# Calc bridge The Galaxy frontend renders predictive numbers (free production potential, forecast output for a chosen production type, ship build progress, tech progress) that depend on the same formulas the engine uses at turn cutoff. To keep one source of truth, those formulas live in Go under `pkg/calc/` and are surfaced to the UI through a Go → WASM → TypeScript bridge mounted under `ui/core/calc/` and a matching TS adapter in `ui/frontend/src/platform/core/`. The bridge covers the **ship-math slice** (everything the ship-class designer needs to render its preview pane), `BlockUpgradeCost` (for the ship-group inspector's modernize-cost preview), and the **combat, planet-build, and goal-seek slice** for the ship-class calculator: `EffectiveAttack`, `EffectiveDefence`, `BombingPower`, `ShipBuildCost`, `ProduceShipsInTurn`, and the inverse solvers from `pkg/calc/solve.go`. Other slices (production/science forecast, the realistic multi-turn planet projection) remain deferred. This document is the running audit trail of what is live, what is missing, and how each function maps to its `pkg/calc/` source. ## Live bridge surface The Go module `galaxy/core/calc` (`ui/core/calc/ship.go`) exposes thin wrappers around `pkg/calc/ship.go`. Each is a one-line passthrough — the bridge contains zero math. The same names appear on the JS-side `globalThis.galaxyCore` (registered in `ui/wasm/main.go`) and on the typed `Core` interface (`ui/frontend/src/platform/core/index.ts`). | Bridge function | `pkg/calc/` source | JS return shape | Used by | | ------------------- | -------------------------------------------------------- | --------------- | ---------------------------------------- | | `driveEffective` | `calc.DriveEffective(drive, driveTech)` | `number` | designer preview (`Speed` input) | | `emptyMass` | `calc.EmptyMass(drive, weapons, armament, …)` | `number\|null` | designer preview (mass row) | | `weaponsBlockMass` | `calc.WeaponsBlockMass(weapons, armament)` | `number\|null` | designer preview, modernize cost preview | | `fullMass` | `calc.FullMass(emptyMass, carryingMass)` | `number` | designer preview (full-load row) | | `speed` | `calc.Speed(driveEffective, fullMass)` | `number` | designer preview (speed + range) | | `cargoCapacity` | `calc.CargoCapacity(cargo, cargoTech)` | `number` | designer preview (cargo row) | | `carryingMass` | `calc.CarryingMass(load, cargoTech)` | `number` | designer preview (full-load mass) | | `blockUpgradeCost` | `calc.BlockUpgradeCost(blockMass, currentTech, target)` | `number` | ship-group inspector + modernization mode | | `effectiveAttack` | `calc.EffectiveAttack(weapons, weaponsTech)` | `number` | calculator (attack result) | | `effectiveDefence` | `calc.EffectiveDefence(shields, shieldsTech, fullMass)` | `number` | calculator (defence result) | | `bombingPower` | `calc.BombingPower(weapons, weaponsTech, armament, n)` | `number` | calculator (bombing result, n = 1) | | `shipBuildCost` | `calc.ShipBuildCost(shipMass, material, resources)` | `number` | calculator (planet build) | | `produceShipsInTurn`| `calc.ProduceShipsInTurn(L, material, resources, mass)` | `{ships,…}` | calculator (planet ships/turn) | | `weaponsForAttack` | `calc.WeaponsForAttack(targetAttack, weaponsTech)` | `number\|null` | calculator goal-seek (attack → weapons) | | `driveForSpeed` | `calc.DriveForSpeed(targetSpeed, driveTech, restMass)` | `number\|null` | calculator goal-seek (speed → drive) | | `shieldsForDefence` | `calc.ShieldsForDefence(targetDefence, sTech, restMass)` | `number\|null` | calculator goal-seek (defence → shields) | | `cargoForEmptyMass` | `calc.CargoForEmptyMass(targetEmptyMass, restMass)` | `number\|null` | calculator goal-seek (mass → cargo) | | `loadForFullMass` | `calc.LoadForFullMass(targetFullMass, emptyMass, cTech)` | `number\|null` | calculator goal-seek (loaded mass → load)| | `ceil3` | `calc.Ceil3(value)` (`pkg/calc/number.go`) | `number` | calculator