Files
galaxy-game/ui/frontend/src/lib/active-view/table-races.svelte
T
Ilia Denisov b31d9f4c45
Tests · UI / test (push) Waiting to run
Tests · UI / test (pull_request) Waiting to run
fix(ui): F8-08 unified number format — mono, fixed 3-decimal, no separators
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>
2026-05-27 11:08:22 +02:00

459 lines
12 KiB
Svelte

<!--
Phase 22 races table. Lists every non-extinct other race with the
local player's per-row stance toggle (WAR / PEACE — two segmented
buttons, the active stance highlighted) and a single vote slot
above the table. Both controls dispatch through the per-game
`OrderDraftStore` (context), so the optimistic overlay flips
immediately and the auto-sync pipeline drives the server in the
background.
The alliance graph and the 2/3 victory check are NOT computed
here: `rules.txt` keeps each race's outgoing vote target private
(only the votes a race RECEIVED in the last tally and the local
player's own pick are observable), and the acceptance criterion
"vote counts match server state byte-for-byte" rules out
client-side recomputation. The sub-header explains this explicitly
so the player knows where the win condition lives.
The component sits inside the active-view slot owned by
`routes/games/[id]/+layout.svelte`, so it inherits the per-game
`OrderDraftStore` and `RenderedReportSource` through context. No
data fetching is performed here — the layout is responsible.
-->
<script lang="ts">
import { getContext } from "svelte";
import type { ReportOtherRace } from "../../api/game-state";
import { i18n, type TranslationKey } from "$lib/i18n/index.svelte";
import {
RENDERED_REPORT_CONTEXT_KEY,
type RenderedReportSource,
} from "$lib/rendered-report.svelte";
import {
ORDER_DRAFT_CONTEXT_KEY,
OrderDraftStore,
} from "../../sync/order-draft.svelte";
import type { Relation } from "../../sync/order-types";
import ViewState from "$lib/ui/view-state.svelte";
import {
formatFloat,
formatInt,
} from "$lib/util/number-format";
type SortColumn =
| "name"
| "drive"
| "weapons"
| "shields"
| "cargo"
| "population"
| "industry"
| "planets"
| "votesReceived";
type SortDirection = "asc" | "desc";
const COLUMN_LABELS: Record<SortColumn, TranslationKey> = {
name: "game.table.races.column.name",
drive: "game.table.races.column.drive",
weapons: "game.table.races.column.weapons",
shields: "game.table.races.column.shields",
cargo: "game.table.races.column.cargo",
population: "game.table.races.column.population",
industry: "game.table.races.column.industry",
planets: "game.table.races.column.planets",
votesReceived: "game.table.races.column.votes",
};
const COLUMNS: readonly SortColumn[] = [
"name",
"drive",
"weapons",
"shields",
"cargo",
"population",
"industry",
"planets",
"votesReceived",
];
const rendered = getContext<RenderedReportSource | undefined>(
RENDERED_REPORT_CONTEXT_KEY,
);
const draft = getContext<OrderDraftStore | undefined>(
ORDER_DRAFT_CONTEXT_KEY,
);
let sortColumn: SortColumn = $state("name");
let sortDirection: SortDirection = $state("asc");
let filter: string = $state("");
const races = $derived<ReportOtherRace[]>(rendered?.report?.races ?? []);
const myVotes = $derived<number>(rendered?.report?.myVotes ?? 0);
const myVoteFor = $derived<string>(rendered?.report?.myVoteFor ?? "");
const reportLoaded = $derived(
rendered?.report !== null && rendered?.report !== undefined,
);
const filtered = $derived.by(() => {
const needle = filter.trim().toLowerCase();
if (needle === "") return races;
return races.filter((r) => r.name.toLowerCase().includes(needle));
});
const sorted = $derived.by(() => {
const list = [...filtered];
const dir = sortDirection === "asc" ? 1 : -1;
list.sort((a, b) => {
if (sortColumn === "name") {
return a.name.localeCompare(b.name) * dir;
}
return (a[sortColumn] - b[sortColumn]) * dir;
});
return list;
});
function toggleSort(column: SortColumn): void {
if (sortColumn === column) {
sortDirection = sortDirection === "asc" ? "desc" : "asc";
return;
}
sortColumn = column;
sortDirection = "asc";
}
function ariaSort(column: SortColumn): "ascending" | "descending" | "none" {
if (sortColumn !== column) return "none";
return sortDirection === "asc" ? "ascending" : "descending";
}
async function setStance(acceptor: string, relation: Relation): Promise<void> {
if (draft === undefined) return;
// No-op when the row already reflects the requested stance — the
// engine would accept the duplicate, but queueing a wire entry
// that re-states the current state inflates the order tab and
// the auto-sync envelope for nothing. The current stance reads
// off the overlay (`races[i].relation`), so a queued-but-not-
// applied stance change correctly suppresses a duplicate click
// that matches the *queued* intent, not just the server snapshot.
