3 Commits

Author SHA1 Message Date
Evan 6f8c2a5e91 Fix nuke preview showing teammate SAMs as threats (#4342)
## Problem

In the nuke trajectory preview, the SAM-intercept **"X"** marker was
drawn over **teammates'** SAMs — implying their SAM would shoot down
your missile. It shouldn't: like allies, a teammate's SAM never engages
your nuke. The bug only affected teammates; allies already worked.

## Cause

The preview built its threat set from `myPlayer.allies()` only — formal
alliances — and never considered teammates. That diverged from the sim
([`SAMLauncherExecution.ts`](src/core/execution/SAMLauncherExecution.ts#L118-L134)),
which skips any nuke whose owner it's `isFriendly()` with (**same team
OR allied**).

## Fix

`samThreatensNukePreview` now takes a teammate set and excludes
teammates **unconditionally**.

The subtlety: allies keep the existing *betrayal* exception — a strike
close enough to break the alliance makes that ally's SAM engage at
launch (`listNukeBreakAlliance`, the same function the sim uses).
Teammates get **no** such exception, because a strike can break an
alliance but never a team relationship. So even a player who is both a
teammate *and* a betrayed ally is correctly left off the threat set.

## Notes

- The sim has an "aftergame fun" exception where teammate SAMs *do*
target teammate nukes once there's a winner. The preview only appears
while aiming a buildable mid-game (no winner yet), so that case doesn't
apply here.

## Tests

Updated `samThreatensNukePreview` unit tests for the new signature and
added coverage for: teammate excluded, and teammate stays excluded even
when listed as betrayed. All 11 tests pass.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 13:38:45 -07:00
Evan 71af72606a Fix nuke trajectory preview missing SAM interception for would-be-betrayed allies (#4235)
## Summary
Fixes #4226 (Release Blocker, V32 regression).

The WebGL nuke trajectory preview built its SAM threat set by
unconditionally excluding own + allied SAMs
(`BuildPreviewController.updateNukeTrajectoryPreview`). But when the
strike targets allied territory, the alliance breaks at launch —
`NukeExecution.maybeBreakAlliances()` — so the betrayed ally's SAMs
**do** engage the nuke. The preview therefore showed a fully white
trajectory with no intercept X over an allied SAM, even though the bomb
would be shot down (V31 previewed this correctly).

## Fix
- Compute the would-be-betrayed player set with
`listNukeBreakAlliance()` — the exact function the sim uses at launch,
so preview and sim can't drift.
- Keep an allied SAM in the threat set iff its owner is in that set
(extracted as pure `samThreatensNukePreview()`).
- Other (non-betrayed) allies' SAMs remain excluded, matching sim
behavior where only alliances over the blast threshold break.

Both missing artifacts in the issue (red post-intercept segment and X
marker) come from `tSamIntercept` staying at 1.0 because no SAM was
supplied, so this one change restores both.

Cost note: this adds one `circleSearch` per throttled ghost update
(50ms) when the player has allies — same order as the existing
`wouldNukeBreakAlliance` call for the red warning circle.

## Testing
- Unit tests for the new threat-set predicate (4 cases) in
`tests/client/controllers/BuildPreviewController.test.ts`
- `tsc --noEmit`, ESLint, Prettier clean

🤖 Generated with [Claude Code](https://claude.com/claude-code)

---------

Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
2026-06-12 09:29:10 -07:00
evanpelle a708a8c984 rename UILayer/StructureIconsLayer to controllers, move to src/client/controllers/
UILayer → WarshipSelectionController and StructureIconsLayer →
BuildPreviewController. These are the two real Controller implementations
(state + click handling, no rendering) — the new names + location reflect
what they actually do now that all rendering lives in WebGL passes.
2026-05-16 22:45:02 -07:00