MVP web client (Phases 1-30) is complete; reorganize planning + living docs around that. - PLAN.md kept as the staged MVP record (1-30) with a status block + pointers; removed the 31-36 stages, regression scenarios, and deferred-TODO section (moved out); fixed a stale cross-machine plan path. - ui/PLAN-finalize.md (new): active web-finalization plan in 8 stages (visual system, a11y, i18n, error UX, PWA, build hygiene, docs, owner manual-QA loop); absorbs former Phases 33 and 35. - ui/ROADMAP.md (new): post-MVP (Wails, Capacitor, realistic projection, acceptance + regression scenarios) and triaged deferred follow-ups. - ui/docs/README.md (new): grouped topic-doc index. - De-archaeologized all 20 ui/docs topic docs + ui/README.md + ui/core/README.md: stripped Phase-N build history, rewritten as current-state; deferred work now points at ROADMAP.md / PLAN-finalize.md. Docs-only; no code change. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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Ship-group inspector actions
The ship-group inspector
(ui/frontend/src/lib/inspectors/ship-group.svelte) is an
interactive command source for the player's own groups in orbit.
This document is the running spec for the actions panel
(ui/frontend/src/lib/inspectors/ship-group/actions.svelte):
which actions exist, what gates each one, how partial-ship
operations split a group on the fly, and what the modernize cost
preview shows.
Reaching a group
The map renderer hides on-planet ship groups to avoid crowding
the canvas. The player reaches an own on-planet group through the
planet inspector's stationed ship groups subsection: clicking
a row pivots the SelectionStore to the matching
shipGroup.local ref, the sidebar swaps from the planet
inspector to the ship-group inspector, and the actions panel
mounts. In-flight (in-space) groups appear as map primitives and
can be selected by clicking the rendered point.
Action surface
| Action | Implicit-split? | Partial input | FBS payload | Engine reference |
|---|---|---|---|---|
| Split | — | ships count | CommandShipGroupBreak |
controller/ship_group.go.breakGroup |
| Send | yes | ships count + destination | CommandShipGroupSend |
controller/ship_group_send.go.shipGroupSend |
| Load | yes | ships count + cargo + quantity | CommandShipGroupLoad |
controller/ship_group.go.shipGroupLoad |
| Unload | yes | ships count + quantity | CommandShipGroupUnload |
controller/ship_group.go.shipGroupUnload |
| Modernize | yes | ships count + tech + level | CommandShipGroupUpgrade |
controller/ship_group_upgrade.go.shipGroupUpgrade |
| Dismantle | yes | ships count + foreign-COL confirm | CommandShipGroupDismantle |
controller/ship_group.go.shipGroupDismantle |
| Transfer | yes | ships count + acceptor race | CommandShipGroupTransfer |
controller/ship_group.go.shipGroupTransfer |
| Join Fleet | — | fleet name (existing or new) | CommandShipGroupJoinFleet |
controller/fleet.go.ShipGroupJoinFleet |
"Implicit-split" means the inspector accepts a number of ships
M < N and emits a CommandShipGroupBreak(id, newId, M) command
before the action command, then targets the action at the
freshly-minted newId. The FBS schema only carries a per-ship
quantity on CommandShipGroupBreak; every other ship-group
command applies to the whole group, so the implicit-split
pattern is the only way to act on a subset without forcing the
player to pre-split manually. Acceptance criteria: "splitting a
group of N into K and N-K results in two valid commands" — that
is exactly the (Break, Action) pair this pipeline emits.
Split and Join Fleet do not accept a partial ship count: Split is the break operation; Join Fleet attaches the whole group atomically (the engine handles a partial detach by issuing Split first, which the player drives explicitly).
Disabled-state rules
The inspector mirrors the engine's pre-conditions per command
(see the references column above) and surfaces each as a
disabled-button tooltip. Any state other than In_Orbit disables
every action with ships are busy ({state}). Per-action gates:
- Send: requires the ship class to have a non-zero drive
block (
controller/ship_group_send.go:32); the picker pre-filters destinations by reach (localPlayerDrive * 40), so a valid pick is always within range. With no reachable planet, the action is disabled with the "no planets in drive range" tooltip. Click drops the inspector straight into map-pick mode; the form (ship count + confirm) appears only after the player chooses a destination — there is no destination control inside the form, so cancelling the picker leaves the inspector untouched. - Load: requires the orbit planet to be owned by the player
or unowned (
controller/ship_group.go:215) and the ship class to have a cargo block (shipGroupLoad:220). The dropdown is pinned to the existing cargo type when the group is already partially loaded (the engine refuses cargo-type changes atshipGroupLoad:223). - Unload: requires non-empty cargo. Colonists (
COL) over a foreign planet are blocked (shipGroupUnload:283), with the matching tooltip in the disabled state. - Modernize: requires the orbit planet to be own/unowned
(
shipGroupUpgrade:29) and at least one block whose race tech exceeds the group tech (otherwise nothing can be upgraded). - Dismantle: always available in orbit. When the orbit is
over a foreign planet AND the group carries colonists, the
inline form replaces the normal "confirm" with "confirm —
colonists die"; the player has to click twice to commit
(engine reference
shipGroupDismantle:177-179— over a foreign planet,UnloadColonistsis not called and the cargo is lost). - Transfer: requires at least one non-extinct race other
than the local player (sourced from
GameReport.otherRaces). - Join Fleet: existing-fleet picker is restricted to fleets
in the same orbit (
fleet.go:135-137); creating a new fleet always works.
