Support target-scoped trauma mechanics
This commit is contained in:
+21
-8
@@ -2005,20 +2005,33 @@ branches, ordered outcomes, and the generated read-only script. Use connected
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panels and restrained borders to preserve the hierarchy; do not present the
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typed graph as an undifferentiated form.
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Talent editors place that surface inside the shared `modeling-disclosure`
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pattern. New `CAPTURED ONLY` Talents start with an empty program and a collapsed
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`COMBAT MODELING` summary so authors can record identity, image, and source
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description first. Existing modeled Talents open the disclosure when edited.
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Mechanic validation errors open it and keep the relevant error text visible.
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The summary reports `CAPTURE ONLY · MODEL LATER` or the configured branch count
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in text. Its native disclosure semantics preserve keyboard and assistive
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technology support; mobile targets remain at least 44 pixels tall.
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The direct-event picker reads the 19 normalized events from the code-defined
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event registry. Use searchable single-assignment because the vocabulary exceeds
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the compact segmented-choice limit. Each branch presents its event, match
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policy and parameters, optional cooldown, state mutations, and outcomes.
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Recipe-generated predicates and weights remain visible in the generated
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script. State rows expose label, agent or target scope, initial value, bounds,
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best-case value, and optional expiry. Outcome rows expose kind, target scope,
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Attribute or resource when applicable, value basis, state scaling, phase, and
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every source-specific value column. The Value Model control supports static
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values, live Attribute percentages, event fields, reducer output, source-defined
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scenario controls, and OS Protocol upgrade scaling where the source permits it.
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Selecting a live Attribute uses the shared searchable single-assignment pattern
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and displays the Attribute's unit. Label the percentage-normalized model
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`ATTRIBUTE ÷ 100` so authors can see the transform applied to the stored value.
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best-case value, and optional expiry. A state change that writes a target pool
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uses a `STATE OWNER` segmented control with `EVENT TARGET` and `EVENT ACTOR`;
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the selected owner remains visible in the generated script. Outcome rows expose
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kind, target scope, Attribute or resource when applicable, value basis, state
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scaling, phase, and every source-specific value column. The Value Model control
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supports static values, live Attribute totals, percentage-normalized Attribute
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values, event fields, reducer output, source-defined scenario controls, and OS
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Protocol upgrade scaling where the source permits it. Selecting either
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Attribute model uses the shared searchable single-assignment pattern and
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displays the Attribute's unit. Label the direct model `LIVE ATTRIBUTE`. Label
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the percentage-normalized model `ATTRIBUTE ÷ 100` so authors can see the
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transform applied to the stored value.
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Restoration outcomes also expose an
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`INSTANT` or `CONTINUOUS` segmented choice. Continuous delivery reveals one
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required duration field and describes the configured value as the total
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+21
-3
@@ -398,7 +398,10 @@ normalized events are `shot_fired`, `weapon_hit`, `skill_deployed`,
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`movement_snapshot`, `proximity_snapshot`, `firing_started`, `firing_stopped`,
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`reload_started`, `reload_completed`, `weapon_swapped`, and `tick`. Event
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details such as target, distance, critical state, source, movement, and nearby
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counts travel as typed event values.
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counts travel as typed event values. The event registry publishes authoritative
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field metadata where branches need a bounded contract. For example,
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`weapon_hit.values.headshot` is a boolean that distinguishes headshots from
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body shots.
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The optional Action Family catalog provides authoring recipes for common
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mechanics. Applying a recipe copies its typed scenario inputs, state pools, and
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@@ -408,6 +411,12 @@ dependency. Adding another recipe appends branches. Replacing a program with a
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recipe requires confirmation because replacement discards the current branch
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graph.
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A Talent may save an empty `captured_only` program while an author records its
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name, category, image, and source description. The registry marks that Talent
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`CONFIG REQUIRED`, and calculations exclude it. Changing readiness to `ready`
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or `requires_assumptions` restores strict branch, numbered-outcome, and
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description-placeholder validation.
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The program graph uses three child tables:
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- `conditional_effect_state_pools` defines agent- or target-scoped flags,
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@@ -418,14 +427,16 @@ The program graph uses three child tables:
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state mutations, and optional recipe provenance. Reducers convert event
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streams into counts, distinct or consecutive matches, sliding windows,
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durations, intervals, or derived values. Mutations can set, add, consume,
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clear, derive, or transfer state.
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clear, derive, or transfer state. A mutation may bind a target-scoped pool to
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the current event target, event actor, or another typed entity selector. Each
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target owns an independent value and expiry timer.
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- `conditional_effect_outcomes` applies Attribute modifiers, direct damage,
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restoration, resource costs, or markers. Each outcome names its target scope,
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value basis, optional resource or Attribute, combat timing, optional state
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band, and phase: `on_event`, `after_event`, `on_enter`, `on_exit`, or
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`while_active`. One typed value or expression exists for every variant
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required by the owning source. The common value models are static values,
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live Attribute percentages, event-field values, reducer output,
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live Attribute values, percentage-normalized Attribute values, event-field values, reducer output,
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source-defined scenario values, and OS Protocol upgrade scaling. Restoration
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outcomes may deliver their total immediately or continuously over an explicit
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duration.
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@@ -436,6 +447,13 @@ convert event streams into activations or derived values. The runtime applies
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state mutations, enforces pool bounds and expiry, emits outcomes in phase order,
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and records telemetry for each activation.
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Each write to an expiring pool refreshes its timer. When a pool expires,
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`on_exit` outcomes evaluate stack thresholds and per-stack expressions against
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the final value before reset. The runtime records the bound target on emitted
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outcomes. A one-second target debuff with a one-second damage cadence can
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therefore resolve once at its refreshed shared expiry without inventing
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intermediate ticks.
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Live Attribute references use a stable Attribute ID and read the authoritative
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loadout total that the builder captures for the evaluation pass. Percentage
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Attributes retain their displayed units, so an expression that applies a
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+16
@@ -2393,3 +2393,19 @@
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.field-error{display:block;margin:5px 0 0;color:var(--shd-danger);font-size:var(--shd-type-telemetry);line-height:1.4}
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.mechanic-field-error{padding-left:10px;border-left:2px solid var(--shd-danger)}
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@media(max-width:560px){.validation-summary a{grid-template-columns:1fr;gap:1px}}
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/* Collapsible modeled-data workspace for capture-first ISAC editors. */
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.modeling-disclosure{margin-top:10px;border:1px solid var(--shd-border);background:var(--shd-surface)}
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.modeling-disclosure>summary{min-height:52px;display:flex;align-items:center;justify-content:space-between;gap:12px;padding:9px 11px;list-style:none;background:var(--shd-surface-raised);cursor:pointer}
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.modeling-disclosure>summary::-webkit-details-marker{display:none}
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.modeling-disclosure>summary span{display:grid;gap:3px}
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.modeling-disclosure>summary b,.modeling-disclosure>summary strong{font-size:var(--shd-type-telemetry);font-weight:900;letter-spacing:.9px}
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.modeling-disclosure>summary small{color:var(--shd-text-muted);font-size:var(--shd-type-telemetry);letter-spacing:.5px}
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.modeling-disclosure>summary strong{color:var(--shd-orange)}
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.modeling-disclosure>summary:hover,.modeling-disclosure>summary:focus-visible{background:var(--shd-surface-active);box-shadow:inset 2px 0 var(--shd-orange);outline:none}
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.modeling-disclosure[open]>summary{border-bottom:1px solid var(--shd-border);box-shadow:inset 2px 0 var(--shd-orange)}
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.modeling-disclosure.validation-area-error{border-color:var(--shd-danger)}
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.modeling-disclosure.validation-area-error>summary{box-shadow:inset 2px 0 var(--shd-danger)}
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.modeling-content{padding:10px}
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@media(max-width:560px){.modeling-disclosure>summary{min-height:56px}.modeling-content{padding:7px}}
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@media(prefers-reduced-motion:reduce){.modeling-disclosure>summary{transition:none}}
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@@ -43,7 +43,7 @@ const shot = (
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describe('trigger action registry', () => {
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it('owns every action and validates discriminated parameters', () => {
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expect(Object.keys(TRIGGER_ACTION_REGISTRY)).toHaveLength(15);
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expect(Object.keys(TRIGGER_ACTION_REGISTRY)).toHaveLength(16);
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expect(validateTriggerConfiguration('same_target_hits_within_window', {
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hitsRequired: 9,
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windowSeconds: 3
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@@ -197,6 +197,18 @@ describe('evaluateConditionalProgram', () => {
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});
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});
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it('treats an explicit non-headshot hit as a body shot', () => {
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const result = evaluateConditionalProgram(program({
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action: 'body_shot',
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params: {}
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}), [
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shot(1, 'alpha', true, false),
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shot(2, 'alpha', true, true),
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shot(3, 'alpha', false, false)
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], { mode: 'encounter', encounterSeconds: 5 });
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expect(result.activations.map((activation) => activation.at)).toEqual([1]);
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});
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it('refreshes one shared duration and clears every stack on expiry', () => {
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const result = evaluateConditionalProgram(program({
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action: 'damage_taken',
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@@ -6,6 +6,7 @@ export const TRIGGER_ACTION_KEYS = [
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'while_firing',
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'health_threshold_bands',
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'headshot',
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'body_shot',
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'headshot_kill',
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'weapon_kill',
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'target_hit_within_distance',
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@@ -52,6 +53,7 @@ export type TriggerParamsByAction = {
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while_firing: EmptyTriggerParams;
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health_threshold_bands: HealthThresholdParams;
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headshot: EmptyTriggerParams;
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body_shot: EmptyTriggerParams;
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headshot_kill: EmptyTriggerParams;
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weapon_kill: EmptyTriggerParams;
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target_hit_within_distance: DistanceParams;
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@@ -374,6 +376,12 @@ export const TRIGGER_ACTION_REGISTRY: Readonly<Record<TriggerActionKey, TriggerA
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validate: validateEmpty,
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summarize: () => 'Land a headshot.'
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},
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body_shot: {
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key: 'body_shot',
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label: 'Body shot',
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validate: validateEmpty,
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summarize: () => 'Land a non-headshot weapon hit.'
