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galaxy-game/ui/frontend/src/lib/active-view/designer-science.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

440 lines
12 KiB
Svelte

<!--
Phase 21 science designer. Two modes driven by the optional
`scienceId` URL segment:
- **new (no scienceId)** — empty form with four percent fields
plus name. Save is disabled until `validateScience` returns
`ok`; the localised tooltip mirrors `validateEntityName`'s
invalid-reason messages and the value-rule mirrors the engine's
`pkg/calc/validator.go.ValidateScienceValues`. Save adds a
`createScience` to the local order draft (with the four
percentages converted to fractions in `[0, 1]`) and returns to
the table.
- **view (scienceId set)** — read-only render of the matching row
from the optimistic overlay. Sciences are defined once and
cannot be modified after creation (Phase 21 decision: the wire
has only Create + Remove, no Update); the view exposes a Delete
affordance (engine-side checks ensure the science is not
referenced by an active production target) and a Back button.
The four tech proportions are entered as percentages (`step="0.1"`)
with a strict sum-equals-100 gate. The running sum is shown live so
the player can chase it down; conversion to wire fractions happens
inside `validateScience` only on Save. The choice of percent vs.
fractions is a Phase 21 decision documented in
`ui/docs/science-designer-ux.md`.
-->
<script lang="ts">
import { getContext, tick } from "svelte";
import { activeView } from "$lib/app-nav.svelte";
import type { ScienceSummary } from "../../api/game-state";
import { i18n, type TranslationKey } from "$lib/i18n/index.svelte";
import {
RENDERED_REPORT_CONTEXT_KEY,
type RenderedReportSource,
} from "$lib/rendered-report.svelte";
import {
ORDER_DRAFT_CONTEXT_KEY,
OrderDraftStore,
} from "../../sync/order-draft.svelte";
import {
fractionsToPercent,
validateScience,
type ScienceInvalidReason,
} from "$lib/util/science-validation";
import { formatPercent } from "$lib/util/number-format";
const rendered = getContext<RenderedReportSource | undefined>(
RENDERED_REPORT_CONTEXT_KEY,
);
const draft = getContext<OrderDraftStore | undefined>(
ORDER_DRAFT_CONTEXT_KEY,
);
// `scienceId` is the only sub-parameter the science designer needs;
// the active game id is implicit (the shell only mounts this view
// for the active game) and is read from `appScreen` where required.
let { scienceId = "" }: { scienceId?: string } = $props();
const isViewMode = $derived(scienceId !== "");
const localScience = $derived<ScienceSummary[]>(
rendered?.report?.localScience ?? [],
);
const existingNames = $derived(localScience.map((sci) => sci.name));
const viewing = $derived(
isViewMode
? (localScience.find((sci) => sci.name === scienceId) ?? null)
: null,
);
const viewingPercent = $derived(
viewing === null ? null : fractionsToPercent(viewing),
);
let name = $state("");
let drive = $state(0);
let weapons = $state(0);
let shields = $state(0);
let cargo = $state(0);
let nameInputEl: HTMLInputElement | null = $state(null);
const invalidReasonKeyMap: Record<ScienceInvalidReason, TranslationKey> = {
empty: "game.designer.science.invalid.empty",
too_long: "game.designer.science.invalid.too_long",
starts_with_special: "game.designer.science.invalid.starts_with_special",
ends_with_special: "game.designer.science.invalid.ends_with_special",
consecutive_specials: "game.designer.science.invalid.consecutive_specials",
whitespace: "game.designer.science.invalid.whitespace",
disallowed_character: "game.designer.science.invalid.disallowed_character",
duplicate_name: "game.designer.science.invalid.duplicate_name",
