Refine Gear augments and builder levels
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@@ -5,7 +5,7 @@ import type { PageServerLoad } from './$types';
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export const load: PageServerLoad = async () => {
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const database = await getDatabase();
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const [
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attributes, gear, gearBrands, gearTalents, gearAugments, brands, brandEffects,
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attributes, gear, gearBrands, gearTalents, gearAugments, gearAugmentCosts, brands, brandEffects,
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weapons, weaponRanges, weaponTalentOptions, weaponBonuses,
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talents, talentTiers, talentEffects, talentTemplates,
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chipSets, chipTwoPiece, chipPrimary, chipSecondary, chipTalents, chipTalentEffects,
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@@ -17,6 +17,7 @@ export const load: PageServerLoad = async () => {
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(await database.prepare('SELECT * FROM gear_brand_sets')).all(),
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(await database.prepare('SELECT * FROM gear_talents')).all(),
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(await database.prepare('SELECT * FROM gear_tactical_augments ORDER BY gear_slot,augment_slot')).all(),
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(await database.prepare('SELECT * FROM gear_tactical_augment_costs ORDER BY gear_tier')).all(),
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(await database.prepare('SELECT * FROM brand_sets WHERE active=1 ORDER BY name COLLATE NOCASE')).all(),
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(await database.prepare('SELECT * FROM brand_set_effects ORDER BY pieces_required')).all(),
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(await database.prepare('SELECT * FROM weapons WHERE active=1 ORDER BY category,name COLLATE NOCASE')).all(),
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@@ -61,7 +62,10 @@ export const load: PageServerLoad = async () => {
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brandIds: gearBrands.filter((link) => link.gear_id === item.id).map((link) => String(link.brand_set_id)),
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talentIds: gearTalents.filter((link) => link.gear_id === item.id).map((link) => String(link.talent_id))
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})),
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gearAugments,
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gearAugments: gearAugments.map((augment) => ({
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...augment,
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costs: gearAugmentCosts.filter((cost) => cost.augment_id === augment.id)
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})),
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brands: brands.map((brand) => ({
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...brand,
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iconUrl: iconUrl('brand_set', brand.id),
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@@ -57,6 +57,7 @@
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const configureGear = (slot: string, id: string) => {
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const selection = draft.gear[slot], item = data.gear.find((entry) => entry.id === id);
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selection.itemId = id;
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selection.level = 50;
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selection.brandId = item?.brandIds[0] ?? '';
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selection.talentId = item?.talentIds[0] ?? '';
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selection.health = Number(item?.base_health_min ?? 0);
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@@ -110,11 +111,13 @@
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for (const slot of gearSlots) {
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const selection = draft.gear[slot], item = gearItem(slot);
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if (!item) continue;
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add(byName('Health'), selection.health, `${slot} base`);
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add(byName('Armor'), selection.armor, `${slot} base`);
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const enabledAugments = data.gearAugments.filter((entry) => entry.gear_slot === slot && selection.augmentSlots.includes(Number(entry.augment_slot)));
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const basePercentage = enabledAugments.filter((entry) => entry.effect_type === 'Base Percentage').reduce((total, entry) => total + Number(entry.value), 0);
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add(byName('Health'), selection.health * (1 + basePercentage / 100), `${slot} base`);
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if (item.base_armor_min !== null) add(byName('Armor'), selection.armor * (1 + basePercentage / 100), `${slot} base`);
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for (const roll of selection.rolls) add(roll.statId, roll.value, `${slot} roll`);
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if (selection.brandId) brandCounts.set(selection.brandId, (brandCounts.get(selection.brandId) ?? 0) + 1);
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for (const augment of data.gearAugments.filter((entry) => entry.gear_slot === slot && selection.augmentSlots.includes(Number(entry.augment_slot)))) {
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for (const augment of enabledAugments.filter((entry) => entry.effect_type === 'Custom')) {
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add(augment.stat_attribute_id, augment.value, `${slot} augment ${augment.augment_slot}`);
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}
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if (selection.talentId) equippedTalents.push({ key: `gear:${slot}:${selection.talentId}`, id: selection.talentId, tier: Number(item.tier), source: slot, description: talentDescription(selection.talentId, Number(item.tier)) });
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@@ -195,6 +198,7 @@
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const parsed = JSON.parse(stored);
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if (parsed?.version === 1) {
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draft = parsed;
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for (const slot of gearSlots) if (!Number.isInteger(draft.gear[slot].level)) draft.gear[slot].level = 50;
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if (weaponItem(0) && weaponItem(1) && Number(weaponItem(0).is_exotic) && Number(weaponItem(1).is_exotic)) draft.weapons[1].itemId = '';
