fix(ui): calculator polish — smart input steps, unified tech/MAT lock idiom, tech floor, speed-lock ceiling fix
- pkg/calc: DriveForSpeed treats restMass==0 as a valid ceiling-only case (every positive drive solves it), so locking the displayed speed of a D=1, W=A=S=C=0 ship is no longer a phantom "infeasible". - ship-design-area: drive/weapons/shields/cargo inputs use a JS-driven smart step on ArrowUp/ArrowDown (0↔1 jump, otherwise ±0.1) and hide the native spinner so it cannot produce invalid (0, 1) values; armament keeps its native step 1. - Tech and planet MAT cells follow the same lock idiom as goal-seek locks: open padlock (🔓) over the inherited value → click to open an input with a closed padlock (🔒). The padlock slot is always reserved, so the column width is stable. - Tech overrides (design area and modernization target) are floored at the player's current tech on this turn — a lower value is flagged as invalid.
This commit is contained in:
+17
-4
@@ -22,12 +22,25 @@ func WeaponsForAttack(targetAttack, weaponsTech float64) (float64, bool) {
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// DriveForSpeed returns the drive block that yields targetSpeed for a
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// ship whose mass excluding the drive block is restMass, at drive tech
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// level driveTech, inverting [Speed] composed with [DriveEffective].
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// Speed approaches but never reaches the stripped-hull ceiling
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// 20*driveTech, so a target at or above the ceiling (or a non-positive
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// target or tech level) is infeasible.
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// With a positive restMass the speed approaches but never reaches the
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// stripped-hull ceiling 20*driveTech, so a target at or above the
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// ceiling is infeasible. With restMass==0 the drive block carries no
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// other mass: every positive drive yields exactly the ceiling speed, so
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// the ceiling target is the only feasible one and any positive drive
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// (canonically 1) solves it. Non-positive targetSpeed or driveTech are
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// always infeasible.
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func DriveForSpeed(targetSpeed, driveTech, restMass float64) (float64, bool) {
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if driveTech <= 0 || targetSpeed <= 0 {
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return 0, false
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}
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ceiling := 20 * driveTech
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if driveTech <= 0 || targetSpeed <= 0 || targetSpeed >= ceiling {
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if restMass <= 0 {
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if targetSpeed != ceiling {
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return 0, false
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}
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return 1, true
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}
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if targetSpeed >= ceiling {
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return 0, false
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}
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return targetSpeed * restMass / (ceiling - targetSpeed), true
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+19
-1
@@ -24,12 +24,30 @@ func TestDriveForSpeed(t *testing.T) {
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if !ok || math.Abs(got-drive) > 1e-9 {
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t.Errorf("DriveForSpeed round-trip = %v (ok=%v), want %v", got, ok, drive)
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}
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// Speed can never reach the stripped-hull ceiling 20*driveTech.
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// With a positive restMass speed can never reach 20*driveTech.
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if _, ok := calc.DriveForSpeed(20*driveTech, driveTech, restMass); ok {
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t.Error("DriveForSpeed at the speed ceiling should be infeasible")
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}
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}
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func TestDriveForSpeedZeroRest(t *testing.T) {
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// With restMass==0 the only achievable speed is the stripped-hull
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// ceiling 20*driveTech; any positive drive reaches it. Off-ceiling
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// targets are infeasible.
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const driveTech = 1.5
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ceiling := 20 * driveTech
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got, ok := calc.DriveForSpeed(ceiling, driveTech, 0)
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if !ok || got <= 0 {
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t.Errorf("DriveForSpeed(ceiling, _, 0) = %v (ok=%v), want positive", got, ok)
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}
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if _, ok := calc.DriveForSpeed(ceiling/2, driveTech, 0); ok {
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t.Error("DriveForSpeed(below ceiling, _, 0) should be infeasible")
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}
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if _, ok := calc.DriveForSpeed(ceiling+1, driveTech, 0); ok {
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t.Error("DriveForSpeed(above ceiling, _, 0) should be infeasible")
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}
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}
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func TestShieldsForDefence(t *testing.T) {
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const shields, shieldsTech, restMass = 5.75, 1.0, 40.0
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defence := calc.EffectiveDefence(shields, shieldsTech, shields+restMass)
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@@ -24,8 +24,18 @@ in as a per-ship result rather than a separate mode.
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1. **Ship Class design area** — five blocks (drive, armament, weapons,
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shields, cargo) and four tech levels (drive, weapons, shields,
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cargo). Tech defaults to the player's current tech and shows a lock
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icon once overridden; clicking it resets to the default.
