e9b904332e
- pkg/calc: DriveForSpeed treats restMass==0 as a valid ceiling-only case (every positive drive solves it), so locking the displayed speed of a D=1, W=A=S=C=0 ship is no longer a phantom "infeasible". - ship-design-area: drive/weapons/shields/cargo inputs use a JS-driven smart step on ArrowUp/ArrowDown (0↔1 jump, otherwise ±0.1) and hide the native spinner so it cannot produce invalid (0, 1) values; armament keeps its native step 1. - Tech and planet MAT cells follow the same lock idiom as goal-seek locks: open padlock (🔓) over the inherited value → click to open an input with a closed padlock (🔒). The padlock slot is always reserved, so the column width is stable. - Tech overrides (design area and modernization target) are floored at the player's current tech on this turn — a lower value is flagged as invalid.
160 lines
7.9 KiB
Markdown
160 lines
7.9 KiB
Markdown
# Ship Class Calculator — UX
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The ship-class designer and calculator are fused into one sidebar
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tool (`lib/sidebar/calculator-tab.svelte`). The standalone designer
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view/route was replaced by this combined tool. All numeric math lives in
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`pkg/calc` and is reached through the `Core` WASM bridge; the calculator
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holds input state and orchestrates, it never computes.
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## Modes
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- **Calculator** (`ship`): the full tool — design area, derived results,
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planet build, goal-seek.
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- **Modernization**: reuses the design area and shows per-block and
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total `BlockUpgradeCost` from the current tech to an editable target
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tech. The design-area component is extracted
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(`lib/calculator/ship-design-area.svelte`) so the future ship-group
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upgrade flow can reuse it.
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The `path` mode from the original plan was dropped (MVP path-finding is
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brute force); reach circles on the map replace it. `bombing` is folded
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in as a per-ship result rather than a separate mode.
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## Areas
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1. **Ship Class design area** — five blocks (drive, armament, weapons,
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shields, cargo) and four tech levels (drive, weapons, shields,
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cargo). Tech defaults to the player's current tech: the cell renders
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the inherited number with an open padlock; clicking the open lock
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activates an input (closed padlock), where the player may type an
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override at or above their current tech. Clicking the closed
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padlock resets to the default. The padlock slot is always reserved,
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so the column width does not shift as the lock state toggles. The
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four ship-class blocks (drive, weapons, shields, cargo) use a smart
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keyboard step that respects the engine value rule (`0` or `≥ 1`):
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ArrowUp from 0 jumps straight to 1, otherwise +0.1; ArrowDown from
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1 collapses to 0, otherwise −0.1, never producing an invalid value
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in `(0, 1)`. The native spinner is hidden on these inputs (it would
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produce invalid intermediates); armament keeps its native step 1.
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2. **Calculator area** — derived results: empty/loaded mass, empty/
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loaded speed, attack, defence, bombing (per ship), cargo capacity.
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A load toggle (empty / full / custom) sets the cargo load (in cargo
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units) that the loaded-column results use. At **full** the toggle
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shows the ship's cargo capacity; a **custom** load over that capacity
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is flagged as an error. With a zero cargo block there is no hold, so
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the load is pinned to empty and the toggle is disabled.
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3. **Planet area** — when an own planet is selected on the map, shows
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its MAT (overridable) and the single-turn build rate (ships per turn,
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turns per ship). The MAT follows the same lock idiom as the tech
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cells: the planet number renders with an open padlock, clicking
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opens an input with a closed padlock, and the closed padlock resets
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to the planet value. The realistic multi-turn forecast with CAP/COL
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supply is planned (see ../ROADMAP.md).
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## Locks and goal-seek
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Two distinct lock semantics share one padlock affordance. Both follow
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the same idiom — an open padlock (🔓) means *value is inherited /
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derived, click to override*; a closed padlock (🔒) means *value is
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pinned by the player, click to reset*:
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- **Override locks** on inputs that have a default — the four techs and
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the planet MAT. By default the cell shows the inherited number plus
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an open padlock; clicking it switches to an input plus a closed
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padlock for typing the override. Closing (clicking the closed
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padlock) resets to the default. Any number may be overridden at once.
