Step 9.4: add bay contract boards

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
fireshaper 2026-10-03 02:11:33 -04:00
parent 8f7444b7ec
commit ea31eeab59
5 changed files with 253 additions and 6 deletions

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@ -412,3 +412,9 @@ Implementation decisions not spelled out in `memory-bank/implementation-plan.md`
- **Trip-time predictions use sim with the content the server uses** (`src/game.ts`: distance at the current server time, `travelTimeGameHours`, converted to real time). They are predictions only (rule 0.1.6). - **Trip-time predictions use sim with the content the server uses** (`src/game.ts`: distance at the current server time, `travelTimeGameHours`, converted to real time). They are predictions only (rule 0.1.6).
- **Boards are TanStack queries under the `["board", …]` key**, which every game action invalidates, so a flown contract disappears from the list. - **Boards are TanStack queries under the `["board", …]` key**, which every game action invalidates, so a flown contract disappears from the list.
## Step 9.4
- **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).
- **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).
- **The bay selector is a native `<select>`**, which works well on phones.

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@ -0,0 +1,137 @@
import type { Contract } from "@deadhead/schema";
import { useQuery } from "@tanstack/react-query";
import { useState } from "react";
import { useApi } from "../api/context";
import { useClock } from "../clock/clock";
import { Countdown } from "../components/Countdown";
import { cargoName, formatCredits, formatMillionKm, locationName, skillName } from "../format";
import { distanceAt } from "../game";
import { useLoadedPlayer } from "../state/actions";
export const bayBoardKey = (locationId: string) => ["board", "bay", locationId] as const;
/** Skills a contract needs, e.g. "Heavy Cargo 2, Long Haul 1", or null. */
export function requirementsText(contract: Contract): string | null {
const parts = [
contract.requiredSkill
? `${skillName(contract.requiredSkill.skillId)} ${contract.requiredSkill.level}`
: null,
contract.requiredLongHaulLevel > 0 ? `Long Haul ${contract.requiredLongHaulLevel}` : null,
].filter((p): p is string => p !== null);
return parts.length > 0 ? parts.join(", ") : null;
}
/** Contract boards for the player's bays (Step 9.4). */
export function BayBoards({ onSelect }: { onSelect?: (contract: Contract) => void }) {
const state = useLoadedPlayer();
const [selected, setSelected] = useState(state.bays[0]?.locationId);
const bayId = state.bays.some((b) => b.locationId === selected)
? selected
: state.bays[0]?.locationId;
if (!bayId) {
return (
<p className="text-sm text-slate-400">
You have no bays yet. Lease one on the Places screen to get contracts.
</p>
);
}
return (
<div className="space-y-3">
<label className="flex items-center gap-2 text-sm">
<span className="text-slate-400">Bay</span>
<select
aria-label="Bay"
value={bayId}
onChange={(e) => setSelected(e.target.value)}
className="rounded-md border border-slate-700 bg-slate-900 px-2 py-1"
>
{state.bays.map((bay) => (
<option key={bay.id} value={bay.locationId}>
{locationName(bay.locationId)}
</option>
))}
</select>
</label>
<BayBoard locationId={bayId} onSelect={onSelect} />
</div>
);
}
function BayBoard({
locationId,
onSelect,
}: {
locationId: string;
onSelect?: (contract: Contract) => void;
}) {
const api = useApi();
const now = useClock((s) => s.now);
const board = useQuery({
queryKey: bayBoardKey(locationId),
queryFn: () => api.call("getContractBoard", { locationId }),
});
if (board.isPending) return <p className="text-slate-400">Loading contracts…</p>;
if (board.isError) {
return (
<div role="alert" className="text-red-400">
Could not load contracts.{" "}
<button type="button" className="underline" onClick={() => void board.refetch()}>
Retry
</button>
</div>
);
}
if (board.data.contracts.length === 0) {
return (
<p className="text-sm text-slate-400">No contracts left this period. Check back soon.</p>
);
}
return (
<ul className="space-y-2">
{board.data.contracts.map((contract) => {
const requirements = requirementsText(contract);
return (
<li key={contract.id} className="rounded-lg border border-slate-800 p-3">
<div className="flex items-baseline justify-between gap-2">
<span className="font-medium">
{locationName(contract.originId)} → {locationName(contract.destinationId)}
{contract.firstContact && (
<span className="ml-2 rounded bg-amber-500/20 px-1.5 py-0.5 text-xs text-amber-300">
First contact
</span>
)}
</span>
<span className="font-semibold tabular-nums text-emerald-400">
{formatCredits(contract.payout)}
</span>
</div>
<div className="mt-1 text-sm text-slate-400">
{cargoName(contract.cargoTypeId)}
{contract.tier > 0 && ` (tier ${contract.tier})`} · {contract.massTonnes} t ·{" "}
{formatMillionKm(distanceAt(contract.originId, contract.destinationId, now))}
</div>
<div className="mt-1 flex items-center justify-between gap-2 text-sm">
<span className="text-slate-400">
{requirements ? `Needs ${requirements}` : "No skills needed"} · expires in{" "}
<Countdown to={contract.expiresAt} done="expired" />
</span>
{onSelect && (
<button
type="button"
onClick={() => onSelect(contract)}
className="shrink-0 rounded-md bg-amber-500 px-3 py-1 font-semibold text-slate-950"
>
Dispatch
</button>
)}
</div>
</li>
);
})}
</ul>
);
}

