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>
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@@ -11,3 +11,29 @@ func PlanetProduceShipMass(L, Mat, Res float64) float64 {
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}
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return (L + Mat/Res) / (10 + 1/Res)
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}
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// ShipBuildCost returns the total per-turn cost (production units) to
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// build one ship of empty mass shipMass on a planet that currently
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// holds material stockpile and has natural resources. The cost is the
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// ship's production cost ([ShipProductionCost]) plus the cost of
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// farming any missing material from the planet (the missing-material
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// volume divided by the planet's resources rating).
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//
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// resources is expected to be positive in normal play; the helper
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// guards against a non-positive value by collapsing the material-
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// farming term to zero, which keeps callers numerically stable on
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// pathological synthetic data. Mirrors the per-iteration math inside
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// the engine's controller.ProduceShip so both surfaces — and the
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// legacy-report-to-json dev tool that needs to derive prod_used from
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// percent — share the same formula.
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func ShipBuildCost(shipMass, material, resources float64) float64 {
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matNeed := shipMass - material
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if matNeed < 0 {
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matNeed = 0
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}
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matFarm := 0.
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if resources > 0 {
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matFarm = matNeed / resources
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}
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return ShipProductionCost(shipMass) + matFarm
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}
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