Add level-aware builder controls
This commit is contained in:
+105
-15
@@ -3,8 +3,11 @@
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import GameIcon from '$lib/components/GameIcon.svelte';
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import type { GameIconName } from '$lib/game-icons';
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import BuilderPicker from '$lib/components/BuilderPicker.svelte';
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import BuilderRadioGrid from '$lib/components/BuilderRadioGrid.svelte';
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import RangeValueControl from '$lib/components/RangeValueControl.svelte';
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import SegmentedChoice from '$lib/components/SegmentedChoice.svelte';
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import {
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blankRoll, clamp, createDraft, gearSlots, scaled,
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blankRoll, clamp, createDraft, gearSlots, levelScaledRange, remapRangeValue, scaled,
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type LoadoutDraft, type Roll
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} from '$lib/builder/loadout';
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@@ -30,10 +33,20 @@
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const unit = attribute(statId)?.unit ?? '';
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return unit === 'Shots' ? `${rendered} ${unit}` : `${rendered}${unit}`;
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};
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const setRollStat = (roll: Roll, id: string, source: 'gear' | 'weapon' | 'chip') => {
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const scaledRange = (minimum: unknown, maximum: unknown, level: unknown, referenceLevel: unknown, source: 'gear' | 'weapon') =>
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levelScaledRange(minimum, maximum, level, referenceLevel ?? 50, source);
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const gearBaseRange = (item: any, key: 'health' | 'armor', level: number) =>
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scaledRange(item?.[`base_${key}_min`], item?.[`base_${key}_max`], level, item?.range_reference_level, 'gear');
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const weaponStatRange = (range: any, key: typeof weaponRangeKeys[number], level: number) =>
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scaledRange(range?.[`${key}_min`], range?.[`${key}_max`], level, range?.reference_level, 'weapon');
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const attributeRange = (stat: any, source: 'gear' | 'weapon', level: number) =>
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scaledRange(stat?.[`${source}_min`], stat?.[`${source}_max`], level, stat?.[`${source}_reference_level`], source);
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const setRollStat = (roll: Roll, id: string, source: 'gear' | 'weapon' | 'chip', level = 50) => {
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roll.statId = id;
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const stat = attribute(id);
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const min = source === 'gear' ? stat?.gear_min : source === 'weapon' ? stat?.weapon_min : stat?.skill_chip_min;
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const min = source === 'chip'
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? stat?.skill_chip_min
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: attributeRange(stat, source, level).min;
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roll.value = Number(min ?? 0);
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};
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const toggleTalent = (key: string) => {
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@@ -62,17 +75,47 @@
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selection.talentId = item?.talentIds[0] ?? '';
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selection.health = Number(item?.base_health_min ?? 0);
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selection.armor = Number(item?.base_armor_min ?? 0);
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selection.rolls = [blankRoll()];
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selection.rolls = [blankRoll(), blankRoll()];
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selection.augmentSlots = [];
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};
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const changeGearLevel = (slot: string, rawLevel: unknown) => {
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const selection = draft.gear[slot], item = gearItem(slot);
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const nextLevel = Math.round(clamp(rawLevel, 1, 50));
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if (!item || nextLevel === selection.level) {
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selection.level = nextLevel;
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return;
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}
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selection.health = remapRangeValue(
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selection.health,
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gearBaseRange(item, 'health', selection.level),
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gearBaseRange(item, 'health', nextLevel)