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cargo). Tech defaults to the player's current tech: the cell renders
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the inherited number with an open padlock; clicking the open lock
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activates an input (closed padlock), where the player may type an
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override at or above their current tech. Clicking the closed
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padlock resets to the default. The padlock slot is always reserved,
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so the column width does not shift as the lock state toggles. The
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four ship-class blocks (drive, weapons, shields, cargo) use a smart
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keyboard step that respects the engine value rule (`0` or `≥ 1`):
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ArrowUp from 0 jumps straight to 1, otherwise +0.1; ArrowDown from
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1 collapses to 0, otherwise −0.1, never producing an invalid value
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in `(0, 1)`. The native spinner is hidden on these inputs (it would
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produce invalid intermediates); armament keeps its native step 1.
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2. **Calculator area** — derived results: empty/loaded mass, empty/
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loaded speed, attack, defence, bombing (per ship), cargo capacity.
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A load toggle (empty / full / custom) sets the cargo load (in cargo
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@@ -35,17 +45,27 @@ in as a per-ship result rather than a separate mode.
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the load is pinned to empty and the toggle is disabled.
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3. **Planet area** — when an own planet is selected on the map, shows
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its MAT (overridable) and the single-turn build rate (ships per turn,
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turns per ship). The realistic multi-turn forecast with CAP/COL
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turns per ship). The MAT follows the same lock idiom as the tech
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cells: the planet number renders with an open padlock, clicking
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opens an input with a closed padlock, and the closed padlock resets
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to the planet value. The realistic multi-turn forecast with CAP/COL
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supply is planned (see ../ROADMAP.md).
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## Locks and goal-seek
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Two distinct lock semantics share one icon (a closed padlock; it only
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appears once a value is pinned, click to release):
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Two distinct lock semantics share one padlock affordance. Both follow
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the same idiom — an open padlock (🔓) means *value is inherited /
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derived, click to override*; a closed padlock (🔒) means *value is
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pinned by the player, click to reset*:
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- **Override locks** on inputs that have a default — the four techs and
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the planet MAT. Editing one overrides the default; the lock resets it.
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Any number may be overridden at once.
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the planet MAT. By default the cell shows the inherited number plus
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an open padlock; clicking it switches to an input plus a closed
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padlock for typing the override. Closing (clicking the closed
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padlock) resets to the default. Any number may be overridden at once.
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Tech overrides are floored at the player's current tech on this
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turn — a lower value is flagged as invalid. The same floor applies
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to the modernization target tech.
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- **Goal-seek locks** on derived results. Pinning a result back-solves
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the single input it claims, which then renders read-only (computed):
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@@ -60,12 +80,16 @@ appears once a value is pinned, click to release):
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Only **one** result may be locked at a time (the others' lock
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affordances disable with a tooltip). An unreachable target — e.g. a
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speed at or above the stripped-hull ceiling `20 × driveTech`, or a
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speed above the stripped-hull ceiling `20 × driveTech`, or a
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solved block that fails the value rules — leaves the locked cell in a
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red error state and does not apply. Inverse solving lives in
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`pkg/calc/solve.go`; the bisection for defence → shields is the only
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non-analytic case. Locking a speed is disabled when the drive block is
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zero (a deliberately immobile ship has no speed to back-solve).
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zero (a deliberately immobile ship has no speed to back-solve). With
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the drive block as the only non-zero mass the displayed speed equals
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the ceiling exactly (every positive drive gives the same speed), so
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the solver accepts that ceiling target as a feasible lock and any
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positive drive solves it.
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## Validation and display
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@@ -1,13 +1,17 @@
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<!--
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Reusable "Ship Class design area": the five design blocks (drive,
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armament, weapons, shields, cargo) plus the four tech levels they are
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built with. Each tech defaults to the player's current level and shows a
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lock icon once overridden; clicking the lock resets it. A block claimed
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by an active goal-seek lock renders read-only with its own lock marker.
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The component is presentational — the parent owns the state and the
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built with. Tech and MAT locks follow the same idiom as goal-seek
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locks below the design area — by default the value renders as plain
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text with an open padlock; clicking it overrides (input + closed
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padlock). Reserved space for the padlock keeps the column width
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stable as the lock state toggles. A block claimed by an active
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goal-seek lock renders read-only with its own lock marker. The
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component is presentational — the parent owns the state and the
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calculator math — so the ship-group upgrade flow can reuse it later.
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-->
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<script lang="ts">
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import { tick } from "svelte";
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import { i18n, type TranslationKey } from "$lib/i18n/index.svelte";
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import {
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shipClassFieldErrors,
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@@ -37,6 +41,10 @@ calculator math — so the ship-group upgrade flow can reuse it later.