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},
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headshot_kill: {
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key: 'headshot_kill',
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label: 'Headshot kill',
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@@ -611,6 +619,10 @@ function eventCandidates(
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return events
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.filter((event): event is ShotEvent => event.kind === 'shot' && event.hit && event.headshot === true)
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.map((event) => ({ at: event.at, outcomeKey: null }));
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case 'body_shot':
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return events
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.filter((event): event is ShotEvent => event.kind === 'shot' && event.hit && event.headshot === false)
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.map((event) => ({ at: event.at, outcomeKey: null }));
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case 'headshot_kill':
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return events
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.filter((event): event is EnemyKilledEvent => event.kind === 'enemy_killed' && event.headshot === true)
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@@ -54,6 +54,41 @@ const draft = (): ConditionalMechanicDraftV1 => ({
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});
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describe('conditional mechanic authoring payload', () => {
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it('accepts an empty captured-only program for deferred modeling', () => {
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const partial: ConditionalMechanicDraftV1 = {
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version: 1,
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simulationReadiness: 'captured_only',
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scenarioInputs: [],
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pools: [],
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clauses: []
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};
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const result = parseConditionalMechanicDraft(partial, {
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variantKeys: ['I', 'II']
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});
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expect(result.ok).toBe(true);
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if (!result.ok) return;
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expect(result.value.draft).toEqual(partial);
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expect(result.value.programs.I.clauses).toEqual([]);
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expect(result.value.programs.II.clauses).toEqual([]);
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});
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it('requires a branch after a partial program is marked calculation-ready', () => {
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const partial: ConditionalMechanicDraftV1 = {
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version: 1,
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simulationReadiness: 'ready',
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scenarioInputs: [],
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pools: [],
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clauses: []
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};
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const result = parseConditionalMechanicDraft(partial, {
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variantKeys: ['I', 'II']
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});
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expect(result.ok).toBe(false);
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if (!result.ok) {
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expect(result.errors).toContain('A simulation-ready mechanic requires at least one clause.');
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}
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});
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it('builds one validated runtime program per exact source variant', () => {
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const result = parseConditionalMechanicDraft(draft(), {
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variantKeys: ['I', 'II'],
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@@ -263,6 +298,98 @@ describe('conditional mechanic authoring payload', () => {
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}
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});
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it('preserves target entity mutations and state-scaled exit outcomes', () => {
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const targeted: ConditionalMechanicDraftV1 = {
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version: 1,
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simulationReadiness: 'ready',
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scenarioInputs: [],
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pools: [{
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key: 'marked-target',
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label: 'Marked Target',
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stateKind: 'target_mark',
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scope: 'target',
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initial: 0,
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min: 0,
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max: 1
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}],
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clauses: [{
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key: 'detonate-mark',
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event: 'enemy_killed',
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reducer: { kind: 'none' },
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mutations: [{
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kind: 'set',
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pool: 'marked-target',
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entity: { kind: 'event_target' },
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value: 1
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}],
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outcomes: [{
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key: 'target-damage',
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label: 'Target Damage',
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phase: 'on_exit',
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kind: 'direct_damage',
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scope: 'target',
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basis: 'flat',
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statePool: 'marked-target',
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perStack: true,
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variants: {
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base: {
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value: 240,
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expression: {
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op: 'multiply',
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left: 240,
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right: {
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op: 'divide',
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left: {
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ref: {
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source: 'attribute',
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attributeId: 'firepower-multiplier'
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}
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},
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right: 100
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}
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}
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}
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}
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}]
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}]
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};
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const result = parseConditionalMechanicDraft(targeted, {
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variantKeys: ['base'],
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allowedAttributeIds: new Set(['firepower-multiplier'])
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});
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expect(result.ok).toBe(true);
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if (!result.ok) return;
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expect(result.value.draft).toMatchObject(targeted);
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expect(result.value.programs.base).toMatchObject({
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pools: [{ key: 'marked-target', scope: 'target' }],
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clauses: [{
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mutations: [{
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kind: 'set',
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pool: 'marked-target',
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entity: { kind: 'event_target' },
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value: 1
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}],
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outcomes: [{
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phase: 'on_exit',
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kind: 'direct_damage',
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statePool: 'marked-target',
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perStack: true,
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value: {
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right: {
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left: {
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ref: {
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source: 'attribute',
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attributeId: 'firepower-multiplier'
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}
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}
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}
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}
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}]
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}]
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});
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});
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it('rejects outcome fields that are absent from the canonical capability manifest', () => {
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const unsupported = draft();
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(unsupported.clauses[0].outcomes[0] as unknown as Record<string, unknown>).cadence =
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@@ -215,6 +215,113 @@ describe('conditional-effect persistence adapter', () => {
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expect(result.errors).toContain('Outcome 1 continuous delivery requires a positive duration.');
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});
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it('preserves target pool mutations, exit outcomes, and live Attribute references', () => {
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const firepowerMultiplierId = '82a95611-283b-4fd8-a6ed-3567a316f36e';
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const result = adaptConditionalEffectProgram({
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rule: rule(),
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statePools: [pool({
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state_key: 'marked-target',
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label: 'Marked Target',
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state_kind: 'target_mark',
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state_scope: 'target',
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maximum_value: 1,
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best_case_value: 1
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})],
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clauses: [clause({
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trigger_id: null,
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event_kind: 'enemy_killed',
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parameters_json: '{}',
|
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mutations_json: JSON.stringify([{
|
||||
kind: 'set',
|
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pool: 'marked-target',
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entity: { kind: 'event_target' },
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value: 1
|
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}])
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})],
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outcomes: [outcome({
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effect_key: 'marked-target-detonation',
|
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application_kind: 'direct_damage',
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effect_scope: 'target',
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stat_attribute_id: null,
|
||||
value: 240,
|
||||
value_expression_json: JSON.stringify({
|
||||
op: 'multiply',
|
||||
left: 240,
|
||||
right: {
|
||||
op: 'divide',
|
||||
left: {
|
||||
ref: {
|
||||
source: 'attribute',
|
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attributeId: firepowerMultiplierId
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}
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},
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right: 100
|
||||
}
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||||
}),
