feat(ui): Phase 30 ship-class calculator with goal-seek and reach circles
Tests · UI / test (push) Successful in 2m14s
Tests · Go / test (push) Successful in 2m25s

Fuse the standalone ship-class designer (Phases 17/18) into a sidebar calculator: live mass/speed/attack/defence/bombing results, a planet build-rate readout, single-target goal-seek, a modernization-cost mode, and auto reach circles on the map for the selected planet.

pkg/calc becomes the single source for the new math (no mirroring): extract BombingPower from the engine model and the per-turn ship-production loop from controller.ProduceShip into pkg/calc (engine now delegates), and add inverse goal-seek solvers in pkg/calc/solve.go. Thin-bridge the combat, planet-build, and solver functions through ui/core/calc + ui/wasm and rebuild core.wasm.

Remove the standalone designer view/route; the ship-classes table and the view/bottom menus open the calculator via a shared request store.

Docs: rewrite ui/PLAN.md Phase 30, adjust Phase 34 (realistic forecast + CAP/COL ownership), add ui/docs/calculator-ux.md, extend calc-bridge.md, fix navigation.md; remove ui/CALCULATOR.md.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
Ilia Denisov
2026-05-21 19:52:08 +02:00
parent 00159ddf7c
commit 9ae7b88b89
53 changed files with 3748 additions and 1298 deletions
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// Phase 30 reach circles. When the ship-class calculator has a planet
// selected and a valid design, it publishes the design's loaded speed and
// the planet origin to `lib/calculator/reach.svelte`; the map view reads
// that store and feeds it through `computeReachCircles` to draw 13 thin
// concentric rings showing how far the ship reaches in 1, 2, and 3 turns.
//
// The ring count is bounded by how soon a ring reaches the meaningful
// extent of the map: half the shorter side on a torus (beyond that a
// ring wraps onto itself), or the farthest corner on a bounded no-wrap
// plane (beyond that the ring is entirely off-map). A fast ship that
// clears the map in one turn therefore shows a single ring; a slow ship
// shows all three.
import type { CirclePrim } from "./world";
export const REACH_CIRCLE_COLOR = 0x6d8cff;
/** High-bit prefix so reach-circle ids never collide with planet
* numbers, cargo-route lines, or battle/bombing markers. */
export const REACH_CIRCLE_ID_PREFIX = 0xb0000000;
const MAX_TURNS = 3;
/** Reach rings sit below every interactive primitive so they never win
* a click against a planet or ship group. */
const REACH_CIRCLE_PRIORITY = 0;
/**
* reachBound returns the largest ring radius worth drawing for the map.
* On a torus it is half the shorter side (a larger ring overlaps itself);
* on a bounded plane it is the distance from the origin to the farthest
* corner (a larger ring is wholly off-map).
*/
export function reachBound(
origin: { x: number; y: number },
mapWidth: number,
mapHeight: number,
mode: "torus" | "no-wrap",
): number {
if (mode === "torus") {
return Math.min(mapWidth, mapHeight) / 2;
}
const dx = Math.max(origin.x, mapWidth - origin.x);
const dy = Math.max(origin.y, mapHeight - origin.y);
return Math.hypot(dx, dy);
}
/**
* computeReachCircles produces up to three concentric ring primitives
* centred on `origin`, with radii speedPerTurn × {1, 2, 3}. A ring for
* turn `t` is included only when the previous ring still fits inside the
* map's reach bound, so the count shrinks as the per-turn speed grows.
* Returns an empty list when the speed is non-positive.
*/
export function computeReachCircles(
origin: { x: number; y: number },
speedPerTurn: number,
mapWidth: number,
mapHeight: number,
mode: "torus" | "no-wrap",
): CirclePrim[] {
if (speedPerTurn <= 0) return [];
const bound = reachBound(origin, mapWidth, mapHeight, mode);
const circles: CirclePrim[] = [];
for (let turn = 1; turn <= MAX_TURNS; turn++) {
// Stop once the previous ring already reached the bound.
if (turn > 1 && speedPerTurn * (turn - 1) >= bound) break;
circles.push({
kind: "circle",
id: REACH_CIRCLE_ID_PREFIX + turn,
priority: REACH_CIRCLE_PRIORITY,
hitSlopPx: 0,
x: origin.x,
y: origin.y,
radius: speedPerTurn * turn,
style: {
strokeColor: REACH_CIRCLE_COLOR,
strokeAlpha: 0.55 - (turn - 1) * 0.12,
strokeWidthPx: 1,
},
});
}
return circles;
}