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resolved: DesignBlocksState;
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techs: TechState;
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techOverridden: Record<TechKey, boolean>;
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// Lower bound for the tech inputs: the player's current tech on
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// this turn. A design cannot be built with tech below the player's
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// own level, so we surface that as a per-field validation error.
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techFloor: TechState;
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computedInput?: ClaimedInput | null;
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blocksReadonly?: boolean;
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onTechInput: (key: TechKey) => void;
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@@ -47,6 +55,7 @@ calculator math — so the ship-group upgrade flow can reuse it later.
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resolved,
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techs = $bindable(),
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techOverridden,
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techFloor,
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computedInput = null,
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blocksReadonly = false,
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onTechInput,
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@@ -73,7 +82,38 @@ calculator math — so the ship-group upgrade flow can reuse it later.
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return reason === undefined ? "" : i18n.t(VALUE_REASON_KEY[reason]);
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}
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function techError(key: TechKey): string {
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return techs[key] < 0 ? i18n.t("game.calculator.invalid.tech_value") : "";
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const value = techs[key];
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if (value < 0) return i18n.t("game.calculator.invalid.tech_value");
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if (value < techFloor[key]) {
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return i18n.t("game.calculator.invalid.tech_below_current");
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}
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return "";
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}
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// Smart step on the four ship-class blocks (drive, weapons, shields,
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// cargo): values must be 0 or ≥ 1 per `pkg/calc/validator.go`, so the
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// native 0.01 step would produce invalid intermediates like 0.01.
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// Up: 0 jumps straight to 1; otherwise +0.1. Down: 1 collapses to 0;
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// otherwise −0.1 down to 1, clamped at 0. Armament keeps native step 1.
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function bumpBlock(value: number, dir: 1 | -1): number {
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if (dir === 1) {
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if (value < 1) return 1;
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return Math.round((value + 0.1) * 10) / 10;
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}
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if (value <= 1) return 0;
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return Math.round((value - 0.1) * 10) / 10;
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}
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function onBlockKey(
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event: KeyboardEvent,
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key: keyof DesignBlocksState,
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): void {
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if (event.key === "ArrowUp") {
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event.preventDefault();
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blocks[key] = bumpBlock(blocks[key], 1);
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} else if (event.key === "ArrowDown") {
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event.preventDefault();
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blocks[key] = bumpBlock(blocks[key], -1);
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}
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}
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const BLOCK_ROWS: {
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@@ -81,13 +121,23 @@ calculator math — so the ship-group upgrade flow can reuse it later.
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label: () => string;
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step: string;
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tech: TechKey | null;
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smartStep: boolean;
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}[] = [
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{ key: "drive", label: () => i18n.t("game.calculator.field.drive"), step: "0.01", tech: "drive" },
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{ key: "armament", label: () => i18n.t("game.calculator.field.armament"), step: "1", tech: null },
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{ key: "weapons", label: () => i18n.t("game.calculator.field.weapons"), step: "0.01", tech: "weapons" },
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{ key: "shields", label: () => i18n.t("game.calculator.field.shields"), step: "0.01", tech: "shields" },
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{ key: "cargo", label: () => i18n.t("game.calculator.field.cargo"), step: "0.01", tech: "cargo" },
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{ key: "drive", label: () => i18n.t("game.calculator.field.drive"), step: "0.1", tech: "drive", smartStep: true },
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{ key: "armament", label: () => i18n.t("game.calculator.field.armament"), step: "1", tech: null, smartStep: false },
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{ key: "weapons", label: () => i18n.t("game.calculator.field.weapons"), step: "0.1", tech: "weapons", smartStep: true },
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{ key: "shields", label: () => i18n.t("game.calculator.field.shields"), step: "0.1", tech: "shields", smartStep: true },
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{ key: "cargo", label: () => i18n.t("game.calculator.field.cargo"), step: "0.1", tech: "cargo", smartStep: true },
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];
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const techInputEls: Partial<Record<TechKey, HTMLInputElement>> = {};
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async function activateTechOverride(key: TechKey): Promise<void> {
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onTechInput(key);
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await tick();
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techInputEls[key]?.focus();
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techInputEls[key]?.select();
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}
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</script>
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<div class="design" data-testid="calculator-design-area">
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@@ -103,6 +153,7 @@ calculator math — so the ship-group upgrade flow can reuse it later.
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{#if isComputed}
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<input
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class="ship"
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class:smart-step={row.smartStep}
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type="number"
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step={row.step}
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readonly
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@@ -114,6 +165,7 @@ calculator math — so the ship-group upgrade flow can reuse it later.