drive_value: "game.designer.science.invalid.drive_value",
weapons_value: "game.designer.science.invalid.weapons_value",
shields_value: "game.designer.science.invalid.shields_value",
cargo_value: "game.designer.science.invalid.cargo_value",
sum_not_hundred: "game.designer.science.invalid.sum_not_hundred",
};
const validation = $derived(
validateScience(
{ name, drive, weapons, shields, cargo },
{ existingNames },
),
);
const invalidMessage = $derived(
validation.ok ? "" : i18n.t(invalidReasonKeyMap[validation.reason]),
);
const canSave = $derived(validation.ok && draft !== undefined);
const sumPercent = $derived(drive + weapons + shields + cargo);
const sumDisplay = $derived(sumPercent.toFixed(1));
$effect(() => {
if (!isViewMode) {
void tick().then(() => nameInputEl?.focus());
}
});
function backToTable(): void {
activeView.select("table", { tableEntity: "sciences" });
}
async function save(): Promise<void> {
if (!validation.ok || draft === undefined) return;
await draft.add({
kind: "createScience",
id: crypto.randomUUID(),
name: validation.value.name,
drive: validation.value.drive,
weapons: validation.value.weapons,
shields: validation.value.shields,
cargo: validation.value.cargo,
});
backToTable();
}
async function deleteThis(): Promise<void> {
if (viewing === null || draft === undefined) return;
await draft.add({
kind: "removeScience",
id: crypto.randomUUID(),
name: viewing.name,
});
backToTable();
}
</script>
<section
class="active-view"
data-testid="active-view-designer-science"
data-mode={isViewMode ? "view" : "new"}
>
{#if isViewMode}
{#if viewing === null || viewingPercent === null}
<h2>{i18n.t("game.view.designer.science")}</h2>
<p class="not-found" data-testid="designer-science-not-found">
{i18n.t("game.designer.science.not_found", { name: scienceId })}
</p>
<div class="actions">
<button
type="button"
data-testid="designer-science-back"
onclick={backToTable}
>
{i18n.t("game.designer.science.action.back")}
</button>
</div>
{:else}
<h2 data-testid="designer-science-title">
{i18n.t("game.designer.science.title.view", { name: viewing.name })}
</h2>
<p class="notice" data-testid="designer-science-notice">
{i18n.t("game.designer.science.read_only_notice")}
</p>
<dl class="fields">
<div class="field">
<dt>{i18n.t("game.designer.science.field.name")}</dt>
<dd data-testid="designer-science-view-name">{viewing.name}</dd>
</div>
<div class="field">
<dt>{i18n.t("game.designer.science.field.drive")}</dt>
<dd data-testid="designer-science-view-drive">
{formatPercent(viewing.drive)}
</dd>
</div>
<div class="field">
<dt>{i18n.t("game.designer.science.field.weapons")}</dt>
<dd data-testid="designer-science-view-weapons">
{formatPercent(viewing.weapons)}
</dd>
</div>
<div class="field">
<dt>{i18n.t("game.designer.science.field.shields")}</dt>
<dd data-testid="designer-science-view-shields">
{formatPercent(viewing.shields)}
</dd>
</div>
<div class="field">
<dt>{i18n.t("game.designer.science.field.cargo")}</dt>
<dd data-testid="designer-science-view-cargo">
{formatPercent(viewing.cargo)}
</dd>
</div>
</dl>
<div class="actions">
<button
type="button"
class="back"
data-testid="designer-science-back"
onclick={backToTable}
>
{i18n.t("game.designer.science.action.back")}
</button>
<button
type="button"
class="delete"
data-testid="designer-science-delete"
disabled={draft === undefined}
onclick={() => void deleteThis()}
>
{i18n.t("game.designer.science.action.delete")}
</button>
</div>
{/if}
{:else}
<h2 data-testid="designer-science-title">
{i18n.t("game.designer.science.title.new")}
</h2>
<p class="hint" data-testid="designer-science-hint">
{i18n.t("game.designer.science.hint.values")}
</p>
<form
class="form"
data-testid="designer-science-form"
onsubmit={(event) => {
