Step 9.5: add dispatch flow
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
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@ -418,3 +418,11 @@ Implementation decisions not spelled out in `memory-bank/implementation-plan.md`
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- **The distance shown on a contract is the current distance** (sim, at the server clock), which is what fuel and travel time use when dispatching now. The payout was fixed at the distance when the contract was offered (decision 0.5.11).
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- **The distance shown on a contract is the current distance** (sim, at the server clock), which is what fuel and travel time use when dispatching now. The payout was fixed at the distance when the contract was offered (decision 0.5.11).
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- **Requirements are shown as text** ("Needs Heavy Cargo 2, Long Haul 1"); whether a particular pilot meets them is shown in the dispatch sheet (Step 9.5).
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- **Requirements are shown as text** ("Needs Heavy Cargo 2, Long Haul 1"); whether a particular pilot meets them is shown in the dispatch sheet (Step 9.5).
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- **The bay selector is a native `<select>`**, which works well on phones.
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- **The bay selector is a native `<select>`**, which works well on phones.
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## Step 9.5
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- **Eligibility in the sheet comes from sim `validateDispatch`**, given the client's copy of state and the synced clock, so the client shows the same reasons the server would return. The server still decides (rule 0.1.6).
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- **Pairs are the idle ships at the pickup with their assigned pilots.** Uncrewed ships there are listed as "No pilot assigned"; ships elsewhere are not listed.
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- **Net profit = payout − fuel − pilot pay** (no pilot pay when the avatar flies; decision 0.5.12).
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- **ETA is shown twice:** in-game (`YYYY-MM-DD HH:MM`) and real local time on the device.
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- **The first eligible pair is preselected**; Confirm is disabled when none is eligible.
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@ -1,14 +1,19 @@
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import type { Contract } from "@deadhead/schema";
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import { useState } from "react";
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import { useLoadedPlayer } from "../state/actions";
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import { useLoadedPlayer } from "../state/actions";
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import { BayBoards } from "./BayBoards";
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import { BayBoards } from "./BayBoards";
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import { DispatchSheet } from "./DispatchSheet";
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import { TutorialBoard } from "./TutorialBoard";
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import { TutorialBoard } from "./TutorialBoard";
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/** Contracts: the tutorial board during the tutorial, bay boards afterwards. */
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/** Contracts: the tutorial board during the tutorial, bay boards afterwards. */
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export function Contracts() {
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export function Contracts() {
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const state = useLoadedPlayer();
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const state = useLoadedPlayer();
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const [selected, setSelected] = useState<Contract | null>(null);
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return (
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return (
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<section className="space-y-3 p-4">
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<section className="space-y-3 p-4">
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<h1 className="text-xl font-semibold">Contracts</h1>
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<h1 className="text-xl font-semibold">Contracts</h1>
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{state.tutorial ? <TutorialBoard /> : <BayBoards />}
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{state.tutorial ? <TutorialBoard /> : <BayBoards onSelect={setSelected} />}
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{selected && <DispatchSheet contract={selected} onClose={() => setSelected(null)} />}
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</section>
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</section>
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);
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);
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}
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}
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@ -0,0 +1,220 @@
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import { content } from "@deadhead/content";
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import type { Contract, PlayerState } from "@deadhead/schema";
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import { realToGame, tripFuelCost, validateDispatch, type DispatchFailure } from "@deadhead/sim";
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import { useState } from "react";
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import { useClock } from "../clock/clock";
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import { formatGameTime } from "../clock/GameClock";
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import { formatCredits, formatDuration, locationName } from "../format";
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import { location, shipModel, tripRealMs } from "../game";
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import { errorMessage, useGameAction, useLoadedPlayer } from "../state/actions";
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/** Short player-facing reasons a ship+pilot cannot take a contract. */
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export const INELIGIBLE_REASONS: Record<DispatchFailure, string> = {
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"ship-not-idle": "Ship is flying",
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"ship-not-at-origin": "Not at pickup",
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"pilot-not-idle": "Pilot is flying",
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"pilot-not-assigned": "No pilot assigned",
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"over-capacity": "Too heavy",
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"cannot-land": "Can't land there",
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"out-of-range": "Out of range",
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"cargo-skill-too-low": "Cargo skill too low",
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"long-haul-too-low": "Long Haul too low",
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"contract-expired": "Contract expired",
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"insufficient-credits": "Not enough credits for fuel",
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};
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/** Real-world arrival time on the device, e.g. "14:05". */
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export function formatLocalTime(time: number): string {
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return new Date(time).toLocaleTimeString([], { hour: "2-digit", minute: "2-digit" });
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}
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export interface PairOption {
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shipId: string;
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shipName: string;
