9ae7b88b89
Fuse the standalone ship-class designer (Phases 17/18) into a sidebar calculator: live mass/speed/attack/defence/bombing results, a planet build-rate readout, single-target goal-seek, a modernization-cost mode, and auto reach circles on the map for the selected planet. pkg/calc becomes the single source for the new math (no mirroring): extract BombingPower from the engine model and the per-turn ship-production loop from controller.ProduceShip into pkg/calc (engine now delegates), and add inverse goal-seek solvers in pkg/calc/solve.go. Thin-bridge the combat, planet-build, and solver functions through ui/core/calc + ui/wasm and rebuild core.wasm. Remove the standalone designer view/route; the ship-classes table and the view/bottom menus open the calculator via a shared request store. Docs: rewrite ui/PLAN.md Phase 30, adjust Phase 34 (realistic forecast + CAP/COL ownership), add ui/docs/calculator-ux.md, extend calc-bridge.md, fix navigation.md; remove ui/CALCULATOR.md. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
87 lines
3.4 KiB
Go
87 lines
3.4 KiB
Go
package calc
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// This file holds the inverse ("goal-seek") counterparts of the forward
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// ship formulas. The ship-class calculator lets a player pin one derived
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// result and back-solve the single input it claims; each solver inverts
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// exactly one forward function so the math stays in this package rather
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// than leaking into the UI bridge. Every solver reports ok == false when
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// the request is infeasible (e.g. an unreachable target or a division by
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// a non-positive tech level), leaving the returned value undefined.
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// WeaponsForAttack returns the weapons block that yields targetAttack at
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// weapons tech level weaponsTech, inverting [EffectiveAttack]. It is
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// infeasible when weaponsTech is non-positive or targetAttack is
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// negative.
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func WeaponsForAttack(targetAttack, weaponsTech float64) (float64, bool) {
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if weaponsTech <= 0 || targetAttack < 0 {
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return 0, false
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}
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return targetAttack / weaponsTech, true
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}
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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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func DriveForSpeed(targetSpeed, driveTech, restMass float64) (float64, bool) {
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ceiling := 20 * driveTech
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if driveTech <= 0 || targetSpeed <= 0 || 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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}
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// ShieldsForDefence returns the shields block that yields targetDefence
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// for a ship whose mass excluding the shields block is restMass, at
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// shields tech level shieldsTech, inverting [EffectiveDefence]. Defence
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// rises monotonically with shields (the block adds mass to its own
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// denominator), so the block is found by bisection. It is infeasible when
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// targetDefence or shieldsTech is non-positive.
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func ShieldsForDefence(targetDefence, shieldsTech, restMass float64) (float64, bool) {
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if targetDefence <= 0 || shieldsTech <= 0 {
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return 0, false
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}
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lo, hi := 0.0, 1.0
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for EffectiveDefence(hi, shieldsTech, hi+restMass) < targetDefence {
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hi *= 2
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if hi > 1e12 {
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return 0, false
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}
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}
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for range 100 {
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mid := (lo + hi) / 2
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if EffectiveDefence(mid, shieldsTech, mid+restMass) < targetDefence {
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lo = mid
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} else {
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hi = mid
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}
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}
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return (lo + hi) / 2, true
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}
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// CargoForEmptyMass returns the cargo block that brings a ship's empty
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// mass to targetEmptyMass, given restMass — the combined mass of the
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// other blocks (drive, shields, and the weapons block) — inverting the
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// cargo term of [EmptyMass]. It is infeasible when targetEmptyMass is
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// below restMass, which would require a negative cargo block.
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func CargoForEmptyMass(targetEmptyMass, restMass float64) (float64, bool) {
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cargo := targetEmptyMass - restMass
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if cargo < 0 {
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return 0, false
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}
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return cargo, true
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}
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// LoadForFullMass returns the cargo load that brings a ship's full mass
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// to targetFullMass, given its empty mass and cargo tech level, inverting
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// [CarryingMass] inside [FullMass]. It is infeasible when targetFullMass
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// is below emptyMass or cargoTech is non-positive.
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func LoadForFullMass(targetFullMass, emptyMass, cargoTech float64) (float64, bool) {
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if cargoTech <= 0 || targetFullMass < emptyMass {
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return 0, false
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}
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return (targetFullMass - emptyMass) * cargoTech, true
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}
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