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{:else}
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<input
|
||||
class="ship"
|
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class:smart-step={row.smartStep}
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||||
type="number"
|
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step={row.step}
|
||||
min="0"
|
||||
@@ -122,26 +174,29 @@ calculator math — so the ship-group upgrade flow can reuse it later.
|
||||
aria-invalid={blockError(row.key) !== "" ? "true" : "false"}
|
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title={blockError(row.key)}
|
||||
data-testid={`calculator-block-${row.key}`}
|
||||
onkeydown={row.smartStep
|
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? (e) => onBlockKey(e, row.key)
|
||||
: null}
|
||||
/>
|
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{/if}
|
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{#if row.tech !== null}
|
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{@const techKey = row.tech}
|
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<span class="tech-cell">
|
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<input
|
||||
class="tech"
|
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type="number"
|
||||
step="0.001"
|
||||
min="0"
|
||||
bind:value={techs[techKey]}
|
||||
oninput={() => onTechInput(techKey)}
|
||||
aria-invalid={techError(techKey) !== "" ? "true" : "false"}
|
||||
title={techError(techKey)}
|
||||
data-testid={`calculator-tech-${techKey}`}
|
||||
/>
|
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{#if techOverridden[techKey]}
|
||||
<input
|
||||
bind:this={techInputEls[techKey]}
|
||||
class="tech"
|
||||
type="number"
|
||||
step="0.001"
|
||||
min={techFloor[techKey]}
|
||||
bind:value={techs[techKey]}
|
||||
aria-invalid={techError(techKey) !== "" ? "true" : "false"}
|
||||
title={techError(techKey)}
|
||||
data-testid={`calculator-tech-${techKey}`}
|
||||
/>
|
||||
<button
|
||||
type="button"
|
||||
class="lock"
|
||||
class="lock active"
|
||||
title={i18n.t("game.calculator.tech.reset")}
|
||||
aria-label={i18n.t("game.calculator.tech.reset")}
|
||||
data-testid={`calculator-tech-reset-${techKey}`}
|
||||
@@ -149,6 +204,23 @@ calculator math — so the ship-group upgrade flow can reuse it later.
|
||||
>
|
||||
🔒
|
||||
</button>
|
||||
{:else}
|
||||
<span
|
||||
class="tech-val"
|
||||
data-testid={`calculator-tech-value-${techKey}`}
|
||||
>
|
||||
{techs[techKey]}
|
||||
</span>
|
||||
<button
|
||||
type="button"
|
||||
class="lock"
|
||||
title={i18n.t("game.calculator.tech.override")}
|
||||
aria-label={i18n.t("game.calculator.tech.override")}
|
||||
data-testid={`calculator-tech-override-${techKey}`}
|
||||
onclick={() => void activateTechOverride(techKey)}
|
||||
>
|
||||
🔓
|
||||
</button>
|
||||
{/if}
|
||||
</span>
|
||||
{:else}
|
||||
@@ -193,6 +265,18 @@ calculator math — so the ship-group upgrade flow can reuse it later.
|
||||
border-radius: 3px;
|
||||
font-variant-numeric: tabular-nums;
|
||||
}
|
||||
/* Drive/weapons/shields/cargo use the JS-driven smart step (0→1 jump
|
||||
then 0.1 increments) for keyboard arrows; hide the native spinner
|
||||
on those inputs so it cannot produce invalid 0.01 intermediates. */
|
||||
input.smart-step::-webkit-inner-spin-button,
|
||||
input.smart-step::-webkit-outer-spin-button {
|
||||
-webkit-appearance: none;
|
||||
margin: 0;
|
||||
}
|
||||
input.smart-step {
|
||||
-moz-appearance: textfield;
|
||||
appearance: textfield;
|
||||
}
|
||||
input[data-computed="true"],
|
||||
input[readonly] {
|
||||
color: var(--color-accent);
|
||||
@@ -206,6 +290,14 @@ calculator math — so the ship-group upgrade flow can reuse it later.
|
||||
align-items: center;
|
||||
gap: 0.2rem;
|
||||
}
|
||||
.tech-val {
|
||||
flex: 1;
|
||||
min-width: 0;
|
||||
font-size: 0.8rem;
|
||||
font-variant-numeric: tabular-nums;
|
||||
text-align: right;
|
||||
padding: 0.2rem 0.35rem;
|
||||
}
|
||||
.lock {
|
||||
flex: none;
|
||||
padding: 0;
|
||||
@@ -214,5 +306,10 @@ calculator math — so the ship-group upgrade flow can reuse it later.
