feat: add source-owned combat mechanic programs
This commit is contained in:
@@ -6,57 +6,73 @@
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import ItemIcon from '$lib/components/ItemIcon.svelte';
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import RegistryInlineEditor from '$lib/components/RegistryInlineEditor.svelte';
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import SortableColumnHeader from '$lib/components/SortableColumnHeader.svelte';
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import SearchableAssignment from '$lib/components/SearchableAssignment.svelte';
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import SegmentedChoice from '$lib/components/SegmentedChoice.svelte';
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import MechanicProgramEditor from '$lib/components/isac/MechanicProgramEditor.svelte';
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import type { ConditionalMechanicDraftV1 } from '$lib/calculations/mechanic-editor';
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let { data, form } = $props();
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type Effect = { statId: string; valueI: string; valueII: string };
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const categoryOptions = ['Weapon Talent 1', 'Weapon Talent 2', 'Backpack', 'Body Armor'].map((value) => ({ value, label: value }));
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let talent = $state<any>(null), trigger = $state<any>(null), uptime = $state(false);
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let talent = $state<any>(null);
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let handledResultToken = $state('');
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let iconResetToken = $state(0);
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const blankTalent = () => ({ id: '', name: '', iconUrl: '', category: 'Weapon Talent 1', cooldown_seconds: '', duration_seconds: '', max_stacks: '', descriptionTemplate: '', tierIDescription: '', tierIIDescription: '', triggerIds: [], effects: [{ statId: '', valueI: '', valueII: '' }] });
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const blankRule = (): ConditionalMechanicDraftV1 => ({
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version: 1,
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simulationReadiness: 'captured_only',
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scenarioInputs: [],
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pools: [],
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clauses: [{
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key: 'primary',
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label: 'Primary',
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event: 'weapon_hit',
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if: { kind: 'true' },
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reducer: { kind: 'none' },
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mutations: [],
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outcomes: [{
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key: 'effect-1',
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label: 'Effect 1',
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phase: 'while_active',
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kind: 'attribute_modifier',
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scope: 'equipped_weapon',
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attributeId: '',
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basis: 'flat',
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perStack: true,
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descriptionSlot: 1,
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variants: { I: { value: 0 }, II: { value: 0 } }
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}]
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}]
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});
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const blankTalent = () => ({ id: '', name: '', iconUrl: '', category: 'Weapon Talent 1', descriptionTemplate: '', tierIDescription: '', tierIIDescription: '', conditionalRule: blankRule() });
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const editTalent = (row: any) => {
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const tier = (name: string) => row.tiers.find((item: any) => item.tier === name) ?? { description: '', triggerIds: [], effects: [] };
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const tier = (name: string) => row.tiers.find((item: any) => item.tier === name) ?? { description: '', effects: [] };
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const one = tier('I'), two = tier('II');
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const statIds = [...new Set([...one.effects, ...two.effects].map((effect: any) => String(effect.stat_attribute_id)))];
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talent = {
