9111dd955a
Adds the Races View in the in-game shell. The table lists every non-extinct other race with tech levels (percent), totals, planets, votes received, and a per-row WAR | PEACE segmented control. A single vote-recipient slot above the table queues a `CommandRaceVote`; per-row buttons queue `CommandRaceRelation`. Both commands flow through the existing order draft store with collapse-by-acceptor (stance) and singleton (vote) rules. `GameReport` widens with `races`, `myVotes`, `myVoteFor`; the decoder walks `report.player[]` once for the richer projection. The optimistic overlay flips stance and vote target immediately; `votesReceived`, `myVotes`, and the alliance summary stay server-authoritative — alliance grouping and the 2/3 victory check are tallied on the server at turn cutoff and explicitly not surfaced client-side (`rules.txt` keeps foreign races' outgoing vote targets private). Includes Vitest component coverage of stance and vote collapse rules + a Playwright e2e that drives both commands through the dispatcher route and verifies the gateway saw the expected `CommandRaceRelation` / `CommandRaceVote` payloads. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
662 lines
24 KiB
TypeScript
662 lines
24 KiB
TypeScript
// Per-game runes store that owns the local order draft. Mirrors the
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// Phase 11 `GameStateStore` lifecycle: one instance per game, created
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// in `routes/games/[id]/+layout.svelte`, exposed to descendants via
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// Svelte context, disposed when the layout unmounts.
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//
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// Draft state is persisted into the platform `Cache` under the
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// `order-drafts` namespace with a per-game key, so a reload, a
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// browser restart, or a navigation through the lobby and back into
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// the same game restores the previously composed list.
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//
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// Phase 14 wires the auto-sync pipeline: every successful mutation
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// (`add` / `remove` / `move`) coalesces a `submitOrder` call so the
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// server always mirrors the local draft. The Submit button is gone —
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// the player's intent is the source of truth and the engine is kept
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// in lock-step. Phase 26 will hide the order tab in history mode
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// through a flag passed by the layout (the store itself remains
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// alive across that transition so the draft survives history-mode
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// round-trips).
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//
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// The store deliberately carries no Svelte component imports so it
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// can be tested directly with a synthetic `Cache` without rendering
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// any UI.
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import type { Cache } from "../platform/store/index";
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import type { GalaxyClient } from "../api/galaxy-client";
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import { fetchOrder } from "./order-load";
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import {
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isRelation,
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isShipGroupCargo,
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isShipGroupUpgradeTech,
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type CommandStatus,
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type OrderCommand,
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} from "./order-types";
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import { submitOrder } from "./submit";
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import { validateEntityName } from "$lib/util/entity-name";
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import { validateShipClass } from "$lib/util/ship-class-validation";
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import { validateScience } from "$lib/util/science-validation";
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const NAMESPACE = "order-drafts";
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const draftKey = (gameId: string): string => `${gameId}/draft`;
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/**
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* ORDER_DRAFT_CONTEXT_KEY is the Svelte context key the in-game shell
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* layout uses to expose its `OrderDraftStore` instance to descendants.
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* The order tab and any later command-builder UI resolve the store via
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* `getContext(ORDER_DRAFT_CONTEXT_KEY)`.
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*/
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export const ORDER_DRAFT_CONTEXT_KEY = Symbol("order-draft");
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type Status = "idle" | "ready" | "error";
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export type SyncStatus = "idle" | "syncing" | "synced" | "error";
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export class OrderDraftStore {
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commands: OrderCommand[] = $state([]);
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statuses: Record<string, CommandStatus> = $state({});
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updatedAt = $state(0);
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status: Status = $state("idle");
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error: string | null = $state(null);
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/**
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* syncStatus reflects the auto-sync pipeline state for the order
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* tab status bar:
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* - `idle` — no sync attempted yet (e.g. fresh draft after
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* hydration or before the first mutation).
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* - `syncing` — a `submitOrder` call is in flight.
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* - `synced` — the last sync succeeded; statuses match the
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* server's view.
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* - `error` — the last sync failed (network or non-`ok`); the
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* next mutation triggers a retry, or the user can
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* force a re-sync via `forceSync`.
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*/
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syncStatus: SyncStatus = $state("idle");
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syncError: string | null = $state(null);
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private cache: Cache | null = null;
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private gameId = "";
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private destroyed = false;
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private client: GalaxyClient | null = null;
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private syncing: Promise<void> | null = null;
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private pending = false;
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/**
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* init loads the persisted draft for `opts.gameId` from `opts.cache`
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* into `commands` and flips `status` to `ready`. The call is
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* idempotent on the same store instance — the layout always
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* constructs a fresh store per game, so there is no need to support
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* mid-life game switching here.
