feat: model specialization combat effects

This commit is contained in:
JB
2026-07-26 19:04:26 -04:00
parent b1656c430f
commit 338ea8761d
34 changed files with 3396 additions and 146 deletions
+140 -1
View File
@@ -242,6 +242,7 @@ INSERT OR IGNORE INTO permissions(id,name,description) VALUES('permission-metric
INSERT OR IGNORE INTO permissions(id,name,description) VALUES('permission-system-notifications-manage','system.notifications.manage','View and edit automated ISAC system notification messages');
INSERT OR IGNORE INTO permissions(id,name,description) VALUES('permission-images-manage','images.manage','View, upload, rename, tag, and categorize managed image assets');
INSERT OR IGNORE INTO permissions(id,name,description) VALUES('permission-avatars-review','avatars.review','Review and remove custom user avatars');
INSERT OR IGNORE INTO permissions(id,name,description) VALUES('permission-calculation-publish','calculation.publish','Activate combat calculation revisions used by every loadout');
INSERT OR IGNORE INTO role_permissions(role_id,permission_id) VALUES('role-data-editor','permission-isac-access');
INSERT OR IGNORE INTO role_permissions(role_id,permission_id) VALUES('role-data-editor','permission-data-manage');
INSERT OR IGNORE INTO role_permissions(role_id,permission_id) VALUES('role-data-editor','permission-data-view');
@@ -277,7 +278,7 @@ INSERT OR IGNORE INTO role_permissions(role_id,permission_id) VALUES('role-moder
CREATE TABLE IF NOT EXISTS oauth_states (state_hash TEXT PRIMARY KEY, provider TEXT NOT NULL, mode TEXT NOT NULL, user_id TEXT REFERENCES users(id) ON DELETE CASCADE, expires_at TEXT NOT NULL, created_at TEXT NOT NULL);
CREATE TABLE IF NOT EXISTS data_change_proposals (
id TEXT PRIMARY KEY,
module TEXT NOT NULL CHECK(module IN ('configuration','attributes','talents','brands','gear','weapons','weaponmods','gearmods','protocols','skillchips','specializations')),
module TEXT NOT NULL CHECK(module IN ('configuration','calculations','attributes','talents','brands','gear','weapons','weaponmods','gearmods','protocols','skillchips','specializations')),
action TEXT NOT NULL,
entity_id TEXT,
draft_entity_id TEXT,
@@ -922,6 +923,144 @@ CREATE TABLE IF NOT EXISTS specialization_tree_rank_costs (
PRIMARY KEY(node_id,rank,resource_id),
FOREIGN KEY(node_id,rank) REFERENCES specialization_tree_node_ranks(node_id,rank) ON DELETE CASCADE
);
CREATE TABLE IF NOT EXISTS specialization_combat_effects (
id TEXT PRIMARY KEY,
specialization_id TEXT NOT NULL REFERENCES specializations(id) ON DELETE CASCADE,
name TEXT NOT NULL,
description_template TEXT NOT NULL,
active INTEGER NOT NULL DEFAULT 1 CHECK(active IN (0,1)),
created_at TEXT NOT NULL,
updated_at TEXT NOT NULL,
UNIQUE(specialization_id,name)
);
CREATE INDEX IF NOT EXISTS specialization_combat_effects_specialization_idx
ON specialization_combat_effects(specialization_id,active,name);
CREATE TABLE IF NOT EXISTS specialization_tree_rank_combat_effects (
id TEXT PRIMARY KEY,
node_id TEXT NOT NULL,
rank INTEGER NOT NULL,
combat_effect_id TEXT NOT NULL REFERENCES specialization_combat_effects(id),
effect_order INTEGER NOT NULL CHECK(effect_order>=1),
trigger_type TEXT NOT NULL CHECK(trigger_type IN ('enemy_hits_within_window')),
trigger_count INTEGER NOT NULL CHECK(trigger_count>0),
trigger_window_seconds REAL NOT NULL CHECK(trigger_window_seconds>0),
duration_seconds REAL NOT NULL CHECK(duration_seconds>0),
max_stacks INTEGER NOT NULL CHECK(max_stacks>0),
stacks_per_trigger INTEGER NOT NULL DEFAULT 1 CHECK(stacks_per_trigger>0),
counter_policy TEXT NOT NULL DEFAULT 'reset_on_proc' CHECK(counter_policy IN ('reset_on_proc')),
refresh_policy TEXT NOT NULL DEFAULT 'refresh_on_stack_gain' CHECK(refresh_policy IN ('refresh_on_stack_gain')),
expiry_policy TEXT NOT NULL DEFAULT 'clear_all' CHECK(expiry_policy IN ('clear_all')),
FOREIGN KEY(node_id,rank) REFERENCES specialization_tree_node_ranks(node_id,rank) ON DELETE CASCADE,
UNIQUE(node_id,rank,effect_order)
);
CREATE INDEX IF NOT EXISTS specialization_tree_rank_combat_effects_effect_idx
ON specialization_tree_rank_combat_effects(combat_effect_id);
CREATE TABLE IF NOT EXISTS specialization_tree_rank_combat_modifiers (
id TEXT PRIMARY KEY,
rank_combat_effect_id TEXT NOT NULL REFERENCES specialization_tree_rank_combat_effects(id) ON DELETE CASCADE,
modifier_order INTEGER NOT NULL CHECK(modifier_order>=1),
stat_attribute_id TEXT NOT NULL REFERENCES stat_attributes(id),
value_per_stack REAL NOT NULL,
unit TEXT,
UNIQUE(rank_combat_effect_id,modifier_order)
);
CREATE TABLE IF NOT EXISTS calculation_revisions (
id TEXT PRIMARY KEY,
version INTEGER NOT NULL UNIQUE CHECK(version>0),
name TEXT NOT NULL,
status TEXT NOT NULL DEFAULT 'draft' CHECK(status IN ('draft','active','retired')),
notes TEXT,
based_on_revision_id TEXT REFERENCES calculation_revisions(id),
created_by TEXT REFERENCES users(id),
created_at TEXT NOT NULL,
published_by TEXT REFERENCES users(id),
published_at TEXT
);
CREATE UNIQUE INDEX IF NOT EXISTS calculation_revisions_active_idx
ON calculation_revisions(status) WHERE status='active';
CREATE TABLE IF NOT EXISTS calculation_stages (
id TEXT PRIMARY KEY,
revision_id TEXT NOT NULL REFERENCES calculation_revisions(id) ON DELETE CASCADE,
stage_key TEXT NOT NULL,
label TEXT NOT NULL,
operator TEXT NOT NULL CHECK(operator IN (
'base_damage','flat_add','additive_percent','multiplicative_percent',
'expected_critical','expected_headshot','rate_of_fire','magazine_size',
'reload_speed','firing_cycle'
)),
display_order INTEGER NOT NULL CHECK(display_order>=1),
locked_position TEXT CHECK(locked_position IS NULL OR locked_position IN ('first','last')),
UNIQUE(revision_id,stage_key),
UNIQUE(revision_id,display_order)
);
CREATE TABLE IF NOT EXISTS attribute_calculation_profiles (
id TEXT PRIMARY KEY,
revision_id TEXT NOT NULL REFERENCES calculation_revisions(id) ON DELETE CASCADE,
stat_attribute_id TEXT NOT NULL REFERENCES stat_attributes(id),
stage_key TEXT NOT NULL,
weight REAL NOT NULL DEFAULT 1,
soft_cap REAL,
hard_cap REAL,
curve_type TEXT NOT NULL DEFAULT 'none' CHECK(curve_type IN ('none','power','smoothstep')),
curve_parameter REAL,
weapon_category TEXT NOT NULL DEFAULT '*',
UNIQUE(revision_id,stat_attribute_id,stage_key,weapon_category),
FOREIGN KEY(revision_id,stage_key) REFERENCES calculation_stages(revision_id,stage_key) ON DELETE CASCADE,
CHECK(soft_cap IS NULL OR soft_cap>=0),
CHECK(hard_cap IS NULL OR hard_cap>=0),
CHECK(soft_cap IS NULL OR hard_cap IS NULL OR hard_cap>=soft_cap)
);
CREATE TABLE IF NOT EXISTS calculation_calibration_cases (
id TEXT PRIMARY KEY,
name TEXT NOT NULL,
status TEXT NOT NULL DEFAULT 'draft' CHECK(status IN ('draft','ready')),
loadout_snapshot_json TEXT NOT NULL,
selected_weapon INTEGER NOT NULL DEFAULT 0 CHECK(selected_weapon IN (0,1)),
game_version TEXT,
observed_at TEXT,
notes TEXT,
body_hit REAL,
critical_body_hit REAL,
headshot REAL,
critical_headshot REAL,
magazine_seconds REAL,
reload_seconds REAL,
encounter_dps REAL,
predicted_json TEXT,
calculation_revision_id TEXT REFERENCES calculation_revisions(id),
created_by TEXT NOT NULL REFERENCES users(id),
created_at TEXT NOT NULL,
updated_at TEXT NOT NULL,
CHECK(body_hit IS NULL OR body_hit>=0),
CHECK(critical_body_hit IS NULL OR critical_body_hit>=0),
CHECK(headshot IS NULL OR headshot>=0),
CHECK(critical_headshot IS NULL OR critical_headshot>=0),
CHECK(magazine_seconds IS NULL OR magazine_seconds>0),
CHECK(reload_seconds IS NULL OR reload_seconds>0),
CHECK(encounter_dps IS NULL OR encounter_dps>=0)
);
CREATE INDEX IF NOT EXISTS calculation_calibration_status_idx
ON calculation_calibration_cases(status,updated_at DESC);
INSERT OR IGNORE INTO calculation_revisions(id,version,name,status,notes,created_at,published_at)
VALUES('calculation-revision-1',1,'Initial combat model','active','Typed baseline combat stages','2026-07-26T00:00:00.000Z','2026-07-26T00:00:00.000Z');
INSERT OR IGNORE INTO calculation_stages(id,revision_id,stage_key,label,operator,display_order,locked_position)
VALUES('calculation-stage-base-1','calculation-revision-1','base_damage','Base damage','base_damage',1,'first');
INSERT OR IGNORE INTO calculation_stages(id,revision_id,stage_key,label,operator,display_order)
VALUES('calculation-stage-flat-1','calculation-revision-1','flat_damage','Flat damage','flat_add',2);
INSERT OR IGNORE INTO calculation_stages(id,revision_id,stage_key,label,operator,display_order)
VALUES('calculation-stage-additive-1','calculation-revision-1','additive_damage','Additive damage','additive_percent',3);
INSERT OR IGNORE INTO calculation_stages(id,revision_id,stage_key,label,operator,display_order)
VALUES('calculation-stage-multiplicative-1','calculation-revision-1','multiplicative_damage','Multiplicative damage','multiplicative_percent',4);
INSERT OR IGNORE INTO calculation_stages(id,revision_id,stage_key,label,operator,display_order)
VALUES('calculation-stage-critical-chance-1','calculation-revision-1','critical_chance','Critical chance','expected_critical',5);
INSERT OR IGNORE INTO calculation_stages(id,revision_id,stage_key,label,operator,display_order)
VALUES('calculation-stage-critical-1','calculation-revision-1','critical_damage','Critical damage','expected_critical',6);
INSERT OR IGNORE INTO calculation_stages(id,revision_id,stage_key,label,operator,display_order)
VALUES('calculation-stage-headshot-chance-1','calculation-revision-1','headshot_chance','Headshot chance','expected_headshot',7);
INSERT OR IGNORE INTO calculation_stages(id,revision_id,stage_key,label,operator,display_order)
VALUES('calculation-stage-headshot-1','calculation-revision-1','headshot_damage','Headshot damage','expected_headshot',8);
INSERT OR IGNORE INTO calculation_stages(id,revision_id,stage_key,label,operator,display_order,locked_position)
VALUES('calculation-stage-cycle-1','calculation-revision-1','firing_cycle','Firing cycle','firing_cycle',9,'last');
CREATE TABLE IF NOT EXISTS game_data_icons (
entity_type TEXT NOT NULL CHECK(entity_type IN ('talent', 'brand_set', 'os_protocol', 'skill_chip', 'specialization', 'specialization_ability', 'specialization_node')),
entity_id TEXT NOT NULL,
+74 -1
View File
@@ -196,8 +196,10 @@ The canonical tokens live in `src/app.css` under `:root`.
| Page background | `--shd-bg` | `#0a0c0d` |
| Base surface | `--shd-surface` | `#111415` |
| Raised surface | `--shd-surface-raised` | `#141718` |
| Modeled-data surface | `--shd-model-surface` | `#0d1213` |
| Subordinate border | `--shd-border-soft` | `#272c2d` |
| Primary border | `--shd-border` | `#303536` |
| Modeled-data border | `--shd-model-border` | `#3b4648` |
| Interactive boundary | `--shd-border-strong` | `#424849` |
| Main text | `--shd-text` | `#ecebe5` |
| Muted text | `--shd-text-muted` | `#858b8d` |
@@ -206,6 +208,7 @@ The canonical tokens live in `src/app.css` under `:root`.
| Supporting copy floor | `--shd-type-supporting` | `14px` |
| Ordinary body floor | `--shd-type-body` | `16px` |
| Adaptive display scale | `--shd-display-scale` | `1` by default; stepped on high-resolution desktops |
| Monospaced data | `--shd-font-mono` | Cascadia Mono with system monospace fallbacks |
### High-resolution display scaling
@@ -1605,7 +1608,9 @@ Pair the short state label with a complete consequence sentence. Contributors
must not have to infer this behavior from their role name, data-mode color, or a
success message shown after saving. Read-only operators do not see a mutation
statement because their mutation controls are absent. At narrow widths the
message becomes its own compact row above the module toolbar.
message becomes its own compact row above the module toolbar. A toolbar with
multiple actions must reserve the complete action group width in the inline
desktop strip so the consequence sentence never runs beneath a button.
### Public database index
@@ -1692,3 +1697,71 @@ components use the shared blue quality treatment and may be combined in any
positive whole-number quantities for Rank 2. Rank 3 uses the yellow High-end
Omega treatment and exactly one component. Color is supporting hierarchy;
quality names and quantities always remain visible.
### Conditional combat modeling
ISAC authors define a combat effect once per Specialization and attach it to
one or more tree-node ranks. Each rank attachment owns its hit trigger, stack
duration, stack limit, and Attribute modifiers. Keep the lifecycle rules in a
compact fact rail: trigger counters reset after a proc, each stack gain refreshes
the timer, and expiry clears the complete stack. The shared definition provides
one effect name and description to every attached rank.
Use `--shd-model-surface` and `--shd-model-border` for conditional mechanics,
calculation revisions, and field calibration. The blue information rail marks
modeled behavior. Orange remains reserved for selection and activation. Every
effect card names its trigger, duration, maximum stacks, and value per stack in
text so the mechanic remains clear without color.
The loadout builder gives each unlocked conditional effect three calculation
modes:
- `OFF` excludes the effect.
- `PEAK` applies its configured maximum stacks.
- `ENCOUNTER` models stack buildup and expiry from weapon RPM, magazine size,
reload time, hit rate, firing activity, and encounter duration.
Users may override encounter assumptions on one effect without changing the
global combat profile. The effect card shows the applied stack state beside the
mode. On mobile, assumption fields and effect controls stack into full-width
44-pixel targets.
Combat result panels show normal, critical, headshot, and critical-headshot
values with burst, sustained, and encounter DPS. Conditional stack telemetry
lists the mode, average and peak stacks, ending stacks, buildup time, and
maintained state that produced the result. A result with missing equipment,
Attribute bindings, rules, or assumptions displays `INSUFFICIENT DATA` and a
concrete remediation list. The interface withholds combat numbers until it has
the required inputs.
### Specialization loadout composer
The builder places Specialization focus selection after equipment
configuration. The focus identity combines Specialization artwork and the
primary Attribute mark, followed by three ability panels. Each ability panel
contains three fixed Skill Chip positions. A chip picker shows definitions
assigned to that ability and excludes definitions assigned elsewhere.
The focus tree groups nodes by row and uses segmented rank controls. Disabled
ranks remain visible with their lock state. The builder permits a row after the
user buys every available Rank 1 and Rank 2 in preceding rows and enforces the
49-point limit. Cost telemetry lists Credits and components beside each rank.
Saved loadouts store focus, node ranks, nine Skill Chips, effect modes, and
combat assumptions. Version 1 loadouts keep their three legacy chips in an
unassigned recovery list until the user places them under compatible abilities.
### Calculation revision controls
Combat rules use immutable active and retired revisions. ISAC editors may
change draft revisions, ordered stages, and Attribute profiles. Activation
requires `calculation.publish`, an explicit review state, and a confirmation
that saved builds will recalculate. Successful activation closes the
confirmation surface and records the revision in the audit history.
Calibration cases pair a loadout snapshot with measured hit and timing values.
Ready cases require the four hit values, magazine time, and reload time.
Assisted suggestions create a draft revision for review and leave activation
to an authorized operator. Use monospaced text for raw loadout and prediction
snapshots; labels, findings, and errors stay in the standard operational
typeface.
+56
View File
@@ -290,6 +290,62 @@ previews all four states, preventing duplicated tier data from diverging.
Skill Chip mutations, owned relationships, and safe icon metadata are captured
in the `game_data` audit stream.
# Specialization combat effects and loadout state
`specialization_combat_effects` stores reusable effect identity and description
within one Specialization. A node rank attaches that identity through
`specialization_tree_rank_combat_effects` and supplies the trigger count,
trigger window, duration, stack limit, and stack gain. The first supported
lifecycle uses an enemy-hit counter that resets after a proc. Each stack gain
refreshes one shared duration, and expiry clears all stacks.
`specialization_tree_rank_combat_modifiers` maps each attachment to one or more
Attributes with a value per stack. This split lets ranks share effect language
while changing their trigger and values. Specialization mutations capture the
attachment and modifier sets in the `game_data` audit event. Contributors can
submit effect definitions and node attachments through the existing
Specialization proposal workflow.
Loadout schema version 2 stores one focus, the selected rank for each tree node,
nine Skill Chips, conditional-effect modes, and encounter assumptions. Each of
the three focus abilities owns three chip positions. Version 1 migration keeps
the three old chips in `specialization.unassignedChips`; the builder requires
the user to place them under compatible abilities before it reports a complete
calculation.
# Versioned combat calculations
`calculation_revisions` supplies one active rule set. Draft revisions can
change, while active and retired revisions stay immutable.
`calculation_stages` stores the ordered typed pipeline. The base-damage stage
holds the first position, and the firing-cycle stage holds the last.
`attribute_calculation_profiles` maps an Attribute to a stage with its weight,
optional caps, curve, and weapon-category scope.
The shared combat engine consumes weapon facts, accumulated Attributes,
calculation profiles, and conditional effects. It produces four hit values,
burst DPS, reload-aware sustained DPS, encounter DPS, and stack telemetry.
Encounter mode walks the expected shot timeline from RPM, magazine size,
reload time, hit rate, firing activity, and encounter duration. Peak mode
applies maximum stacks, and Off mode excludes the effect.
The engine returns `INSUFFICIENT_DATA` with missing requirement keys when a
calculation lacks required inputs or an Attribute binding. Callers must render
that state instead of a partial result. Saved and shared builds load the current
active revision for each request.
`calculation_calibration_cases` stores a versioned loadout snapshot, observed
hit values, timing values, optional encounter DPS, and the model prediction.
Ready cases require the four hit values plus magazine and reload times. The
assisted suggestion action compares ready observations with their predictions
and creates a draft revision for an operator to review.
Rule activation requires `calculation.publish` and an explicit confirmation.
ISAC records draft creation, draft edits, publication, calibration changes, and
assisted suggestions under the `calculation_configuration` audit category.
ISAC data export and environment synchronization include calculation rules,
calibration cases, and Specialization combat-effect tables in dependency order.
# Game-data icon storage
Talents, brand sets, OS Protocols, and Skill Chips reference uploaded artwork
+349 -1
View File
@@ -27,7 +27,8 @@
"svelte": "^5.56.1",
"svelte-check": "^4.6.0",
"typescript": "^6.0.3",
"vite": "^8.0.16"
"vite": "^8.0.16",
"vitest": "^4.1.10"
}
},
"node_modules/@dotenvx/dotenvx": {
@@ -1962,6 +1963,17 @@
"tslib": "^2.4.0"
}
},
"node_modules/@types/chai": {
"version": "5.2.3",
"resolved": "https://registry.npmjs.org/@types/chai/-/chai-5.2.3.tgz",
"integrity": "sha512-Mw558oeA9fFbv65/y4mHtXDs9bPnFMZAL/jxdPFUpOHHIXX91mcgEHbS5Lahr+pwZFR8A7GQleRWeI6cGFC2UA==",
"dev": true,
"license": "MIT",
"dependencies": {
"@types/deep-eql": "*",
"assertion-error": "^2.0.1"
}
},
"node_modules/@types/cookie": {
"version": "0.6.0",
"resolved": "https://registry.npmjs.org/@types/cookie/-/cookie-0.6.0.tgz",
@@ -1969,6 +1981,13 @@
"dev": true,
"license": "MIT"
},
"node_modules/@types/deep-eql": {
"version": "4.0.2",
"resolved": "https://registry.npmjs.org/@types/deep-eql/-/deep-eql-4.0.2.tgz",
"integrity": "sha512-c9h9dVVMigMPc4bwTvC5dxqtqJZwQPePsWjPlpSOnojbor6pGqdk541lfA7AqFQr5pB1BRdq0juY9db81BwyFw==",
"dev": true,
"license": "MIT"
},
"node_modules/@types/estree": {
"version": "1.0.9",
"resolved": "https://registry.npmjs.org/@types/estree/-/estree-1.0.9.tgz",
@@ -2010,6 +2029,129 @@
"dev": true,
"license": "MIT"
},
"node_modules/@vitest/expect": {
"version": "4.1.10",
"resolved": "https://registry.npmjs.org/@vitest/expect/-/expect-4.1.10.tgz",
"integrity": "sha512-YsCn+qAk1GWjQOWFEsEcL2gNQ0zmVmQu3T03qP6UyjhtmdtwtbuI+DASn/7iQB3HGTXkdBwGddzxPlmiql5vlA==",
"dev": true,
"license": "MIT",
"dependencies": {
"@standard-schema/spec": "^1.1.0",
"@types/chai": "^5.2.2",
"@vitest/spy": "4.1.10",
"@vitest/utils": "4.1.10",
"chai": "^6.2.2",
"tinyrainbow": "^3.1.0"
},
"funding": {
"url": "https://opencollective.com/vitest"
}
},
"node_modules/@vitest/mocker": {
"version": "4.1.10",
"resolved": "https://registry.npmjs.org/@vitest/mocker/-/mocker-4.1.10.tgz",
"integrity": "sha512-v0xaezt+DKEmKfaxg133ldzADrwLGd7Ze1MfQQTYfvs8OqZIwbxyxaYURivwV7sWy5fqn3rH5uOrSp07bp44Ow==",
"dev": true,
"license": "MIT",
"dependencies": {
"@vitest/spy": "4.1.10",
"estree-walker": "^3.0.3",
"magic-string": "^0.30.21"
},
"funding": {
"url": "https://opencollective.com/vitest"
},
"peerDependencies": {
"msw": "^2.4.9",
"vite": "^6.0.0 || ^7.0.0 || ^8.0.0"
},
"peerDependenciesMeta": {
"msw": {
"optional": true
},
"vite": {
"optional": true
}
}
},
"node_modules/@vitest/mocker/node_modules/estree-walker": {
"version": "3.0.3",
"resolved": "https://registry.npmjs.org/estree-walker/-/estree-walker-3.0.3.tgz",
"integrity": "sha512-7RUKfXgSMMkzt6ZuXmqapOurLGPPfgj6l9uRZ7lRGolvk0y2yocc35LdcxKC5PQZdn2DMqioAQ2NoWcrTKmm6g==",
"dev": true,
"license": "MIT",
"dependencies": {
"@types/estree": "^1.0.0"
}
},
"node_modules/@vitest/pretty-format": {
"version": "4.1.10",
"resolved": "https://registry.npmjs.org/@vitest/pretty-format/-/pretty-format-4.1.10.tgz",
"integrity": "sha512-W1HsjSH4MXQ9YfmmhLAoIYf1HRfekQCGngeIgcei6MP5QQGWUe0gkopdZQaVCFO+JDJMrAJGwa5pRpNpvy4P8Q==",
"dev": true,
"license": "MIT",
"dependencies": {
"tinyrainbow": "^3.1.0"
},
"funding": {
"url": "https://opencollective.com/vitest"
}
},
"node_modules/@vitest/runner": {
"version": "4.1.10",
"resolved": "https://registry.npmjs.org/@vitest/runner/-/runner-4.1.10.tgz",
"integrity": "sha512-IKI6kpIH+LmpROplyLwBBaCfMgOZOMsygVa6BARD6ahA04VRuJSa6OaVG7kRvSEMD870Vd91rSSw0eegtWyLGg==",
"dev": true,
"license": "MIT",
"dependencies": {
"@vitest/utils": "4.1.10",
"pathe": "^2.0.3"
},
"funding": {
"url": "https://opencollective.com/vitest"
}
},
"node_modules/@vitest/snapshot": {
"version": "4.1.10",
"resolved": "https://registry.npmjs.org/@vitest/snapshot/-/snapshot-4.1.10.tgz",
"integrity": "sha512-xRkfOT1qpTAi/Ti4Y1LtfRc3kEuqxGw59eN2jN9pRWMtS/XDevekhcFSqvQqjUNGksfjMJu3Y+oJ+4Ypn2OaJw==",
"dev": true,
"license": "MIT",
"dependencies": {
"@vitest/pretty-format": "4.1.10",
"@vitest/utils": "4.1.10",
"magic-string": "^0.30.21",
"pathe": "^2.0.3"
},
"funding": {
"url": "https://opencollective.com/vitest"
}
},
"node_modules/@vitest/spy": {
"version": "4.1.10",
"resolved": "https://registry.npmjs.org/@vitest/spy/-/spy-4.1.10.tgz",
"integrity": "sha512-PLf/Ugvoq5wO/b4rwYCR1h2PSIdXz7wnkQFMiUpLdtM7l6pqVFcQIBEHyT1+l+cj7mNwAfZHzqXqDyjvOuwbDw==",
"dev": true,
"license": "MIT",
"funding": {
"url": "https://opencollective.com/vitest"
}
},
"node_modules/@vitest/utils": {
"version": "4.1.10",
"resolved": "https://registry.npmjs.org/@vitest/utils/-/utils-4.1.10.tgz",
"integrity": "sha512-fy9am/HWxbaGt/Sawrp90vt6Y6jQwf1RX77cz3uwoJwJVMli/e1IEwRPnMNJ7vKfPTwo0diXifkpPvwH9v7nGA==",
"dev": true,
"license": "MIT",
"dependencies": {
"@vitest/pretty-format": "4.1.10",
"convert-source-map": "^2.0.0",
"tinyrainbow": "^3.1.0"
},
"funding": {
"url": "https://opencollective.com/vitest"
}
},
"node_modules/acorn": {
"version": "8.17.0",
"resolved": "https://registry.npmjs.org/acorn/-/acorn-8.17.0.tgz",
@@ -2063,6 +2205,16 @@
"node": ">=12.0.0"
}
},
"node_modules/assertion-error": {
"version": "2.0.1",
"resolved": "https://registry.npmjs.org/assertion-error/-/assertion-error-2.0.1.tgz",
"integrity": "sha512-Izi8RQcffqCeNVgFigKli1ssklIbpHnCYc6AknXGYoB6grJqyeby7jv12JUQgmTAnIDnbck1uxksT4dzN3PWBA==",
"dev": true,
"license": "MIT",
"engines": {
"node": ">=12"
}
},
"node_modules/axobject-query": {
"version": "4.1.0",
"resolved": "https://registry.npmjs.org/axobject-query/-/axobject-query-4.1.0.tgz",
@@ -2073,6 +2225,16 @@
"node": ">= 0.4"
}
},
"node_modules/chai": {
"version": "6.2.2",
"resolved": "https://registry.npmjs.org/chai/-/chai-6.2.2.tgz",
"integrity": "sha512-NUPRluOfOiTKBKvWPtSD4PhFvWCqOi0BGStNWs57X9js7XGTprSmFoz5F0tWhR4WPjNeR9jXqdC7/UpSJTnlRg==",
"dev": true,
"license": "MIT",
"engines": {
"node": ">=18"
}
},
"node_modules/chokidar": {
"version": "4.0.3",
"resolved": "https://registry.npmjs.org/chokidar/-/chokidar-4.0.3.tgz",
@@ -2106,6 +2268,13 @@
"dev": true,
"license": "MIT"
},
"node_modules/convert-source-map": {
"version": "2.0.0",
"resolved": "https://registry.npmjs.org/convert-source-map/-/convert-source-map-2.0.0.tgz",
"integrity": "sha512-Kvp459HrV2FEJ1CAsi1Ku+MY3kasH19TFykTz2xWmMeq6bk2NU3XXvfJ+Q61m0xktWwt+1HSYf3JZsTms3aRJg==",
"dev": true,
"license": "MIT"
},
"node_modules/cookie": {
"version": "0.6.0",
"resolved": "https://registry.npmjs.org/cookie/-/cookie-0.6.0.tgz",
@@ -2183,6 +2352,13 @@
"node": ">= 0.4"
}
},
"node_modules/es-module-lexer": {
"version": "2.3.1",
"resolved": "https://registry.npmjs.org/es-module-lexer/-/es-module-lexer-2.3.1.tgz",
"integrity": "sha512-shc1dbU90Yl/xq1QrC7QRtfcwURZuVRfPhZbDoldJ1cn1gzDvBaBWlv0eFolj5+0znnPJz5TXLxsN77X/12KTA==",
"dev": true,
"license": "MIT"
},
"node_modules/esm-env": {
"version": "1.2.2",
"resolved": "https://registry.npmjs.org/esm-env/-/esm-env-1.2.2.tgz",
@@ -2215,6 +2391,16 @@
"dev": true,
"license": "MIT"
},
"node_modules/expect-type": {
"version": "1.4.0",
"resolved": "https://registry.npmjs.org/expect-type/-/expect-type-1.4.0.tgz",
"integrity": "sha512-KfYbmpRm0VbLjEvVa9yGwCi9GI34xvi7A/HXYWQO65CSD2u3MczUJSuwXKFIxlGsgBQizV9q5J9NHj4VG0n+pA==",
"dev": true,
"license": "Apache-2.0",
"engines": {
"node": ">=12.0.0"
}
},
"node_modules/fdir": {
"version": "6.5.0",
"resolved": "https://registry.npmjs.org/fdir/-/fdir-6.5.0.tgz",
@@ -2708,6 +2894,13 @@
"dev": true,
"license": "MIT"
},
"node_modules/pathe": {
"version": "2.0.3",
"resolved": "https://registry.npmjs.org/pathe/-/pathe-2.0.3.tgz",
"integrity": "sha512-WUjGcAqP1gQacoQe+OBJsFA7Ld4DyXuUIjZ5cc75cLHvJ7dtNsTugphxIADwspS+AraAUePCKrSVtPLFj/F88w==",
"dev": true,
"license": "MIT"
},
"node_modules/picocolors": {
"version": "1.1.1",
"resolved": "https://registry.npmjs.org/picocolors/-/picocolors-1.1.1.tgz",
@@ -2998,6 +3191,13 @@
"node": ">=8"
}
},
"node_modules/siginfo": {
"version": "2.0.0",
"resolved": "https://registry.npmjs.org/siginfo/-/siginfo-2.0.0.tgz",
"integrity": "sha512-ybx0WO1/8bSBLEWXZvEd7gMW3Sn3JFlW3TvX1nREbDLRNQNaeNN8WK0meBwPdAaOI7TtRRRJn/Es1zhrrCHu7g==",
"dev": true,
"license": "ISC"
},
"node_modules/sirv": {
"version": "3.0.2",
"resolved": "https://registry.npmjs.org/sirv/-/sirv-3.0.2.tgz",
@@ -3023,6 +3223,20 @@
"node": ">=0.10.0"
}
},
"node_modules/stackback": {
"version": "0.0.2",
"resolved": "https://registry.npmjs.org/stackback/-/stackback-0.0.2.tgz",
"integrity": "sha512-1XMJE5fQo1jGH6Y/7ebnwPOBEkIEnT4QF32d5R1+VXdXveM0IBMJt8zfaxX1P3QhVwrYe+576+jkANtSS2mBbw==",
"dev": true,
"license": "MIT"
},
"node_modules/std-env": {
"version": "4.2.0",
"resolved": "https://registry.npmjs.org/std-env/-/std-env-4.2.0.tgz",
"integrity": "sha512-oCUKSupKTHX53EyjDtuZQ64pjLJ6yYCtpmEw0goYxtjG9KpbRe8KAsl2tBUGU9DyMcJ0RwJ8GqJAFzMXcXW1Rw==",
"dev": true,
"license": "MIT"
},
"node_modules/supports-preserve-symlinks-flag": {
"version": "1.0.0",
"resolved": "https://registry.npmjs.org/supports-preserve-symlinks-flag/-/supports-preserve-symlinks-flag-1.0.0.tgz",
@@ -3089,6 +3303,23 @@
"typescript": ">=5.0.0"
}
},
"node_modules/tinybench": {
"version": "2.9.0",
"resolved": "https://registry.npmjs.org/tinybench/-/tinybench-2.9.0.tgz",
"integrity": "sha512-0+DUvqWMValLmha6lr4kD8iAMK1HzV0/aKnCtWb9v9641TnP/MFb7Pc2bxoxQjTXAErryXVgUOfv2YqNllqGeg==",
"dev": true,
"license": "MIT"
},
"node_modules/tinyexec": {
"version": "1.2.4",
"resolved": "https://registry.npmjs.org/tinyexec/-/tinyexec-1.2.4.tgz",
"integrity": "sha512-SHf/r48b7vOrjve9PxJo3MN5v5yuyjHvdUcrQffT3WXMUfnGmHDVbC4k3sHJaJTgZCwpUplIaAo5ANtMyp3YHg==",
"dev": true,
"license": "MIT",
"engines": {
"node": ">=18"
}
},
"node_modules/tinyglobby": {
"version": "0.2.17",
"resolved": "https://registry.npmjs.org/tinyglobby/-/tinyglobby-0.2.17.tgz",
@@ -3106,6 +3337,16 @@
"url": "https://github.com/sponsors/SuperchupuDev"
}
},
"node_modules/tinyrainbow": {
"version": "3.1.0",
"resolved": "https://registry.npmjs.org/tinyrainbow/-/tinyrainbow-3.1.0.tgz",
"integrity": "sha512-Bf+ILmBgretUrdJxzXM0SgXLZ3XfiaUuOj/IKQHuTXip+05Xn+uyEYdVg0kYDipTBcLrCVyUzAPz7QmArb0mmw==",
"dev": true,
"license": "MIT",
"engines": {
"node": ">=14.0.0"
}
},
"node_modules/totalist": {
"version": "3.0.1",
"resolved": "https://registry.npmjs.org/totalist/-/totalist-3.0.1.tgz",
@@ -3259,6 +3500,96 @@
}
}
},
"node_modules/vitest": {
"version": "4.1.10",
"resolved": "https://registry.npmjs.org/vitest/-/vitest-4.1.10.tgz",
"integrity": "sha512-R9jUTe5S4Qb0HCd4TNqpC7oGcrMssMRGXLW80ubjWsW9VH5GF8y1Y0SFLY9AbqSk6nt0PnOx4H4WNJYZ13GUPw==",
"dev": true,
"license": "MIT",
"dependencies": {
"@vitest/expect": "4.1.10",
"@vitest/mocker": "4.1.10",
"@vitest/pretty-format": "4.1.10",
"@vitest/runner": "4.1.10",
"@vitest/snapshot": "4.1.10",
"@vitest/spy": "4.1.10",
"@vitest/utils": "4.1.10",
"es-module-lexer": "^2.0.0",
"expect-type": "^1.3.0",
"magic-string": "^0.30.21",
"obug": "^2.1.1",
"pathe": "^2.0.3",
"picomatch": "^4.0.3",
"std-env": "^4.0.0-rc.1",
"tinybench": "^2.9.0",
"tinyexec": "^1.0.2",
"tinyglobby": "^0.2.15",
"tinyrainbow": "^3.1.0",
"vite": "^6.0.0 || ^7.0.0 || ^8.0.0",
"why-is-node-running": "^2.3.0"
},
"bin": {
"vitest": "vitest.mjs"
},
"engines": {
"node": "^20.0.0 || ^22.0.0 || >=24.0.0"
},
"funding": {
"url": "https://opencollective.com/vitest"
},
"peerDependencies": {
"@edge-runtime/vm": "*",
"@opentelemetry/api": "^1.9.0",
"@types/node": "^20.0.0 || ^22.0.0 || >=24.0.0",
"@vitest/browser-playwright": "4.1.10",
"@vitest/browser-preview": "4.1.10",
"@vitest/browser-webdriverio": "4.1.10",
"@vitest/coverage-istanbul": "4.1.10",
"@vitest/coverage-v8": "4.1.10",
"@vitest/ui": "4.1.10",
"happy-dom": "*",
"jsdom": "*",
"vite": "^6.0.0 || ^7.0.0 || ^8.0.0"
},
"peerDependenciesMeta": {
"@edge-runtime/vm": {
"optional": true
},
"@opentelemetry/api": {
"optional": true
},