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);
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if (item.base_armor_min !== null) selection.armor = remapRangeValue(
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selection.armor,
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gearBaseRange(item, 'armor', selection.level),
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gearBaseRange(item, 'armor', nextLevel)
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);
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for (const roll of selection.rolls) {
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const stat = attribute(roll.statId);
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if (!stat) continue;
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roll.value = remapRangeValue(
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roll.value,
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attributeRange(stat, 'gear', selection.level),
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attributeRange(stat, 'gear', nextLevel)
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);
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}
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selection.level = nextLevel;
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};
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const configureWeapon = (index: number, id: string) => {
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const selection = draft.weapons[index], item = data.weapons.find((entry) => entry.id === id);
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selection.itemId = id;
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selection.level = 50;
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selection.tier = Number(item?.native_tier ?? 0);
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const range = item?.ranges.find((entry: any) => Number(entry.tier) === selection.tier);
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for (const key of ['damage', 'firepower', 'toughness', 'engineering'] as const) selection[key] = Number(range?.[`${key}_min`] ?? 0);
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for (const key of weaponRangeKeys) selection[key] = weaponStatRange(range, key, selection.level).min;
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selection.talent1Id = item?.talent1Ids[0] ?? '';
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selection.talent2Id = item?.talent2Ids[0] ?? '';
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selection.rolls = [blankRoll(), blankRoll()];
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};
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const configureChip = (index: number, id: string) => {
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const chip = draft.chips[index], item = data.chipSets.find((entry) => entry.id === id);
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@@ -89,7 +132,31 @@
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const selection = draft.weapons[index], item = weaponItem(index);
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selection.tier = tier;
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const range = item?.ranges.find((entry: any) => Number(entry.tier) === tier);
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for (const key of ['damage', 'firepower', 'toughness', 'engineering'] as const) selection[key] = Number(range?.[`${key}_min`] ?? 0);
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for (const key of weaponRangeKeys) selection[key] = weaponStatRange(range, key, selection.level).min;
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};
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const changeWeaponLevel = (index: number, rawLevel: unknown) => {
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const selection = draft.weapons[index], item = weaponItem(index);
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const nextLevel = Math.round(clamp(rawLevel, 1, 50));
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const range = item?.ranges.find((entry: any) => Number(entry.tier) === selection.tier);
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if (!range || nextLevel === selection.level) {
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selection.level = nextLevel;
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return;
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}
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for (const key of weaponRangeKeys) selection[key] = remapRangeValue(
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selection[key],
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weaponStatRange(range, key, selection.level),
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weaponStatRange(range, key, nextLevel)
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);
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for (const roll of selection.rolls) {
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const stat = attribute(roll.statId);
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if (!stat) continue;
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roll.value = remapRangeValue(
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roll.value,
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attributeRange(stat, 'weapon', selection.level),
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attributeRange(stat, 'weapon', nextLevel)
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);