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*
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* The cache load is the fast path so the order tab paints
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* immediately on reopening the game; `hydrateFromServer` (called
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* by the layout once the current turn is known) is the
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* authoritative read that always overwrites the local cache when
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* the server has a stored order.
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*/
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async init(opts: { cache: Cache; gameId: string }): Promise<void> {
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this.cache = opts.cache;
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this.gameId = opts.gameId;
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try {
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const stored = await opts.cache.get<OrderCommand[]>(
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NAMESPACE,
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draftKey(opts.gameId),
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);
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if (this.destroyed) return;
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this.commands = Array.isArray(stored) ? [...stored] : [];
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this.recomputeStatuses();
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this.status = "ready";
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} catch (err) {
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if (this.destroyed) return;
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this.status = "error";
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this.error = err instanceof Error ? err.message : "load failed";
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}
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}
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/**
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* bindClient stores the per-game `GalaxyClient` so subsequent
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* mutations can drive the auto-sync pipeline. The layout calls
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* this after the boot `Promise.all` resolves and before
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* `hydrateFromServer`, so any mutation that lands afterwards goes
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* through the network.
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*/
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bindClient(client: GalaxyClient): void {
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this.client = client;
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}
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/**
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* hydrateFromServer issues `user.games.order.get` for the current
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* turn and overwrites the local cache with the server's stored
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* order. The server is the source of truth: a player who logged
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* in from a fresh device must see their existing orders, and a
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* cache that's out-of-sync (e.g. a stale browser tab) is
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* superseded by the gateway's view. A `found = false` answer
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* empties the local draft. Network failures keep the local cache
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* intact and surface as `syncStatus = "error"`.
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*/
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async hydrateFromServer(opts: {
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client: GalaxyClient;
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turn: number;
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}): Promise<void> {
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if (this.status !== "ready") return;
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this.client = opts.client;
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// Guard against placeholder game ids the Phase 10 e2e specs
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// still use — auto-sync needs a real UUID for the FBS request
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// envelope, and a parser exception here would only be visible
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// as a noisy `console.warn` deep in the layout boot path.
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if (!isUuid(this.gameId)) {
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this.syncStatus = "idle";
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return;
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}
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this.syncStatus = "syncing";
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this.syncError = null;
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try {
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const fetched = await fetchOrder(opts.client, this.gameId, opts.turn);
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if (this.destroyed) return;
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this.commands = fetched.commands;
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this.updatedAt = fetched.updatedAt;
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this.recomputeStatuses();
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// Server-fetched commands echo cmdApplied=true for entries
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// that survived previous turns; keep them as `applied` so
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// the overlay continues to project them on the inspector.
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const next = { ...this.statuses };
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for (const cmd of this.commands) {
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if (next[cmd.id] === "valid") {
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next[cmd.id] = "applied";
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}
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}
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this.statuses = next;
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await this.persist();
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this.syncStatus = "synced";
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} catch (err) {
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if (this.destroyed) return;
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this.syncStatus = "error";
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this.syncError = err instanceof Error ? err.message : "fetch failed";
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console.warn("order-draft: server hydration failed", err);
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}
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}
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/**
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* add appends a command to the end of the draft, runs local
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* validation for the new entry, persists the updated list, and
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* triggers an auto-sync to keep the server in lock-step.
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* Mutations made before `init` resolves are ignored — the layout
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* always awaits `init` before exposing the store.
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*
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* Collapse rules:
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*
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* - `setProductionType` collapses by `planetNumber`: a new
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* entry supersedes any prior `setProductionType` for the
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* same planet, so the draft holds at most one production
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* choice per planet.
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* - `setCargoRoute` and `removeCargoRoute` share a collapse
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* key on `(sourcePlanetNumber, loadType)` — the engine
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* stores a single (planet, type) → destination mapping, so
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* a newer entry for the same slot supersedes any prior
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* `set` or `remove` for that slot. Different load-types or
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* different sources coexist.
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* - `setDiplomaticStance` collapses by `acceptor`: the engine
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* tracks a single war/peace stance per opponent, so a newer
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* entry supersedes any prior `setDiplomaticStance` for the
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* same other race.