"@types/node": {
"optional": true
},
"@vitest/browser-playwright": {
"optional": true
},
"@vitest/browser-preview": {
"optional": true
},
"@vitest/browser-webdriverio": {
"optional": true
},
"@vitest/coverage-istanbul": {
"optional": true
},
"@vitest/coverage-v8": {
"optional": true
},
"@vitest/ui": {
"optional": true
},
"happy-dom": {
"optional": true
},
"jsdom": {
"optional": true
},
"vite": {
"optional": false
}
}
},
"node_modules/which": {
"version": "2.0.2",
"resolved": "https://registry.npmjs.org/which/-/which-2.0.2.tgz",
@@ -3274,6 +3605,23 @@
"node": ">= 8"
}
},
"node_modules/why-is-node-running": {
"version": "2.3.0",
"resolved": "https://registry.npmjs.org/why-is-node-running/-/why-is-node-running-2.3.0.tgz",
"integrity": "sha512-hUrmaWBdVDcxvYqnyh09zunKzROWjbZTiNy8dBEjkS7ehEDQibXJ7XvlmtbwuTclUiIyN+CyXQD4Vmko8fNm8w==",
"dev": true,
"license": "MIT",
"dependencies": {
"siginfo": "^2.0.0",
"stackback": "0.0.2"
},
"bin": {
"why-is-node-running": "cli.js"
},
"engines": {
"node": ">=8"
}
},
"node_modules/yocto-spinner": {
"version": "1.2.2",
"resolved": "https://registry.npmjs.org/yocto-spinner/-/yocto-spinner-1.2.2.tgz",
+3 -1
View File
@@ -49,6 +49,7 @@
"env:stage": "node scripts/env-files.mjs stage",
"prepare": "svelte-kit sync || echo ''",
"check": "svelte-kit sync && svelte-check --tsconfig ./tsconfig.json",
"test": "vitest run",
"check:watch": "svelte-kit sync && svelte-check --tsconfig ./tsconfig.json --watch"
},
"devDependencies": {
@@ -61,7 +62,8 @@
"svelte": "^5.56.1",
"svelte-check": "^4.6.0",
"typescript": "^6.0.3",
"vite": "^8.0.16"
"vite": "^8.0.16",
"vitest": "^4.1.10"
},
"dependencies": {
"@fontsource/barlow": "^5.3.0",
+34
View File
@@ -219,6 +219,40 @@ if (typeof specializationProposalDefinition?.sql === 'string' && !specialization
await database.exec('CREATE UNIQUE INDEX IF NOT EXISTS data_change_proposals_draft_entity_idx ON data_change_proposals(draft_entity_id) WHERE draft_entity_id IS NOT NULL');
}
const calculationProposalDefinition = await (await database.prepare(
"SELECT sql FROM sqlite_master WHERE type='table' AND name='data_change_proposals'"
)).get();
if (typeof calculationProposalDefinition?.sql === 'string' && !calculationProposalDefinition.sql.includes("'calculations'")) {
console.log('Adding Combat Calculations to moderated data modules.');
await database.exec('PRAGMA foreign_keys=OFF');
await database.exec(`CREATE TABLE data_change_proposals_calculations (
id TEXT PRIMARY KEY,
module TEXT NOT NULL CHECK(module IN ('configuration','calculations','attributes','talents','brands','gear','weapons','weaponmods','gearmods','protocols','skillchips','specializations')),
action TEXT NOT NULL,
entity_id TEXT,
draft_entity_id TEXT,
applied_entity_id TEXT,
summary TEXT NOT NULL,
payload_json TEXT NOT NULL,
status TEXT NOT NULL DEFAULT 'pending' CHECK(status IN ('pending','approved','rejected','failed')),
proposed_by TEXT NOT NULL REFERENCES users(id),
reviewed_by TEXT REFERENCES users(id),
review_note TEXT,
created_at TEXT NOT NULL,
reviewed_at TEXT,
applied_at TEXT
)`);
await database.exec(`INSERT INTO data_change_proposals_calculations
SELECT id,module,action,entity_id,draft_entity_id,applied_entity_id,summary,payload_json,status,proposed_by,reviewed_by,review_note,created_at,reviewed_at,applied_at
FROM data_change_proposals`);
await database.exec('DROP TABLE data_change_proposals');
await database.exec('ALTER TABLE data_change_proposals_calculations RENAME TO data_change_proposals');
await database.exec('PRAGMA foreign_keys=ON');
await database.exec('CREATE INDEX IF NOT EXISTS data_change_proposals_status_created_idx ON data_change_proposals(status,created_at DESC)');
await database.exec('CREATE INDEX IF NOT EXISTS data_change_proposals_module_status_idx ON data_change_proposals(module,status)');
await database.exec('CREATE UNIQUE INDEX IF NOT EXISTS data_change_proposals_draft_entity_idx ON data_change_proposals(draft_entity_id) WHERE draft_entity_id IS NOT NULL');
}
const iconDefinition = await (await database.prepare(
"SELECT sql FROM sqlite_master WHERE type='table' AND name='game_data_icons'"
)).get();
+7
View File
@@ -52,6 +52,7 @@ export const ISAC_DATA_TABLES = [
'specialization_rank_cost_profiles',
'upgrade_resources',
'specializations',
'specialization_combat_effects',
'specialization_focuses',
'specialization_abilities',
'specialization_ability_effects',
@@ -60,6 +61,12 @@ export const ISAC_DATA_TABLES = [
'specialization_tree_node_ranks',
'specialization_tree_rank_effects',
'specialization_tree_rank_costs',
'specialization_tree_rank_combat_effects',
'specialization_tree_rank_combat_modifiers',
'calculation_revisions',
'calculation_stages',
'attribute_calculation_profiles',
'calculation_calibration_cases',
'game_data_icons',
'managed_images'
];
+12
View File
@@ -22,6 +22,7 @@
--shd-info:#70b9d6;
--shd-font-sans:"Barlow","Arial Narrow",Arial,Helvetica,sans-serif;
--shd-font-editorial:"Source Serif 4",Georgia,serif;
--shd-font-mono:"Cascadia Mono","SFMono-Regular",Consolas,monospace;
--quality-standard:#69b66f;
--quality-specialized:#4f9ed8;
--quality-superior:#9b68d4;
@@ -36,6 +37,8 @@
--shd-header-height:76px;
--shd-display-scale:1;
--shd-transition:transform .12s ease,filter .18s ease,opacity .18s ease,box-shadow .18s ease;
--shd-model-surface:#0d1213;
--shd-model-border:#3b4648;
}
*{box-sizing:border-box} html{scroll-behavior:smooth} body{min-height:calc(100vh / var(--shd-display-scale));display:flex;flex-direction:column;margin:0;background:var(--shd-bg);color:var(--shd-text);font-family:var(--shd-font-sans);font-optical-sizing:auto;font-synthesis:none} button,input{font:inherit} a,a:hover,a:focus,a:focus-visible,a:active,a:visited{text-decoration:none}
::selection{background:var(--shd-selection-bg);color:var(--shd-selection-text)}input,textarea{caret-color:var(--shd-orange)}input[type=checkbox],input[type=radio],input[type=range]{accent-color:var(--shd-orange)}:where(input:not([type=checkbox]):not([type=radio]):not([type=range]):not([type=file]):not([type=hidden]),select,textarea):focus{border-color:var(--shd-focus-ring);outline:none}:where(input:not([type=checkbox]):not([type=radio]):not([type=range]):not([type=file]):not([type=hidden]),select,textarea):focus-visible{outline:1px solid var(--shd-focus-ring);outline-offset:1px}:where(input,textarea):-webkit-autofill,:where(input,textarea):-webkit-autofill:hover,:where(input,textarea):-webkit-autofill:focus{-webkit-text-fill-color:var(--shd-text);caret-color:var(--shd-orange);box-shadow:inset 0 0 0 1000px #15130e;transition:background-color 9999s ease-out}
@@ -246,6 +249,13 @@
line-height:1.25;
letter-spacing:.08em;
}
/* Specialization combat modeling: shared authoring and builder patterns. */
.combat-effect-definition-grid{grid-template-columns:minmax(220px,.7fr) minmax(360px,1.3fr)}.combat-effect-template textarea{min-height:86px}
.rank-combat-effects{display:grid;gap:var(--shd-gap-sm);margin-top:var(--shd-gap-md);padding-top:var(--shd-gap-md);border-top:1px solid var(--shd-border)}.rank-combat-effect{display:grid;gap:var(--shd-gap-sm);padding:var(--shd-gap-sm);border:1px solid var(--shd-model-border);border-left:2px solid var(--shd-info);background:var(--shd-model-surface)}.rank-combat-effect>header{display:flex;align-items:center;justify-content:space-between}.rank-combat-effect>header>div{display:grid;gap:2px}.rank-combat-effect>header span,.rank-combat-effect>header small{font-size:var(--shd-type-telemetry);font-weight:900;letter-spacing:.8px}.rank-combat-effect>header span{color:var(--shd-info)}.combat-trigger-grid{display:grid;grid-template-columns:repeat(5,minmax(0,1fr));gap:var(--shd-gap-sm)}.combat-lifecycle-facts{display:flex;flex-wrap:wrap;gap:var(--shd-gap-xs)}.combat-lifecycle-facts span{padding:5px 7px;border:1px solid var(--shd-border);color:var(--shd-text-muted);font-size:var(--shd-type-telemetry);letter-spacing:.6px}.combat-lifecycle-facts b{color:var(--shd-text)}.combat-modifier-list{display:grid;gap:var(--shd-gap-xs)}.combat-modifier-list>div{display:grid;grid-template-columns:minmax(220px,1fr) 150px 140px auto;gap:var(--shd-gap-sm);align-items:end;padding:6px;border-top:1px solid var(--shd-border-soft)}.combat-modifier-list>div>.field{margin:0}
.builder-remediation{display:grid;gap:3px;padding:9px;border:1px solid var(--shd-danger);border-left-width:2px;background:#1d1212}.builder-remediation strong{color:var(--shd-danger);font-size:var(--shd-type-telemetry);letter-spacing:.9px}.builder-remediation span{color:var(--shd-text-muted);font-size:var(--shd-type-supporting)}.builder-specialization-identity{display:grid;grid-template-columns:auto minmax(0,1fr) auto;gap:var(--shd-gap-md);align-items:center;padding:var(--shd-gap-md);border:1px solid var(--shd-model-border);border-left:2px solid var(--shd-orange);background:var(--shd-model-surface)}.builder-specialization-identity h3,.builder-specialization-identity p{margin:0}.builder-specialization-identity small,.builder-specialization-identity>b{font-size:var(--shd-type-telemetry);font-weight:900;letter-spacing:.8px}.builder-specialization-identity p{margin-top:4px;color:var(--shd-text-muted);font-size:var(--shd-type-supporting)}.builder-specialization-identity>b{padding:5px 7px;border:1px solid var(--shd-border);color:var(--shd-text-muted)}.builder-specialization-identity>b.configured{border-color:#365d44;color:var(--shd-success)}.builder-ability-chip-panels{display:grid;grid-template-columns:repeat(3,minmax(0,1fr));gap:var(--shd-gap-sm)}.builder-ability-chip-panels>section{display:grid;grid-template-rows:auto minmax(48px,auto) auto;gap:var(--shd-gap-sm);padding:var(--shd-gap-sm);border:1px solid var(--shd-border);background:var(--shd-surface)}.builder-ability-chip-panels header{display:grid;grid-template-columns:auto 1fr auto;gap:var(--shd-gap-sm);align-items:center}.builder-ability-chip-panels header img{width:38px;height:38px}.builder-ability-chip-panels header div{display:grid}.builder-ability-chip-panels header small,.builder-ability-chip-panels header b{font-size:var(--shd-type-telemetry);letter-spacing:.7px}.builder-ability-chip-panels>section>p{margin:0;color:var(--shd-text-muted);font-size:var(--shd-type-supporting)}.builder-ability-chip-panels>section>div{display:grid;gap:4px}.builder-ability-chip-panels>section>div>button{min-height:54px;display:grid;grid-template-columns:70px 1fr;grid-template-rows:auto auto;gap:1px 8px;padding:7px;border:1px solid var(--shd-border);background:#0d1011;color:var(--shd-text);text-align:left;cursor:pointer}.builder-ability-chip-panels>section>div>button:hover,.builder-ability-chip-panels>section>div>button:focus-visible{border-color:var(--shd-orange)}.builder-ability-chip-panels button small{grid-row:1/3;color:var(--shd-orange);font-size:var(--shd-type-telemetry);font-weight:900}.builder-ability-chip-panels button span{color:var(--shd-text-muted);font-size:var(--shd-type-telemetry)}.builder-specialization-telemetry{display:flex;flex-wrap:wrap;gap:var(--shd-gap-xs)}.builder-specialization-telemetry span{padding:6px 8px;border:1px solid var(--shd-border);color:var(--shd-text-muted);font-size:var(--shd-type-telemetry);font-weight:900;letter-spacing:.7px}.builder-specialization-telemetry b{color:var(--shd-orange)}.builder-focus-tree{display:grid;gap:var(--shd-gap-sm)}.builder-focus-tree>section{border:1px solid var(--shd-border);background:var(--shd-model-surface)}.builder-focus-tree>section>header{display:flex;justify-content:space-between;padding:6px 8px;border-bottom:1px solid var(--shd-border);font-size:var(--shd-type-telemetry);font-weight:900;letter-spacing:.8px}.builder-focus-tree>section>header span{color:var(--shd-orange)}.builder-focus-tree>section>div{display:grid;grid-template-columns:repeat(auto-fit,minmax(220px,1fr));gap:var(--shd-gap-xs);padding:var(--shd-gap-xs)}.builder-focus-tree article{display:grid;grid-template-columns:auto 1fr;gap:var(--shd-gap-sm);padding:var(--shd-gap-sm);border:1px solid var(--shd-border);background:var(--shd-surface)}.builder-focus-tree article>img{width:42px;height:42px}.builder-focus-tree article>div{display:grid;gap:3px}.builder-focus-tree article small{color:var(--shd-text-muted);font-size:var(--shd-type-telemetry);line-height:1.35}.builder-focus-tree article>.segmented-choice{grid-column:1/-1;margin:0}.segmented-choice span.unavailable{opacity:.38;cursor:not-allowed;filter:saturate(.25)}.builder-conditional-effects,.builder-combat-results{display:grid;gap:var(--shd-gap-sm)}.builder-combat-results{padding:var(--shd-gap-sm);border-bottom:1px solid var(--shd-border)}.builder-return-link{width:max-content;min-height:36px;padding:7px 9px;border:1px solid var(--shd-border);background:transparent;color:var(--shd-orange);font-size:var(--shd-type-telemetry);font-weight:900;letter-spacing:.8px;cursor:pointer}.builder-return-link:hover,.builder-return-link:focus-visible{border-color:var(--shd-orange)}
@media(max-width:1050px){.combat-trigger-grid{grid-template-columns:repeat(3,minmax(0,1fr))}.combat-modifier-list>div{grid-template-columns:1fr 1fr}.builder-ability-chip-panels{grid-template-columns:1fr}.builder-specialization-identity{grid-template-columns:auto 1fr}.builder-specialization-identity>b{grid-column:1/-1;width:max-content}}
@media(max-width:650px){.combat-effect-definition-grid,.combat-trigger-grid,.combat-modifier-list>div{grid-template-columns:1fr}.rank-combat-effect button,.builder-return-link,.builder-ability-chip-panels button{min-height:44px}.builder-specialization-identity{grid-template-columns:1fr}.builder-specialization-identity .focus-composite-icon{justify-self:start}}
.community-index-hero>div:last-child .primary{
font-size:var(--shd-type-telemetry);
}
@@ -420,6 +430,7 @@
}
.mutation-consequence span{color:var(--shd-text-muted)}
.mutation-consequence.direct b{border-color:var(--shd-success);color:var(--shd-success)}
.admin-content:has(.calculation-actions) .mutation-policy-strip{padding-right:380px}
@media(max-width:1100px){
.mutation-policy-strip{
justify-content:flex-start;
@@ -427,6 +438,7 @@
padding:8px 0;
border-bottom:1px solid var(--shd-border);
}
.admin-content:has(.calculation-actions) .mutation-policy-strip{padding-right:0}
}
@media(max-width:600px){
.mutation-consequence{align-items:flex-start;flex-direction:column;gap:5px}
+3
View File
@@ -14,6 +14,9 @@ export const handle: Handle = async ({ event, resolve }) => {
const module = match?.[1] as DataModule | undefined;
const action = event.url.search.startsWith('?/') ? event.url.search.slice(2) : '';
if (module && DATA_MODULES.includes(module) && action) {
// Publishing calculation rules is never a contributor proposal. The
// action has its own dedicated permission and confirmation contract.
if (module === 'calculations' && action === 'publishRevision') return resolve(event);
const user = await getSessionUser(event.cookies);
const access = await shouldModerateDataMutation(user);
if (!access.canManage && access.canPropose && user) {
+429
View File
@@ -0,0 +1,429 @@
import {
calculateCombat,
type AttributeBinding,
type CalculationStage
} from '$lib/calculations/combat';
import { gearSlots, scaled, type LoadoutDraft } from '$lib/builder/loadout';
import type { WeaponCalculationResult } from '$lib/components/builder/WeaponCalculationResult.svelte';
type Catalog = {
attributes: any[];
gear: any[];
gearAugments: any[];
brands: any[];
weapons: any[];
talents: any[];
chipSets: any[];
protocols: any[];
specializations: any[];
calculation: { revision: any | null; stages: any[]; profiles: any[] };
};
export type LoadoutSummary = {
stats: Array<{ id: string; value: number; sourceCount: number }>;
activeBonuses: any[];
equippedTalents: any[];
};
const coreKeys = ['firepower', 'toughness', 'engineering'] as const;
function selectedFocus(draft: LoadoutDraft, catalog: Catalog) {
return catalog.specializations
.flatMap((specialization) => specialization.focuses.map((focus: any) => ({ ...focus, specialization })))
.find((focus: any) => focus.id === draft.specialization.focusId);
}
function selectedNodeRanks(draft: LoadoutDraft, catalog: Catalog) {
const focus = selectedFocus(draft, catalog);
return focus?.nodes.flatMap((node: any) => {
const selectedRank = Number(draft.specialization.nodeRanks[node.id] ?? 0);
return selectedRank
? [{ node, rank: node.ranks.find((entry: any) => Number(entry.rank) === selectedRank) }]
: [];
}) ?? [];
}
function attribute(catalog: Catalog, id: string) {
return catalog.attributes.find((item) => item.id === id);
}
function unitValue(catalog: Catalog, value: unknown, statId: string) {
const numeric = Number(value);
const rendered = Number.isInteger(numeric) ? String(numeric) : numeric.toFixed(2).replace(/\.?0+$/, '');
const unit = attribute(catalog, statId)?.unit ?? '';
return unit === 'Shots' ? `${rendered} ${unit}` : `${rendered}${unit}`;
}
function talentTier(catalog: Catalog, talentId: string, tier: number) {
const item = catalog.talents.find((entry) => entry.id === talentId);
return item?.tiers.find((entry: any) => entry.tier === (tier >= 2 ? 'II' : 'I')) ?? item?.tiers[0];
}
function talentDescription(catalog: Catalog, talentId: string, tier: number) {
const item = catalog.talents.find((entry) => entry.id === talentId);
const configured = talentTier(catalog, talentId, tier);
if (!item || !configured) return '';
const template = String(item.template || item.name);
return template.replace(/\{(\d+)\}/g, (placeholder, raw) => {
const effect = configured.effects[Number(raw) - 1];
return effect ? unitValue(catalog, effect.value, effect.stat_attribute_id) : placeholder;
});
}
export function summarizeLoadout(draft: LoadoutDraft, catalog: Catalog): LoadoutSummary {
const values = new Map<string, number>();
const sources = new Map<string, Set<string>>();
const add = (statId: string, value: unknown, source: string) => {
if (!statId || !Number.isFinite(Number(value))) return;
const stat = attribute(catalog, statId);
const current = values.get(statId) ?? 0;
const incoming = Number(value);
const combined = stat?.calculation_type === 'Multiplicative' && stat?.unit === '%'
? ((1 + current / 100) * (1 + incoming / 100) - 1) * 100
: current + incoming;
values.set(
statId,
stat?.cap_value === null || stat?.cap_value === undefined
? combined
: Math.min(combined, Number(stat.cap_value))
);
if (!sources.has(statId)) sources.set(statId, new Set());
sources.get(statId)!.add(source);
};
const byName = (name: string) =>
catalog.attributes.find((item) => item.name.toLocaleLowerCase() === name.toLocaleLowerCase())?.id ?? '';
const brandCounts = new Map<string, number>();
const activeBonuses: any[] = [];
const equippedTalents: any[] = [];
for (const slot of gearSlots) {
const selection = draft.gear[slot];
const item = catalog.gear.find((entry) => entry.id === selection.itemId);
if (!item) continue;
const enabledAugments = catalog.gearAugments.filter(
(entry) => entry.gear_slot === slot && selection.augmentSlots.includes(Number(entry.augment_slot))
);
const basePercentage = enabledAugments
.filter((entry) => entry.effect_type === 'Base Percentage')
.reduce((total, entry) => total + Number(entry.value), 0);
add(byName('Health'), selection.health * (1 + basePercentage / 100), `${slot} base`);
if (item.base_armor_min !== null) add(byName('Armor'), selection.armor * (1 + basePercentage / 100), `${slot} base`);
for (const roll of selection.rolls) add(roll.statId, roll.value, `${slot} roll`);
for (const key of coreKeys) add(byName(key), selection[key], `${slot} core`);
if (selection.brandId) brandCounts.set(selection.brandId, (brandCounts.get(selection.brandId) ?? 0) + 1);
for (const augment of enabledAugments.filter((entry) => entry.effect_type === 'Custom')) {
add(augment.stat_attribute_id, augment.value, `${slot} augment ${augment.augment_slot}`);
}
if (selection.talentId) {
equippedTalents.push({
key: `gear:${slot}:${selection.talentId}`,
id: selection.talentId,
tier: Number(item.tier),
source: slot,
description: talentDescription(catalog, selection.talentId, Number(item.tier))
});
}
}
for (const [brandId, count] of brandCounts) {
const set = catalog.brands.find((entry) => entry.id === brandId);
for (const effect of set?.effects.filter((entry: any) => Number(entry.pieces_required) <= count) ?? []) {
add(effect.stat_attribute_id, effect.value, `${set.name} ${effect.pieces_required}-piece`);
activeBonuses.push({
name: set.name,
pieces: effect.pieces_required,
count,
statId: effect.stat_attribute_id,
value: effect.value
});
}
}
for (let index = 0; index < 2; index += 1) {
const selection = draft.weapons[index];
const item = catalog.weapons.find((entry) => entry.id === selection.itemId);
if (!item) continue;
for (const name of ['Firepower', 'Toughness', 'Engineering'] as const) {
add(byName(name), selection[name.toLowerCase() as 'firepower'], `${index ? 'Secondary' : 'Primary'} weapon`);
}
for (const bonus of item.baseBonuses ?? []) add(bonus.stat_attribute_id, bonus.value, `${item.name} base bonus`);
for (const roll of selection.rolls) add(roll.statId, roll.value, `${index ? 'Secondary' : 'Primary'} weapon roll`);
for (const talentId of [selection.talent1Id, selection.talent2Id, item.exotic_talent_id].filter(Boolean)) {
equippedTalents.push({
key: `weapon:${index}:${talentId}`,
id: talentId,
tier: selection.tier,
source: index ? 'Secondary weapon' : 'Primary weapon',
description: talentDescription(catalog, talentId, selection.tier)
});
}
}
const chipGroups = new Map<string, { count: number; highEnd: number; item: any }>();
for (let index = 0; index < 9; index += 1) {
const selection = draft.chips[index];
const item = catalog.chipSets.find((entry) => entry.id === selection.setId);
if (!item) continue;
add(selection.primary.statId, selection.primary.value, `Skill Chip ${index + 1} primary`);
for (const roll of selection.secondary) add(roll.statId, roll.value, `Skill Chip ${index + 1} secondary`);
const group = chipGroups.get(item.id) ?? { count: 0, highEnd: 0, item };
group.count += 1;
if (selection.quality === 'High-end') group.highEnd += 1;
chipGroups.set(item.id, group);
}
for (const group of chipGroups.values()) {
if (group.count >= 2 && group.item.twoPiece) {
const value = scaled(group.item.twoPiece.min_value, group.item.twoPiece.max_value, group.highEnd, 3);
add(group.item.twoPiece.stat_attribute_id, value, `${group.item.name} 2-piece`);
activeBonuses.push({
name: group.item.name,
pieces: 2,
count: group.count,
statId: group.item.twoPiece.stat_attribute_id,
value
});
}
if (group.count === 3 && group.item.talent) {
equippedTalents.push({
key: `chips:${group.item.id}`,
id: '',
custom: group.item.talent,
tier: group.highEnd,
source: '3 Skill Chips',
description: group.item.talent.description_template.replace(/\{(\d+)\}/g, (placeholder: string, raw: string) => {
const effect = group.item.talent.effects[Number(raw) - 1];
return effect
? unitValue(catalog, scaled(effect.min_value, effect.max_value, group.highEnd, 3), effect.stat_attribute_id)
: placeholder;
})
});
}
}
for (const { node, rank } of selectedNodeRanks(draft, catalog)) {
for (const effect of rank?.effects ?? []) {
if (effect.effect_type === 'Attribute') add(effect.stat_attribute_id, effect.value, `${node.name} rank ${rank.rank}`);
}
}
const protocol = catalog.protocols.find((entry) => entry.id === draft.protocol.itemId);
if (protocol) {
if (protocol.primaryEffect) {
add(
protocol.primaryEffect.stat_attribute_id,
Number(protocol.primaryEffect.base_value) * (1 + (draft.protocol.level - 1) / 49),
`${protocol.name} primary`
);
}
for (const effect of protocol.secondaryEffects ?? []) {
add(effect.stat_attribute_id, effect.value, `${protocol.name} secondary`);
}
if (protocol.talent) {
equippedTalents.push({
key: `protocol:${protocol.id}`,
id: '',
custom: protocol.talent,
tier: draft.protocol.talentUpgrades,
source: 'OS Protocol',
description: protocol.talent.description_template.replace(/\{(\d+)\}/g, (placeholder: string, raw: string) => {
const effect = protocol.talent.effects[Number(raw) - 1];
return effect
? unitValue(
catalog,
Number(effect.base_value) * (1 + draft.protocol.talentUpgrades / 5),
effect.stat_attribute_id
)
: placeholder;
})
});
}
}
for (const equipped of equippedTalents) {
if (!draft.activeTalents.includes(equipped.key)) continue;
const effects = equipped.custom?.effects ?? talentTier(catalog, equipped.id, equipped.tier)?.effects ?? [];
for (const effect of effects) {
const value = equipped.key.startsWith('chips:')
? scaled(effect.min_value, effect.max_value, equipped.tier, 3)
: equipped.key.startsWith('protocol:')
? Number(effect.base_value) * (1 + equipped.tier / 5)
: effect.value;
add(effect.stat_attribute_id, value, `${equipped.source} talent`);
}
}
return {
stats: [...values]
.map(([id, value]) => ({ id, value, sourceCount: sources.get(id)?.size ?? 0 }))
.sort((left, right) =>
(attribute(catalog, left.id)?.category ?? '').localeCompare(attribute(catalog, right.id)?.category ?? '')
|| (attribute(catalog, left.id)?.name ?? '').localeCompare(attribute(catalog, right.id)?.name ?? '')
),
activeBonuses,
equippedTalents
};
}
function calculationStage(catalog: Catalog, stageKey: string): CalculationStage | null {
if (['flat_damage', 'weapon_damage', 'critical_chance', 'critical_damage', 'headshot_chance', 'headshot_damage', 'final_damage'].includes(stageKey)) {
return stageKey as CalculationStage;
}
const stage = catalog.calculation.stages.find((item) => item.stage_key === stageKey);
if (!stage) return null;
if (stage.operator === 'flat_add') return 'flat_damage';
if (stage.operator === 'additive_percent') return 'weapon_damage';
if (stage.operator === 'multiplicative_percent') return 'final_damage';
if (stage.operator === 'expected_critical') return stageKey.includes('chance') ? 'critical_chance' : 'critical_damage';
if (stage.operator === 'expected_headshot') return stageKey.includes('chance') ? 'headshot_chance' : 'headshot_damage';
return null;
}
function calculationBindings(catalog: Catalog, weapon: any): AttributeBinding[] {
return catalog.calculation.profiles
.filter((item) => item.weapon_category === '*' || item.weapon_category === weapon?.category)
.flatMap((profile) => {
const stage = calculationStage(catalog, String(profile.stage_key));
return stage
? [{
attributeId: String(profile.stat_attribute_id),
stage,
operator: 'add' as const,
weight: Number(profile.weight),
softCap: profile.soft_cap,
hardCap: profile.hard_cap,
curveType: profile.curve_type,
curveParameter: profile.curve_parameter
}]
: [];
});
}
export function evaluateLoadoutCombat(
draft: LoadoutDraft,
catalog: Catalog,
summary = summarizeLoadout(draft, catalog)
): WeaponCalculationResult[] {
const focus = selectedFocus(draft, catalog);
const combatEffects = selectedNodeRanks(draft, catalog).flatMap(({ node, rank }: any) =>
(rank?.combatEffects ?? []).map((effect: any) => ({ ...effect, nodeName: node.name }))
);
const required = (weaponIndex: number) => {
const missing: string[] = [];
if (!catalog.calculation.revision) missing.push('An active ISAC calculation revision');
else if (!catalog.calculation.profiles.length) missing.push('Published attribute calculation profiles');
if (!draft.weapons[weaponIndex].itemId) missing.push(`${weaponIndex ? 'Secondary' : 'Primary'} weapon`);
for (const slot of gearSlots) if (!draft.gear[slot].itemId) missing.push(`${slot} gear`);
if (!draft.protocol.itemId) missing.push('OS Protocol');
if (!draft.specialization.focusId) missing.push('Specialization focus');
else if ((focus?.abilities.length ?? 0) !== 3) missing.push('Three configured focus abilities');
const missingChips = draft.chips.filter((chip) => !chip.setId).length;
if (missingChips) missing.push(`${missingChips} specialization Skill Chip${missingChips === 1 ? '' : 's'}`);
if (draft.specialization.unassignedChips.length) {
missing.push(
`${draft.specialization.unassignedChips.length} unresolved legacy Skill Chip${draft.specialization.unassignedChips.length === 1 ? '' : 's'}`
);
}
return missing;
};
return [0, 1].map((weaponIndex) => {
const selection = draft.weapons[weaponIndex];
const weapon = catalog.weapons.find((item) => item.id === selection.itemId);
const missing = required(weaponIndex);
if (missing.length) {
return {
weaponName: weapon?.name ?? `${weaponIndex ? 'Secondary' : 'Primary'} weapon`,
weaponLabel: weaponIndex ? 'SECONDARY WEAPON' : 'PRIMARY WEAPON',
status: 'insufficient',
missing,
revisionLabel: catalog.calculation.revision
? `RULES R${catalog.calculation.revision.version}`
: undefined
};
}
const bindings = calculationBindings(catalog, weapon);
const effects = combatEffects.map((effect: any) => ({
id: String(effect.id),
trigger: {
hitsRequired: Number(effect.trigger_count),
windowSeconds: Number(effect.trigger_window_seconds)
},
lifecycle: {
maxStacks: Number(effect.max_stacks),
durationSeconds: Number(effect.duration_seconds),
stacksPerTrigger: Number(effect.stacks_per_trigger)
},
attributes: Object.fromEntries(effect.modifiers.map((modifier: any) => [
String(modifier.stat_attribute_id),
Number(modifier.value_per_stack)
]))
}));
const perEffect = Object.fromEntries(combatEffects.map((effect: any) => {
const state = draft.specialization.effectStates[effect.id] ?? { mode: 'off' };
return [effect.id, {
mode: state.mode,
...(state.overrides ?? {})
}];
}));
const result = calculateCombat({
weapon: {
baseDamage: selection.damage,
rpm: Number(weapon?.rpm),
magazine: Number(weapon?.magazine),
reloadSeconds: Number(weapon?.reload_speed),
headshotMultiplier: 2
},
attributes: Object.fromEntries(summary.stats.map((stat) => [stat.id, stat.value])),
bindings,
stageOrder: catalog.calculation.stages
.map((stage) => calculationStage(catalog, String(stage.stage_key)))
.filter((stage): stage is CalculationStage => stage !== null),
stackingEffects: effects,
assumptions: {
mode: 'off',
...draft.specialization.combatProfile,
perEffect
}
});
if (result.status === 'INSUFFICIENT_DATA') {
return {
weaponName: weapon?.name ?? `${weaponIndex ? 'Secondary' : 'Primary'} weapon`,
weaponLabel: weaponIndex ? 'SECONDARY WEAPON' : 'PRIMARY WEAPON',
status: 'insufficient',
missing: result.missing.map((item) =>
item.startsWith('binding:')
? `Calculation profile for ${attribute(catalog, item.slice(8))?.name ?? item.slice(8)}`
: item.replaceAll('.', ' ')
),
revisionLabel: `RULES R${catalog.calculation.revision.version}`
};
}
return {
weaponName: weapon.name,
weaponLabel: weaponIndex ? 'SECONDARY WEAPON' : 'PRIMARY WEAPON',
status: 'complete',
bodyHit: result.hitValues?.normal,
criticalBodyHit: result.hitValues?.critical,
headshot: result.hitValues?.headshot,
criticalHeadshot: result.hitValues?.criticalHeadshot,
burstDps: result.burstDps ?? undefined,
sustainedDps: result.sustainedDps ?? undefined,
encounterDps: result.encounterDps ?? undefined,
effectSummaries: result.stackSummaries.map((stack) => {
const effect = combatEffects.find((item: any) => String(item.id) === stack.effectId);
return {
id: stack.effectId,