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value_scaling: 'per_state_unit',
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damage_basis: 'flat',
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application_phase: 'on_exit',
|
||||
min_state_value: null
|
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})],
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triggers: []
|
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}, { name: 'Target Detonation', variantKey: 'I' });
|
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expect(result.errors).toEqual([]);
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expect(result.program?.pools?.[0]).toMatchObject({
|
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key: 'marked-target',
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scope: 'target'
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});
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expect(result.program?.clauses[0]).toMatchObject({
|
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mutations: [{
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kind: 'set',
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pool: 'marked-target',
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entity: { kind: 'event_target' },
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value: 1
|
||||
}],
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outcomes: [{
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phase: 'on_exit',
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kind: 'direct_damage',
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scope: 'target',
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statePool: 'marked-target',
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perStack: true,
|
||||
value: {
|
||||
op: 'multiply',
|
||||
left: 240,
|
||||
right: {
|
||||
op: 'divide',
|
||||
left: {
|
||||
ref: {
|
||||
source: 'attribute',
|
||||
attributeId: firepowerMultiplierId
|
||||
}
|
||||
},
|
||||
right: 100
|
||||
}
|
||||
}
|
||||
}]
|
||||
});
|
||||
});
|
||||
|
||||
it('rejects malformed mutation entity selectors from persisted JSON', () => {
|
||||
const result = adaptConditionalEffectProgram({
|
||||
rule: rule(),
|
||||
statePools: [pool({ state_scope: 'target' })],
|
||||
clauses: [clause({
|
||||
mutations_json: JSON.stringify([{
|
||||
kind: 'set',
|
||||
pool: 'effect',
|
||||
entity: { kind: 'event_field', path: '' },
|
||||
value: 1
|
||||
}])
|
||||
})],
|
||||
outcomes: [outcome()],
|
||||
triggers: [{ id: 'trigger-1', action_key: 'same_target_hits_within_window' }]
|
||||
}, { variantKey: 'I' });
|
||||
|
||||
expect(result.status).toBe('INVALID');
|
||||
expect(result.errors).toContain('Clause 1 mutations must be an array of valid state mutations.');
|
||||
});
|
||||
|
||||
it('adapts the Happy Survival branches, explicit cadence, health timing, and upgrade references', () => {
|
||||
const upgradeScale = {
|
||||
op: 'add',
|
||||
|
||||
@@ -174,20 +174,43 @@ function requiredNumber(value: DatabaseValue, path: string, errors: string[]) {
|
||||
return result ?? 0;
|
||||
}
|
||||
|
||||
function isEntitySelector(value: unknown) {
|
||||
if (!object(value) || typeof value.kind !== 'string') return false;
|
||||
if (value.kind === 'agent' || value.kind === 'event_actor' || value.kind === 'event_target') {
|
||||
return true;
|
||||
}
|
||||
return value.kind === 'event_field'
|
||||
&& typeof value.path === 'string'
|
||||
&& Boolean(value.path.trim());
|
||||
}
|
||||
|
||||
function isValueReference(value: unknown) {
|
||||
if (!object(value) || typeof value.source !== 'string') return false;
|
||||
if (value.source === 'event' || value.source === 'equipment') {
|
||||
return typeof value.path === 'string' && Boolean(value.path.trim());
|
||||
}
|
||||
if (value.source === 'combat') {
|
||||
return typeof value.path === 'string'
|
||||
&& Boolean(value.path.trim())
|
||||
&& (value.timing === undefined || value.timing === 'pre_event' || value.timing === 'current');
|
||||
}
|
||||
if (value.source === 'attribute') {
|
||||
return typeof value.attributeId === 'string' && Boolean(value.attributeId.trim());
|
||||
}
|
||||
if (value.source === 'scenario') {
|
||||
return typeof value.key === 'string' && Boolean(value.key.trim());
|
||||
}
|
||||
if (value.source === 'reducer') return true;
|
||||
return value.source === 'pool'
|
||||
&& typeof value.pool === 'string'
|
||||
&& Boolean(value.pool.trim())
|
||||
&& (value.entity === undefined || isEntitySelector(value.entity));
|
||||
}
|
||||
|
||||
function isNumericExpression(value: unknown): value is NumericExpression {
|
||||
if (finite(value)) return true;
|
||||
if (!object(value)) return false;
|
||||
if ('ref' in value) {
|
||||
if (!object(value.ref) || typeof value.ref.source !== 'string') return false;
|
||||
const source = value.ref.source;
|
||||
if (source === 'event' || source === 'combat' || source === 'equipment') {
|
||||
return typeof value.ref.path === 'string';
|
||||
}
|
||||
if (source === 'scenario') return typeof value.ref.key === 'string';
|
||||
if (source === 'reducer') return true;
|
||||
if (source === 'pool') return typeof value.ref.pool === 'string';
|
||||
return false;
|
||||
}
|
||||
if ('ref' in value) return isValueReference(value.ref);
|
||||
if (value.op === 'clamp') {
|
||||
return isNumericExpression(value.value)
|
||||
&& isNumericExpression(value.min)
|
||||
@@ -233,14 +256,20 @@ function isReducer(value: unknown): value is Reducer {
|
||||
function isMutation(value: unknown): value is ClauseMutation {
|
||||
if (!object(value) || typeof value.kind !== 'string') return false;
|
||||
if (value.kind === 'none') return true;
|
||||
if (value.kind === 'clear') return typeof value.pool === 'string';
|
||||
if (value.kind === 'clear') {
|
||||
return typeof value.pool === 'string'
|
||||
&& (value.entity === undefined || isEntitySelector(value.entity));
|
||||
}
|
||||
if (value.kind === 'transfer') {
|
||||
return typeof value.pool === 'string' && object(value.from) && object(value.to)
|
||||
return typeof value.pool === 'string'
|
||||
&& isEntitySelector(value.from)
|
||||
&& isEntitySelector(value.to)
|
||||
&& (value.value === undefined || value.value === 'all' || isNumericExpression(value.value));
|
||||
}
|
||||
return ['add', 'set', 'consume', 'derive'].includes(value.kind)
|
||||
&& typeof value.pool === 'string'
|
||||
&& isNumericExpression(value.value);
|
||||
&& isNumericExpression(value.value)
|
||||
&& (value.entity === undefined || isEntitySelector(value.entity));
|
||||
}
|
||||
|
||||
function parseScenarioInputs(
|
||||
|
||||
@@ -25,6 +25,7 @@ const paramsByAction: Record<TriggerActionKey, unknown> = {
|
||||
]
|
||||
},
|
||||
headshot: {},
|
||||
body_shot: {},
|
||||
headshot_kill: {},
|
||||
weapon_kill: {},
|
||||
target_hit_within_distance: { meters: 15 },
|
||||
@@ -96,6 +97,27 @@ describe('mechanic recipe registry', () => {
|
||||
});
|
||||
});
|
||||
|
||||
it('maps head and body shots to authoritative weapon-hit predicates', () => {
|
||||
for (const [action, headshot] of [['headshot', true], ['body_shot', false]] as const) {
|
||||
expect(seedFor(action).clauses[0]).toMatchObject({
|
||||
when: 'weapon_hit',
|
||||
if: {
|
||||
kind: 'all',
|
||||
predicates: [
|
||||
{ kind: 'exists', value: { source: 'event', path: 'targetId' } },
|
||||
{ kind: 'exists', value: { source: 'event', path: 'values.headshot' } },
|
||||
{
|
||||
kind: 'compare',
|
||||
left: { source: 'event', path: 'values.headshot' },
|
||||
operator: 'eq',
|
||||
right: headshot
|
||||
}
|
||||
]
|
||||
}
|
||||
});
|
||||
}
|
||||
});
|
||||
|
||||
it('models firing triggers as explicit lifecycle branches', () => {
|
||||
const continuous = seedFor('continuous_firing_duration');
|
||||
expect(continuous.pools).toEqual([expect.objectContaining({ key: 'firing-active', max: 1 })]);
|
||||
|
||||
@@ -251,7 +251,23 @@ export const MECHANIC_RECIPE_REGISTRY: Readonly<MechanicRecipeRegistry> = {
|
||||
headshot: {
|
||||
key: 'headshot',
|
||||
createSeed: (_params) => supported({ clauses: [directClause('headshot', 'weapon_hit', {
|
||||
kind: 'compare', left: eventValue('headshot'), operator: 'eq', right: true
|
||||
kind: 'all',
|
||||
predicates: [
|
||||
targetExists,
|
||||
{ kind: 'exists', value: eventValue('headshot') },
|
||||
{ kind: 'compare', left: eventValue('headshot'), operator: 'eq', right: true }
|
||||
]
|
||||
})] })
|
||||
},
|
||||
body_shot: {
|
||||
key: 'body_shot',
|
||||
createSeed: (_params) => supported({ clauses: [directClause('body-shot', 'weapon_hit', {
|
||||
kind: 'all',
|
||||
predicates: [
|
||||
targetExists,
|
||||
{ kind: 'exists', value: eventValue('headshot') },
|
||||
{ kind: 'compare', left: eventValue('headshot'), operator: 'eq', right: false }
|
||||
]
|
||||
})] })
|
||||
},
|
||||
headshot_kill: {
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
import { describe, expect, it } from 'vitest';
|
||||
import {
|
||||
MECHANIC_EVENT_REGISTRY,
|
||||
evaluateMechanicProgram,
|
||||
formatMechanicProgram,
|
||||
validateMechanicProgram,
|
||||
@@ -14,6 +15,16 @@ const custom = (encounterSeconds = 30, inputs: Record<string, number | boolean>
|
||||
});
|
||||
|
||||
describe('structured mechanic runtime', () => {
|
||||
it('advertises the authoritative weapon-hit target and headshot fields', () => {
|
||||
expect(MECHANIC_EVENT_REGISTRY.weapon_hit).toMatchObject({
|
||||
description: expect.stringContaining('headshot boolean'),
|
||||
fields: [
|
||||
{ path: 'targetId', label: 'Target ID', type: 'string' },
|
||||
{ path: 'values.headshot', label: 'Headshot', type: 'boolean' }
|
||||
]
|
||||
});
|
||||
});
|
||||
|
||||
it('models Superior Firepower as same-target sliding hits and one shared expiring stack pool', () => {
|
||||
const superiorFirepower: MechanicProgram = {
|
||||
id: 'superior-firepower',
|
||||
@@ -512,6 +523,151 @@ describe('structured mechanic runtime', () => {
|
||||
]);
|
||||
});
|
||||
|
||||
it('caps and refreshes target-scoped stacks independently', () => {
|
||||
const program: MechanicProgram = {
|
||||
id: 'target-trauma',
|
||||
name: 'Target Trauma',
|
||||
pools: [{
|
||||
key: 'trauma',
|
||||
label: 'Trauma',
|
||||
scope: 'target',
|
||||
initial: 0,
|
||||
min: 0,
|
||||
max: 10,
|
||||
expiresAfterSeconds: 1
|
||||
}],
|
||||
clauses: [
|
||||
{
|
||||
id: 'body-stack',
|
||||
when: 'weapon_hit',
|
||||
if: {
|
||||
kind: 'compare',
|
||||
left: { source: 'event', path: 'values.headshot' },
|
||||
operator: 'eq',
|
||||
right: false
|
||||
},
|
||||
reducer: { kind: 'none' },
|
||||
mutations: [{
|
||||
kind: 'add',
|
||||
pool: 'trauma',
|
||||
entity: { kind: 'event_target' },
|
||||
value: 1
|
||||
}]
|
||||
},
|
||||
{
|
||||
id: 'head-stack',
|
||||
when: 'weapon_hit',
|
||||
if: {
|
||||
kind: 'compare',
|
||||
left: { source: 'event', path: 'values.headshot' },
|
||||
operator: 'eq',
|
||||
right: true
|
||||
},
|
||||
reducer: { kind: 'none' },
|
||||
mutations: [{
|
||||
kind: 'add',
|
||||
pool: 'trauma',
|
||||
entity: { kind: 'event_target' },
|
||||
value: 2
|
||||
}]
|
||||
}
|
||||
]
|
||||
};
|
||||
const result = evaluateMechanicProgram(program, [
|
||||
{ kind: 'weapon_hit', at: 0, targetId: 'enemy-a', values: { headshot: false } },
|
||||
{ kind: 'weapon_hit', at: 0.25, targetId: 'enemy-b', values: { headshot: false } },
|
||||
{ kind: 'weapon_hit', at: 0.5, targetId: 'enemy-a', values: { headshot: true } },
|
||||
...Array.from({ length: 5 }, (_, index): MechanicEvent => ({
|
||||
kind: 'weapon_hit',
|
||||
at: 0.55 + index * 0.05,
|
||||
targetId: 'enemy-a',
|
||||
values: { headshot: true }
|
||||
}))
|
||||
], custom(0.9));
|
||||
expect(result.status).toBe('OK');
|
||||
expect(result.finalState).toEqual([
|
||||
expect.objectContaining({
|
||||
pool: 'trauma',
|
||||
entityId: 'enemy-a',
|
||||
value: 10,
|
||||
expiresAt: 1.75
|
||||
}),
|
||||
expect.objectContaining({
|
||||
pool: 'trauma',
|
||||
entityId: 'enemy-b',
|
||||
value: 1,
|
||||
expiresAt: 1.25
|
||||
})
|
||||
]);
|
||||
});
|
||||
|
||||
it('uses the prior target stack count for live-Attribute damage on pool exit', () => {
|
||||
const skillDamageId = 'skill-damage';
|
||||
const program: MechanicProgram = {
|
||||
id: 'precise-trauma',
|
||||
name: 'Precise Trauma',
|
||||
pools: [{
|
||||
key: 'trauma',
|
||||
label: 'Trauma',
|
||||
scope: 'target',
|
||||
initial: 0,
|
||||
min: 0,
|
||||
max: 10,
|
||||
expiresAfterSeconds: 1
|
||||
}],
|
||||
clauses: [{
|
||||
id: 'apply-trauma',
|
||||
when: 'weapon_hit',
|
||||
reducer: { kind: 'none' },
|
||||
mutations: [{
|
||||
kind: 'add',
|
||||
pool: 'trauma',
|
||||
entity: { kind: 'event_target' },
|
||||
value: 2
|
||||
}],
|
||||
outcomes: [{
|
||||
id: 'trauma-damage',
|
||||
label: 'Trauma Damage',
|
||||
phase: 'on_exit',
|
||||
kind: 'direct_damage',
|
||||
scope: 'target',
|
||||
basis: 'flat',
|
||||
value: { ref: { source: 'attribute', attributeId: skillDamageId } },
|
||||
statePool: 'trauma',
|
||||
perStack: true,
|
||||
minStacks: 2
|
||||
}]
|
||||
}]
|
||||
};
|
||||
const result = evaluateMechanicProgram(
|
||||
program,
|
||||
[{ kind: 'weapon_hit', at: 0, targetId: 'enemy-a', values: { headshot: true } }],
|
||||
custom(2),
|
||||
{
|
||||
maxHealth: 100,
|
||||
currentHealth: 100,
|
||||
attributes: { [skillDamageId]: 75 }
|
||||
}
|
||||
);
|
||||
expect(result.status).toBe('OK');
|
||||
expect(result.outcomes).toMatchObject([{
|
||||
outcomeId: 'trauma-damage',
|
||||
targetId: 'enemy-a',
|
||||
at: 1,
|
||||
phase: 'on_exit',
|
||||
value: 150,
|
||||
resolvedValue: 150,
|
||||
appliedValue: 150,
|
||||
stateValue: 2
|
||||
}]);
|
||||
expect(result.finalState).toContainEqual(expect.objectContaining({
|
||||
pool: 'trauma',
|
||||
entityId: 'enemy-a',
|
||||
value: 0,
|
||||
expiresAt: null
|
||||
}));
|
||||
});
|
||||
|
||||
it('models scaled OS Protocol restoration, an unscaled Health cost, and post-cost bonus damage', () => {
|
||||
const upgradeScale = {
|
||||
op: 'add' as const,
|
||||
|
||||
@@ -25,6 +25,11 @@ export type MechanicEventDefinition = {
|
||||
key: MechanicEventKind;
|
||||
label: string;
|
||||
description: string;
|
||||
fields?: readonly {
|
||||
path: string;
|
||||
label: string;
|
||||
type: 'boolean' | 'number' | 'string';
|
||||
}[];
|
||||
};
|
||||
|
||||
export const MECHANIC_EVENT_REGISTRY: Readonly<Record<MechanicEventKind, MechanicEventDefinition>> = {
|
||||
@@ -36,7 +41,11 @@ export const MECHANIC_EVENT_REGISTRY: Readonly<Record<MechanicEventKind, Mechani
|
||||
weapon_hit: {
|
||||
key: 'weapon_hit',
|
||||
label: 'Weapon hit',
|
||||
description: 'A weapon attack connects with a target. Critical and distance details belong in event values.'
