Files
galaxy-game/ui/docs/ship-group-actions.md
T
Ilia Denisov 3626998a33 ui/phase-20: ship-group inspector actions
Eight ship-group operations land on the inspector behind a single
inline-form panel: split, send, load, unload, modernize, dismantle,
transfer, join fleet. Each action either appends a typed command to
the local order draft or surfaces a tooltip explaining the
disabled state. Partial-ship operations emit an implicit
breakShipGroup command before the targeted action so the engine
sees a clean (Break, Action) pair on the wire.

`pkg/calc.BlockUpgradeCost` migrates from
`game/internal/controller/ship_group_upgrade.go` so the calc
bridge can wrap a pure pkg/calc formula; the controller now
imports it. The bridge surfaces the function as
`core.blockUpgradeCost`, which the inspector calls once per ship
block to render the modernize cost preview.

`GameReport.otherRaces` is decoded from the report's player block
(non-extinct, ≠ self) and feeds the transfer-to-race picker. The
planet inspector's stationed-ship rows become clickable for own
groups so the actions panel is reachable from the standard click
flow (the renderer continues to hide on-planet groups).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-10 16:27:55 +02:00

152 lines
7.6 KiB
Markdown

# Ship-group inspector actions
Phase 20 turns the read-only ship-group inspector
(`ui/frontend/src/lib/inspectors/ship-group.svelte`) into 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.
- **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 at
`shipGroupLoad: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, `UnloadColonists` is 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.
## 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 })` (Phase 18 bridge); 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 as
`CommandItem.cmdId` on the wire.
- `groupId` — the source ship-group's UUID (or `newGroupId` when
the action is the second half of an implicit split). On the
wire it is the `id` field 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.
## Decisions baked into Phase 20
- **`BlockUpgradeCost` migrated to `pkg/calc`**. The cost
formula previously lived in
`game/internal/controller/ship_group_upgrade.go`. To keep the
`ui/core/calc` bridge a wrapper around pure `pkg/calc/`
formulas, the function moved to `pkg/calc/ship.go` and the
controller now imports it (`controller/ship_group_upgrade.go`).
- **`GameReport.otherRaces`**. The transfer-to-race picker reads
from a new `GameReport.otherRaces: string[]` field, populated
by walking `report.player[]` and excluding the local race plus
every `extinct` entry. Phase 22 (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 now pivot the selection to the corresponding ship-group
variant so the actions panel is reachable from the standard
click flow.