name: String(effect?.definition?.name ?? effect?.nodeName ?? 'Conditional effect'),
mode: stack.mode,
averageStacks: stack.averageStacks,
maxStacksReached: stack.maxStacksReached,
maxStacks: Number(effect?.max_stacks ?? 0),
stacksAtEnd: stack.stacksAtEnd,
buildUpSeconds: stack.buildUpSeconds,
maintained: stack.maintained
};
}),
revisionLabel: `RULES R${catalog.calculation.revision.version}`
};
});
}
+86 -5
View File
@@ -3,14 +3,30 @@ export type GearSelection = { itemId: string; level: number; brandId: string; ta
export type WeaponSelection = { itemId: string; level: number; tier: number; damage: number; firepower: number; toughness: number; engineering: number; talent1Id: string; talent2Id: string; rolls: [Roll, Roll] };
export type ChipSelection = { setId: string; quality: 'Superior' | 'High-end'; primary: Roll; secondary: [Roll, Roll] };
export type ProtocolSelection = { itemId: string; level: number; talentUpgrades: number };
export type CombatProfile = { encounterSeconds: number; hitRate: number; headshotRate: number; firingActivity: number };
export type EffectMode = 'off' | 'peak' | 'encounter';
export type ConditionalEffectSelection = { mode: EffectMode; overrides?: Partial<CombatProfile> };
export type SpecializationSelection = {
focusId: string;
nodeRanks: Record<string, number>;
effectStates: Record<string, ConditionalEffectSelection>;
combatProfile: CombatProfile;
unassignedChips: ChipSelection[];
};
export type LoadoutDraft = {
version: 1;
version: 2;
buildName: string;
gear: Record<string, GearSelection>;
weapons: [WeaponSelection, WeaponSelection];
chips: [ChipSelection, ChipSelection, ChipSelection];
chips: [ChipSelection, ChipSelection, ChipSelection, ChipSelection, ChipSelection, ChipSelection, ChipSelection, ChipSelection, ChipSelection];
protocol: ProtocolSelection;
activeTalents: string[];
specialization: SpecializationSelection;
};
type LegacyLoadoutDraft = Omit<LoadoutDraft, 'version' | 'chips' | 'specialization'> & {
version: 1;
chips: [ChipSelection, ChipSelection, ChipSelection];
};
export const gearSlots = ['Holster', 'Gloves', 'Backpack', 'Knee Pads', 'Body Armor', 'Mask'] as const;
@@ -18,16 +34,81 @@ export const blankRoll = (): Roll => ({ statId: '', value: 0 });
export const blankGear = (): GearSelection => ({ itemId: '', level: 50, brandId: '', talentId: '', health: 0, armor: 0, firepower: 0, toughness: 0, engineering: 0, rolls: [blankRoll(), blankRoll()], augmentSlots: [] });
export const blankWeapon = (): WeaponSelection => ({ itemId: '', level: 50, tier: 0, damage: 0, firepower: 0, toughness: 0, engineering: 0, talent1Id: '', talent2Id: '', rolls: [blankRoll(), blankRoll()] });
export const blankChip = (): ChipSelection => ({ setId: '', quality: 'Superior', primary: blankRoll(), secondary: [blankRoll(), blankRoll()] });
export const defaultCombatProfile = (): CombatProfile => ({ encounterSeconds: 60, hitRate: 75, headshotRate: 20, firingActivity: 80 });
export const createDraft = (): LoadoutDraft => ({
version: 1,
version: 2,
buildName: 'Untitled loadout',
gear: Object.fromEntries(gearSlots.map((slot) => [slot, blankGear()])),
weapons: [blankWeapon(), blankWeapon()],
chips: [blankChip(), blankChip(), blankChip()],
chips: [blankChip(), blankChip(), blankChip(), blankChip(), blankChip(), blankChip(), blankChip(), blankChip(), blankChip()],
protocol: { itemId: '', level: 1, talentUpgrades: 0 },
activeTalents: []
activeTalents: [],
specialization: {
focusId: '',
nodeRanks: {},
effectStates: {},
combatProfile: defaultCombatProfile(),
unassignedChips: []
}
});
export function migrateLoadoutDraft(value: unknown): LoadoutDraft | null {
if (!value || typeof value !== 'object') return null;
const draft = value as {
version?: number;
buildName?: string;
gear?: Record<string, GearSelection>;
weapons?: WeaponSelection[];
chips?: ChipSelection[];
protocol?: ProtocolSelection;
activeTalents?: string[];
specialization?: SpecializationSelection;
};
if (typeof draft.buildName !== 'string' || !draft.gear || !Array.isArray(draft.weapons)
|| draft.weapons.length !== 2 || !draft.protocol || !Array.isArray(draft.chips)) return null;
if (draft.version === 1 && draft.chips.length === 3) {
const migrated = createDraft();
return {
...migrated,
...draft,
version: 2,
gear: draft.gear,
weapons: draft.weapons as [WeaponSelection, WeaponSelection],
chips: migrated.chips,
protocol: draft.protocol,
activeTalents: draft.activeTalents ?? [],
specialization: {
...migrated.specialization,
unassignedChips: draft.chips.map((chip) => structuredClone(chip))
}
};
}
if (draft.version !== 2) return null;
const fresh = createDraft();
const chips = [...draft.chips.slice(0, 9)];
while (chips.length < 9) chips.push(blankChip());
return {
...fresh,
...draft,
version: 2,
gear: draft.gear,
weapons: draft.weapons as [WeaponSelection, WeaponSelection],
chips: chips as LoadoutDraft['chips'],
protocol: draft.protocol,
activeTalents: draft.activeTalents ?? [],
specialization: {
...fresh.specialization,
...(draft.specialization ?? {}),
nodeRanks: { ...(draft.specialization?.nodeRanks ?? {}) },
effectStates: { ...(draft.specialization?.effectStates ?? {}) },
combatProfile: { ...fresh.specialization.combatProfile, ...(draft.specialization?.combatProfile ?? {}) },
unassignedChips: Array.isArray(draft.specialization?.unassignedChips)
? draft.specialization.unassignedChips
: []
}
};
}
export const clamp = (value: unknown, min: unknown, max: unknown) => {
const low = Number(min), high = Number(max), numeric = Number(value);
if (!Number.isFinite(numeric)) return Number.isFinite(low) ? low : 0;
+111
View File
@@ -0,0 +1,111 @@
import { describe, expect, it } from 'vitest';
import { calculateCombat, type CombatCalculationInput } from './combat.js';
const base = (overrides: Partial<CombatCalculationInput> = {}): CombatCalculationInput => ({
weapon: { baseDamage: 100, rpm: 600, magazine: 10, reloadSeconds: 2, headshotMultiplier: 2 },
attributes: { weapon: 20, critChance: 25, critDamage: 50, headshotChance: 0, final: 10 },
bindings: [
{ attributeId: 'weapon', stage: 'weapon_damage', operator: 'add' },
{ attributeId: 'critChance', stage: 'critical_chance', operator: 'add' },
{ attributeId: 'critDamage', stage: 'critical_damage', operator: 'add' },
{ attributeId: 'headshotChance', stage: 'headshot_chance', operator: 'add' },
{ attributeId: 'final', stage: 'final_damage', operator: 'add' }
],
assumptions: { mode: 'off', hitRate: 100, headshotRate: 0, firingActivity: 100, encounterSeconds: 20 },
...overrides
});
describe('calculateCombat', () => {
it('calculates four hit values and reload-aware DPS', () => {
const result = calculateCombat(base());
expect(result.status).toBe('OK');
expect(result.hitValues).toEqual({ normal: 132, critical: 198, headshot: 264, criticalHeadshot: 396 });
expect(result.burstDps).toBe(1485);
expect(result.sustainedDps).toBeCloseTo(495);
});
it('applies weights, hard caps, and a configured curve safely', () => {
const result = calculateCombat(base({
attributes: { weapon: 100 },
bindings: [{
attributeId: 'weapon',
stage: 'weapon_damage',
operator: 'add',
weight: 2,
softCap: 50,
hardCap: 80,
curveType: 'power',
curveParameter: 1
}]
}));
expect(result.hitValues?.normal).toBe(180);
});
it('keeps effects off, applies peak stacks, and honors per-effect overrides', () => {
const stackingEffects = [{
id: 'relentless',
trigger: { hitsRequired: 9, windowSeconds: 3 },
lifecycle: { maxStacks: 10, durationSeconds: 10, stacksPerTrigger: 1 },
attributes: { weapon: 3, critDamage: 1 }
}];
const off = calculateCombat(base({ stackingEffects }));
const peak = calculateCombat(base({
stackingEffects,
assumptions: { mode: 'off', perEffect: { relentless: { mode: 'peak' } } }
}));
expect(off.hitValues?.normal).toBe(132);
expect(peak.hitValues?.normal).toBeCloseTo(165);
expect(peak.stackSummaries[0].stacksAtEnd).toBe(10);
});
it('models encounter stack ramp and refresh with the weapon firing cycle', () => {
const result = calculateCombat(base({
stackingEffects: [{
id: 'relentless',
trigger: { hitsRequired: 9, windowSeconds: 3 },
lifecycle: { maxStacks: 10, durationSeconds: 10, stacksPerTrigger: 1 },
attributes: { weapon: 3 }
}],
assumptions: { mode: 'encounter', hitRate: 100, firingActivity: 100, encounterSeconds: 30 }
}));
expect(result.encounterDps).not.toBeNull();
expect(result.encounterDps!).toBeGreaterThan(495);
expect(result.stackSummaries[0].maxStacksReached).toBe(10);
expect(result.stackSummaries[0].maintained).toBe(true);
});
it('does not trigger when expected hits cannot meet the trigger window', () => {
const result = calculateCombat(base({
stackingEffects: [{
id: 'slow',
trigger: { hitsRequired: 9, windowSeconds: 0.5 },
lifecycle: { maxStacks: 10, durationSeconds: 10 },
attributes: { weapon: 3 }
}],
assumptions: { mode: 'encounter', hitRate: 10, firingActivity: 50, encounterSeconds: 20 }
}));
expect(result.stackSummaries[0]).toMatchObject({ maxStacksReached: 0, averageStacks: 0, maintained: false });
});
it('returns explicit requirements instead of partial results', () => {
const result = calculateCombat(base({
weapon: { baseDamage: 100, rpm: 0, magazine: 0, reloadSeconds: -1 },
assumptions: { mode: 'encounter' },
stackingEffects: [{
id: 'need-profile',
trigger: { hitsRequired: 1, windowSeconds: 1 },
lifecycle: { maxStacks: 1, durationSeconds: 1 },
attributes: {}
}]
}));
expect(result).toMatchObject({ status: 'INSUFFICIENT_DATA', hitValues: null, burstDps: null });
expect(result.missing).toEqual(expect.arrayContaining([
'weapon.rpm',
'weapon.magazine',
'weapon.reloadSeconds',
'assumptions.hitRate',
'assumptions.firingActivity',
'assumptions.encounterSeconds'
]));
});
});
+405
View File
@@ -0,0 +1,405 @@
export type CalculationStage =
| 'flat_damage'
| 'weapon_damage'
| 'critical_chance'
| 'critical_damage'
| 'headshot_chance'
| 'headshot_damage'
| 'final_damage';
export type CalculationOperator = 'add' | 'multiply';
export type CurveType = 'none' | 'power' | 'smoothstep';
export type AttributeBinding = {
attributeId: string;
stage: CalculationStage;
operator: CalculationOperator;
weight?: number;
softCap?: number | null;
hardCap?: number | null;
curveType?: CurveType;
curveParameter?: number | null;
};
export type StatValues = Record<string, number>;
export type WeaponCombatInput = {
baseDamage?: number;
rpm?: number;
magazine?: number;
reloadSeconds?: number;
headshotMultiplier?: number;
};
export type StackingMode = 'off' | 'peak' | 'encounter';
export type TriggerRule = { hitsRequired: number; windowSeconds: number };
export type StackLifecycle = { maxStacks: number; durationSeconds: number; stacksPerTrigger?: number };
export type StackingEffect = {
id: string;
trigger: TriggerRule;
lifecycle: StackLifecycle;
attributes: StatValues;
};
export type CombatAssumptions = {
mode: StackingMode;
hitRate?: number;
headshotRate?: number;
firingActivity?: number;
encounterSeconds?: number;
perEffect?: Record<string, Partial<Omit<CombatAssumptions, 'perEffect'>>>;
};
export type MissingRequirement =
| 'weapon.baseDamage'
| 'weapon.rpm'
| 'weapon.magazine'
| 'weapon.reloadSeconds'
| 'assumptions.hitRate'
| 'assumptions.firingActivity'
| 'assumptions.encounterSeconds'
| `binding:${string}`;
export type DamageValues = {
normal: number;
critical: number;
headshot: number;
criticalHeadshot: number;
};
export type StackSummary = {
effectId: string;
mode: StackingMode;
stacksAtEnd: number;
maxStacksReached: number;
buildUpSeconds: number | null;
averageStacks: number;
maintained: boolean;
};
export type CombatCalculation = {
status: 'OK' | 'INSUFFICIENT_DATA';
missing: MissingRequirement[];
hitValues: DamageValues | null;
burstDps: number | null;
sustainedDps: number | null;
encounterDps: number | null;
stackSummaries: StackSummary[];
};
export type CombatCalculationInput = {
weapon: WeaponCombatInput;
attributes: StatValues;
bindings: AttributeBinding[];
stageOrder?: CalculationStage[];
stackingEffects?: StackingEffect[];
assumptions: CombatAssumptions;
};
type ResolvedAssumptions = {
mode: StackingMode;
hitRate: number;
headshotRate: number;
firingActivity: number;
encounterSeconds: number;
};
type StackState = {
stacks: number;
expiresAt: number;
maxStacksReached: number;
buildUpSeconds: number | null;
};
type TimedStackEffect = {
effect: StackingEffect;
assumptions: ResolvedAssumptions;
events: number[];
};
const EPSILON = 0.000_001;
const finitePositive = (value: unknown) => Number.isFinite(Number(value)) && Number(value) > 0;
const finiteNonNegative = (value: unknown) => Number.isFinite(Number(value)) && Number(value) >= 0;
const clamp = (value: number, low: number, high: number) => Math.min(high, Math.max(low, value));
const percent = (value: unknown, fallback = 0) => clamp(Number.isFinite(Number(value)) ? Number(value) : fallback, 0, 100) / 100;
function resolveAssumptions(base: CombatAssumptions, effectId: string): ResolvedAssumptions {
const override = base.perEffect?.[effectId] ?? {};
return {
mode: override.mode ?? base.mode,
hitRate: percent(override.hitRate ?? base.hitRate, 100),
headshotRate: percent(override.headshotRate ?? base.headshotRate, 0),
firingActivity: percent(override.firingActivity ?? base.firingActivity, 100),
encounterSeconds: Number(override.encounterSeconds ?? base.encounterSeconds ?? 0)
};
}
function transformedValue(raw: number, binding: AttributeBinding) {
const weight = Number.isFinite(binding.weight) ? Number(binding.weight) : 1;
const sign = raw < 0 ? -1 : 1;
let value = Math.abs(raw * weight);
const softCap = finiteNonNegative(binding.softCap) ? Number(binding.softCap) : null;
const hardCap = finiteNonNegative(binding.hardCap) ? Number(binding.hardCap) : null;
if (softCap !== null && value > softCap && binding.curveType && binding.curveType !== 'none') {
const parameter = Math.max(0.01, Number(binding.curveParameter ?? 1));
const overflow = value - softCap;
if (binding.curveType === 'power') {
value = softCap + overflow * Math.pow(softCap / Math.max(softCap + overflow, EPSILON), parameter);
} else {
const ceiling = hardCap ?? Math.max(softCap * 2, softCap + 1);
const t = clamp(overflow / Math.max(ceiling - softCap, EPSILON), 0, 1);
value = softCap + (ceiling - softCap) * (t * t * (3 - 2 * t));
}
}
if (hardCap !== null) value = Math.min(value, hardCap);
return value * sign;
}
function addAttributes(target: StatValues, incoming: StatValues, multiplier = 1) {
for (const [id, value] of Object.entries(incoming)) {
if (Number.isFinite(value)) target[id] = (target[id] ?? 0) + value * multiplier;
}
}
function requiredData(input: CombatCalculationInput): MissingRequirement[] {
const missing: MissingRequirement[] = [];
if (!finitePositive(input.weapon.baseDamage)) missing.push('weapon.baseDamage');
if (!finitePositive(input.weapon.rpm)) missing.push('weapon.rpm');
if (!Number.isInteger(input.weapon.magazine) || Number(input.weapon.magazine) < 1) missing.push('weapon.magazine');
if (!finiteNonNegative(input.weapon.reloadSeconds)) missing.push('weapon.reloadSeconds');
const boundIds = new Set(input.bindings.map((binding) => binding.attributeId));
for (const binding of input.bindings) {
if (!Number.isFinite(input.attributes[binding.attributeId] ?? 0)) missing.push(`binding:${binding.attributeId}`);
}
if (input.assumptions.mode === 'encounter') {
if (!finitePositive(input.assumptions.hitRate)) missing.push('assumptions.hitRate');
if (!finitePositive(input.assumptions.firingActivity)) missing.push('assumptions.firingActivity');
if (!finitePositive(input.assumptions.encounterSeconds)) missing.push('assumptions.encounterSeconds');
}
for (const effect of input.stackingEffects ?? []) {
const assumptions = resolveAssumptions(input.assumptions, effect.id);
if (assumptions.mode === 'encounter') {
const override = input.assumptions.perEffect?.[effect.id];
if (!finitePositive(override?.hitRate ?? input.assumptions.hitRate)) missing.push('assumptions.hitRate');
if (!finitePositive(override?.firingActivity ?? input.assumptions.firingActivity)) missing.push('assumptions.firingActivity');
if (!finitePositive(override?.encounterSeconds ?? input.assumptions.encounterSeconds)) missing.push('assumptions.encounterSeconds');
}
if (assumptions.mode !== 'off') for (const id of Object.keys(effect.attributes)) {
if (!boundIds.has(id)) missing.push(`binding:${id}`);
}
}
return [...new Set(missing)];
}
function stageValues(attributes: StatValues, bindings: AttributeBinding[], stage: CalculationStage) {
let additive = 0;
let multiplicative = 1;
for (const binding of bindings.filter((item) => item.stage === stage)) {
const value = transformedValue(Number(attributes[binding.attributeId] ?? 0), binding);
if (binding.operator === 'add') additive += value;
else multiplicative *= value;
}
return { additive, multiplicative };
}
function damageBase(
weapon: Required<WeaponCombatInput>,
attributes: StatValues,
bindings: AttributeBinding[],
stageOrder?: CalculationStage[]
) {
let damage = weapon.baseDamage;
const order = stageOrder?.length
? stageOrder
: ['flat_damage', 'weapon_damage', 'final_damage'] satisfies CalculationStage[];
for (const stage of order) {
if (!['flat_damage', 'weapon_damage', 'final_damage'].includes(stage)) continue;
const values = stageValues(attributes, bindings, stage);
if (stage === 'flat_damage') damage = (damage + values.additive) * values.multiplicative;
else damage *= (1 + values.additive / 100) * values.multiplicative;
}
return damage;
}
function hitValues(
weapon: Required<WeaponCombatInput>,
attributes: StatValues,
bindings: AttributeBinding[],
stageOrder?: CalculationStage[]
): DamageValues {
const normal = damageBase(weapon, attributes, bindings, stageOrder);
const critical = stageValues(attributes, bindings, 'critical_damage');
const headshot = stageValues(attributes, bindings, 'headshot_damage');
const criticalFactor = (1 + critical.additive / 100) * critical.multiplicative;
const headshotFactor = weapon.headshotMultiplier * (1 + headshot.additive / 100) * headshot.multiplicative;
return {
normal,
critical: normal * criticalFactor,
headshot: normal * headshotFactor,
criticalHeadshot: normal * criticalFactor * headshotFactor
};
}
function dpsFor(
weapon: Required<WeaponCombatInput>,
attributes: StatValues,
bindings: AttributeBinding[],
assumptions: ResolvedAssumptions,
stageOrder?: CalculationStage[]
) {
const values = hitValues(weapon, attributes, bindings, stageOrder);
const critical = stageValues(attributes, bindings, 'critical_chance');
const boundCriticalChance = clamp(critical.additive / 100, 0, 1);
const configuredHeadshot = stageValues(attributes, bindings, 'headshot_chance');
const boundHeadshotChance = clamp(configuredHeadshot.additive / 100, 0, 1);
const headshotChance = assumptions.headshotRate || boundHeadshotChance;
const average = values.normal * (1 - boundCriticalChance) * (1 - headshotChance)
+ values.critical * boundCriticalChance * (1 - headshotChance)
+ values.headshot * (1 - boundCriticalChance) * headshotChance
+ values.criticalHeadshot * boundCriticalChance * headshotChance;
const shotsPerSecond = weapon.rpm / 60;
return {
values,
burst: average * shotsPerSecond,
sustained: average * weapon.magazine / (weapon.magazine / shotsPerSecond + weapon.reloadSeconds)
};
}
function triggerEvents(weapon: Required<WeaponCombatInput>, effect: StackingEffect, assumptions: ResolvedAssumptions) {
if (assumptions.mode !== 'encounter' || effect.trigger.hitsRequired < 1 || effect.trigger.windowSeconds <= 0) return [];
const shotInterval = (60 / weapon.rpm) / Math.max(assumptions.firingActivity, EPSILON);
let magazineRemaining = weapon.magazine;
let expectedHits = 0;
let counterStartedAt = 0;
const events: number[] = [];
for (let time = 0; time <= assumptions.encounterSeconds + EPSILON;) {
if (magazineRemaining === 0) {
time += weapon.reloadSeconds;
magazineRemaining = weapon.magazine;
if (time - counterStartedAt > effect.trigger.windowSeconds) {
expectedHits = 0;
counterStartedAt = time;
}
continue;
}
if (expectedHits === 0) counterStartedAt = time;
expectedHits += assumptions.hitRate;
magazineRemaining -= 1;
if (time - counterStartedAt > effect.trigger.windowSeconds) {
expectedHits = assumptions.hitRate;
counterStartedAt = time;
}
if (expectedHits + EPSILON >= effect.trigger.hitsRequired) {
events.push(time);
expectedHits = 0;
counterStartedAt = time;
}
time += shotInterval;
}
return events;
}
function stateAt(effect: TimedStackEffect, time: number): StackState {
if (effect.assumptions.mode === 'off') {
return { stacks: 0, expiresAt: 0, maxStacksReached: 0, buildUpSeconds: null };
}
if (effect.assumptions.mode === 'peak') {
return {
stacks: effect.effect.lifecycle.maxStacks,
expiresAt: Infinity,
maxStacksReached: effect.effect.lifecycle.maxStacks,
buildUpSeconds: 0
};
}
const state: StackState = { stacks: 0, expiresAt: 0, maxStacksReached: 0, buildUpSeconds: null };
for (const eventTime of effect.events) {
if (eventTime - time > EPSILON) break;
if (eventTime - state.expiresAt > EPSILON) state.stacks = 0;
state.stacks = Math.min(
effect.effect.lifecycle.maxStacks,
state.stacks + Math.max(1, effect.effect.lifecycle.stacksPerTrigger ?? 1)
);
state.expiresAt = eventTime + effect.effect.lifecycle.durationSeconds;
state.maxStacksReached = Math.max(state.maxStacksReached, state.stacks);
if (state.stacks === effect.effect.lifecycle.maxStacks && state.buildUpSeconds === null) {
state.buildUpSeconds = eventTime;
}
}
if (time - state.expiresAt > EPSILON) state.stacks = 0;
return state;
}
function stackAttributes(base: StatValues, effects: TimedStackEffect[], time: number) {
const result = { ...base };
for (const effect of effects) addAttributes(result, effect.effect.attributes, stateAt(effect, time).stacks);
return result;
}
export function calculateCombat(input: CombatCalculationInput): CombatCalculation {
const missing = requiredData(input);
if (missing.length) {
return {
status: 'INSUFFICIENT_DATA',
missing,
hitValues: null,
burstDps: null,
sustainedDps: null,
encounterDps: null,
stackSummaries: []
};
}
const weapon: Required<WeaponCombatInput> = {
baseDamage: Number(input.weapon.baseDamage),
rpm: Number(input.weapon.rpm),
magazine: Number(input.weapon.magazine),
reloadSeconds: Number(input.weapon.reloadSeconds),
headshotMultiplier: Number(input.weapon.headshotMultiplier ?? 2)
};
const effects: TimedStackEffect[] = (input.stackingEffects ?? []).map((effect) => {
const assumptions = resolveAssumptions(input.assumptions, effect.id);
return { effect, assumptions, events: triggerEvents(weapon, effect, assumptions) };
});
const globalAssumptions = resolveAssumptions(input.assumptions, '');
const finalTime = Math.max(
globalAssumptions.encounterSeconds,
...effects.filter((effect) => effect.assumptions.mode === 'encounter').map((effect) => effect.assumptions.encounterSeconds)
);
const current = dpsFor(
weapon,
stackAttributes(input.attributes, effects, finalTime),
input.bindings,
globalAssumptions,
input.stageOrder
);
let encounterDps: number | null = null;
if (effects.some((effect) => effect.assumptions.mode === 'encounter') && finalTime > 0) {
const steps = Math.max(30, Math.min(600, Math.ceil(finalTime * 4)));
let total = 0;
for (let index = 0; index < steps; index += 1) {
const time = finalTime * (index + 0.5) / steps;
const result = dpsFor(
weapon,
stackAttributes(input.attributes, effects, time),
input.bindings,
globalAssumptions,
input.stageOrder
);
total += result.sustained * globalAssumptions.firingActivity;
}
encounterDps = total / steps;
}
return {
status: 'OK',
missing: [],
hitValues: current.values,
burstDps: current.burst,
sustainedDps: current.sustained,
encounterDps,
stackSummaries: effects.map((item) => {
const end = stateAt(item, finalTime);
const duration = item.assumptions.mode === 'encounter' ? item.assumptions.encounterSeconds : 0;
const samples = item.assumptions.mode === 'encounter' && duration > 0 ? 100 : 1;
let sum = 0;
for (let index = 0; index < samples; index += 1) {
sum += stateAt(item, duration * (index + 0.5) / samples).stacks;
}
return {
effectId: item.effect.id,
mode: item.assumptions.mode,
stacksAtEnd: end.stacks,
maxStacksReached: end.maxStacksReached,
buildUpSeconds: end.buildUpSeconds,
averageStacks: sum / samples,
maintained: end.maxStacksReached === item.effect.lifecycle.maxStacks
&& (item.assumptions.mode === 'peak' || end.stacks > 0)
};
})
};
}
@@ -40,6 +40,7 @@
: action === 'saveSpecialization' ? 'SPECIALIZATION'
: action === 'saveFocus' ? 'FOCUS'
: action === 'saveAbility' ? 'CLASS ABILITY'
: action === 'saveCombatEffect' ? 'SHARED COMBAT EFFECT'
: action === 'saveFocusAbilities' ? 'FOCUS ABILITY SET'
: 'TREE NODE'
);
@@ -79,6 +80,12 @@
{ label: 'COOLDOWN · SECONDS', current: specializationRecord?.cooldown_seconds, proposed: proposed.cooldownSeconds },
{ label: 'DESCRIPTION', current: specializationRecord?.description, proposed: proposed.description }
]
: action === 'saveCombatEffect'
? [
{ label: 'NAME', current: specializationRecord?.name, proposed: proposed.name },
{ label: 'SPECIALIZATION', current: specializationRecord?.specialization_id, proposed: proposed.specializationId },
{ label: 'DESCRIPTION TEMPLATE', current: specializationRecord?.description_template, proposed: proposed.descriptionTemplate }
]
: action === 'saveNode'
? [
{ label: 'NAME', current: specializationRecord?.name, proposed: proposed.name },
@@ -102,6 +109,9 @@
const currentNodeEffects = $derived((currentSnapshot?.effects ?? []) as any[]);
const currentNodeCosts = $derived((currentSnapshot?.costs ?? []) as any[]);
const currentRankProfiles = $derived((currentSnapshot?.rankProfiles ?? []) as any[]);
const calculationRecord = $derived((currentSnapshot?.record ?? null) as Record<string, unknown> | null);
const proposedCalculationStages = $derived((jsonValue(proposed.stagesJson) ?? []) as any[]);
const proposedCalculationProfiles = $derived((jsonValue(proposed.profilesJson) ?? []) as any[]);
const effectSummary = (effect: any) => {
const target = effect.statId || effect.stat_attribute_id || effect.abilityId || effect.ability_id || effect.label || 'CUSTOM EFFECT';
const value = effect.value === null || effect.value === undefined || effect.value === '' ? '' : `${effect.value}${effect.unit ? ` ${effect.unit}` : ''}`;
@@ -173,7 +183,19 @@
</div>
</article>
</div>
{:else if module === 'specializations' && ['saveProgression','saveSpecialization','saveFocus','saveAbility','saveFocusAbilities','saveNode'].includes(action)}
{:else if module === 'calculations'}
<div class="proposal-compare-grid calculation-proposal-preview">
<article class="proposal-editor-preview before">
<header><span>CURRENT LIVE · {action === 'saveRevision' ? 'CALCULATION REVISION' : 'CALIBRATION CASE'}</span><b>{calculationRecord ? 'BEFORE' : 'NO LIVE RECORD'}</b></header>
{#if calculationRecord}<div class="proposal-field-summary"><div><span>NAME</span><strong>{shown(calculationRecord.name)}</strong></div><div><span>STATE</span><strong>{shown(calculationRecord.status)}</strong></div>{#if action === 'saveRevision'}<div><span>STAGES</span><strong>{(currentSnapshot?.stages as any[])?.length ?? 0}</strong></div><div><span>ATTRIBUTE PROFILES</span><strong>{(currentSnapshot?.profiles as any[])?.length ?? 0}</strong></div>{/if}</div>{:else}<div class="proposal-empty-state"><b>NEW {action === 'saveRevision' ? 'CALCULATION REVISION' : 'CALIBRATION CASE'}</b><span>No live registry record will be replaced.</span></div>{/if}
</article>
<article class="proposal-editor-preview after">
<header><span>PROPOSED · {action === 'saveRevision' ? 'CALCULATION REVISION' : 'CALIBRATION CASE'}</span><b>AFTER</b></header>
<div class="proposal-field-summary"><div><span>NAME</span><strong>{shown(proposed.name)}</strong></div>{#if action === 'saveRevision'}<div><span>STAGES</span><strong>{proposedCalculationStages.length}</strong></div><div><span>ATTRIBUTE PROFILES</span><strong>{proposedCalculationProfiles.length}</strong></div><div><span>BASE REVISION</span><strong>{shown(proposed.basedOnRevisionId)}</strong></div>{:else}<div><span>STATE</span><strong>{shown(proposed.status)}</strong></div><div><span>MEASURED WEAPON</span><strong>{proposed.selectedWeapon === '1' ? 'SECONDARY' : 'PRIMARY'}</strong></div><div><span>CORE OBSERVATIONS</span><strong>{['bodyHit','criticalBodyHit','headshot','criticalHeadshot','magazineSeconds','reloadSeconds'].filter((field) => proposed[field]).length} / 6</strong></div>{/if}</div>
{#if action === 'saveRevision'}<div class="proposal-rank-preview">{#each proposedCalculationStages as stage}<section><header><span>{stage.label}</span><b>{stage.operator?.replaceAll('_',' ').toUpperCase()}</b></header><p>ORDER {stage.displayOrder} · {stage.lockedPosition?.toUpperCase() ?? 'REORDERABLE'}</p></section>{/each}</div>{/if}
</article>
</div>
{:else if module === 'specializations' && ['saveProgression','saveSpecialization','saveFocus','saveAbility','saveCombatEffect','saveFocusAbilities','saveNode'].includes(action)}
<div class="proposal-compare-grid specialization-proposal-preview">
<article class="proposal-editor-preview before">
<header><span>CURRENT LIVE · {specializationKind}</span><b>{specializationRecord ? 'BEFORE' : 'NO LIVE RECORD'}</b></header>
@@ -221,9 +243,10 @@
<div class="proposal-rank-preview">
{#each proposedRanks as rank}
<section>
<header><span>RANK {rank.rank}</span><b>{rank.effects?.length ?? 0} EFFECTS</b></header>
<header><span>RANK {rank.rank}</span><b>{rank.effects?.length ?? 0} STATIC · {rank.combatEffects?.length ?? 0} CONDITIONAL</b></header>
<p>{rank.description || 'NO RANK DESCRIPTION'}</p>
{#each rank.effects ?? [] as effect}<small>{effectSummary(effect)}</small>{/each}
{#each rank.combatEffects ?? [] as effect}<small>{effect.effectId} · {effect.triggerCount} HITS / {effect.triggerWindowSeconds}s · {effect.maxStacks} STACKS · {effect.modifiers?.length ?? 0} MODIFIERS</small>{/each}
<small>{Object.entries(rank.costs ?? {}).filter(([, quantity]) => Number(quantity) > 0).map(([resource, quantity]) => `${resource} × ${quantity}`).join(' · ') || 'CREDITS ONLY'}</small>
</section>
{/each}
@@ -8,6 +8,7 @@
className?: string;
icon?: GameIconName;
iconOnly?: boolean;
disabled?: boolean;
};
let {
@@ -56,6 +57,7 @@
value={option.value}
checked={mode === 'radio' ? value === option.value : selected.includes(option.value)}
{required}
disabled={option.disabled}
onchange={(event) => change(option.value, event.currentTarget.checked)}
/>
<span class:icon-only={option.iconOnly} class={option.className ?? ''} title={option.iconOnly ? option.label : undefined}>
@@ -0,0 +1,50 @@
<script lang="ts">
import RangeValueControl from '$lib/components/RangeValueControl.svelte';
export type CombatProfile = {
encounterSeconds: number;
hitRate: number;
headshotRate: number;
firingActivity: number;
};
let {
profile = $bindable<CombatProfile>(),
disabled = false
}: {
profile: CombatProfile;
disabled?: boolean;
} = $props();
function update(key: keyof CombatProfile, value: number) {
profile = { ...profile, [key]: value };
