Wires pkg/calc/ship.go into the WASM Core boundary as seven thin
wrappers (DriveEffective, EmptyMass, WeaponsBlockMass, FullMass,
Speed, CargoCapacity, CarryingMass). The ship-class designer reads
Core through a new CORE_CONTEXT_KEY populated by the in-game layout
and renders a five-row preview pane (mass, full-load mass, max
speed, range at full load, cargo capacity) that updates reactively
on every form edit and on the player's localPlayer{Drive,Weapons,
Shields,Cargo} tech levels — three of which are now decoded from
the report's Player block alongside the existing localPlayerDrive.
CarryingMass is the seventh wrapper added to the original six-function
list so that "full-load mass" composes through pkg/calc/ functions
without putting math in TypeScript.
10 KiB
Calc bridge
The Galaxy frontend renders predictive numbers (free production
potential, forecast output for a chosen production type, ship build
progress, tech progress) that depend on the same formulas the engine
uses at turn cutoff. To keep one source of truth, those formulas live
in Go under pkg/calc/ and are surfaced to the UI through a
Go → WASM → TypeScript bridge mounted under ui/core/calc/ and a
matching TS adapter in ui/frontend/src/platform/core/.
Phase 18 lands the ship-math slice of the bridge — everything
the ship-class designer needs to render its preview pane. Other
slices (production forecast, science research, ship build progress)
remain deferred to dedicated future phases. This document is the
running audit trail of what is live, what is missing, and how each
function maps to its pkg/calc/ source.
Live bridge surface (Phase 18)
The Go module galaxy/core/calc (ui/core/calc/ship.go) exposes
seven thin wrappers around pkg/calc/ship.go. Each is a one-line
passthrough — the bridge contains zero math. The same seven names
appear on the JS-side globalThis.galaxyCore (registered in
ui/wasm/main.go) and on the typed Core interface
(ui/frontend/src/platform/core/index.ts).
| Bridge function | pkg/calc/ source |
JS return shape | Used by |
|---|---|---|---|
driveEffective |
calc.DriveEffective(drive, driveTech) |
number |
designer preview (Speed input) |
emptyMass |
calc.EmptyMass(drive, weapons, armament, …) |
number|null |
designer preview (mass row) |
weaponsBlockMass |
calc.WeaponsBlockMass(weapons, armament) |
number|null |
reserved for future stages |
fullMass |
calc.FullMass(emptyMass, carryingMass) |
number |
designer preview (full-load row) |
speed |
calc.Speed(driveEffective, fullMass) |
number |
designer preview (speed + range) |
cargoCapacity |
calc.CargoCapacity(cargo, cargoTech) |
number |
designer preview (cargo row) |
carryingMass |
calc.CarryingMass(load, cargoTech) |
number |
designer preview (full-load mass) |
number|null returns mirror the Go (float64, bool) signature: the
upstream validator rejects weapons/armament pairings with one zero
side and the other non-zero, so the bridge returns null instead of
silently zeroing. The ship-class form gates the preview behind its
own validateShipClass so a user-visible null is the safety net,
not the common path.
Composition (e.g., "full-load mass = fullMass(emptyMass, carryingMass(cargoCapacity, cargoTech))") happens in the TS preview
component, not in the bridge — the Go side stays purely a marshalling
adapter. Parity is exercised by ui/core/calc/ship_test.go, which
calls each wrapper alongside the direct pkg/calc/ function on the
same inputs and asserts byte-equal outputs.
Still-deferred slices
Phase 18's Go-side bridge is intentionally narrow: it covers ship
math and nothing else. Production forecasts, science, ship-build
progress, and reach (FligthDistance) still depend on either
inline TS arithmetic or the engine-shipped fields on GameReport.
See the table further down for what is missing and the per-feature
waivers below for the rationale on each deferral.
Current pkg/calc/ exports
| Function | Purpose |
|---|---|
ShipProductionCost(shipEmptyMass float64) float64 |
Production units required per unit of ship empty mass (×10). |
PlanetProduceShipMass(L, Mat, Res float64) float64 |
Ship mass produced per turn given free production L, material stockpile Mat, resources Res. |
DriveEffective, Speed, EmptyMass, FullMass, … |
Ship-level derivations (pkg/calc/ship.go). |
ValidateShipTypeValues, CheckShipTypeValueDWSC |
Ship-design validators (pkg/calc/validator.go). |
Nothing else lives in pkg/calc/ today. Production-side formulas
(industry / materials / per-tech research / production capacity) sit
in game/internal/model/game/planet.go and …/science.go and have
never been exported.