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}
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selection.level = nextLevel;
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};
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const activeParts = $derived(active.split(':'));
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const talentCooldown = (id: string) => {
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@@ -139,6 +206,7 @@
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if (!item) continue;
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for (const name of ['Damage', 'Firepower', 'Toughness', 'Engineering'] as const) add(byName(name), selection[name.toLowerCase() as 'damage'], `${index ? 'Secondary' : 'Primary'} weapon`);
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for (const bonus of item.baseBonuses) add(bonus.stat_attribute_id, bonus.value, `${item.name} base bonus`);
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for (const roll of selection.rolls) add(roll.statId, roll.value, `${index ? 'Secondary' : 'Primary'} weapon roll`);
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for (const talentId of [selection.talent1Id, selection.talent2Id, item.exotic_talent_id].filter(Boolean)) equippedTalents.push({
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key: `weapon:${index}:${talentId}`, id: talentId, tier: selection.tier, source: index ? 'Secondary weapon' : 'Primary weapon', description: talentDescription(talentId, selection.tier)
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});
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@@ -203,7 +271,14 @@
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const parsed = JSON.parse(stored);
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if (parsed?.version === 1) {
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draft = parsed;
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for (const slot of gearSlots) if (!Number.isInteger(draft.gear[slot].level)) draft.gear[slot].level = 50;
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for (const slot of gearSlots) {
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if (!Number.isInteger(draft.gear[slot].level)) draft.gear[slot].level = 50;
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draft.gear[slot].rolls = [...(draft.gear[slot].rolls ?? []).slice(0, 2), blankRoll(), blankRoll()].slice(0, 2) as [Roll, Roll];
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}
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for (const weapon of draft.weapons) {
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if (!Number.isInteger(weapon.level)) weapon.level = 50;
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weapon.rolls = [...(weapon.rolls ?? []).slice(0, 2), blankRoll(), blankRoll()].slice(0, 2) as [Roll, Roll];
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}
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if (weaponItem(0) && weaponItem(1) && Number(weaponItem(0).is_exotic) && Number(weaponItem(1).is_exotic)) draft.weapons[1].itemId = '';
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saved = true;
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}
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@@ -235,11 +310,17 @@
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<div class="loadout-editor-head"><div><span>GEAR SLOT</span><h2>{slot.toUpperCase()}</h2></div><b>{item ? `TIER ${item.tier} · BUILD LEVEL ${selection.level}` : 'UNASSIGNED'}</b></div>
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<BuilderPicker items={data.gear.filter((entry) => entry.slot === slot)} bind:value={selection.itemId} onchange={(id) => configureGear(slot,id)} label="ITEM DEFINITION"/>
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{#if item}
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<div class="builder-field-grid"><label>GEAR LEVEL <span class="builder-field-range">01–50</span><input type="number" min="1" max="50" bind:value={selection.level} onblur={() => selection.level = clamp(selection.level,1,50)}/></label><label>BRAND SET<select value={selection.brandId} onchange={(event) => selection.brandId = event.currentTarget.value}>{#each item.brandIds as id}<option value={id}>{brand(id)?.name}</option>{/each}</select></label>{#if item.talentIds.length}<label>EQUIPPED TALENT<select bind:value={selection.talentId}>{#each item.talentIds as id}<option value={id}>{talent(id)?.name}</option>{/each}</select></label>{/if}</div>
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<p class="builder-scaling-note">Gear level belongs to this build instance. Base-range level scaling will remain neutral until the authoritative game scaling curve is configured.</p>
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<div class="builder-range-grid"><label>BASE HEALTH <span>{item.base_health_min}–{item.base_health_max}</span><input type="number" min={item.base_health_min} max={item.base_health_max} bind:value={selection.health} onblur={() => selection.health = clamp(selection.health,item.base_health_min,item.base_health_max)}/></label>{#if item.base_armor_min !== null}<label>BASE ARMOR <span>{item.base_armor_min}–{item.base_armor_max}</span><input type="number" min={item.base_armor_min} max={item.base_armor_max} bind:value={selection.armor} onblur={() => selection.armor = clamp(selection.armor,item.base_armor_min,item.base_armor_max)}/></label>{/if}</div>
