Support target-scoped trauma mechanics

This commit is contained in:
JB
2026-07-27 22:20:52 -04:00
parent 7e78d75f85
commit 0b3be3587b
20 changed files with 1032 additions and 93 deletions
@@ -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;
}
+10 -5
View File
@@ -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.' });
}
+25 -36
View File
@@ -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>