}
</script>
<section class="combat-assumptions" aria-labelledby="combat-assumptions-title">
<div class="section-head">
<div>
<p class="eyebrow">COMBAT PROFILE</p>
<h3 id="combat-assumptions-title">Encounter assumptions</h3>
</div>
<small>MODELED, NOT LIVE COMBAT</small>
</div>
<p class="supporting">These assumptions drive encounter-average calculations. Individual effects can override them when needed.</p>
<fieldset class="assumption-grid" disabled={disabled}>
<RangeValueControl label="Encounter duration" min={10} max={300} step={5} value={profile.encounterSeconds} onchange={(value) => update('encounterSeconds', value)} />
<RangeValueControl label="Hit rate" min={0} max={100} value={profile.hitRate} onchange={(value) => update('hitRate', value)} />
<RangeValueControl label="Headshot rate" min={0} max={100} value={profile.headshotRate} onchange={(value) => update('headshotRate', value)} />
<RangeValueControl label="Firing activity" min={0} max={100} value={profile.firingActivity} onchange={(value) => update('firingActivity', value)} />
</fieldset>
</section>
<style>
.combat-assumptions{padding:var(--shd-gap-md);border:1px solid var(--shd-border);border-left:2px solid var(--shd-orange);background:var(--shd-surface)}
.section-head{display:flex;align-items:start;justify-content:space-between;gap:var(--shd-gap-md)}
.eyebrow{margin:0 0 3px;color:var(--shd-orange);font-size:var(--shd-type-telemetry);font-weight:900;letter-spacing:1.3px}
h3{margin:0;color:var(--shd-text);font-size:var(--shd-type-body);text-transform:uppercase;letter-spacing:.7px}
.section-head small{padding:4px 6px;border:1px solid var(--shd-border);color:var(--shd-text-muted);font-size:var(--shd-type-telemetry);font-weight:900;letter-spacing:.8px;white-space:nowrap}
.supporting{margin:var(--shd-gap-sm) 0 var(--shd-gap-md);color:var(--shd-text-muted);font-size:var(--shd-type-supporting);line-height:1.45}
.assumption-grid{display:grid;grid-template-columns:repeat(2,minmax(0,1fr));gap:var(--shd-gap-md);margin:0;padding:0;border:0}.assumption-grid:disabled{opacity:.55}
@media(max-width:620px){.section-head{display:grid}.section-head small{width:max-content}.assumption-grid{grid-template-columns:1fr}}
</style>
@@ -0,0 +1,97 @@
<script lang="ts">
import SegmentedChoice from '$lib/components/SegmentedChoice.svelte';
import RangeValueControl from '$lib/components/RangeValueControl.svelte';
import type { CombatProfile } from './CombatAssumptions.svelte';
export type EffectMode = 'off' | 'peak' | 'encounter';
export type ConditionalEffectState = {
mode: EffectMode;
overrides?: Partial<CombatProfile>;
};
let {
id,
name,
description,
facts,
appliedState,
effectState = $bindable<ConditionalEffectState>(),
disabled = false
}: {
id: string;
name: string;
description?: string;
facts: string[];
appliedState: string;
effectState: ConditionalEffectState;
disabled?: boolean;
} = $props();
let advanced = $state(false);
const modes = [
{ value: 'off', label: 'Off' },
{ value: 'peak', label: 'Peak' },
{ value: 'encounter', label: 'Encounter' }
];
function setMode(values: string[]) {
effectState = { ...effectState, mode: values[0] as EffectMode };
}
function updateOverride(key: keyof CombatProfile, value: number) {
effectState = { ...effectState, overrides: { ...effectState.overrides, [key]: value } };
}
function clearOverrides() {
effectState = { ...effectState, overrides: undefined };
}
</script>
<article class:disabled class="conditional-effect" aria-labelledby={`${id}-title`}>
<header>
<div>
<p>CONDITIONAL EFFECT</p>
<h3 id={`${id}-title`}>{name}</h3>
{#if description}<span>{description}</span>{/if}
</div>
<b class:active={effectState.mode !== 'off'}>{appliedState}</b>
</header>
<div class="facts" aria-label={`${name} facts`}>
{#each facts as fact}<span>{fact}</span>{/each}
</div>
<fieldset class="mode-control" disabled={disabled}>
<SegmentedChoice legend={`${name} calculation mode`} name={`${id}-mode`} options={modes} value={effectState.mode} columns={3} onchange={setMode} />
</fieldset>
{#if effectState.mode === 'encounter'}
<div class="advanced-head">
<button type="button" aria-expanded={advanced} aria-controls={`${id}-overrides`} onclick={() => advanced = !advanced} disabled={disabled}>
{advanced ? 'HIDE' : 'ADVANCED'} OVERRIDES <span aria-hidden="true">{advanced ? '−' : '+'}</span>
</button>
{#if effectState.overrides}<button class="clear" type="button" onclick={clearOverrides} disabled={disabled}>RESET</button>{/if}
</div>
{#if advanced}
<div class="override-grid" id={`${id}-overrides`}>
<RangeValueControl label="Hit rate" min={0} max={100} value={effectState.overrides?.hitRate ?? 100} onchange={(value) => updateOverride('hitRate', value)} />
<RangeValueControl label="Firing activity" min={0} max={100} value={effectState.overrides?.firingActivity ?? 100} onchange={(value) => updateOverride('firingActivity', value)} />
</div>
{/if}
{/if}
</article>
<style>
.conditional-effect{display:grid;gap:var(--shd-gap-sm);padding:var(--shd-gap-md);border:1px solid var(--shd-border);background:var(--shd-surface)}
.conditional-effect.disabled{opacity:.55;pointer-events:none}
header{display:flex;justify-content:space-between;align-items:start;gap:var(--shd-gap-md)}
header p{margin:0 0 3px;color:var(--shd-text-muted);font-size:var(--shd-type-telemetry);font-weight:900;letter-spacing:1.1px}
h3{margin:0;color:var(--shd-text);font-size:var(--shd-type-body);text-transform:uppercase;letter-spacing:.7px}
header span{display:block;margin-top:4px;color:var(--shd-text-muted);font-size:var(--shd-type-supporting);line-height:1.4}
header>b{flex:0 0 auto;padding:5px 7px;border:1px solid var(--shd-border);color:var(--shd-text-muted);font-size:var(--shd-type-telemetry);letter-spacing:.8px;white-space:nowrap}
header>b.active{border-color:#74552a;color:var(--shd-orange);background:#1d180e}
.facts{display:flex;flex-wrap:wrap;gap:5px}.facts span{padding:4px 6px;border:1px solid var(--shd-border-soft);color:var(--shd-text-muted);font-size:var(--shd-type-telemetry);font-weight:800;letter-spacing:.6px}
.mode-control{margin:0;padding:0;border:0}.advanced-head{display:flex;align-items:center;justify-content:space-between;gap:var(--shd-gap-sm);border-top:1px solid var(--shd-border-soft);padding-top:var(--shd-gap-sm)}
button{min-height:40px;border:1px solid var(--shd-border);background:transparent;color:var(--shd-text-muted);padding:0 10px;font-size:var(--shd-type-telemetry);font-weight:900;letter-spacing:.8px;cursor:pointer;transition:var(--shd-transition)}
button:hover,button:focus-visible{border-color:var(--shd-orange);color:var(--shd-orange)}button:active{transform:translateY(1px);filter:brightness(.88)}button:focus-visible{outline:2px solid var(--shd-focus-ring);outline-offset:2px}.clear{border-color:#563734;color:var(--shd-danger)}.clear:hover,.clear:focus-visible{border-color:var(--shd-danger);color:var(--shd-danger)}
.override-grid{display:grid;grid-template-columns:repeat(2,minmax(0,1fr));gap:var(--shd-gap-md);padding:var(--shd-gap-sm);border:1px solid var(--shd-border-soft);background:var(--shd-surface-raised)}
@media(max-width:620px){header{display:grid}.override-grid{grid-template-columns:1fr}button{min-height:44px}}
@media(prefers-reduced-motion:reduce){button{transition:none}}
</style>
@@ -0,0 +1,72 @@
<script lang="ts">
export type WeaponCalculationResult = {
weaponName: string;
weaponLabel: string;
status: 'complete' | 'insufficient';
bodyHit?: number;
criticalBodyHit?: number;
headshot?: number;
criticalHeadshot?: number;
burstDps?: number;
sustainedDps?: number;
encounterDps?: number;
effectSummaries?: Array<{
id: string;
name: string;
mode: 'off' | 'peak' | 'encounter';
averageStacks: number;
maxStacksReached: number;
maxStacks: number;
stacksAtEnd: number;
buildUpSeconds: number | null;
maintained: boolean;
}>;
missing?: string[];
revisionLabel?: string;
};
let { result }: { result: WeaponCalculationResult } = $props();
const number = new Intl.NumberFormat('en-US', { maximumFractionDigits: 0 });
function format(value: number | undefined) { return value === undefined ? '—' : number.format(value); }
</script>
<article class:incomplete={result.status === 'insufficient'} class="weapon-calculation" aria-labelledby={`${result.weaponLabel}-calculation`} aria-live="polite">
<header>
<div><p>{result.weaponLabel}</p><h3 id={`${result.weaponLabel}-calculation`}>{result.weaponName}</h3></div>
<b>{result.status === 'complete' ? 'CALCULATED' : 'INSUFFICIENT DATA'}</b>
</header>
{#if result.status === 'insufficient'}
<div class="missing"><strong>Calculation unavailable</strong><span>Complete the following required data:</span><ul>{#each result.missing ?? [] as item}<li>{item}</li>{/each}</ul></div>
{:else}
<div class="damage-grid" aria-label={`${result.weaponName} damage estimates`}>
<span><small>BODY HIT</small><b>{format(result.bodyHit)}</b></span><span><small>CRITICAL BODY</small><b>{format(result.criticalBodyHit)}</b></span>
<span><small>HEADSHOT</small><b>{format(result.headshot)}</b></span><span><small>CRITICAL HEADSHOT</small><b>{format(result.criticalHeadshot)}</b></span>
</div>
<div class="dps-grid"><span><small>BURST DPS</small><b>{format(result.burstDps)}</b></span><span><small>SUSTAINED DPS</small><b>{format(result.sustainedDps)}</b></span><span><small>ENCOUNTER DPS</small><b>{format(result.encounterDps)}</b></span></div>
{#if result.effectSummaries?.length}
<div class="stack-telemetry">
<header><span>CONDITIONAL STACK TELEMETRY</span><b>{result.effectSummaries.length} EFFECTS</b></header>
{#each result.effectSummaries as effect}
<div>
<strong>{effect.name}</strong>
<span>{effect.mode.toUpperCase()}</span>
<small>AVG {effect.averageStacks.toFixed(1)} / {effect.maxStacks}</small>
<small>PEAK {effect.maxStacksReached} · END {effect.stacksAtEnd}</small>
<em>{effect.mode === 'off' ? 'EXCLUDED' : effect.buildUpSeconds === null ? 'MAX NOT REACHED' : `MAX IN ${effect.buildUpSeconds.toFixed(1)}s`}</em>
<b class:maintained={effect.maintained}>{effect.maintained ? 'MAINTAINED' : 'NOT MAINTAINED'}</b>
</div>
{/each}
</div>
{/if}
{/if}
<footer><span>MODELED, BEFORE ENEMY MITIGATION</span>{#if result.revisionLabel}<span>{result.revisionLabel}</span>{/if}</footer>
</article>
<style>
.weapon-calculation{display:grid;gap:var(--shd-gap-md);padding:var(--shd-gap-md);border:1px solid var(--shd-border);border-top:2px solid var(--shd-orange);background:var(--shd-surface)}
.weapon-calculation.incomplete{border-top-color:var(--shd-danger)}header{display:flex;justify-content:space-between;gap:var(--shd-gap-md);align-items:start}header p{margin:0 0 3px;color:var(--shd-text-muted);font-size:var(--shd-type-telemetry);font-weight:900;letter-spacing:1.1px}h3{margin:0;font-size:var(--shd-type-body);letter-spacing:.7px;text-transform:uppercase}header>b{padding:5px 7px;border:1px solid #74552a;background:#1d180e;color:var(--shd-orange);font-size:var(--shd-type-telemetry);letter-spacing:.8px;white-space:nowrap}.incomplete header>b{border-color:#563734;background:#1d1212;color:var(--shd-danger)}
.damage-grid,.dps-grid{display:grid;border:1px solid var(--shd-border)}.damage-grid{grid-template-columns:repeat(2,1fr)}.dps-grid{grid-template-columns:repeat(3,1fr)}.damage-grid span,.dps-grid span{display:grid;gap:4px;padding:9px;border-left:1px solid var(--shd-border);border-top:1px solid var(--shd-border)}.damage-grid span:nth-child(odd),.dps-grid span:first-child{border-left:0}.damage-grid span:nth-child(-n+2){border-top:0}.dps-grid b{color:var(--shd-orange);font-size:20px}.damage-grid b{font-size:var(--shd-type-body)}small{color:var(--shd-text-muted);font-size:var(--shd-type-telemetry);font-weight:900;letter-spacing:.8px}.missing{display:grid;gap:4px;padding:10px;border:1px solid #563734;border-left:2px solid var(--shd-danger);background:#1d1212;color:var(--shd-text-muted);font-size:var(--shd-type-supporting)}.missing strong{color:var(--shd-danger);text-transform:uppercase;font-size:var(--shd-type-telemetry);letter-spacing:.8px}.missing ul{margin:2px 0 0;padding-left:18px}.missing li+li{margin-top:2px}footer{display:flex;justify-content:space-between;gap:var(--shd-gap-sm);color:var(--shd-text-dim);font-size:var(--shd-type-telemetry);font-weight:800;letter-spacing:.6px}
.stack-telemetry{display:grid;border:1px solid var(--shd-model-border);background:var(--shd-model-surface)}.stack-telemetry>header{display:flex;align-items:center;justify-content:space-between;padding:6px 8px;border-bottom:1px solid var(--shd-model-border);font-size:var(--shd-type-telemetry);font-weight:900;letter-spacing:.8px}.stack-telemetry>header span{color:var(--shd-info)}.stack-telemetry>header b{color:var(--shd-text-muted)}.stack-telemetry>div{display:grid;grid-template-columns:minmax(120px,1.2fr) .45fr .7fr .8fr .85fr .8fr;gap:7px;align-items:center;padding:7px 8px;border-top:1px solid var(--shd-border-soft);font-size:var(--shd-type-telemetry)}.stack-telemetry>div:first-of-type{border-top:0}.stack-telemetry>div>span,.stack-telemetry>div>small,.stack-telemetry>div>em,.stack-telemetry>div>b{font-size:inherit;font-style:normal;letter-spacing:.5px}.stack-telemetry>div>span{color:var(--shd-orange);font-weight:900}.stack-telemetry>div>em{color:var(--shd-text-muted)}.stack-telemetry>div>b{color:var(--shd-danger);text-align:right}.stack-telemetry>div>b.maintained{color:var(--shd-success)}
@media(max-width:820px){.stack-telemetry>div{grid-template-columns:1fr 1fr}.stack-telemetry>div>strong{grid-column:1/-1}.stack-telemetry>div>b{text-align:left}}
@media(max-width:620px){header{display:grid}.dps-grid{grid-template-columns:1fr}.dps-grid span{border-left:0;border-top:1px solid var(--shd-border)}.dps-grid span:first-child{border-top:0}footer{display:grid}.damage-grid span{min-height:44px}}
</style>
+1
View File
@@ -41,6 +41,7 @@ export async function auditRecord(table: string, id: string): Promise<Record<str
'specializations',
'specialization_focuses',
'specialization_abilities',
'specialization_combat_effects',
'specialization_tree_nodes',
'roles'
].includes(table)) {
+6 -1
View File
@@ -6,11 +6,15 @@ import { recordIsacAudit } from '$lib/server/audit';
import { getContributorMode } from '$lib/server/contributor-mode';
import { notifyOversightReview } from '$lib/server/oversight-notifications';
export const DATA_MODULES = ['configuration', 'attributes', 'talents', 'brands', 'gear', 'weapons', 'weaponmods', 'gearmods', 'protocols', 'skillchips', 'specializations'] as const;
export const DATA_MODULES = ['configuration', 'calculations', 'attributes', 'talents', 'brands', 'gear', 'weapons', 'weaponmods', 'gearmods', 'protocols', 'skillchips', 'specializations'] as const;
export type DataModule = typeof DATA_MODULES[number];
const proposalResultKeys: Partial<Record<DataModule, Record<string, { saved: string; mode?: string }>>> = {
configuration: { saveCoreRanges: { saved: 'configurationSaved' } },
calculations: {
saveRevision: { saved: 'revisionSaved', mode: 'revisionMode' },
saveCalibration: { saved: 'calibrationSaved', mode: 'calibrationMode' }
},
attributes: { save: { saved: 'saved', mode: 'editorMode' } },
brands: { save: { saved: 'brandSaved', mode: 'brandMode' } },
gear: {
@@ -34,6 +38,7 @@ const proposalResultKeys: Partial<Record<DataModule, Record<string, { saved: str
saveSpecialization: { saved: 'specializationSaved', mode: 'specializationMode' },
saveFocus: { saved: 'focusSaved', mode: 'focusMode' },
saveAbility: { saved: 'abilitySaved', mode: 'abilityMode' },
saveCombatEffect: { saved: 'combatEffectSaved', mode: 'combatEffectMode' },
saveFocusAbilities: { saved: 'focusAbilitiesSaved' },
saveNode: { saved: 'nodeSaved', mode: 'nodeMode' }
}
+187
View File
@@ -0,0 +1,187 @@
import type { Database } from '@tursodatabase/database';
export async function loadSharedBuildCombatCatalog(database: Database) {
const [
attributes,
gear,
gearAugments,
brands,
brandEffects,
weapons,
weaponBonuses,
talents,
talentTiers,
talentEffects,
talentTemplates,
chipSets,
chipTwoPiece,
chipTalents,
chipTalentEffects,
protocols,
protocolPrimary,
protocolProfiles,
protocolSecondary,
protocolTalents,
protocolTalentEffects,
specializations,
specializationFocuses,
specializationAbilities,
focusAbilities,
specializationNodes,
specializationRanks,
specializationRankEffects,
specializationCombatEffects,
specializationRankCombatEffects,
specializationCombatModifiers,
activeCalculationRevision,
calculationStages,
calculationProfiles
] = await Promise.all([
(await database.prepare('SELECT * FROM stat_attributes WHERE active=1 ORDER BY name COLLATE NOCASE')).all(),
(await database.prepare('SELECT * FROM gear WHERE active=1 ORDER BY slot,name COLLATE NOCASE')).all(),
(await database.prepare('SELECT * FROM gear_tactical_augments ORDER BY gear_slot,augment_slot')).all(),
(await database.prepare('SELECT * FROM brand_sets WHERE active=1 ORDER BY name COLLATE NOCASE')).all(),
(await database.prepare('SELECT * FROM brand_set_effects ORDER BY pieces_required')).all(),
(await database.prepare('SELECT * FROM weapons WHERE active=1 ORDER BY category,name COLLATE NOCASE')).all(),
(await database.prepare('SELECT * FROM weapon_base_attribute_bonuses ORDER BY sort_order')).all(),
(await database.prepare('SELECT * FROM talents WHERE active=1 ORDER BY name COLLATE NOCASE')).all(),
(await database.prepare('SELECT * FROM talent_tiers ORDER BY tier')).all(),
(await database.prepare('SELECT * FROM talent_tier_effects')).all(),
(await database.prepare('SELECT * FROM talent_description_templates')).all(),
(await database.prepare('SELECT * FROM skill_chip_sets WHERE active=1 ORDER BY name COLLATE NOCASE')).all(),
(await database.prepare('SELECT * FROM skill_chip_two_piece_bonuses')).all(),
(await database.prepare('SELECT * FROM skill_chip_talents')).all(),
(await database.prepare('SELECT * FROM skill_chip_talent_effects ORDER BY sort_order')).all(),
(await database.prepare('SELECT * FROM os_protocols WHERE active=1 ORDER BY name COLLATE NOCASE')).all(),
(await database.prepare('SELECT * FROM os_protocol_primary_effects')).all(),
(await database.prepare('SELECT * FROM os_protocol_secondary_profiles')).all(),
(await database.prepare('SELECT * FROM os_protocol_secondary_effects ORDER BY effect_role')).all(),
(await database.prepare('SELECT * FROM os_protocol_talents')).all(),
(await database.prepare('SELECT * FROM os_protocol_talent_effects ORDER BY sort_order')).all(),
(await database.prepare('SELECT * FROM specializations WHERE active=1 ORDER BY name COLLATE NOCASE')).all(),
(await database.prepare('SELECT * FROM specialization_focuses WHERE active=1 ORDER BY specialization_id,display_order,name COLLATE NOCASE')).all(),
(await database.prepare('SELECT * FROM specialization_abilities WHERE active=1 ORDER BY specialization_id,name COLLATE NOCASE')).all(),
(await database.prepare('SELECT * FROM specialization_focus_abilities ORDER BY focus_id,ability_slot')).all(),
(await database.prepare('SELECT * FROM specialization_tree_nodes WHERE active=1 ORDER BY focus_id,row_number,column_number')).all(),
(await database.prepare('SELECT * FROM specialization_tree_node_ranks ORDER BY node_id,rank')).all(),
(await database.prepare('SELECT * FROM specialization_tree_rank_effects ORDER BY node_id,rank,effect_order')).all(),
(await database.prepare('SELECT * FROM specialization_combat_effects WHERE active=1 ORDER BY specialization_id,name COLLATE NOCASE')).all(),
(await database.prepare('SELECT * FROM specialization_tree_rank_combat_effects ORDER BY node_id,rank,effect_order')).all(),
(await database.prepare('SELECT * FROM specialization_tree_rank_combat_modifiers ORDER BY rank_combat_effect_id,modifier_order')).all(),
(await database.prepare("SELECT * FROM calculation_revisions WHERE status='active' ORDER BY version DESC LIMIT 1")).get(),
(await database.prepare(`SELECT stage.* FROM calculation_stages stage
JOIN calculation_revisions revision ON revision.id=stage.revision_id
WHERE revision.status='active' ORDER BY stage.display_order`)).all(),
(await database.prepare(`SELECT profile.* FROM attribute_calculation_profiles profile
JOIN calculation_revisions revision ON revision.id=profile.revision_id
WHERE revision.status='active' ORDER BY profile.stage_key,profile.stat_attribute_id`)).all()
]);
const configuredTalents = talents.map((talent) => ({
...talent,
template: talentTemplates.find((item) => item.talent_id === talent.id)?.template ?? '',
tiers: talentTiers
.filter((tier) => tier.talent_id === talent.id)
.map((tier) => ({
...tier,
effects: talentEffects.filter((effect) => effect.talent_tier_id === tier.id)
}))
}));
return {
attributes,
gear,
gearAugments,
brands: brands.map((brand) => ({
...brand,
effects: brandEffects.filter((effect) => effect.brand_set_id === brand.id)
})),
weapons: weapons.map((weapon) => ({
...weapon,
baseBonuses: weaponBonuses.filter((bonus) => bonus.weapon_id === weapon.id)
})),
talents: configuredTalents,
chipSets: chipSets.map((set) => {
const talent = chipTalents.find((item) => item.skill_chip_set_id === set.id);
return {
...set,
twoPiece: chipTwoPiece.find((item) => item.skill_chip_set_id === set.id) ?? null,
talent: talent
? {
...talent,
effects: chipTalentEffects.filter((effect) => effect.talent_id === talent.id)
}
: null
};
}),
protocols: protocols.map((protocol) => {
const profile = protocolProfiles.find(
(item) =>
item.quality === protocol.quality
&& item.primary_attribute_type === protocol.primary_attribute_type
);
const talent = protocolTalents.find((item) => item.protocol_id === protocol.id);
return {
...protocol,
primaryEffect: protocolPrimary.find((item) => item.protocol_id === protocol.id) ?? null,
secondaryEffects: profile
? protocolSecondary.filter((effect) => effect.profile_id === profile.id)
: [],
talent: talent
? {
...talent,
effects: protocolTalentEffects.filter((effect) => effect.talent_id === talent.id)
}
: null
};
}),
specializations: specializations.map((specialization) => ({
...specialization,
focuses: specializationFocuses
.filter((focus) => focus.specialization_id === specialization.id)
.map((focus) => {
const abilities = focusAbilities
.filter((link) => link.focus_id === focus.id)
.sort((left, right) => Number(left.ability_slot) - Number(right.ability_slot))
.map((link) => specializationAbilities.find((ability) => ability.id === link.ability_id))
.filter(Boolean);
const nodes = specializationNodes
.filter((node) => node.focus_id === focus.id)
.map((node) => ({
...node,
ranks: specializationRanks
.filter((rank) => rank.node_id === node.id)
.map((rank) => ({
...rank,
effects: specializationRankEffects.filter(
(effect) =>
effect.node_id === node.id
&& Number(effect.rank) === Number(rank.rank)
),
combatEffects: specializationRankCombatEffects
.filter(
(effect) =>
effect.node_id === node.id
&& Number(effect.rank) === Number(rank.rank)
)
.map((effect) => ({
...effect,
definition: specializationCombatEffects.find(
(definition) => definition.id === effect.combat_effect_id
),
modifiers: specializationCombatModifiers.filter(
(modifier) => modifier.rank_combat_effect_id === effect.id
)
}))
}))
}));
return { ...focus, abilities, nodes };
})
})),
calculation: {
revision: activeCalculationRevision ?? null,
stages: calculationStages,
profiles: calculationProfiles
}
};
}
+71 -8
View File
@@ -3,6 +3,7 @@ import { gameDataIconUrl } from '$lib/server/game-data-icons';
import { getSessionUser } from '$lib/server/auth/session';
import { fail } from '@sveltejs/kit';
import { randomUUID } from 'node:crypto';
import { migrateLoadoutDraft } from '$lib/builder/loadout';
import type { Actions, PageServerLoad } from './$types';
const validVisibility = new Set(['private', 'unlisted', 'public']);
@@ -12,11 +13,7 @@ const slugify = (value: string) => value.toLowerCase().normalize('NFKD')
function parseLoadout(raw: FormDataEntryValue | null) {
if (typeof raw !== 'string' || raw.length > 250_000) return null;
try {
const value = JSON.parse(raw);
if (value?.version !== 1 || typeof value.buildName !== 'string' || !value.gear ||
!Array.isArray(value.weapons) || value.weapons.length !== 2 ||
!Array.isArray(value.chips) || value.chips.length !== 3 || !value.protocol) return null;
return value;
return migrateLoadoutDraft(JSON.parse(raw));
} catch {
return null;
}
@@ -40,7 +37,10 @@ export const load: PageServerLoad = async ({ cookies, url }) => {
talents, talentTiers, talentEffects, talentTemplates,
chipSets, chipTwoPiece, chipPrimary, chipSecondary, chipTalents, chipTalentEffects,
protocols, protocolPrimary, protocolProfiles, protocolSecondary, protocolTalents, protocolTalentEffects, coreRanges,
icons
icons, specializations, specializationFocuses, specializationAbilities, focusAbilities,
specializationNodes, specializationRanks, specializationRankEffects, specializationRankCosts,
specializationCombatEffects, specializationRankCombatEffects, specializationCombatModifiers,
progression, rankProfiles, activeCalculationRevision, calculationStages, calculationProfiles
] = await Promise.all([
(await database.prepare('SELECT * FROM stat_attributes WHERE active=1 ORDER BY name COLLATE NOCASE')).all(),
(await database.prepare('SELECT * FROM gear WHERE active=1 ORDER BY slot,name COLLATE NOCASE')).all(),
@@ -71,9 +71,29 @@ export const load: PageServerLoad = async ({ cookies, url }) => {
(await database.prepare('SELECT * FROM os_protocol_talents')).all(),
(await database.prepare('SELECT * FROM os_protocol_talent_effects ORDER BY sort_order')).all(),
(await database.prepare('SELECT * FROM core_attribute_tier_ranges ORDER BY tier')).all(),
(await database.prepare("SELECT * FROM game_data_icons")).all()
(await database.prepare("SELECT * FROM game_data_icons")).all(),
(await database.prepare('SELECT * FROM specializations WHERE active=1 ORDER BY name COLLATE NOCASE')).all(),
(await database.prepare('SELECT * FROM specialization_focuses WHERE active=1 ORDER BY specialization_id,display_order,name COLLATE NOCASE')).all(),
(await database.prepare('SELECT * FROM specialization_abilities WHERE active=1 ORDER BY specialization_id,name COLLATE NOCASE')).all(),
(await database.prepare('SELECT * FROM specialization_focus_abilities ORDER BY focus_id,ability_slot')).all(),
(await database.prepare('SELECT * FROM specialization_tree_nodes WHERE active=1 ORDER BY focus_id,row_number,column_number')).all(),
(await database.prepare('SELECT * FROM specialization_tree_node_ranks ORDER BY node_id,rank')).all(),
(await database.prepare('SELECT * FROM specialization_tree_rank_effects ORDER BY node_id,rank,effect_order')).all(),
(await database.prepare('SELECT * FROM specialization_tree_rank_costs ORDER BY node_id,rank,resource_id')).all(),
(await database.prepare('SELECT * FROM specialization_combat_effects WHERE active=1 ORDER BY specialization_id,name COLLATE NOCASE')).all(),
(await database.prepare('SELECT * FROM specialization_tree_rank_combat_effects ORDER BY node_id,rank,effect_order')).all(),
(await database.prepare('SELECT * FROM specialization_tree_rank_combat_modifiers ORDER BY rank_combat_effect_id,modifier_order')).all(),
(await database.prepare("SELECT * FROM specialization_progression_config WHERE id='default'")).get(),
(await database.prepare('SELECT * FROM specialization_rank_cost_profiles ORDER BY rank')).all(),
(await database.prepare("SELECT * FROM calculation_revisions WHERE status='active' ORDER BY version DESC LIMIT 1")).get(),
(await database.prepare(`SELECT stage.* FROM calculation_stages stage
JOIN calculation_revisions revision ON revision.id=stage.revision_id
WHERE revision.status='active' ORDER BY stage.display_order`)).all(),
(await database.prepare(`SELECT profile.* FROM attribute_calculation_profiles profile
JOIN calculation_revisions revision ON revision.id=profile.revision_id
WHERE revision.status='active' ORDER BY profile.stage_key,profile.stat_attribute_id`)).all()
]);
const iconUrl = (type: 'talent' | 'brand_set' | 'os_protocol' | 'skill_chip', id: unknown) => {
const iconUrl = (type: 'talent' | 'brand_set' | 'os_protocol' | 'skill_chip' | 'specialization' | 'specialization_ability' | 'specialization_node', id: unknown) => {
const icon = icons.find((item) => item.entity_type === type && item.entity_id === id);
return icon ? gameDataIconUrl(type, String(id), icon.updated_at) : '';
};
@@ -134,7 +154,50 @@ export const load: PageServerLoad = async ({ cookies, url }) => {
secondaryEffects: profile ? protocolSecondary.filter((effect) => effect.profile_id === profile.id) : [],
talent: talent ? { ...talent, effects: protocolTalentEffects.filter((effect) => effect.talent_id === talent.id) } : null
};
}),
specializations: specializations.map((specialization) => ({
...specialization,
iconUrl: iconUrl('specialization', specialization.id),
focuses: specializationFocuses.filter((focus) => focus.specialization_id === specialization.id).map((focus) => {
const assignedAbilities = focusAbilities.filter((link) => link.focus_id === focus.id)
.sort((left, right) => Number(left.ability_slot) - Number(right.ability_slot))
.map((link) => {
const ability = specializationAbilities.find((item) => item.id === link.ability_id);
return ability ? {
...ability,
slot: Number(link.ability_slot),
iconUrl: iconUrl('specialization_ability', ability.id)
} : null;
}).filter(Boolean);
const nodes = specializationNodes.filter((node) => node.focus_id === focus.id).map((node) => ({
...node,
iconUrl: iconUrl('specialization_node', node.id),
ranks: specializationRanks.filter((rank) => rank.node_id === node.id).map((rank) => ({
...rank,
effects: specializationRankEffects.filter((effect) => effect.node_id === node.id && Number(effect.rank) === Number(rank.rank)),
costs: specializationRankCosts.filter((cost) => cost.node_id === node.id && Number(cost.rank) === Number(rank.rank)),
combatEffects: specializationRankCombatEffects
.filter((effect) => effect.node_id === node.id && Number(effect.rank) === Number(rank.rank))
.map((effect) => ({
...effect,
definition: specializationCombatEffects.find((definition) => definition.id === effect.combat_effect_id),
modifiers: specializationCombatModifiers.filter((modifier) => modifier.rank_combat_effect_id === effect.id)
}))
}))
}));
return { ...focus, abilities: assignedAbilities, nodes };
})
})),
specializationProgression: {
...progression,
availablePoints: Number(progression?.xp_points ?? 30) + Number(progression?.shd_cache_points ?? 19),
rankProfiles
},
calculation: {
revision: activeCalculationRevision,
stages: calculationStages,
profiles: calculationProfiles
}
};
};
+166 -114
View File
@@ -7,14 +7,19 @@
import RangeValueControl from '$lib/components/RangeValueControl.svelte';
import SegmentedChoice from '$lib/components/SegmentedChoice.svelte';
import PendingForm from '$lib/components/PendingForm.svelte';
import ItemIcon from '$lib/components/ItemIcon.svelte';
import CombatAssumptions from '$lib/components/builder/CombatAssumptions.svelte';
import ConditionalEffectCard from '$lib/components/builder/ConditionalEffectCard.svelte';
