* Honest pixel-space sizing for `pointRadiusPx` / `strokeWidthPx`: the
renderer divides by the current camera scale on every
`viewport.zoomed` so thin lines / small markers stay the same on-screen
size at any zoom.
* Known-size planets switch to `pointRadiusWorld`, softened against the
reference scale by `PLANET_SIZE_ZOOM_ALPHA = 0.33`; unidentified
planets pin to a 3-px disc.
* New planet label layer renders a two-line `name / #N` legend under
each planet (`#N` only for unidentified or when the new `planetNames`
toggle is off). Selection now paints an inverse-fill frame around the
selected planet's label plus an outline on the disc; the old
selection-ring primitive is retired.
* Bombing markers swap the separate CirclePrim for a planet-outline
overlay (damaged / wiped colour); the report deep-link moves to a
"view bombing report" link in the planet inspector.
* Docs + tests follow: `renderer.md` reflects the new sizing contract +
label / outline layers, vitest covers the sizing math, label
formatting, and the new toggle, and the map-toggles e2e adds a
persistence case for `planetNames`.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Drains six F8 polish items (parent #43) in one feature:
а) Chrome cleanup
- п.6 — remove the AccountMenu (settings/sessions/theme/language/logout
∼ rudimentary in-game) and replace it with a single icon-button
light/dark theme toggle. The toggle flips an in-memory `theme.override`;
game-shell unmount calls `theme.clearOverride()` so the lobby (and
any re-entry) re-projects the persisted lobby choice.
- п.8 — remove the wrap-scrolling radio from the map gear popover. The
per-game `wrapMode` store and the renderer's no-wrap path stay in
place for a future engine-side topology feature; only the UI surface
is dropped (wrap is a server-side concept, not a per-session UI
affordance).
б) Inspector compact rows (single idiom: select + ✓ apply / ✗ cancel,
or contextual edit/remove/add)
- п.13 — planet name is now click-to-edit: clicking the name opens an
inline `<input>` + ✓ confirm icon; Escape cancels; the explicit
Rename action button and Cancel button are gone.
- п.14 — production becomes one row: primary `<select>` picks
industry/materials/research/ship, conditional secondary `<select>`
picks the target (tech / science / ship class) for research and
ship contexts. Apply is gated until row state differs from the
planet's current effective production; auto-submit-on-click is
replaced by the apply-gate.
- п.16 — cargo routes collapse to one row: a single dropdown
(COL/CAP/MAT/EMP plus a placeholder that absorbs the old section
title) and contextual action buttons (add / edit + remove) to the
right. After a successful pick or remove the dropdown stays on the
type the user just acted on.
- п.32 — stationed ship groups hoist the race column into a dropdown
above the table. The dropdown seeds with the player's own race when
local groups are stationed here, otherwise the first race
alphabetically; rendered only when more than one race is in orbit.
The race column is dropped in both single- and multi-race modes —
the dropdown's value already names the active race.
Tests: unit and Playwright e2e updated for every changed test-id and
flow; new coverage added for `theme.override`, the in-game toggle, the
apply-gate behaviour, and the stationed-race dropdown. i18n keys for
the removed menu items, the wrap radios, the cargo title, and the
explicit `rename.cancel` are dropped from both locales; new
`game.shell.theme_toggle.*`, `production.main/target.*`,
`production.apply/cancel`, `cargo.placeholder`, and
`ship_groups.race_filter.aria` keys land.
Docs synced: `docs/FUNCTIONAL.md` §6.7 + `docs/FUNCTIONAL_ru.md`
mirror drop the torus / no-wrap radio mention; `ui/docs/design-system.md`
documents the lobby-owned persisted picker + the in-game ephemeral
override channel.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Engine emits Floats at Fixed3 quantisation; UI now renders them as 3-decimal
fixed-point strings without thousand separators, monospaced via var(--font-mono)
on .numeric cells, and right-aligned in tables so columns line up on the
decimal point. Integer counts render with 0 decimals and no separators;
science fractions render as 1-decimal percent (matches the engine's third
decimal of precision).
Bug fixes from #51 (umbrella #43):
- Player Status drive/weapons/shields/cargo: were tech LEVELS rendered
through formatPercent (x100) — now use formatFloat (raw level).
