ui/phase-23: turn-report view with twenty sections and TOC
Replaces the Phase 10 report stub with a scrollable orchestrator that renders every FBS array as a dedicated section (galaxy summary, votes, player status, my/foreign sciences, my/foreign ship classes, battles, bombings, approaching groups, my/foreign/uninhabited/unknown planets, ships in production, cargo routes, my fleets, my/foreign/unidentified ship groups). A sticky table of contents (a <select> on mobile), "back to map" affordance, IntersectionObserver-driven active-section highlight, and SvelteKit Snapshot-based scroll save/restore round out the view. GameReport gains six new fields (players, otherScience, otherShipClass, battleIds, bombings, shipProductions); decodeReport, the synthetic- report loader, the e2e fixture builder, and EMPTY_SHIP_GROUPS extend in lockstep. ~90 new i18n keys land in en + ru together. The legacy-report parser is extended to populate the new sections from the dg/gplus text formats (Your Sciences, <Race> Sciences, <Race> Ship Types, Bombings, Ships In Production). Ships-in-production prod_used is derived through a new pkg/calc.ShipBuildCost helper; the engine's controller.ProduceShip refactors to call the same helper without any behaviour change (engine tests stay unchanged and green). Battles remain in the parser's Skipped list — the legacy text carries no stable per-battle UUID. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
@@ -267,21 +267,20 @@ func (c *Cache) putMaterial(pn uint, v float64) {
|
||||
c.MustPlanet(pn).Mat(v)
|
||||
}
|
||||
|
||||
// ProduceShip returns number of ships with shipMass planet p can produce in one turn
|
||||
func ProduceShip(p *game.Planet, productionAvailable, shipMass float64) uint {
|
||||
if productionAvailable <= 0 {
|
||||
return 0
|
||||
}
|
||||
ships := uint(0)
|
||||
pa := productionAvailable
|
||||
PRODcost := calc.ShipProductionCost(shipMass)
|
||||
var MATneed, MATfarm, totalCost float64
|
||||
var MATneed, totalCost float64
|
||||
for {
|
||||
MATneed = shipMass - float64(p.Material)
|
||||
if MATneed < 0 {
|
||||
MATneed = 0
|
||||
}
|
||||
MATfarm = MATneed / float64(p.Resources)
|
||||
totalCost = PRODcost + MATfarm
|
||||
totalCost = calc.ShipBuildCost(shipMass, float64(p.Material), float64(p.Resources))
|
||||
if pa < totalCost {
|
||||
progress := pa / totalCost
|
||||
pval := game.F(progress)
|
||||
|
||||
Reference in New Issue
Block a user