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>
116 lines
5.2 KiB
Markdown
116 lines
5.2 KiB
Markdown
# Ship Class Calculator — UX
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Phase 30 fuses the ship-class designer and a calculator into one sidebar
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tool (`lib/sidebar/calculator-tab.svelte`). It replaced the standalone
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designer view/route from Phases 17/18. All numeric math lives in
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`pkg/calc` and is reached through the `Core` WASM bridge; the calculator
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holds input state and orchestrates, it never computes.
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## Modes
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- **Calculator** (`ship`): the full tool — design area, derived results,
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planet build, goal-seek.
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- **Modernization**: reuses the design area and shows per-block and
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total `BlockUpgradeCost` from the current tech to an editable target
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tech. The design-area component is extracted
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(`lib/calculator/ship-design-area.svelte`) so the future ship-group
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upgrade flow can reuse it.
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The `path` mode from the original plan was dropped (MVP path-finding is
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brute force); reach circles on the map replace it. `bombing` is folded
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in as a per-ship result rather than a separate mode.
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## Areas
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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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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 that the
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loaded-column results use.
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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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supply is Phase 34.
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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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- **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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- **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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| result | claims |
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| ------------- | ------------- |
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| attack | weapons block |
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| defence | shields block |
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| empty speed | drive block |
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| loaded speed | drive block |
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| empty mass | cargo block |
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| loaded mass | cargo load |
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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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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.
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## Create / load / delete
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The name field is a combobox over the player's existing classes. Picking
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an existing class loads it as a template (so you can tweak and Create a
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new one); Create is disabled while the name is invalid or duplicate
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(reusing `lib/util/ship-class-validation.ts`). When a saved class is
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loaded, a Delete affordance appears. Create / Delete reuse the existing
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`createShipClass` / `removeShipClass` order-draft flow, so the optimistic
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overlay reflects the change immediately. Ship classes are immutable after
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creation (per `game/rules.txt`), so there is no edit — only Create-new
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and Delete.
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## Reach circles
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When an own planet is selected in calculator mode, the calculator
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publishes the planet origin and the design's loaded speed to a shared
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store (`lib/calculator/reach.svelte`). The map view
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(`lib/active-view/map.svelte`) reads it and draws 1–3 thin concentric
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reach circles (`map/reach-circles.ts`) for 1/2/3 turns. The ring count
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shrinks as speed grows: a ring is dropped once the previous one reaches
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the torus wrap-midpoint (half the shorter side) or the no-wrap map edge
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(farthest corner). The circles clear when the selection clears or the
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design is invalid.
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## State preservation and history
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Calculator inputs are component-local state. The sidebar keeps the tab
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mounted while the player navigates between active views, so inputs
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persist across view switches per the global state-preservation rule
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(`ui/docs/navigation.md`). Tech levels track the rendered report, so in
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history mode the calculator computes against the viewed snapshot's tech.
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The ship-classes table and the view/bottom menus open the calculator via
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a shared request store (`lib/calculator/load-request.svelte`): the
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in-game layout flips the sidebar to the calculator tab and the
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calculator loads the requested class (or starts a fresh design).
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## Layout and mobile
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Everything stacks vertically to fit the 18 rem sidebar; the design and
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result rows use compact two-column (ship/tech, empty/loaded) grids. On
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mobile the sidebar is the existing bottom-sheet/overlay; the calc bottom
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tab opens it.
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## Runtime note
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The new bridge functions are only present after `make wasm` rebuilds
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`ui/frontend/static/core.wasm` (needs TinyGo). Vitest injects a fake
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`Core` (`tests/fake-core.ts`) mirroring `pkg/calc`, so unit/component
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tests do not need the rebuild; the Playwright suite and the live app do.
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