b31d9f4c45
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>
440 lines
12 KiB
Svelte
440 lines
12 KiB
Svelte
<!--
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Phase 21 science designer. Two modes driven by the optional
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`scienceId` URL segment:
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- **new (no scienceId)** — empty form with four percent fields
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plus name. Save is disabled until `validateScience` returns
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`ok`; the localised tooltip mirrors `validateEntityName`'s
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invalid-reason messages and the value-rule mirrors the engine's
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`pkg/calc/validator.go.ValidateScienceValues`. Save adds a
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`createScience` to the local order draft (with the four
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percentages converted to fractions in `[0, 1]`) and returns to
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the table.
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- **view (scienceId set)** — read-only render of the matching row
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from the optimistic overlay. Sciences are defined once and
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cannot be modified after creation (Phase 21 decision: the wire
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has only Create + Remove, no Update); the view exposes a Delete
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affordance (engine-side checks ensure the science is not
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referenced by an active production target) and a Back button.
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The four tech proportions are entered as percentages (`step="0.1"`)
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with a strict sum-equals-100 gate. The running sum is shown live so
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the player can chase it down; conversion to wire fractions happens
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inside `validateScience` only on Save. The choice of percent vs.
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fractions is a Phase 21 decision documented in
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`ui/docs/science-designer-ux.md`.
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-->
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<script lang="ts">
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import { getContext, tick } from "svelte";
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import { activeView } from "$lib/app-nav.svelte";
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import type { ScienceSummary } from "../../api/game-state";
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import { i18n, type TranslationKey } from "$lib/i18n/index.svelte";
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import {
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RENDERED_REPORT_CONTEXT_KEY,
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type RenderedReportSource,
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} from "$lib/rendered-report.svelte";
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import {
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ORDER_DRAFT_CONTEXT_KEY,
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OrderDraftStore,
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} from "../../sync/order-draft.svelte";
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import {
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fractionsToPercent,
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validateScience,
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type ScienceInvalidReason,
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} from "$lib/util/science-validation";
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import { formatPercent } from "$lib/util/number-format";
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const rendered = getContext<RenderedReportSource | undefined>(
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RENDERED_REPORT_CONTEXT_KEY,
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);
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const draft = getContext<OrderDraftStore | undefined>(
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ORDER_DRAFT_CONTEXT_KEY,
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);
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// `scienceId` is the only sub-parameter the science designer needs;
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// the active game id is implicit (the shell only mounts this view
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// for the active game) and is read from `appScreen` where required.
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let { scienceId = "" }: { scienceId?: string } = $props();
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const isViewMode = $derived(scienceId !== "");
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const localScience = $derived<ScienceSummary[]>(
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rendered?.report?.localScience ?? [],
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);
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const existingNames = $derived(localScience.map((sci) => sci.name));
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const viewing = $derived(
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isViewMode
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? (localScience.find((sci) => sci.name === scienceId) ?? null)
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: null,
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);
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const viewingPercent = $derived(
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viewing === null ? null : fractionsToPercent(viewing),
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);
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let name = $state("");
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let drive = $state(0);
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let weapons = $state(0);
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let shields = $state(0);
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let cargo = $state(0);
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let nameInputEl: HTMLInputElement | null = $state(null);
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const invalidReasonKeyMap: Record<ScienceInvalidReason, TranslationKey> = {
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empty: "game.designer.science.invalid.empty",
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too_long: "game.designer.science.invalid.too_long",
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starts_with_special: "game.designer.science.invalid.starts_with_special",
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ends_with_special: "game.designer.science.invalid.ends_with_special",
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consecutive_specials: "game.designer.science.invalid.consecutive_specials",
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whitespace: "game.designer.science.invalid.whitespace",
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disallowed_character: "game.designer.science.invalid.disallowed_character",
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duplicate_name: "game.designer.science.invalid.duplicate_name",
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drive_value: "game.designer.science.invalid.drive_value",
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weapons_value: "game.designer.science.invalid.weapons_value",
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shields_value: "game.designer.science.invalid.shields_value",
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cargo_value: "game.designer.science.invalid.cargo_value",
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sum_not_hundred: "game.designer.science.invalid.sum_not_hundred",
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};
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const validation = $derived(
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validateScience(
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{ name, drive, weapons, shields, cargo },
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{ existingNames },
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),
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);
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const invalidMessage = $derived(
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validation.ok ? "" : i18n.t(invalidReasonKeyMap[validation.reason]),
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);
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const canSave = $derived(validation.ok && draft !== undefined);
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const sumPercent = $derived(drive + weapons + shields + cargo);
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const sumDisplay = $derived(sumPercent.toFixed(1));
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$effect(() => {
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if (!isViewMode) {
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void tick().then(() => nameInputEl?.focus());
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}
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});
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function backToTable(): void {
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activeView.select("table", { tableEntity: "sciences" });
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}
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async function save(): Promise<void> {
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if (!validation.ok || draft === undefined) return;
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await draft.add({
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kind: "createScience",
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id: crypto.randomUUID(),
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name: validation.value.name,
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drive: validation.value.drive,
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weapons: validation.value.weapons,
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shields: validation.value.shields,
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cargo: validation.value.cargo,
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});
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backToTable();
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}