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Tech overrides are floored at the player's current tech on this
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turn — a lower value is flagged as invalid. The same floor applies
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to the modernization target tech.
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- **Goal-seek locks** on derived results. Pinning a result back-solves
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the single input it claims, which then renders read-only (computed):
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| result | claims |
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| ------------- | ------------- |
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| attack | weapons block |
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| defence | shields block |
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| empty speed | drive block |
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| loaded speed | drive block |
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| empty mass | cargo block |
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| loaded mass | cargo load |
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Only **one** result may be locked at a time (the others' lock
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affordances disable with a tooltip). An unreachable target — e.g. a
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speed above the stripped-hull ceiling `20 × driveTech`, or a
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solved block that fails the value rules — leaves the locked cell in a
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red error state and does not apply. Inverse solving lives in
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`pkg/calc/solve.go`; the bisection for defence → shields is the only
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non-analytic case. Locking a speed is disabled when the drive block is
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zero (a deliberately immobile ship has no speed to back-solve). With
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the drive block as the only non-zero mass the displayed speed equals
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the ceiling exactly (every positive drive gives the same speed), so
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the solver accepts that ceiling target as a feasible lock and any
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positive drive solves it.
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## Validation and display
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Every numeric input is validated independently and an offending one gets
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a red border and a hover/tap tooltip with the reason: no value may be
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negative, the five blocks follow the engine value rules
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(`pkg/calc/validator.go`, surfaced per-field by
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`shipClassFieldErrors`), and a custom load may not exceed cargo capacity.
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Every displayed number — the derived results and the goal-seek
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back-solved input — is rounded **up** to three decimals through the
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shared `pkg/calc/number.go.Ceil3` (bridged as `core.ceil3`), so a value
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is never shown lower than it is (a speed of 5.0003 reads 5.001). The
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engine keeps its own round-to-nearest `util.Fixed*`; `Ceil3` is a
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display-only helper that lives in `pkg/calc` so the UI and Go share one
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implementation.
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## Create / load / delete
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The name field is a combobox over the player's existing classes. Picking
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an existing class loads it as a template (so you can tweak and Create a
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new one); Create is disabled while the name is invalid or duplicate
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(reusing `lib/util/ship-class-validation.ts`). When a saved class is
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loaded, a Delete affordance appears. Create / Delete reuse the existing
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`createShipClass` / `removeShipClass` order-draft flow, so the optimistic
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overlay reflects the change immediately. Ship classes are immutable after
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creation (per `game/rules.txt`), so there is no edit — only Create-new
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and Delete.
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## Reach circles
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When an own planet is selected in calculator mode, the calculator
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publishes the planet origin and the design's loaded speed to a shared
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store (`lib/calculator/reach.svelte`). The map view
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(`lib/active-view/map.svelte`) reads it and draws 1–3 thin concentric
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reach circles (`map/reach-circles.ts`) for 1/2/3 turns. The ring count
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shrinks as speed grows: a ring is dropped once the previous one reaches
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the torus wrap-midpoint (half the shorter side) or the no-wrap map edge
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(farthest corner). The circles clear when the selection clears or the
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design is invalid.
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## State preservation and history
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Calculator inputs are component-local state. The sidebar keeps the tab
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mounted while the player navigates between active views, so inputs
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persist across view switches per the global state-preservation rule
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(`ui/docs/navigation.md`). Tech levels track the rendered report, so in
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history mode the calculator computes against the viewed snapshot's tech.
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The ship-classes table and the view/bottom menus open the calculator via
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a shared request store (`lib/calculator/load-request.svelte`): the
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in-game layout flips the sidebar to the calculator tab and the
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calculator loads the requested class (or starts a fresh design).
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## Layout and mobile
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Everything stacks vertically to fit the 18 rem sidebar; the design and
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result rows use compact two-column (ship/tech, empty/loaded) grids. On
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mobile the sidebar is the existing bottom-sheet/overlay; the calc bottom
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tab opens it.
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## Runtime note
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The new bridge functions are only present after `make wasm` rebuilds
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`ui/frontend/static/core.wasm` (needs TinyGo). Vitest injects a fake
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`Core` (`tests/fake-core.ts`) mirroring `pkg/calc`, so unit/component
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tests do not need the rebuild; the Playwright suite and the live app do.
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