Files
galaxy-game/ui/wasm/main.go
T
Ilia Denisov 9ae7b88b89
Tests · UI / test (push) Successful in 2m14s
Tests · Go / test (push) Successful in 2m25s
feat(ui): Phase 30 ship-class calculator with goal-seek and reach circles
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>
2026-05-21 20:04:07 +02:00

454 lines
16 KiB
Go

// Command wasm is the TinyGo WebAssembly entry point for the Galaxy UI
// client. It exposes a small "compute boundary" API on
// `globalThis.galaxyCore` so the TypeScript-side `WasmCore` adapter can
// call into the Go canonical-bytes serializer and signature verifier
// without duplicating the contract in JavaScript.
//
// Public surface (all functions live under `globalThis.galaxyCore`):
//
// - signRequest(fields) -> Uint8Array
// Returns the canonical bytes for a v1 request envelope. The actual
// Ed25519 signing happens outside WASM (Phase 6 introduces WebCrypto
// with non-exportable keys).
// - verifyResponse(publicKey, signature, fields) -> boolean
// - verifyEvent(publicKey, signature, fields) -> boolean
// - verifyPayloadHash(payloadBytes, payloadHash) -> boolean
//
// Phase 18 adds the ship-math bridge over `pkg/calc/ship.go`. Each
// function is a thin wrapper around the same-named upstream calc
// function (zero math here, the bridge only marshals JS objects):
//
// - driveEffective(fields) -> number
// - emptyMass(fields) -> number | null (null when invalid)
// - weaponsBlockMass(fields) -> number | null (null when invalid)
// - fullMass(fields) -> number
// - speed(fields) -> number
// - cargoCapacity(fields) -> number
// - carryingMass(fields) -> number
// - blockUpgradeCost(fields) -> number (Phase 20: modernize cost preview)
//
// Phase 30 adds the calculator bridge over the combat, planet-build, and
// inverse goal-seek math in `pkg/calc` (combat / build helpers, plus the
// single-target solvers):
//
// - effectiveAttack(fields) -> number
// - effectiveDefence(fields) -> number
// - bombingPower(fields) -> number
// - shipBuildCost(fields) -> number
// - produceShipsInTurn(fields) -> { ships, materialLeft, productionUsed, progress }
// - weaponsForAttack(fields) -> number | null (null when infeasible)
// - driveForSpeed(fields) -> number | null
// - shieldsForDefence(fields) -> number | null
// - cargoForEmptyMass(fields) -> number | null
// - loadForFullMass(fields) -> number | null
//
// Field objects are plain JS objects with camelCase keys matching the
// TypeScript `Core` interface, and bytes fields are Uint8Array.
// Timestamps are JS Number (Unix milliseconds fit in 53 bits well past
// year 2200).
//
// All functions return either a Uint8Array, a number, a boolean, null,
// or fail closed. They never throw — callers may inspect the result
// or rely on the canon-byte length to detect malformed input.
//go:build js && wasm
package main
import (
"syscall/js"
"galaxy/core/calc"
"galaxy/core/canon"
)
func main() {
js.Global().Set("galaxyCore", js.ValueOf(map[string]any{
"signRequest": js.FuncOf(signRequest),
"verifyResponse": js.FuncOf(verifyResponse),
"verifyEvent": js.FuncOf(verifyEvent),
"verifyPayloadHash": js.FuncOf(verifyPayloadHash),
"driveEffective": js.FuncOf(driveEffective),
"emptyMass": js.FuncOf(emptyMass),
"weaponsBlockMass": js.FuncOf(weaponsBlockMass),
"fullMass": js.FuncOf(fullMass),
"speed": js.FuncOf(speed),
"cargoCapacity": js.FuncOf(cargoCapacity),
"carryingMass": js.FuncOf(carryingMass),
"blockUpgradeCost": js.FuncOf(blockUpgradeCost),
"effectiveAttack": js.FuncOf(effectiveAttack),
"effectiveDefence": js.FuncOf(effectiveDefence),
"bombingPower": js.FuncOf(bombingPower),
"shipBuildCost": js.FuncOf(shipBuildCost),
"produceShipsInTurn": js.FuncOf(produceShipsInTurn),
"weaponsForAttack": js.FuncOf(weaponsForAttack),
"driveForSpeed": js.FuncOf(driveForSpeed),
"shieldsForDefence": js.FuncOf(shieldsForDefence),
"cargoForEmptyMass": js.FuncOf(cargoForEmptyMass),
"loadForFullMass": js.FuncOf(loadForFullMass),
}))
// Block forever so the Go runtime stays alive while JS keeps calling
// the registered functions.