const current = races.find((r) => r.name === acceptor)?.relation;
if (current === relation) return;
await draft.add({
kind: "setDiplomaticStance",
id: crypto.randomUUID(),
acceptor,
relation,
});
}
async function pickVote(event: Event): Promise<void> {
if (draft === undefined) return;
const select = event.currentTarget as HTMLSelectElement;
const acceptor = select.value;
if (acceptor === "") return;
if (acceptor === myVoteFor) return;
await draft.add({
kind: "setVoteRecipient",
id: crypto.randomUUID(),
acceptor,
});
}
</script>
<section
class="active-view"
data-testid="active-view-table"
data-entity="races"
>
<header>
<h2>{i18n.t("game.table.races.title")}</h2>
<div class="summary">
<span class="summary-cell" data-testid="races-my-votes">
<span class="summary-label">
{i18n.t("game.table.races.votes.mine")}:
</span>
<span class="summary-value numeric">{formatFloat(myVotes)}</span>
</span>
<label class="summary-cell vote-picker">
<span class="summary-label">
{i18n.t("game.table.races.votes.target")}:
</span>
<select
data-testid="races-vote-target"
value={myVoteFor}
disabled={!reportLoaded || races.length === 0}
onchange={pickVote}
>
<option value="" disabled>
{i18n.t("game.table.races.votes.target_placeholder")}
</option>
{#each races as r (r.name)}
<option value={r.name}>{r.name}</option>
{/each}
</select>
</label>
</div>
<p class="note" data-testid="races-alliance-note">
{i18n.t("game.table.races.note.alliance_server_side")}
</p>
<div class="controls">
<input
type="search"
class="filter"
data-testid="races-filter"
placeholder={i18n.t("game.table.races.filter.placeholder")}
bind:value={filter}
/>
</div>
</header>
{#if !reportLoaded}
<ViewState
kind="loading"
testid="races-loading"
message={i18n.t("game.table.races.loading")}
/>
{:else if races.length === 0}
<ViewState
kind="empty"
testid="races-empty"
message={i18n.t("game.table.races.empty")}
/>
{:else}
<table class="grid" data-testid="races-table">
<thead>
<tr>
{#each COLUMNS as column (column)}
<th aria-sort={ariaSort(column)} class:numeric={column !== "name"}>
<button
type="button"
class="sort"
data-testid="races-column-{column}"
onclick={() => toggleSort(column)}
>
{i18n.t(COLUMN_LABELS[column])}
{#if sortColumn === column}
<span class="sort-indicator" aria-hidden="true">
{sortDirection === "asc" ? "▲" : "▼"}
</span>
{/if}
</button>
</th>
{/each}
<th>{i18n.t("game.table.races.column.relation")}</th>
</tr>
</thead>
<tbody>
{#each sorted as r (r.name)}
<tr data-testid="races-row" data-name={r.name}>
<td data-testid="races-cell-name">{r.name}</td>
<td class="numeric" data-testid="races-cell-drive">
{formatFloat(r.drive)}
</td>
<td class="numeric" data-testid="races-cell-weapons">
{formatFloat(r.weapons)}
</td>
<td class="numeric" data-testid="races-cell-shields">
{formatFloat(r.shields)}
</td>
<td class="numeric" data-testid="races-cell-cargo">
{formatFloat(r.cargo)}
</td>
<td class="numeric" data-testid="races-cell-population">
{formatInt(r.population)}
</td>
<td class="numeric" data-testid="races-cell-industry">
{formatInt(r.industry)}
</td>
<td class="numeric" data-testid="races-cell-planets">
{formatInt(r.planets)}
</td>
<td class="numeric" data-testid="races-cell-votes">
{formatFloat(r.votesReceived)}
</td>
<td>
<div
class="stance"
role="group"
aria-label={i18n.t("game.table.races.column.relation")}