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* - `setVoteRecipient` collapses singleton: per `rules.txt`
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* each race controls a single vote slot, so a newer entry
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* supersedes any prior `setVoteRecipient` regardless of the
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* acceptor.
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* - `planetRename` and `placeholder` append unconditionally;
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* each rename is a distinct user-visible action.
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*/
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async add(command: OrderCommand): Promise<void> {
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if (this.status !== "ready") return;
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const removed: string[] = [];
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let nextCommands: OrderCommand[];
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if (command.kind === "setProductionType") {
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nextCommands = [];
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for (const existing of this.commands) {
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if (
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existing.kind === "setProductionType" &&
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existing.planetNumber === command.planetNumber
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) {
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removed.push(existing.id);
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continue;
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}
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nextCommands.push(existing);
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}
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nextCommands.push(command);
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} else if (
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command.kind === "setCargoRoute" ||
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command.kind === "removeCargoRoute"
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) {
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nextCommands = [];
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for (const existing of this.commands) {
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if (
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(existing.kind === "setCargoRoute" ||
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existing.kind === "removeCargoRoute") &&
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existing.sourcePlanetNumber === command.sourcePlanetNumber &&
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existing.loadType === command.loadType
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) {
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removed.push(existing.id);
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continue;
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}
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nextCommands.push(existing);
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}
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nextCommands.push(command);
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} else if (command.kind === "setDiplomaticStance") {
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nextCommands = [];
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for (const existing of this.commands) {
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if (
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existing.kind === "setDiplomaticStance" &&
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existing.acceptor === command.acceptor
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) {
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removed.push(existing.id);
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continue;
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}
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nextCommands.push(existing);
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}
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nextCommands.push(command);
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} else if (command.kind === "setVoteRecipient") {
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nextCommands = [];
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for (const existing of this.commands) {
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if (existing.kind === "setVoteRecipient") {
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removed.push(existing.id);
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continue;
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}
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nextCommands.push(existing);
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}
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nextCommands.push(command);
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} else {
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nextCommands = [...this.commands, command];
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}
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this.commands = nextCommands;
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const nextStatuses = { ...this.statuses };
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for (const id of removed) {
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delete nextStatuses[id];
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}
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nextStatuses[command.id] = validateCommand(command);
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this.statuses = nextStatuses;
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await this.persist();
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this.scheduleSync();
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}
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/**
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* remove drops the command with the given id from the draft,
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* persists the result, and triggers an auto-sync. A miss is a
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* no-op. Even removing the last command sends an explicit empty
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* order to the server so its stored state matches the local one
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* (the engine accepts an empty `cmd[]` per the order handler).
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*/
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async remove(id: string): Promise<void> {
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if (this.status !== "ready") return;
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const next = this.commands.filter((cmd) => cmd.id !== id);
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if (next.length === this.commands.length) return;
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this.commands = next;
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const nextStatuses = { ...this.statuses };
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delete nextStatuses[id];
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this.statuses = nextStatuses;
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await this.persist();
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this.scheduleSync();
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}
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/**
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* move relocates the command at `fromIndex` to `toIndex`, shifting
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* the intermediate commands. Out-of-range indices and identical
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* positions are no-ops; both indices are clamped against the
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* current `commands` length. Triggers an auto-sync — the server
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* stores commands in submission order and the engine relies on
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* that order at turn cutoff.
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*/
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async move(fromIndex: number, toIndex: number): Promise<void> {
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if (this.status !== "ready") return;
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const length = this.commands.length;
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if (fromIndex < 0 || fromIndex >= length) return;
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if (toIndex < 0 || toIndex >= length) return;
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if (fromIndex === toIndex) return;
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const next = [...this.commands];
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const [picked] = next.splice(fromIndex, 1);
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if (picked === undefined) return;
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next.splice(toIndex, 0, picked);
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this.commands = next;
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await this.persist();
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this.scheduleSync();
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}
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/**
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* forceSync re-runs the auto-sync without requiring a mutation.
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* Used by the order tab's retry-on-error affordance.
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*/
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forceSync(): void {
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this.scheduleSync();
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}
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dispose(): void {
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this.destroyed = true;
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this.cache = null;
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this.client = null;
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}
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private scheduleSync(): void {
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if (this.client === null) return;
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// Same UUID guard as `hydrateFromServer` — placeholder game
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// ids in test fixtures must not blow up the auto-sync path.