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...row,
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cooldown_seconds: row.cooldown_seconds ?? '',
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duration_seconds: row.duration_seconds ?? '',
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max_stacks: row.max_stacks ?? '',
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descriptionTemplate: row.descriptionTemplate || one.description,
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tierIDescription: one.description,
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tierIIDescription: two.description,
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triggerIds: [...new Set([...one.triggerIds, ...two.triggerIds])],
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effects: statIds.map((statId) => ({
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statId,
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valueI: String(one.effects.find((effect: any) => String(effect.stat_attribute_id) === statId)?.value ?? ''),
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valueII: String(two.effects.find((effect: any) => String(effect.stat_attribute_id) === statId)?.value ?? '')
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}))
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conditionalRule: row.conditionalRule ?? blankRule()
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};
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};
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const blankTrigger = () => { uptime = false; trigger = { id: '', name: '', description: '', min_uptime: '', max_uptime: '' }; };
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const editTrigger = (row: any) => { uptime = Number(row.supports_uptime) === 1; trigger = { ...row }; };
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const toggleTrigger = (id: string, checked: boolean) => talent.triggerIds = checked ? [...talent.triggerIds, id] : talent.triggerIds.filter((value: string) => value !== id);
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const addEffect = () => talent.effects = [...talent.effects, { statId: '', valueI: '', valueII: '' }];
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const removeEffect = (index: number) => talent.effects = talent.effects.filter((_: Effect, row: number) => row !== index);
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const configured = (tiers: Array<{ tier: unknown }>, name: string) => tiers.some((item) => item.tier === name);
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const tierDescription = (tiers: Array<{ tier: unknown; description?: unknown }>, name: string) => {
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const description = tiers.find((item) => item.tier === name)?.description;
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return typeof description === 'string' && description.trim() ? description : 'NOT CONFIGURED';
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};
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const displayValue = (effect: Effect, tier: 'I' | 'II') => {
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const stat = data.stats.find((item) => item.id === effect.statId);
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const value = tier === 'I' ? effect.valueI : effect.valueII;
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const displayValue = (effect: any, tier: 'I' | 'II') => {
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const stat = data.stats.find((item) => item.id === effect.attributeId);
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const value = effect.variants?.[tier]?.value ?? '';
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const unit = stat?.unit === 'flat' ? '' : stat?.unit ?? '';
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return unit === 'Shots' ? `${value} ${unit}` : `${value}${unit}`;
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};
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const mechanicValue = (value: string | number, singular: string) => `${value} ${Number(value) === 1 ? singular : `${singular}s`}`;
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const cooldownLine = (value: unknown) => value === null || value === undefined || value === '' ? '' : `Talent Cooldown: ${mechanicValue(value as string | number, 'second')}`;
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const preview = (tier: 'I' | 'II') => talent.descriptionTemplate.replace(/\{(\d+|duration|max_stacks)\}/g, (placeholder: string, expression: string) => {
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if (expression === 'duration') return talent.duration_seconds === '' ? placeholder : mechanicValue(talent.duration_seconds, 'second');
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if (expression === 'max_stacks') return talent.max_stacks === '' ? placeholder : mechanicValue(talent.max_stacks, 'stack');
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const effect = talent.effects[Number(expression) - 1];
