if cs.loadMode === "custom"}
<input
type="number"
step="0.01"
step="any"
min="0"
class="custom-load"
class="custom-load no-spin"
bind:value={cs.customLoad}
onkeydown={(e) =>
onStepKey(e, cs.customLoad, 0.01, 0, (v) => (cs.customLoad = v))}
aria-invalid={customLoadError !== "" ? "true" : "false"}
title={customLoadError}
data-testid="calculator-custom-load"
@@ -609,10 +711,13 @@ long-lived planning tool. `ensureGame` resets it when the game changes.
{#if cs.matOverridden}
<input
bind:this={matInputRef.el}
class="no-spin"
type="number"
step="0.01"
step="any"
min="0"
bind:value={cs.matValue}
onkeydown={(e) =>
onStepKey(e, cs.matValue, 0.01, 0, (v) => (cs.matValue = v))}
aria-invalid={matError !== "" ? "true" : "false"}
title={matError}
data-testid="calculator-planet-mat"
@@ -632,7 +737,7 @@ long-lived planning tool. `ensureGame` resets it when the game changes.
class="mat-val"
data-testid="calculator-planet-mat-value"
>
{cs.matValue}
{fmt(cs.matValue)}
</span>
<button
type="button"
@@ -677,10 +782,19 @@ long-lived planning tool. `ensureGame` resets it when the game changes.
<span class="label">{i18n.t(`game.calculator.field.${row.key}` as TranslationKey)}</span>
<span class="cell">
<input
class="no-spin"
type="number"
step="0.001"
step="any"
min={playerTech[row.key]}
bind:value={cs.targetTech[row.key]}
onkeydown={(e) =>
onStepKey(
e,
cs.targetTech[row.key],
0.001,
playerTech[row.key],
(v) => (cs.targetTech[row.key] = v),
)}
aria-invalid={targetError !== "" ? "true" : "false"}
title={targetError}
data-testid={`calculator-target-${row.key}`}
@@ -852,6 +966,19 @@ long-lived planning tool. `ensureGame` resets it when the game changes.
font-variant-numeric: tabular-nums;
text-align: right;
}
/* Hide the native spinner on every calculator number input — the
row drives every numeric edit through ArrowUp / ArrowDown so the
column width is stable and the inputs read consistently with the
ship-block row inside the design area. */
input.no-spin::-webkit-inner-spin-button,
input.no-spin::-webkit-outer-spin-button {
-webkit-appearance: none;
margin: 0;
}
input.no-spin {
-moz-appearance: textfield;
appearance: textfield;
}
.cell.locked input {
color: var(--color-accent);
border-color: var(--color-accent);
+31
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@@ -135,6 +135,37 @@ describe("computeCalculator goal-seek", () => {
expect(result.blocks.drive).toBe(10);
});
test("an attack target that back-solves to a (0, 1) weapons block is infeasible", () => {
// weapons = targetAttack / weaponsTech; weaponsTech=1.5, a 0.5
// target → weapons = 0.333…, which fails the DWSC rule (must be
// 0 or ≥ 1). The lock is flagged infeasible so the UI shows the
// red border, and the claimed block is left at its raw value so
// the design preview keeps reading off the user's own design.
const core = makeFakeCore();
const result = computeCalculator(
input({ lock: { output: "attack", value: 0.5 } }),
core,
);
expect(result.lockFeasible).toBe(false);
expect(result.computedInput).toBeNull();
// The claimed block stays at its raw value.
expect(result.blocks.weapons).toBe(0);
});
test("an empty-mass target that back-solves to a (0, 1) cargo block is infeasible", () => {
// emptyMass = drive + shields + cargo; with drive=10 shields=5,
// rest excluding cargo = 15. Target 15.5 → cargo = 0.5, in the
// invalid gap, so the lock is flagged.
const core = makeFakeCore();
const result = computeCalculator(
input({ lock: { output: "emptyMass", value: 15.5 } }),
core,
);
expect(result.lockFeasible).toBe(false);
expect(result.computedInput).toBeNull();
expect(result.blocks.cargo).toBe(5);
});
test("speed lock is feasible at the ceiling when rest mass is zero", () => {
// Regression for the D=1, W=A=S=C=0 case: every block except
// drive is zero, so speed equals 20*driveTech (the ceiling); the
+179
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@@ -380,4 +380,183 @@ describe("calculator-tab", () => {
"true",
);
});
test("armament Arrow keys step the integer block by ±1 (clamped at 0)", async () => {
const ui = mount();
const armament = ui.getByTestId(
"calculator-block-armament",
) as HTMLInputElement;
armament.focus();
await fireEvent.keyDown(armament, { key: "ArrowUp" });
expect(armament).toHaveValue(1);
await fireEvent.keyDown(armament, { key: "ArrowUp" });
expect(armament).toHaveValue(2);
await fireEvent.keyDown(armament, { key: "ArrowDown" });
expect(armament).toHaveValue(1);
await fireEvent.keyDown(armament, { key: "ArrowDown" });
expect(armament).toHaveValue(0);
// Clamped at zero — another ArrowDown is a no-op.
await fireEvent.keyDown(armament, { key: "ArrowDown" });
expect(armament).toHaveValue(0);
});
test("renders unoverridden tech as a 3-decimal label (matches the report)", () => {
// Player drive tech 1.2 → "1.200" via the shared ceil3 formatter.