import WeaponCalculationResult from '$lib/components/builder/WeaponCalculationResult.svelte';
import { evaluateLoadoutCombat, summarizeLoadout } from '$lib/builder/loadout-combat';
import { toast } from '$lib/toast';
import {
blankRoll, clamp, createDraft, gearBaseStatRange, gearSlots, levelScaledRange, remapRangeValue, scaled, weaponBaseRange,
blankRoll, clamp, createDraft, gearBaseStatRange, gearSlots, levelScaledRange, migrateLoadoutDraft, remapRangeValue, scaled, weaponBaseRange,
type LoadoutDraft, type Roll
} from '$lib/builder/loadout';
let { data, form } = $props();
let draft = $state<LoadoutDraft>(untrack(() => data.initialBuild?.loadout ?? createDraft()));
let draft = $state<LoadoutDraft>(untrack(() => migrateLoadoutDraft(data.initialBuild?.loadout) ?? createDraft()));
let active = $state('gear:Holster');
let saved = $state(false);
let message = $state('');
@@ -32,6 +37,23 @@
const weaponItem = (index: number) => data.weapons.find((item) => item.id === draft.weapons[index].itemId);
const chipItem = (index: number) => data.chipSets.find((item) => item.id === draft.chips[index].setId);
const protocolItem = () => data.protocols.find((item) => item.id === draft.protocol.itemId);
const allFocuses = $derived(data.specializations.flatMap((specialization: any) =>
specialization.focuses.map((focus: any) => ({ ...focus, specialization }))
));
const selectedFocus = $derived(allFocuses.find((focus: any) => focus.id === draft.specialization.focusId));
const specializationItems = $derived(allFocuses.map((focus: any) => ({
id: focus.id,
name: `${focus.specialization.name} · ${focus.name}`,
category: `${focus.primary_attribute} · ${Number(focus.builder_ready) === 1 ? 'BUILDER READY' : 'INCOMPLETE DATA'}`,
iconUrl: focus.specialization.iconUrl
})));
const selectedNodeRanks = $derived(selectedFocus?.nodes.flatMap((node: any) => {
const selectedRank = Number(draft.specialization.nodeRanks[node.id] ?? 0);
return selectedRank ? [{ node, rank: node.ranks.find((entry: any) => Number(entry.rank) === selectedRank) }] : [];
}) ?? []);
const selectedCombatEffects = $derived(selectedNodeRanks.flatMap(({ node, rank }: any) =>
(rank?.combatEffects ?? []).map((effect: any) => ({ ...effect, nodeName: node.name }))
));
const talent = (id: string) => data.talents.find((item) => item.id === id);
const brand = (id: string) => data.brands.find((item) => item.id === id);
const unitValue = (value: unknown, statId: string) => {
@@ -40,6 +62,19 @@
const unit = attribute(statId)?.unit ?? '';
return unit === 'Shots' ? `${rendered} ${unit}` : `${rendered}${unit}`;
};
const combatEffectDescription = (effect: any) => {
const template = String(effect.definition?.description_template ?? effect.definition?.name ?? 'Conditional effect');
return template
.replaceAll('{triggerCount}', String(effect.trigger_count))
.replaceAll('{triggerWindow}', `${effect.trigger_window_seconds}s`)
.replaceAll('{duration}', String(effect.duration_seconds))
.replaceAll('{maxStacks}', String(effect.max_stacks))
.replaceAll('{effectName}', String(effect.definition?.name ?? 'Effect'))
.replace(/\{(\d+)\}/g, (placeholder: string, raw: string) => {
const modifier = effect.modifiers[Number(raw) - 1];
return modifier ? unitValue(modifier.value_per_stack, modifier.stat_attribute_id) : placeholder;
});
};
const scaledRange = (minimum: unknown, maximum: unknown, level: unknown, referenceLevel: unknown, source: 'gear' | 'weapon') =>
levelScaledRange(minimum, maximum, level, referenceLevel ?? 50, source);
const gearBaseRange = (item: any, key: 'health' | 'armor', level: number) =>
@@ -65,6 +100,73 @@
: attributeRange(stat, source, level).min;
roll.value = Number(min ?? 0);
};
const rankPointCost = (rank: number) => Number(data.specializationProgression.rankProfiles.find((profile: any) => Number(profile.rank) === rank)?.point_cost ?? rank);
const selectedSpecializationPoints = $derived(selectedFocus?.nodes.reduce((total: number, node: any) => {
const selectedRank = Number(draft.specialization.nodeRanks[node.id] ?? 0);
return total + Array.from({ length: selectedRank }, (_, index) => rankPointCost(index + 1)).reduce((sum, value) => sum + value, 0);
}, 0) ?? 0);
const selectedSpecializationCosts = $derived.by(() => {
let credits = 0;
const resources = new Map<string, number>();
for (const { node, rank } of selectedNodeRanks) {
for (let current = 1; current <= Number(rank.rank); current += 1) {
const profile = data.specializationProgression.rankProfiles.find((item: any) => Number(item.rank) === current);
credits += Number(profile?.credit_cost ?? 0);
const rankRecord = node.ranks.find((item: any) => Number(item.rank) === current);
for (const cost of rankRecord?.costs ?? []) resources.set(String(cost.resource_id), (resources.get(String(cost.resource_id)) ?? 0) + Number(cost.quantity));
}
}
return { credits, resources: [...resources] };
});
const canSelectNodeRank = (node: any, rank: number) => {
if (rank === 0) return true;
const pointsWithoutNode = selectedSpecializationPoints - Array.from(
{ length: Number(draft.specialization.nodeRanks[node.id] ?? 0) },
(_, index) => rankPointCost(index + 1)
).reduce((sum, value) => sum + value, 0);
const candidatePoints = Array.from({ length: rank }, (_, index) => rankPointCost(index + 1)).reduce((sum, value) => sum + value, 0);
if (pointsWithoutNode + candidatePoints > Number(data.specializationProgression.availablePoints)) return false;
if (Number(node.row_number) <= 1) return true;
return selectedFocus.nodes
.filter((previous: any) => Number(previous.row_number) < Number(node.row_number))
.every((previous: any) => Number(draft.specialization.nodeRanks[previous.id] ?? 0) >= Math.min(2, Number(previous.max_rank)));
};
const setNodeRank = (node: any, rank: number) => {
if (!canSelectNodeRank(node, rank)) return;
draft.specialization.nodeRanks = { ...draft.specialization.nodeRanks, [node.id]: rank };
};
const selectFocus = (focusId: string) => {
const next = allFocuses.find((focus: any) => focus.id === focusId);
if (!next) return;
const unassigned = [...draft.specialization.unassignedChips];
for (let index = 0; index < draft.chips.length; index += 1) {
const chip = draft.chips[index];
const ability = next.abilities[Math.floor(index / 3)];
const definition = data.chipSets.find((item: any) => item.id === chip.setId);
if (chip.setId && (!ability || definition?.specialization_ability_id !== ability.id)) {
unassigned.push(structuredClone(chip));
draft.chips[index] = createDraft().chips[index];
}
}
for (let index = unassigned.length - 1; index >= 0; index -= 1) {
const chip = unassigned[index];
const definition = data.chipSets.find((item: any) => item.id === chip.setId);
const abilityIndex = next.abilities.findIndex((ability: any) => ability.id === definition?.specialization_ability_id);
if (abilityIndex < 0) continue;
const targetIndex = [0, 1, 2].map((slot) => abilityIndex * 3 + slot).find((slot) => !draft.chips[slot].setId);
if (targetIndex === undefined) continue;
draft.chips[targetIndex] = structuredClone(chip);
unassigned.splice(index, 1);
}
draft.specialization = {
...draft.specialization,
focusId,
nodeRanks: {},
effectStates: {},
unassignedChips: unassigned
};
active = 'specialization:focus';
};
const toggleTalent = (key: string) => {
draft.activeTalents = draft.activeTalents.includes(key)
? draft.activeTalents.filter((item) => item !== key)
@@ -189,114 +291,24 @@
if (value === null || value === undefined || value === '') return '';
return `Talent Cooldown: ${value} ${Number(value) === 1 ? 'second' : 'seconds'}`;
};
const summary = $derived.by(() => {
const values = new Map<string, number>();
const sources = new Map<string, Set<string>>();
const add = (statId: string, value: unknown, source: string) => {
if (!statId || !Number.isFinite(Number(value))) return;
const stat = attribute(statId), current = values.get(statId) ?? 0, incoming = Number(value);
const combined = stat?.calculation_type === 'Multiplicative' && stat?.unit === '%'
? ((1 + current / 100) * (1 + incoming / 100) - 1) * 100
: current + incoming;
values.set(statId, stat?.cap_value === null || stat?.cap_value === undefined ? combined : Math.min(combined, Number(stat.cap_value)));
if (!sources.has(statId)) sources.set(statId, new Set());
sources.get(statId)!.add(source);
};
const byName = (name: string) => data.attributes.find((item) => item.name.toLocaleLowerCase() === name.toLocaleLowerCase())?.id ?? '';
const brandCounts = new Map<string, number>();
const activeBonuses: any[] = [], equippedTalents: any[] = [];
for (const slot of gearSlots) {
const selection = draft.gear[slot], item = gearItem(slot);
if (!item) continue;
const enabledAugments = data.gearAugments.filter((entry) => entry.gear_slot === slot && selection.augmentSlots.includes(Number(entry.augment_slot)));
const basePercentage = enabledAugments.filter((entry) => entry.effect_type === 'Base Percentage').reduce((total, entry) => total + Number(entry.value), 0);
add(byName('Health'), selection.health * (1 + basePercentage / 100), `${slot} base`);
if (item.base_armor_min !== null) add(byName('Armor'), selection.armor * (1 + basePercentage / 100), `${slot} base`);
for (const roll of selection.rolls) add(roll.statId, roll.value, `${slot} roll`);
for (const key of coreKeys) add(byName(key), selection[key], `${slot} core`);
if (selection.brandId) brandCounts.set(selection.brandId, (brandCounts.get(selection.brandId) ?? 0) + 1);
for (const augment of enabledAugments.filter((entry) => entry.effect_type === 'Custom')) {
add(augment.stat_attribute_id, augment.value, `${slot} augment ${augment.augment_slot}`);
}
if (selection.talentId) equippedTalents.push({ key: `gear:${slot}:${selection.talentId}`, id: selection.talentId, tier: Number(item.tier), source: slot, description: talentDescription(selection.talentId, Number(item.tier)) });
}
for (const [brandId, count] of brandCounts) {
const set = brand(brandId);
for (const effect of set?.effects.filter((entry: any) => Number(entry.pieces_required) <= count) ?? []) {
add(effect.stat_attribute_id, effect.value, `${set.name} ${effect.pieces_required}-piece`);
activeBonuses.push({ name: set.name, pieces: effect.pieces_required, count, statId: effect.stat_attribute_id, value: effect.value });
}
}
for (let index = 0; index < 2; index++) {
const selection = draft.weapons[index], item = weaponItem(index);
if (!item) continue;
for (const name of ['Damage', 'Firepower', 'Toughness', 'Engineering'] as const) add(byName(name), selection[name.toLowerCase() as 'damage'], `${index ? 'Secondary' : 'Primary'} weapon`);
for (const bonus of item.baseBonuses) add(bonus.stat_attribute_id, bonus.value, `${item.name} base bonus`);
for (const roll of selection.rolls) add(roll.statId, roll.value, `${index ? 'Secondary' : 'Primary'} weapon roll`);
for (const talentId of [selection.talent1Id, selection.talent2Id, item.exotic_talent_id].filter(Boolean)) equippedTalents.push({
key: `weapon:${index}:${talentId}`, id: talentId, tier: selection.tier, source: index ? 'Secondary weapon' : 'Primary weapon', description: talentDescription(talentId, selection.tier)
});
}
const chipGroups = new Map<string, { count: number; highEnd: number; item: any }>();
for (let index = 0; index < 3; index++) {
const chip = draft.chips[index], item = chipItem(index);
if (!item) continue;
add(chip.primary.statId, chip.primary.value, `Skill Chip ${index + 1} primary`);
for (const roll of chip.secondary) add(roll.statId, roll.value, `Skill Chip ${index + 1} secondary`);
const group = chipGroups.get(item.id) ?? { count: 0, highEnd: 0, item };
group.count += 1;
if (chip.quality === 'High-end') group.highEnd += 1;
chipGroups.set(item.id, group);
}
for (const group of chipGroups.values()) {
if (group.count >= 2 && group.item.twoPiece) {
const value = scaled(group.item.twoPiece.min_value, group.item.twoPiece.max_value, group.highEnd, 3);
add(group.item.twoPiece.stat_attribute_id, value, `${group.item.name} 2-piece`);
activeBonuses.push({ name: group.item.name, pieces: 2, count: group.count, statId: group.item.twoPiece.stat_attribute_id, value });
}
if (group.count === 3 && group.item.talent) equippedTalents.push({
key: `chips:${group.item.id}`, id: '', custom: group.item.talent, tier: group.highEnd, source: '3 Skill Chips',
description: group.item.talent.description_template.replace(/\{(\d+)\}/g, (placeholder: string, raw: string) => {
const effect = group.item.talent.effects[Number(raw) - 1];
return effect ? unitValue(scaled(effect.min_value, effect.max_value, group.highEnd, 3), effect.stat_attribute_id) : placeholder;
})
});
}
const protocol = protocolItem();
if (protocol) {
if (protocol.primaryEffect) add(protocol.primaryEffect.stat_attribute_id, Number(protocol.primaryEffect.base_value) * (1 + (draft.protocol.level - 1) / 49), `${protocol.name} primary`);
for (const effect of protocol.secondaryEffects) add(effect.stat_attribute_id, effect.value, `${protocol.name} secondary`);
if (protocol.talent) equippedTalents.push({
key: `protocol:${protocol.id}`, id: '', custom: protocol.talent, tier: draft.protocol.talentUpgrades, source: 'OS Protocol',
description: protocol.talent.description_template.replace(/\{(\d+)\}/g, (placeholder: string, raw: string) => {
const effect = protocol.talent.effects[Number(raw) - 1];
return effect ? unitValue(Number(effect.base_value) * (1 + draft.protocol.talentUpgrades / 5), effect.stat_attribute_id) : placeholder;
})
});
}
for (const equipped of equippedTalents) {
if (!draft.activeTalents.includes(equipped.key)) continue;
const effects = equipped.custom?.effects ?? talentTier(equipped.id, equipped.tier)?.effects ?? [];
for (const effect of effects) {
const value = equipped.key.startsWith('chips:') ? scaled(effect.min_value, effect.max_value, equipped.tier, 3)
: equipped.key.startsWith('protocol:') ? Number(effect.base_value) * (1 + equipped.tier / 5) : effect.value;
add(effect.stat_attribute_id, value, `${equipped.source} talent`);
}
}
return {
stats: [...values].map(([id, value]) => ({ id, value, sourceCount: sources.get(id)?.size ?? 0 })).sort((a, b) => (attribute(a.id)?.category ?? '').localeCompare(attribute(b.id)?.category ?? '') || (attribute(a.id)?.name ?? '').localeCompare(attribute(b.id)?.name ?? '')),
activeBonuses,
equippedTalents
};
});
const summary = $derived(summarizeLoadout(draft, data));
const combatResults = $derived(evaluateLoadoutCombat(draft, data, summary));
$effect(() => {
const missing = selectedCombatEffects.filter((effect: any) => !draft.specialization.effectStates[effect.id]);
if (!missing.length) return;
draft.specialization.effectStates = {
...draft.specialization.effectStates,
...Object.fromEntries(missing.map((effect: any) => [effect.id, { mode: 'off' }]))
};
});
onMount(() => {
if (data.initialBuild) return;
const stored = localStorage.getItem('shd-build-loadout-draft-v1');
const stored = localStorage.getItem('shd-build-loadout-draft-v2') ?? localStorage.getItem('shd-build-loadout-draft-v1');
if (!stored) return;
try {
const parsed = JSON.parse(stored);
if (parsed?.version === 1) {
const parsed = migrateLoadoutDraft(JSON.parse(stored));
if (parsed) {
draft = parsed;
for (const slot of gearSlots) {
if (!Number.isInteger(draft.gear[slot].level)) draft.gear[slot].level = 50;
@@ -311,7 +323,10 @@
if (weaponItem(0) && weaponItem(1) && Number(weaponItem(0).is_exotic) && Number(weaponItem(1).is_exotic)) draft.weapons[1].itemId = '';
saved = true;
}
} catch { localStorage.removeItem('shd-build-loadout-draft-v1'); }
} catch {
localStorage.removeItem('shd-build-loadout-draft-v2');
localStorage.removeItem('shd-build-loadout-draft-v1');
}
});
$effect(() => {
if (!form?.buildSaved || !form?.buildToken || form.buildToken === handledBuildToken) return;
@@ -326,7 +341,8 @@
: 'Build published to the SHD archive.';
});
function saveDraft() {
localStorage.setItem('shd-build-loadout-draft-v1', JSON.stringify(draft));
localStorage.setItem('shd-build-loadout-draft-v2', JSON.stringify(draft));
localStorage.removeItem('shd-build-loadout-draft-v1');
saved = true;
toast.success('Draft saved locally', 'This loadout is available on this device.');
}
@@ -364,21 +380,55 @@
{#if persistedSlug && persistedVisibility !== 'private'}<a class="builder-share-link" href={`/builds/${persistedSlug}`}>VIEW SHARE PAGE →</a>{/if}
</div>
{/if}
<div class="builder-status"><span><i></i> LIVE CALCULATION</span><span>12 EQUIPMENT POSITIONS</span><span>{data.gear.length + data.weapons.length + data.chipSets.length + data.protocols.length} CATALOG ITEMS</span></div>
<div class="builder-status"><span><i></i> LIVE CALCULATION</span><span>18 EQUIPMENT POSITIONS</span><span>{data.gear.length + data.weapons.length + data.chipSets.length + data.protocols.length} CATALOG ITEMS</span></div>
</div>
{#if message}<p class="success" role="status">{message}</p>{/if}
{#if form?.buildError}<p class="error" role="alert">{form.buildError}</p>{/if}
{#if !data.gear.length && !data.weapons.length && !data.chipSets.length && !data.protocols.length}<div class="builder-empty-data"><strong>ISAC DATA LINK EMPTY</strong><span>Add active equipment definitions in ISAC to populate this workbench.</span></div>{/if}
<div class="loadout-workspace">
<section class="loadout-slots">
<header><span>EQUIPMENT</span><b>{gearSlots.filter((slot) => draft.gear[slot].itemId).length + draft.weapons.filter((item) => item.itemId).length + draft.chips.filter((item) => item.setId).length + (draft.protocol.itemId ? 1 : 0)} / 12 EQUIPPED</b></header>
<header><span>EQUIPMENT</span><b>{gearSlots.filter((slot) => draft.gear[slot].itemId).length + draft.weapons.filter((item) => item.itemId).length + draft.chips.filter((item) => item.setId).length + (draft.protocol.itemId ? 1 : 0)} / 18 EQUIPPED</b></header>
<div class="loadout-slot-group weapons">{#each ['PRIMARY', 'SECONDARY'] as label, index}{@const item = weaponItem(index)}<button class:active={active === `weapon:${index}`} onclick={() => active = `weapon:${index}`}><small>{label} WEAPON</small><strong>{item?.name ?? 'EMPTY SLOT'}</strong><span>{item ? `${item.category}${Number(item.is_exotic) ? ' · EXOTIC' : ''}` : 'SELECT WEAPON'}</span></button>{/each}</div>
<div class="loadout-slot-group gear">{#each gearSlots as slot}{@const item = gearItem(slot)}<button class:active={active === `gear:${slot}`} onclick={() => active = `gear:${slot}`}><small>{slot}</small><strong>{item?.name ?? 'EMPTY SLOT'}</strong><span>{item ? brand(draft.gear[slot].brandId)?.name ?? 'CHOOSE BRAND' : 'SELECT GEAR'}</span></button>{/each}</div>
<div class="loadout-slot-group systems">{#each [0,1,2] as index}{@const item = chipItem(index)}<button class:active={active === `chip:${index}`} onclick={() => active = `chip:${index}`}><small>SKILL CHIP 0{index + 1}</small><strong>{item?.name ?? 'EMPTY SLOT'}</strong><span>{item ? draft.chips[index].quality : 'SELECT CHIP'}</span></button>{/each}<button class:active={active === 'protocol:0'} onclick={() => active = 'protocol:0'}><small>OS PROTOCOL</small><strong>{protocolItem()?.name ?? 'EMPTY SLOT'}</strong><span>{protocolItem() ? `LEVEL ${draft.protocol.level}` : 'SELECT PROTOCOL'}</span></button></div>
<div class="loadout-slot-group systems"><button class:active={activeParts[0] === 'specialization' || activeParts[0] === 'chip'} onclick={() => active = 'specialization:focus'}><small>SPECIALIZATION FOCUS</small><strong>{selectedFocus ? `${selectedFocus.specialization.name} · ${selectedFocus.name}` : 'NOT CONFIGURED'}</strong><span>{selectedFocus ? `${selectedSpecializationPoints} / ${data.specializationProgression.availablePoints} POINTS · ${draft.chips.filter((chip) => chip.setId).length} / 9 CHIPS` : 'SELECT FOCUS'}</span></button><button class:active={active === 'protocol:0'} onclick={() => active = 'protocol:0'}><small>OS PROTOCOL</small><strong>{protocolItem()?.name ?? 'EMPTY SLOT'}</strong><span>{protocolItem() ? `LEVEL ${draft.protocol.level}` : 'SELECT PROTOCOL'}</span></button></div>
</section>
<section class="loadout-editor">
{#if activeParts[0] === 'gear'}
{#if activeParts[0] === 'specialization'}
<div class="loadout-editor-head"><div><span>AGENT CLASS</span><h2>SPECIALIZATION FOCUS</h2></div><b>{selectedFocus ? `${selectedSpecializationPoints} / ${data.specializationProgression.availablePoints} POINTS` : 'UNASSIGNED'}</b></div>
<BuilderPicker items={specializationItems} value={draft.specialization.focusId} onchange={selectFocus} label="SPECIALIZATION + FOCUS"/>
{#if draft.specialization.unassignedChips.length}
<div class="builder-remediation" role="status"><strong>UNRESOLVED LEGACY SKILL CHIPS</strong><span>{draft.specialization.unassignedChips.length} chip selection{draft.specialization.unassignedChips.length === 1 ? '' : 's'} from the previous builder could not be matched to this focus. The original data remains in this draft.</span></div>
{/if}
{#if selectedFocus}
<div class="builder-specialization-identity"><span class="focus-composite-icon"><ItemIcon src={selectedFocus.specialization.iconUrl} alt={selectedFocus.specialization.name}/><GameIcon name={selectedFocus.primary_attribute.toLocaleLowerCase() as GameIconName} decorative/></span><div><small>{selectedFocus.specialization.name}</small><h3>{selectedFocus.name}</h3><p>{selectedFocus.description || 'No focus description has been entered.'}</p></div><b class:configured={Number(selectedFocus.builder_ready) === 1}>{Number(selectedFocus.builder_ready) === 1 ? 'BUILDER READY' : 'ISAC DATA INCOMPLETE'}</b></div>
<div class="builder-ability-chip-panels">
{#each [0,1,2] as abilityIndex}
{@const ability = selectedFocus.abilities[abilityIndex]}
<section>
<header><ItemIcon src={ability?.iconUrl} alt={ability?.name ?? `Ability ${abilityIndex + 1}`}/><div><small>ABILITY {abilityIndex + 1}</small><strong>{ability?.name ?? 'NOT CONFIGURED'}</strong></div><b>{draft.chips.slice(abilityIndex * 3, abilityIndex * 3 + 3).filter((chip) => chip.setId).length} / 3 CHIPS</b></header>
<p>{ability?.description ?? 'ISAC requires this class ability before compatible Skill Chips can be equipped.'}</p>
<div>{#each [0,1,2] as chipSlot}{@const chipIndex = abilityIndex * 3 + chipSlot}{@const item = chipItem(chipIndex)}<button type="button" onclick={() => active = `chip:${chipIndex}`}><small>CHIP {chipSlot + 1}</small><strong>{item?.name ?? 'EMPTY SLOT'}</strong><span>{item ? draft.chips[chipIndex].quality : 'SELECT CHIP'}</span></button>{/each}</div>
</section>
{/each}
</div>
<div class="builder-specialization-telemetry"><span>POINTS <b>{selectedSpecializationPoints} / {data.specializationProgression.availablePoints}</b></span><span>CREDITS <b>{selectedSpecializationCosts.credits.toLocaleString()}</b></span>{#each selectedSpecializationCosts.resources as resource}<span>{String(resource[0]).replace('resource-electronics-','').replaceAll('-',' ').toUpperCase()} <b>× {resource[1]}</b></span>{/each}</div>
<div class="builder-focus-tree">
<div class="builder-section-title"><div><span>FOCUS UPGRADE TREE</span><small>PREVIOUS ROWS REQUIRE EVERY AVAILABLE RANK 1 + 2 BEFORE ADVANCING</small></div><b>{selectedFocus.nodes.length} NODES</b></div>
{#each [...new Set(selectedFocus.nodes.map((node: any) => Number(node.row_number)))] as row}
<section><header><span>ROW {String(row).padStart(2, '0')}</span><b>{row === 1 ? 'ENTRY ROW' : 'LOCKED BY PREVIOUS ROWS'}</b></header><div>
{#each selectedFocus.nodes.filter((node: any) => Number(node.row_number) === row) as node}
<article><ItemIcon src={node.iconUrl} alt={node.name}/><div><strong>{node.name}</strong><small>{node.description_template}</small></div><SegmentedChoice legend={`${node.name} rank`} name={`specialization-node-${node.id}`} options={[{value:'0',label:'OFF'},...Array.from({length:Number(node.max_rank)},(_,index)=>({value:String(index+1),label:`R${index+1}`,className:canSelectNodeRank(node,index+1)?'':'unavailable',disabled:!canSelectNodeRank(node,index+1)}))]} value={String(draft.specialization.nodeRanks[node.id] ?? 0)} onchange={(values) => setNodeRank(node,Number(values[0]))} showIndicator={false}/></article>
{/each}
</div></section>
{/each}
</div>
<CombatAssumptions bind:profile={draft.specialization.combatProfile}/>
{#if selectedCombatEffects.length}
<div class="builder-conditional-effects"><div class="builder-section-title"><div><span>CONDITIONAL EFFECT PROFILES</span><small>CHOOSE HOW EACH UNLOCKED EFFECT CONTRIBUTES TO DPS</small></div><b>{selectedCombatEffects.length} EFFECTS</b></div>{#each selectedCombatEffects as effect}<ConditionalEffectCard id={effect.id} name={effect.definition?.name ?? effect.nodeName} description={combatEffectDescription(effect)} facts={[`${effect.trigger_count} HITS WITHIN ${effect.trigger_window_seconds}s`, `+${effect.stacks_per_trigger} STACK · MAX ${effect.max_stacks}`, `EXPIRES ${effect.duration_seconds}s AFTER LAST GAIN`, ...effect.modifiers.map((modifier: any) => `${unitValue(modifier.value_per_stack,modifier.stat_attribute_id)} ${attribute(modifier.stat_attribute_id)?.name ?? 'ATTRIBUTE'} PER STACK`)]} appliedState={draft.specialization.effectStates[effect.id]?.mode === 'peak' ? `APPLIED: ${effect.max_stacks}/${effect.max_stacks}` : draft.specialization.effectStates[effect.id]?.mode === 'encounter' ? `APPLIED: 0→${effect.max_stacks}/${effect.max_stacks}` : 'NOT APPLIED'} bind:effectState={draft.specialization.effectStates[effect.id]}/>{/each}</div>
{/if}
{/if}
{:else if activeParts[0] === 'gear'}
{@const slot = activeParts[1]}{@const selection = draft.gear[slot]}{@const item = gearItem(slot)}
<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>
<BuilderPicker items={data.gear.filter((entry) => entry.slot === slot)} bind:value={selection.itemId} onchange={(id) => configureGear(slot,id)} label="ITEM DEFINITION"/>
@@ -429,9 +479,10 @@
{#if item.baseBonuses.length}<div class="builder-inherited">{#each item.baseBonuses as bonus}<span><small>{attribute(bonus.stat_attribute_id)?.name}</small><b>{unitValue(bonus.value,bonus.stat_attribute_id)}</b></span>{/each}</div>{/if}
{/if}
{:else if activeParts[0] === 'chip'}
{@const index = Number(activeParts[1])}{@const chip = draft.chips[index]}{@const item = chipItem(index)}
<div class="loadout-editor-head"><div><span>SKILL SYSTEM</span><h2>SKILL CHIP 0{index + 1}</h2></div><b>{chip.quality.toUpperCase()}</b></div>
<BuilderPicker items={data.chipSets} bind:value={chip.setId} onchange={(id) => configureChip(index,id)} label="SKILL CHIP SET"/>
{@const index = Number(activeParts[1])}{@const chip = draft.chips[index]}{@const item = chipItem(index)}{@const abilityIndex = Math.floor(index / 3)}{@const ability = selectedFocus?.abilities[abilityIndex]}
<div class="loadout-editor-head"><div><span>ABILITY {abilityIndex + 1} · CHIP {(index % 3) + 1}</span><h2>{ability?.name?.toUpperCase() ?? 'SKILL CHIP'}</h2></div><b>{chip.quality.toUpperCase()}</b></div>
<button class="builder-return-link" type="button" onclick={() => active = 'specialization:focus'}>← RETURN TO SPECIALIZATION</button>
{#if ability}<BuilderPicker items={data.chipSets.filter((entry: any) => entry.specialization_ability_id === ability.id)} bind:value={chip.setId} onchange={(id) => configureChip(index,id)} label="ABILITY-COMPATIBLE SKILL CHIP SET"/>{:else}<p class="error">Select a focus with three configured class abilities before equipping Skill Chips.</p>{/if}
{#if item}<div class="builder-field-grid"><label>QUALITY<select bind:value={chip.quality}><option>Superior</option><option>High-end</option></select></label></div><div class="builder-chip-rolls"><div><BuilderPicker items={chipAttributes.filter((entry) => item.primaryStatIds.includes(entry.id))} bind:value={chip.primary.statId} onchange={(id) => setRollStat(chip.primary,id,'chip')} label="PRIMARY ATTRIBUTE"/><label>VALUE<input type="number" min={attribute(chip.primary.statId)?.skill_chip_min ?? 0} max={attribute(chip.primary.statId)?.skill_chip_max ?? 0} bind:value={chip.primary.value} onblur={() => chip.primary.value = clamp(chip.primary.value,attribute(chip.primary.statId)?.skill_chip_min,attribute(chip.primary.statId)?.skill_chip_max)}/></label></div>{#each chip.secondary as roll,index}<div><BuilderPicker items={chipAttributes.filter((entry) => item.secondaryStatIds.includes(entry.id))} bind:value={roll.statId} onchange={(id) => setRollStat(roll,id,'chip')} disabledIds={chip.secondary.filter((_,i) => i !== index).map((entry) => entry.statId)} label={`SECONDARY ATTRIBUTE ${index + 1}`}/><label>VALUE<input type="number" min={attribute(roll.statId)?.skill_chip_min ?? 0} max={attribute(roll.statId)?.skill_chip_max ?? 0} bind:value={roll.value} onblur={() => roll.value = clamp(roll.value,attribute(roll.statId)?.skill_chip_min,attribute(roll.statId)?.skill_chip_max)}/></label></div>{/each}</div>{/if}
{:else}
{@const protocol = protocolItem()}
@@ -444,6 +495,7 @@
<aside class="loadout-summary">
<div class="summary-head"><div><p class="eyebrow"><span></span> LIVE SUMMARY</p><h2>AGENT STATS</h2></div><b>{summary.stats.length}</b></div>
<div class="summary-core">{#each ['Firepower','Toughness','Engineering'] as name}{@const stat = summary.stats.find((entry) => attribute(entry.id)?.name === name)}<div><GameIcon name={name.toLowerCase() as GameIconName} decorative/><span>{name}<b>{stat ? unitValue(stat.value,stat.id) : '0'}</b></span></div>{/each}</div>
<div class="builder-combat-results">{#each combatResults as result}<WeaponCalculationResult {result}/>{/each}</div>
<div class="summary-scroll">
<div class="summary-section"><header><span>COMBINED ATTRIBUTES</span><b>{summary.stats.length}</b></header>{#each summary.stats as stat}<div class="summary-stat"><span>{attribute(stat.id)?.name}<small>{attribute(stat.id)?.category} · {stat.sourceCount} SOURCE{stat.sourceCount === 1 ? '' : 'S'}</small></span><b>{unitValue(stat.value,stat.id)}</b></div>{:else}<p>Equip and configure items to calculate attributes.</p>{/each}</div>
<div class="summary-section"><header><span>ACTIVE SET BONUSES</span><b>{summary.activeBonuses.length}</b></header>{#each summary.activeBonuses as bonus}<div class="summary-bonus"><span><b>{bonus.name}</b><small>{bonus.pieces}-PIECE · {bonus.count} EQUIPPED</small></span><em>+{unitValue(bonus.value,bonus.statId)} {attribute(bonus.statId)?.name}</em></div>{:else}<p>Matching Brand Sets and Skill Chips activate bonuses here.</p>{/each}</div>
+16 -5
View File
@@ -1,6 +1,9 @@
import { error } from '@sveltejs/kit';
import { getDatabase } from '$lib/server/database';
import { getSessionUser } from '$lib/server/auth/session';
import { migrateLoadoutDraft, type LoadoutDraft } from '$lib/builder/loadout';
import { evaluateLoadoutCombat, summarizeLoadout } from '$lib/builder/loadout-combat';
import { loadSharedBuildCombatCatalog } from '$lib/server/shared-build-combat';
import type { PageServerLoad } from './$types';
export const load: PageServerLoad = async ({ params, cookies }) => {
@@ -14,21 +17,29 @@ export const load: PageServerLoad = async ({ params, cookies }) => {
WHERE builds.slug=?