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const duration = talent.conditionalRule.pools.find((pool: any) => pool.expiresAfterSeconds)?.expiresAfterSeconds;
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const maxStacks = talent.conditionalRule.pools.length ? Math.max(...talent.conditionalRule.pools.map((pool: any) => pool.max ?? 1)) : null;
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if (expression === 'duration') return duration == null ? placeholder : mechanicValue(duration, 'second');
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if (expression === 'max_stacks') return maxStacks == null ? placeholder : mechanicValue(maxStacks, 'stack');
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const effect = talent.conditionalRule.clauses
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.flatMap((clause: any) => clause.outcomes)
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.find((outcome: any) => outcome.descriptionSlot === Number(expression));
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return effect ? displayValue(effect, tier) : placeholder;
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});
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$effect(() => {
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@@ -66,35 +82,28 @@
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if (form.talentMode === 'add') iconResetToken += 1;
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talent = form.talentMode === 'add' ? blankTalent() : null;
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}
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if (form.triggerSaved) {
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if (form.triggerMode === 'add') blankTrigger();
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else trigger = null;
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}
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});
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</script>
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<svelte:head><title>Talents — SHD.build admin</title></svelte:head>
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<div class="module-toolbar"><div><p class="eyebrow">TALENT REGISTRY</p><h2>TALENTS</h2><p>Shared behavior with tier-specific values, reusable triggers, and attribute effects.</p></div><div><button class="secondary" onclick={blankTrigger}>ADD TRIGGER +</button><button class="primary" onclick={() => talent = blankTalent()}>ADD TALENT +</button></div></div>
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<div class="module-toolbar"><div><p class="eyebrow">TALENT REGISTRY</p><h2>TALENTS</h2><p>Tier-specific Talent values and source-owned combat mechanics.</p></div><div><a class="secondary" href="/isac/mechanic-reference">MECHANIC REFERENCE →</a><button class="primary" onclick={() => talent = blankTalent()}>ADD TALENT +</button></div></div>
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<KpiFilters className="talent-kpis" active={data.filter} items={[{value:'',label:'TALENTS',count:data.summary.total,description:'Show all definitions'},{value:'slot1',label:'TOP / TALENT 1',count:data.summary.slot1,description:'First-slot weapon talents'},{value:'slot2',label:'BOTTOM / TALENT 2',count:data.summary.slot2,description:'Second-slot weapon talents'},{value:'exotic',label:'EXOTIC',count:data.summary.exotic,description:'Exotic-only talents'},{value:'backpack',label:'BACKPACK',count:data.summary.backpack,description:'Backpack talents'},{value:'body-armor',label:'BODY ARMOR',count:data.summary.bodyArmor,description:'Body armor talents'}]}/>
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{#if trigger}
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<div class="dashboard-editor"><div class="editor-title"><div><p class="eyebrow">{trigger.id ? 'MODIFY TRIGGER' : 'NEW TRIGGER'}</p><h3>{trigger.id ? trigger.name : 'TRIGGER DEFINITION'}</h3></div><button aria-label="Close trigger editor" onclick={() => trigger = null}>×</button></div><PendingForm action="?/saveTrigger"><input type="hidden" name="id" value={trigger.id}/><div class="form-grid"><label class="field">NAME<input name="name" bind:value={trigger.name} required/></label><label class="field">DESCRIPTION<textarea name="description" bind:value={trigger.description} required></textarea></label><label class="field uptime-field"><span><input name="supportsUptime" type="checkbox" bind:checked={uptime}/> ENABLE THEORETICAL UPTIME</span><div><input name="minUptime" type="number" min="0" max="100" bind:value={trigger.min_uptime} disabled={!uptime} placeholder="MIN %"/><input name="maxUptime" type="number" min="0" max="100" bind:value={trigger.max_uptime} disabled={!uptime} placeholder="MAX %"/></div></label><p class="script-note"><b>CALCULATION SCRIPT</b><span>Reserved for the future calculation engine</span></p></div>{#if form?.triggerError}<p class="error">{form.triggerError}</p>{/if}<div class="form-actions"><button type="button" class="secondary" onclick={() => trigger = null}>CANCEL</button><button class="primary">SAVE TRIGGER →</button></div></PendingForm></div>
