feat(database): add public game data registries
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@@ -1183,6 +1183,68 @@ back to a short orange text mark rather than removing the relationship.
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Use this pattern only for small bounded sets that remain scannable, such as the
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two-to-four compatible Brand Sets on Gear. Long or unbounded relationships
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continue to use counts, searchable inspection, or expanded detail views.
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Public Gear cards use the same rail for compatible Brand Sets and available
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Talents so players can identify actual options instead of reading a count.
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Each icon retains its accessible name and hover title, and missing artwork uses
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the shared placeholder without suppressing the relationship. Relationship
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icons are buttons: activating one opens a modal quick view using the same card
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facts as that record's public database category. The overlay closes through
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its explicit close action, backdrop, or Escape key. Do not render an empty
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Talent rail on item types that cannot equip Talents.
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### Public game-database registries
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The public Database is a player-facing reference surface, separate from the
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ISAC editing workflow. Its index exposes eight durable categories: Gear,
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Weapons, Weapon Mods, Gear Mods, OS Protocols, Talents, Brands, and Skill
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Chips. Attributes are implementation vocabulary resolved into the facts and
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effects shown on those records; do not promote Attributes to a public
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top-level category.
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Each index category is a fully interactive square registry card with a live
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approved-record count, concise scope statement, visible hover/focus state, and
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pressed feedback. A category page uses the shared compact category rail,
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live name search, pagination, and a responsive card grid. Record cards use the
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same hierarchy:
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- a fixed icon cell and compact identity header;
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- small textual badges for quality, tier, or exceptional state;
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- bordered fact cells for primary values;
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- relationship lines and tier descriptions only when applicable.
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When a record represents an ordered progression rather than independent facts,
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use the stacked fact treatment. Brand Set bonuses are shown vertically in
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two-, three-, then four-piece order; do not add a redundant “3/3 bonuses”
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badge when all three rows are already visible.
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Record cards may end with contextual actions that connect related public
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registries. Actions use the compact orange tactical-button treatment and
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encode their destination filter in the URL. Brand cards provide a “find Gear”
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action that opens the Gear registry with that Brand selected; the same action
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must remain available in Brand quick views.
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Cards display canonical active data only. Attribute references must be
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resolved to readable names, values, and units instead of exposing IDs or raw
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JSON. Missing uploaded art uses the standard missing-item placeholder.
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Desktop layouts use three record columns, intermediate layouts use two, and
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narrow layouts use one. The eight-category rail reduces from eight to four to
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two columns. Preserve keyboard focus, pressed feedback, reduced-motion
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behavior, and readable textual state in every layout.
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Category-specific discovery uses the shared tactical filter matrix. Filters
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apply immediately, remain encoded in the URL, reset pagination, and compose
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with name search. Multiple selections inside one facet are inclusive (`OR`);
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active facet groups combine restrictively (`AND`). For example, selecting two
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Brands and four Talents returns Gear matching any selected Brand and any
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selected Talent. Never implement multi-select facets as an implicit match-all
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within the same group.
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Use segmented icon choices for bounded visual vocabularies of six or fewer,
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such as Gear slots. Use the matching searchable multi-select list for growing
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sets such as Brands and Talents. Always expose selected counts, a single clear
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action, `aria-pressed` state, keyboard focus, and explicit text explaining the
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combination rule. At intermediate width, the bounded facet spans the row above
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two searchable facets; on narrow screens all facet groups stack vertically.
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### Build persistence and sharing
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