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
+30 -50
View File
@@ -7,10 +7,7 @@
import KpiFilters from '$lib/components/KpiFilters.svelte';
import GameIcon from '$lib/components/GameIcon.svelte';
import type { GameIconName } from '$lib/game-icons';
import IconUploadField from '$lib/components/IconUploadField.svelte';
import SegmentedChoice from '$lib/components/SegmentedChoice.svelte';
import MechanicProgramEditor from '$lib/components/isac/MechanicProgramEditor.svelte';
import type { ConditionalMechanicDraftV1 } from '$lib/calculations/mechanic-editor';
import { WEAPON_CATEGORIES } from '$lib/weapons/category-bonuses';
import {
excludedTierZeroWeaponModSlot,
@@ -26,16 +23,10 @@
const iconName = (value: string): GameIconName => value.toLowerCase() as GameIconName;
const damageTypeOptions = damageTypes.map((value) => ({ value, label: value, icon: iconName(value), iconOnly: true }));
const blankTier = (tier: number) => ({ tier, damage_min: 0, damage_max: 0 });
const blankConditionalRule = (): ConditionalMechanicDraftV1 => ({
version:1,simulationReadiness:'captured_only',scenarioInputs:[],pools:[],
clauses:[{key:'primary',label:'Primary',event:'weapon_hit',if:{kind:'true'},reducer:{kind:'none'},mutations:[],outcomes:[{key:'effect-1',label:'Effect 1',phase:'while_active',kind:'attribute_modifier',scope:'equipped_weapon',attributeId:'',basis:'flat',perStack:true,descriptionSlot:1,variants:{I:{value:0},II:{value:0}}}]}]
});
const blankExoticTalent = () => ({ id: '', name: '', iconUrl: '', descriptionTemplate: '', conditionalRule: blankConditionalRule() });
const blank = () => ({ id: '', name: '', category: 'AR', is_exotic: 0, native_tier: '0', damage_type: 'Pierce', rpm: 0, magazine: 0, reload_speed: 0, accuracy: 0, stability: 0, exotic_talent_id: '', exoticTalent: blankExoticTalent(), active: 1, tiers: [blankTier(0), blankTier(1), blankTier(2)], modSlots: [0,1,2].map((tier) => ({ tier, slots: [] })), sharedModSlots: [], t0ExcludedSlot: '', talent1Ids: [], talent2Ids: [], augmentEffects: [{ stat_attribute_id: '', value: 0, sort_order: 1 }] });
const blank = () => ({ id: '', name: '', category: 'AR', is_exotic: 0, native_tier: '0', damage_type: 'Pierce', rpm: 0, magazine: 0, reload_speed: 0, accuracy: 0, stability: 0, exotic_talent_id: '', active: 1, tiers: [blankTier(0), blankTier(1), blankTier(2)], modSlots: [0,1,2].map((tier) => ({ tier, slots: [] })), sharedModSlots: [], t0ExcludedSlot: '', talent1Ids: [], talent2Ids: [], augmentEffects: [{ stat_attribute_id: '', value: 0, sort_order: 1 }] });
let editing = $state<any | null>(null);
let bonusEditing = $state<any | null>(null);
let handledResultToken = $state('');
let iconResetToken = $state(0);
let openedRequestedWeapon = $state(false);
const edit = (weapon: any) => {
const tiers = [0, 1, 2].map((tier) => {
@@ -44,7 +35,7 @@
});
const modSlots = [0,1,2].map((tier) => ({ tier, slots: [...(weapon.modSlots?.find((row: any) => Number(row.tier) === tier)?.slots ?? [])] }));
const sharedSlots = sharedWeaponModSlots(modSlots);
editing = { ...weapon, native_tier: String(weapon.native_tier), tiers, modSlots, sharedModSlots: sharedSlots, t0ExcludedSlot: excludedTierZeroWeaponModSlot(sharedSlots, modSlots), talent1Ids: [...weapon.talent1Ids], talent2Ids: [...weapon.talent2Ids], augmentEffects: weapon.augmentEffects.map((effect: any) => ({ ...effect })), exoticTalent: weapon.exoticTalent ? { ...weapon.exoticTalent, conditionalRule: weapon.exoticTalent.conditionalRule ?? blankConditionalRule() } : blankExoticTalent() };
editing = { ...weapon, native_tier: String(weapon.native_tier), tiers, modSlots, sharedModSlots: sharedSlots, t0ExcludedSlot: excludedTierZeroWeaponModSlot(sharedSlots, modSlots), talent1Ids: [...weapon.talent1Ids], talent2Ids: [...weapon.talent2Ids], augmentEffects: weapon.augmentEffects.map((effect: any) => ({ ...effect })) };
bonusEditing = null;
};
const editBonusProfile = (profile: any) => {
@@ -70,25 +61,20 @@