`)).get(params.slug);
if (!build || (build.visibility === 'private' && build.owner_id !== viewer?.id)) error(404, 'Build not found');
let loadout;
try { loadout = JSON.parse(String(build.loadout_json)); } catch { error(404, 'Build data is unavailable'); }
const [gear, weapons, chips, protocols, brands] = await Promise.all([
let loadout: LoadoutDraft;
try {
const migrated = migrateLoadoutDraft(JSON.parse(String(build.loadout_json)));
if (!migrated) error(404, 'Build data is unavailable');
loadout = migrated;
} catch {
error(404, 'Build data is unavailable');
}
const [gear, weapons, chips, protocols, brands, combatCatalog] = await Promise.all([
(await database.prepare('SELECT id,name,slot,tier FROM gear')).all(),
(await database.prepare('SELECT id,name,category,is_exotic FROM weapons')).all(),
(await database.prepare('SELECT id,name FROM skill_chip_sets')).all(),
(await database.prepare('SELECT id,name,quality FROM os_protocols')).all(),
(await database.prepare('SELECT id,name FROM brand_sets')).all()
(await database.prepare('SELECT id,name FROM brand_sets')).all(),
loadSharedBuildCombatCatalog(database)
]);
const combatResults = evaluateLoadoutCombat(loadout, combatCatalog, summarizeLoadout(loadout, combatCatalog));
return {
build: {
id: String(build.id), title: String(build.title), slug: String(build.slug),
visibility: String(build.visibility), author: String(build.author),
owner: build.owner_id === viewer?.id, updatedAt: String(build.updated_at)
},
loadout, gear, weapons, chips, protocols, brands
loadout, gear, weapons, chips, protocols, brands, combatResults
};
};
+14 -1
View File
@@ -1,5 +1,6 @@
<script lang="ts">
import { gearSlots } from '$lib/builder/loadout';
import WeaponCalculationResult from '$lib/components/builder/WeaponCalculationResult.svelte';
let { data } = $props();
const gear = (id: string) => data.gear.find((item) => item.id === id);
const weapon = (id: string) => data.weapons.find((item) => item.id === id);
@@ -14,6 +15,18 @@
<div><p class="eyebrow"><span></span> SHD LOADOUT ARCHIVE / {data.build.visibility.toUpperCase()}</p><h1>{data.build.title}</h1><p>Filed by <strong>{data.build.author}</strong> · Updated {new Date(data.build.updatedAt).toLocaleDateString()}</p></div>
<div>{#if data.build.owner}<a class="secondary" href={`/builder?build=${data.build.slug}`}>EDIT LOADOUT</a>{/if}<a class="primary" href="/builder">NEW BUILD +</a></div>
</header>
<section class="builder-combat-results" aria-labelledby="shared-combat-heading">
<div class="builder-section-title">
<div>
<span>LIVE COMBAT MODEL</span>
<h2 id="shared-combat-heading">CURRENT WEAPON OUTPUT</h2>
</div>
<b>CURRENT ISAC RULES</b>
</div>
{#each data.combatResults as result}
<WeaponCalculationResult {result}/>
{/each}
</section>
<div class="shared-build-grid">
<section>
<header><span>WEAPONS</span><b>02 SLOTS</b></header>
@@ -24,7 +37,7 @@
{#each gearSlots as slot}{@const selection=data.loadout.gear[slot]}{@const item=gear(selection.itemId)}<article><small>{slot.toUpperCase()}</small><strong>{item?.name ?? 'EMPTY SLOT'}</strong><span>{item ? `${brand(selection.brandId)?.name ?? 'NO BRAND'} · T${item.tier} · LEVEL ${selection.level}` : 'NOT CONFIGURED'}</span></article>{/each}
</section>
<section>
<header><span>AGENT SYSTEMS</span><b>04 SLOTS</b></header>
<header><span>AGENT SYSTEMS</span><b>10 SLOTS</b></header>
{#each data.loadout.chips as selection, index}{@const item=chip(selection.setId)}<article><small>SKILL CHIP 0{index+1}</small><strong>{item?.name ?? 'EMPTY SLOT'}</strong><span>{item ? selection.quality : 'NOT CONFIGURED'}</span></article>{/each}
{#if protocol(data.loadout.protocol.itemId)}{@const protocolItem=protocol(data.loadout.protocol.itemId)}<article><small>OS PROTOCOL</small><strong>{protocolItem.name}</strong><span>LEVEL {data.loadout.protocol.level} · {data.loadout.protocol.talentUpgrades}/5 UPGRADES</span></article>{:else}<article><small>OS PROTOCOL</small><strong>EMPTY SLOT</strong><span>NOT CONFIGURED</span></article>{/if}
</section>
+1
View File
@@ -13,6 +13,7 @@
let readOnlyBlocked = $state(false);
const dataSections = [
{ href: '/isac/configuration', label: 'Global configuration', module: 'configuration' },
{ href: '/isac/calculations', label: 'Combat calculations', module: 'calculations' },
{ href: '/isac/specializations', label: 'Specializations', module: 'specializations' },
{ href: '/isac/attributes', label: 'Attributes', module: 'attributes' },
{ href: '/isac/talents', label: 'Talents', module: 'talents' },
+2 -1
View File
@@ -73,7 +73,8 @@ export const load: PageServerLoad = async ({ cookies, url }) => {
SUM(CASE WHEN entity_type='data_moderation' THEN 1 ELSE 0 END) AS data_moderation,
SUM(CASE WHEN entity_type IN ('user','user_access','user_moderation','identity') THEN 1 ELSE 0 END) AS users,
SUM(CASE WHEN entity_type IN ('role','role_management') THEN 1 ELSE 0 END) AS access,
SUM(CASE WHEN entity_type='system_configuration' THEN 1 ELSE 0 END) AS system_configuration
SUM(CASE WHEN entity_type='system_configuration' THEN 1 ELSE 0 END) AS system_configuration,
SUM(CASE WHEN entity_type='calculation_configuration' THEN 1 ELSE 0 END) AS calculation_configuration
FROM audit_log`)).get()
]);
const pagination = getPagination(url, Number(total?.total ?? 0));
+1
View File
@@ -32,6 +32,7 @@
<KpiFilters className="audit-kpis" parameter="category" active={data.filters.category} items={[
{value:'',label:'ALL EVENTS',count:data.summary.total,description:'Complete audit history'},
{value:'game_data',label:'GAME DATA',count:data.summary.game_data,description:'Builder-source mutations'},
{value:'calculation_configuration',label:'CALCULATION RULES',count:data.summary.calculation_configuration,description:'Combat model revisions and calibration'},
{value:'data_moderation',label:'DATA MODERATION',count:data.summary.data_moderation,description:'Proposal lifecycle decisions'},
{value:'user',label:'USER OPERATIONS',count:data.summary.users,description:'Access, moderation, identities'},
{value:'access_policy',label:'ACCESS POLICY',count:data.summary.access,description:'Role definition changes'}
@@ -0,0 +1,382 @@
import { fail } from '@sveltejs/kit';
import { randomUUID } from 'node:crypto';
import type { Actions, PageServerLoad } from './$types';
import { requireDataView, requirePermission } from '$lib/server/auth/authorization';
import { getSessionUser } from '$lib/server/auth/session';
import { getDatabase } from '$lib/server/database';
import { recordIsacAudit } from '$lib/server/audit';
import { getPagination, getRegistrySearch } from '$lib/server/pagination';
import { migrateLoadoutDraft } from '$lib/builder/loadout';
const operators = new Set([
'base_damage', 'flat_add', 'additive_percent', 'multiplicative_percent',
'expected_critical', 'expected_headshot', 'rate_of_fire', 'magazine_size',
'reload_speed', 'firing_cycle'
]);
const curves = new Set(['none', 'power', 'smoothstep']);
type StageInput = {
stageKey?: string;
label?: string;
operator?: string;
displayOrder?: number | string;
lockedPosition?: string | null;
};
type ProfileInput = {
statAttributeId?: string;
stageKey?: string;
weight?: number | string;
softCap?: number | string | null;
hardCap?: number | string | null;
curveType?: string;
curveParameter?: number | string | null;
weaponCategory?: string;
};
const clean = (value: unknown) => String(value ?? '').normalize('NFKC').trim();
const optionalNumber = (value: unknown) => {
if (value === '' || value === null || value === undefined) return null;
const number = Number(value);
return Number.isFinite(number) ? number : Number.NaN;
};
const parseArray = <T>(value: unknown): T[] => {
try {
const parsed = JSON.parse(String(value ?? '[]'));
return Array.isArray(parsed) ? parsed : [];
} catch {
return [];
}
};
async function revisionSnapshot(database: Awaited<ReturnType<typeof getDatabase>>, id: string) {
return {
record: await (await database.prepare('SELECT * FROM calculation_revisions WHERE id=?')).get(id) ?? null,
stages: await (await database.prepare('SELECT * FROM calculation_stages WHERE revision_id=? ORDER BY display_order')).all(id),
profiles: await (await database.prepare(
'SELECT * FROM attribute_calculation_profiles WHERE revision_id=? ORDER BY stage_key,stat_attribute_id'
)).all(id)
};
}
export const load: PageServerLoad = async ({ cookies, url }) => {
await requireDataView(await getSessionUser(cookies));
const database = await getDatabase();
const { search, pattern } = getRegistrySearch(url);
const where = search ? "WHERE calibration.name LIKE ? ESCAPE '\\' COLLATE NOCASE" : '';
const args = search ? [pattern] : [];
const total = Number((await (await database.prepare(
`SELECT COUNT(*) AS count FROM calculation_calibration_cases calibration ${where}`
)).get(...args))?.count ?? 0);
const pagination = getPagination(url, total);
const [revisions, stages, profiles, attributes, calibrationCases, calibrationSummary] = await Promise.all([
(await database.prepare('SELECT * FROM calculation_revisions ORDER BY version DESC')).all(),
(await database.prepare('SELECT * FROM calculation_stages ORDER BY revision_id,display_order')).all(),
(await database.prepare('SELECT * FROM attribute_calculation_profiles ORDER BY revision_id,stage_key,stat_attribute_id')).all(),
(await database.prepare('SELECT id,name,unit,type,category FROM stat_attributes WHERE active=1 ORDER BY name COLLATE NOCASE')).all(),
(await database.prepare(`SELECT calibration.*,COALESCE(profile.display_name,user.username,calibration.created_by,'UNKNOWN') AS creator_name
FROM calculation_calibration_cases calibration
LEFT JOIN users user ON user.id=calibration.created_by
LEFT JOIN user_profiles profile ON profile.user_id=user.id
${where} ORDER BY calibration.updated_at DESC LIMIT ? OFFSET ?`
)).all(...args, pagination.perPage, pagination.offset),
(await database.prepare(`SELECT COUNT(*) AS total,
SUM(CASE WHEN status='ready' THEN 1 ELSE 0 END) AS ready,
SUM(CASE WHEN status='draft' THEN 1 ELSE 0 END) AS draft,
SUM(CASE WHEN predicted_json IS NOT NULL THEN 1 ELSE 0 END) AS predicted
FROM calculation_calibration_cases`)).get()
]);
return {
revisions: revisions.map((revision) => ({
...revision,
stages: stages.filter((stage) => stage.revision_id === revision.id),
profiles: profiles.filter((profile) => profile.revision_id === revision.id)
})),
attributes,
calibrationCases,
calibrationSummary,
pagination,
search
};
};
export const actions: Actions = {
saveRevision: async ({ cookies, request }) => {
const operator = await requirePermission(await getSessionUser(cookies), 'data.manage');
const form = await request.formData();
const id = clean(form.get('id'));
const name = clean(form.get('name'));
const notes = clean(form.get('notes')).slice(0, 4000);
const stageInputs = parseArray<StageInput>(form.get('stagesJson')).map((stage) => ({
stageKey: clean(stage.stageKey),
label: clean(stage.label),
operator: clean(stage.operator),
displayOrder: Number(stage.displayOrder),
lockedPosition: clean(stage.lockedPosition) || null
}));
const profileInputs = parseArray<ProfileInput>(form.get('profilesJson')).map((profile) => ({
statAttributeId: clean(profile.statAttributeId),
stageKey: clean(profile.stageKey),
weight: Number(profile.weight),
softCap: optionalNumber(profile.softCap),
hardCap: optionalNumber(profile.hardCap),
curveType: clean(profile.curveType) || 'none',
curveParameter: optionalNumber(profile.curveParameter),
weaponCategory: clean(profile.weaponCategory) || '*'
}));
if (name.length < 3 || name.length > 120) return fail(400, { revisionError: 'Revision names must be 3–120 characters.' });
if (stageInputs.length < 2 || stageInputs.length > 30
|| new Set(stageInputs.map((stage) => stage.stageKey)).size !== stageInputs.length
|| new Set(stageInputs.map((stage) => stage.displayOrder)).size !== stageInputs.length
|| stageInputs.some((stage) => !stage.stageKey || stage.label.length < 2 || !operators.has(stage.operator)
|| !Number.isInteger(stage.displayOrder) || stage.displayOrder < 1
|| (stage.lockedPosition !== null && !['first', 'last'].includes(stage.lockedPosition)))) {
return fail(400, { revisionError: 'Every calculation stage requires a unique key, order, label, and supported operator.' });
}
const ordered = [...stageInputs].sort((left, right) => left.displayOrder - right.displayOrder);
if (ordered[0].operator !== 'base_damage' || ordered[0].lockedPosition !== 'first'
|| ordered.at(-1)?.operator !== 'firing_cycle' || ordered.at(-1)?.lockedPosition !== 'last') {
return fail(400, { revisionError: 'Base damage must remain first and the firing cycle must remain last.' });
}
const stageKeys = new Set(stageInputs.map((stage) => stage.stageKey));
if (profileInputs.length > 2000 || profileInputs.some((profile) =>
!profile.statAttributeId || !stageKeys.has(profile.stageKey) || !Number.isFinite(profile.weight)
|| profile.weight < -100 || profile.weight > 100
|| Number.isNaN(profile.softCap) || Number.isNaN(profile.hardCap) || Number.isNaN(profile.curveParameter)
|| (profile.softCap !== null && profile.softCap < 0)
|| (profile.hardCap !== null && profile.hardCap < 0)
|| (profile.softCap !== null && profile.hardCap !== null && profile.hardCap < profile.softCap)
|| !curves.has(profile.curveType)
)) return fail(400, { revisionError: 'One or more Attribute calculation profiles are invalid.' });
const database = await getDatabase();
const attributeIds = [...new Set(profileInputs.map((profile) => profile.statAttributeId))];
if (attributeIds.length) {
const count = Number((await (await database.prepare(
`SELECT COUNT(*) AS count FROM stat_attributes WHERE active=1 AND id IN (${attributeIds.map(() => '?').join(',')})`
)).get(...attributeIds))?.count ?? 0);
if (count !== attributeIds.length) return fail(400, { revisionError: 'One or more calculation Attributes are unavailable.' });
}
const existing = id ? await (await database.prepare('SELECT * FROM calculation_revisions WHERE id=?')).get(id) : null;
if (id && !existing) return fail(404, { revisionError: 'That calculation revision no longer exists.' });
if (existing?.status !== 'draft') return fail(409, { revisionError: 'Active and retired revisions are immutable. Create a new draft.' });
const revisionId = id || clean(form.get('_proposedEntityId')) || randomUUID();
const before = id ? await revisionSnapshot(database, revisionId) : null;
const now = new Date().toISOString();
await database.exec('BEGIN');
try {
if (id) {
await (await database.prepare('UPDATE calculation_revisions SET name=?,notes=? WHERE id=?'))
