ui/phase-18: ship-class calc bridge with live designer preview

Wires pkg/calc/ship.go into the WASM Core boundary as seven thin
wrappers (DriveEffective, EmptyMass, WeaponsBlockMass, FullMass,
Speed, CargoCapacity, CarryingMass). The ship-class designer reads
Core through a new CORE_CONTEXT_KEY populated by the in-game layout
and renders a five-row preview pane (mass, full-load mass, max
speed, range at full load, cargo capacity) that updates reactively
on every form edit and on the player's localPlayer{Drive,Weapons,
Shields,Cargo} tech levels — three of which are now decoded from
the report's Player block alongside the existing localPlayerDrive.

CarryingMass is the seventh wrapper added to the original six-function
list so that "full-load mass" composes through pkg/calc/ functions
without putting math in TypeScript.
This commit is contained in:
Ilia Denisov
2026-05-09 23:14:40 +02:00
parent 721fa2172d
commit e4dc0ce029
25 changed files with 1056 additions and 64 deletions
+115 -3
View File
@@ -14,14 +14,26 @@
// - verifyEvent(publicKey, signature, fields) -> boolean
// - verifyPayloadHash(payloadBytes, payloadHash) -> boolean
//
// Phase 18 adds the ship-math bridge over `pkg/calc/ship.go`. Each
// function is a thin wrapper around the same-named upstream calc
// function (zero math here, the bridge only marshals JS objects):
//
// - driveEffective(fields) -> number
// - emptyMass(fields) -> number | null (null when invalid)
// - weaponsBlockMass(fields) -> number | null (null when invalid)
// - fullMass(fields) -> number
// - speed(fields) -> number
// - cargoCapacity(fields) -> number
// - carryingMass(fields) -> number
//
// Field objects are plain JS objects with camelCase keys matching the
// TypeScript `Core` interface, and bytes fields are Uint8Array.
// Timestamps are JS Number (Unix milliseconds fit in 53 bits well past
// year 2200).
//
// All functions return either a Uint8Array, a boolean, or fail closed.
// They never throw — callers may inspect the boolean result or rely on
// the canon-byte length to detect malformed input.
// All functions return either a Uint8Array, a number, a boolean, null,
// or fail closed. They never throw — callers may inspect the result
// or rely on the canon-byte length to detect malformed input.
//go:build js && wasm
@@ -30,6 +42,7 @@ package main
import (
"syscall/js"
"galaxy/core/calc"
"galaxy/core/canon"
)
@@ -39,6 +52,13 @@ func main() {
"verifyResponse": js.FuncOf(verifyResponse),
"verifyEvent": js.FuncOf(verifyEvent),
"verifyPayloadHash": js.FuncOf(verifyPayloadHash),
"driveEffective": js.FuncOf(driveEffective),
"emptyMass": js.FuncOf(emptyMass),
"weaponsBlockMass": js.FuncOf(weaponsBlockMass),
"fullMass": js.FuncOf(fullMass),
"speed": js.FuncOf(speed),
"cargoCapacity": js.FuncOf(cargoCapacity),
"carryingMass": js.FuncOf(carryingMass),
}))
// Block forever so the Go runtime stays alive while JS keeps calling
@@ -112,6 +132,98 @@ func verifyPayloadHash(_ js.Value, args []js.Value) any {
return js.ValueOf(true)
}
// driveEffective bridges `calc.DriveEffective`. Input
// `{ drive, driveTech }`, output a JS number.
func driveEffective(_ js.Value, args []js.Value) any {
if len(args) != 1 {
return js.Null()
}
drive := args[0].Get("drive").Float()
driveTech := args[0].Get("driveTech").Float()
return js.ValueOf(calc.DriveEffective(drive, driveTech))
}
// emptyMass bridges `calc.EmptyMass`. Input
// `{ drive, weapons, armament, shields, cargo }`, output a JS number
// or null when the upstream validator rejects the weapons/armament
// pairing.
func emptyMass(_ js.Value, args []js.Value) any {
if len(args) != 1 {
return js.Null()
}
drive := args[0].Get("drive").Float()
weapons := args[0].Get("weapons").Float()
armament := uint(args[0].Get("armament").Int())
shields := args[0].Get("shields").Float()
cargo := args[0].Get("cargo").Float()
mass, ok := calc.EmptyMass(drive, weapons, armament, shields, cargo)
if !ok {
return js.Null()
}
return js.ValueOf(mass)
}
// weaponsBlockMass bridges `calc.WeaponsBlockMass`. Input
// `{ weapons, armament }`, output a JS number or null on the same
// invalid pairing as emptyMass.
func weaponsBlockMass(_ js.Value, args []js.Value) any {
if len(args) != 1 {
return js.Null()
}
weapons := args[0].Get("weapons").Float()
armament := uint(args[0].Get("armament").Int())
mass, ok := calc.WeaponsBlockMass(weapons, armament)
if !ok {
return js.Null()
}
return js.ValueOf(mass)
}
// fullMass bridges `calc.FullMass`. Input
// `{ emptyMass, carryingMass }`, output a JS number.
func fullMass(_ js.Value, args []js.Value) any {
if len(args) != 1 {
return js.Null()
}
em := args[0].Get("emptyMass").Float()
cm := args[0].Get("carryingMass").Float()
return js.ValueOf(calc.FullMass(em, cm))
}
// speed bridges `calc.Speed`. Input `{ driveEffective, fullMass }`,
// output a JS number (zero when fullMass is non-positive).
func speed(_ js.Value, args []js.Value) any {
if len(args) != 1 {
return js.Null()
}
de := args[0].Get("driveEffective").Float()
fm := args[0].Get("fullMass").Float()
return js.ValueOf(calc.Speed(de, fm))
}
// cargoCapacity bridges `calc.CargoCapacity`. Input
// `{ cargo, cargoTech }`, output a JS number (cargo units of hold).
func cargoCapacity(_ js.Value, args []js.Value) any {
if len(args) != 1 {
return js.Null()
}
cargo := args[0].Get("cargo").Float()
cargoTech := args[0].Get("cargoTech").Float()
return js.ValueOf(calc.CargoCapacity(cargo, cargoTech))
}
// carryingMass bridges `calc.CarryingMass`. Input
// `{ load, cargoTech }`, output a JS number (mass of `load` cargo
// units at the player's cargo tech).
func carryingMass(_ js.Value, args []js.Value) any {
if len(args) != 1 {
return js.Null()
}
load := args[0].Get("load").Float()
cargoTech := args[0].Get("cargoTech").Float()
return js.ValueOf(calc.CarryingMass(load, cargoTech))
}
// copyBytesFromJS materialises a JS Uint8Array (or any indexable
// byte-shaped value) into a Go byte slice. We avoid `js.CopyBytesToGo`
// because TinyGo's implementation panics on values it does not