|
||||
description: 'A weapon attack connects with a target. The headshot boolean distinguishes headshots from body shots.',
|
||||
fields: [
|
||||
{ path: 'targetId', label: 'Target ID', type: 'string' },
|
||||
{ path: 'values.headshot', label: 'Headshot', type: 'boolean' }
|
||||
]
|
||||
},
|
||||
skill_deployed: {
|
||||
key: 'skill_deployed',
|
||||
@@ -326,6 +335,7 @@ export type MechanicOutcomeEmission = {
|
||||
clauseId: string;
|
||||
outcomeId: string;
|
||||
at: number;
|
||||
targetId: string | null;
|
||||
phase: OutcomePhase;
|
||||
kind: MechanicOutcome['kind'];
|
||||
scope: MechanicOutcome['scope'];
|
||||
@@ -401,6 +411,7 @@ type EvaluationContext = {
|
||||
type ContinuousDelivery = {
|
||||
clauseId: string;
|
||||
outcomeId: string;
|
||||
targetId: string | null;
|
||||
phase: OutcomePhase;
|
||||
scope: MechanicOutcomeScope;
|
||||
resource: MechanicResource;
|
||||
@@ -895,14 +906,22 @@ function emitOutcomes(
|
||||
continuousDeliveries?: ContinuousDelivery[]
|
||||
): MechanicOutcomeEmission[] {
|
||||
const emissions: MechanicOutcomeEmission[] = [];
|
||||
const stateValues = (outcome: MechanicOutcome) => {
|
||||
const current = outcomeState(outcome, context);
|
||||
const previous = outcome.statePool ? before.get(outcome.statePool) ?? current : current;
|
||||
return {
|
||||
current,
|
||||
previous,
|
||||
effective: outcome.phase === 'on_exit' ? previous : current
|
||||
};
|
||||
};
|
||||
const eligible = (clause.outcomes ?? []).filter((outcome) => {
|
||||
if (phase === 'before' && outcome.phase !== 'on_event') return false;
|
||||
if (phase === 'after' && outcome.phase === 'on_event') return false;
|
||||
const current = outcomeState(outcome, context);
|
||||
const previous = outcome.statePool ? before.get(outcome.statePool) ?? current : current;
|
||||
const { current, previous, effective } = stateValues(outcome);
|
||||
if (!phaseMatches(outcome.phase, previous, current)) return false;
|
||||
if (outcome.minStacks !== undefined && current < outcome.minStacks) return false;
|
||||
if (outcome.maxStacks !== undefined && current > outcome.maxStacks) return false;
|
||||
if (outcome.minStacks !== undefined && effective < outcome.minStacks) return false;
|
||||
if (outcome.maxStacks !== undefined && effective > outcome.maxStacks) return false;
|
||||
return true;
|
||||
}).sort((left, right) => {
|
||||
const priority = (outcome: MechanicOutcome) =>
|
||||
@@ -910,7 +929,7 @@ function emitOutcomes(
|
||||
return priority(left) - priority(right);
|
||||
});
|
||||
for (const outcome of eligible) {
|
||||
const current = outcomeState(outcome, context);
|
||||
const { effective: current } = stateValues(outcome);
|
||||
const baseValue = numericValue(outcome.value, context);
|
||||
const value = outcome.perStack ? baseValue * current : baseValue;
|
||||
const resolvedValue = resolveOutcomeValue(outcome, value, context);
|
||||
@@ -925,6 +944,7 @@ function emitOutcomes(
|
||||
continuousDeliveries?.push({
|
||||
clauseId: clause.id,
|
||||
outcomeId: outcome.id,
|
||||
targetId: context.event.targetId ?? null,
|
||||
phase: outcome.phase,
|
||||
scope: outcome.scope,
|
||||
resource: outcomeResource(outcome),
|
||||
@@ -957,6 +977,7 @@ function emitOutcomes(
|
||||
clauseId: clause.id,
|
||||
outcomeId: outcome.id,
|
||||
at,
|
||||
targetId: context.event.targetId ?? null,
|
||||
phase: outcome.phase,
|
||||
kind: outcome.kind,
|
||||
scope: outcome.scope,
|
||||
@@ -1007,6 +1028,7 @@ function advanceContinuousDeliveries(
|
||||
clauseId: delivery.clauseId,
|
||||
outcomeId: delivery.outcomeId,
|
||||
at: through,
|
||||
targetId: delivery.targetId,
|
||||
phase: delivery.phase,
|
||||
kind: 'restoration',
|
||||
scope: delivery.scope,
|
||||
|
||||
@@ -40,10 +40,11 @@
|
||||
<div><dt>IF</dt><dd>Conditions checked against the event, Agent, target, team, or encounter.</dd></div>
|
||||
<div><dt>TRACK</dt><dd>A count, duration, scalar, mark, or stack pool shared by branches.</dd></div>
|
||||
<div><dt>ADD / SET / CONSUME</dt><dd>How a matching branch changes tracked state.</dd></div>
|
||||
<div><dt>FOR EVENT TARGET</dt><dd>Binds a target-scoped state change to the enemy named by the event.</dd></div>
|
||||
<div><dt>APPLY</dt><dd>The Attribute or direct result and the phase when it takes effect.</dd></div>
|
||||
<div><dt>UNTIL</dt><dd>The expiry, reset, or transfer policy for tracked state.</dd></div>
|
||||
<div><dt>EVERY</dt><dd>An explicit periodic interval. ISAC does not infer a missing cadence.</dd></div>
|
||||
<div><dt>PHASE</dt><dd>Whether an outcome runs before state changes, after them, or while state remains active.</dd></div>
|
||||
<div><dt>PHASE</dt><dd>Whether an outcome runs before state changes, after them, while state remains active, or when state expires.</dd></div>
|
||||
</dl>
|
||||
<PseudoScript title="MECHANIC EXAMPLE" lines={example} compact />
|
||||
<section class="calculation-language">
|
||||
|
||||
@@ -235,6 +235,7 @@
|
||||
| 'static'
|
||||
| 'event'
|
||||
| 'attribute'
|
||||
| 'attribute_value'
|
||||
| 'reducer'
|
||||
| 'scenario'
|
||||
| 'protocol_upgrades'
|
||||
@@ -243,6 +244,7 @@
|
||||
const valueModelOptions = $derived([
|
||||
{ value: 'static', label: 'STATIC' },
|
||||
{ value: 'event', label: 'EVENT FIELD' },
|
||||
{ value: 'attribute_value', label: 'LIVE ATTRIBUTE' },
|
||||
{ value: 'attribute', label: 'ATTRIBUTE ÷ 100' },
|
||||
{ value: 'reducer', label: 'REDUCER' },
|
||||
{ value: 'scenario', label: 'SCENARIO' },
|
||||
@@ -298,6 +300,14 @@
|
||||
};
|
||||
}
|
||||
|
||||
function liveAttributeExpression(value: number, attributeId: string): NumericExpression {
|
||||
return {
|
||||
op: 'multiply',
|
||||
left: value,
|
||||
right: { ref: { source: 'attribute', attributeId } }
|
||||
};
|
||||
}
|
||||
|
||||
function outcomeValueModel(outcome: ConditionalMechanicOutcomeDraft): OutcomeValueModel {
|
||||
if (valueModelOverrides[outcome.key]) return valueModelOverrides[outcome.key];
|
||||
const expression = Object.values(outcome.variants)[0]?.expression;
|
||||
@@ -313,6 +323,7 @@
|
||||
if (expression.right.ref.source === 'event') return 'event';
|
||||
if (expression.right.ref.source === 'scenario') return 'scenario';
|
||||
if (expression.right.ref.source === 'reducer') return 'reducer';
|
||||
if (expression.right.ref.source === 'attribute') return 'attribute_value';
|
||||
}
|
||||
if (
|
||||
'op' in expression.right
|
||||
@@ -356,6 +367,15 @@
|
||||
|
||||
function outcomeAttributeReference(outcome: ConditionalMechanicOutcomeDraft) {
|
||||
const expression = Object.values(outcome.variants)[0]?.expression;
|
||||
if (
|
||||
expression
|
||||
&& typeof expression === 'object'
|
||||
&& 'op' in expression
|
||||
&& expression.op === 'multiply'
|
||||
&& typeof expression.right === 'object'
|
||||
&& 'ref' in expression.right
|
||||
&& expression.right.ref.source === 'attribute'
|
||||
) return expression.right.ref.attributeId;
|
||||
if (
|
||||
expression
|
||||
&& typeof expression === 'object'
|
||||
@@ -380,6 +400,9 @@
|
||||
if (model === 'attribute') return reference
|
||||
? attributePercentExpression(value, reference)
|
||||
: undefined;
|
||||
if (model === 'attribute_value') return reference
|
||||
? liveAttributeExpression(value, reference)
|
||||
: undefined;
|
||||
if (model === 'scenario') return reference
|
||||
? referenceExpression('scenario', reference, value)
|
||||
: undefined;
|
||||
@@ -398,7 +421,9 @@
|
||||
) {
|
||||
const outcome = rule.clauses[clauseIndex].outcomes[outcomeIndex];
|
||||
const nextOverrides = { ...valueModelOverrides };
|
||||
if (model === 'attribute' && !reference) nextOverrides[outcome.key] = 'attribute';
|
||||
if ((model === 'attribute' || model === 'attribute_value') && !reference) {