- Races table: same bug, same fix.
Style/UX cleanups:
- Inspector field labels lose "stockpile" word ($ / M suffix carries it).
- Coordinates drop the parentheses (just "x, y").
- Inspector + report tables unify font sizes with calculator-tab
(values 0.85rem mono, labels 0.8rem).
Files:
- new util: ui/frontend/src/lib/util/number-format.ts
- report/format.ts becomes a thin re-export to keep section imports compact
- inspector planet / ship-group / actions: drop inline formatNumber,
mark numeric <dd> with class="numeric"
- table-races (+ bug fix), table-sciences, table-ship-classes,
designer-science: drop inline formatters, switch to util, add
class="numeric" on numeric <th>/<td>
- 17 report section files: class="numeric" on numeric th/td +
scoped CSS rule for mono+right-align
- i18n en/ru: drop "stockpile" word, drop "%" from tech-level column
headers in races + player_status (the "%" was the misleading bit
from the bug)
- tests/inspector-planet + tests/table-races: update assertions to
match the new format
Verification: pnpm test (814 passed), pnpm check (0 errors/warnings),
pnpm build clean.
Refs: #51 (#43 umbrella).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Tokenize every remaining component <style> — calculator, order tab,
inspectors, tables, report sections, lobby, auth, mail, battle viewer,
toasts, map overlays. A scripted pass handled the unambiguous core
palette (text/bg/surface/border/accent/danger/muted), the rest were
mapped to the semantic/grey tokens by role.
Remaining colour literals are the documented exceptions only: the
battle-scene SVG data-visualisation palette (fixed dark, like the WebGL
map canvas), overlay scrims (modal / map-canvas), and directional or
deliberate drop shadows. The default theme stays dark until light
coherence is signed off across the views.
Updates ui/docs/design-system.md (migration status + exceptions).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Lights up the player-defined sciences feature: a table view with sort
and filter, a designer with four percent inputs and a strict
sum-equals-100 gate, and a Research-sub-row integration so the
planet production picker lists the user's sciences alongside the
four tech buttons. Phase 21 decisions are baked back into ui/PLAN.md
(no UpdateScience on the wire — write-once via createScience +
removeScience; percentages instead of fractions; sciences live under
the existing Research segment).
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Two follow-up fixes after the initial Phase 19 landing:
1. The IncomingGroup dashed trajectory was drawn between raw
(x1, y1) and (x2, y2) world coordinates. On torus wrap mode
this took the long way around when origin and destination
sat near opposite seams. The line now picks endpoints via
`torusShortestDelta` so the segment crosses the seam when
that's the shorter visual path. The interpolated clickable
point follows the same unwrapped vector. The same helper
fixes the in-hyperspace position for local / foreign groups.
2. On-planet local and foreign groups previously rendered as
small offset points next to every populated planet, which
turned the canvas into noise as soon as a player held more
than a handful of planets. The map no longer renders any
in-orbit group; the planet inspector grows a compact
"stationed ship groups" subsection
(`lib/inspectors/planet/ship-groups.svelte`) that lists
each in-orbit group as a row of `<race> · <class> · <count>
ships · <mass>`. Race attribution: LocalGroup → the player's
race, OtherGroup on a foreign-owned planet → the planet's
owner, OtherGroup elsewhere → "foreign" placeholder. Rows
are non-interactive in Phase 19; Phase 21+ will deep-link
into the ship-groups table view with a (planet, race) filter.
Tests:
- `state-binding-groups.test.ts` swaps the on-planet rendering
expectation for the new "no map primitive" rule, and adds a
regression that asserts the incoming line crosses the torus
seam via `torusShortestDelta`.
- new `inspector-planet-ship-groups.test.ts` covers row
composition, the destination-mismatch filter, the
in-hyperspace exclusion, the foreign-planet owner fallback,
and the empty-state collapse.
- `inspector-planet.test.ts` and `inspector-ship-group.spec.ts`
pick up the new prop chain (`localShipGroups`,
`otherShipGroups`, `localRace`).
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Add per-planet cargo routes (COL/CAP/MAT/EMP) to the inspector with
a renderer-driven destination picker (faded out-of-reach planets,
cursor-line anchor, hover-highlight) and per-route arrows on the
map. The pick-mode primitives are exposed via `MapPickService` so
ship-group dispatch in Phase 19/20 can reuse the same surface.