|
||||
background: transparent;
|
||||
border: 0;
|
||||
cursor: pointer;
|
||||
opacity: 0.5;
|
||||
}
|
||||
.lock.active,
|
||||
.lock:hover {
|
||||
opacity: 1;
|
||||
}
|
||||
</style>
|
||||
|
||||
@@ -393,7 +393,9 @@ const en = {
|
||||
"game.calculator.lock.reset": "locked — click to release to the computed value",
|
||||
"game.calculator.lock.infeasible": "this target cannot be reached with the current design",
|
||||
"game.calculator.lock.max": "release the locked result first — one result at a time",
|
||||
"game.calculator.tech.override": "click to override your current tech",
|
||||
"game.calculator.tech.reset": "overridden — click to reset to your current tech",
|
||||
"game.calculator.mat.override": "click to override the planet value",
|
||||
"game.calculator.mat.reset": "overridden — click to reset to the planet value",
|
||||
"game.calculator.modern.current": "current",
|
||||
"game.calculator.modern.target": "target",
|
||||
@@ -418,6 +420,7 @@ const en = {
|
||||
"game.calculator.invalid.all_zero": "at least one value must be nonzero",
|
||||
"game.calculator.invalid.negative": "value cannot be negative",
|
||||
"game.calculator.invalid.tech_value": "tech level cannot be negative",
|
||||
"game.calculator.invalid.tech_below_current": "tech level cannot be below your current tech this turn",
|
||||
"game.calculator.invalid.load_over_capacity": "load exceeds the ship's cargo capacity",
|
||||
"game.calculator.lock.no_drive": "set a non-zero drive before locking speed",
|
||||
|
||||
|
||||
@@ -394,7 +394,9 @@ const ru: Record<keyof typeof en, string> = {
|
||||
"game.calculator.lock.reset": "зафиксировано — нажмите, чтобы вернуть вычисляемое значение",
|
||||
"game.calculator.lock.infeasible": "эта цель недостижима при текущих параметрах",
|
||||
"game.calculator.lock.max": "сначала снимите фиксацию с другого результата — по одному за раз",
|
||||
"game.calculator.tech.override": "нажмите, чтобы задать свой технологический уровень",
|
||||
"game.calculator.tech.reset": "переопределено — нажмите, чтобы вернуть ваши текущие технологии",
|
||||
"game.calculator.mat.override": "нажмите, чтобы задать своё значение MAT",
|
||||
"game.calculator.mat.reset": "переопределено — нажмите, чтобы вернуть значение планеты",
|
||||
"game.calculator.modern.current": "текущий",
|
||||
"game.calculator.modern.target": "целевой",
|
||||
@@ -419,6 +421,7 @@ const ru: Record<keyof typeof en, string> = {
|
||||
"game.calculator.invalid.all_zero": "хотя бы одно значение должно быть ненулевым",
|
||||
"game.calculator.invalid.negative": "значение не может быть отрицательным",
|
||||
"game.calculator.invalid.tech_value": "технологический уровень не может быть отрицательным",
|
||||
"game.calculator.invalid.tech_below_current": "технологический уровень не может быть ниже ваших текущих технологий на этом ходу",
|
||||
"game.calculator.invalid.load_over_capacity": "загрузка превышает грузоподъёмность корабля",
|
||||
"game.calculator.lock.no_drive": "задайте ненулевой двигатель, прежде чем фиксировать скорость",
|
||||
|
||||
|
||||
@@ -14,7 +14,7 @@ switch (the inspector auto-opens on a planet click) — the calculator is a
|
||||
long-lived planning tool. `ensureGame` resets it when the game changes.
|
||||
-->
|
||||
<script lang="ts">
|
||||
import { getContext } from "svelte";
|
||||
import { getContext, tick } from "svelte";
|
||||
import { appScreen } from "$lib/app-nav.svelte";
|
||||
|
||||
import { i18n, type TranslationKey } from "$lib/i18n/index.svelte";
|
||||
@@ -273,6 +273,18 @@ long-lived planning tool. `ensureGame` resets it when the game changes.
|
||||
cs.matValue < 0 ? i18n.t("game.calculator.invalid.negative") : "",
|
||||
);
|
||||
|
||||
// Modernization target tech mirrors the design-area floor: a target
|
||||
// below the player's current tech on this turn is meaningless (no
|
||||
// upgrade), so flag it the same way.
|
||||
function targetTechError(key: TechKey): string {
|
||||
const value = cs.targetTech[key];
|
||||
if (value < 0) return i18n.t("game.calculator.invalid.negative");
|
||||
if (value < playerTech[key]) {
|
||||
return i18n.t("game.calculator.invalid.tech_below_current");
|
||||
}
|
||||
return "";
|
||||
}
|
||||
|
||||
// Locking a speed back-solves the drive block; with a zero drive the
|
||||
// ship is deliberately immobile, so disallow it.
