Files
galaxy-game/ui/core/calc/solve.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

43 lines
1.9 KiB
Go

package calc
import "galaxy/calc"
// This file bridges the inverse ("goal-seek") solvers from
// `pkg/calc/solve.go`. The ship-class calculator lets a player pin one
// derived result and back-solve the single input it claims; each wrapper
// is a one-line passthrough so the inverse math stays in `pkg/calc`. Every
// solver returns ok == false when the request is infeasible.
// WeaponsForAttack wraps `calc.WeaponsForAttack`: the weapons block that
// yields targetAttack at weapons tech weaponsTech.
func WeaponsForAttack(targetAttack, weaponsTech float64) (float64, bool) {
return calc.WeaponsForAttack(targetAttack, weaponsTech)
}
// DriveForSpeed wraps `calc.DriveForSpeed`: the drive block that yields
// targetSpeed for a ship whose mass excluding the drive block is restMass,
// at drive tech driveTech.
func DriveForSpeed(targetSpeed, driveTech, restMass float64) (float64, bool) {
return calc.DriveForSpeed(targetSpeed, driveTech, restMass)
}
// ShieldsForDefence wraps `calc.ShieldsForDefence`: the shields block that
// yields targetDefence for a ship whose mass excluding the shields block
// is restMass, at shields tech shieldsTech.
func ShieldsForDefence(targetDefence, shieldsTech, restMass float64) (float64, bool) {
return calc.ShieldsForDefence(targetDefence, shieldsTech, restMass)
}
// CargoForEmptyMass wraps `calc.CargoForEmptyMass`: the cargo block that
// brings empty mass to targetEmptyMass given restMass, the mass of the
// other blocks.
func CargoForEmptyMass(targetEmptyMass, restMass float64) (float64, bool) {
return calc.CargoForEmptyMass(targetEmptyMass, restMass)
}
// LoadForFullMass wraps `calc.LoadForFullMass`: the cargo load that brings
// full mass to targetFullMass given the ship's empty mass and cargo tech.
func LoadForFullMass(targetFullMass, emptyMass, cargoTech float64) (float64, bool) {
return calc.LoadForFullMass(targetFullMass, emptyMass, cargoTech)
}