select {}
}
func signRequest(_ js.Value, args []js.Value) any {
if len(args) != 1 {
return js.Null()
}
fields := canon.RequestSigningFields{
ProtocolVersion: args[0].Get("protocolVersion").String(),
DeviceSessionID: args[0].Get("deviceSessionId").String(),
MessageType: args[0].Get("messageType").String(),
TimestampMS: int64(args[0].Get("timestampMs").Float()),
RequestID: args[0].Get("requestId").String(),
PayloadHash: copyBytesFromJS(args[0].Get("payloadHash")),
}
return copyBytesToJS(canon.BuildRequestSigningInput(fields))
}
func verifyResponse(_ js.Value, args []js.Value) any {
if len(args) != 3 {
return js.ValueOf(false)
}
fields := canon.ResponseSigningFields{
ProtocolVersion: args[2].Get("protocolVersion").String(),
RequestID: args[2].Get("requestId").String(),
TimestampMS: int64(args[2].Get("timestampMs").Float()),
ResultCode: args[2].Get("resultCode").String(),
PayloadHash: copyBytesFromJS(args[2].Get("payloadHash")),
}
publicKey := copyBytesFromJS(args[0])
signature := copyBytesFromJS(args[1])
if err := canon.VerifyResponseSignature(publicKey, signature, fields); err != nil {
return js.ValueOf(false)
}
return js.ValueOf(true)
}
func verifyEvent(_ js.Value, args []js.Value) any {
if len(args) != 3 {
return js.ValueOf(false)
}
fields := canon.EventSigningFields{
EventType: args[2].Get("eventType").String(),
EventID: args[2].Get("eventId").String(),
TimestampMS: int64(args[2].Get("timestampMs").Float()),
RequestID: args[2].Get("requestId").String(),
TraceID: args[2].Get("traceId").String(),
PayloadHash: copyBytesFromJS(args[2].Get("payloadHash")),
}
publicKey := copyBytesFromJS(args[0])
signature := copyBytesFromJS(args[1])
if err := canon.VerifyEventSignature(publicKey, signature, fields); err != nil {
return js.ValueOf(false)
}
return js.ValueOf(true)
}
func verifyPayloadHash(_ js.Value, args []js.Value) any {
if len(args) != 2 {
return js.ValueOf(false)
}
payloadBytes := copyBytesFromJS(args[0])
payloadHash := copyBytesFromJS(args[1])
if err := canon.VerifyPayloadHash(payloadBytes, payloadHash); err != nil {
return js.ValueOf(false)
}
return js.ValueOf(true)
}
// driveEffective bridges `calc.DriveEffective`. Input
// `{ drive, driveTech }`, output a JS number.
func driveEffective(_ js.Value, args []js.Value) any {
if len(args) != 1 {
return js.Null()
}
drive := args[0].Get("drive").Float()
driveTech := args[0].Get("driveTech").Float()
return js.ValueOf(calc.DriveEffective(drive, driveTech))
}
// emptyMass bridges `calc.EmptyMass`. Input
// `{ drive, weapons, armament, shields, cargo }`, output a JS number
// or null when the upstream validator rejects the weapons/armament
// pairing.
func emptyMass(_ js.Value, args []js.Value) any {
if len(args) != 1 {
return js.Null()
}
drive := args[0].Get("drive").Float()
weapons := args[0].Get("weapons").Float()
armament := uint(args[0].Get("armament").Int())
shields := args[0].Get("shields").Float()
cargo := args[0].Get("cargo").Float()
mass, ok := calc.EmptyMass(drive, weapons, armament, shields, cargo)
if !ok {
return js.Null()
}
return js.ValueOf(mass)
}
// weaponsBlockMass bridges `calc.WeaponsBlockMass`. Input
// `{ weapons, armament }`, output a JS number or null on the same
// invalid pairing as emptyMass.
func weaponsBlockMass(_ js.Value, args []js.Value) any {
if len(args) != 1 {
return js.Null()
}
weapons := args[0].Get("weapons").Float()
armament := uint(args[0].Get("armament").Int())
mass, ok := calc.WeaponsBlockMass(weapons, armament)
if !ok {
return js.Null()
}
return js.ValueOf(mass)
}
// fullMass bridges `calc.FullMass`. Input
// `{ emptyMass, carryingMass }`, output a JS number.