event.preventDefault();
void save();
}}
>
<label class="row">
<span>{i18n.t("game.designer.science.field.name")}</span>
<input
type="text"
bind:this={nameInputEl}
bind:value={name}
data-testid="designer-science-input-name"
maxlength="30"
aria-invalid={validation.ok ? "false" : "true"}
/>
</label>
<label class="row">
<span>{i18n.t("game.designer.science.field.drive")}</span>
<input
type="number"
step="0.1"
min="0"
max="100"
bind:value={drive}
data-testid="designer-science-input-drive"
/>
</label>
<label class="row">
<span>{i18n.t("game.designer.science.field.weapons")}</span>
<input
type="number"
step="0.1"
min="0"
max="100"
bind:value={weapons}
data-testid="designer-science-input-weapons"
/>
</label>
<label class="row">
<span>{i18n.t("game.designer.science.field.shields")}</span>
<input
type="number"
step="0.1"
min="0"
max="100"
bind:value={shields}
data-testid="designer-science-input-shields"
/>
</label>
<label class="row">
<span>{i18n.t("game.designer.science.field.cargo")}</span>
<input
type="number"
step="0.1"
min="0"
max="100"
bind:value={cargo}
data-testid="designer-science-input-cargo"
/>
</label>
<p
class="sum"
data-testid="designer-science-sum"
data-sum-ok={validation.ok || (validation.reason !== "sum_not_hundred")
? "true"
: "false"}
>
{i18n.t("game.designer.science.field.sum", { value: sumDisplay })}
</p>
{#if !validation.ok}
<p class="error" data-testid="designer-science-error">
{invalidMessage}
</p>
{/if}
<div class="actions">
<button
type="button"
class="cancel"
data-testid="designer-science-cancel"
onclick={backToTable}
>
{i18n.t("game.designer.science.action.cancel")}
</button>
<button
type="submit"
class="save"
data-testid="designer-science-save"
disabled={!canSave}
title={canSave ? "" : invalidMessage}
>
{i18n.t("game.designer.science.action.save")}
</button>
</div>
</form>
{/if}
</section>
<style>
.active-view {
padding: 1.5rem;
font-family: system-ui, sans-serif;
display: flex;
flex-direction: column;
gap: 0.85rem;
}
.active-view h2 {
margin: 0;
font-size: 1.1rem;
}
.notice,
.hint,
.not-found {
margin: 0;
color: var(--color-text-muted);
font-size: 0.85rem;
}
.form {
display: flex;
flex-direction: column;
gap: 0.55rem;
max-width: 30rem;
}
.row {
display: grid;
grid-template-columns: 8rem 1fr;
align-items: center;
gap: 0.6rem;
}
.row span {
color: var(--color-text-muted);
font-size: 0.85rem;
}
.row input {
font: inherit;
padding: 0.3rem 0.5rem;
background: var(--color-bg);
color: var(--color-text);
border: 1px solid var(--color-border);
border-radius: 3px;
}
.row input[aria-invalid="true"] {
border-color: var(--color-danger);
}
.sum {
margin: 0;
font-size: 0.85rem;
color: var(--color-text-muted);
}
.sum[data-sum-ok="false"] {
color: var(--color-danger);
}
.error {
margin: 0;
font-size: 0.8rem;
color: var(--color-danger);
}
.fields {
margin: 0;
display: grid;
grid-template-columns: max-content 1fr;
row-gap: 0.25rem;
column-gap: 0.75rem;
max-width: 30rem;
}
.field {
display: contents;
}
.field dt {
color: var(--color-text-muted);
font-size: 0.85rem;
}
.field dd {
margin: 0;
font-variant-numeric: tabular-nums;
font-size: 0.9rem;
}
.actions {
display: flex;
gap: 0.5rem;
}
.actions button {
font: inherit;
font-size: 0.9rem;
padding: 0.3rem 0.7rem;
background: transparent;
color: var(--color-text-muted);
border: 1px solid var(--color-border);
border-radius: 3px;
cursor: pointer;
}
.actions button:not(:disabled):hover {
color: var(--color-text);
border-color: var(--color-accent);
}
.actions button:disabled {
cursor: not-allowed;
opacity: 0.5;
}
.actions .delete {
color: var(--color-danger);
}
.actions .delete:not(:disabled):hover {
border-color: var(--color-danger);
color: var(--color-danger);
}
</style>