const setExotic = (isExotic: boolean) => {
if (!editing) return;
editing.is_exotic = isExotic ? 1 : 0;
if (isExotic && !editing.exoticTalent) editing.exoticTalent = blankExoticTalent();
if (!isExotic) editing.exotic_talent_id = '';
};
const mechanicValue = (value: string | number, singular: string) => `${value} ${Number(value) === 1 ? singular : `${singular}s`}`;
const exoticOutcomeValue = (effect: any, tier: 'I' | 'II') => {
const value = effect?.variants?.[tier]?.value;
if (value === '' || value === null || value === undefined) return '';
if (effect.kind !== 'attribute_modifier') return String(value);
const stat = data.stats.find((item) => item.id === effect.attributeId);
const unit = stat?.unit === 'flat' ? '' : stat?.unit ?? '';
return unit === 'Shots' ? `${value} ${unit}` : `${value}${unit}`;
};
const exoticPreview = (tier: 'I' | 'II') => editing.exoticTalent.descriptionTemplate.replace(/\{(\d+|duration|max_stacks)\}/g, (placeholder: string, expression: string) => {
const duration = editing.exoticTalent.conditionalRule.pools.find((pool: any) => pool.expiresAfterSeconds)?.expiresAfterSeconds;
const maxStacks = editing.exoticTalent.conditionalRule.pools.length ? Math.max(...editing.exoticTalent.conditionalRule.pools.map((pool: any) => pool.max ?? 1)) : null;
if (expression === 'duration') return duration == null ? placeholder : mechanicValue(duration, 'second');
if (expression === 'max_stacks') return maxStacks == null ? placeholder : mechanicValue(maxStacks, 'stack');
const available = editing.exoticTalent.conditionalRule.clauses.flatMap((clause: any) => clause.outcomes);
const value = exoticOutcomeValue(available.find((outcome: any) => outcome.descriptionSlot === Number(expression)), tier);
return value || placeholder;
const exoticTalentOptions = () => data.exoticTalentOptions.map((talent: any) => {
const assignedElsewhere = Boolean(talent.ownerWeaponId && talent.ownerWeaponId !== editing?.id);
return {
...talent,
detail: `${talent.ownerWeaponName
? `ASSIGNED TO ${String(talent.ownerWeaponName).toLocaleUpperCase()}`
: 'AVAILABLE FOR ASSIGNMENT'} · TIER II ${talent.tierIIDocumented ? 'DOCUMENTED' : 'NOT YET DOCUMENTED'}`,
disabled: assignedElsewhere,
disabledReason: assignedElsewhere
? `Already assigned to ${talent.ownerWeaponName}`
: ''
};
});
const addAugmentEffect = () => {
if (editing && editing.augmentEffects.length < 2) editing.augmentEffects = [...editing.augmentEffects, { stat_attribute_id: '', value: 0, sort_order: 2 }];
@@ -105,10 +91,9 @@
if (requested) edit(requested);
openedRequestedWeapon = true;
}
if (form?.weaponSaved && form.resultToken && form.resultToken !== handledResultToken) {
handledResultToken = form.resultToken;
if (form.weaponMode === 'add') iconResetToken += 1;
editing = form.weaponMode === 'add' ? blank() : null;
if (form?.weaponSaved && form.resultToken && form.resultToken !== handledResultToken) {
handledResultToken = form.resultToken;
editing = form.weaponMode === 'add' ? blank() : null;
}
if (form?.weaponBonusProfileSaved && form.resultToken && form.resultToken !== handledResultToken) {
handledResultToken = form.resultToken;
@@ -162,24 +147,19 @@
<label class="field exotic-toggle">EXOTIC STATUS<span title="Exotic weapon"><input name="isExotic" type="checkbox" value="1" checked={Number(editing.is_exotic) === 1} onchange={(event) => setExotic(event.currentTarget.checked)}/><GameIcon name="exotic" decorative/><b class="sr-only">EXOTIC WEAPON</b></span></label>
</div>
{#if Number(editing.is_exotic)}
<input type="hidden" name="exoticTalentId" value={editing.exoticTalent.id}/>
<input type="hidden" name="exoticConditionalRule" value={JSON.stringify(editing.exoticTalent.conditionalRule)}/>
<section class="weapon-exotic-talent">
<div class="selection-head"><div><span>DEDICATED EXOTIC TALENT</span><small>OWNED EXCLUSIVELY BY THIS WEAPON · TIER II VALUES REQUIRED</small></div><b>{editing.exoticTalent.id ? 'LINKED RECORD' : 'NEW RECORD'}</b></div>