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{/if}
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{#snippet talentEditor()}
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{#if talent}
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<div class="dashboard-editor">
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<div class="editor-title"><div><p class="eyebrow">{talent.id ? 'MODIFY TALENT' : 'NEW TALENT'}</p><h3>{talent.id ? talent.name : 'TALENT DEFINITION'}</h3></div><button aria-label="Close talent editor" onclick={() => talent = null}>×</button></div>
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<PendingForm action="?/saveTalent" enctype="multipart/form-data">
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<input type="hidden" name="id" value={talent.id}/><input type="hidden" name="effects" value={JSON.stringify(talent.effects)}/>
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<input type="hidden" name="id" value={talent.id}/><input type="hidden" name="conditionalRule" value={JSON.stringify(talent.conditionalRule)}/>
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<div class="talent-icon-identity"><IconUploadField currentUrl={talent.iconUrl} label="TALENT ICON" resetToken={iconResetToken}/><div class="talent-identity"><label class="field">NAME<input name="name" bind:value={talent.name} required/></label><SegmentedChoice legend="CATEGORY / SLOT" name="category" options={categoryOptions} bind:value={talent.category} required/></div></div>
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<div class="talent-mechanics-grid"><label class="field">COOLDOWN · SECONDS<input name="cooldownSeconds" type="number" min="0.01" step="any" bind:value={talent.cooldown_seconds} placeholder="NOT DEFINED"/></label><label class="field">DURATION · SECONDS<input name="durationSeconds" type="number" min="0.01" step="any" bind:value={talent.duration_seconds} placeholder="NOT DEFINED"/></label><label class="field">MAX STACKS<input name="maxStacks" type="number" min="1" step="1" bind:value={talent.max_stacks} placeholder="NOT DEFINED"/></label></div>
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<label class="field template-field">SHARED DESCRIPTION TEMPLATE<textarea name="descriptionTemplate" bind:value={talent.descriptionTemplate} placeholder={'Hitting an enemy {1} times grants +{2} for {duration}...'} required></textarea><small>Use {'{1}'}, {'{2}'}, and so on for effect values. Use {'{duration}'} and {'{max_stacks}'} for defined mechanics. Cooldown is displayed separately.</small></label>
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<div class="tier-preview"><div><span>TIER I PREVIEW</span><p>{preview('I') || 'Description preview'}</p></div><div><span>TIER II PREVIEW</span><p>{preview('II') || 'Description preview'}</p></div></div>
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<p class="label">SHARED ACTIVATION TRIGGERS</p>
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<div class="trigger-list shared-trigger-list">{#each data.triggers.filter((item) => Number(item.active) === 1) as item}<div class:pending-reference={item.pending}><label><input name="triggerIds" type="checkbox" value={item.id} checked={talent.triggerIds.includes(String(item.id))} onchange={(event) => toggleTrigger(String(item.id), event.currentTarget.checked)}/> <span>{item.name}</span></label>{#if item.pending}<b class="pending-reference-label">PENDING · {item.proposerName}</b>{:else}<button type="button" onclick={() => editTrigger(item)}>EDIT</button>{/if}</div>{/each}</div>
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<div class="effects-head"><p class="label">SHARED ATTRIBUTE EFFECTS · TIER VALUES</p><button type="button" onclick={addEffect}>ADD EFFECT +</button></div>
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<div class="shared-effects"><div class="shared-effect effect-heading"><span>ATTRIBUTE</span><span>TIER I VALUE</span><span>TIER II VALUE</span><span></span></div>{#each talent.effects as effect, index}<div class="shared-effect"><SearchableAssignment items={data.stats} mode="single" compact subjectLabel="ATTRIBUTE" searchPlaceholder="Search attributes…" bind:value={effect.statId}/><input type="number" step="any" bind:value={effect.valueI} placeholder="TIER I" required/><input type="number" step="any" bind:value={effect.valueII} placeholder="TIER II" required/><button type="button" aria-label={`Remove effect ${index + 1}`} onclick={() => removeEffect(index)}>×</button></div>{/each}</div>
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<MechanicProgramEditor
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attributes={data.stats}
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valueColumns={[{key:'tierI',variantKey:'I',label:'TIER I'},{key:'tierII',variantKey:'II',label:'TIER II'}]}
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idPrefix={`talent-${talent.id || 'new'}`}
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bind:rule={talent.conditionalRule}