State-changing-command lock
Send, Modernize, Dismantle, and Transfer are
state-changing at turn cutoff: the engine moves the group into
StateLaunched, StateUpgrade, removes it, or marks it
StateTransfer respectively. Issuing a follow-up action against
the same group during the same draft window would race the
engine's pre-condition check, so the inspector locks the group
as soon as one of the four commands lands in the draft for that
groupId:
- every action button on the group's inspector becomes disabled with the "an order is already queued" tooltip;
- a banner above the buttons row names the queued command (send / modernize / dismantle / transfer) and tells the player to cancel it in the order list to issue something else;
- removing the queued entry from the order tab releases the lock
on the next render — the derivation watches
draft.commandsdirectly.
Load, Unload, Split, and Join Fleet do not lock the group: those four can stack legitimately during the same window. The group continues to appear in the planet inspector's stationed-ship list while locked — the player can still navigate to the inspector to read the state and find the order to cancel.
Map overlays for in-flight and pending-Send groups
Two dashed-line overlays run on the same renderer layer as the cargo-route arrows:
- Yellow dashed track for own ship groups currently in hyperspace, drawn from the origin planet to the destination (matches the colour of the in-space group point so the eye reads both as one entity).
- Green dashed track for every wire-valid
sendShipGroupcommand in the order draft — drawn from the source group's orbit planet to the chosen destination. Disappears when the command is removed from the order tab, when the engine flips itrejected/invalid, or when the group has left orbit (the Send was applied and the in-space track replaces it).
Both tracks are wrap-aware via torusShortestDelta so a route
across the seam takes the wrap. Neither participates in
hit-test — the player still picks ship groups by clicking the
group point, not the track.
Modernize cost preview
The form's preview line calls
core.blockUpgradeCost({ blockMass, currentTech, targetTech })
once per ship block (drive, weapons, shields, cargo) and sums
the per-ship totals before multiplying by the targeted ship
count. Block masses come from the player's
ShipClassSummary for the group's class:
- Drive / shields / cargo block mass = the corresponding ship- class field (raw value).
- Weapons block mass =
core.weaponsBlockMass({ weapons, armament }); returns null on the invalid weapons/armament pairing, in which case the row contributes zero.
For tech === "ALL" every block whose mass is non-zero
contributes against the player's race tech as the target. For
per-block tech (DRIVE / WEAPONS / SHIELDS / CARGO) only
the chosen block contributes, with level as the target.
The preview hides when the form is invalid (tech !== "ALL"
with non-positive level) or when Core has not yet booted —
the bridge call is the only source of truth, so we surface
"preview unavailable" rather than fall back to a JS
re-implementation that could drift from the engine.
Wire shape
Every emitted command carries:
id— client-minted UUID (crypto.randomUUID()), used by the order draft for status tracking; mirrored asCommandItem.cmdIdon the wire.groupId— the source ship-group's UUID (ornewGroupIdwhen the action is the second half of an implicit split). On the wire it is theidfield of every ship-group payload type.
Per-action additional fields are documented on the
OrderCommand union in
ui/frontend/src/sync/order-types.ts next to the JSDoc for each
variant.
Design notes
BlockUpgradeCostlives inpkg/calc. The cost formula lives inpkg/calc/ship.go; theui/core/calcbridge wraps purepkg/calc/formulas, and the controller imports it (controller/ship_group_upgrade.go).GameReport.otherRaces. The transfer-to-race picker reads fromGameReport.otherRaces: string[], populated by walkingreport.player[]and excluding the local race plus everyextinctentry. The Races View reuses the same field.- Stationed-ship rows are clickable. The map deliberately hides on-planet groups; the planet inspector's stationed-ship rows pivot the selection to the corresponding ship-group variant so the actions panel is reachable from the standard click flow.