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>
82 lines
2.9 KiB
TypeScript
82 lines
2.9 KiB
TypeScript
// Phase 30 reach circles. When the ship-class calculator has a planet
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// selected and a valid design, it publishes the design's loaded speed and
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// the planet origin to `lib/calculator/reach.svelte`; the map view reads
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// that store and feeds it through `computeReachCircles` to draw 1–3 thin
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// concentric rings showing how far the ship reaches in 1, 2, and 3 turns.
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//
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// The ring count is bounded by how soon a ring reaches the meaningful
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// extent of the map: half the shorter side on a torus (beyond that a
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// ring wraps onto itself), or the farthest corner on a bounded no-wrap
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// plane (beyond that the ring is entirely off-map). A fast ship that
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// clears the map in one turn therefore shows a single ring; a slow ship
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// shows all three.
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import type { CirclePrim } from "./world";
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export const REACH_CIRCLE_COLOR = 0x6d8cff;
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/** High-bit prefix so reach-circle ids never collide with planet
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* numbers, cargo-route lines, or battle/bombing markers. */
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export const REACH_CIRCLE_ID_PREFIX = 0xb0000000;
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const MAX_TURNS = 3;
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/** Reach rings sit below every interactive primitive so they never win
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* a click against a planet or ship group. */
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const REACH_CIRCLE_PRIORITY = 0;
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/**
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* reachBound returns the largest ring radius worth drawing for the map.
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* On a torus it is half the shorter side (a larger ring overlaps itself);
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* on a bounded plane it is the distance from the origin to the farthest
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* corner (a larger ring is wholly off-map).
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*/
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export function reachBound(
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origin: { x: number; y: number },
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mapWidth: number,
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mapHeight: number,
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mode: "torus" | "no-wrap",
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): number {
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if (mode === "torus") {
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return Math.min(mapWidth, mapHeight) / 2;
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}
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const dx = Math.max(origin.x, mapWidth - origin.x);
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const dy = Math.max(origin.y, mapHeight - origin.y);
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return Math.hypot(dx, dy);
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}
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/**
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* computeReachCircles produces up to three concentric ring primitives
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* centred on `origin`, with radii speedPerTurn × {1, 2, 3}. A ring for
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* turn `t` is included only when the previous ring still fits inside the
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* map's reach bound, so the count shrinks as the per-turn speed grows.
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* Returns an empty list when the speed is non-positive.
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*/
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export function computeReachCircles(
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origin: { x: number; y: number },
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speedPerTurn: number,
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mapWidth: number,
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mapHeight: number,
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mode: "torus" | "no-wrap",
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): CirclePrim[] {
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if (speedPerTurn <= 0) return [];
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const bound = reachBound(origin, mapWidth, mapHeight, mode);
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const circles: CirclePrim[] = [];
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for (let turn = 1; turn <= MAX_TURNS; turn++) {
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// Stop once the previous ring already reached the bound.
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if (turn > 1 && speedPerTurn * (turn - 1) >= bound) break;
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circles.push({
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kind: "circle",
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id: REACH_CIRCLE_ID_PREFIX + turn,
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priority: REACH_CIRCLE_PRIORITY,
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hitSlopPx: 0,
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x: origin.x,
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y: origin.y,
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radius: speedPerTurn * turn,
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style: {
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strokeColor: REACH_CIRCLE_COLOR,
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strokeAlpha: 0.55 - (turn - 1) * 0.12,
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strokeWidthPx: 1,
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},
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});
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}
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return circles;
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}
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