func fullMass(_ js.Value, args []js.Value) any {
if len(args) != 1 {
return js.Null()
}
em := args[0].Get("emptyMass").Float()
cm := args[0].Get("carryingMass").Float()
return js.ValueOf(calc.FullMass(em, cm))
}
// speed bridges `calc.Speed`. Input `{ driveEffective, fullMass }`,
// output a JS number (zero when fullMass is non-positive).
func speed(_ js.Value, args []js.Value) any {
if len(args) != 1 {
return js.Null()
}
de := args[0].Get("driveEffective").Float()
fm := args[0].Get("fullMass").Float()
return js.ValueOf(calc.Speed(de, fm))
}
// cargoCapacity bridges `calc.CargoCapacity`. Input
// `{ cargo, cargoTech }`, output a JS number (cargo units of hold).
func cargoCapacity(_ js.Value, args []js.Value) any {
if len(args) != 1 {
return js.Null()
}
cargo := args[0].Get("cargo").Float()
cargoTech := args[0].Get("cargoTech").Float()
return js.ValueOf(calc.CargoCapacity(cargo, cargoTech))
}
// carryingMass bridges `calc.CarryingMass`. Input
// `{ load, cargoTech }`, output a JS number (mass of `load` cargo
// units at the player's cargo tech).
func carryingMass(_ js.Value, args []js.Value) any {
if len(args) != 1 {
return js.Null()
}
load := args[0].Get("load").Float()
cargoTech := args[0].Get("cargoTech").Float()
return js.ValueOf(calc.CarryingMass(load, cargoTech))
}
// blockUpgradeCost bridges `calc.BlockUpgradeCost`. Input
// `{ blockMass, currentTech, targetTech }`, output a JS number
// (production cost of moving one block from currentTech to
// targetTech; zero when blockMass is zero or targetTech is not
// above currentTech).
func blockUpgradeCost(_ js.Value, args []js.Value) any {
if len(args) != 1 {
return js.Null()
}
blockMass := args[0].Get("blockMass").Float()
currentTech := args[0].Get("currentTech").Float()
targetTech := args[0].Get("targetTech").Float()
return js.ValueOf(calc.BlockUpgradeCost(blockMass, currentTech, targetTech))
}
// effectiveAttack bridges `calc.EffectiveAttack`. Input
// `{ weapons, weaponsTech }`, output a JS number.
func effectiveAttack(_ js.Value, args []js.Value) any {
if len(args) != 1 {
return js.Null()
}
weapons := args[0].Get("weapons").Float()
weaponsTech := args[0].Get("weaponsTech").Float()
return js.ValueOf(calc.EffectiveAttack(weapons, weaponsTech))
}
// effectiveDefence bridges `calc.EffectiveDefence`. Input
// `{ shields, shieldsTech, fullMass }`, output a JS number (zero when
// fullMass is non-positive).
func effectiveDefence(_ js.Value, args []js.Value) any {
if len(args) != 1 {
return js.Null()
}
shields := args[0].Get("shields").Float()
shieldsTech := args[0].Get("shieldsTech").Float()
fullMass := args[0].Get("fullMass").Float()
return js.ValueOf(calc.EffectiveDefence(shields, shieldsTech, fullMass))
}
// bombingPower bridges `calc.BombingPower`. Input
// `{ weapons, weaponsTech, armament, number }`, output a JS number.
func bombingPower(_ js.Value, args []js.Value) any {
if len(args) != 1 {
return js.Null()
}
weapons := args[0].Get("weapons").Float()
weaponsTech := args[0].Get("weaponsTech").Float()
armament := args[0].Get("armament").Float()
number := args[0].Get("number").Float()
return js.ValueOf(calc.BombingPower(weapons, weaponsTech, armament, number))
}
// shipBuildCost bridges `calc.ShipBuildCost`. Input
// `{ shipMass, material, resources }`, output a JS number.
func shipBuildCost(_ js.Value, args []js.Value) any {
if len(args) != 1 {
return js.Null()
}
shipMass := args[0].Get("shipMass").Float()
material := args[0].Get("material").Float()
resources := args[0].Get("resources").Float()
return js.ValueOf(calc.ShipBuildCost(shipMass, material, resources))
}
// produceShipsInTurn bridges `calc.ProduceShipsInTurn`. Input
// `{ productionAvailable, material, resources, shipMass }`, output a JS
// object `{ ships, materialLeft, productionUsed, progress }`.