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modelName: string;
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pilotId: string | null;
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pilotName: string | null;
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reason: string | null;
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tripMs: number;
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fuelCost: number;
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netProfit: number;
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arrivalAt: number;
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}
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/** Every ship at the contract's origin, with its pilot, numbers and eligibility. */
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export function pairOptions(state: PlayerState, contract: Contract, now: number): PairOption[] {
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const gameNow = realToGame(now, content.config);
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return state.ships
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.filter((ship) => ship.status === "idle" && ship.locationId === contract.originId)
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.map((ship) => {
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const model = shipModel(ship.modelId);
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const pilot = state.pilots.find((p) => p.assignedShipId === ship.id) ?? null;
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const tripMs = tripRealMs(model, contract.originId, contract.destinationId, now);
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const fuelCost = tripFuelCost(
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model,
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location(contract.originId),
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location(contract.destinationId),
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gameNow,
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);
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const pilotPay = pilot && !pilot.isAvatar ? content.config.pilotPayPerDelivery : 0;
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let reason: string | null = INELIGIBLE_REASONS["pilot-not-assigned"];
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if (pilot) {
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const check = validateDispatch(
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{
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ship: {
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id: ship.id,
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modelId: ship.modelId,
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locationId: ship.locationId!,
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inFlight: false,
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},
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pilot: {
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id: pilot.id,
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isAvatar: pilot.isAvatar,
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assignedShipId: pilot.assignedShipId,
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inFlight: pilot.status === "in-flight",
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skills: pilot.skills,
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},
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contract,
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tutorial: false,
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credits: state.company.credits,
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now,
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},
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content,
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);
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reason = check.ok ? null : INELIGIBLE_REASONS[check.reason];
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}
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return {
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shipId: ship.id,
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shipName: ship.name,
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modelName: model.name,
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pilotId: pilot?.id ?? null,
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pilotName: pilot?.name ?? null,
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reason,
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tripMs,
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fuelCost,
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netProfit: contract.payout - fuelCost - pilotPay,
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arrivalAt: now + tripMs,
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};
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});
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}
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/** Choose a ship and pilot for a contract, see the numbers, and confirm (Step 9.5). */
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export function DispatchSheet({ contract, onClose }: { contract: Contract; onClose: () => void }) {
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const state = useLoadedPlayer();
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const now = useClock((s) => s.now);
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const dispatch = useGameAction("createDispatch");
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const options = pairOptions(state, contract, now);
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const [chosen, setChosen] = useState<string | null>(
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options.find((o) => o.reason === null)?.shipId ?? null,
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);
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const selected = options.find((o) => o.shipId === chosen && o.reason === null);
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const confirm = () => {
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if (!selected?.pilotId) return;
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dispatch.mutate(
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{
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kind: "contract",
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contractId: contract.id,
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shipId: selected.shipId,
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pilotId: selected.pilotId,
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},
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{ onSuccess: onClose },
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);
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};
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return (
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<div className="fixed inset-0 z-20 flex items-end justify-center bg-black/60 sm:items-center">
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<div
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role="dialog"
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aria-modal="true"
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aria-labelledby="dispatch-title"
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className="max-h-[85dvh] w-full max-w-md overflow-y-auto rounded-t-xl border border-slate-700 bg-slate-900 p-4 sm:rounded-xl"
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>
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<h2 id="dispatch-title" className="text-lg font-semibold">
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{locationName(contract.originId)} → {locationName(contract.destinationId)}
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</h2>
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<p className="text-sm text-slate-400">Payout {formatCredits(contract.payout)}</p>
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{options.length === 0 ? (
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<p className="mt-3 text-sm text-slate-400">
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No idle ships at {locationName(contract.originId)}.