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if (!isUuid(this.gameId)) return;
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if (this.syncing !== null) {
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this.pending = true;
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return;
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}
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this.syncing = this.runSync().finally(() => {
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this.syncing = null;
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});
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}
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private async runSync(): Promise<void> {
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while (true) {
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this.pending = false;
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const client = this.client;
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if (client === null || this.destroyed) return;
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// Capture the snapshot up-front: the in-flight request
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// reflects the draft as it was when the mutation landed,
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// even if the user adds another command before the
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// gateway responds.
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const snapshot: OrderCommand[] = $state.snapshot(
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this.commands,
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) as OrderCommand[];
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// Auto-sync sends every command the player still has in
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// the draft except the locally-invalid ones (we can't
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// expect the server to accept a name that fails our own
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// validator) and the Phase 12 placeholder. `applied` and
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// `rejected` entries are re-sent so the server's stored
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// view always mirrors the local one — re-applying an
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// already-applied command is idempotent at the engine
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// level (the rename ends at the same name).
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const submittable = snapshot.filter((cmd) => {
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const status = this.statuses[cmd.id];
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return status !== "invalid" && status !== "draft";
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});
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const submittingIds = submittable.map((cmd) => cmd.id);
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this.markSubmittingInternal(submittingIds);
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this.syncStatus = "syncing";
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this.syncError = null;
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try {
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const result = await submitOrder(
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client,
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this.gameId,
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submittable,
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{ updatedAt: this.updatedAt },
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);
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if (this.destroyed) return;
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if (result.ok) {
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this.applyResultsInternal(result.results, result.updatedAt);
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// Even with `result.ok === true` an individual
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// command may have been rejected by the engine
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// (e.g. validation passed transcoders but failed
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// the in-game rule). Surface that as an error in
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// the sync bar so the player notices and can fix
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// or remove the offending command.
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const anyRejected = Array.from(result.results.values()).some(
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(s) => s === "rejected",
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);
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this.syncStatus = anyRejected ? "error" : "synced";
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this.syncError = anyRejected
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? "engine rejected one or more commands"
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: null;
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} else {
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this.markRejectedInternal(submittingIds);
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this.syncStatus = "error";
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this.syncError = result.message;
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}
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} catch (err) {
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if (this.destroyed) return;
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this.revertSubmittingToValidInternal();
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this.syncStatus = "error";
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this.syncError = err instanceof Error ? err.message : "sync failed";
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}
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if (!this.pending) return;
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}
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}
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private markSubmittingInternal(ids: string[]): void {
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const next = { ...this.statuses };
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for (const id of ids) {
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// `applied` rows stay applied while the wire request is in
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// flight — re-sending an already-applied command is a
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// no-op idempotent operation, and flipping the badge back
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// to `submitting` would flicker the inspector overlay.
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if (next[id] === "valid" || next[id] === "rejected") {
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next[id] = "submitting";
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}
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}
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this.statuses = next;
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}
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private applyResultsInternal(
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results: Map<string, CommandStatus>,
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updatedAt: number,
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): void {
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const liveIds = new Set(this.commands.map((cmd) => cmd.id));
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const next = { ...this.statuses };
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for (const [id, status] of results.entries()) {
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// Drop verdicts for commands the user removed while the
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// request was in flight — they are no longer in the
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// draft, so re-introducing a stale `applied` row would
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// confuse the order tab and the overlay.
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if (!liveIds.has(id)) continue;
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next[id] = status;
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}
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this.statuses = next;
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this.updatedAt = updatedAt;
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}
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private markRejectedInternal(ids: string[]): void {
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const next = { ...this.statuses };
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for (const id of ids) {
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next[id] = "rejected";
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}
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this.statuses = next;
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}
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private revertSubmittingToValidInternal(): void {
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const next = { ...this.statuses };
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for (const cmd of this.commands) {
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if (next[cmd.id] === "submitting") {
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next[cmd.id] = validateCommand(cmd);
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}
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}
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this.statuses = next;
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}
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private recomputeStatuses(): void {
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const next: Record<string, CommandStatus> = {};
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for (const cmd of this.commands) {
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next[cmd.id] = validateCommand(cmd);
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}
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this.statuses = next;
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}
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private async persist(): Promise<void> {
|
|
if (this.cache === null || this.destroyed) return;
|
|
// `commands` is `$state`, so individual entries are proxies.
|
|
// IndexedDB's structured clone refuses to clone proxies, so the
|
|
// snapshot must be taken before the put.