|
||||
nextOverrides[outcome.key] = model;
|
||||
}
|
||||
else delete nextOverrides[outcome.key];
|
||||
valueModelOverrides = nextOverrides;
|
||||
const variants = Object.fromEntries(Object.entries(outcome.variants).map(([key, variant]) => {
|
||||
@@ -442,6 +467,17 @@
|
||||
variants: { base: { value, expression } }
|
||||
}));
|
||||
}
|
||||
if (model === 'attribute_value') {
|
||||
return liveAttributeExpression(value, outcomeAttributeReference({
|
||||
key: 'temporary',
|
||||
label: 'Temporary',
|
||||
phase: 'on_event',
|
||||
kind: 'marker',
|
||||
scope: 'self',
|
||||
basis: 'flat',
|
||||
variants: { base: { value, expression } }
|
||||
}));
|
||||
}
|
||||
if (model === 'reducer') {
|
||||
return { op: 'multiply', left: value, right: { ref: { source: 'reducer' } } };
|
||||
}
|
||||
@@ -452,8 +488,11 @@
|
||||
function addMutation(clauseIndex: number) {
|
||||
const pool = rule.pools[0]?.key;
|
||||
if (!pool) return;
|
||||
const entity = rule.pools[0]?.scope === 'target'
|
||||
? { kind: 'event_target' as const }
|
||||
: undefined;
|
||||
updateClause(clauseIndex, {
|
||||
mutations: [...rule.clauses[clauseIndex].mutations, { kind: 'add', pool, value: 1 }]
|
||||
mutations: [...rule.clauses[clauseIndex].mutations, { kind: 'add', pool, value: 1, entity }]
|
||||
});
|
||||
}
|
||||
|
||||
@@ -461,9 +500,25 @@
|
||||
const mutations = [...rule.clauses[clauseIndex].mutations];
|
||||
const current = mutations[mutationIndex];
|
||||
const nextPool = pool ?? ('pool' in current ? current.pool : rule.pools[0]?.key ?? '');
|
||||
const nextPoolDefinition = rule.pools.find((candidate) => candidate.key === nextPool);
|
||||
const entity = nextPoolDefinition?.scope === 'target'
|
||||
? ('entity' in current && current.entity ? current.entity : { kind: 'event_target' as const })
|
||||
: undefined;
|
||||
mutations[mutationIndex] = kind === 'clear'
|
||||
? { kind, pool: nextPool }
|
||||
: { kind, pool: nextPool, value: value ?? ('value' in current && typeof current.value === 'number' ? current.value : 1) };
|
||||
? { kind, pool: nextPool, entity }
|
||||
: { kind, pool: nextPool, value: value ?? ('value' in current && typeof current.value === 'number' ? current.value : 1), entity };
|
||||
updateClause(clauseIndex, { mutations });
|
||||
}
|
||||
|
||||
function updateMutationEntity(
|
||||
clauseIndex: number,
|
||||
mutationIndex: number,
|
||||
kind: 'event_target' | 'event_actor'
|
||||
) {
|
||||
const mutations = [...rule.clauses[clauseIndex].mutations];
|
||||
const mutation = mutations[mutationIndex];
|
||||
if (!('pool' in mutation) || mutation.kind === 'transfer') return;
|
||||
mutations[mutationIndex] = { ...mutation, entity: { kind } };
|
||||
updateClause(clauseIndex, { mutations });
|
||||
}
|
||||
|
||||
@@ -680,6 +735,15 @@
|
||||
{#if mutation.kind !== 'clear'}
|
||||
<label class="field">VALUE<input type="number" step="any" value={'value' in mutation && typeof mutation.value === 'number' ? mutation.value : 1} oninput={(event) => updateMutation(clauseIndex,mutationIndex,mutation.kind === 'set' || mutation.kind === 'consume' ? mutation.kind : 'add',undefined,Number(event.currentTarget.value))}/></label>
|
||||
{/if}
|
||||
{#if 'pool' in mutation && rule.pools.find((pool) => pool.key === mutation.pool)?.scope === 'target'}
|
||||
<SegmentedChoice
|
||||
legend="STATE OWNER"
|
||||
name={`${idPrefix}-mutation-entity-${clauseIndex}-${mutationIndex}`}
|
||||
options={[{value:'event_target',label:'EVENT TARGET'},{value:'event_actor',label:'EVENT ACTOR'}]}
|
||||
value={'entity' in mutation && mutation.entity?.kind === 'event_actor' ? 'event_actor' : 'event_target'}
|
||||
onchange={(values) => updateMutationEntity(clauseIndex,mutationIndex,values[0] as 'event_target'|'event_actor')}
|
||||
/>
|
||||
{/if}
|
||||
<button type="button" class="remove" onclick={() => updateClause(clauseIndex,{mutations:clause.mutations.filter((_,index) => index !== mutationIndex)})}>REMOVE</button>
|
||||
</div>
|
||||
{:else}
|
||||
@@ -747,14 +811,14 @@
|
||||
columns={Math.min(4,rule.scenarioInputs.length)}
|
||||
onchange={(values) => setOutcomeValueModel(clauseIndex,outcomeIndex,'scenario',values[0])}
|
||||
/>
|
||||
{:else if outcomeValueModel(outcome) === 'attribute'}
|
||||
{:else if outcomeValueModel(outcome) === 'attribute' || outcomeValueModel(outcome) === 'attribute_value'}
|
||||
<SearchableAssignment
|
||||
items={attributes}
|
||||
mode="single"
|
||||
compact
|
||||
subjectLabel="VALUE ATTRIBUTE"
|
||||
value={outcomeAttributeReference(outcome)}
|
||||
onvaluechange={(value) => setOutcomeValueModel(clauseIndex,outcomeIndex,'attribute',value)}
|
||||
onvaluechange={(value) => setOutcomeValueModel(clauseIndex,outcomeIndex,outcomeValueModel(outcome),value)}
|
||||
/>
|
||||
{/if}
|
||||
{#if rule.pools.length}
|
||||
@@ -823,7 +887,7 @@
|
||||
.branch-readout{display:grid;align-content:center;gap:3px;min-height:44px;padding:7px 9px;border:1px solid var(--shd-border);background:var(--shd-surface-raised)}.branch-readout span{color:var(--shd-text-muted);font-size:var(--shd-type-telemetry);font-weight:900;letter-spacing:.7px}.branch-readout strong{font-size:var(--shd-type-supporting)}
|
||||
.reducer-controls{display:grid;grid-template-columns:minmax(0,1fr) repeat(2,minmax(130px,.25fr));align-items:end;gap:var(--shd-gap-sm);padding:0 var(--shd-gap-sm) var(--shd-gap-sm)}
|
||||
.mutation-panel{margin:0 var(--shd-gap-sm) var(--shd-gap-sm);border:1px solid var(--shd-border-soft)}
|
||||
.mutation-row{display:grid;grid-template-columns:minmax(300px,1fr) minmax(260px,1fr) minmax(110px,.35fr) auto;align-items:end;gap:8px;padding:8px;border-bottom:1px solid var(--shd-border-soft)}
|
||||
.mutation-row{display:grid;grid-template-columns:minmax(260px,1fr) minmax(220px,1fr) minmax(110px,.35fr) minmax(240px,1fr) auto;align-items:end;gap:8px;padding:8px;border-bottom:1px solid var(--shd-border-soft)}
|
||||
.outcome-card{display:grid;gap:8px;margin:var(--shd-gap-sm);padding:9px;border:1px solid var(--shd-border);border-left:2px solid var(--shd-info);background:var(--shd-surface-raised)}
|
||||
.outcome-grid{display:grid;grid-template-columns:minmax(200px,1fr) minmax(360px,1.4fr) minmax(120px,.3fr);align-items:end;gap:8px}
|
||||
.variant-grid{display:grid;grid-template-columns:repeat(auto-fit,minmax(150px,1fr));gap:8px}
|
||||
|
||||
@@ -78,7 +78,7 @@ describe('AI mechanic authoring prompt', () => {
|
||||
recipeKeys: []
|
||||
}));
|
||||
|
||||
expect(AI_MECHANIC_PROMPT_VERSION).toBe(4);
|
||||
expect(AI_MECHANIC_PROMPT_VERSION).toBe(5);
|
||||
expect(input.canonicalCatalog.grammar.outcome.optional).toEqual(
|
||||
expect.arrayContaining(['delivery', 'durationSeconds'])
|
||||
);
|
||||
@@ -115,7 +115,7 @@ describe('AI mechanic authoring prompt', () => {
|
||||
expect.stringContaining('Do not replace continuous delivery with a periodic reducer')
|
||||
]));
|
||||
expect(AI_MECHANIC_AUTHORING_INSTRUCTIONS).toContain(
|
||||
'Prompt contract version: 4'
|
||||
'Prompt contract version: 5'
|
||||
);
|
||||
|
||||
const advertised = structuredClone(
|
||||
@@ -156,4 +156,89 @@ describe('AI mechanic authoring prompt', () => {
|
||||
});
|
||||
expect(parsed.ok).toBe(true);
|
||||
});
|
||||
|
||||
it('advertises Precise Trauma through target expiry without inventing target tick iteration', () => {
|
||||
const skillDamageId = 'skill-damage-catalog-id';
|
||||
const input = JSON.parse(buildAiMechanicAuthoringInput({
|
||||
request: {
|
||||
...request,
|
||||
context: {
|
||||
...request.context,
|
||||
sourceName: 'Precise Trauma',
|
||||
sourceDescription:
|
||||
'Hits apply a debuff for 1 second, up to 10 stacks. Body shots add 1 stack and headshots add 2 stacks.'