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saved = true;
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}
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@@ -223,15 +227,16 @@
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<section class="loadout-editor">
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{#if activeParts[0] === 'gear'}
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{@const slot = activeParts[1]}{@const selection = draft.gear[slot]}{@const item = gearItem(slot)}
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<div class="loadout-editor-head"><div><span>GEAR SLOT</span><h2>{slot.toUpperCase()}</h2></div><b>{item ? `TIER ${item.tier} · LEVEL ${item.level}` : 'UNASSIGNED'}</b></div>
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<div class="loadout-editor-head"><div><span>GEAR SLOT</span><h2>{slot.toUpperCase()}</h2></div><b>{item ? `TIER ${item.tier} · BUILD LEVEL ${selection.level}` : 'UNASSIGNED'}</b></div>
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<BuilderPicker items={data.gear.filter((entry) => entry.slot === slot)} bind:value={selection.itemId} onchange={(id) => configureGear(slot,id)} label="ITEM DEFINITION"/>
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{#if item}
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<div class="builder-field-grid"><label>BRAND SET<select value={selection.brandId} onchange={(event) => selection.brandId = event.currentTarget.value}>{#each item.brandIds as id}<option value={id}>{brand(id)?.name}</option>{/each}</select></label>{#if item.talentIds.length}<label>EQUIPPED TALENT<select bind:value={selection.talentId}>{#each item.talentIds as id}<option value={id}>{talent(id)?.name}</option>{/each}</select></label>{/if}</div>
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<div class="builder-field-grid"><label>GEAR LEVEL <span class="builder-field-range">01–50</span><input type="number" min="1" max="50" bind:value={selection.level} onblur={() => selection.level = clamp(selection.level,1,50)}/></label><label>BRAND SET<select value={selection.brandId} onchange={(event) => selection.brandId = event.currentTarget.value}>{#each item.brandIds as id}<option value={id}>{brand(id)?.name}</option>{/each}</select></label>{#if item.talentIds.length}<label>EQUIPPED TALENT<select bind:value={selection.talentId}>{#each item.talentIds as id}<option value={id}>{talent(id)?.name}</option>{/each}</select></label>{/if}</div>
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<p class="builder-scaling-note">Gear level belongs to this build instance. Base-range level scaling will remain neutral until the authoritative game scaling curve is configured.</p>
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<div class="builder-range-grid"><label>BASE HEALTH <span>{item.base_health_min}–{item.base_health_max}</span><input type="number" min={item.base_health_min} max={item.base_health_max} bind:value={selection.health} onblur={() => selection.health = clamp(selection.health,item.base_health_min,item.base_health_max)}/></label>{#if item.base_armor_min !== null}<label>BASE ARMOR <span>{item.base_armor_min}–{item.base_armor_max}</span><input type="number" min={item.base_armor_min} max={item.base_armor_max} bind:value={selection.armor} onblur={() => selection.armor = clamp(selection.armor,item.base_armor_min,item.base_armor_max)}/></label>{/if}</div>
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<div class="builder-section-title"><div><span>ROLLED ATTRIBUTES</span><small>VALUES ARE LIMITED TO GEAR RANGES</small></div><button onclick={() => selection.rolls = [...selection.rolls, blankRoll()]} disabled={selection.rolls.length >= 6}>ADD ATTRIBUTE +</button></div>
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<div class="builder-rolls">{#each selection.rolls as roll, index}<div><BuilderPicker items={gearAttributes} bind:value={roll.statId} onchange={(id) => setRollStat(roll,id,'gear')} label={`ATTRIBUTE ${index + 1}`}/><label>VALUE<input type="number" value={roll.value} min={attribute(roll.statId)?.gear_min ?? 0} max={attribute(roll.statId)?.gear_max ?? 0} onchange={(event) => roll.value = clamp(event.currentTarget.value,attribute(roll.statId)?.gear_min,attribute(roll.statId)?.gear_max)}/></label><button aria-label={`Remove attribute ${index + 1}`} onclick={() => selection.rolls = selection.rolls.filter((_, itemIndex) => itemIndex !== index)}>×</button></div>{/each}</div>
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{@const augments = data.gearAugments.filter((entry) => entry.gear_slot === slot)}
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{#if augments.length}<div class="builder-section-title"><div><span>TACTICAL AUGMENTS</span><small>ENABLE COLLECTED UPGRADES</small></div><b>{selection.augmentSlots.length} / {augments.length} ACTIVE</b></div><div class="builder-augment-list">{#each augments as augment}<label><input type="checkbox" checked={selection.augmentSlots.includes(Number(augment.augment_slot))} onchange={() => selection.augmentSlots = selection.augmentSlots.includes(Number(augment.augment_slot)) ? selection.augmentSlots.filter((value) => value !== Number(augment.augment_slot)) : [...selection.augmentSlots,Number(augment.augment_slot)]}/><span><b>AUGMENT 0{augment.augment_slot}</b><small>{attribute(augment.stat_attribute_id)?.name} · {unitValue(augment.value,augment.stat_attribute_id)}</small></span><em>{augment.unlock_cost} COST</em></label>{/each}</div>{/if}
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{#if augments.length}<div class="builder-section-title"><div><span>TACTICAL AUGMENTS</span><small>ENABLE COLLECTED UPGRADES · BASE BONUSES APPLY TO THIS ITEM ONLY</small></div><b>{selection.augmentSlots.length} / {augments.length} ACTIVE</b></div><div class="builder-augment-list">{#each augments as augment}<label><input type="checkbox" checked={selection.augmentSlots.includes(Number(augment.augment_slot))} onchange={() => selection.augmentSlots = selection.augmentSlots.includes(Number(augment.augment_slot)) ? selection.augmentSlots.filter((value) => value !== Number(augment.augment_slot)) : [...selection.augmentSlots,Number(augment.augment_slot)]}/><span><b>AUGMENT 0{augment.augment_slot}</b><small>{augment.effect_type === 'Custom' ? `${attribute(augment.stat_attribute_id)?.name} · ${unitValue(augment.value,augment.stat_attribute_id)}` : `+${augment.value}% BASE HEALTH${item.base_armor_min !== null ? ' + ARMOR' : ''}`}</small></span><em>{augment.costs.find((cost: any) => Number(cost.gear_tier) === Number(item.tier))?.unlock_cost ?? '—'} COST · T{item.tier}</em></label>{/each}</div>{/if}
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{/if}
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{:else if activeParts[0] === 'weapon'}
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{@const index = Number(activeParts[1])}{@const selection = draft.weapons[index]}{@const item = weaponItem(index)}{@const other = weaponItem(index ? 0 : 1)}
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