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async function deleteThis(): Promise<void> {
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if (viewing === null || draft === undefined) return;
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await draft.add({
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kind: "removeScience",
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id: crypto.randomUUID(),
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name: viewing.name,
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});
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backToTable();
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}
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</script>
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<section
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class="active-view"
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data-testid="active-view-designer-science"
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data-mode={isViewMode ? "view" : "new"}
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>
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{#if isViewMode}
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{#if viewing === null || viewingPercent === null}
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<h2>{i18n.t("game.view.designer.science")}</h2>
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<p class="not-found" data-testid="designer-science-not-found">
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{i18n.t("game.designer.science.not_found", { name: scienceId })}
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</p>
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<div class="actions">
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<button
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type="button"
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data-testid="designer-science-back"
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onclick={backToTable}
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>
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{i18n.t("game.designer.science.action.back")}
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</button>
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</div>
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{:else}
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<h2 data-testid="designer-science-title">
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{i18n.t("game.designer.science.title.view", { name: viewing.name })}
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</h2>
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<p class="notice" data-testid="designer-science-notice">
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{i18n.t("game.designer.science.read_only_notice")}
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</p>
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<dl class="fields">
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<div class="field">
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<dt>{i18n.t("game.designer.science.field.name")}</dt>
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<dd data-testid="designer-science-view-name">{viewing.name}</dd>
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</div>
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<div class="field">
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<dt>{i18n.t("game.designer.science.field.drive")}</dt>
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<dd data-testid="designer-science-view-drive">
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{formatPercent(viewing.drive)}
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</dd>
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</div>
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<div class="field">
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<dt>{i18n.t("game.designer.science.field.weapons")}</dt>
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<dd data-testid="designer-science-view-weapons">
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{formatPercent(viewing.weapons)}
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</dd>
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</div>
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<div class="field">
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<dt>{i18n.t("game.designer.science.field.shields")}</dt>
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<dd data-testid="designer-science-view-shields">
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{formatPercent(viewing.shields)}
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</dd>
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</div>
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<div class="field">
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<dt>{i18n.t("game.designer.science.field.cargo")}</dt>
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<dd data-testid="designer-science-view-cargo">
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{formatPercent(viewing.cargo)}
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</dd>
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</div>
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</dl>
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<div class="actions">
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<button
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type="button"
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class="back"
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data-testid="designer-science-back"
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onclick={backToTable}
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>
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{i18n.t("game.designer.science.action.back")}
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</button>
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<button
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type="button"
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class="delete"
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data-testid="designer-science-delete"
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disabled={draft === undefined}
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onclick={() => void deleteThis()}
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>
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{i18n.t("game.designer.science.action.delete")}
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</button>
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</div>
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{/if}
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{:else}
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<h2 data-testid="designer-science-title">
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{i18n.t("game.designer.science.title.new")}
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</h2>
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<p class="hint" data-testid="designer-science-hint">
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{i18n.t("game.designer.science.hint.values")}
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</p>
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<form
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class="form"
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data-testid="designer-science-form"
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onsubmit={(event) => {
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event.preventDefault();
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void save();
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}}
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>
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<label class="row">
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<span>{i18n.t("game.designer.science.field.name")}</span>
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<input
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type="text"
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bind:this={nameInputEl}
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bind:value={name}
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data-testid="designer-science-input-name"
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maxlength="30"
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aria-invalid={validation.ok ? "false" : "true"}
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/>
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</label>
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<label class="row">
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<span>{i18n.t("game.designer.science.field.drive")}</span>
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<input
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type="number"
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step="0.1"
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min="0"
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max="100"
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bind:value={drive}
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data-testid="designer-science-input-drive"
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/>
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</label>
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<label class="row">
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<span>{i18n.t("game.designer.science.field.weapons")}</span>
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<input
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type="number"
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step="0.1"
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min="0"
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max="100"
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bind:value={weapons}
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data-testid="designer-science-input-weapons"
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/>
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</label>
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<label class="row">
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<span>{i18n.t("game.designer.science.field.shields")}</span>
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<input
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type="number"
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step="0.1"
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min="0"
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max="100"
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bind:value={shields}
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data-testid="designer-science-input-shields"
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/>
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</label>