|
||||
}
|
||||
},
|
||||
attributes: [{
|
||||
id: skillDamageId,
|
||||
name: 'Skill Damage',
|
||||
description: null,
|
||||
unit: null,
|
||||
type: null,
|
||||
category: null,
|
||||
calculationType: null
|
||||
}],
|
||||
events: [{ key: 'weapon_hit', label: 'Weapon hit' }],
|
||||
actions: [
|
||||
{ key: 'body_shot', label: 'Body shot' },
|
||||
{ key: 'headshot', label: 'Headshot' }
|
||||
],
|
||||
recipeKeys: ['body_shot', 'headshot']
|
||||
}));
|
||||
const advertised = structuredClone(input.canonicalCatalog.grammar.preciseTraumaShape);
|
||||
const outcome = advertised.clauses[0].outcomes[0];
|
||||
const baseVariant = JSON.parse(JSON.stringify(
|
||||
outcome.variants['replace-with-each-required-variant-key']
|
||||
).replaceAll(
|
||||
'replace-with-the-exact-skill-damage-catalog-id',
|
||||
skillDamageId
|
||||
));
|
||||
outcome.variants = {
|
||||
I: structuredClone(baseVariant),
|
||||
II: structuredClone(baseVariant)
|
||||
};
|
||||
|
||||
expect(advertised.pools[0]).toMatchObject({
|
||||
scope: 'target',
|
||||
max: 10,
|
||||
expiresAfterSeconds: 1
|
||||
});
|
||||
expect(advertised.clauses[0].mutations[0]).toEqual({
|
||||
kind: 'add',
|
||||
pool: 'trauma',
|
||||
entity: { kind: 'event_target' },
|
||||
value: 1
|
||||
});
|
||||
expect(advertised.clauses[1].mutations[0]).toMatchObject({ value: 2 });
|
||||
expect(outcome).toMatchObject({
|
||||
phase: 'on_exit',
|
||||
kind: 'direct_damage',
|
||||
scope: 'target',
|
||||
statePool: 'trauma',
|
||||
perStack: true,
|
||||
variants: {
|
||||
I: {
|
||||
expression: {
|
||||
ref: {
|
||||
source: 'attribute',
|
||||
attributeId: skillDamageId
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
});
|
||||
expect(input.examplesAndRules).toEqual(expect.arrayContaining([
|
||||
expect.stringContaining('uses the entity previous state'),
|
||||
expect.stringContaining('without inventing generic repeated target ticks')
|
||||
]));
|
||||
expect(JSON.stringify(input.canonicalCatalog.grammar.preciseTraumaShape))
|
||||
.not.toContain('entitiesFromPool');
|
||||
|
||||
const parsed = parseConditionalMechanicDraft(advertised, {
|
||||
variantKeys: ['I', 'II'],
|
||||
allowedAttributeIds: new Set([skillDamageId]),
|
||||
allowedRecipeKeys: new Set(['body_shot', 'headshot'])
|
||||
});
|
||||
expect(parsed.ok).toBe(true);
|
||||
});
|
||||
});
|
||||
|
||||
@@ -2,7 +2,7 @@ import type { AiMechanicAuthoringRequest } from '$lib/ai/mechanic-authoring';
|
||||
import { CONDITIONAL_MECHANIC_OUTCOME_CAPABILITIES } from '$lib/calculations/mechanic-editor';
|
||||
import type { AiMechanicAttribute } from './mechanic-authoring-context';
|
||||
|
||||
export const AI_MECHANIC_PROMPT_VERSION = 4;
|
||||
export const AI_MECHANIC_PROMPT_VERSION = 5;
|
||||
|
||||
const mechanicsGrammar = {
|
||||
version: 1,
|
||||
@@ -19,7 +19,9 @@ const mechanicsGrammar = {
|
||||
scope: ['agent', 'target'],
|
||||
optional: ['min', 'max', 'bestCaseValue', 'expiresAfterSeconds'],
|
||||
expirationSemantics:
|
||||
'expiresAfterSeconds is one shared pool timer. Every write to the pool resets that timer for the entire pool, and expiry resets the full pool to its initial value.'
|
||||
'expiresAfterSeconds is one timer per pool entity. Every write resets that entity timer, and expiry resets only that entity to the pool initial value.',
|
||||
targetScopeSemantics:
|
||||
'A target-scoped pool stores one independent value and expiry timer per resolved entity. Use mutation.entity event_target when a weapon-hit mechanic binds state to the enemy that was hit.'
|
||||
},
|
||||
clause: {
|
||||
required: ['key', 'event', 'if', 'reducer', 'mutations', 'outcomes'],
|
||||
@@ -94,6 +96,12 @@ const mechanicsGrammar = {
|
||||
mutationShapes: [
|
||||
{ kind: 'none' },
|
||||
{ kind: 'add', pool: 'stacks', value: 1 },
|
||||
{
|
||||
kind: 'add',
|
||||
pool: 'target-stacks',
|
||||
entity: { kind: 'event_target' },
|
||||
value: 1
|
||||
},
|
||||
{ kind: 'set', pool: 'active', value: 1 },
|
||||
{ kind: 'consume', pool: 'stacks', value: 1 },
|
||||
{ kind: 'derive', pool: 'nearby-enemies', value: { ref: { source: 'reducer' } } },
|
||||
@@ -138,6 +146,98 @@ const mechanicsGrammar = {
|
||||
}
|
||||
}
|
||||
},
|
||||
preciseTraumaShape: {
|
||||
version: 1,
|
||||
simulationReadiness: 'ready',
|
||||
scenarioInputs: [],
|
||||
pools: [{
|
||||
key: 'trauma',
|
||||
label: 'Trauma',
|
||||
stateKind: 'stack',
|
||||
scope: 'target',
|
||||
initial: 0,
|
||||
min: 0,
|
||||
max: 10,
|
||||
bestCaseValue: 10,
|
||||
expiresAfterSeconds: 1
|
||||
}],
|
||||
clauses: [
|
||||
{
|
||||
key: 'body-shot-trauma',
|
||||
label: 'Body shot adds one Trauma stack',
|
||||
recipeKey: 'body_shot',
|
||||
event: 'weapon_hit',
|
||||
if: {
|
||||
kind: 'all',
|
||||
predicates: [
|
||||
{ kind: 'exists', value: { source: 'event', path: 'targetId' } },
|
||||
{ kind: 'exists', value: { source: 'event', path: 'values.headshot' } },
|
||||
{
|
||||
kind: 'compare',
|
||||
left: { source: 'event', path: 'values.headshot' },
|
||||
operator: 'eq',
|
||||
right: false
|
||||
}
|
||||
]
|
||||
},
|
||||
reducer: { kind: 'none' },
|
||||
mutations: [{
|
||||
kind: 'add',
|
||||
pool: 'trauma',
|
||||
entity: { kind: 'event_target' },
|
||||
value: 1
|
||||
}],
|
||||
outcomes: [{
|
||||
key: 'trauma-skill-damage',
|
||||
label: 'Trauma Skill Damage',
|
||||
phase: 'on_exit',
|
||||
kind: 'direct_damage',
|
||||
scope: 'target',
|
||||
basis: 'flat',
|
||||
statePool: 'trauma',
|
||||
perStack: true,
|
||||
variants: {
|
||||
'replace-with-each-required-variant-key': {
|
||||
value: 0,
|
||||
expression: {
|
||||
ref: {
|
||||
source: 'attribute',
|
||||
attributeId: 'replace-with-the-exact-skill-damage-catalog-id'
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}]
|
||||
},
|
||||
{
|
||||
key: 'headshot-trauma',
|
||||
label: 'Headshot adds two Trauma stacks',
|
||||
recipeKey: 'headshot',
|
||||
event: 'weapon_hit',
|
||||
if: {
|
||||
kind: 'all',
|
||||
predicates: [
|
||||
{ kind: 'exists', value: { source: 'event', path: 'targetId' } },
|
||||
{ kind: 'exists', value: { source: 'event', path: 'values.headshot' } },
|
||||
{
|
||||
kind: 'compare',
|
||||
left: { source: 'event', path: 'values.headshot' },
|
||||
operator: 'eq',
|
||||
right: true
|
||||
}
|
||||
]
|
||||
},
|
||||
reducer: { kind: 'none' },
|
||||
mutations: [{
|
||||
kind: 'add',
|
||||
pool: 'trauma',
|
||||
entity: { kind: 'event_target' },
|
||||
value: 2
|
||||
}],
|
||||
outcomes: []
|
||||
}
|
||||
]
|
||||
},
|
||||
variantValue: {
|
||||
required: ['value'],
|
||||
optional: ['expression']
|
||||
@@ -241,6 +341,10 @@ export function buildAiMechanicAuthoringInput(input: {
|
||||
'An Attribute whose catalog unit is % resolves to its displayed percentage number, such as 20 for 20%. Divide that reference by 100 when wording applies it as a percentage multiplier, such as 240 × 20%.',
|
||||
'Continuous Health restoration is supported. Use kind:"restoration", resource:"health", delivery:"continuous", and a positive durationSeconds. The variant expression resolves the total restoration across that duration, not a per-second value. Do not replace continuous delivery with a periodic reducer.',
|
||||
'Each continuous-restoration activation creates an independent constant-rate stream. Overlapping streams add, and restoration above the resource maximum is lost when it occurs.',
|
||||
'A target-scoped pool owns an independent value and expiry timer for each entity. Bind hit-created target state with entity:{kind:"event_target"}; do not collapse different enemies into one Agent-scoped pool.',
|
||||
'Writing a target-scoped pool refreshes only that target entity timer. An on_exit outcome runs when that entity expires and uses the entity previous state for stack bands and perStack multiplication, even though the stored pool value has already reset.',
|
||||
'When an outcome value is exactly a live Attribute amount, use the Attribute reference directly as the variant expression. Divide by 100 only when a displayed percentage is being used as a multiplier.',
|
||||
'Precise Trauma is representable as one target-scoped stack pool with a one-second expiry: body shots add one stack, headshots add two, and one on_exit direct-damage outcome uses the expiring target previous stack count. This models the stated one-second debuff without inventing generic repeated target ticks.',
|
||||
'OS Protocol upgrade scaling may use equipment.protocolTalentUpgrades only when allowProtocolUpgradeScaling is true.',
|
||||
