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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@@ -55,3 +55,13 @@ func CargoCapacity(cargo, cargoTech float64) float64 {
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func CarryingMass(load, cargoTech float64) float64 {
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return calc.CarryingMass(load, cargoTech)
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}
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// BlockUpgradeCost wraps `calc.BlockUpgradeCost` (`pkg/calc/ship.go`):
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// production cost of upgrading a single ship block from currentBlockTech
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// to targetBlockTech. Returns 0 when blockMass is zero or the target is
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// not above the current level. Used by the ship-group inspector's
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// modernize cost preview, with each of the four blocks (drive, weapons,
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// shields, cargo) priced through a separate call.
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func BlockUpgradeCost(blockMass, currentBlockTech, targetBlockTech float64) float64 {
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return calc.BlockUpgradeCost(blockMass, currentBlockTech, targetBlockTech)
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}
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