feat(ui): Phase 30 ship-class calculator with goal-seek and reach circles
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>
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// Smoke test for the Phase 30 calculator bridge against the real
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// (TinyGo-built) core.wasm. The calc-model and component suites use a
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// fake Core; this file boots the actual WASM module to confirm every new
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// function is registered in `ui/wasm/main.go` and marshals correctly —
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// including the object return of `produceShipsInTurn` and the `null`
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// infeasible result of the solvers. Requires `make wasm` to have run.
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import { beforeAll, describe, expect, test } from "vitest";
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import type { Core } from "../src/platform/core/index";
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import { loadWasmCoreForTest } from "./setup-wasm";
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let core: Core;
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beforeAll(async () => {
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core = await loadWasmCoreForTest();
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});
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describe("WasmCore calculator bridge (Phase 30)", () => {
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test("combat results", () => {
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expect(core.effectiveAttack({ weapons: 15, weaponsTech: 1.5 })).toBeCloseTo(
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22.5,
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9,
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);
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expect(
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core.effectiveDefence({ shields: 20, shieldsTech: 1, fullMass: 45 }),
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).toBeCloseTo((20 / Math.cbrt(45)) * Math.cbrt(30), 6);
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expect(
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core.bombingPower({ weapons: 30, weaponsTech: 1, armament: 3, number: 1 }),
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).toBeCloseTo(139.29503, 3);
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});
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test("planet build", () => {
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expect(
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core.shipBuildCost({ shipMass: 10, material: 3, resources: 0.5 }),
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).toBeCloseTo(114, 9);
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const r = core.produceShipsInTurn({
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productionAvailable: 100,
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material: 100,
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resources: 10,
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shipMass: 1,
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});
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expect(r).toEqual({
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ships: 10,
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materialLeft: 90,
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productionUsed: 0,
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progress: 0,
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});
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});
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test("goal-seek solvers, including infeasible", () => {
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expect(
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core.weaponsForAttack({ targetAttack: 30, weaponsTech: 1.5 }),
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).toBeCloseTo(20, 9);
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expect(
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core.cargoForEmptyMass({ targetEmptyMass: 42, restMass: 30 }),
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).toBeCloseTo(12, 9);
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expect(
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core.loadForFullMass({ targetFullMass: 65, emptyMass: 45, cargoTech: 1 }),
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).toBeCloseTo(20, 9);
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const shields = core.shieldsForDefence({
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targetDefence: 5,
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shieldsTech: 1,
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restMass: 40,
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});
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expect(shields).not.toBeNull();
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expect(shields as number).toBeGreaterThan(0);
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// Speed at/above the stripped-hull ceiling (20 × driveTech) is
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// unreachable: the bridge returns null.
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expect(
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core.driveForSpeed({ targetSpeed: 100, driveTech: 1.2, restMass: 35 }),
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).toBeNull();
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});
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});
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