feat: expand ISAC content modeling
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@@ -3,7 +3,7 @@ import { CONDITIONAL_MECHANIC_OUTCOME_CAPABILITIES } from '$lib/calculations/mec
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import { MECHANIC_COMBAT_REFERENCE_REGISTRY } from '$lib/calculations/mechanic';
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import type { AiMechanicAttribute } from './mechanic-authoring-context';
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export const AI_MECHANIC_PROMPT_VERSION = 7;
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export const AI_MECHANIC_PROMPT_VERSION = 10;
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const mechanicsGrammar = {
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version: 1,
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@@ -40,7 +40,14 @@ const mechanicsGrammar = {
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},
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clause: {
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required: ['key', 'event', 'if', 'reducer', 'mutations', 'outcomes'],
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optional: ['label', 'recipeKey', 'cooldownSeconds', 'weight'],
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optional: [
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'label',
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'recipeKey',
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'cooldownSeconds',
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'weight',
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'procChancePercent',
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'requiresAssignedAbilityActive',
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],
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},
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predicateKinds: ['true', 'exists', 'compare', 'all', 'any', 'not'],
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compareOperators: ['eq', 'ne', 'gt', 'gte', 'lt', 'lte'],
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@@ -63,6 +70,8 @@ const mechanicsGrammar = {
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'derive',
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'clear',
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'transfer',
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'extend_duration',
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'start_cooldown_on_max',
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],
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entitySelectors: ['agent', 'event_actor', 'event_target', 'event_field'],
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valueReferences: [
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@@ -70,6 +79,7 @@ const mechanicsGrammar = {
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'scenario',
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'combat',
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'equipment',
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'assigned_ability',
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'attribute',
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'reducer',
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'pool',
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@@ -97,6 +107,7 @@ const mechanicsGrammar = {
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},
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},
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{ ref: { source: 'equipment', path: 'protocolTalentUpgrades' } },
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{ ref: { source: 'assigned_ability', path: 'remainingDurationSeconds' } },
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{
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ref: {
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source: 'attribute',
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@@ -200,6 +211,16 @@ const mechanicsGrammar = {
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value: 'all',
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clearSource: true,
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},
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{
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kind: 'extend_duration',
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target: 'assigned_ability',
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seconds: 0.3,
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},
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{
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kind: 'start_cooldown_on_max',
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stackPool: 'extension-stacks',
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cooldownPool: 'extension-cooldown',
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},
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],
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outcome: CONDITIONAL_MECHANIC_OUTCOME_CAPABILITIES,
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continuousRestorationOutcomeShape: {
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@@ -232,6 +253,83 @@ const mechanicsGrammar = {
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},
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},
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},
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probabilityOutcomeShape: {
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key: 'recover-ammo',
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label: 'Recover Ammo',
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phase: 'after_event',
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kind: 'restoration',
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scope: 'self',
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basis: 'flat',
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resource: 'ammo',
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probabilityPercent: 29,
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variants: {
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'replace-with-each-required-variant-key': { value: 1 },
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},
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},
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aimedCriticalAreaDamageShape: {
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version: 1,
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simulationReadiness: 'ready',
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scenarioInputs: [],
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pools: [],
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clauses: [
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{
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key: 'aimed-critical-explosion',
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label: 'Aimed critical hit explosion',
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event: 'weapon_hit',
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if: {
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kind: 'all',
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predicates: [
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{ kind: 'exists', value: { source: 'event', path: 'targetId' } },
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{
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kind: 'compare',
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left: { source: 'event', path: 'values.critical' },
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operator: 'eq',
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right: true,
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},
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{
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kind: 'compare',
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left: { source: 'event', path: 'values.aiming' },
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operator: 'eq',
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right: true,
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},
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],
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},
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reducer: { kind: 'none' },
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mutations: [],
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outcomes: [
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{
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key: 'critical-explosion-damage',
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label: 'Critical explosion damage',
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phase: 'after_event',
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kind: 'direct_damage',
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scope: 'target',
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basis: 'flat',
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targeting: {
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kind: 'event_target_area',
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center: 'event_target',
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validTargets: 'enemies',
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radiusMeters: 5,
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},
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variants: {
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'replace-with-each-required-variant-key': {
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value: 2000,
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expression: {
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op: 'multiply',
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left: 20,
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right: {
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ref: {
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source: 'attribute',
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attributeId: 'replace-with-an-exact-catalog-attribute-id',
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},
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},
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},
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},
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},
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},
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],
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},
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],
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},
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preciseTraumaShape: {
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version: 1,
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simulationReadiness: 'ready',
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@@ -453,9 +551,16 @@ export function buildAiMechanicAuthoringInput(input: {
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'A target-scoped pool owns an independent value and expiry timer for each entity. Bind hit-created target state with entity:{kind:"event_target"}; do not collapse different enemies into one Agent-scoped pool.',
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'Writing a target-scoped pool refreshes only that target entity timer. An on_exit outcome runs when that entity expires and uses the entity previous state for stack bands and perStack multiplication, even though the stored pool value has already reset.',
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'When an outcome value is exactly a live Attribute amount, use the Attribute reference directly as the variant expression. Divide by 100 only when a displayed percentage is being used as a multiplier.',
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'A weapon_hit may compare values.aiming with true only when the wording requires aiming down sights at hit resolution. Missing aiming evidence does not match; do not replace it with a scenario assumption.',
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'An explosion centered on the hit target uses target-scoped direct_damage with targeting kind event_target_area, center event_target, validTargets enemies, and the stated positive radiusMeters. The runtime applies one equal damage emission to each authoritative valid enemy at or inside the radius. Do not use legacy within_radius metadata for explosion damage.',
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'Precise Trauma is representable as one target-scoped stack pool with a one-second expiry: body shots add one stack, headshots add two, and one on_exit direct-damage outcome uses the expiring target previous stack count. This models the stated one-second debuff without inventing generic repeated target ticks.',
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'OS Protocol upgrade scaling may use equipment.protocolTalentUpgrades only when allowProtocolUpgradeScaling is true.',
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'Assigned-ability scope may be used only when allowAssignedAbility is true.',
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'When allowAssignedAbility is true, a kill or assist that must occur while the source item\'s assigned ability is active uses enemy_killed or assist with {source:"event",path:"values.assignedAbilityActive"} compared to true. This field is optional on the event; a missing value does not match.',
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'When allowAssignedAbility is true, requiresAssignedAbilityActive gates a clause on the runtime assigned-ability state. skill_deployed and signature_ability_deployed may supply values.assignedAbilityDurationSeconds to begin that state. At an exact expiry timestamp, the ability expires before a later clause can extend it.',
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'procChancePercent is a clause-level independent percentage roll after its predicate and cooldown checks but before the reducer, mutations, and outcomes. Use it when a successful proc changes state. probabilityPercent is an outcome-level independent percentage roll for one outcome only.',
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'Custom simulation uses a reproducible seeded random stream. Maximum Potential resolves every nonzero chance as successful. Never use clause weight as a proc chance.',
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'extend_duration may target only assigned_ability and does nothing while the ability is inactive. start_cooldown_on_max starts a configured expiring Agent cooldown pool only when a mutation in the same clause transitions its capped stack pool to its maximum.',
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'If cadence is not stated, ask rather than assuming a one-second interval.',
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'If wording contains separate actions such as restoration on a periodic snapshot and a health cost on every shot, represent them as separate clauses.',
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'A pool with expiresAfterSeconds refreshes the shared expiry for every current stack whenever any mutation writes that pool. Use it for mechanics where gaining a stack refreshes the duration of the full stack pool.',
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