|
|
const snapshot = $state.snapshot(this.commands) as OrderCommand[];
|
|
await this.cache.put(NAMESPACE, draftKey(this.gameId), snapshot);
|
|
}
|
|
}
|
|
|
|
const UUID_RE = /^[0-9a-f]{8}-[0-9a-f]{4}-[0-9a-f]{4}-[0-9a-f]{4}-[0-9a-f]{12}$/i;
|
|
|
|
function isUuid(value: string): boolean {
|
|
return UUID_RE.test(value);
|
|
}
|
|
|
|
function validateCommand(cmd: OrderCommand): CommandStatus {
|
|
switch (cmd.kind) {
|
|
case "planetRename":
|
|
return validateEntityName(cmd.name).ok ? "valid" : "invalid";
|
|
case "setProductionType":
|
|
// Mirrors the engine's `subject=Production` validator
|
|
// (`game/internal/router/validator.go`): SCIENCE and SHIP
|
|
// require a non-empty entity-name-valid subject; the other
|
|
// six production types accept any subject (typically empty)
|
|
// because the engine only consults the subject for those
|
|
// two cases.
|
|
if (
|
|
cmd.productionType === "SCIENCE" ||
|
|
cmd.productionType === "SHIP"
|
|
) {
|
|
return validateEntityName(cmd.subject).ok ? "valid" : "invalid";
|
|
}
|
|
return "valid";
|
|
case "setCargoRoute":
|
|
// The picker pre-checks reach (and so refuses to emit a
|
|
// route to an unreachable destination) and the engine
|
|
// re-validates ownership / reach server-side. Locally we
|
|
// only refuse a self-route — the FBS validator
|
|
// (`pkg/model/order/order.go`) accepts every other
|
|
// (origin, destination, load_type) triple.
|
|
if (cmd.sourcePlanetNumber === cmd.destinationPlanetNumber) {
|
|
return "invalid";
|
|
}
|
|
return "valid";
|
|
case "removeCargoRoute":
|
|
// `removeCargoRoute` carries no destination; the only
|
|
// engine-side check is ownership of the source planet,
|
|
// which the inspector enforces by only mounting the
|
|
// component on `kind === "local"`.
|
|
return "valid";
|
|
case "createShipClass":
|
|
// Mirrors `pkg/calc/validator.go.ValidateShipTypeValues`
|
|
// plus the entity-name rules. The duplicate-name check is
|
|
// the designer's responsibility (it sees the live overlay
|
|
// list); here the validator runs without `existingNames`
|
|
// so a draft that was valid at creation time does not flip
|
|
// to invalid just because another `createShipClass` for
|
|
// the same name landed in the draft afterwards — both
|
|
// rows ride out the wire and the engine arbitrates.
|
|
return validateShipClass({
|
|
name: cmd.name,
|
|
drive: cmd.drive,
|
|
armament: cmd.armament,
|
|
weapons: cmd.weapons,
|
|
shields: cmd.shields,
|
|
cargo: cmd.cargo,
|
|
}).ok
|
|
? "valid"
|
|
: "invalid";
|
|
case "removeShipClass":
|
|
// `removeShipClass` carries only the name; the engine
|
|
// checks that the class exists and is not referenced by
|
|
// active production / ship groups. Local validation only
|
|
// guards the name shape.
|
|
return validateEntityName(cmd.name).ok ? "valid" : "invalid";
|
|
case "createScience":
|
|
// Mirrors `pkg/calc/validator.go.ValidateScienceValues`
|
|
// plus the entity-name rules. The wire shape is fractions
|
|
// (sum to 1.0); the validator runs without `existingNames`
|
|
// here for the same reason ship-class create does — a
|
|
// duplicate-name check is the designer's UX responsibility,
|
|
// not the draft store's.
|
|
return validateScience({
|
|
name: cmd.name,
|
|
drive: cmd.drive * 100,
|
|
weapons: cmd.weapons * 100,
|
|
shields: cmd.shields * 100,
|
|
cargo: cmd.cargo * 100,
|
|
}).ok
|
|
? "valid"
|
|
: "invalid";
|
|
case "removeScience":
|
|
// `removeScience` carries only the name; the engine checks
|
|
// that the science exists and is not referenced by active
|
|
// production. Local validation only guards the name shape.
|
|
return validateEntityName(cmd.name).ok ? "valid" : "invalid";
|
|
case "breakShipGroup":
|
|
// Engine rule (`controller/ship_group.go.breakGroup`):
|
|
// quantity must be at least 1 and strictly less than the
|
|
// source group size. We do not know the source size here
|
|
// (it lives on the report), so the inspector enforces the
|
|
// upper bound before emitting; locally we only refuse the
|
|
// degenerate cases — non-positive `quantity`, missing or
|
|
// equal UUIDs.