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<div class="builder-section-title"><div><span>ROLLED ATTRIBUTES</span><small>VALUES ARE LIMITED TO GEAR RANGES</small></div><button onclick={() => selection.rolls = [...selection.rolls, blankRoll()]} disabled={selection.rolls.length >= 6}>ADD ATTRIBUTE +</button></div>
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<div class="builder-rolls">{#each selection.rolls as roll, index}<div><BuilderPicker items={gearAttributes} bind:value={roll.statId} onchange={(id) => setRollStat(roll,id,'gear')} label={`ATTRIBUTE ${index + 1}`}/><label>VALUE<input type="number" value={roll.value} min={attribute(roll.statId)?.gear_min ?? 0} max={attribute(roll.statId)?.gear_max ?? 0} onchange={(event) => roll.value = clamp(event.currentTarget.value,attribute(roll.statId)?.gear_min,attribute(roll.statId)?.gear_max)}/></label><button aria-label={`Remove attribute ${index + 1}`} onclick={() => selection.rolls = selection.rolls.filter((_, itemIndex) => itemIndex !== index)}>×</button></div>{/each}</div>
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{@const healthRange = gearBaseRange(item, 'health', selection.level)}
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{@const armorRange = item.base_armor_min !== null ? gearBaseRange(item, 'armor', selection.level) : null}
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<div class="builder-equipment-controls">
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<RangeValueControl label="GEAR LEVEL" min={1} max={50} value={selection.level} onchange={(value) => changeGearLevel(slot,value)}/>
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<BuilderRadioGrid label="BRAND SET" name={`gear-${slot}-brand`} items={item.brandIds.map((id: string) => brand(id)).filter(Boolean)} bind:value={selection.brandId} columns={Math.min(item.brandIds.length,4)} required/>
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{#if item.talentIds.length}<BuilderRadioGrid label="EQUIPPED TALENT" name={`gear-${slot}-talent`} items={item.talentIds.map((id: string) => talent(id)).filter(Boolean)} bind:value={selection.talentId} columns={Math.min(item.talentIds.length,4)} searchable={item.talentIds.length > 6} required/>{/if}
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</div>
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<p class:provisional={healthRange.provisional} class="builder-scaling-note">{healthRange.provisional ? 'Estimated range: levels 1–9 remain provisional while additional game samples are collected.' : `Ranges scaled from the stored level-${item.range_reference_level ?? 50} decimal endpoints. Display values are truncated to match the game.`}</p>
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<div class="builder-range-grid"><RangeValueControl label="BASE HEALTH" min={healthRange.min} max={healthRange.max} provisional={healthRange.provisional} bind:value={selection.health}/>{#if armorRange}<RangeValueControl label="BASE ARMOR" min={armorRange.min} max={armorRange.max} provisional={armorRange.provisional} bind:value={selection.armor}/>{/if}</div>
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<div class="builder-section-title"><div><span>ROLLED ATTRIBUTES</span><small>TWO REQUIRED SLOTS · VALUES ARE LIMITED TO GEAR RANGES</small></div></div>
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<div class="builder-rolls required">{#each selection.rolls as roll, index}{@const rollRange = attributeRange(attribute(roll.statId), 'gear', selection.level)}<div><BuilderPicker items={gearAttributes} bind:value={roll.statId} onchange={(id) => setRollStat(roll,id,'gear',selection.level)} disabledIds={selection.rolls.filter((_, itemIndex) => itemIndex !== index).map((entry) => entry.statId).filter(Boolean)} label={`ATTRIBUTE ${index + 1}`}/><RangeValueControl label="VALUE" min={rollRange.min} max={rollRange.max} provisional={rollRange.provisional} bind:value={roll.value}/></div>{/each}</div>
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{@const augments = data.gearAugments.filter((entry) => entry.gear_slot === slot)}
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{#if augments.length}<div class="builder-section-title"><div><span>TACTICAL AUGMENTS</span><small>ENABLE COLLECTED UPGRADES · BASE BONUSES APPLY TO THIS ITEM ONLY</small></div><b>{selection.augmentSlots.length} / {augments.length} ACTIVE</b></div><div class="builder-augment-list">{#each augments as augment}<label><input type="checkbox" checked={selection.augmentSlots.includes(Number(augment.augment_slot))} onchange={() => selection.augmentSlots = selection.augmentSlots.includes(Number(augment.augment_slot)) ? selection.augmentSlots.filter((value) => value !== Number(augment.augment_slot)) : [...selection.augmentSlots,Number(augment.augment_slot)]}/><span><b>AUGMENT 0{augment.augment_slot}</b><small>{augment.effect_type === 'Custom' ? `${attribute(augment.stat_attribute_id)?.name} · ${unitValue(augment.value,augment.stat_attribute_id)}` : `+${augment.value}% BASE HEALTH${item.base_armor_min !== null ? ' + ARMOR' : ''}`}</small></span><em>{augment.costs.find((cost: any) => Number(cost.gear_tier) === Number(item.tier))?.unlock_cost ?? '—'} COST · T{item.tier}</em></label>{/each}</div>{/if}
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{/if}
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@@ -249,10 +330,19 @@
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<BuilderPicker items={data.weapons} bind:value={selection.itemId} onchange={(id) => configureWeapon(index,id)} disabledIds={other && Number(other.is_exotic) ? data.weapons.filter((entry) => Number(entry.is_exotic)).map((entry) => entry.id) : []} label="WEAPON DEFINITION"/>