|
||||
function lockDisabledReason(output: LockableOutputId): string {
|
||||
@@ -291,8 +303,12 @@ long-lived planning tool. `ensureGame` resets it when the game changes.
|
||||
function onResetTech(key: TechKey): void {
|
||||
cs.techOverridden[key] = false;
|
||||
}
|
||||
function onMatInput(): void {
|
||||
const matInputRef: { el?: HTMLInputElement } = {};
|
||||
async function activateMatOverride(): Promise<void> {
|
||||
cs.matOverridden = true;
|
||||
await tick();
|
||||
matInputRef.el?.focus();
|
||||
matInputRef.el?.select();
|
||||
}
|
||||
function resetMat(): void {
|
||||
cs.matOverridden = false;
|
||||
@@ -485,6 +501,7 @@ long-lived planning tool. `ensureGame` resets it when the game changes.
|
||||
resolved={resolvedCeil}
|
||||
bind:techs={cs.techValues}
|
||||
techOverridden={cs.techOverridden}
|
||||
techFloor={playerTech}
|
||||
computedInput={result.computedInput}
|
||||
{onTechInput}
|
||||
{onResetTech}
|
||||
@@ -589,17 +606,17 @@ long-lived planning tool. `ensureGame` resets it when the game changes.
|
||||
<div class="rrow">
|
||||
<span class="label">{i18n.t("game.calculator.planet.mat")}</span>
|
||||
<span class="cell">
|
||||
<input
|
||||
type="number"
|
||||
step="0.01"
|
||||
min="0"
|
||||
bind:value={cs.matValue}
|
||||
oninput={onMatInput}
|
||||
aria-invalid={matError !== "" ? "true" : "false"}
|
||||
title={matError}
|
||||
data-testid="calculator-planet-mat"
|
||||
/>
|
||||
{#if cs.matOverridden}
|
||||
<input
|
||||
bind:this={matInputRef.el}
|
||||
type="number"
|
||||
step="0.01"
|
||||
min="0"
|
||||
bind:value={cs.matValue}
|
||||
aria-invalid={matError !== "" ? "true" : "false"}
|
||||
title={matError}
|
||||
data-testid="calculator-planet-mat"
|
||||
/>
|
||||
<button
|
||||
type="button"
|
||||
class="lock active"
|
||||
@@ -610,6 +627,23 @@ long-lived planning tool. `ensureGame` resets it when the game changes.
|
||||
>
|
||||
🔒
|
||||
</button>
|
||||
{:else}
|
||||
<span
|
||||
class="mat-val"
|
||||
data-testid="calculator-planet-mat-value"
|
||||
>
|
||||
{cs.matValue}
|
||||
</span>
|
||||
<button
|
||||
type="button"
|
||||
class="lock"
|
||||
title={i18n.t("game.calculator.mat.override")}
|
||||
aria-label={i18n.t("game.calculator.mat.override")}
|
||||
data-testid="calculator-mat-override"
|
||||
onclick={() => void activateMatOverride()}
|
||||
>
|
||||
🔓
|
||||
</button>
|
||||
{/if}
|
||||
</span>
|
||||
<span></span>
|
||||
@@ -638,18 +672,17 @@ long-lived planning tool. `ensureGame` resets it when the game changes.
|
||||
<span class="col-head">{i18n.t("game.calculator.modern.cost")}</span>
|
||||
</div>
|
||||
{#each modernCosts?.perBlock ?? [] as row (row.key)}
|
||||
{@const targetError = targetTechError(row.key)}
|
||||
<div class="rrow">
|
||||
<span class="label">{i18n.t(`game.calculator.field.${row.key}` as TranslationKey)}</span>
|
||||
<span class="cell">
|
||||
<input
|
||||
type="number"
|
||||
step="0.001"
|
||||
min="0"
|
||||
min={playerTech[row.key]}
|
||||
bind:value={cs.targetTech[row.key]}
|
||||
aria-invalid={cs.targetTech[row.key] < 0 ? "true" : "false"}
|
||||
title={cs.targetTech[row.key] < 0
|
||||
? i18n.t("game.calculator.invalid.negative")
|
||||
: ""}
|
||||
aria-invalid={targetError !== "" ? "true" : "false"}
|
||||
title={targetError}
|
||||
data-testid={`calculator-target-${row.key}`}
|
||||
/>
|
||||
</span>
|
||||
@@ -899,4 +932,15 @@ long-lived planning tool. `ensureGame` resets it when the game changes.
