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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@@ -13,12 +13,6 @@ import (
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"github.com/stretchr/testify/assert"
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)
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func TestBlockUpgradeCost(t *testing.T) {
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assert.Equal(t, 00.0, controller.BlockUpgradeCost(1, 1.0, 1.0))
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assert.Equal(t, 25.0, controller.BlockUpgradeCost(5, 1.0, 2.0))
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assert.Equal(t, 50.0, controller.BlockUpgradeCost(10, 1.0, 2.0))
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}
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func TestGroupUpgradeCost(t *testing.T) {
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sg := &g.ShipGroup{
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Tech: map[g.Tech]g.Float{
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