3626998a33
Eight ship-group operations land on the inspector behind a single inline-form panel: split, send, load, unload, modernize, dismantle, transfer, join fleet. Each action either appends a typed command to the local order draft or surfaces a tooltip explaining the disabled state. Partial-ship operations emit an implicit breakShipGroup command before the targeted action so the engine sees a clean (Break, Action) pair on the wire. `pkg/calc.BlockUpgradeCost` migrates from `game/internal/controller/ship_group_upgrade.go` so the calc bridge can wrap a pure pkg/calc formula; the controller now imports it. The bridge surfaces the function as `core.blockUpgradeCost`, which the inspector calls once per ship block to render the modernize cost preview. `GameReport.otherRaces` is decoded from the report's player block (non-extinct, ≠ self) and feeds the transfer-to-race picker. The planet inspector's stationed-ship rows become clickable for own groups so the actions panel is reachable from the standard click flow (the renderer continues to hide on-planet groups). Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
68 lines
2.9 KiB
Go
68 lines
2.9 KiB
Go
// Package calc is the WASM-side bridge over `galaxy/calc`'s ship math.
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// Each function is a one-line passthrough: signatures match the
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// underlying `pkg/calc/ship.go` exactly so the bridge contains zero
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// math beyond the call. Wrapping `pkg/calc` here keeps the JS/Go
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// surface in one file and lets the canonical math live in a single
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// upstream package shared with the engine.
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package calc
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import "galaxy/calc"
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// DriveEffective wraps `calc.DriveEffective` (`pkg/calc/ship.go`):
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// effective drive power equals the ship's drive block multiplied by
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// the player's drive tech level.
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func DriveEffective(drive, driveTech float64) float64 {
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return calc.DriveEffective(drive, driveTech)
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}
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// EmptyMass wraps `calc.EmptyMass` (`pkg/calc/ship.go`): mass of the
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// ship without cargo. Returns ok == false when the weapons/armament
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// pair is invalid (one zero, the other non-zero).
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func EmptyMass(drive, weapons float64, armament uint, shields, cargo float64) (float64, bool) {
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return calc.EmptyMass(drive, weapons, armament, shields, cargo)
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}
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// WeaponsBlockMass wraps `calc.WeaponsBlockMass` (`pkg/calc/ship.go`):
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// mass of the weapons sub-block. Returns ok == false on the same
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// invalid pairing as EmptyMass.
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func WeaponsBlockMass(weapons float64, armament uint) (float64, bool) {
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return calc.WeaponsBlockMass(weapons, armament)
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}
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// FullMass wraps `calc.FullMass` (`pkg/calc/ship.go`): empty mass plus
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// the mass of the carried cargo.
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func FullMass(emptyMass, carryingMass float64) float64 {
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return calc.FullMass(emptyMass, carryingMass)
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}
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// Speed wraps `calc.Speed` (`pkg/calc/ship.go`): light-years per turn,
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// equal to effective drive times 20 divided by the ship's full mass.
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// Zero when fullMass is non-positive.
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func Speed(driveEffective, fullMass float64) float64 {
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return calc.Speed(driveEffective, fullMass)
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}
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// CargoCapacity wraps `calc.CargoCapacity` (`pkg/calc/ship.go`):
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// hold capacity of one ship in cargo units, scaled by the player's
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// cargo tech.
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func CargoCapacity(cargo, cargoTech float64) float64 {
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return calc.CargoCapacity(cargo, cargoTech)
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}
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// CarryingMass wraps `calc.CarryingMass` (`pkg/calc/ship.go`): mass of
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// a payload of `load` cargo units at the player's cargo tech. Used by
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// the designer preview to derive full-load mass from CargoCapacity.
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func CarryingMass(load, cargoTech float64) float64 {
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return calc.CarryingMass(load, cargoTech)
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}
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// BlockUpgradeCost wraps `calc.BlockUpgradeCost` (`pkg/calc/ship.go`):
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// production cost of upgrading a single ship block from currentBlockTech
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// to targetBlockTech. Returns 0 when blockMass is zero or the target is
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// not above the current level. Used by the ship-group inspector's
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// modernize cost preview, with each of the four blocks (drive, weapons,
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// shields, cargo) priced through a separate call.
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func BlockUpgradeCost(blockMass, currentBlockTech, targetBlockTech float64) float64 {
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return calc.BlockUpgradeCost(blockMass, currentBlockTech, targetBlockTech)
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}
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