|
||||
font-size: 0.8rem;
|
||||
color: var(--color-accent);
|
||||
}
|
||||
/* Plain-text view of the planet MAT (mirrors `.tech-val` in the
|
||||
design area) so the cell width stays the same whether the value is
|
||||
the inherited planet number or the player's override. */
|
||||
.mat-val {
|
||||
flex: 1;
|
||||
min-width: 0;
|
||||
font-size: 0.85rem;
|
||||
font-variant-numeric: tabular-nums;
|
||||
text-align: right;
|
||||
padding: 0.15rem 0.3rem;
|
||||
}
|
||||
</style>
|
||||
|
||||
@@ -135,6 +135,25 @@ describe("computeCalculator goal-seek", () => {
|
||||
expect(result.blocks.drive).toBe(10);
|
||||
});
|
||||
|
||||
test("speed lock is feasible at the ceiling when rest mass is zero", () => {
|
||||
// Regression for the D=1, W=A=S=C=0 case: every block except
|
||||
// drive is zero, so speed equals 20*driveTech (the ceiling); the
|
||||
// solver must accept that exact target instead of flagging it
|
||||
// as unreachable.
|
||||
const core = makeFakeCore();
|
||||
const result = computeCalculator(
|
||||
input({
|
||||
blocks: { drive: 1, armament: 0, weapons: 0, shields: 0, cargo: 0 },
|
||||
driveTech: 1,
|
||||
lock: { output: "speedEmpty", value: 20 },
|
||||
}),
|
||||
core,
|
||||
);
|
||||
expect(result.lockFeasible).toBe(true);
|
||||
expect(result.computedInput).toBe("drive");
|
||||
expect(result.outputs?.speedEmpty).toBeCloseTo(20, 9);
|
||||
});
|
||||
|
||||
test("calls the matching solver with the right context", () => {
|
||||
const weaponsForAttack = vi.fn(() => 7);
|
||||
const core = makeFakeCore({ weaponsForAttack });
|
||||
|
||||
@@ -278,4 +278,106 @@ describe("calculator-tab", () => {
|
||||
"15.273",
|
||||
);
|
||||
});
|
||||
|
||||
test("tech defaults render as a number with an open-lock affordance", () => {
|
||||
const ui = mount();
|
||||
// Default state: no override → number + open lock, no input.
|
||||
expect(ui.getByTestId("calculator-tech-value-drive")).toHaveTextContent(
|
||||
"1.2",
|
||||
);
|
||||
expect(
|
||||
ui.getByTestId("calculator-tech-override-drive"),
|
||||
).toBeInTheDocument();
|
||||
expect(ui.queryByTestId("calculator-tech-drive")).toBeNull();
|
||||
});
|
||||
|
||||
test("clicking the open tech lock reveals the input + closed lock", async () => {
|
||||
const ui = mount();
|
||||
await fireEvent.click(ui.getByTestId("calculator-tech-override-drive"));
|
||||
// Now an input is rendered and the lock turned closed (reset).
|
||||
expect(ui.getByTestId("calculator-tech-drive")).toHaveValue(1.2);
|
||||
expect(ui.getByTestId("calculator-tech-reset-drive")).toBeInTheDocument();
|
||||
expect(ui.queryByTestId("calculator-tech-value-drive")).toBeNull();
|
||||
});
|
||||
|
||||
test("flags a tech override below the player's current tech", async () => {
|
||||
const ui = mount();
|
||||
await fireEvent.click(ui.getByTestId("calculator-tech-override-drive"));
|
||||
// Player drive is 1.2; setting 0.5 is below the floor.
|
||||
await fireEvent.input(ui.getByTestId("calculator-tech-drive"), {
|
||||
target: { value: "0.5" },
|
||||
});
|
||||
expect(ui.getByTestId("calculator-tech-drive")).toHaveAttribute(
|
||||
"aria-invalid",
|
||||
"true",
|
||||
);
|
||||
});
|
||||
|
||||
test("smart step jumps from 0 to 1 on ArrowUp for ship blocks", async () => {
|
||||
const ui = mount();
|
||||
const drive = ui.getByTestId("calculator-block-drive") as HTMLInputElement;
|
||||
drive.focus();
|
||||
await fireEvent.keyDown(drive, { key: "ArrowUp" });
|
||||
expect(drive).toHaveValue(1);
|
||||
await fireEvent.keyDown(drive, { key: "ArrowUp" });
|
||||
expect(drive).toHaveValue(1.1);
|
||||
await fireEvent.keyDown(drive, { key: "ArrowDown" });
|
||||
expect(drive).toHaveValue(1);
|
||||
await fireEvent.keyDown(drive, { key: "ArrowDown" });
|
||||
expect(drive).toHaveValue(0);
|
||||
});
|
||||
|
||||
test("regression: speed lock works at the ceiling with all-zero non-drive blocks", async () => {
|
||||
const ui = mount();
|
||||
await setBlock(ui, "drive", 1);
|
||||
// Override drive tech to 1 so the ceiling math is plain.