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</p>
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) : (
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<ul className="mt-3 space-y-2">
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{options.map((option) => (
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<li key={option.shipId}>
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<label
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aria-disabled={option.reason !== null}
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className={`block rounded-lg border p-3 text-sm ${
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option.reason
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? "border-slate-800 opacity-60"
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: chosen === option.shipId
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? "border-amber-400"
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: "border-slate-700"
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}`}
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>
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<div className="flex items-center gap-2">
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<input
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type="radio"
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name="pair"
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value={option.shipId}
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disabled={option.reason !== null}
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checked={chosen === option.shipId}
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onChange={() => setChosen(option.shipId)}
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/>
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<span className="font-medium">{option.shipName}</span>
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<span className="text-slate-400">
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{option.modelName} · {option.pilotName ?? "no pilot"}
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</span>
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</div>
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{option.reason ? (
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<p className="mt-1 text-red-400">{option.reason}</p>
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) : (
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<dl className="mt-1 grid grid-cols-2 gap-x-3 text-slate-300">
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<dt>Trip</dt>
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<dd className="tabular-nums">{formatDuration(option.tripMs)}</dd>
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<dt>Fuel</dt>
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<dd className="tabular-nums">{formatCredits(option.fuelCost)}</dd>
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<dt>Net profit</dt>
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<dd className="tabular-nums">{formatCredits(option.netProfit)}</dd>
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<dt>ETA (game)</dt>
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<dd className="tabular-nums">
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{formatGameTime(realToGame(option.arrivalAt, content.config))}
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</dd>
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<dt>ETA (real)</dt>
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<dd className="tabular-nums">{formatLocalTime(option.arrivalAt)}</dd>
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</dl>
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)}
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</label>
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</li>
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))}
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</ul>
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)}
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{dispatch.isError && (
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<p role="alert" className="mt-3 text-sm text-red-400">
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{errorMessage(dispatch.error)}
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</p>
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)}
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<div className="mt-4 flex gap-2">
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<button
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type="button"
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onClick={onClose}
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className="flex-1 rounded-lg border border-slate-700 py-2"
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>
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Cancel
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</button>
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<button
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type="button"
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onClick={confirm}
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disabled={!selected || dispatch.isPending}
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className="flex-1 rounded-lg bg-amber-500 py-2 font-semibold text-slate-950 disabled:opacity-40"
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>
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Confirm
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</button>
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</div>
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</div>
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</div>
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);
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}
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@ -0,0 +1,165 @@
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import { content } from "@deadhead/content";
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import type { Contract, Pilot, Ship } from "@deadhead/schema";
