# Science designer UX A *science* is a named mix of four tech proportions — `drive`, `weapons`, `shields`, `cargo` — that sum to `1.0`. When a planet's production is set to a science, the planet's industry output for that turn is split between the four tech research tracks in those proportions (`game/internal/controller/planet/production.go.runScienceResearch`). Phase 21 lights up the CRUD list, the designer, and the production-picker integration. The wire and the engine validation are unchanged from earlier phases — only the UI is new. ## Engine semantics in one paragraph `pkg/schema/fbs/order.fbs.CommandScienceCreate` carries `name + drive + weapons + shields + cargo` as four `float64` proportions. The engine validator (`pkg/calc/validator.go.ValidateScienceValues`) refuses any value outside `[0, 1]` and any sum that drifts further than its float tolerance from `1.0`. Names follow the universal entity-name rules (`pkg/util/string.go.ValidateTypeName`): trimmed, non-empty, ≤ 30 runes, only letters / digits / combining marks / the allowed special set `!@#$%^*-_=+~()[]{}`, no special at start or end, ≤ 2 specials in a row, no whitespace. There is no `CommandScienceUpdate` on the wire — sciences are write-once, and an "edit" is a Remove + Create sequence. ## Percent input model The designer presents the four proportions as percentages (`step="0.1"`, range `[0, 100]`) so the player can type and reason about whole-number splits — closer to how `game/rules.txt` describes sciences (`game/rules.txt:345-362`: "10 parts Drive, 5 parts Weapons, 30 parts Shields, 0 parts Cargo, …"). The wire shape is still fractions; conversion happens inside `validateScience` only on Save (`value / 100` for each of the four). The four inputs are *not* auto-rebalanced. The validator refuses a draft whose sum drifts further than `SUM_EPSILON_PERCENT` (`1e-3`) from `100`, and the form's Save button stays disabled until the sum matches. A live readout under the inputs displays the running total so the player can chase it down without trial-and-error guessing. The strict-sum gate is a Phase 21 decision (alternatives — auto-rebalance, raw-parts-with-engine-normalisation — were considered and rejected): keeping the input model close to "what gets sent on the wire" minimises surprises when the engine returns the science exactly as typed. See `lib/util/science-validation.ts` for the validator and the conversion helper. ## Name validation `validateScience` runs `validateEntityName` first and returns its invalid-reason verbatim, so the designer's `aria-describedby` mapping reuses the existing translation keys for `empty`, `too_long`, `starts_with_special`, `ends_with_special`, `consecutive_specials`, `whitespace`, `disallowed_character`. A new key `duplicate_name` covers the UX-only check against the optimistic-overlay `localScience` projection — the engine would refuse the duplicate at submit time, but catching it locally keeps the Save button disabled with a clear hint instead of letting a red-badge `rejected` row land in the order tab. ## Read-only view mode A `scienceId`-bearing URL renders the designer in view mode: a read-only table of the four percentages plus name, with Back and Delete affordances. Sciences are write-once on the wire, so there is no Save-edits affordance — to change a science, the player deletes it and creates a new one. Delete dispatches a `removeScience` order command; the engine refuses removals when the science is referenced by an active production target on any planet, which surfaces as `rejected` in the order tab. ## Production-picker integration The planet inspector's Research sub-row (`lib/inspectors/planet/production.svelte`) renders the four tech buttons and one extra button per defined science from the player's `localScience` overlay. A click on a science button dispatches `setProductionType("SCIENCE", "")`, mirroring the wire-level `CommandPlanetProduce` shape (`pkg/schema/fbs/order.fbs.CommandPlanetProduce`). The active highlight is derived from `planet.production` — the display string the engine emits in the report. A science name shadows the matching tech display string when they collide (a science deliberately named `Drive` wins over the Drive tech button), because the wire string is ambiguous and the user clearly intended the named science. This is a pragmatic accept; a structured production tag on the wire would let us disambiguate without the shadow rule, but that is a separate backend concern. ## Tests - `tests/science-validation.test.ts` — validator branches, percent → fraction conversion, sum tolerance, duplicate-name detection. - `tests/table-sciences.test.ts` — table rendering, filter, sort, Delete dispatches `removeScience`, navigation to the designer. - `tests/designer-science.test.ts` — empty form Save disabled, live sum readout, valid Save dispatches `createScience` with fractions, view-mode Delete dispatches `removeScience`, duplicate-name guard against the overlay. - `tests/e2e/sciences.spec.ts` — full Playwright walkthrough: create → list → set planet production via the Research sub-row → delete.