'Assigned-ability scope may be used only when allowAssignedAbility is true.',
|
||||
'If cadence is not stated, ask rather than assuming a one-second interval.',
|
||||
|
||||
@@ -182,14 +182,27 @@ describe('conditional mechanic persistence adapter', () => {
|
||||
version: 1,
|
||||
simulationReadiness: 'ready',
|
||||
scenarioInputs: [],
|
||||
pools: [],
|
||||
pools: [{
|
||||
key: 'marked-target',
|
||||
label: 'Marked Target',
|
||||
stateKind: 'target_mark',
|
||||
scope: 'target',
|
||||
initial: 0,
|
||||
min: 0,
|
||||
max: 1
|
||||
}],
|
||||
clauses: [{
|
||||
key: 'weapon-kill',
|
||||
label: 'Weapon kill',
|
||||
event: 'enemy_killed',
|
||||
if: { kind: 'true' },
|
||||
reducer: { kind: 'none' },
|
||||
mutations: [],
|
||||
mutations: [{
|
||||
kind: 'set',
|
||||
pool: 'marked-target',
|
||||
entity: { kind: 'event_target' },
|
||||
value: 1
|
||||
}],
|
||||
outcomes: [{
|
||||
key: 'restore-health',
|
||||
label: 'Restore Health',
|
||||
@@ -204,6 +217,51 @@ describe('conditional mechanic persistence adapter', () => {
|
||||
I: { value: 240 },
|
||||
II: { value: 336 }
|
||||
}
|
||||
}, {
|
||||
key: 'target-detonation',
|
||||
label: 'Target Detonation',
|
||||
phase: 'on_exit',
|
||||
kind: 'direct_damage',
|
||||
scope: 'target',
|
||||
basis: 'flat',
|
||||
statePool: 'marked-target',
|
||||
perStack: true,
|
||||
variants: {
|
||||
I: {
|
||||
value: 240,
|
||||
expression: {
|
||||
op: 'multiply',
|
||||
left: 240,
|
||||
right: {
|
||||
op: 'divide',
|
||||
left: {
|
||||
ref: {
|
||||
source: 'attribute',
|
||||
attributeId: '82a95611-283b-4fd8-a6ed-3567a316f36e'
|
||||
}
|
||||
},
|
||||
right: 100
|
||||
}
|
||||
}
|
||||
},
|
||||
II: {
|
||||
value: 336,
|
||||
expression: {
|
||||
op: 'multiply',
|
||||
left: 336,
|
||||
right: {
|
||||
op: 'divide',
|
||||
left: {
|
||||
ref: {
|
||||
source: 'attribute',
|
||||
attributeId: '82a95611-283b-4fd8-a6ed-3567a316f36e'
|
||||
}
|
||||
},
|
||||
right: 100
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}]
|
||||
}]
|
||||
});
|
||||
@@ -213,7 +271,9 @@ describe('conditional mechanic persistence adapter', () => {
|
||||
)).all();
|
||||
expect(saved).toEqual([
|
||||
{ delivery_mode: 'continuous', delivery_duration_seconds: 3 },
|
||||
{ delivery_mode: 'continuous', delivery_duration_seconds: 3 }
|
||||
{ delivery_mode: 'instant', delivery_duration_seconds: null },
|
||||
{ delivery_mode: 'continuous', delivery_duration_seconds: 3 },
|
||||
{ delivery_mode: 'instant', delivery_duration_seconds: null }
|
||||
]);
|
||||
const loaded = await loadConditionalRuleDraft(
|
||||
database,
|
||||
@@ -229,5 +289,39 @@ describe('conditional mechanic persistence adapter', () => {
|
||||
II: { value: 336 }
|
||||
}
|
||||
});
|
||||
expect(loaded?.pools[0]).toMatchObject({
|
||||
key: 'marked-target',
|
||||
stateKind: 'target_mark',
|
||||
scope: 'target'
|
||||
});
|
||||
expect(loaded?.clauses[0].mutations).toEqual([{
|
||||
kind: 'set',
|
||||
pool: 'marked-target',
|
||||
entity: { kind: 'event_target' },
|
||||
value: 1
|
||||
}]);
|
||||
expect(loaded?.clauses[0].outcomes[1]).toMatchObject({
|
||||
phase: 'on_exit',
|
||||
kind: 'direct_damage',
|
||||
scope: 'target',
|
||||
statePool: 'marked-target',
|
||||
perStack: true,
|
||||
variants: {
|
||||
I: {
|
||||
value: 240,
|
||||
expression: expect.objectContaining({
|
||||
right: expect.objectContaining({
|
||||
left: {
|
||||
ref: {
|
||||
source: 'attribute',
|
||||
attributeId: '82a95611-283b-4fd8-a6ed-3567a316f36e'
|
||||
}
|
||||
}
|
||||
})
|
||||
})
|
||||
},
|
||||
II: { value: 336 }
|
||||
}
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
@@ -88,7 +88,7 @@
|
||||
];
|
||||
|
||||
const mutations = [
|
||||
{ syntax: 'ADD value TO pool', use: 'Increases state, respecting the pool maximum.' },
|
||||
{ syntax: 'ADD value TO pool FOR EVENT TARGET', use: 'Increases one enemy’s target-scoped state, respecting the pool maximum.' },
|
||||
{ syntax: 'SET value AS pool', use: 'Replaces the current pool value.' },
|
||||
{ syntax: 'CONSUME value FROM pool', use: 'Spends available state without falling below the pool minimum.' },
|
||||
{ syntax: 'CLEAR pool', use: 'Resets the selected state pool.' },
|
||||
@@ -99,7 +99,7 @@
|
||||
{ syntax: 'ON_EVENT', use: 'Applies against combat state as the event arrives.' },
|
||||
{ syntax: 'AFTER_EVENT', use: 'Applies after branch mutations and resource costs.' },
|
||||
{ syntax: 'ON_ENTER', use: 'Applies when tracked state enters an active range.' },
|
||||
{ syntax: 'ON_EXIT', use: 'Applies when tracked state leaves an active range.' },
|
||||
{ syntax: 'ON_EXIT', use: 'Applies when tracked state leaves an active range, using its final pre-exit value for stack thresholds and scaling.' },
|
||||
{ syntax: 'WHILE_ACTIVE', use: 'Remains active while the referenced state satisfies its stack range.' }
|
||||
];
|
||||
|
||||
@@ -155,6 +155,22 @@
|
||||
'ON_EVENT: APPLY 2 CURRENT_HEALTH_PERCENT // Health cost',
|
||||
'AFTER_EVENT: APPLY (0.6 * (1 + (EQUIPMENT.protocolTalentUpgrades / 5))) CURRENT_HEALTH_PERCENT USING CURRENT HEALTH // Additional damage'
|
||||
];
|
||||
|
||||
const preciseTrauma = [
|
||||
'MECHANIC PRECISE TRAUMA',
|
||||
'STATE trauma [TARGET] 0..10; EXPIRES 1s AFTER WRITE',
|
||||
'',
|
||||
'WHEN WEAPON HIT // Body shot',
|
||||
'IF EVENT.targetId EXISTS AND EVENT.values.headshot == false',
|
||||
'ADD 1 TO trauma FOR EVENT TARGET',
|
||||
'',
|
||||
'WHEN WEAPON HIT // Headshot',
|
||||
'IF EVENT.targetId EXISTS AND EVENT.values.headshot == true',
|
||||
'ADD 2 TO trauma FOR EVENT TARGET',
|
||||
'',
|
||||
'WHEN SIMULATION TICK // Shared refreshed expiry',
|
||||
'ON_EXIT: APPLY (1 * ATTRIBUTE[skill-damage-id]) FLAT DIRECT_DAMAGE PER STACK TO EVENT TARGET'
|
||||
];
|
||||
</script>
|
||||
|
||||
<svelte:head>
|
||||
@@ -210,6 +226,13 @@
|
||||
<article>
|
||||
<div><strong>{event.label}</strong><code>{event.key}</code></div>
|
||||
<p>{event.description}</p>
|
||||
{#if event.fields?.length}
|
||||
<ul aria-label={`${event.label} typed fields`}>
|
||||
{#each event.fields as field}
|
||||
<li><code>{field.path}</code><span>{field.label} · {field.type.toUpperCase()}</span></li>
|
||||
{/each}
|
||||
</ul>
|
||||
{/if}
|
||||
</article>
|
||||
{/each}
|
||||
</div>
|
||||
@@ -318,7 +341,7 @@
|
||||
</div>
|
||||
<aside class="contract">
|
||||
<strong>EXPIRY CONTRACT</strong>
|
||||
<span>A pool can expire after its last write. A new stack refreshes that timer when the mechanic defines refresh-on-write behavior.</span>
|
||||
<span>A pool can expire after its last write. Each write refreshes its timer. Target pools maintain independent values and timers for each bound enemy.</span>
|
||||
</aside>
|
||||
</section>
|
||||
|
||||
@@ -376,6 +399,10 @@
|
||||
<section id="examples" class="reference-section examples-section">
|
||||
<header><div><span>10</span><h3>WORKED MECHANICS</h3></div></header>
|
||||
<div class="example-intro">
|
||||
<div>
|
||||
<h4>PRECISE TRAUMA</h4>
|
||||
<p>Body shots add one target-bound stack and headshots add two. Each hit refreshes that enemy’s shared one-second expiry; the expiry deals one live Skill Damage value per final stack.</p>
|
||||
</div>
|
||||
<div>
|
||||
<h4>SUPERIOR FIREPOWER</h4>
|
||||
<p>Nine hits on one target add a Relentless stack. Each write refreshes the ten-second pool timer.</p>
|
||||
@@ -386,6 +413,7 @@
|
||||
</div>
|
||||
</div>
|
||||
<div class="example-scripts">
|
||||
<PseudoScript title="PRECISE TRAUMA · GENERATED EXAMPLE" lines={preciseTrauma} readiness="READY" />
|
||||
<PseudoScript title="SUPERIOR FIREPOWER · GENERATED EXAMPLE" lines={superiorFirepower} readiness="READY" />
|
||||
<PseudoScript title="HAPPY SURVIVAL · GENERATED EXAMPLE" lines={happySurvival} readiness="REQUIRES ASSUMPTIONS" />
|
||||
</div>
|
||||
@@ -652,6 +680,25 @@
|
||||
line-height: 1.45;
|
||||
}
|
||||
|
||||
.event-registry ul {
|
||||
display: grid;
|
||||
gap: 4px;
|
||||
margin: 2px 0 0;
|
||||
padding: 0;
|
||||
list-style: none;
|
||||
}
|
||||
|
||||
.event-registry li {
|
||||
display: flex;
|
||||
flex-wrap: wrap;
|
||||
justify-content: space-between;
|
||||
gap: 6px;
|
||||
padding-top: 5px;
|
||||
border-top: 1px solid var(--shd-border-soft);
|
||||
color: var(--shd-text-muted);
|
||||
font-size: var(--shd-type-telemetry);
|
||||
}
|
||||
|
||||
.action-registry {
|
||||
display: grid;
|
||||
grid-template-columns: repeat(3, minmax(0, 1fr));
|
||||
@@ -937,7 +984,7 @@
|
||||
|
||||
.example-scripts {
|
||||
display: grid;
|
||||
grid-template-columns: repeat(2, minmax(0, 1fr));
|
||||