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@ -1,4 +1,5 @@
import { useLoadedPlayer } from "../state/actions"; import { useLoadedPlayer } from "../state/actions";
import { BayBoards } from "./BayBoards";
import { TutorialBoard } from "./TutorialBoard"; import { TutorialBoard } from "./TutorialBoard";
/** Contracts: the tutorial board during the tutorial, bay boards afterwards. */ /** Contracts: the tutorial board during the tutorial, bay boards afterwards. */
@ -7,11 +8,7 @@ export function Contracts() {
return ( return (
<section className="space-y-3 p-4"> <section className="space-y-3 p-4">
<h1 className="text-xl font-semibold">Contracts</h1> <h1 className="text-xl font-semibold">Contracts</h1>
{state.tutorial ? ( {state.tutorial ? <TutorialBoard /> : <BayBoards />}
<TutorialBoard />
) : (
<p className="text-sm text-slate-400">Bay boards coming soon.</p>
)}
</section> </section>
); );
} }

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@ -0,0 +1,107 @@
import type { Contract } from "@deadhead/schema";
import { screen, within } from "@testing-library/react";
import userEvent from "@testing-library/user-event";
import { afterEach, beforeEach, describe, expect, it, vi } from "vitest";
import { useClock } from "../src/clock/clock";
import { fakeApi, renderApp, samplePlayerState } from "./render";
const NOW = Date.parse("2100-01-01T00:00:00Z");
const contract = (overrides: Partial<Contract>): Contract => ({
id: "c",
originId: "earth",
destinationId: "moon",
cargoTypeId: "standard",
tier: 0,
massTonnes: 50,
payout: 2000,
requiredSkill: null,
requiredLongHaulLevel: 0,
offeredAt: NOW,
expiresAt: NOW + 30 * 60_000,
firstContact: false,
...overrides,
});
const boards: Record<string, Contract[]> = {
earth: [
contract({ id: "e1", payout: 1999 }),
contract({
id: "e2",
destinationId: "mars",
cargoTypeId: "heavy",
tier: 2,
requiredSkill: { skillId: "heavy-cargo", level: 2 },
requiredLongHaulLevel: 1,
firstContact: true,
payout: 88_000,
}),
],
moon: [contract({ id: "m1", originId: "moon", destinationId: "earth", payout: 1234 })],
};
const owner = () =>
samplePlayerState({
tutorial: null,
bays: [
{ id: "b1", locationId: "earth" },
{ id: "b2", locationId: "moon" },
],
});
describe("bay contract boards", () => {
beforeEach(() => {
vi.useFakeTimers({ toFake: ["Date", "setInterval", "clearInterval"] });
vi.setSystemTime(NOW);
useClock.setState({ offsetMs: 0, synced: true, now: NOW });
});
afterEach(() => vi.useRealTimers());
it("shows the first bay's board, and switching bays shows that bay's board", async () => {
const api = fakeApi({
getPlayerState: owner,
getContractBoard: ({ locationId }) => ({
contracts: boards[locationId] ?? [],
periodEndsAt: NOW + 30 * 60_000,
}),
});
renderApp(api, "/contracts");
expect(await screen.findByText("1,999 cr")).toBeInTheDocument();
expect(screen.queryByText("1,234 cr")).not.toBeInTheDocument();
await userEvent.selectOptions(screen.getByLabelText("Bay"), "moon");
expect(await screen.findByText("1,234 cr")).toBeInTheDocument();
expect(screen.getByText("Moon → Earth")).toBeInTheDocument();
expect(screen.queryByText("1,999 cr")).not.toBeInTheDocument();
});
it("shows contract details, requirements, expiry and the first-contact badge", async () => {
const api = fakeApi({
getPlayerState: owner,
getContractBoard: () => ({ contracts: boards.earth!, periodEndsAt: NOW + 30 * 60_000 }),
});
renderApp(api, "/contracts");
const items = await screen.findAllByRole("listitem");
const [plain, special] = items;
expect(plain).toHaveTextContent("Standard · 50 t");
expect(plain).toHaveTextContent("No skills needed");
expect(plain).toHaveTextContent("expires in 30m 00s");
expect(within(plain!).queryByText("First contact")).not.toBeInTheDocument();
expect(special).toHaveTextContent("Earth → Mars");
expect(special).toHaveTextContent("Heavy (tier 2)");
expect(special).toHaveTextContent("Needs Heavy Cargo 2, Long Haul 1");
expect(special).toHaveTextContent(/M km/);
expect(within(special!).getByText("First contact")).toBeInTheDocument();
});
it("explains how to get contracts when the player has no bays", async () => {
renderApp(
fakeApi({ getPlayerState: () => samplePlayerState({ tutorial: null }) }),
"/contracts",
);
expect(await screen.findByText(/You have no bays yet/)).toBeInTheDocument();
});
});

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@ -88,7 +88,7 @@
- [x] **Step 9.1 — HQ screen.** `src/screens/HQ.tsx`: credits, game date, idle/in-flight counts, next arrival with live countdown, tutorial goal progress (cheapest ship + Earth bay). Shared helpers: `src/format.ts`, `Countdown`, `useLoadedPlayer` / `useGameAction` (`src/state/actions.ts`). - [x] **Step 9.1 — HQ screen.** `src/screens/HQ.tsx`: credits, game date, idle/in-flight counts, next arrival with live countdown, tutorial goal progress (cheapest ship + Earth bay). Shared helpers: `src/format.ts`, `Countdown`, `useLoadedPlayer` / `useGameAction` (`src/state/actions.ts`).
- [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).
- [ ] Step 9.4 — Bay contract boards - [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 - [ ] Step 9.5 — Dispatch flow
- [ ] Step 9.6 — Fleet screen - [ ] Step 9.6 — Fleet screen
- [ ] Step 9.7 — Pilots screen - [ ] Step 9.7 — Pilots screen