<div class="exotic-icon-identity"><IconUploadField currentUrl={editing.exoticTalent.iconUrl} label="EXOTIC TALENT ICON" resetToken={iconResetToken}/><div class="form-grid exotic-talent-identity"><label class="field">TALENT NAME<input name="exoticTalentName" bind:value={editing.exoticTalent.name} maxlength="80" required/></label><label class="field">SHARED DESCRIPTION TEMPLATE<textarea name="exoticDescriptionTemplate" bind:value={editing.exoticTalent.descriptionTemplate} placeholder={'Hits grant +{1} for {duration}…'} required></textarea><small>Use numbered expressions for effect values and named expressions for duration and stacks.</small></label></div></div>
<p class="talent-template-note">DESCRIPTION EXPRESSIONS · {'{duration}'} and {'{max_stacks}'} render the defined mechanics. Cooldown is displayed separately as a standardized Talent Cooldown line.</p>
<div class="tier-preview"><div><span>TIER I PREVIEW</span><p>{exoticPreview('I') || 'Description preview'}</p></div><div><span>TIER II PREVIEW</span><p>{exoticPreview('II') || 'Description preview'}</p></div></div>
<MechanicProgramEditor
attributes={data.stats}
valueColumns={[{key:'tierI',variantKey:'I',label:'TIER I'},{key:'tierII',variantKey:'II',label:'TIER II'}]}
idPrefix={`weapon-exotic-${editing.exoticTalent.id || 'new'}`}
aiContext={{
sourceKind: 'exotic_weapon_talent',
sourceName: editing?.exoticTalent?.name ?? '',
sourceDescription: editing?.exoticTalent?.descriptionTemplate ?? ''
}}
bind:rule={editing.exoticTalent.conditionalRule}
<div class="selection-head"><div><span>DEDICATED EXOTIC TALENT</span><small>SELECT ONE TALENT FROM THE EXOTIC WEAPON REGISTRY</small></div><b>{editing.exotic_talent_id ? '1 / 1 ASSIGNED' : 'REQUIRED'}</b></div>
<SearchableAssignment
items={exoticTalentOptions()}
fieldName="exoticTalentId"
mode="single"
subjectLabel="EXOTIC TALENT"
searchPlaceholder="Search exotic talents…"
emptySelectionLabel="NO EXOTIC TALENT ASSIGNED"
bind:value={editing.exotic_talent_id}
/>
<p class="weapon-mod-slot-note"><b>REFERENCE ONLY</b><span>Create and model exotic talents in the Talent registry. An exotic talent can belong to one weapon, and Tier II may remain not yet documented.</span></p>
{#if data.exoticTalentOptions.length === 0}<p class="error">Create an active Exotic Weapon talent in the Talent registry before saving this weapon.</p>{/if}
</section>
{/if}
<div class="selection-head"><div><span>FIXED WEAPON ATTRIBUTES</span><small>UNCHANGED ACROSS TIERS</small></div><b>BASE HANDLING</b></div>
@@ -224,7 +204,7 @@
{#if data.talent1Options.length === 0 || data.talent2Options.length === 0}<p class="error">Create and classify at least one active Talent 1 and Talent 2 weapon talent before adding weapons.</p>{/if}
{#if data.stats.length === 0}<p class="error">Create an active attribute before configuring tactical augmentation 01.</p>{/if}
{#if form?.weaponError}<p class="error">{form.weaponError}</p>{/if}
<div class="form-actions split-actions"><div>{#if editing.id}<button class="moderation-action danger weapon-archive-action" formaction="?/archive" name="id" value={editing.id}><b aria-hidden="true">⌁</b> ARCHIVE WEAPON</button>{/if}</div><div><button type="button" class="secondary" onclick={() => editing = null}>CANCEL</button><button class="primary" disabled={data.talent1Options.length === 0 || data.talent2Options.length === 0 || data.stats.length === 0}>SAVE WEAPON →</button></div></div>
<div class="form-actions split-actions"><div>{#if editing.id}<button class="moderation-action danger weapon-archive-action" formaction="?/archive" name="id" value={editing.id}><b aria-hidden="true">⌁</b> ARCHIVE WEAPON</button>{/if}</div><div><button type="button" class="secondary" onclick={() => editing = null}>CANCEL</button><button class="primary" disabled={data.talent1Options.length === 0 || data.talent2Options.length === 0 || data.stats.length === 0 || (Number(editing.is_exotic) === 1 && !editing.exotic_talent_id)}>SAVE WEAPON →</button></div></div>
</PendingForm>
</div>
{/snippet}