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import {
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MS_PER_HOUR,
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realToGame,
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routeDistance,
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travelTimeGameHours,
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tripFuelCost,
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} from "@deadhead/sim";
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import { screen, waitFor, within } from "@testing-library/react";
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import userEvent from "@testing-library/user-event";
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import { afterEach, beforeEach, describe, expect, it, vi } from "vitest";
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import { ApiError } from "../src/api/client";
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import { useClock } from "../src/clock/clock";
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import { formatGameTime } from "../src/clock/GameClock";
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import { formatCredits, formatDuration } from "../src/format";
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import { formatLocalTime } from "../src/screens/DispatchSheet";
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import { fakeApi, renderApp, samplePlayerState } from "./render";
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const NOW = Date.parse("2100-01-01T00:00:00Z");
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const ship = (id: string, name: string, modelId: string, pilotId: string | null): Ship => ({
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id,
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name,
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modelId,
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status: "idle",
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locationId: "earth",
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dispatchId: null,
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pilotId,
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});
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const pilot = (id: string, name: string, shipId: string, isAvatar: boolean): Pilot => ({
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id,
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name,
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isAvatar,
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xp: 0,
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level: 0,
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skills: {},
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skillPointsAvailable: 0,
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assignedShipId: shipId,
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status: "idle",
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locationId: "earth",
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});
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const marsJob: Contract = {
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id: "c-mars",
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originId: "earth",
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destinationId: "mars",
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cargoTypeId: "standard",
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tier: 0,
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massTonnes: 15,
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payout: 500_000,
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requiredSkill: null,
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requiredLongHaulLevel: 0,
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offeredAt: NOW,
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expiresAt: NOW + 3_600_000,
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firstContact: false,
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};
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const state = samplePlayerState({
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tutorial: null,
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company: { id: "c", name: "D", credits: 1_000_000 },
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bays: [{ id: "b1", locationId: "earth" }],
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ships: [
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ship("s-courier", "Dusty Mule", "courier", "avatar"),
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ship("s-freighter", "Slow Ox", "freighter", "p-rae"),
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ship("s-spare", "Spare Kettle", "courier", null),
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],
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pilots: [
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pilot("avatar", "Captain", "s-courier", true),
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pilot("p-rae", "Rae Okafor", "s-freighter", false),
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],
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});
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function api(createDispatch?: () => never) {
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return fakeApi({
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getPlayerState: () => state,
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getContractBoard: () => ({ contracts: [marsJob], periodEndsAt: NOW + 3_600_000 }),
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...(createDispatch ? { createDispatch } : {}),
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});
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}
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async function openSheet() {
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await userEvent.click(await screen.findByRole("button", { name: "Dispatch" }));
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return screen.getByRole("dialog");
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}
