7bea22b0b5
Lights up the player-defined sciences feature: a table view with sort and filter, a designer with four percent inputs and a strict sum-equals-100 gate, and a Research-sub-row integration so the planet production picker lists the user's sciences alongside the four tech buttons. Phase 21 decisions are baked back into ui/PLAN.md (no UpdateScience on the wire — write-once via createScience + removeScience; percentages instead of fractions; sciences live under the existing Research segment). Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
107 lines
5.1 KiB
Markdown
107 lines
5.1 KiB
Markdown
# Science designer UX
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A *science* is a named mix of four tech proportions —
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`drive`, `weapons`, `shields`, `cargo` — that sum to `1.0`. When a
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planet's production is set to a science, the planet's industry
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output for that turn is split between the four tech research tracks
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in those proportions
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(`game/internal/controller/planet/production.go.runScienceResearch`).
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Phase 21 lights up the CRUD list, the designer, and the
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production-picker integration. The wire and the engine validation
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are unchanged from earlier phases — only the UI is new.
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## Engine semantics in one paragraph
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`pkg/schema/fbs/order.fbs.CommandScienceCreate` carries
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`name + drive + weapons + shields + cargo` as four `float64`
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proportions. The engine validator
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(`pkg/calc/validator.go.ValidateScienceValues`) refuses any value
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outside `[0, 1]` and any sum that drifts further than its float
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tolerance from `1.0`. Names follow the universal entity-name rules
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(`pkg/util/string.go.ValidateTypeName`): trimmed, non-empty, ≤ 30
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runes, only letters / digits / combining marks / the allowed special
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set `!@#$%^*-_=+~()[]{}`, no special at start or end, ≤ 2 specials
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in a row, no whitespace. There is no `CommandScienceUpdate` on the
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wire — sciences are write-once, and an "edit" is a Remove + Create
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sequence.
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## Percent input model
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The designer presents the four proportions as percentages
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(`step="0.1"`, range `[0, 100]`) so the player can type and reason
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about whole-number splits — closer to how `game/rules.txt` describes
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sciences (`game/rules.txt:345-362`: "10 parts Drive, 5 parts
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Weapons, 30 parts Shields, 0 parts Cargo, …"). The wire shape is
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still fractions; conversion happens inside `validateScience` only on
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Save (`value / 100` for each of the four).
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The four inputs are *not* auto-rebalanced. The validator refuses a
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draft whose sum drifts further than `SUM_EPSILON_PERCENT` (`1e-3`)
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from `100`, and the form's Save button stays disabled until the sum
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matches. A live readout under the inputs displays the running total
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so the player can chase it down without trial-and-error guessing.
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The strict-sum gate is a Phase 21 decision (alternatives —
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auto-rebalance, raw-parts-with-engine-normalisation — were
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considered and rejected): keeping the input model close to "what
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gets sent on the wire" minimises surprises when the engine returns
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the science exactly as typed. See `lib/util/science-validation.ts`
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for the validator and the conversion helper.
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## Name validation
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`validateScience` runs `validateEntityName` first and returns its
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invalid-reason verbatim, so the designer's `aria-describedby`
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mapping reuses the existing translation keys for `empty`,
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`too_long`, `starts_with_special`, `ends_with_special`,
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`consecutive_specials`, `whitespace`, `disallowed_character`. A
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new key `duplicate_name` covers the UX-only check against the
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optimistic-overlay `localScience` projection — the engine would
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refuse the duplicate at submit time, but catching it locally keeps
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the Save button disabled with a clear hint instead of letting a
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red-badge `rejected` row land in the order tab.
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## Read-only view mode
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A `scienceId`-bearing URL renders the designer in view mode: a
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read-only table of the four percentages plus name, with Back and
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Delete affordances. Sciences are write-once on the wire, so there
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is no Save-edits affordance — to change a science, the player
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deletes it and creates a new one. Delete dispatches a
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`removeScience` order command; the engine refuses removals when the
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science is referenced by an active production target on any planet,
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which surfaces as `rejected` in the order tab.
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## Production-picker integration
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The planet inspector's Research sub-row
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(`lib/inspectors/planet/production.svelte`) renders the four tech
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buttons and one extra button per defined science from the player's
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`localScience` overlay. A click on a science button dispatches
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`setProductionType("SCIENCE", "<scienceName>")`, mirroring the
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wire-level `CommandPlanetProduce` shape
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(`pkg/schema/fbs/order.fbs.CommandPlanetProduce`).
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The active highlight is derived from `planet.production` — the
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display string the engine emits in the report. A science name
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shadows the matching tech display string when they collide (a
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science deliberately named `Drive` wins over the Drive tech
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button), because the wire string is ambiguous and the user clearly
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intended the named science. This is a pragmatic accept; a
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structured production tag on the wire would let us disambiguate
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without the shadow rule, but that is a separate backend concern.
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## Tests
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- `tests/science-validation.test.ts` — validator branches, percent
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→ fraction conversion, sum tolerance, duplicate-name detection.
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- `tests/table-sciences.test.ts` — table rendering, filter, sort,
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Delete dispatches `removeScience`, navigation to the designer.
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- `tests/designer-science.test.ts` — empty form Save disabled,
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live sum readout, valid Save dispatches `createScience` with
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fractions, view-mode Delete dispatches `removeScience`,
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duplicate-name guard against the overlay.
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- `tests/e2e/sciences.spec.ts` — full Playwright walkthrough:
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create → list → set planet production via the Research sub-row
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→ delete.
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