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{#if item}
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{#if Number(item.is_exotic) && other && Number(other.is_exotic)}<p class="error">Only one exotic weapon may be equipped. Choose a standard weapon in either slot.</p>{/if}
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<div class="builder-field-grid"><label>TIER<select value={selection.tier} onchange={(event) => changeWeaponTier(index,Number(event.currentTarget.value))}>{#each item.ranges as range}<option value={range.tier}>TIER {range.tier}</option>{/each}</select></label><div class="builder-fixed"><span>{item.rpm} RPM</span><span>{item.magazine} SHOTS</span><span>{item.reload_speed}s RELOAD</span></div></div>
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<div class="builder-weapon-controls">
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<RangeValueControl label="WEAPON LEVEL" min={1} max={50} value={selection.level} onchange={(value) => changeWeaponLevel(index,value)}/>
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<SegmentedChoice legend="TIER" name={`weapon-${index}-tier`} options={item.ranges.map((range: any) => ({ value: String(range.tier), label: `T${range.tier}` }))} value={String(selection.tier)} onchange={(values) => changeWeaponTier(index,Number(values[0]))} showIndicator={false} required/>
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<div class="builder-fixed"><span>{item.rpm} RPM</span><span>{item.magazine} SHOTS</span><span>{item.reload_speed}s RELOAD</span></div>
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</div>
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{@const range = item.ranges.find((entry: any) => Number(entry.tier) === selection.tier)}
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{#if range}<div class="builder-range-grid weapon">{#each weaponRangeKeys as key}<label>{key.toUpperCase()} <span>{range[`${key}_min`]}–{range[`${key}_max`]}</span><input type="number" min={range[`${key}_min`]} max={range[`${key}_max`]} value={selection[key]} onchange={(event) => selection[key] = clamp(event.currentTarget.value,range[`${key}_min`],range[`${key}_max`])}/></label>{/each}</div>{/if}
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<div class="builder-field-grid">{#if item.talent1Ids.length}<label>TALENT 1<select bind:value={selection.talent1Id}>{#each item.talent1Ids as id}<option value={id}>{talent(id)?.name}</option>{/each}</select></label>{/if}{#if item.talent2Ids.length}<label>TALENT 2<select bind:value={selection.talent2Id}>{#each item.talent2Ids as id}<option value={id}>{talent(id)?.name}</option>{/each}</select></label>{/if}</div>
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{#if range}<p class:provisional={selection.level < 40} class="builder-scaling-note">{selection.level < 40 ? 'Estimated range: the weapon curve below level 40 is provisional and may change as observations are added.' : `Ranges scaled from the stored level-${range.reference_level ?? 50} decimal endpoints. Display values are truncated to match the game.`}</p><div class="builder-range-grid weapon">{#each weaponRangeKeys as key}{@const statRange = weaponStatRange(range,key,selection.level)}<RangeValueControl label={key.toUpperCase()} min={statRange.min} max={statRange.max} provisional={statRange.provisional} bind:value={selection[key]}/>{/each}</div>{/if}
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<div class="builder-section-title"><div><span>ROLLED ATTRIBUTES</span><small>TWO REQUIRED SLOTS · VALUES ARE LIMITED TO WEAPON RANGES</small></div></div>
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<div class="builder-rolls required">{#each selection.rolls as roll, rollIndex}{@const rollRange = attributeRange(attribute(roll.statId), 'weapon', selection.level)}<div><BuilderPicker items={weaponAttributes} bind:value={roll.statId} onchange={(id) => setRollStat(roll,id,'weapon',selection.level)} disabledIds={selection.rolls.filter((_, itemIndex) => itemIndex !== rollIndex).map((entry) => entry.statId).filter(Boolean)} label={`ATTRIBUTE ${rollIndex + 1}`}/><RangeValueControl label="VALUE" min={rollRange.min} max={rollRange.max} provisional={rollRange.provisional} bind:value={roll.value}/></div>{/each}</div>
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<div class="builder-talent-grids">
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{#if item.talent1Ids.length}<BuilderRadioGrid label="TALENT 1" name={`weapon-${index}-talent-1`} items={item.talent1Ids.map((id: string) => talent(id)).filter(Boolean)} bind:value={selection.talent1Id} columns={Math.min(item.talent1Ids.length,4)} searchable={item.talent1Ids.length > 6} required/>{/if}
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{#if item.talent2Ids.length}<BuilderRadioGrid label="TALENT 2" name={`weapon-${index}-talent-2`} items={item.talent2Ids.map((id: string) => talent(id)).filter(Boolean)} bind:value={selection.talent2Id} columns={Math.min(item.talent2Ids.length,4)} searchable={item.talent2Ids.length > 6} required/>{/if}
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</div>
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{#if item.baseBonuses.length}<div class="builder-inherited">{#each item.baseBonuses as bonus}<span><small>{attribute(bonus.stat_attribute_id)?.name}</small><b>{unitValue(bonus.value,bonus.stat_attribute_id)}</b></span>{/each}</div>{/if}
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{/if}
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{:else if activeParts[0] === 'chip'}
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