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const option = (dialog: HTMLElement, shipName: string) =>
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within(dialog).getByText(shipName).closest("li")!;
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describe("dispatch sheet", () => {
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beforeEach(() => {
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vi.useFakeTimers({ toFake: ["Date", "setInterval", "clearInterval"] });
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vi.setSystemTime(NOW);
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useClock.setState({ offsetMs: 0, synced: true, now: NOW });
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});
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||||||
|
afterEach(() => vi.useRealTimers());
|
||||||
|
|
||||||
|
it("shows the sim's trip time, fuel, net profit and ETAs for an eligible pair", async () => {
|
||||||
|
renderApp(api(), "/contracts");
|
||||||
|
const dialog = await openSheet();
|
||||||
|
const freighter = option(dialog, "Slow Ox");
|
||||||
|
|
||||||
|
const model = content.shipModel("freighter")!;
|
||||||
|
const earth = content.location("earth")!;
|
||||||
|
const mars = content.location("mars")!;
|
||||||
|
const gameNow = realToGame(NOW, content.config);
|
||||||
|
const tripMs =
|
||||||
|
(travelTimeGameHours(model, routeDistance(earth, mars, gameNow)) * MS_PER_HOUR) /
|
||||||
|
content.config.timeCompression;
|
||||||
|
const fuel = tripFuelCost(model, earth, mars, gameNow);
|
||||||
|
const net = marsJob.payout - fuel - content.config.pilotPayPerDelivery;
|
||||||
|
|
||||||
|
expect(within(freighter).getByRole("radio")).toBeEnabled();
|
||||||
|
expect(freighter).toHaveTextContent(`Trip${formatDuration(tripMs)}`);
|
||||||
|
expect(freighter).toHaveTextContent(`Fuel${formatCredits(fuel)}`);
|
||||||
|
expect(freighter).toHaveTextContent(`Net profit${formatCredits(net)}`);
|
||||||
|
expect(freighter).toHaveTextContent(
|
||||||
|
`ETA (game)${formatGameTime(realToGame(NOW + tripMs, content.config))}`,
|
||||||
|
);
|
||||||
|
expect(freighter).toHaveTextContent(`ETA (real)${formatLocalTime(NOW + tripMs)}`);
|
||||||
|
});
|
||||||
|
|
||||||
|
it("lists ineligible pairs disabled, with the reason", async () => {
|
||||||
|
renderApp(api(), "/contracts");
|
||||||
|
const dialog = await openSheet();
|
||||||
|
|
||||||
|
const courier = option(dialog, "Dusty Mule");
|
||||||
|
expect(within(courier).getByRole("radio")).toBeDisabled();
|
||||||
|
expect(courier).toHaveTextContent("Out of range");
|
||||||
|
|
||||||
|
const spare = option(dialog, "Spare Kettle");
|
||||||
|
expect(within(spare).getByRole("radio")).toBeDisabled();
|
||||||
|
expect(spare).toHaveTextContent("No pilot assigned");
|
||||||
|
});
|
||||||
|
|
||||||
|
it("sends the dispatch for the chosen pair on Confirm", async () => {
|
||||||
|
const fake = api();
|
||||||
|
renderApp(fake, "/contracts");
|
||||||
|
const dialog = await openSheet();
|
||||||
|
await userEvent.click(within(dialog).getByRole("button", { name: "Confirm" }));
|
||||||
|
await waitFor(() =>
|
||||||
|
expect(fake.call).toHaveBeenCalledWith("createDispatch", {
|
||||||
|
kind: "contract",
|
||||||
|
contractId: "c-mars",
|
||||||
|
shipId: "s-freighter",
|
||||||
|
pilotId: "p-rae",
|
||||||
|
}),
|
||||||
|
);
|
||||||
|
});
|
||||||
|
|
||||||
|
it("shows the server's message when the dispatch is refused", async () => {
|
||||||
|
renderApp(
|
||||||
|
api(() => {
|
||||||
|
throw new ApiError(409, "contract-expired", "This contract has expired.");
|
||||||
|
}),
|
||||||
|
"/contracts",
|
||||||
|
);
|
||||||
|
const dialog = await openSheet();
|
||||||
|
await userEvent.click(within(dialog).getByRole("button", { name: "Confirm" }));
|
||||||
|
expect(await within(dialog).findByRole("alert")).toHaveTextContent(
|
||||||
|
"This contract has expired.",
|
||||||
|
);
|
||||||
|
});
|
||||||
|
});
|
||||||
|
|
@ -89,7 +89,7 @@
|
||||||
- [x] **Step 9.2 — "While you were away" summary.** `src/components/AwaySummary.tsx`: dialog over every screen listing each unacknowledged delivery (ship or "Company loaner", route, credits, XP, discovery); "Got it" hides it at once and calls `acknowledgeSummaries`.
|
- [x] **Step 9.2 — "While you were away" summary.** `src/components/AwaySummary.tsx`: dialog over every screen listing each unacknowledged delivery (ship or "Company loaner", route, credits, XP, discovery); "Got it" hides it at once and calls `acknowledgeSummaries`.
|
||||||
- [x] **Step 9.3 — Tutorial contract board.** Contracts screen shows the tutorial board during the tutorial (`src/screens/TutorialBoard.tsx`): route, cargo, mass, payout, sim-predicted trip time (`src/game.ts`), and "Fly it" (disabled while a run is in flight; server errors shown).
|
- [x] **Step 9.3 — Tutorial contract board.** Contracts screen shows the tutorial board during the tutorial (`src/screens/TutorialBoard.tsx`): route, cargo, mass, payout, sim-predicted trip time (`src/game.ts`), and "Fly it" (disabled while a run is in flight; server errors shown).
|
||||||
- [x] **Step 9.4 — Bay contract boards.** After the tutorial the Contracts screen shows `BayBoards`: a bay selector and, per contract, route, cargo (and tier), mass, current distance, payout, required skills, live expiry countdown and a first-contact badge.
|
- [x] **Step 9.4 — Bay contract boards.** After the tutorial the Contracts screen shows `BayBoards`: a bay selector and, per contract, route, cargo (and tier), mass, current distance, payout, required skills, live expiry countdown and a first-contact badge.
|
||||||
- [ ] Step 9.5 — Dispatch flow
|
- [x] **Step 9.5 — Dispatch flow.** `src/screens/DispatchSheet.tsx`: each idle ship at the pickup with its pilot, checked with sim `validateDispatch`; eligible pairs show trip time, fuel, net profit and game/real ETA; ineligible pairs are disabled with a short reason; Confirm sends the dispatch and shows server errors.
|
||||||
- [ ] Step 9.6 — Fleet screen
|
- [ ] Step 9.6 — Fleet screen
|
||||||
- [ ] Step 9.7 — Pilots screen
|
- [ ] Step 9.7 — Pilots screen
|
||||||
- [ ] Step 9.8 — Market screen
|
- [ ] Step 9.8 — Market screen
|
||||||
|
|
|
||||||
Loading…
Reference in New Issue