grid-template-columns: repeat(3, minmax(0, 1fr));
|
||||
gap: 8px;
|
||||
padding: 0 12px 12px;
|
||||
}
|
||||
|
||||
@@ -219,28 +219,33 @@ export const actions: Actions = {
|
||||
valueII: effect.variants.II.value
|
||||
}));
|
||||
const validationErrors: TalentValidationError[] = [];
|
||||
const requiresCompleteMechanic = conditionalRule.simulationReadiness !== 'captured_only';
|
||||
if (name.length < 2 || !['Weapon Talent 1', 'Weapon Talent 2', 'Backpack', 'Body Armor'].includes(category)) {
|
||||
validationErrors.push({ area: 'identity', message: 'Provide a valid talent name and category. Exotic talents are managed from their owning weapon.' });
|
||||
}
|
||||
if (!descriptionTemplate) validationErrors.push({ area: 'description', message: 'Enter a shared description template.' });
|
||||
if (!conditionalRule.clauses.length) validationErrors.push({ area: 'mechanic', message: 'Add at least one mechanic branch.' });
|
||||
if (!sharedEffects.length) validationErrors.push({ area: 'outcomes', message: 'Add at least one numbered value outcome.' });
|
||||
if (requiresCompleteMechanic && !conditionalRule.clauses.length) {
|
||||
validationErrors.push({ area: 'mechanic', message: 'Add at least one mechanic branch or mark the talent CAPTURE ONLY.' });
|
||||
}
|
||||
if (requiresCompleteMechanic && !sharedEffects.length) {
|
||||
validationErrors.push({ area: 'outcomes', message: 'Add at least one numbered value outcome or mark the talent CAPTURE ONLY.' });
|
||||
}
|
||||
if (sharedEffects.some((effect) => !Number.isFinite(effect.valueI) || !Number.isFinite(effect.valueII))) {
|
||||
validationErrors.push({ area: 'outcomes', message: 'Every numbered outcome needs valid Tier I and Tier II values.' });
|
||||
}
|
||||
const missingSlots = missingTalentDescriptionSlots(descriptionTemplate, descriptionOutcomes);
|
||||
if (missingSlots.length) {
|
||||
if (requiresCompleteMechanic && missingSlots.length) {
|
||||
validationErrors.push({
|
||||
area: 'description',
|
||||
message: `Description placeholder${missingSlots.length === 1 ? '' : 's'} ${missingSlots.map((slot) => `{${slot}}`).join(', ')} must reference numbered outcomes.`
|
||||
});
|
||||
validationErrors.push({ area: 'outcomes', message: 'Add or renumber outcomes to match every numbered description placeholder.' });
|
||||
}
|
||||
if (descriptionTemplate.includes('{duration}') && durationSeconds === null) {
|
||||
if (requiresCompleteMechanic && descriptionTemplate.includes('{duration}') && durationSeconds === null) {
|
||||
validationErrors.push({ area: 'description', message: 'The description uses {duration}, but no duration is defined.' });
|
||||
validationErrors.push({ area: 'mechanic', message: 'Define a duration for the {duration} description placeholder.' });
|
||||
}
|
||||
if (descriptionTemplate.includes('{max_stacks}') && maxStacks === null) {
|
||||
if (requiresCompleteMechanic && descriptionTemplate.includes('{max_stacks}') && maxStacks === null) {
|
||||
validationErrors.push({ area: 'description', message: 'The description uses {max_stacks}, but no maximum stack count is defined.' });
|
||||
validationErrors.push({ area: 'mechanic', message: 'Define a pool maximum for the {max_stacks} description placeholder.' });
|
||||
}
|
||||
|
||||
@@ -42,28 +42,9 @@
|
||||
simulationReadiness: 'captured_only',
|
||||
scenarioInputs: [],
|
||||
pools: [],
|
||||
clauses: [{
|
||||
key: 'primary',
|
||||
label: 'Primary',
|
||||
event: 'weapon_hit',
|
||||
if: { kind: 'true' },
|
||||
reducer: { kind: 'none' },
|
||||
mutations: [],
|
||||
outcomes: [{
|
||||
key: 'effect-1',
|
||||
label: 'Effect 1',
|
||||
phase: 'while_active',
|
||||
kind: 'attribute_modifier',
|
||||
scope: 'equipped_weapon',
|
||||
attributeId: '',
|
||||
basis: 'flat',
|
||||
perStack: false,
|
||||
descriptionSlot: 1,
|
||||
variants: { I: { value: 0 }, II: { value: 0 } }
|
||||
}]
|
||||
}]
|
||||
clauses: []
|
||||
});
|
||||
const blankTalent = () => ({ id: '', name: '', iconUrl: '', category: 'Weapon Talent 1', descriptionTemplate: '', tierIDescription: '', tierIIDescription: '', conditionalRule: blankRule() });
|
||||
const blankTalent = () => ({ id: '', name: '', iconUrl: '', category: 'Weapon Talent 1', descriptionTemplate: '', tierIDescription: '', tierIIDescription: '', conditionalRule: blankRule(), modelingOpen: false });
|
||||
const editTalent = (row: any) => {
|
||||
const tier = (name: string) => row.tiers.find((item: any) => item.tier === name) ?? { description: '', effects: [] };
|
||||
const one = tier('I'), two = tier('II');
|
||||
@@ -72,7 +53,8 @@
|
||||
descriptionTemplate: row.descriptionTemplate || one.description,
|
||||
tierIDescription: one.description,
|
||||
tierIIDescription: two.description,
|
||||
conditionalRule: row.conditionalRule ?? blankRule()
|
||||
conditionalRule: row.conditionalRule ?? blankRule(),
|
||||
modelingOpen: Boolean(row.conditionalRule?.clauses?.length)
|
||||
};
|
||||
};
|
||||
const configured = (tiers: Array<{ tier: unknown }>, name: string) => tiers.some((item) => item.tier === name);
|
||||
@@ -105,6 +87,7 @@
|
||||
if (form.talentMode === 'add') iconResetToken += 1;
|
||||
talent = form.talentMode === 'add' ? blankTalent() : null;
|
||||
} else if (talentErrors.length) {
|
||||
if (hasErrors(['mechanic', 'outcomes'])) talent.modelingOpen = true;
|
||||
void tick().then(() => validationSummary?.focus());
|
||||
}
|
||||
});
|
||||
@@ -143,20 +126,26 @@
|
||||
</div>
|
||||
<label id="talent-description" class="field template-field" class:validation-area-error={hasErrors(['description'])}>SHARED DESCRIPTION TEMPLATE<textarea name="descriptionTemplate" bind:value={talent.descriptionTemplate} placeholder={'Hitting an enemy {1} times grants +{2} for {duration}...'} required aria-invalid={hasErrors(['description']) ? 'true' : undefined}></textarea><small>Use {'{1}'}, {'{2}'}, and so on for effect values. Use {'{duration}'} and {'{max_stacks}'} for defined mechanics. Cooldown is displayed separately.</small>{#each errorsFor('description') as error}<small class="field-error">{error.message}</small>{/each}</label>
|
||||
<div class="tier-preview"><div><span>TIER I PREVIEW</span><p>{preview('I') || 'Description preview'}</p></div><div><span>TIER II PREVIEW</span><p>{preview('II') || 'Description preview'}</p></div></div>
|
||||
<div id="talent-mechanic" class:validation-area-error={hasErrors(['mechanic', 'outcomes'])}>
|
||||
<MechanicProgramEditor
|
||||
attributes={data.stats}
|
||||
valueColumns={[{key:'tierI',variantKey:'I',label:'TIER I'},{key:'tierII',variantKey:'II',label:'TIER II'}]}
|
||||
idPrefix={`talent-${talent.id || 'new'}`}
|
||||
aiContext={{
|
||||
sourceKind: 'talent',
|
||||
sourceName: talent?.name ?? '',
|
||||
sourceDescription: talent?.descriptionTemplate ?? ''
|
||||
}}
|
||||
bind:rule={talent.conditionalRule}
|
||||
/>
|
||||
{#each [...errorsFor('mechanic'), ...errorsFor('outcomes')] as error}<small class="field-error mechanic-field-error">{error.message}</small>{/each}
|
||||
</div>
|
||||
<details id="talent-mechanic" class="modeling-disclosure" class:validation-area-error={hasErrors(['mechanic', 'outcomes'])} bind:open={talent.modelingOpen}>
|
||||
<summary>
|
||||
<span><b>COMBAT MODELING</b><small>{talent.conditionalRule.simulationReadiness === 'captured_only' ? 'CAPTURE ONLY · MODEL LATER' : `${talent.conditionalRule.clauses.length} CONFIGURED ${talent.conditionalRule.clauses.length === 1 ? 'BRANCH' : 'BRANCHES'}`}</small></span>
|
||||
<strong>{talent.modelingOpen ? 'COLLAPSE' : 'EXPAND'}</strong>
|
||||
</summary>
|
||||
<div class="modeling-content">
|
||||
<MechanicProgramEditor
|
||||
attributes={data.stats}
|
||||
valueColumns={[{key:'tierI',variantKey:'I',label:'TIER I'},{key:'tierII',variantKey:'II',label:'TIER II'}]}
|
||||
idPrefix={`talent-${talent.id || 'new'}`}
|
||||
aiContext={{
|
||||
sourceKind: 'talent',
|
||||
sourceName: talent?.name ?? '',
|
||||
sourceDescription: talent?.descriptionTemplate ?? ''
|
||||
}}
|
||||
bind:rule={talent.conditionalRule}
|
||||
/>
|
||||
{#each [...errorsFor('mechanic'), ...errorsFor('outcomes')] as error}<small class="field-error mechanic-field-error">{error.message}</small>{/each}
|
||||
</div>
|
||||
</details>
|
||||
<div class="form-actions"><button type="button" class="secondary" onclick={() => talent = null}>CANCEL</button><button class="primary">SAVE TALENT →</button></div>
|
||||
</PendingForm>
|
||||
</div>
|
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|
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Reference in New Issue
Block a user