|
|
if (cmd.quantity <= 0) return "invalid";
|
|
if (!isUuid(cmd.groupId) || !isUuid(cmd.newGroupId)) return "invalid";
|
|
if (cmd.groupId === cmd.newGroupId) return "invalid";
|
|
return "valid";
|
|
case "sendShipGroup":
|
|
// Reach is enforced by the picker before the command lands
|
|
// in the draft. Locally we only refuse a degenerate
|
|
// destination (the engine uses planet number `0` as the
|
|
// "no planet" sentinel; FBS encodes as `int64`, so any
|
|
// strictly-positive number is wire-valid).
|
|
if (cmd.destinationPlanetNumber <= 0) return "invalid";
|
|
if (!isUuid(cmd.groupId)) return "invalid";
|
|
return "valid";
|
|
case "loadShipGroup":
|
|
// Cargo type and quantity are pre-checked by the inspector
|
|
// against the planet stock and the group's free capacity;
|
|
// local validation only guards the wire-valid shape.
|
|
if (!isShipGroupCargo(cmd.cargo)) return "invalid";
|
|
if (cmd.quantity <= 0) return "invalid";
|
|
if (!isUuid(cmd.groupId)) return "invalid";
|
|
return "valid";
|
|
case "unloadShipGroup":
|
|
if (cmd.quantity <= 0) return "invalid";
|
|
if (!isUuid(cmd.groupId)) return "invalid";
|
|
return "valid";
|
|
case "upgradeShipGroup":
|
|
// Engine rule
|
|
// (`controller/ship_group_upgrade.go.shipGroupUpgrade:56`):
|
|
// `tech === "ALL"` requires `level === 0`; per-block tech
|
|
// requires a strictly positive level. The inspector also
|
|
// caps the level to the player's race tech, but the
|
|
// engine re-validates server-side.
|
|
if (!isShipGroupUpgradeTech(cmd.tech)) return "invalid";
|
|
if (cmd.tech === "ALL") {
|
|
if (cmd.level !== 0) return "invalid";
|
|
} else if (cmd.level <= 0) {
|
|
return "invalid";
|
|
}
|
|
if (!isUuid(cmd.groupId)) return "invalid";
|
|
return "valid";
|
|
case "dismantleShipGroup":
|
|
return isUuid(cmd.groupId) ? "valid" : "invalid";
|
|
case "transferShipGroup":
|
|
// `acceptor` is a race name; race names follow the same
|
|
// entity-name rules as planet/fleet names. The inspector
|
|
// restricts the picker to `GameReport.otherRaces`, so a
|
|
// locally-valid name is always a real race.
|
|
if (!validateEntityName(cmd.acceptor).ok) return "invalid";
|
|
if (!isUuid(cmd.groupId)) return "invalid";
|
|
return "valid";
|
|
case "joinFleetShipGroup":
|
|
if (!validateEntityName(cmd.name).ok) return "invalid";
|
|
if (!isUuid(cmd.groupId)) return "invalid";
|
|
return "valid";
|
|
case "setDiplomaticStance":
|
|
// `acceptor` is the opponent's race name; race names follow
|
|
// the same entity-name rules as planet/fleet names. The
|
|
// races-table view restricts the per-row picker to live
|
|
// `GameReport.races[]` entries, so a locally-valid name is
|
|
// always a real race. `relation` must be one of the two
|
|
// wire-stable values (`WAR` or `PEACE`); the FBS
|
|
// `UNKNOWN = 0` sentinel is never emitted.
|
|
if (!validateEntityName(cmd.acceptor).ok) return "invalid";
|
|
if (!isRelation(cmd.relation)) return "invalid";
|
|
return "valid";
|
|
case "setVoteRecipient":
|
|
// `acceptor` is the race the local player votes for. The
|
|
// engine accepts a self-vote as the neutral default
|
|
// (`controller/race.go`), so the table picker may include
|
|
// the local race as a valid choice. Local validation only
|
|
// guards the name shape.
|
|
if (!validateEntityName(cmd.acceptor).ok) return "invalid";
|
|
return "valid";
|
|
case "placeholder":
|
|
// Phase 12 placeholder entries are content-free and never
|
|
// transition out of `draft` — they are not submittable.
|
|
return "draft";
|
|
}
|
|
}
|