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galaxy-game/ui/docs/science-designer-ux.md
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Ilia Denisov aee5f39a7e
Tests · UI / test (pull_request) Successful in 11m1s
docs(ui): F8-05 — sync inspector topic docs with the new compact rows
- order-composer.md describes the production row's apply-gate (two
  selects + ✓/✗) and the click-to-edit entry point for planetRename.
- cargo-routes-ux.md replaces the four-slot grid description with the
  new single-row dropdown + contextual actions and notes the
  "stays on the picked type" UX rule.
- science-designer-ux.md updates the production-picker integration
  description to the dropdown pair and refreshes the e2e walkthrough
  step.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-27 13:41:44 +02:00

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# Science designer UX
A *science* is a named mix of four tech proportions —
`drive`, `weapons`, `shields`, `cargo` — that sum to `1.0`. When a
planet's production is set to a science, the planet's industry
output for that turn is split between the four tech research tracks
in those proportions
(`game/internal/controller/planet/production.go.runScienceResearch`).
The CRUD list, the designer, and the production-picker integration
are provided by the UI; the wire and engine validation are handled
by the backend.
## Engine semantics in one paragraph
`pkg/schema/fbs/order.fbs.CommandScienceCreate` carries
`name + drive + weapons + shields + cargo` as four `float64`
proportions. The engine validator
(`pkg/calc/validator.go.ValidateScienceValues`) refuses any value
outside `[0, 1]` and any sum that drifts further than its float
tolerance from `1.0`. Names follow the universal entity-name rules
(`pkg/util/string.go.ValidateTypeName`): trimmed, non-empty, ≤ 30
runes, only letters / digits / combining marks / the allowed special
set `!@#$%^*-_=+~()[]{}`, no special at start or end, ≤ 2 specials
in a row, no whitespace. There is no `CommandScienceUpdate` on the
wire — sciences are write-once, and an "edit" is a Remove + Create
sequence.
## Percent input model
The designer presents the four proportions as percentages
(`step="0.1"`, range `[0, 100]`) so the player can type and reason
about whole-number splits — closer to how `game/rules.txt` describes
sciences (`game/rules.txt:345-362`: "10 parts Drive, 5 parts
Weapons, 30 parts Shields, 0 parts Cargo, …"). The wire shape is
still fractions; conversion happens inside `validateScience` only on
Save (`value / 100` for each of the four).
The four inputs are *not* auto-rebalanced. The validator refuses a
draft whose sum drifts further than `SUM_EPSILON_PERCENT` (`1e-3`)
from `100`, and the form's Save button stays disabled until the sum
matches. A live readout under the inputs displays the running total
so the player can chase it down without trial-and-error guessing.
The strict-sum gate was chosen over alternatives — auto-rebalance
and raw-parts-with-engine-normalisation — because keeping the input
model close to "what gets sent on the wire" minimises surprises when
the engine returns the science exactly as typed. See
`lib/util/science-validation.ts` for the validator and the
conversion helper.
## Name validation
`validateScience` runs `validateEntityName` first and returns its
invalid-reason verbatim, so the designer's `aria-describedby`
mapping reuses the existing translation keys for `empty`,
`too_long`, `starts_with_special`, `ends_with_special`,
`consecutive_specials`, `whitespace`, `disallowed_character`. A
new key `duplicate_name` covers the UX-only check against the
optimistic-overlay `localScience` projection — the engine would
refuse the duplicate at submit time, but catching it locally keeps
the Save button disabled with a clear hint instead of letting a
red-badge `rejected` row land in the order tab.
## Read-only view mode
A `scienceId`-bearing URL renders the designer in view mode: a
read-only table of the four percentages plus name, with Back and
Delete affordances. Sciences are write-once on the wire, so there
is no Save-edits affordance — to change a science, the player
deletes it and creates a new one. Delete dispatches a
`removeScience` order command; the engine refuses removals when the
science is referenced by an active production target on any planet,
which surfaces as `rejected` in the order tab.
## Production-picker integration
The planet inspector's production row
(`lib/inspectors/planet/production.svelte`) is two `<select>`s
plus a green ✓ apply / yellow ✗ cancel pair after F8-05. With
the primary picker on `research`, the secondary picker lists the
four tech display strings and one extra option per defined
science from the player's `localScience` overlay. Picking a
science target and pressing ✓ dispatches
`setProductionType("SCIENCE", "<scienceName>")`, mirroring the
wire-level `CommandPlanetProduce` shape
(`pkg/schema/fbs/order.fbs.CommandPlanetProduce`).
The active value of both selects is derived from
`planet.production` — the display string the engine emits in the
report. A science name shadows the matching tech display string
when they collide (a science deliberately named `Drive` wins over
the Drive tech option), because the wire string is ambiguous and
the user clearly intended the named science. This is a pragmatic
accept; a structured production tag on the wire would let us
disambiguate without the shadow rule, but that is a separate
backend concern.
## Tests
- `tests/science-validation.test.ts` — validator branches, percent
→ fraction conversion, sum tolerance, duplicate-name detection.
- `tests/table-sciences.test.ts` — table rendering, filter, sort,
Delete dispatches `removeScience`, navigation to the designer.
- `tests/designer-science.test.ts` — empty form Save disabled,
live sum readout, valid Save dispatches `createScience` with
fractions, view-mode Delete dispatches `removeScience`,
duplicate-name guard against the overlay.
- `tests/e2e/sciences.spec.ts` — full Playwright walkthrough:
create → list → set planet production via the research/target
dropdown pair + ✓ apply → delete.