.run(name, notes || null, revisionId);
} else {
const version = Number((await (await database.prepare('SELECT COALESCE(MAX(version),0)+1 AS version FROM calculation_revisions')).get())?.version ?? 1);
const basedOn = clean(form.get('basedOnRevisionId')) || null;
await (await database.prepare(`INSERT INTO calculation_revisions
(id,version,name,status,notes,based_on_revision_id,created_by,created_at)
VALUES(?,?,?,'draft',?,?,?,?)`))
.run(revisionId, version, name, notes || null, basedOn, operator.id, now);
}
await (await database.prepare('DELETE FROM calculation_stages WHERE revision_id=?')).run(revisionId);
for (const stage of ordered) {
await (await database.prepare(`INSERT INTO calculation_stages
(id,revision_id,stage_key,label,operator,display_order,locked_position) VALUES(?,?,?,?,?,?,?)`))
.run(randomUUID(), revisionId, stage.stageKey, stage.label, stage.operator, stage.displayOrder, stage.lockedPosition);
}
await (await database.prepare('DELETE FROM attribute_calculation_profiles WHERE revision_id=?')).run(revisionId);
for (const profile of profileInputs) {
await (await database.prepare(`INSERT INTO attribute_calculation_profiles
(id,revision_id,stat_attribute_id,stage_key,weight,soft_cap,hard_cap,curve_type,curve_parameter,weapon_category)
VALUES(?,?,?,?,?,?,?,?,?,?)`)).run(
randomUUID(), revisionId, profile.statAttributeId, profile.stageKey, profile.weight,
profile.softCap, profile.hardCap, profile.curveType, profile.curveParameter, profile.weaponCategory
);
}
await database.exec('COMMIT');
} catch (error) {
await database.exec('ROLLBACK');
throw error;
}
await recordIsacAudit({
actorId: operator.id,
category: 'calculation_configuration',
action: id ? 'calculation_revision.updated' : 'calculation_revision.created',
entityId: revisionId,
before,
after: await revisionSnapshot(database, revisionId)
});
return { revisionSaved: true, revisionMode: id ? 'edit' : 'add', resultToken: randomUUID() };
},
publishRevision: async ({ cookies, request }) => {
const operator = await requirePermission(await getSessionUser(cookies), 'calculation.publish');
const form = await request.formData();
const id = clean(form.get('id'));
if (form.get('confirmation') !== 'activate-current-rules') {
return fail(400, { publishError: 'Confirm that all saved builds will use this revision.' });
}
const database = await getDatabase();
const candidate = await (await database.prepare("SELECT * FROM calculation_revisions WHERE id=? AND status='draft'")).get(id);
if (!candidate) return fail(404, { publishError: 'That draft revision is no longer available.' });
const before = {
active: await (await database.prepare("SELECT * FROM calculation_revisions WHERE status='active'")).get() ?? null,
candidate: await revisionSnapshot(database, id)
};
const now = new Date().toISOString();
await database.exec('BEGIN');
try {
await (await database.prepare("UPDATE calculation_revisions SET status='retired' WHERE status='active'")).run();
await (await database.prepare(`UPDATE calculation_revisions SET status='active',published_by=?,published_at=? WHERE id=?`))
.run(operator.id, now, id);
await database.exec('COMMIT');
} catch (error) {
await database.exec('ROLLBACK');
throw error;
}
await recordIsacAudit({
actorId: operator.id,
category: 'calculation_configuration',
action: 'calculation_revision.published',
entityId: id,
before,
after: { active: await revisionSnapshot(database, id) }
});
return { revisionPublished: true, resultToken: randomUUID() };
},
saveCalibration: async ({ cookies, request }) => {
const operator = await requirePermission(await getSessionUser(cookies), 'data.manage');
const form = await request.formData();
const id = clean(form.get('id'));
const name = clean(form.get('name'));
const status = clean(form.get('status')) || 'draft';
const snapshotText = String(form.get('loadoutSnapshot') ?? '').trim();
let snapshot: unknown;
try { snapshot = JSON.parse(snapshotText); } catch { return fail(400, { calibrationError: 'The loadout snapshot is not valid JSON.' }); }
const migrated = migrateLoadoutDraft(snapshot);
if (!migrated) return fail(400, { calibrationError: 'The loadout snapshot is not a recognized SHD.build loadout.' });
const observed = {
bodyHit: optionalNumber(form.get('bodyHit')),
criticalBodyHit: optionalNumber(form.get('criticalBodyHit')),
headshot: optionalNumber(form.get('headshot')),
criticalHeadshot: optionalNumber(form.get('criticalHeadshot')),
magazineSeconds: optionalNumber(form.get('magazineSeconds')),
reloadSeconds: optionalNumber(form.get('reloadSeconds')),
encounterDps: optionalNumber(form.get('encounterDps'))
};
if (name.length < 3 || name.length > 120 || !['draft', 'ready'].includes(status)) {
return fail(400, { calibrationError: 'Calibration cases require a 3–120 character name and valid state.' });
}
if (Object.values(observed).some((value) => Number.isNaN(value) || (value !== null && value < 0))
|| (observed.magazineSeconds !== null && observed.magazineSeconds <= 0)
|| (observed.reloadSeconds !== null && observed.reloadSeconds <= 0)) {
return fail(400, { calibrationError: 'Observed values must be valid non-negative measurements.' });
}
const core = [observed.bodyHit, observed.criticalBodyHit, observed.headshot, observed.criticalHeadshot, observed.magazineSeconds, observed.reloadSeconds];
if (status === 'ready' && core.some((value) => value === null)) {
return fail(400, { calibrationError: 'Ready cases require the four hit values, magazine time, and reload time.' });
}
const database = await getDatabase();
const caseId = id || clean(form.get('_proposedEntityId')) || randomUUID();
const before = id ? await (await database.prepare('SELECT * FROM calculation_calibration_cases WHERE id=?')).get(id) ?? null : null;
if (id && !before) return fail(404, { calibrationError: 'That calibration case no longer exists.' });
const now = new Date().toISOString();
const values = [
name, status, JSON.stringify(migrated), Number(form.get('selectedWeapon') ?? 0),
clean(form.get('gameVersion')) || null, clean(form.get('observedAt')) || null,
clean(form.get('notes')).slice(0, 4000) || null,
observed.bodyHit, observed.criticalBodyHit, observed.headshot, observed.criticalHeadshot,
observed.magazineSeconds, observed.reloadSeconds, observed.encounterDps,
clean(form.get('predictedJson')) || null
];
if (id) {
await (await database.prepare(`UPDATE calculation_calibration_cases SET
name=?,status=?,loadout_snapshot_json=?,selected_weapon=?,game_version=?,observed_at=?,notes=?,
body_hit=?,critical_body_hit=?,headshot=?,critical_headshot=?,magazine_seconds=?,reload_seconds=?,
encounter_dps=?,predicted_json=?,updated_at=? WHERE id=?`)).run(...values, now, caseId);
} else {
const activeRevision = await (await database.prepare("SELECT id FROM calculation_revisions WHERE status='active'")).get();
await (await database.prepare(`INSERT INTO calculation_calibration_cases
(id,name,status,loadout_snapshot_json,selected_weapon,game_version,observed_at,notes,
body_hit,critical_body_hit,headshot,critical_headshot,magazine_seconds,reload_seconds,
encounter_dps,predicted_json,calculation_revision_id,created_by,created_at,updated_at)
VALUES(?,?,?,?,?,?,?,?,?,?,?,?,?,?,?,?,?,?,?,?)`))
.run(caseId, ...values, activeRevision?.id ?? null, operator.id, now, now);
}
const after = await (await database.prepare('SELECT * FROM calculation_calibration_cases WHERE id=?')).get(caseId) ?? null;
await recordIsacAudit({
actorId: operator.id,
category: 'calculation_configuration',
action: id ? 'calibration_case.updated' : 'calibration_case.created',
entityId: caseId,
before,
after
});
return { calibrationSaved: true, calibrationMode: id ? 'edit' : 'add', resultToken: randomUUID() };
},
suggestRevision: async ({ cookies }) => {
const operator = await requirePermission(await getSessionUser(cookies), 'data.manage');
const database = await getDatabase();
const cases = await (await database.prepare(
"SELECT * FROM calculation_calibration_cases WHERE status='ready' AND predicted_json IS NOT NULL"
)).all();
if (!cases.length) return fail(409, { suggestionError: 'Add at least one ready calibration case with a prediction before requesting suggestions.' });
const ratios: number[] = [];
for (const item of cases) {
try {
const predicted = JSON.parse(String(item.predicted_json));
const observed = Number(item.body_hit);
const modeled = Number(predicted.bodyHit ?? predicted.hitValues?.normal);
if (observed > 0 && modeled > 0) ratios.push(observed / modeled);
} catch {
continue;
}
}
if (!ratios.length) return fail(409, { suggestionError: 'Ready cases do not contain compatible body-hit predictions.' });
const scale = Math.min(3, Math.max(0.25, ratios.reduce((sum, value) => sum + value, 0) / ratios.length));
const active = await (await database.prepare("SELECT * FROM calculation_revisions WHERE status='active'")).get();
if (!active) return fail(409, { suggestionError: 'No active calculation revision is available.' });
const activeSnapshot = await revisionSnapshot(database, String(active.id));
const revisionId = randomUUID();
const version = Number((await (await database.prepare('SELECT COALESCE(MAX(version),0)+1 AS version FROM calculation_revisions')).get())?.version ?? 1);
const now = new Date().toISOString();
await database.exec('BEGIN');
try {
await (await database.prepare(`INSERT INTO calculation_revisions
(id,version,name,status,notes,based_on_revision_id,created_by,created_at)
VALUES(?,?,?,'draft',?,?,?,?)`)).run(
revisionId, version, `Calibration suggestion ${version}`,
`Suggested from ${ratios.length} ready case${ratios.length === 1 ? '' : 's'}. Body-hit scale ${scale.toFixed(4)}.`,
active.id, operator.id, now
);
for (const stage of activeSnapshot.stages) {
await (await database.prepare(`INSERT INTO calculation_stages
(id,revision_id,stage_key,label,operator,display_order,locked_position) VALUES(?,?,?,?,?,?,?)`))
.run(randomUUID(), revisionId, stage.stage_key, stage.label, stage.operator, stage.display_order, stage.locked_position);
}
for (const profile of activeSnapshot.profiles) {
const shouldScale = ['flat_add', 'additive_percent', 'multiplicative_percent'].includes(
String(activeSnapshot.stages.find((stage) => stage.stage_key === profile.stage_key)?.operator)
);
await (await database.prepare(`INSERT INTO attribute_calculation_profiles
(id,revision_id,stat_attribute_id,stage_key,weight,soft_cap,hard_cap,curve_type,curve_parameter,weapon_category)
VALUES(?,?,?,?,?,?,?,?,?,?)`)).run(
randomUUID(), revisionId, profile.stat_attribute_id, profile.stage_key,
Number(profile.weight) * (shouldScale ? scale : 1), profile.soft_cap, profile.hard_cap,
profile.curve_type, profile.curve_parameter, profile.weapon_category
);
}
await database.exec('COMMIT');
} catch (error) {
await database.exec('ROLLBACK');
throw error;
}
await recordIsacAudit({
actorId: operator.id,
category: 'calculation_configuration',
action: 'calculation_revision.suggested',
entityId: revisionId,
before: { activeRevisionId: active.id, readyCases: cases.map((item) => item.id) },
after: { ...(await revisionSnapshot(database, revisionId)), suggestedScale: scale }
});
return { suggestionSaved: true, suggestedRevisionId: revisionId, resultToken: randomUUID() };
}
};
+245
View File
@@ -0,0 +1,245 @@
<script lang="ts">
import PendingForm from '$lib/components/PendingForm.svelte';
import RegistryPagination from '$lib/components/RegistryPagination.svelte';
import SearchableAssignment from '$lib/components/SearchableAssignment.svelte';
import SegmentedChoice from '$lib/components/SegmentedChoice.svelte';
import { createDraft } from '$lib/builder/loadout';
let { data, form } = $props();
type StageEditor = {
stageKey: string;
label: string;
operator: string;
displayOrder: number;
lockedPosition: string | null;
};
type ProfileEditor = {
statAttributeId: string;
stageKey: string;
weight: number | string;
softCap: number | string;
hardCap: number | string;
curveType: string;
curveParameter: number | string;
weaponCategory: string;
};
type RevisionEditor = {
id: string;
basedOnRevisionId: string;
name: string;
notes: string;
stages: StageEditor[];
profiles: ProfileEditor[];
};
type CalibrationEditor = {
id: string;
name: string;
status: string;
loadoutSnapshot: string;
selectedWeapon: string;
gameVersion: string;
observedAt: string;
notes: string;
bodyHit: number | string;
criticalBodyHit: number | string;
headshot: number | string;
criticalHeadshot: number | string;
magazineSeconds: number | string;
reloadSeconds: number | string;
encounterDps: number | string;
predictedJson: string;
};
const canPublish = $derived(data.permissions?.includes('*') || data.permissions?.includes('calculation.publish'));
const activeRevision = $derived(data.revisions.find((revision: any) => revision.status === 'active'));
const stageItems = (revision: RevisionEditor) => revision.stages.map((stage) => ({
id: stage.stageKey,
name: stage.label,
category: stage.operator.replaceAll('_', ' ').toUpperCase()
}));
const curveOptions = [
{ value: 'none', label: 'NONE' },
{ value: 'power', label: 'POWER' },
{ value: 'smoothstep', label: 'SMOOTHSTEP' }
];
const stateOptions = [{ value: 'draft', label: 'DRAFT' }, { value: 'ready', label: 'READY' }];
const weaponOptions = [{ value: '0', label: 'PRIMARY' }, { value: '1', label: 'SECONDARY' }];
const revisionFrom = (revision: any, edit = false): RevisionEditor => ({
id: edit ? String(revision?.id ?? '') : '',
basedOnRevisionId: edit ? String(revision?.based_on_revision_id ?? '') : String(revision?.id ?? ''),
name: edit ? String(revision?.name ?? '') : `Combat model ${Number(revision?.version ?? 0) + 1}`,
notes: edit ? String(revision?.notes ?? '') : `Based on revision ${revision?.version ?? 1}.`,
stages: (revision?.stages ?? []).map((stage: any) => ({
stageKey: String(stage.stage_key),
label: String(stage.label),
operator: String(stage.operator),
displayOrder: Number(stage.display_order),
lockedPosition: stage.locked_position ? String(stage.locked_position) : null
})),
profiles: (revision?.profiles ?? []).map((profile: any) => ({
statAttributeId: String(profile.stat_attribute_id),
stageKey: String(profile.stage_key),
weight: Number(profile.weight),
softCap: profile.soft_cap ?? '',
hardCap: profile.hard_cap ?? '',
curveType: String(profile.curve_type),
curveParameter: profile.curve_parameter ?? '',
weaponCategory: String(profile.weapon_category ?? '*')
}))
});
const blankCalibration = (): CalibrationEditor => ({
id: '', name: '', status: 'draft', loadoutSnapshot: JSON.stringify(createDraft(), null, 2),
selectedWeapon: '0', gameVersion: '', observedAt: '', notes: '', bodyHit: '',
criticalBodyHit: '', headshot: '', criticalHeadshot: '', magazineSeconds: '',
reloadSeconds: '', encounterDps: '', predictedJson: ''
});
const calibrationFrom = (item: any): CalibrationEditor => ({
id: String(item.id), name: String(item.name), status: String(item.status),
loadoutSnapshot: JSON.stringify(JSON.parse(String(item.loadout_snapshot_json)), null, 2),
selectedWeapon: String(item.selected_weapon), gameVersion: String(item.game_version ?? ''),
observedAt: String(item.observed_at ?? ''), notes: String(item.notes ?? ''),
bodyHit: item.body_hit ?? '', criticalBodyHit: item.critical_body_hit ?? '',
headshot: item.headshot ?? '', criticalHeadshot: item.critical_headshot ?? '',
magazineSeconds: item.magazine_seconds ?? '', reloadSeconds: item.reload_seconds ?? '',
encounterDps: item.encounter_dps ?? '', predictedJson: String(item.predicted_json ?? '')
});
let revisionEditing = $state<RevisionEditor | null>(null);
let calibrationEditing = $state<CalibrationEditor | null>(null);
let publishingId = $state('');
let publishConfirmed = $state(false);
let handledToken = $state('');
function addProfile() {
if (!revisionEditing) return;
revisionEditing.profiles = [...revisionEditing.profiles, {
statAttributeId: '', stageKey: revisionEditing.stages.find((stage) => stage.operator === 'additive_percent')?.stageKey ?? '',
weight: 1, softCap: '', hardCap: '', curveType: 'none', curveParameter: '', weaponCategory: '*'
}];
}
function moveStage(index: number, direction: -1 | 1) {
if (!revisionEditing) return;
const target = index + direction;
const stages = [...revisionEditing.stages].sort((left, right) => left.displayOrder - right.displayOrder);
if (index < 0 || target < 0 || target >= stages.length || stages[index].lockedPosition || stages[target].lockedPosition) return;
[stages[index], stages[target]] = [stages[target], stages[index]];
revisionEditing.stages = stages.map((stage, stageIndex) => ({ ...stage, displayOrder: stageIndex + 1 }));
}
$effect(() => {
const token = String(form?.resultToken ?? '');
if (!token || token === handledToken) return;
handledToken = token;
if (form?.revisionSaved) revisionEditing = form.revisionMode === 'add' ? revisionFrom(activeRevision) : null;
if (form?.calibrationSaved) calibrationEditing = form.calibrationMode === 'add' ? blankCalibration() : null;
if (form?.revisionPublished) {
publishingId = '';
publishConfirmed = false;
}
});
</script>
<svelte:head><title>Combat calculations — ISAC</title></svelte:head>
<div class="module-toolbar">
<div><p class="eyebrow">MODELED DAMAGE + EMPIRICAL CALIBRATION</p><h2>COMBAT CALCULATIONS</h2><p>Configure typed calculation stages, Attribute bindings, and field observations used by the loadout builder.</p></div>
<div class="calculation-actions"><button class="secondary" onclick={() => calibrationEditing = blankCalibration()}>ADD CALIBRATION CASE +</button><button class="primary" onclick={() => revisionEditing = revisionFrom(activeRevision)}>NEW REVISION +</button></div>
</div>
<div class="calculation-kpis">
<div><span>ACTIVE REVISION</span><b>{activeRevision ? `R${activeRevision.version}` : 'NONE'}</b><small>{activeRevision?.name ?? 'NO ACTIVE RULES'}</small></div>
<div><span>ATTRIBUTE PROFILES</span><b>{activeRevision?.profiles.length ?? 0}</b><small>TYPED BINDINGS</small></div>
<div><span>READY CASES</span><b>{Number(data.calibrationSummary?.ready ?? 0)}</b><small>{Number(data.calibrationSummary?.predicted ?? 0)} WITH PREDICTIONS</small></div>
</div>
{#if revisionEditing}
<div class="dashboard-editor calculation-revision-editor">
<div class="editor-title"><div><p class="eyebrow">{revisionEditing.id ? 'MODIFY DRAFT REVISION' : 'NEW DRAFT REVISION'}</p><h3>{revisionEditing.name || 'CALCULATION RULE SET'}</h3></div><button aria-label="Close revision editor" onclick={() => revisionEditing = null}>×</button></div>
<PendingForm action="?/saveRevision">
<input type="hidden" name="id" value={revisionEditing.id}/>
<input type="hidden" name="basedOnRevisionId" value={revisionEditing.basedOnRevisionId}/>
<input type="hidden" name="stagesJson" value={JSON.stringify(revisionEditing.stages)}/>
<input type="hidden" name="profilesJson" value={JSON.stringify(revisionEditing.profiles)}/>
<div class="calculation-revision-identity"><label class="field isac-record-name">REVISION NAME<input name="name" bind:value={revisionEditing.name} maxlength="120" required/></label><label class="field">NOTES<textarea name="notes" bind:value={revisionEditing.notes} maxlength="4000"></textarea></label></div>
<div class="selection-head"><div><span>ORDERED CALCULATION STAGES</span><small>BASE AND FIRING-CYCLE POSITIONS ARE LOCKED</small></div><b>{revisionEditing.stages.length} STAGES</b></div>
<div class="calculation-stage-list">{#each [...revisionEditing.stages].sort((left, right) => left.displayOrder - right.displayOrder) as stage, index}
<div class:locked={stage.lockedPosition}><b>{String(stage.displayOrder).padStart(2, '0')}</b><label class="field">LABEL<input bind:value={stage.label} required/></label><span>{stage.operator.replaceAll('_', ' ').toUpperCase()}</span><em>{stage.lockedPosition?.toUpperCase() ?? 'ORDERED'}</em><div class="stage-order-actions"><button type="button" class="secondary" aria-label={`Move ${stage.label} earlier`} disabled={Boolean(stage.lockedPosition) || index === 1} onclick={() => moveStage(index,-1)}>↑</button><button type="button" class="secondary" aria-label={`Move ${stage.label} later`} disabled={Boolean(stage.lockedPosition) || index === revisionEditing!.stages.length - 2} onclick={() => moveStage(index,1)}>↓</button></div>
</div>{/each}</div>
<div class="selection-head"><div><span>ATTRIBUTE CALCULATION PROFILES</span><small>WEIGHT, CAPS, AND SAFE CURVES</small></div><button type="button" class="secondary" onclick={addProfile}>ADD PROFILE +</button></div>
<div class="calculation-profile-list">{#each revisionEditing.profiles as profile, index}
<section>
<header><span>PROFILE {String(index + 1).padStart(2, '0')}</span><button type="button" class="moderation-action danger" onclick={() => revisionEditing && (revisionEditing.profiles = revisionEditing.profiles.filter((_, itemIndex) => itemIndex !== index))}>REMOVE</button></header>
<div class="field"><span>ATTRIBUTE</span><SearchableAssignment items={data.attributes} mode="single" compact fieldName={`profile-attribute-${index}`} subjectLabel="ATTRIBUTE" searchPlaceholder="Search Attributes…" bind:value={profile.statAttributeId}/></div>
<div class="field"><span>CALCULATION STAGE</span><SearchableAssignment items={stageItems(revisionEditing)} mode="single" compact fieldName={`profile-stage-${index}`} subjectLabel="STAGE" searchPlaceholder="Search stages…" bind:value={profile.stageKey}/></div>
<div class="calculation-profile-values">
<label class="field">WEIGHT<input type="number" min="-100" max="100" step="any" bind:value={profile.weight} required/></label>
<label class="field">SOFT CAP<input type="number" min="0" step="any" bind:value={profile.softCap} placeholder="NONE"/></label>
<label class="field">HARD CAP<input type="number" min="0" step="any" bind:value={profile.hardCap} placeholder="NONE"/></label>
<label class="field">CURVE PARAMETER<input type="number" min="0.01" step="any" bind:value={profile.curveParameter} disabled={profile.curveType === 'none'} placeholder="1"/></label>
</div>
<SegmentedChoice legend="CURVE" name={`profile-curve-${index}`} options={curveOptions} bind:value={profile.curveType} showIndicator={false}/>
</section>
{/each}</div>
{#if form?.revisionError}<p class="error">{form.revisionError}</p>{/if}
<div class="form-actions"><button type="button" class="secondary" onclick={() => revisionEditing = null}>CANCEL</button><button class="primary">SAVE DRAFT REVISION →</button></div>
</PendingForm>
</div>
{/if}
{#if calibrationEditing}
<div class="dashboard-editor calibration-editor">
<div class="editor-title"><div><p class="eyebrow">{calibrationEditing.id ? 'MODIFY CALIBRATION CASE' : 'NEW CALIBRATION CASE'}</p><h3>{calibrationEditing.name || 'FIELD OBSERVATION'}</h3></div><button aria-label="Close calibration editor" onclick={() => calibrationEditing = null}>×</button></div>
<PendingForm action="?/saveCalibration">
<input type="hidden" name="id" value={calibrationEditing.id}/>
<div class="calibration-identity"><label class="field isac-record-name">CASE NAME<input name="name" bind:value={calibrationEditing.name} maxlength="120" required/></label><SegmentedChoice legend="CASE STATE" name="status" options={stateOptions} bind:value={calibrationEditing.status} showIndicator={false}/><SegmentedChoice legend="MEASURED WEAPON" name="selectedWeapon" options={weaponOptions} bind:value={calibrationEditing.selectedWeapon} showIndicator={false}/><label class="field">GAME VERSION<input name="gameVersion" bind:value={calibrationEditing.gameVersion}/></label><label class="field">OBSERVED DATE<input name="observedAt" type="date" bind:value={calibrationEditing.observedAt}/></label></div>
<label class="field calibration-snapshot">LOADOUT SNAPSHOT · JSON<textarea name="loadoutSnapshot" bind:value={calibrationEditing.loadoutSnapshot} required spellcheck="false"></textarea></label>
<div class="calibration-observations">
<label class="field">BODY HIT<input name="bodyHit" type="number" min="0" step="any" bind:value={calibrationEditing.bodyHit}/></label>
<label class="field">CRITICAL BODY<input name="criticalBodyHit" type="number" min="0" step="any" bind:value={calibrationEditing.criticalBodyHit}/></label>
<label class="field">HEADSHOT<input name="headshot" type="number" min="0" step="any" bind:value={calibrationEditing.headshot}/></label>
<label class="field">CRITICAL HEADSHOT<input name="criticalHeadshot" type="number" min="0" step="any" bind:value={calibrationEditing.criticalHeadshot}/></label>
<label class="field">MAGAZINE TIME · SECONDS<input name="magazineSeconds" type="number" min="0.01" step="any" bind:value={calibrationEditing.magazineSeconds}/></label>
<label class="field">RELOAD TIME · SECONDS<input name="reloadSeconds" type="number" min="0.01" step="any" bind:value={calibrationEditing.reloadSeconds}/></label>
<label class="field">ENCOUNTER DPS · OPTIONAL<input name="encounterDps" type="number" min="0" step="any" bind:value={calibrationEditing.encounterDps}/></label>
</div>
<label class="field">NOTES<textarea name="notes" bind:value={calibrationEditing.notes} maxlength="4000"></textarea></label>
<label class="field calibration-prediction">PREDICTION SNAPSHOT · OPTIONAL JSON<textarea name="predictedJson" bind:value={calibrationEditing.predictedJson} spellcheck="false"></textarea></label>
{#if form?.calibrationError}<p class="error">{form.calibrationError}</p>{/if}
<div class="form-actions"><button type="button" class="secondary" onclick={() => calibrationEditing = null}>CANCEL</button><button class="primary">SAVE CALIBRATION CASE →</button></div>
</PendingForm>
</div>
{/if}
<div class="calculation-revision-registry">
<div class="selection-head"><div><span>CALCULATION REVISIONS</span><small>SAVED BUILDS USE THE ACTIVE REVISION</small></div><PendingForm action="?/suggestRevision">{#snippet children(pending)}<button class="secondary" disabled={pending}>{pending ? 'ANALYZING…' : 'GENERATE ASSISTED SUGGESTION'}</button>{/snippet}</PendingForm></div>
{#if form?.suggestionError}<p class="error">{form.suggestionError}</p>{/if}
{#each data.revisions as revision}
<article class:active={revision.status === 'active'}>
<header><div><span>REVISION {revision.version}</span><h3>{revision.name}</h3></div><b>{revision.status.toUpperCase()}</b></header>
<p>{revision.notes || 'No revision notes.'}</p>
<footer><span>{revision.stages.length} STAGES · {revision.profiles.length} ATTRIBUTE PROFILES</span><div>{#if revision.status === 'draft'}<button class="secondary" onclick={() => revisionEditing = revisionFrom(revision, true)}>EDIT</button>{#if canPublish}<button class="primary" onclick={() => { publishingId = revision.id; publishConfirmed = false; }}>REVIEW + ACTIVATE</button>{/if}{/if}</div></footer>
{#if publishingId === revision.id}
<div class="publish-confirmation">
<div><strong>ACTIVATE REVISION {revision.version}?</strong><span>Every saved and shared build will recalculate using these rules.</span></div>
<label><input type="checkbox" bind:checked={publishConfirmed}/> I understand this changes current builder results.</label>
<PendingForm action="?/publishRevision"><input type="hidden" name="id" value={revision.id}/><input type="hidden" name="confirmation" value="activate-current-rules"/><div><button type="button" class="secondary" onclick={() => publishingId = ''}>CANCEL</button><button class="primary" disabled={!publishConfirmed}>ACTIVATE REVISION →</button></div></PendingForm>
</div>
{/if}
</article>
{/each}
</div>
<div class="selection-head"><div><span>CALIBRATION REGISTRY</span><small>OBSERVED GAME VALUES + MODEL COMPARISON</small></div><b>{Number(data.calibrationSummary?.total ?? 0)} CASES</b></div>
<RegistryPagination pagination={data.pagination} search={data.search}/>
<div class="dashboard-table">
<div class="dashboard-row calibration-row table-heading"><span>CASE</span><span>WEAPON</span><span>OBSERVATIONS</span><span>PREDICTION</span><span>STATE</span><span></span></div>
{#each data.calibrationCases as item}
<div class="dashboard-row calibration-row"><div><strong>{item.name}</strong><small>{item.game_version || 'GAME VERSION NOT RECORDED'} · {item.creator_name}</small></div><span>{Number(item.selected_weapon) === 0 ? 'PRIMARY' : 'SECONDARY'}</span><span>{[item.body_hit,item.critical_body_hit,item.headshot,item.critical_headshot,item.magazine_seconds,item.reload_seconds].filter((value) => value !== null).length} / 6 CORE</span><span>{item.predicted_json ? 'AVAILABLE' : 'INSUFFICIENT DATA'}</span><b class:configured={item.status === 'ready'} class="state-dot">{item.status.toUpperCase()}</b><button onclick={() => calibrationEditing = calibrationFrom(item)}>EDIT →</button></div>
{/each}
</div>
<style>
.module-toolbar>div:first-child{min-width:0;padding-right:12px}.calculation-actions{flex:0 0 auto}.calculation-actions,.calculation-revision-registry article footer div{display:flex;gap:7px;align-items:center}.calculation-kpis{display:grid;grid-template-columns:repeat(3,minmax(0,1fr));gap:7px;margin-bottom:9px}.calculation-kpis>div{display:grid;gap:2px;padding:10px;border:1px solid var(--shd-border);background:var(--shd-surface)}.calculation-kpis span,.calculation-kpis small{color:var(--shd-text-muted);font-size:var(--shd-type-telemetry);font-weight:900;letter-spacing:.8px}.calculation-kpis b{color:var(--shd-orange);font-size:22px}.calculation-revision-identity,.calibration-identity{display:grid;grid-template-columns:1.2fr 1.8fr;gap:8px}.calculation-stage-list{display:grid;gap:4px}.calculation-stage-list>div{display:grid;grid-template-columns:42px minmax(220px,1fr) minmax(170px,.7fr) 90px 76px;gap:7px;align-items:center;padding:6px;border:1px solid var(--shd-border);background:#0d1011}.calculation-stage-list>div>b{color:var(--shd-orange);text-align:center}.calculation-stage-list>div>span,.calculation-stage-list>div>em{font-size:var(--shd-type-telemetry);font-weight:900;letter-spacing:.7px}.stage-order-actions{display:grid;grid-template-columns:1fr 1fr;gap:3px}.stage-order-actions button{min-width:0;height:32px;padding:0}.calculation-profile-list{display:grid;grid-template-columns:repeat(2,minmax(0,1fr));gap:7px}.calculation-profile-list>section{display:grid;gap:7px;padding:9px;border:1px solid var(--shd-border);background:#0d1011}.calculation-profile-list header{display:flex;justify-content:space-between;align-items:center}.calculation-profile-values{display:grid;grid-template-columns:repeat(4,minmax(0,1fr));gap:6px}.calibration-identity{grid-template-columns:1.4fr 1fr 1fr 1fr 1fr}.calibration-snapshot textarea{min-height:180px;font-family:var(--shd-font-mono)}.calibration-prediction textarea{min-height:90px;font-family:var(--shd-font-mono)}.calibration-observations{display:grid;grid-template-columns:repeat(4,minmax(0,1fr));gap:7px}.calculation-revision-registry{display:grid;gap:7px;margin:10px 0}.calculation-revision-registry>article{border:1px solid var(--shd-border);border-left:2px solid var(--shd-border);background:var(--shd-surface)}.calculation-revision-registry>article.active{border-left-color:var(--shd-orange)}.calculation-revision-registry article>header,.calculation-revision-registry article>footer{display:flex;justify-content:space-between;gap:8px;align-items:center;padding:9px}.calculation-revision-registry article>header{border-bottom:1px solid var(--shd-border)}.calculation-revision-registry h3,.calculation-revision-registry p{margin:0}.calculation-revision-registry article>p{padding:9px;color:var(--shd-text-muted)}.calculation-revision-registry article>footer{border-top:1px solid var(--shd-border);font-size:var(--shd-type-telemetry);font-weight:900;letter-spacing:.7px}.publish-confirmation{display:grid;grid-template-columns:1fr auto auto;gap:12px;align-items:center;padding:10px;border-top:1px solid var(--shd-orange);background:#1b160d}.publish-confirmation>div{display:grid}.publish-confirmation label{font-size:var(--shd-type-supporting)}.calibration-row{grid-template-columns:minmax(230px,1.4fr) .5fr .65fr .8fr .55fr 70px}
@media(max-width:1000px){.calculation-profile-list{grid-template-columns:1fr}.calibration-identity,.calibration-observations{grid-template-columns:repeat(2,minmax(0,1fr))}.publish-confirmation{grid-template-columns:1fr}.calibration-row{grid-template-columns:1fr .5fr .6fr}.calibration-row>*:nth-child(4),.calibration-row>*:nth-child(5){display:none}}
@media(max-width:650px){.calculation-actions{display:grid}.calculation-kpis{grid-template-columns:1fr}.calculation-revision-identity,.calibration-identity,.calibration-observations,.calculation-stage-list>div,.calculation-profile-values{grid-template-columns:1fr}.calculation-stage-list>div>b{text-align:left}.calculation-revision-registry article>header,.calculation-revision-registry article>footer{align-items:start;display:grid}.calibration-row{grid-template-columns:1fr 70px}.calibration-row>*:nth-child(2),.calibration-row>*:nth-child(3){display:none}}
</style>
@@ -10,7 +10,7 @@ import type { Actions, PageServerLoad } from './$types';
import { createNotification } from '$lib/server/notifications';
const statuses = ['pending', 'approved', 'rejected', 'failed'];
const modules = ['configuration', 'attributes', 'talents', 'brands', 'gear', 'weapons', 'weaponmods', 'gearmods', 'protocols', 'skillchips', 'specializations'];
const modules = ['configuration', 'calculations', 'attributes', 'talents', 'brands', 'gear', 'weapons', 'weaponmods', 'gearmods', 'protocols', 'skillchips', 'specializations'];
type SerializedEntry =
| { name: string; kind: 'text'; value: string }
| { name: string; kind: 'file'; value: string; fileName: string; type: string };
@@ -38,6 +38,14 @@ async function specializationProposalSnapshot(database: any, proposal: any) {
)).all(id)
};
}
if (proposal.action === 'saveCombatEffect') {
return {
record: await (await database.prepare('SELECT * FROM specialization_combat_effects WHERE id=?')).get(id) ?? null,
attachments: await (await database.prepare(
'SELECT id,node_id,rank,effect_order FROM specialization_tree_rank_combat_effects WHERE combat_effect_id=? ORDER BY node_id,rank,effect_order'
)).all(id)
};
}
if (proposal.action === 'saveFocusAbilities') {
return {
record: await (await database.prepare('SELECT * FROM specialization_focuses WHERE id=?')).get(id) ?? null,
@@ -57,6 +65,9 @@ async function specializationProposalSnapshot(database: any, proposal: any) {
)).all(id),
costs: await (await database.prepare(
'SELECT * FROM specialization_tree_rank_costs WHERE node_id=? ORDER BY rank,resource_id'
)).all(id),
combatEffects: await (await database.prepare(
'SELECT * FROM specialization_tree_rank_combat_effects WHERE node_id=? ORDER BY rank,effect_order'
)).all(id)
};
}
@@ -88,6 +99,22 @@ async function skillChipProposalSnapshot(database: any, id: string) {
};
}
async function calculationProposalSnapshot(database: any, proposal: any) {
const id = String(proposal.entity_id ?? '');
if (!id) return null;
if (proposal.action === 'saveRevision') return {
record: await (await database.prepare('SELECT * FROM calculation_revisions WHERE id=?')).get(id) ?? null,
stages: await (await database.prepare('SELECT * FROM calculation_stages WHERE revision_id=? ORDER BY display_order')).all(id),
profiles: await (await database.prepare(
'SELECT * FROM attribute_calculation_profiles WHERE revision_id=? ORDER BY stage_key,stat_attribute_id'
)).all(id)
};
if (proposal.action === 'saveCalibration') return {
record: await (await database.prepare('SELECT * FROM calculation_calibration_cases WHERE id=?')).get(id) ?? null
};
return null;
}
export const load: PageServerLoad = async ({ cookies, url }) => {
await requirePermission(await getSessionUser(cookies), 'data.approve');
const database = await getDatabase();
@@ -115,6 +142,8 @@ export const load: PageServerLoad = async ({ cookies, url }) => {
? await (await database.prepare('SELECT * FROM stat_attributes WHERE id=?')).get(String(proposal.entity_id)) ?? null
: proposal.module === 'skillchips' && proposal.entity_id
? await skillChipProposalSnapshot(database, String(proposal.entity_id))
: proposal.module === 'calculations'
? await calculationProposalSnapshot(database, proposal)
: proposal.module === 'specializations'
? await specializationProposalSnapshot(database, proposal)
: null
+2 -2
View File
@@ -20,7 +20,7 @@ export const load: PageServerLoad = async ({ cookies, url }) => {
const conditions = [
...(permissionPrefix ? [`EXISTS (
SELECT 1 FROM role_permissions rp JOIN permissions p ON p.id=rp.permission_id
WHERE rp.role_id=roles.id AND p.name LIKE ?