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<label class="row">
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<span>{i18n.t("game.designer.science.field.cargo")}</span>
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<input
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type="number"
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step="0.1"
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min="0"
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max="100"
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bind:value={cargo}
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data-testid="designer-science-input-cargo"
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/>
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</label>
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<p
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class="sum"
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data-testid="designer-science-sum"
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data-sum-ok={validation.ok || (validation.reason !== "sum_not_hundred")
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? "true"
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: "false"}
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>
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{i18n.t("game.designer.science.field.sum", { value: sumDisplay })}
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</p>
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{#if !validation.ok}
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<p class="error" data-testid="designer-science-error">
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{invalidMessage}
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</p>
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{/if}
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<div class="actions">
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<button
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type="button"
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class="cancel"
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data-testid="designer-science-cancel"
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onclick={backToTable}
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>
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{i18n.t("game.designer.science.action.cancel")}
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</button>
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<button
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type="submit"
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class="save"
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data-testid="designer-science-save"
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disabled={!canSave}
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title={canSave ? "" : invalidMessage}
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>
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{i18n.t("game.designer.science.action.save")}
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</button>
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</div>
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</form>
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{/if}
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</section>
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<style>
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.active-view {
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padding: 1.5rem;
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font-family: system-ui, sans-serif;
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display: flex;
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flex-direction: column;
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gap: 0.85rem;
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}
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.active-view h2 {
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margin: 0;
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font-size: 1.1rem;
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}
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.notice,
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.hint,
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.not-found {
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margin: 0;
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color: var(--color-text-muted);
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font-size: 0.85rem;
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}
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.form {
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display: flex;
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flex-direction: column;
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gap: 0.55rem;
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max-width: 30rem;
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}
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.row {
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display: grid;
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grid-template-columns: 8rem 1fr;
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align-items: center;
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gap: 0.6rem;
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}
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.row span {
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color: var(--color-text-muted);
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font-size: 0.85rem;
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}
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.row input {
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font: inherit;
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padding: 0.3rem 0.5rem;
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background: var(--color-bg);
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color: var(--color-text);
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border: 1px solid var(--color-border);
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border-radius: 3px;
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}
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.row input[aria-invalid="true"] {
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border-color: var(--color-danger);
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}
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.sum {
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margin: 0;
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font-size: 0.85rem;
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color: var(--color-text-muted);
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}
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.sum[data-sum-ok="false"] {
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color: var(--color-danger);
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}
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.error {
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margin: 0;
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font-size: 0.8rem;
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color: var(--color-danger);
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}
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.fields {
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margin: 0;
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display: grid;
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grid-template-columns: max-content 1fr;
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row-gap: 0.25rem;
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column-gap: 0.75rem;
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max-width: 30rem;
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}
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.field {
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display: contents;
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}
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.field dt {
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color: var(--color-text-muted);
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font-size: 0.85rem;
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}
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.field dd {
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margin: 0;
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font-variant-numeric: tabular-nums;
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font-size: 0.9rem;
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}
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.actions {
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display: flex;
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gap: 0.5rem;
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}
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.actions button {
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font: inherit;
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font-size: 0.9rem;
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padding: 0.3rem 0.7rem;
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background: transparent;
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color: var(--color-text-muted);
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border: 1px solid var(--color-border);
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border-radius: 3px;
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cursor: pointer;
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}
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.actions button:not(:disabled):hover {
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color: var(--color-text);
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|
border-color: var(--color-accent);
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}
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|
.actions button:disabled {
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cursor: not-allowed;
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opacity: 0.5;
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}
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.actions .delete {
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color: var(--color-danger);
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}
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.actions .delete:not(:disabled):hover {
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border-color: var(--color-danger);
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color: var(--color-danger);
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}
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</style>
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