Wires Phase 19's data and rendering layers without yet adding the
inspector UI:
- game-state.ts grows ReportLocalShipGroup / ReportOtherShipGroup
/ ReportIncomingShipGroup / ReportUnidentifiedShipGroup /
ReportLocalFleet types and walks the matching FlatBuffers
vectors (LocalGroup, OtherGroup, IncomingGroup,
UnidentifiedGroup, LocalFleet) inside decodeReport. The Tech
map is folded into the fixed-shape ShipGroupTech struct;
cargo strings normalise to the closed CargoLoadType | "NONE"
union; UUIDs come back as canonical 36-char strings.
- synthetic-report.ts mirrors the new fields so the DEV-only
lobby loader can feed JSON produced by legacy-report-to-json
straight into the live UI surface.
- selection.svelte.ts widens its discriminated union with a
`kind: "shipGroup"` branch carrying a ShipGroupRef
(local UUID / other / incoming / unidentified by index).
- world.ts adds Style.strokeDashPx and render.ts.drawLine
honours it via manual segmentation (PixiJS v8 has no native
dash API). Ignored on points and circles.
- state-binding.ts now returns { world, hitLookup }: the
hit-lookup map keys every primitive id back to a concrete
HitTarget so the click handler can dispatch to selectPlanet
or selectShipGroup. Ship-group primitives live in a separate
ship-groups.ts that emits one point per local / other /
unidentified group, plus a dashed origin→destination line +
clickable point per incoming group. Position is interpolated
along the trajectory for in-hyperspace groups.
- map.svelte threads the hitLookup into handleMapClick.
Vitest:
- tests/helpers/empty-ship-groups.ts exposes EMPTY_SHIP_GROUPS
so existing fixtures can spread the new five empty arrays
without enumerating every field.
- state-binding-groups.test.ts covers each group variant's
primitive geometry and lookup correctness.
- All previously-existing fixture builders pick up the spread
so GameReport stays a complete object.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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.
Phase 17 lights up the ship-class table and designer active views,
extends the order-draft pipeline with createShipClass and
removeShipClass commands, and projects pending Save/Delete actions
through applyOrderOverlay so the table reflects the player's
intent before auto-sync lands. The plan is corrected in the same
patch: per game/rules.txt, ship classes are designed once and
cannot be edited — the engine has no Update command, so the UI
exposes only Create + Delete.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>