|
||||
await fireEvent.click(ui.getByTestId("calculator-tech-override-drive"));
|
||||
await fireEvent.input(ui.getByTestId("calculator-tech-drive"), {
|
||||
target: { value: "1" },
|
||||
});
|
||||
// With D=1, W=A=S=C=0 the only achievable speed is 20*driveTech=20.
|
||||
expect(ui.getByTestId("calculator-out-speedEmpty")).toHaveTextContent("20");
|
||||
await fireEvent.click(ui.getByTestId("calculator-lock-speedEmpty"));
|
||||
const locked = ui.getByTestId("calculator-locked-speedEmpty");
|
||||
expect(locked).toHaveValue(20);
|
||||
// The lock is feasible — no infeasible title and no red error class.
|
||||
expect(locked).not.toHaveAttribute(
|
||||
"title",
|
||||
expect.stringMatching(/cannot be reached/i),
|
||||
);
|
||||
});
|
||||
|
||||
test("planet MAT defaults to a value + open lock and opens an input on click", async () => {
|
||||
const selection = new SelectionStore();
|
||||
selection.selectPlanet(17);
|
||||
const ui = mount({
|
||||
report: makeReport({ planets: [LOCAL_PLANET] }),
|
||||
selection,
|
||||
});
|
||||
// Initial state: the MAT shows the planet's value via the number cell
|
||||
// and an open lock; no input until the override is activated.
|
||||
expect(
|
||||
ui.getByTestId("calculator-planet-mat-value"),
|
||||
).toHaveTextContent("100");
|
||||
expect(
|
||||
ui.getByTestId("calculator-mat-override"),
|
||||
).toBeInTheDocument();
|
||||
expect(ui.queryByTestId("calculator-planet-mat")).toBeNull();
|
||||
await fireEvent.click(ui.getByTestId("calculator-mat-override"));
|
||||
expect(ui.getByTestId("calculator-planet-mat")).toHaveValue(100);
|
||||
expect(ui.getByTestId("calculator-mat-reset")).toBeInTheDocument();
|
||||
});
|
||||
|
||||
test("flags a modernization target below the player's current tech", async () => {
|
||||
const ui = mount();
|
||||
await fireEvent.click(ui.getByTestId("calculator-mode-modernization"));
|
||||
// Player drive is 1.2; the target is seeded with the same value.
|
||||
await fireEvent.input(ui.getByTestId("calculator-target-drive"), {
|
||||
target: { value: "0.5" },
|
||||
});
|
||||
expect(ui.getByTestId("calculator-target-drive")).toHaveAttribute(
|
||||
"aria-invalid",
|
||||
"true",
|
||||
);
|
||||
});
|
||||
});
|
||||
|
||||
@@ -275,6 +275,9 @@ test("calculator draws reach circles for the selected planet", async ({
|
||||
await calc.getByTestId("calculator-block-drive").fill("10");
|
||||
await calc.getByTestId("calculator-block-shields").fill("5");
|
||||
await calc.getByTestId("calculator-block-cargo").fill("5");
|
||||
// Tech defaults render as a number + open lock; click to reveal the
|
||||
// input before typing an override (the F8-06 unified lock idiom).
|
||||
await calc.getByTestId("calculator-tech-override-drive").click();
|
||||
await calc.getByTestId("calculator-tech-drive").fill("1.2");
|
||||
|
||||
await expect.poll(() => countReachCircles(page)).toBeGreaterThan(0);
|
||||
|
||||
@@ -94,10 +94,13 @@ export function makeFakeCore(overrides: Partial<Core> = {}): Core {
|
||||
weaponsForAttack: ({ targetAttack, weaponsTech }) =>
|
||||
weaponsTech <= 0 || targetAttack < 0 ? null : targetAttack / weaponsTech,
|
||||
driveForSpeed: ({ targetSpeed, driveTech, restMass }) => {
|
||||
if (driveTech <= 0 || targetSpeed <= 0) return null;
|
||||
const ceiling = 20 * driveTech;
|
||||
if (driveTech <= 0 || targetSpeed <= 0 || targetSpeed >= ceiling) {
|
||||
return null;
|
||||
if (restMass <= 0) {
|
||||
if (targetSpeed !== ceiling) return null;
|
||||
return 1;
|
||||
}
|
||||
if (targetSpeed >= ceiling) return null;
|
||||
return (targetSpeed * restMass) / (ceiling - targetSpeed);
|
||||
},
|
||||
shieldsForDefence: ({ targetDefence, shieldsTech, restMass }) => {
|
||||
|
||||
Reference in New Issue
Block a user