- Remove the `delete <ship_class_name>` button (and `deleteClass`, `canDelete`, `.delete` CSS, `game.calculator.action.delete` i18n key) from the calculator. Delete-class lives in the ship-classes table — the broader rework will land under #53. - Bombing and cargo-capacity rows now reserve a hidden lock-slot placeholder so their value column lines up vertically with the mass/speed/attack/defence rows (which carry a lock button).
10 KiB
Ship Class Calculator — UX
The ship-class designer and calculator are fused into one sidebar
tool (lib/sidebar/calculator-tab.svelte). The standalone designer
view/route was replaced by this combined tool. All numeric math lives in
pkg/calc and is reached through the Core WASM bridge; the calculator
holds input state and orchestrates, it never computes.
Modes
- Calculator (
ship): the full tool — design area, derived results, planet build, goal-seek. - Modernization: reuses the design area and shows per-block and
total
BlockUpgradeCostfrom the current tech to an editable target tech. The design-area component is extracted (lib/calculator/ship-design-area.svelte) so the future ship-group upgrade flow can reuse it.
The path mode from the original plan was dropped (MVP path-finding is
brute force); reach circles on the map replace it. bombing is folded
in as a per-ship result rather than a separate mode.
Areas
- Ship Class design area — five blocks (drive, armament, weapons,
shields, cargo) and four tech levels (drive, weapons, shields,
cargo). Tech defaults to the player's current tech: the cell renders
the inherited number with an open padlock; clicking the open lock
activates an input (closed padlock), where the player may type an
override at or above their current tech. Clicking the closed
padlock resets to the default. The padlock slot is always reserved,
so the column width does not shift as the lock state toggles. The
inherited tech value reads through the same 3-decimal
Ceil3formatter the report uses, so the column lines up with derived values. Every numeric input in the calculator hides the native spinner and drives stepping through ArrowUp / ArrowDown. This keeps the column widths stable, makes the inputs read consistently, and gives each row a step that matches its purpose. The four ship-class blocks (drive, weapons, shields, cargo) use a smart step that respects the engine value rule (0or≥ 1): ArrowUp from 0 jumps straight to 1, otherwise +0.1; ArrowDown from 1 collapses to 0, otherwise −0.1, never producing an invalid value in(0, 1). Armament steps ±1 (clamped at 0). Tech, planet MAT, custom load, lock value, and modernization target tech each step by their natural grain (±0.001 for tech and lock values, ±0.01 for MAT and load). - Calculator area — derived results: empty/loaded mass, empty/ loaded speed, attack, defence, bombing (per ship), cargo capacity. A load toggle (empty / full / custom) sets the cargo load (in cargo units) that the loaded-column results use. At full the toggle shows the ship's cargo capacity; a custom load over that capacity is flagged as an error. With a zero cargo block there is no hold, so the load is pinned to empty and the toggle is disabled. The bombing and cargo-capacity rows have no goal-seek lock, but they still reserve a hidden lock-slot placeholder so the value column stays vertically aligned with the lockable rows above.
- Planet area — when an own planet is selected on the map, shows
its MAT (overridable) and the single-turn build rate (ships per turn,
turns per ship). The MAT follows the same lock idiom as the tech
cells: the planet number renders with an open padlock, clicking
opens an input with a closed padlock, and the closed padlock resets
to the planet value. The MAT label reads through the same 3-decimal
Ceil3formatter, matching the rest of the calculator's label values. The realistic multi-turn forecast with CAP/COL supply is planned (see ../ROADMAP.md).
Locks and goal-seek
Two distinct lock semantics share one padlock affordance. Both follow the same idiom — an open padlock (🔓) means value is inherited / derived, click to override; a closed padlock (🔒) means value is pinned by the player, click to reset:
-
Override locks on inputs that have a default — the four techs and the planet MAT. By default the cell shows the inherited number plus an open padlock; clicking it switches to an input plus a closed padlock for typing the override. Closing (clicking the closed padlock) resets to the default. Any number may be overridden at once. Tech overrides are floored at the player's current tech on this turn — a lower value is flagged as invalid. The same floor applies to the modernization target tech.