func produceShipsInTurn(_ js.Value, args []js.Value) any {
if len(args) != 1 {
return js.Null()
}
productionAvailable := args[0].Get("productionAvailable").Float()
material := args[0].Get("material").Float()
resources := args[0].Get("resources").Float()
shipMass := args[0].Get("shipMass").Float()
ships, materialLeft, productionUsed, progress := calc.ProduceShipsInTurn(
productionAvailable, material, resources, shipMass,
)
return js.ValueOf(map[string]any{
"ships": float64(ships),
"materialLeft": materialLeft,
"productionUsed": productionUsed,
"progress": progress,
})
}
// weaponsForAttack bridges `calc.WeaponsForAttack`. Input
// `{ targetAttack, weaponsTech }`, output a JS number or null when the
// request is infeasible.
func weaponsForAttack(_ js.Value, args []js.Value) any {
if len(args) != 1 {
return js.Null()
}
targetAttack := args[0].Get("targetAttack").Float()
weaponsTech := args[0].Get("weaponsTech").Float()
v, ok := calc.WeaponsForAttack(targetAttack, weaponsTech)
if !ok {
return js.Null()
}
return js.ValueOf(v)
}
// driveForSpeed bridges `calc.DriveForSpeed`. Input
// `{ targetSpeed, driveTech, restMass }`, output a JS number or null when
// the target is unreachable.
func driveForSpeed(_ js.Value, args []js.Value) any {
if len(args) != 1 {
return js.Null()
}
targetSpeed := args[0].Get("targetSpeed").Float()
driveTech := args[0].Get("driveTech").Float()
restMass := args[0].Get("restMass").Float()
v, ok := calc.DriveForSpeed(targetSpeed, driveTech, restMass)
if !ok {
return js.Null()
}
return js.ValueOf(v)
}
// shieldsForDefence bridges `calc.ShieldsForDefence`. Input
// `{ targetDefence, shieldsTech, restMass }`, output a JS number or null
// when the request is infeasible.
func shieldsForDefence(_ js.Value, args []js.Value) any {
if len(args) != 1 {
return js.Null()
}
targetDefence := args[0].Get("targetDefence").Float()
shieldsTech := args[0].Get("shieldsTech").Float()
restMass := args[0].Get("restMass").Float()
v, ok := calc.ShieldsForDefence(targetDefence, shieldsTech, restMass)
if !ok {
return js.Null()
}
return js.ValueOf(v)
}
// cargoForEmptyMass bridges `calc.CargoForEmptyMass`. Input
// `{ targetEmptyMass, restMass }`, output a JS number or null when the
// target is below the fixed block mass.
func cargoForEmptyMass(_ js.Value, args []js.Value) any {
if len(args) != 1 {
return js.Null()
}
targetEmptyMass := args[0].Get("targetEmptyMass").Float()
restMass := args[0].Get("restMass").Float()
v, ok := calc.CargoForEmptyMass(targetEmptyMass, restMass)
if !ok {
return js.Null()
}
return js.ValueOf(v)
}
// loadForFullMass bridges `calc.LoadForFullMass`. Input
// `{ targetFullMass, emptyMass, cargoTech }`, output a JS number or null
// when the target is below the empty mass.
func loadForFullMass(_ js.Value, args []js.Value) any {
if len(args) != 1 {
return js.Null()
}
targetFullMass := args[0].Get("targetFullMass").Float()
emptyMass := args[0].Get("emptyMass").Float()
cargoTech := args[0].Get("cargoTech").Float()
v, ok := calc.LoadForFullMass(targetFullMass, emptyMass, cargoTech)
if !ok {
return js.Null()
}
return js.ValueOf(v)
}
// copyBytesFromJS materialises a JS Uint8Array (or any indexable
// byte-shaped value) into a Go byte slice. We avoid `js.CopyBytesToGo`
// because TinyGo's implementation panics on values it does not
// recognise as Uint8Array — a check that misfires for Uint8Arrays
// constructed from Node's Buffer in Vitest's jsdom environment. The
// per-element copy is slower but always correct, and the canonical
// envelope payloads are small enough (≤ a few hundred bytes) that the
// difference is negligible.
func copyBytesFromJS(value js.Value) []byte {
if value.IsUndefined() || value.IsNull() {
return nil
}
length := value.Length()
if length == 0 {
return nil
}
dst := make([]byte, length)
for i := 0; i < length; i++ {
dst[i] = byte(value.Index(i).Int())
}
return dst
}
// copyBytesToJS allocates a JS Uint8Array of the same length as src and
// copies src into it. The result is safe to hand back across the
// JS/Go boundary as the canonical-bytes return value.
func copyBytesToJS(src []byte) js.Value {
dst := js.Global().Get("Uint8Array").New(len(src))
js.CopyBytesToJS(dst, src)
return dst
}