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.
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@@ -94,10 +94,13 @@ export function makeFakeCore(overrides: Partial<Core> = {}): Core {
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weaponsForAttack: ({ targetAttack, weaponsTech }) =>
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weaponsTech <= 0 || targetAttack < 0 ? null : targetAttack / weaponsTech,
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driveForSpeed: ({ targetSpeed, driveTech, restMass }) => {
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if (driveTech <= 0 || targetSpeed <= 0) return null;
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const ceiling = 20 * driveTech;
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if (driveTech <= 0 || targetSpeed <= 0 || targetSpeed >= ceiling) {
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return null;
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if (restMass <= 0) {
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if (targetSpeed !== ceiling) return null;
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return 1;
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}
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if (targetSpeed >= ceiling) return null;
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return (targetSpeed * restMass) / (ceiling - targetSpeed);
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},
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shieldsForDefence: ({ targetDefence, shieldsTech, restMass }) => {
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