WHERE rp.role_id=roles.id AND (p.name LIKE ?${filter === 'data' ? " OR p.name LIKE 'calculation.%'" : ''})
)`] : []),
...(search ? ["roles.name LIKE ? ESCAPE '\\' COLLATE NOCASE"] : [])
];
@@ -29,7 +29,7 @@ export const load: PageServerLoad = async ({ cookies, url }) => {
const [summary, filtered, permissions] = await Promise.all([
(await database.prepare(`SELECT COUNT(*) AS total,
SUM(CASE WHEN EXISTS (SELECT 1 FROM role_permissions rp JOIN permissions p ON p.id=rp.permission_id WHERE rp.role_id=roles.id AND p.name LIKE 'isac.%') THEN 1 ELSE 0 END) AS isac,
SUM(CASE WHEN EXISTS (SELECT 1 FROM role_permissions rp JOIN permissions p ON p.id=rp.permission_id WHERE rp.role_id=roles.id AND p.name LIKE 'data.%') THEN 1 ELSE 0 END) AS data,
SUM(CASE WHEN EXISTS (SELECT 1 FROM role_permissions rp JOIN permissions p ON p.id=rp.permission_id WHERE rp.role_id=roles.id AND (p.name LIKE 'data.%' OR p.name LIKE 'calculation.%')) THEN 1 ELSE 0 END) AS data,
SUM(CASE WHEN EXISTS (SELECT 1 FROM role_permissions rp JOIN permissions p ON p.id=rp.permission_id WHERE rp.role_id=roles.id AND p.name LIKE 'users.%') THEN 1 ELSE 0 END) AS users,
SUM(CASE WHEN EXISTS (SELECT 1 FROM role_permissions rp JOIN permissions p ON p.id=rp.permission_id WHERE rp.role_id=roles.id AND p.name LIKE 'audit.%') THEN 1 ELSE 0 END) AS audit
,SUM(CASE WHEN EXISTS (SELECT 1 FROM role_permissions rp JOIN permissions p ON p.id=rp.permission_id WHERE rp.role_id=roles.id AND p.name LIKE 'system.%') THEN 1 ELSE 0 END) AS system
+167 -2
View File
@@ -42,10 +42,27 @@ type RankEffectInput = AbilityEffectInput & {
abilityId?: string;
};
type RankCombatModifierInput = {
statId?: string;
valuePerStack?: number | string | null;
unit?: string;
};
type RankCombatEffectInput = {
effectId?: string;
triggerCount?: number | string;
triggerWindowSeconds?: number | string;
durationSeconds?: number | string;
maxStacks?: number | string;
stacksPerTrigger?: number | string;
modifiers?: RankCombatModifierInput[];
};
type RankInput = {
rank?: number;
description?: string;
effects?: RankEffectInput[];
combatEffects?: RankCombatEffectInput[];
costs?: Record<string, number | string>;
};
@@ -103,6 +120,9 @@ async function abilitySnapshot(database: Database, id: string) {
}
async function nodeSnapshot(database: Database, id: string) {
const combatEffects = await (await database.prepare(
'SELECT * FROM specialization_tree_rank_combat_effects WHERE node_id=? ORDER BY rank,effect_order'
)).all(id);
return {
record: await auditRecord('specialization_tree_nodes', id),
ranks: await (await database.prepare(
@@ -114,10 +134,25 @@ async function nodeSnapshot(database: Database, id: string) {
costs: await (await database.prepare(
'SELECT * FROM specialization_tree_rank_costs WHERE node_id=? ORDER BY rank,resource_id'
)).all(id),
combatEffects,
combatModifiers: combatEffects.length ? await (await database.prepare(
`SELECT modifier.* FROM specialization_tree_rank_combat_modifiers modifier
JOIN specialization_tree_rank_combat_effects attachment ON attachment.id=modifier.rank_combat_effect_id
WHERE attachment.node_id=? ORDER BY attachment.rank,attachment.effect_order,modifier.modifier_order`
)).all(id) : [],
icon: await gameDataIconMetadata(database, 'specialization_node', id)
};
}
async function combatEffectSnapshot(database: Database, id: string) {
return {
record: await auditRecord('specialization_combat_effects', id),
attachments: await (await database.prepare(
'SELECT id,node_id,rank,effect_order FROM specialization_tree_rank_combat_effects WHERE combat_effect_id=? ORDER BY node_id,rank,effect_order'
)).all(id)
};
}
async function validateAttributeIds(database: Database, ids: string[]) {
const unique = [...new Set(ids.filter(Boolean))];
if (!unique.length) return true;
@@ -158,6 +193,7 @@ export const load: PageServerLoad = async ({ cookies, url }) => {
{ module: 'specializations', action: 'saveSpecialization', kind: 'specialization', fields: ['description'] },
{ module: 'specializations', action: 'saveFocus', kind: 'focus', fields: ['specializationId', 'description', 'primaryAttribute', 'displayOrder'] },
{ module: 'specializations', action: 'saveAbility', kind: 'ability', fields: ['specializationId', 'description', 'durationSeconds', 'cooldownSeconds', 'effectsJson'] },
{ module: 'specializations', action: 'saveCombatEffect', kind: 'combatEffect', fields: ['specializationId', 'descriptionTemplate'] },
{ module: 'specializations', action: 'saveNode', kind: 'node', fields: ['focusId', 'descriptionTemplate', 'rowNumber', 'columnNumber', 'maxRank', 'ranksJson'] }
]);
const pendingSpecializations = pending.filter((item) => item.kind === 'specialization')
@@ -180,7 +216,7 @@ export const load: PageServerLoad = async ({ cookies, url }) => {
const pendingOnPage = pagination.page === 1 ? pendingSpecializations.slice(0, pagination.perPage) : [];
const databaseOffset = Math.max(0, pagination.offset - pendingSpecializations.length);
const databaseLimit = Math.max(0, pagination.perPage - pendingOnPage.length);
const [specializations, focuses, abilities, abilityEffects, focusAbilities, nodes, nodeRanks, nodeEffects, nodeCosts, resources, rankProfiles, progression, attributes, chipCounts, icons, summary] = await Promise.all([
const [specializations, focuses, abilities, abilityEffects, focusAbilities, nodes, nodeRanks, nodeEffects, nodeCosts, combatEffects, nodeCombatEffects, nodeCombatModifiers, resources, rankProfiles, progression, attributes, chipCounts, icons, summary] = await Promise.all([
databaseLimit ? (await database.prepare(
`SELECT * FROM specializations ${where} ORDER BY active DESC,name COLLATE NOCASE LIMIT ? OFFSET ?`
)).all(...args, databaseLimit, databaseOffset) : [],
@@ -192,6 +228,9 @@ export const load: PageServerLoad = async ({ cookies, url }) => {
(await database.prepare('SELECT * FROM specialization_tree_node_ranks ORDER BY node_id,rank')).all(),
(await database.prepare('SELECT * FROM specialization_tree_rank_effects ORDER BY node_id,rank,effect_order')).all(),
(await database.prepare('SELECT * FROM specialization_tree_rank_costs ORDER BY node_id,rank,resource_id')).all(),
(await database.prepare('SELECT * FROM specialization_combat_effects ORDER BY specialization_id,active DESC,name COLLATE NOCASE')).all(),
(await database.prepare('SELECT * FROM specialization_tree_rank_combat_effects ORDER BY node_id,rank,effect_order')).all(),
(await database.prepare('SELECT * FROM specialization_tree_rank_combat_modifiers ORDER BY rank_combat_effect_id,modifier_order')).all(),
(await database.prepare('SELECT * FROM upgrade_resources WHERE active=1 ORDER BY resource_type,name COLLATE NOCASE')).all(),
(await database.prepare('SELECT * FROM specialization_rank_cost_profiles ORDER BY rank')).all(),
(await database.prepare("SELECT * FROM specialization_progression_config WHERE id='default'")).get(),
@@ -217,6 +256,7 @@ export const load: PageServerLoad = async ({ cookies, url }) => {
]);
const pendingFocuses = pending.filter((item) => item.kind === 'focus');
const pendingAbilities = pending.filter((item) => item.kind === 'ability');
const pendingCombatEffects = pending.filter((item) => item.kind === 'combatEffect');
const pendingNodes = pending.filter((item) => item.kind === 'node');
const iconUrl = (type: 'specialization' | 'specialization_ability' | 'specialization_node', id: string) => {
const icon = icons.find((item) => item.entity_type === type && item.entity_id === id);
@@ -275,6 +315,12 @@ export const load: PageServerLoad = async ({ cookies, url }) => {
ranks: nodeRanks.filter((rank) => rank.node_id === node.id).map((rank) => ({
...rank,
effects: nodeEffects.filter((effect) => effect.node_id === node.id && Number(effect.rank) === Number(rank.rank)),
combatEffects: nodeCombatEffects
.filter((effect) => effect.node_id === node.id && Number(effect.rank) === Number(rank.rank))
.map((effect) => ({
...effect,
modifiers: nodeCombatModifiers.filter((modifier) => modifier.rank_combat_effect_id === effect.id)
})),
costs: Object.fromEntries(nodeCosts.filter((cost) => cost.node_id === node.id && Number(cost.rank) === Number(rank.rank))
.map((cost) => [String(cost.resource_id), Number(cost.quantity)]))
})),
@@ -302,6 +348,16 @@ export const load: PageServerLoad = async ({ cookies, url }) => {
};
}),
abilities: loadedAbilities,
combatEffects: [
...pendingCombatEffects.map((item) => ({
...item,
specialization_id: item.specializationId,
description_template: item.descriptionTemplate,
active: 1,
pending: true
})),
...combatEffects
],
nodes: loadedNodes,
resources,
rankProfiles,
@@ -310,7 +366,7 @@ export const load: PageServerLoad = async ({ cookies, url }) => {
summary: {
...summary,
total: Number(summary?.total ?? 0) + pendingSpecializations.length,
pending: pending.filter((item) => ['specialization', 'focus', 'ability', 'node'].includes(item.kind)).length
pending: pending.filter((item) => ['specialization', 'focus', 'ability', 'combatEffect', 'node'].includes(item.kind)).length
},
pagination,
filter,
@@ -584,6 +640,61 @@ export const actions: Actions = {
return { abilitySaved: true, abilityMode: id ? 'edit' : 'add', resultToken: randomUUID() };
},
saveCombatEffect: async ({ request, cookies }) => {
const operator = await requirePermission(await getSessionUser(cookies), 'data.manage');
const form = await request.formData();
const id = String(form.get('id') ?? '');
const specializationId = String(form.get('specializationId') ?? '');
const name = cleanName(form.get('name'));
const descriptionTemplate = cleanName(form.get('descriptionTemplate'));
if (name.length < 2 || name.length > 100) {
return fail(400, { combatEffectError: 'Combat-effect names must be 2–100 characters.' });
}
if (descriptionTemplate.length < 3 || descriptionTemplate.length > 2400) {
return fail(400, { combatEffectError: 'The effect description template must be 3–2,400 characters.' });
}
const database = await getDatabase();
const specialization = await (await database.prepare(
'SELECT id FROM specializations WHERE id=? AND active=1'
)).get(specializationId);
if (!specialization) return fail(404, { combatEffectError: 'That active specialization no longer exists.' });
if (id) {
const existing = await (await database.prepare(
'SELECT specialization_id FROM specialization_combat_effects WHERE id=?'
)).get(id);
if (!existing) return fail(404, { combatEffectError: 'That combat effect no longer exists.' });
if (String(existing.specialization_id) !== specializationId) {
return fail(400, { combatEffectError: 'A saved combat effect cannot be moved to another specialization.' });
}
}
if (await (await database.prepare(
'SELECT id FROM specialization_combat_effects WHERE specialization_id=? AND name=? COLLATE NOCASE AND id<>?'
)).get(specializationId, name, id || 'new')) {
return fail(409, { combatEffectError: 'That combat-effect name already exists in this specialization.' });
}
const effectId = id || String(form.get('_proposedEntityId') ?? '') || randomUUID();
const before = id ? await combatEffectSnapshot(database, id) : null;
const now = new Date().toISOString();
if (id) {
await (await database.prepare(`UPDATE specialization_combat_effects
SET name=?,description_template=?,active=1,updated_at=? WHERE id=?`))
.run(name, descriptionTemplate, now, id);
} else {
await (await database.prepare(`INSERT INTO specialization_combat_effects
(id,specialization_id,name,description_template,created_at,updated_at)
VALUES(?,?,?,?,?,?)`)).run(effectId, specializationId, name, descriptionTemplate, now, now);
}
await recordIsacAudit({
actorId: operator.id,
category: 'game_data',
action: id ? 'specialization_combat_effect.updated' : 'specialization_combat_effect.created',
entityId: effectId,
before,
after: await combatEffectSnapshot(database, effectId)
});
return { combatEffectSaved: true, combatEffectMode: id ? 'edit' : 'add', resultToken: randomUUID() };
},
saveFocusAbilities: async ({ request, cookies }) => {
const operator = await requirePermission(await getSessionUser(cookies), 'data.manage');
const form = await request.formData();
@@ -647,6 +758,19 @@ export const actions: Actions = {
value: effect.value === '' || effect.value === null || effect.value === undefined ? null : Number(effect.value),
unit: cleanName(effect.unit)
})) : [],
combatEffects: Array.isArray(rank.combatEffects) ? rank.combatEffects.map((effect) => ({
effectId: String(effect.effectId ?? ''),
triggerCount: Number(effect.triggerCount),
triggerWindowSeconds: Number(effect.triggerWindowSeconds),
durationSeconds: Number(effect.durationSeconds),
maxStacks: Number(effect.maxStacks),
stacksPerTrigger: Number(effect.stacksPerTrigger ?? 1),
modifiers: Array.isArray(effect.modifiers) ? effect.modifiers.map((modifier) => ({
statId: String(modifier.statId ?? ''),
valuePerStack: Number(modifier.valuePerStack),
unit: cleanName(modifier.unit)
})) : []
})) : [],
costs: Object.fromEntries(Object.entries(rank.costs ?? {}).map(([resourceId, quantity]) => [resourceId, Number(quantity)]))
}));
if (name.length < 2 || name.length > 100) return fail(400, { nodeError: 'Node names must be 2–100 characters.' });
@@ -665,6 +789,7 @@ export const actions: Actions = {
return fail(400, { nodeError: 'Configure one ordered description for every available node rank.' });
}
const allEffects = ranks.flatMap((rank) => rank.effects);
const allCombatEffects = ranks.flatMap((rank) => rank.combatEffects);
if (allEffects.length > 36 || allEffects.some((effect) => !['Attribute', 'Ability', 'Custom'].includes(effect.type)
|| effect.label.length < 2 || effect.label.length > 100
|| (effect.value !== null && !Number.isFinite(effect.value)) || !EFFECT_UNITS.has(effect.unit)
@@ -672,6 +797,18 @@ export const actions: Actions = {
|| (effect.type === 'Ability' && !effect.abilityId))) {
return fail(400, { nodeError: 'Every rank effect requires a valid type, target, label, and optional numeric value.' });
}
if (allCombatEffects.length > 18 || allCombatEffects.some((effect) =>
!effect.effectId
|| !Number.isInteger(effect.triggerCount) || effect.triggerCount < 1 || effect.triggerCount > 1000
|| !Number.isFinite(effect.triggerWindowSeconds) || effect.triggerWindowSeconds <= 0 || effect.triggerWindowSeconds > 3600
|| !Number.isFinite(effect.durationSeconds) || effect.durationSeconds <= 0 || effect.durationSeconds > 86400
|| !Number.isInteger(effect.maxStacks) || effect.maxStacks < 1 || effect.maxStacks > 1000
|| !Number.isInteger(effect.stacksPerTrigger) || effect.stacksPerTrigger < 1 || effect.stacksPerTrigger > effect.maxStacks
|| effect.modifiers.length < 1 || effect.modifiers.length > 12
|| effect.modifiers.some((modifier) => !modifier.statId || !Number.isFinite(modifier.valuePerStack) || !EFFECT_UNITS.has(modifier.unit))
)) {
return fail(400, { nodeError: 'Every conditional effect requires a valid trigger, stack lifecycle, and at least one Attribute modifier.' });
}
const rankOneCosts = ranks[0]?.costs ?? {};
if (Object.values(rankOneCosts).some((quantity) => !Number.isInteger(quantity) || quantity !== 0)) {
return fail(400, { nodeError: 'Rank 1 cannot require Electronics Components.' });
@@ -713,9 +850,22 @@ export const actions: Actions = {
if (!await validateAttributeIds(database, allEffects.map((effect) => effect.statId))) {
return fail(400, { nodeError: 'One or more effect Attributes are unavailable.' });
}
if (!await validateAttributeIds(database, allCombatEffects.flatMap((effect) => effect.modifiers.map((modifier) => modifier.statId)))) {
return fail(400, { nodeError: 'One or more conditional-effect Attributes are unavailable.' });
}
if (!await validateAbilityIds(database, String(focus.specialization_id), allEffects.map((effect) => effect.abilityId))) {
return fail(400, { nodeError: 'One or more effect abilities are unavailable for this specialization.' });
}
const combatEffectIds = [...new Set(allCombatEffects.map((effect) => effect.effectId))];
if (combatEffectIds.length) {
const count = Number((await (await database.prepare(
`SELECT COUNT(*) AS count FROM specialization_combat_effects
WHERE active=1 AND specialization_id=? AND id IN (${combatEffectIds.map(() => '?').join(',')})`
)).get(String(focus.specialization_id), ...combatEffectIds))?.count ?? 0);
if (count !== combatEffectIds.length) {
return fail(400, { nodeError: 'One or more conditional effects are unavailable for this specialization.' });
}
}
if (await (await database.prepare(
'SELECT id FROM specialization_tree_nodes WHERE focus_id=? AND name=? COLLATE NOCASE AND id<>?'
)).get(focusId, name, id || 'new')) return fail(409, { nodeError: 'That node name already exists in this focus.' });
@@ -755,6 +905,21 @@ export const actions: Actions = {
.run(randomUUID(), nodeId, rank.rank, index + 1, effect.type, effect.statId || null,
effect.abilityId || null, effect.label, effect.value, effect.unit || null);
}
for (const [index, effect] of rank.combatEffects.entries()) {
const attachmentId = randomUUID();
await (await database.prepare(`INSERT INTO specialization_tree_rank_combat_effects
(id,node_id,rank,combat_effect_id,effect_order,trigger_type,trigger_count,trigger_window_seconds,
duration_seconds,max_stacks,stacks_per_trigger,counter_policy,refresh_policy,expiry_policy)
VALUES(?,?,?,?,?,'enemy_hits_within_window',?,?,?,?,?,'reset_on_proc','refresh_on_stack_gain','clear_all')`))
.run(attachmentId, nodeId, rank.rank, effect.effectId, index + 1, effect.triggerCount,
effect.triggerWindowSeconds, effect.durationSeconds, effect.maxStacks, effect.stacksPerTrigger);
for (const [modifierIndex, modifier] of effect.modifiers.entries()) {
await (await database.prepare(`INSERT INTO specialization_tree_rank_combat_modifiers
(id,rank_combat_effect_id,modifier_order,stat_attribute_id,value_per_stack,unit)
VALUES(?,?,?,?,?,?)`))
.run(randomUUID(), attachmentId, modifierIndex + 1, modifier.statId, modifier.valuePerStack, modifier.unit || null);
}
}
for (const [resourceId, quantity] of Object.entries(rank.costs)) {
if (Number(quantity) > 0) {
await (await database.prepare(`INSERT INTO specialization_tree_rank_costs
@@ -32,10 +32,32 @@
active: number;
iconUrl?: string;
};
type CombatEffectEditor = {
id: string;
specializationId: string;
name: string;
descriptionTemplate: string;
active: number;
};
type RankCombatModifier = {
statId: string;
valuePerStack: number | string;
unit: string;
};
type RankCombatEffect = {
effectId: string;
triggerCount: number | string;
triggerWindowSeconds: number | string;
durationSeconds: number | string;
maxStacks: number | string;
stacksPerTrigger: number | string;
modifiers: RankCombatModifier[];
};
type RankEditor = {
rank: number;
description: string;
effects: StructuredEffect[];
combatEffects: RankCombatEffect[];
costs: Record<string, number | string>;
};
type NodeEditor = {
@@ -57,6 +79,13 @@
{ value: 'Engineering', label: 'ENGINEERING', icon: 'engineering' as const, iconOnly: true }
];
const rankOptions = [1, 2, 3].map((rank) => ({ value: String(rank), label: `RANK ${rank}` }));
const unitOptions = [
{ value: '', label: 'NONE' },
{ value: '%', label: '%' },
{ value: 's', label: 'SECONDS' },
{ value: 'Shots', label: 'SHOTS' },
{ value: 'm', label: 'METERS' }
];
const blankEffect = (): StructuredEffect => ({ type: 'Custom', statId: '', abilityId: '', label: '', value: '', unit: '' });
const blankSpecialization = (): SpecializationEditor => ({ id: '', name: '', description: '', active: 1, iconUrl: '' });
const blankFocus = (specializationId = ''): FocusEditor => ({
@@ -65,10 +94,19 @@
const blankAbility = (specializationId = ''): AbilityEditor => ({
id: '', specializationId, name: '', description: '', durationSeconds: '', cooldownSeconds: '', effects: [], active: 1, iconUrl: ''
});
const blankCombatEffect = (specializationId = ''): CombatEffectEditor => ({
id: '', specializationId, name: '', descriptionTemplate: '', active: 1
});
const blankCombatModifier = (): RankCombatModifier => ({ statId: '', valuePerStack: '', unit: '%' });
const blankRankCombatEffect = (): RankCombatEffect => ({
effectId: '', triggerCount: 1, triggerWindowSeconds: 1, durationSeconds: 10,
maxStacks: 1, stacksPerTrigger: 1, modifiers: [blankCombatModifier()]
});
const blankRank = (rank: number): RankEditor => ({
rank,
description: '',
effects: [],
combatEffects: [],
costs: rank === 2
? { 'resource-electronics-alpha': 0, 'resource-electronics-beta': 0, 'resource-electronics-gamma': 0 }
: rank === 3 ? { 'resource-electronics-omega': 1 } : {}
@@ -89,6 +127,7 @@
let specializationEditing = $state<SpecializationEditor | null>(null);
let focusEditing = $state<FocusEditor | null>(null);
let abilityEditing = $state<AbilityEditor | null>(null);
let combatEffectEditing = $state<CombatEffectEditor | null>(null);
let nodeEditing = $state<NodeEditor | null>(null);
let progressionEditing = $state(false);
let configuringAbilities = $state(false);
@@ -101,11 +140,15 @@
const specializationById = (id: string) => data.specializations.find((item: any) => item.id === id);
const focusById = (id: string) => data.focuses.find((item: any) => item.id === id);
const abilityById = (id: string) => data.abilities.find((item: any) => item.id === id);
const combatEffectById = (id: string) => data.combatEffects.find((item: any) => item.id === id);
const abilityChipCount = (ability: any) => Number(ability?.skillChipCount ?? 0);
const focusList = (specializationId: string) => data.focuses.filter((focus: any) => focus.specialization_id === specializationId);
const abilityList = (specializationId: string) => data.abilities.filter((ability: any) =>
ability.specialization_id === specializationId && Number(ability.active) === 1
);
const combatEffectList = (specializationId: string) => data.combatEffects.filter((effect: any) =>
effect.specialization_id === specializationId && Number(effect.active) === 1
);
const nodesForFocus = (focusId: string) => data.nodes.filter((node: any) => node.focus_id === focusId);
const activeNodesForFocus = (focusId: string) => nodesForFocus(focusId).filter((node: any) => Number(node.active) === 1);
const archivedNodesForFocus = (focusId: string) => nodesForFocus(focusId).filter((node: any) => Number(node.active) === 0);
@@ -139,6 +182,7 @@
: String(focuses[0]?.id ?? '');
configuringAbilities = false;
nodeEditing = null;
combatEffectEditing = null;
};
const selectFocus = (id: string) => {
selectedFocusId = id;
@@ -176,6 +220,17 @@
iconUrl: item.iconUrl ?? ''
};
specializationEditing = focusEditing = nodeEditing = null;
combatEffectEditing = null;
};
const editCombatEffect = (item: any) => {
combatEffectEditing = {
id: item.id,
specializationId: item.specialization_id,
name: item.name,
descriptionTemplate: item.description_template,
active: Number(item.active)
};
specializationEditing = focusEditing = abilityEditing = nodeEditing = null;
};
const editNode = (item: any) => {
nodeEditing = {
@@ -190,6 +245,19 @@
rank: Number(rank.rank),
description: rank.description,
effects: (rank.effects ?? []).map(normalizedEffect),
combatEffects: (rank.combatEffects ?? []).map((effect: any) => ({
effectId: String(effect.combat_effect_id ?? effect.effectId ?? ''),
triggerCount: effect.trigger_count ?? effect.triggerCount ?? 1,
triggerWindowSeconds: effect.trigger_window_seconds ?? effect.triggerWindowSeconds ?? 1,
durationSeconds: effect.duration_seconds ?? effect.durationSeconds ?? 10,
maxStacks: effect.max_stacks ?? effect.maxStacks ?? 1,
stacksPerTrigger: effect.stacks_per_trigger ?? effect.stacksPerTrigger ?? 1,
modifiers: (effect.modifiers ?? []).map((modifier: any) => ({
statId: String(modifier.stat_attribute_id ?? modifier.statId ?? ''),
valuePerStack: modifier.value_per_stack ?? modifier.valuePerStack ?? '',
unit: String(modifier.unit ?? '%')
}))
})),
costs: { ...(rank.costs ?? {}) }
})),
active: Number(item.active),
@@ -205,6 +273,19 @@
nodeEditing?.ranks[index] ?? blankRank(index + 1)
);
};
const addRankCombatEffect = (rank: RankEditor) => {
rank.combatEffects = [...rank.combatEffects, blankRankCombatEffect()];
};
const removeRankCombatEffect = (rank: RankEditor, index: number) => {
rank.combatEffects = rank.combatEffects.filter((_, itemIndex) => itemIndex !== index);
};
const addCombatModifier = (effect: RankCombatEffect) => {
effect.modifiers = [...effect.modifiers, blankCombatModifier()];
};
const removeCombatModifier = (effect: RankCombatEffect, index: number) => {
if (effect.modifiers.length <= 1) return;
effect.modifiers = effect.modifiers.filter((_, itemIndex) => itemIndex !== index);
};
const openAbilityConfiguration = () => {
if (!selectedFocus) return;
abilitySlots = [...(selectedFocus.abilityIds ?? ['', '', ''])];
@@ -244,6 +325,9 @@
iconResetToken = token;
} else abilityEditing = null;
}
if (form?.combatEffectSaved) {
combatEffectEditing = form.combatEffectMode === 'add' ? blankCombatEffect(selectedSpecializationId) : null;
}
if (form?.focusAbilitiesSaved) configuringAbilities = false;
if (form?.nodeSaved) {
if (form.nodeMode === 'add') {
@@ -394,6 +478,27 @@
</div>
{/if}
{#if combatEffectEditing}
<div class="dashboard-editor specialization-combat-effect-editor">
<div class="editor-title"><div><p class="eyebrow">{combatEffectEditing.id ? 'MODIFY COMBAT EFFECT' : 'NEW COMBAT EFFECT'}</p><h3>{combatEffectEditing.id ? combatEffectEditing.name : 'SHARED EFFECT DEFINITION'}</h3></div><button aria-label="Close combat effect editor" onclick={() => combatEffectEditing = null}>×</button></div>
<PendingForm action="?/saveCombatEffect">
<input type="hidden" name="id" value={combatEffectEditing.id}/>
{#if combatEffectEditing.id}
<input type="hidden" name="specializationId" value={combatEffectEditing.specializationId}/>
{:else}
<div class="field"><span>SPECIALIZATION</span><SearchableAssignment items={data.specializations} mode="single" compact fieldName="specializationId" subjectLabel="SPECIALIZATION" searchPlaceholder="Search specializations…" bind:value={combatEffectEditing.specializationId}/></div>
{/if}
<div class="form-grid combat-effect-definition-grid">
<label class="field isac-record-name">NAME<input name="name" bind:value={combatEffectEditing.name} maxlength="100" required placeholder="Relentless"/></label>
<label class="field combat-effect-template">DESCRIPTION TEMPLATE<textarea name="descriptionTemplate" bind:value={combatEffectEditing.descriptionTemplate} maxlength="2400" required placeholder={'Grants {1} Weapon Damage and {2} Critical Damage for {duration} seconds, up to {maxStacks} stacks.'}></textarea></label>
</div>
<p class="configuration-note">Use {`{triggerCount}`}, {`{triggerWindow}`}, {`{duration}`}, {`{maxStacks}`}, and {`{1}`}, {`{2}`} for ordered Attribute modifiers. Trigger and stack values are configured on each tree rank that grants this effect.</p>
{#if form?.combatEffectError}<p class="error">{form.combatEffectError}</p>{/if}
<div class="form-actions"><button type="button" class="secondary" onclick={() => combatEffectEditing = null}>CANCEL</button><button class="primary">SAVE COMBAT EFFECT →</button></div>
</PendingForm>
</div>
{/if}
{#if nodeEditing}
<div class="dashboard-editor specialization-node-editor">
<div class="editor-title"><div><p class="eyebrow">{nodeEditing.id ? 'MODIFY TREE NODE' : 'NEW TREE NODE'}</p><h3>{nodeEditing.id ? nodeEditing.name : 'UPGRADE DEFINITION'}</h3></div><button aria-label="Close tree node editor" onclick={() => nodeEditing = null}>×</button></div>
@@ -426,6 +531,34 @@
</header>
<label class="field">RANK {rank.rank} DESCRIPTION<textarea bind:value={rank.description} maxlength="2400" required placeholder={`Describe the complete Rank ${rank.rank} effect.`}></textarea></label>
<StructuredEffectEditor bind:effects={rank.effects} attributes={data.attributes} abilities={abilityList(String(focusById(nodeEditing.focusId)?.specialization_id ?? ''))} idPrefix={`node-rank-${rank.rank}`} addLabel={`ADD RANK ${rank.rank} EFFECT`}/>
<div class="rank-combat-effects">
<div class="selection-head"><div><span>CONDITIONAL + STACKING EFFECTS</span><small>BUILDER-CONTROLLABLE COMBAT MODEL</small></div><button type="button" class="secondary" onclick={() => addRankCombatEffect(rank)}>ADD CONDITIONAL EFFECT +</button></div>
{#each rank.combatEffects as combatEffect, combatIndex}
<section class="rank-combat-effect">
<header><div><span>EFFECT {combatIndex + 1}</span><small>{combatEffectById(combatEffect.effectId)?.name ?? 'SELECT SHARED EFFECT'}</small></div><button type="button" class="moderation-action danger" onclick={() => removeRankCombatEffect(rank, combatIndex)}>REMOVE</button></header>
<div class="field"><span>SHARED EFFECT</span><SearchableAssignment items={combatEffectList(String(focusById(nodeEditing.focusId)?.specialization_id ?? ''))} mode="single" compact fieldName={`rank-${rank.rank}-combat-${combatIndex}`} subjectLabel="COMBAT EFFECT" searchPlaceholder="Search shared effects…" bind:value={combatEffect.effectId}/></div>
<div class="combat-trigger-grid">
<label class="field">ENEMY HITS<input type="number" min="1" max="1000" step="1" bind:value={combatEffect.triggerCount} required/></label>
<label class="field">WITHIN · SECONDS<input type="number" min="0.01" max="3600" step="any" bind:value={combatEffect.triggerWindowSeconds} required/></label>
<label class="field">BUFF DURATION · SECONDS<input type="number" min="0.01" max="86400" step="any" bind:value={combatEffect.durationSeconds} required/></label>
<label class="field">MAX STACKS<input type="number" min="1" max="1000" step="1" bind:value={combatEffect.maxStacks} required/></label>
<label class="field">STACKS PER TRIGGER<input type="number" min="1" max={Number(combatEffect.maxStacks) || 1} step="1" bind:value={combatEffect.stacksPerTrigger} required/></label>
</div>
<div class="combat-lifecycle-facts"><span>COUNTER <b>RESETS AFTER PROC</b></span><span>STACK GAIN <b>REFRESHES TIMER</b></span><span>EXPIRY <b>CLEARS ALL STACKS</b></span></div>
<div class="combat-modifier-list">
{#each combatEffect.modifiers as modifier, modifierIndex}
<div>
<div class="field"><span>ATTRIBUTE PER STACK</span><SearchableAssignment items={data.attributes} mode="single" compact fieldName={`rank-${rank.rank}-combat-${combatIndex}-modifier-${modifierIndex}`} subjectLabel="ATTRIBUTE" searchPlaceholder="Search Attributes…" bind:value={modifier.statId}/></div>
<label class="field">VALUE PER STACK<input type="number" step="any" bind:value={modifier.valuePerStack} required/></label>
<SegmentedChoice legend="UNIT" name={`rank-${rank.rank}-combat-${combatIndex}-modifier-${modifierIndex}-unit`} options={unitOptions} columns={5} bind:value={modifier.unit} showIndicator={false}/>
<button type="button" class="moderation-action danger" disabled={combatEffect.modifiers.length <= 1} onclick={() => removeCombatModifier(combatEffect, modifierIndex)}>REMOVE</button>
</div>
{/each}
<button type="button" class="secondary" onclick={() => addCombatModifier(combatEffect)}>ADD ATTRIBUTE MODIFIER +</button>
</div>
</section>
{/each}
</div>
{#if rank.rank === 2}
<fieldset class="specialization-component-costs specialized">
<legend>RANK 2 ELECTRONICS COMPONENTS · ONE OR MORE TYPES</legend>
@@ -484,6 +617,7 @@
<div class="specialization-workbench-actions specialization-mutation">
<button class="secondary" onclick={() => editSpecialization(selectedSpecialization)}>EDIT SPECIALIZATION</button>
<button class="secondary" onclick={() => { focusEditing = blankFocus(selectedSpecialization.id); specializationEditing = abilityEditing = nodeEditing = null; }}>ADD FOCUS +</button>
<button class="secondary" onclick={() => { combatEffectEditing = blankCombatEffect(selectedSpecialization.id); specializationEditing = focusEditing = abilityEditing = nodeEditing = null; }}>ADD COMBAT EFFECT +</button>
<button class="primary" onclick={() => { abilityEditing = blankAbility(selectedSpecialization.id); specializationEditing = focusEditing = nodeEditing = null; }}>ADD ABILITY +</button>
</div>
</header>
@@ -574,6 +708,22 @@
{/each}
</div>
</details>
<details class="specialization-record-drawer">
<summary>
<span>SHARED COMBAT EFFECT REGISTRY</span>
<b>{combatEffectList(selectedSpecialization.id).length} RECORDS</b>
</summary>
<div>
{#each data.combatEffects.filter((effect: any) => effect.specialization_id === selectedSpecialization.id) as effect}
<article class:archived={Number(effect.active) === 0}>
<div><strong>{effect.name}</strong><small>{effect.pending ? 'PENDING OVERSIGHT' : Number(effect.active) === 1 ? 'AVAILABLE TO FOCUS TREE RANKS' : 'ARCHIVED EFFECT'}</small><p>{effect.description_template}</p></div>
{#if !effect.pending}<button class="secondary specialization-mutation" onclick={() => editCombatEffect(effect)}>EDIT →</button>{/if}
</article>
{:else}
<p>No shared combat effects are registered for this specialization.</p>
{/each}
</div>
</details>
<div class="specialization-tree-console">
<header>