feat: model specialization combat effects
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@@ -290,6 +290,62 @@ previews all four states, preventing duplicated tier data from diverging.
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Skill Chip mutations, owned relationships, and safe icon metadata are captured
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in the `game_data` audit stream.
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# Specialization combat effects and loadout state
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`specialization_combat_effects` stores reusable effect identity and description
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within one Specialization. A node rank attaches that identity through
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`specialization_tree_rank_combat_effects` and supplies the trigger count,
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trigger window, duration, stack limit, and stack gain. The first supported
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lifecycle uses an enemy-hit counter that resets after a proc. Each stack gain
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refreshes one shared duration, and expiry clears all stacks.
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`specialization_tree_rank_combat_modifiers` maps each attachment to one or more
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Attributes with a value per stack. This split lets ranks share effect language
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while changing their trigger and values. Specialization mutations capture the
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attachment and modifier sets in the `game_data` audit event. Contributors can
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submit effect definitions and node attachments through the existing
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Specialization proposal workflow.
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Loadout schema version 2 stores one focus, the selected rank for each tree node,
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nine Skill Chips, conditional-effect modes, and encounter assumptions. Each of
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the three focus abilities owns three chip positions. Version 1 migration keeps
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the three old chips in `specialization.unassignedChips`; the builder requires
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the user to place them under compatible abilities before it reports a complete
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calculation.
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# Versioned combat calculations
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`calculation_revisions` supplies one active rule set. Draft revisions can
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change, while active and retired revisions stay immutable.
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`calculation_stages` stores the ordered typed pipeline. The base-damage stage
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holds the first position, and the firing-cycle stage holds the last.
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`attribute_calculation_profiles` maps an Attribute to a stage with its weight,
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optional caps, curve, and weapon-category scope.
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The shared combat engine consumes weapon facts, accumulated Attributes,
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calculation profiles, and conditional effects. It produces four hit values,
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burst DPS, reload-aware sustained DPS, encounter DPS, and stack telemetry.
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Encounter mode walks the expected shot timeline from RPM, magazine size,
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reload time, hit rate, firing activity, and encounter duration. Peak mode
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applies maximum stacks, and Off mode excludes the effect.
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The engine returns `INSUFFICIENT_DATA` with missing requirement keys when a
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calculation lacks required inputs or an Attribute binding. Callers must render
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that state instead of a partial result. Saved and shared builds load the current
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active revision for each request.
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`calculation_calibration_cases` stores a versioned loadout snapshot, observed
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hit values, timing values, optional encounter DPS, and the model prediction.
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Ready cases require the four hit values plus magazine and reload times. The
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assisted suggestion action compares ready observations with their predictions
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and creates a draft revision for an operator to review.
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Rule activation requires `calculation.publish` and an explicit confirmation.
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ISAC records draft creation, draft edits, publication, calibration changes, and
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assisted suggestions under the `calculation_configuration` audit category.
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ISAC data export and environment synchronization include calculation rules,
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calibration cases, and Specialization combat-effect tables in dependency order.
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# Game-data icon storage
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Talents, brand sets, OS Protocols, and Skill Chips reference uploaded artwork
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