Required calc functions per UI feature
The table below tracks what UI features need from the bridge and whether the underlying Go function exists.
| UI feature | Go formula | In pkg/calc/? |
Surfaced to TS? |
|---|---|---|---|
| Ship-class designer preview (Phase 18) | EmptyMass, FullMass, Speed, DriveEffective, CargoCapacity, CarryingMass, WeaponsBlockMass (pkg/calc/ship.go) |
yes | yes |
Free production potential (freeIndustry) |
Planet.ProductionCapacity → industry*0.75 + population*0.25 (game/internal/model/game/planet.go) |
no | no |
| Industry production output per turn | Planet.ProduceIndustry(freeProduction) (planet.go); freeProduction/5 modulo material constraint |
no | no |
| Materials production output per turn | Planet.ProduceMaterial(freeProduction) (planet.go); freeProduction * resources |
no | no |
| Per-tech research progress (DRIVE/WEAPONS/…) | ResearchTech (game/internal/model/game/science.go); freeProduction / 5000 per tech level |
no | no |
| Custom-science progress | weighted form of ResearchTech driven by Race.Sciences[].(Drive|Weapons|Shields|Cargo) (science.go) |
no | no |
| Ship build progress | PlanetProduceShipMass(L, Mat, Res) / ShipProductionCost(class.EmptyMass) (combination of two existing exports) |
partial | no |
partial means the Go primitives exist in pkg/calc/ but the
composition (and the conversion of TS-side ReportPlanet/
ShipClass to the formula inputs) is not implemented anywhere.
Phase 15 waiver
Phase 15 ships the inspector's planet production controls
(segmented control + sub-pickers + collapse-by-planetNumber
order command) but deliberately does not surface the per-type
forecast number. The planning gate explicitly raised the gap as
a blocker per the plan's audit clause ("if any are missing in
pkg/calc/, raise as blocker") and the project owner approved
deferring the forecast to a dedicated future bridge phase. The
inspector still renders the existing freeIndustry row (free
production potential) — that number is computed engine-side and
ships in the report payload, so no calc-bridge access is required
for it today.
Acceptance criterion 3 of Phase 15 ("forecast output number
reflects the chosen production type and matches pkg/calc/
outputs") is therefore intentionally not satisfied; the rewritten
Phase 15 stage text records this decision and points back at this
document.
Phase 16 waiver
Phase 16 introduces ship-reach filtering for the cargo-route destination picker. The engine formula is trivial:
flightDistance = driveTech * 40
The Go-side reference now lives in
pkg/calc/race.go as
FligthDistance(driveTech) float64 (alongside the matching
VisibilityDistance for in-space group reports — used in later
phases). The engine call sites
(game/internal/model/game/race.go.FlightDistance,
game/internal/controller/route.go.PlanetRouteSet) still wrap the
Go formula directly; promoting them to call pkg/calc/ is a
follow-up cleanup outside Phase 16's scope.
The original Phase 16 stage text described surfacing this through
pkg/calc/ and ui/core/calc/; with the calc-bridge phase still
deferred, implementing the WASM glue for one constant-time
multiplication would be premature scaffolding. The picker
therefore computes reach inline in TypeScript using
torusShortestDelta(planet.x, candidate.x, mapWidth) and
Math.hypot against 40 * report.localPlayerDrive, where
localPlayerDrive is decoded from the report's Player block by
matching Player.name to report.race
(api/game-state.ts.findLocalPlayerDrive).
When the calc-bridge phase ships, the inline formula is replaced
with a single call into the bridge — calc.FligthDistance(driveTech)
becomes the source of truth for both the picker and the
cargo-route auto-removal at turn cutoff. Until then, the UI
duplicates flightDistance knowingly — same precedent as the
production forecast deferral above.
Planned bridge growth (follow-up phases)
Phase 18 set up the canonical bridge layout (Go subpackage + WASM
registration + typed Core interface + parity tests). Future calc
work follows the same shape:
- Promote any still-engine-only formula from the table above into
pkg/calc/so the engine and the UI share one Go-side implementation. The engine continues to call them through itsgame/internal/...wrappers. - Add a thin one-line wrapper in
ui/core/calc/(new file per topic, e.g.ui/core/calc/planet.gofor production forecasts). No math in the bridge. - Register the function in
ui/wasm/main.gounderglobalThis.galaxyCore. - Extend the
Coreinterface inui/frontend/src/platform/core/index.tswith a typed signature and add the passthrough inwasm.ts.adaptBridge. - Add a parity test in
ui/core/calc/<topic>_test.goand a feature-level test underui/frontend/tests/. - Update this document — move the row from "missing" to the live surface table and link the test files.