const ui = mount();
expect(ui.getByTestId("calculator-tech-value-drive")).toHaveTextContent(
"1.2",
);
// Stable column-aligned formatting (3 decimals) is what the report
// uses, so the tech labels read consistently.
const tech = ui.getByTestId("calculator-tech-value-drive");
expect(tech.textContent ?? "").toMatch(/^1\.20?0?$/);
});
test("planet MAT label renders through the 3-decimal formatter", () => {
const selection = new SelectionStore();
selection.selectPlanet(17);
const ui = mount({
report: makeReport({ planets: [LOCAL_PLANET] }),
selection,
});
// Planet MAT is 100 → "100" through the shared formatter; the
// label is monospaced + right-aligned via the existing `.mat-val`
// rule. Formatting check: no stray fractional digits on integers.
expect(
ui.getByTestId("calculator-planet-mat-value"),
).toHaveTextContent("100");
});
test("lock spinner step is replaced by ArrowUp/ArrowDown (±0.001)", async () => {
const ui = mount();
await setBlock(ui, "drive", 10);
await setBlock(ui, "shields", 5);
await setBlock(ui, "cargo", 5);
await fireEvent.click(ui.getByTestId("calculator-lock-attack"));
const locked = ui.getByTestId(
"calculator-locked-attack",
) as HTMLInputElement;
// Lock value is seeded from outputs.attack (0 with no weapons).
const start = Number(locked.value);
locked.focus();
await fireEvent.keyDown(locked, { key: "ArrowUp" });
expect(Number(locked.value)).toBeCloseTo(start + 0.001, 9);
await fireEvent.keyDown(locked, { key: "ArrowDown" });
expect(Number(locked.value)).toBeCloseTo(start, 9);
});
test("flags the lock as infeasible when the back-solved block falls in (0, 1)", async () => {
// attack lock → weapons = targetAttack / weaponsTech. weaponsTech
// is 1.5; a target of 0.5 would force weapons = 0.333… which
// fails the DWSC rule (must be 0 or ≥ 1).
const ui = mount();
await setBlock(ui, "drive", 10);
await setBlock(ui, "armament", 2);
await setBlock(ui, "weapons", 5);
await setBlock(ui, "shields", 5);
await setBlock(ui, "cargo", 5);
await fireEvent.click(ui.getByTestId("calculator-lock-attack"));
await fireEvent.input(ui.getByTestId("calculator-locked-attack"), {
target: { value: "0.5" },
});
const locked = ui.getByTestId("calculator-locked-attack");
expect(locked).toHaveAttribute(
"title",
expect.stringMatching(/cannot be reached/i),
);
// The claimed block is not back-solved into the invalid (0, 1)
// range — the weapons input keeps the user's typed value (5).
expect(ui.getByTestId("calculator-block-weapons")).toHaveValue(5);
});
test("dropdown selection loads the class immediately (no blur needed)", async () => {
const ui = mount({
report: makeReport({
localShipClass: [
{
name: "Scout",
drive: 3,
armament: 0,
weapons: 0,
shields: 2,
cargo: 1,
},
],
} as unknown as GameReport),
});
// A datalist option click sets the whole value at once — Firefox
// reports no `inputType`, Chromium reports "insertReplacementText".
// Simulate the latter; the calculator should load before any
// `change` event.
await fireEvent.input(ui.getByTestId("calculator-name"), {
target: { value: "Scout" },
inputType: "insertReplacementText",
});
expect(ui.getByTestId("calculator-block-drive")).toHaveValue(3);
expect(ui.getByTestId("calculator-block-shields")).toHaveValue(2);
});
test("dropdown selection asks before discarding manual edits", async () => {
const ui = mount({
report: makeReport({
localShipClass: [
{
name: "Scout",
drive: 3,
armament: 0,
weapons: 0,
shields: 2,
cargo: 1,
},
],
} as unknown as GameReport),
});
// The user has hand-edited the design.
await setBlock(ui, "drive", 7);
const confirm = vi.spyOn(window, "confirm").mockReturnValue(false);
await fireEvent.input(ui.getByTestId("calculator-name"), {
target: { value: "Scout" },
inputType: "insertReplacementText",
});
expect(confirm).toHaveBeenCalledTimes(1);
// The user said no — the manual edits stay.
expect(ui.getByTestId("calculator-block-drive")).toHaveValue(7);
// The name field is reverted to the previously loaded class (or
// empty), so the field does not pretend the load happened.
expect(ui.getByTestId("calculator-name")).toHaveValue("");
confirm.mockReturnValue(true);
await fireEvent.input(ui.getByTestId("calculator-name"), {
target: { value: "Scout" },
inputType: "insertReplacementText",
});
// Confirmed — the class is now loaded.
expect(ui.getByTestId("calculator-block-drive")).toHaveValue(3);
confirm.mockRestore();
});
test("dropdown selection loads silently when the design is clean", async () => {
const ui = mount({
report: makeReport({
localShipClass: [
{
name: "Scout",
drive: 3,
armament: 0,
weapons: 0,
shields: 2,
cargo: 1,
},
],
} as unknown as GameReport),
});
const confirm = vi.spyOn(window, "confirm");
await fireEvent.input(ui.getByTestId("calculator-name"), {
target: { value: "Scout" },
inputType: "insertReplacementText",
});
expect(confirm).not.toHaveBeenCalled();
expect(ui.getByTestId("calculator-block-drive")).toHaveValue(3);
confirm.mockRestore();
});
});