ui/phase-20: ship-group inspector actions
Eight ship-group operations land on the inspector behind a single inline-form panel: split, send, load, unload, modernize, dismantle, transfer, join fleet. Each action either appends a typed command to the local order draft or surfaces a tooltip explaining the disabled state. Partial-ship operations emit an implicit breakShipGroup command before the targeted action so the engine sees a clean (Break, Action) pair on the wire. `pkg/calc.BlockUpgradeCost` migrates from `game/internal/controller/ship_group_upgrade.go` so the calc bridge can wrap a pure pkg/calc formula; the controller now imports it. The bridge surfaces the function as `core.blockUpgradeCost`, which the inspector calls once per ship block to render the modernize cost preview. `GameReport.otherRaces` is decoded from the report's player block (non-extinct, ≠ self) and feeds the transfer-to-race picker. The planet inspector's stationed-ship rows become clickable for own groups so the actions panel is reachable from the standard click flow (the renderer continues to hide on-planet groups). Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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@@ -5,6 +5,7 @@ import (
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"slices"
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"strings"
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"galaxy/calc"
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e "galaxy/error"
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"galaxy/game/internal/model/game"
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@@ -156,26 +157,19 @@ func (uc UpgradeCalc) UpgradeMaxShips(resources float64) uint {
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return uint(math.Floor(resources / uc.UpgradeCost(1)))
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}
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func BlockUpgradeCost(blockMass, currentBlockTech, targetBlockTech float64) float64 {
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if blockMass == 0 || targetBlockTech <= currentBlockTech {
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return 0
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}
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return (1 - currentBlockTech/targetBlockTech) * 10 * blockMass
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}
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func GroupUpgradeCost(sg *game.ShipGroup, st game.ShipType, drive, weapons, shields, cargo float64) UpgradeCalc {
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uc := &UpgradeCalc{Cost: make(map[game.Tech]float64)}
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if drive > 0 {
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uc.Cost[game.TechDrive] = BlockUpgradeCost(st.DriveBlockMass(), sg.TechLevel(game.TechDrive).F(), drive)
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uc.Cost[game.TechDrive] = calc.BlockUpgradeCost(st.DriveBlockMass(), sg.TechLevel(game.TechDrive).F(), drive)
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}
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if weapons > 0 {
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uc.Cost[game.TechWeapons] = BlockUpgradeCost(st.WeaponsBlockMass(), sg.TechLevel(game.TechWeapons).F(), weapons)
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uc.Cost[game.TechWeapons] = calc.BlockUpgradeCost(st.WeaponsBlockMass(), sg.TechLevel(game.TechWeapons).F(), weapons)
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}
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if shields > 0 {
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uc.Cost[game.TechShields] = BlockUpgradeCost(st.ShieldsBlockMass(), sg.TechLevel(game.TechShields).F(), shields)
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uc.Cost[game.TechShields] = calc.BlockUpgradeCost(st.ShieldsBlockMass(), sg.TechLevel(game.TechShields).F(), shields)
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}
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if cargo > 0 {
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uc.Cost[game.TechCargo] = BlockUpgradeCost(st.CargoBlockMass(), sg.TechLevel(game.TechCargo).F(), cargo)
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uc.Cost[game.TechCargo] = calc.BlockUpgradeCost(st.CargoBlockMass(), sg.TechLevel(game.TechCargo).F(), cargo)
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}
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return *uc
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}
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@@ -218,7 +212,7 @@ func UpgradeGroupPreference(sg game.ShipGroup, st game.ShipType, tech game.Tech,
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ti = len(su.UpgradeTech) - 1
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}
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su.UpgradeTech[ti].Level = game.F(v)
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su.UpgradeTech[ti].Cost = game.F(BlockUpgradeCost(st.BlockMass(tech), sg.TechLevel(tech).F(), v) * float64(sg.Number))
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su.UpgradeTech[ti].Cost = game.F(calc.BlockUpgradeCost(st.BlockMass(tech), sg.TechLevel(tech).F(), v) * float64(sg.Number))
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sg.StateUpgrade = &su
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return sg
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