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/>
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{#if form?.talentError}<p class="error">{form.talentError}</p>{/if}
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<div class="form-actions"><button type="button" class="secondary" onclick={() => talent = null}>CANCEL</button><button class="primary">SAVE TALENT →</button></div>
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</PendingForm>
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@@ -107,4 +116,4 @@
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{/if}
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<RegistryPagination pagination={data.pagination} search={data.search}/>
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<div class="dashboard-table talent-dashboard-table"><div class="dashboard-row talent-row table-heading"><SortableColumnHeader label="TALENT" column="name" sort={data.sort}/><SortableColumnHeader label="CATEGORY" column="category" sort={data.sort}/><SortableColumnHeader label="TIER I EFFECT" column="tier1" sort={data.sort}/><SortableColumnHeader label="TIER II EFFECT" column="tier2" sort={data.sort}/><SortableColumnHeader label="STATE" column="state" sort={data.sort} defaultDirection="desc"/><span></span></div>{#each data.talents as item}<div class="dashboard-row talent-row" class:pending-record={item.pending} class:registry-row-editing={String(talent?.id ?? '') === String(item.id)}><div class="registry-icon-identity"><ItemIcon src={item.iconUrl} alt=""/><div><strong>{item.name}</strong><small>{item.pending ? `PROPOSED BY ${item.proposerName}` : item.category === 'Exotic Weapon' ? `OWNED BY ${item.ownerWeaponName ?? 'UNASSIGNED WEAPON'}` : 'Tiered talent'}</small>{#if cooldownLine(item.cooldown_seconds)}<small class="talent-cooldown">{cooldownLine(item.cooldown_seconds)}</small>{/if}</div></div><span>{item.category}</span><p class="talent-description" class:unconfigured={!configured(item.tiers, 'I')}>{tierDescription(item.tiers, 'I')}</p><p class="talent-description" class:unconfigured={!configured(item.tiers, 'II')}>{tierDescription(item.tiers, 'II')}</p><b class:pending={item.pending} class="state-dot">{item.pending ? 'PENDING' : 'ACTIVE'}</b>{#if item.pending}<span></span>{:else if item.category === 'Exotic Weapon'}{#if item.ownerWeaponId}<a class="row-action" href={`/isac/weapons?weapon=${item.ownerWeaponId}`}>EDIT WEAPON</a>{:else}<span></span>{/if}{:else}<button aria-expanded={String(talent?.id ?? '') === String(item.id)} aria-controls={`talent-editor-${item.id}`} onclick={() => editTalent(item)}>EDIT</button>{/if}</div>{#if String(talent?.id ?? '') === String(item.id)}<RegistryInlineEditor id={`talent-editor-${item.id}`} label={`Edit ${item.name}`}>{@render talentEditor()}</RegistryInlineEditor>{/if}{/each}</div>
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<div class="dashboard-table talent-dashboard-table"><div class="dashboard-row talent-row table-heading"><SortableColumnHeader label="TALENT" column="name" sort={data.sort}/><SortableColumnHeader label="CATEGORY" column="category" sort={data.sort}/><SortableColumnHeader label="TIER I EFFECT" column="tier1" sort={data.sort}/><SortableColumnHeader label="TIER II EFFECT" column="tier2" sort={data.sort}/><SortableColumnHeader label="STATE" column="state" sort={data.sort} defaultDirection="desc"/><span></span></div>{#each data.talents as item}<div class="dashboard-row talent-row" class:pending-record={item.pending} class:registry-row-editing={String(talent?.id ?? '') === String(item.id)}><div class="registry-icon-identity"><ItemIcon src={item.iconUrl} alt=""/><div><strong>{item.name}</strong><small>{item.pending ? `PROPOSED BY ${item.proposerName}` : item.category === 'Exotic Weapon' ? `OWNED BY ${item.ownerWeaponName ?? 'UNASSIGNED WEAPON'}` : 'Tiered talent'}</small>{#if cooldownLine(item.cooldown_seconds)}<small class="talent-cooldown">{cooldownLine(item.cooldown_seconds)}</small>{/if}</div></div><span>{item.category}</span><p class="talent-description" class:unconfigured={!configured(item.tiers, 'I')}>{tierDescription(item.tiers, 'I')}</p><p class="talent-description" class:unconfigured={!configured(item.tiers, 'II')}>{tierDescription(item.tiers, 'II')}</p><b class:pending={item.pending} class="state-dot">{item.pending ? 'PENDING' : item.conditionalRule?.clauses?.length ? 'MODELED' : 'CONFIG REQUIRED'}</b>{#if item.pending}<span></span>{:else if item.category === 'Exotic Weapon'}{#if item.ownerWeaponId}<a class="row-action" href={`/isac/weapons?weapon=${item.ownerWeaponId}`}>EDIT WEAPON</a>{:else}<span></span>{/if}{:else}<button aria-expanded={String(talent?.id ?? '') === String(item.id)} aria-controls={`talent-editor-${item.id}`} onclick={() => editTalent(item)}>EDIT</button>{/if}</div>{#if String(talent?.id ?? '') === String(item.id)}<RegistryInlineEditor id={`talent-editor-${item.id}`} label={`Edit ${item.name}`}>{@render talentEditor()}</RegistryInlineEditor>{/if}{/each}</div>
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