-
Goal-seek locks on derived results. Pinning a result back-solves the single input it claims, which then renders read-only (computed):
result claims attack weapons block defence shields block empty speed drive block loaded speed drive block empty mass cargo block loaded mass cargo load Only one result may be locked at a time (the others' lock affordances disable with a tooltip). An unreachable target — e.g. a speed above the stripped-hull ceiling
20 × driveTech, or a solved block that fails the value rules (a DWSC value in the(0, 1)gap) — leaves the locked cell in a red error state and does not apply. When that happens the claimed block is not back-solved into the invalid range; the design preview keeps reading the user's typed values, so the row never silently shows a sub-1 block. Inverse solving lives inpkg/calc/solve.go; the bisection for defence → shields is the only non-analytic case. Locking a speed is disabled when the drive block is zero (a deliberately immobile ship has no speed to back-solve). With the drive block as the only non-zero mass the displayed speed equals the ceiling exactly (every positive drive gives the same speed), so the solver accepts that ceiling target as a feasible lock and any positive drive solves it.
Validation and display
Every numeric input is validated independently and an offending one gets
a red border and a hover/tap tooltip with the reason: no value may be
negative, the five blocks follow the engine value rules
(pkg/calc/validator.go, surfaced per-field by
shipClassFieldErrors), and a custom load may not exceed cargo capacity.
Every displayed number — the derived results, the inherited tech /
planet MAT labels, and the goal-seek back-solved input — is rounded
up to three decimals through the shared pkg/calc/number.go.Ceil3
(bridged as core.ceil3) and always padded to three decimals so the
column reads the same on integers and fractions alike (a speed of 20
shows as 20.000, of 5.0003 as 5.001). Labels and inputs use the
monospace stack from the design tokens (--font-mono) with
right-aligned, tabular numerals so values line up vertically across
rows. To match the display rule, every number input also refuses a
fourth decimal as the user types: typing 1.2345 clamps the input to
1.234 on input. The engine keeps its own round-to-nearest
util.Fixed*; Ceil3 is a display-only helper that lives in pkg/calc
so the UI and Go share one implementation.
Create / load
The name field is a combobox over the player's existing classes. Picking
an existing class loads it as a template (so you can tweak and Create a
new one); Create is disabled while the name is invalid or duplicate
(reusing lib/util/ship-class-validation.ts). Create reuses the existing
createShipClass order-draft flow, so the optimistic overlay reflects
the change immediately. Ship classes are immutable after creation (per
game/rules.txt), so there is no edit — only Create-new. Delete-class
lives in the ship-classes table (lib/active-view/table-ship-classes.svelte),
not the calculator.
Selecting a class from the dropdown loads it immediately, the
moment the option is clicked. (Native change only fires on blur in
Firefox; switching the load trigger to input makes the load
synchronous everywhere, since the InputEvent.inputType flags a
datalist replacement as "insertReplacementText" in Chromium / WebKit
or undefined in Firefox — keyboard typing always carries a typing
inputType.) If the live blocks differ from the previously loaded
class (or, when nothing is loaded, from the empty defaults), the
calculator first asks Discard unsaved changes and load class «…»?
through a window.confirm; declining reverts the name field and
leaves the current blocks untouched.
Reach circles
When an own planet is selected in calculator mode, the calculator
publishes the planet origin and the design's loaded speed to a shared
store (lib/calculator/reach.svelte). The map view
(lib/active-view/map.svelte) reads it and draws 1–3 thin concentric
reach circles (map/reach-circles.ts) for 1/2/3 turns. The ring count
shrinks as speed grows: a ring is dropped once the previous one reaches
the torus wrap-midpoint (half the shorter side) or the no-wrap map edge
(farthest corner). The circles clear when the selection clears or the
design is invalid.
State preservation and history
Calculator inputs are component-local state. The sidebar keeps the tab
mounted while the player navigates between active views, so inputs
persist across view switches per the global state-preservation rule
(ui/docs/navigation.md). Tech levels track the rendered report, so in
history mode the calculator computes against the viewed snapshot's tech.
The ship-classes table and the view/bottom menus open the calculator via
a shared request store (lib/calculator/load-request.svelte): the
in-game layout flips the sidebar to the calculator tab and the
calculator loads the requested class (or starts a fresh design).
Layout and mobile
Everything stacks vertically to fit the 18 rem sidebar; the design and result rows use compact two-column (ship/tech, empty/loaded) grids. On mobile the sidebar is the existing bottom-sheet/overlay; the calc bottom tab opens it.
Runtime note
The new bridge functions are only present after make wasm rebuilds
ui/frontend/static/core.wasm (needs TinyGo). Vitest injects a fake
Core (tests/fake-core.ts) mirroring pkg/calc, so unit/component
tests do not need the rebuild; the Playwright suite and the live app do.