Pass A — generic map foundation:
- hit-test now sizes the click zone to `pointRadiusPx + slopPx` so
the visible disc is always part of the target.
- `RendererHandle` gains `onPointerMove`, `onHoverChange`,
`setPickMode`, `getPickState`, `getPrimitiveAlpha`,
`setExtraPrimitives`, `getPrimitives`. The click dispatcher is
centralised: pick-mode swallows clicks atomically so the standard
selection consumers do not race against teardown.
- `MapPickService` (`lib/map-pick.svelte.ts`) wraps the renderer
contract in a promise-shaped `pick(...)`. The in-game shell
layout owns the service so sidebar and bottom-sheet inspectors
see the same instance.
- Debug-surface registry exposes `getMapPrimitives`,
`getMapPickState`, `getMapCamera` to e2e specs without spawning a
separate debug page after navigation.
Pass B — cargo-route feature:
- `CargoLoadType`, `setCargoRoute`, `removeCargoRoute` typed
variants with `(source, loadType)` collapse rule on the order
draft; round-trip through the FBS encoder/decoder.
- `GameReport` decodes `routes` and the local player's drive tech
for the inline reach formula (40 × drive). `applyOrderOverlay`
upserts/drops route entries for valid/submitting/applied
commands.
- `lib/inspectors/planet/cargo-routes.svelte` renders the
four-slot section. `Add` / `Edit` call `MapPickService.pick`,
`Remove` emits `removeCargoRoute`.
- `map/cargo-routes.ts` builds shaft + arrowhead primitives per
cargo type; the map view pushes them through
`setExtraPrimitives` so the renderer never re-inits Pixi on
route mutations (Pixi 8 doesn't support that on a reused
canvas).
Docs:
- `docs/cargo-routes-ux.md` covers engine semantics + UI map.
- `docs/renderer.md` documents pick mode and the debug surface.
- `docs/calc-bridge.md` records the Phase 16 reach waiver.
- `PLAN.md` rewrites Phase 16 to reflect the foundation + feature
split and the decisions baked in (map-driven picker, inline
reach, optimistic overlay via `setExtraPrimitives`).
Tests:
- `tests/map-pick-mode.test.ts` — pure overlay-spec helper.
- `tests/map-cargo-routes.test.ts` — `buildCargoRouteLines`.
- `tests/inspector-planet-cargo-routes.test.ts` — slot rendering,
picker invocation, collapse, cancel, remove.
- Extensions to `order-draft`, `submit`, `order-load`,
`order-overlay`, `state-binding`, `inspector-planet`,
`inspector-overlay`, `game-shell-sidebar`, `game-shell-header`.
- `tests/e2e/cargo-routes.spec.ts` — Playwright happy path: add
COL, add CAP, remove COL, asserting both the inspector and the
arrow count via `__galaxyDebug.getMapPrimitives()`.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Adds the second end-to-end command (`setProductionType`) with a
collapse-by-`planetNumber` rule on the order draft, the segmented
production-controls component on the planet inspector, the FBS
encoder/decoder pair for `CommandPlanetProduce`, and the
`localShipClass` projection on `GameReport`. Forecast number is
deferred and tracked in the new `ui/docs/calc-bridge.md`.
Wires the first end-to-end command through the full pipeline:
inspector rename action → local order draft → user.games.order
submit → optimistic overlay on map / inspector → server hydration
on cache miss via the new user.games.order.get message type.
Backend: GET /api/v1/user/games/{id}/orders forwards to engine
GET /api/v1/order. Gateway parses the engine PUT response into the
extended UserGamesOrderResponse FBS envelope and adds
executeUserGamesOrderGet for the read-back path. Frontend ports
ValidateTypeName to TS, lands the inline rename editor + Submit
button, and exposes a renderedReport context so consumers see the
overlay-applied snapshot.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Plumbs the map → inspector pathway: a click on a planet selects it
through the new SelectionStore, the sidebar Inspector tab swaps
its empty-state copy for a per-kind read-only field set, and a
mobile-only bottom-sheet mirrors the same content over the map.
Field projection in api/game-state.ts now surfaces every documented
planet field.