Adding skills & isac talent updates

This commit is contained in:
jb
2026-07-29 20:56:22 -04:00
parent f1b473ffa8
commit 65a4987cad
68 changed files with 5486 additions and 569 deletions
+12 -7
View File
@@ -413,7 +413,8 @@
summary: selectedFocus
? `${selectedFocus.primary_attribute} · ${selectedSpecializationPoints} / ${data.specializationProgression.availablePoints} POINTS`
: 'ROOT CHOICE · DEFINES ALL THREE ABILITIES',
iconUrl: selectedFocus?.specialization.iconUrl
iconUrl: selectedFocus?.specialization.iconUrl,
issue: !selectedFocus ? 'REQUIRED FOR CALCULATION' : selectedFocus.abilities.length !== 3 ? 'ABILITY DATA INCOMPLETE' : undefined
});
const abilityCells = $derived.by((): MatrixCell[] => [0, 1, 2].map((index) => {
const ability = selectedFocus?.abilities[index];
@@ -425,7 +426,8 @@
name: ability?.name ?? 'NOT ASSIGNED',
meta: ability?.attack?.damage_type ?? '',
summary: chipNames.length ? chipNames.join(' · ') : `${configuredChips.length} / 3 SKILL CHIPS`,
iconUrl: ability?.iconUrl
iconUrl: ability?.iconUrl,
issue: !ability ? 'ABILITY NOT CONFIGURED' : configuredChips.length < 3 ? `${3 - configuredChips.length} CHIP${configuredChips.length === 2 ? '' : 'S'} REQUIRED` : undefined
};
}));
const weaponCells = $derived.by((): MatrixCell[] => draft.weapons.map((selection, index) => {
@@ -438,7 +440,8 @@
name: item?.name ?? 'EMPTY SLOT',
meta: item?.category ?? '',
summary: item ? details || `T${selection.tier} · ${unitValue(selection.damage, '')} DAMAGE` : 'SELECT WEAPON',
iconUrl: weaponIcon(item?.category)
iconUrl: weaponIcon(item?.category),
issue: item ? undefined : 'REQUIRED FOR CALCULATION'
};
}));
const gearCells = $derived.by((): MatrixCell[] => gearSlots.map((slot) => {
@@ -455,7 +458,8 @@
name: item?.name ?? 'EMPTY SLOT',
meta: item ? `T${item.tier}` : '',
summary: item ? details || `T${item.tier} · LEVEL ${selection.level}` : 'SELECT GEAR',
iconUrl: gearIcon(slot)
iconUrl: gearIcon(slot),
issue: item ? undefined : 'REQUIRED FOR CALCULATION'
};
}));
const protocolCell = $derived<MatrixCell>({
@@ -466,7 +470,8 @@
summary: protocolItem()
? `LEVEL ${draft.protocol.level} · ${draft.protocol.talentUpgrades} / 5 TALENT UPGRADES`
: 'SELECT ONE PROTOCOL',
iconUrl: protocolItem()?.iconUrl
iconUrl: protocolItem()?.iconUrl,
issue: protocolItem() ? undefined : 'REQUIRED FOR CALCULATION'
});
const loadoutConfigured = $derived(Boolean(
selectedFocus
@@ -764,8 +769,8 @@
<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="builder-combat-results"><SkillCalculationResult result={skillCombatResult} abilityNames={skillAbilityNames}/></div>
<div class="builder-combat-results">{#each combatResults as result}<WeaponCalculationResult {result} resolverHint="Use the warning markers in the loadout matrix."/>{/each}</div>
<div class="builder-combat-results"><SkillCalculationResult result={skillCombatResult} abilityNames={skillAbilityNames} resolverHint="Open the marked doctrine or ability cell."/></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>