display rounding (round up to 3 dp) | `BombingPower` and the per-turn build loop are no longer engine-only: `BombingPower` was extracted from `game/internal/model/game/group.go` and the per-iteration build math from `controller.ProduceShip` into `pkg/calc` (`ProduceShipsInTurn`); the engine now delegates to both — a true refactor, not a mirror. The inverse solvers (`pkg/calc/solve.go`) invert the forward formulas for single-target goal-seek and return `null` when infeasible; `shieldsForDefence` uses bisection, the rest are analytic. Parity and round-trip tests live in `ui/core/calc/{ship,planet,solve}_test.go`. `number|null` returns mirror the Go `(float64, bool)` signature: the upstream validator rejects weapons/armament pairings with one zero side and the other non-zero, so the bridge returns `null` instead of silently zeroing. The ship-class form gates the preview behind its own `validateShipClass` so a user-visible `null` is the safety net, not the common path. Composition (e.g., "full-load mass = `fullMass(emptyMass, carryingMass(cargoCapacity, cargoTech))`") happens in the TS preview component, not in the bridge — the Go side stays purely a marshalling adapter. Parity is exercised by `ui/core/calc/ship_test.go`, which calls each wrapper alongside the direct `pkg/calc/` function on the same inputs and asserts byte-equal outputs. ## Still-deferred slices The Go-side bridge is intentionally narrow: it covers ship math and the combat/planet-build/goal-seek slice. Production forecasts, science, and reach (`FligthDistance`) still depend on either inline TS arithmetic or the engine-shipped fields on `GameReport`. See the table further down for what is missing and the per-feature waivers below for the rationale on each deferral. ## Current `pkg/calc/` exports | Function | Purpose | | ------------------------------------------------------ | ------------------------------------------------------------------------------------------------ | | `ShipProductionCost(shipEmptyMass float64) float64` | Production units required per unit of ship empty mass (×10). | | `PlanetProduceShipMass(L, Mat, Res float64) float64` | Ship mass produced per turn given free production `L`, material stockpile `Mat`, resources `Res`.| | `DriveEffective`, `Speed`, `EmptyMass`, `FullMass`, … | Ship-level derivations (`pkg/calc/ship.go`). | | `BlockUpgradeCost(blockMass, currentTech, target)` | Production cost of upgrading a single ship block (migrated from `controller`). | | `FligthDistance(driveTech)`, `VisibilityDistance(...)` | Race-level reach formulas (`pkg/calc/race.go`). | | `ValidateShipTypeValues`, `CheckShipTypeValueDWSC` | Ship-design validators (`pkg/calc/validator.go`). | Nothing else lives in `pkg/calc/` today. Production-side formulas (industry / materials / per-tech research / production capacity) sit in `game/internal/model/game/planet.go` and `…/science.go` and have never been exported. ## Required calc functions per UI feature The table below tracks what UI features need from the bridge and whether the underlying Go function exists. | UI feature | Go formula | In `pkg/calc/`? | Surfaced to TS? | | ----------------------------------------------- | --------------------------------------------------------------------------------------------------------------------------- | :-------------: | :-------------: | | Ship-class designer preview | `EmptyMass`, `FullMass`, `Speed`, `DriveEffective`, `CargoCapacity`, `CarryingMass`, `WeaponsBlockMass` (`pkg/calc/ship.go`) | yes | yes | | Ship-group modernize cost preview | `BlockUpgradeCost` (`pkg/calc/ship.go`, migrated from `game/internal/controller/ship_group_upgrade.go`) | yes | yes | | Ship calculator combat | `EffectiveAttack`, `EffectiveDefence`, `BombingPower` (`pkg/calc/ship.go`; `BombingPower` extracted from `model/game/group.go`) | yes | yes | | Ship calculator goal-seek | inverse solvers in `pkg/calc/solve.go` | yes | yes | | Free production potential (`freeIndustry`) | `Planet.ProductionCapacity` → `industry*0.75 + population*0.25` (`game/internal/model/game/planet.go`) | no | no | | Industry production output per turn | `Planet.ProduceIndustry(freeProduction)` (`planet.go`); `freeProduction/5` modulo material constraint | no | no | | Materials production output per turn | `Planet.ProduceMaterial(freeProduction)` (`planet.go`); `freeProduction * resources` | no | no | | Per-tech research progress (DRIVE/WEAPONS/…) | `ResearchTech` (`game/internal/model/game/science.go`); `freeProduction / 5000` per tech level | no | no | | Custom-science progress | weighted form of `ResearchTech` driven by `Race.Sciences[].(Drive\|Weapons\|Shields\|Cargo)` (`science.go`) | no | no | | Ship build progress / planet build rate | `ProduceShipsInTurn(L, Mat, Res, mass)` (`pkg/calc/planet.go`, extracted from `controller.ProduceShip`); `ShipBuildCost` | yes | yes | `partial` means the Go primitives exist in `pkg/calc/` but the composition (and the conversion of TS-side `ReportPlanet`/ `ShipClass` to the formula inputs) is not implemented anywhere. ## Production forecast waiver The inspector's planet production controls (segmented control + sub-pickers + collapse-by-`planetNumber` order command) do **not** surface the per-type forecast number. The inspector renders the existing `freeIndustry` row (free production potential) — that number is computed engine-side and ships in the report payload, so no calc-bridge access is required for it. The per-type forecast number is deferred pending promotion of the relevant formulas into `pkg/calc/`. ## Reach formula waiver Ship-reach filtering for the cargo-route destination picker uses a trivial engine formula: ``` flightDistance = driveTech * 40 ``` The Go-side reference lives in [`pkg/calc/race.go`](../../pkg/calc/race.go) as `FligthDistance(driveTech) float64` (alongside the matching `VisibilityDistance` for in-space group reports). The engine call sites (`game/internal/model/game/race.go.FlightDistance`, `game/internal/controller/route.go.PlanetRouteSet`) still wrap the Go formula directly; promoting them to call `pkg/calc/` is a pending cleanup. Implementing the WASM glue for one constant-time multiplication would be premature scaffolding, so the picker computes reach inline in TypeScript using `torusShortestDelta(planet.x, candidate.x, mapWidth)` and `Math.hypot` against `40 * report.localPlayerDrive`, where `localPlayerDrive` is decoded from the report's `Player` block by matching `Player.name` to `report.race` (`api/game-state.ts.findLocalPlayerDrive`). When the remaining bridge work ships, the inline formula will be replaced with a single call into the bridge — `calc.FligthDistance(driveTech)` becomes the source of truth for both the picker and the cargo-route auto-removal at turn cutoff. Until then, the UI duplicates `flightDistance` knowingly — same precedent as the production forecast deferral above. ## Planned bridge growth The canonical bridge layout is established (Go subpackage + WASM registration + typed `Core` interface + parity tests). Future calc work follows the same shape: 1. Promote any still-engine-only formula from the table above into `pkg/calc/` so the engine and the UI share one Go-side implementation. The engine continues to call them through its `game/internal/...` wrappers. 2. Add a thin one-line wrapper in `ui/core/calc/` (new file per topic, e.g. `ui/core/calc/planet.go` for production forecasts). No math in the bridge. 3. Register the function in `ui/wasm/main.go` under `globalThis.galaxyCore`. 4. Extend the `Core` interface in `ui/frontend/src/platform/core/index.ts` with a typed signature and add the passthrough in `wasm.ts.adaptBridge`. 5. Add a parity test in `ui/core/calc/_test.go` and a feature-level test under `ui/frontend/tests/`. 6. Update this document — move the row from "missing" to the live surface table and link the test files.