>
<button
type="button"
class="stance-button war"
class:active={r.relation === "WAR"}
aria-pressed={r.relation === "WAR"}
data-testid="races-stance-war"
onclick={() => void setStance(r.name, "WAR")}
>
{i18n.t("game.table.races.action.war")}
</button>
<button
type="button"
class="stance-button peace"
class:active={r.relation === "PEACE"}
aria-pressed={r.relation === "PEACE"}
data-testid="races-stance-peace"
onclick={() => void setStance(r.name, "PEACE")}
>
{i18n.t("game.table.races.action.peace")}
</button>
</div>
</td>
</tr>
{/each}
</tbody>
</table>
{/if}
</section>
<style>
.active-view {
padding: 1.5rem;
font-family: system-ui, sans-serif;
display: flex;
flex-direction: column;
gap: 1rem;
}
header {
display: flex;
flex-direction: column;
gap: 0.5rem;
}
header h2 {
margin: 0;
font-size: 1.1rem;
}
.summary {
display: flex;
gap: 1.25rem;
align-items: center;
flex-wrap: wrap;
font-size: 0.9rem;
}
.summary-cell {
display: inline-flex;
gap: 0.4rem;
align-items: baseline;
}
.summary-label {
color: var(--color-text-muted);
text-transform: uppercase;
letter-spacing: 0.04em;
font-size: 0.75rem;
}
.summary-value {
color: var(--color-text);
font-variant-numeric: tabular-nums;
}
.summary-value.numeric {
font-family: var(--font-mono);
}
.vote-picker select {
font: inherit;
padding: 0.2rem 0.4rem;
background: var(--color-bg);
color: var(--color-text);
border: 1px solid var(--color-border);
border-radius: 3px;
}
.vote-picker select:disabled {
opacity: 0.5;
cursor: not-allowed;
}
.note {
margin: 0;
color: var(--color-text-muted);
font-size: 0.8rem;
line-height: 1.35;
}
.controls {
display: flex;
gap: 0.5rem;
align-items: center;
flex-wrap: wrap;
}
.filter {
font: inherit;
padding: 0.3rem 0.5rem;
background: var(--color-bg);
color: var(--color-text);
border: 1px solid var(--color-border);
border-radius: 3px;
flex: 1 1 12rem;
min-width: 8rem;
}
.grid {
border-collapse: collapse;
width: 100%;
font-variant-numeric: tabular-nums;
}
.grid th,
.grid td {
padding: 0.4rem 0.6rem;
text-align: left;
border-bottom: 1px solid var(--color-border-subtle);
font-size: 0.85rem;
}
.grid th {
color: var(--color-text-muted);
text-transform: uppercase;
letter-spacing: 0.04em;
font-size: 0.75rem;
}
.grid th.numeric,
.grid td.numeric {
font-family: var(--font-mono);
text-align: right;
}
.grid th.numeric .sort {
justify-content: flex-end;
}
.grid tbody tr:hover {
background: var(--color-surface);
}
.sort {
font: inherit;
font-size: inherit;
text-transform: inherit;
letter-spacing: inherit;
color: inherit;
background: transparent;
border: none;
padding: 0;
cursor: pointer;
display: inline-flex;
gap: 0.3rem;
align-items: baseline;
}
.sort-indicator {
font-size: 0.7em;
}
.stance {
display: inline-flex;
gap: 0.25rem;
}
.stance-button {
font: inherit;
font-size: 0.8rem;
letter-spacing: 0.05em;
padding: 0.2rem 0.55rem;
background: transparent;
color: var(--color-text-muted);
border: 1px solid var(--color-border);
border-radius: 3px;
cursor: pointer;
}
.stance-button:hover {
color: var(--color-text);
}
.stance-button.war.active {
background: var(--color-danger-subtle);
color: var(--color-danger);
border-color: var(--color-danger);
}
.stance-button.peace.active {
background: var(--color-success-subtle);
color: var(--color-success);
border-color: var(--color-success);
}
</style>