checkpoint ISAC registries and system monitoring

This commit is contained in:
JB
2026-07-27 00:31:16 -04:00
parent 8b80e55e6c
commit 7b3aff30d8
53 changed files with 1351 additions and 179 deletions
+14 -3
View File
@@ -2,6 +2,8 @@
import PendingForm from '$lib/components/PendingForm.svelte';
import SearchableAssignment from '$lib/components/SearchableAssignment.svelte';
import RegistryPagination from '$lib/components/RegistryPagination.svelte';
import SortableColumnHeader from '$lib/components/SortableColumnHeader.svelte';
import RegistryInlineEditor from '$lib/components/RegistryInlineEditor.svelte';
import KpiFilters from '$lib/components/KpiFilters.svelte';
import GameIcon from '$lib/components/GameIcon.svelte';
import type { GameIconName } from '$lib/game-icons';
@@ -89,7 +91,7 @@
<div class="module-toolbar"><div><p class="eyebrow">ARMAMENT DEFINITION REGISTRY</p><h2>WEAPONS</h2><p>Configure fixed handling, tier progression, talent pools, and tactical augmentations.</p></div><button class="primary" onclick={() => editing = blank()}>ADD WEAPON <span>+</span></button></div>
<KpiFilters active={data.filter} items={[{value:'',label:'TOTAL WEAPONS',count:data.summary.total,description:'Show all definitions'},{value:'active',label:'ACTIVE',count:data.summary.active,description:'Available to builder'},{value:'standard',label:'STANDARD',count:data.summary.standard,description:'Non-exotic weapons'},{value:'exotic',label:'EXOTIC',count:data.summary.exotic,description:'Exotic weapons'}]}/>
{#if editing}
{#snippet weaponEditor()}
<div class="dashboard-editor weapon-editor">
<div class="editor-title"><div><p class="eyebrow">{editing.id ? 'MODIFY WEAPON' : 'NEW WEAPON'}</p><h3>{editing.id ? editing.name : 'WEAPON DEFINITION'}</h3></div><button aria-label="Close editor" onclick={() => editing = null}>×</button></div>
<PendingForm action="?/save" enctype="multipart/form-data">
@@ -160,12 +162,21 @@
<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>
</PendingForm>
</div>
{/snippet}
{#if editing && !editing.id}
{@render weaponEditor()}
{/if}
<RegistryPagination pagination={data.pagination} search={data.search}/>
<div class="dashboard-table weapon-dashboard-table">
<div class="dashboard-row weapon-row table-heading"><span>WEAPON</span><span>CLASS</span><span>FIXED ATTRIBUTES</span><span>TIER RANGE</span><span>TALENT POOLS</span><span>AUGMENTS</span><span>STATE</span><span></span></div>
<div class="dashboard-row weapon-row table-heading"><SortableColumnHeader label="WEAPON" column="name" sort={data.sort}/><SortableColumnHeader label="CLASS" column="class" sort={data.sort}/><SortableColumnHeader label="FIXED ATTRIBUTES" column="fixed" sort={data.sort} defaultDirection="desc"/><SortableColumnHeader label="TIER RANGE" column="tiers" sort={data.sort} defaultDirection="desc"/><SortableColumnHeader label="TALENT POOLS" column="talents" sort={data.sort} defaultDirection="desc"/><SortableColumnHeader label="AUGMENTS" column="augments" sort={data.sort} defaultDirection="desc"/><SortableColumnHeader label="STATE" column="state" sort={data.sort} defaultDirection="desc"/><span></span></div>
{#each data.weapons as weapon}
<div class="dashboard-row weapon-row" class:archived={Number(weapon.active) !== 1} class:pending-record={weapon.pending}><div><strong>{weapon.name}</strong><small class="weapon-damage-label">{#if weapon.pending}PROPOSED BY {weapon.proposerName}{:else}<GameIcon name={iconName(weapon.damage_type)} decorative/>{Number(weapon.is_exotic) ? 'EXOTIC · ' : ''}{weapon.damage_type.toUpperCase()} DAMAGE · {weapon.baseBonuses.length} BASE BONUSES{/if}</small></div><span class="weapon-category-label">{#if Number(weapon.is_exotic)}<GameIcon name="exotic" decorative/>{/if}<GameIcon name={iconName(weapon.category)} decorative/><span>{weapon.category} · T{weapon.native_tier}</span></span><span>{weapon.rpm} RPM · {weapon.magazine} MAG<small> · {weapon.reload_speed} RELOAD</small></span><span>{weapon.tiers.length}/{3 - Number(weapon.native_tier)} CONFIGURED<small> · {weapon.modSlots.reduce((total: number,row: any) => total + row.slots.length,0)} MOD SLOTS</small></span><span title={`T1: ${weapon.talent1Ids.map(talentLabel).join(', ')} · T2: ${weapon.talent2Ids.map(talentLabel).join(', ')}`}>{weapon.talent1Ids.length} / {weapon.talent2Ids.length}</span><span title={weapon.augmentEffects.map((effect: any) => `${statLabel(String(effect.stat_attribute_id))} +${effect.value}`).join(', ')}>{Number(weapon.is_exotic) ? '6' : '5'} SLOTS</span><b class:pending={weapon.pending} class="state-dot">{weapon.pending ? 'PENDING' : Number(weapon.active) === 1 ? 'ACTIVE' : 'ARCHIVED'}</b>{#if weapon.pending}<span></span>{:else}<button onclick={() => edit(weapon)}>EDIT</button>{/if}</div>
<div class="dashboard-row weapon-row" class:archived={Number(weapon.active) !== 1} class:pending-record={weapon.pending} class:registry-row-editing={editing?.id === weapon.id}><div><strong>{weapon.name}</strong><small class="weapon-damage-label">{#if weapon.pending}PROPOSED BY {weapon.proposerName}{:else}<GameIcon name={iconName(weapon.damage_type)} decorative/>{Number(weapon.is_exotic) ? 'EXOTIC · ' : ''}{weapon.damage_type.toUpperCase()} DAMAGE · {weapon.baseBonuses.length} BASE BONUSES{/if}</small></div><span class="weapon-category-label">{#if Number(weapon.is_exotic)}<GameIcon name="exotic" decorative/>{/if}<GameIcon name={iconName(weapon.category)} decorative/><span>{weapon.category} · T{weapon.native_tier}</span></span><span>{weapon.rpm} RPM · {weapon.magazine} MAG<small> · {weapon.reload_speed} RELOAD</small></span><span>{weapon.tiers.length}/{3 - Number(weapon.native_tier)} CONFIGURED<small> · {weapon.modSlots.reduce((total: number,row: any) => total + row.slots.length,0)} MOD SLOTS</small></span><span title={`T1: ${weapon.talent1Ids.map(talentLabel).join(', ')} · T2: ${weapon.talent2Ids.map(talentLabel).join(', ')}`}>{weapon.talent1Ids.length} / {weapon.talent2Ids.length}</span><span title={weapon.augmentEffects.map((effect: any) => `${statLabel(String(effect.stat_attribute_id))} +${effect.value}`).join(', ')}>{Number(weapon.is_exotic) ? '6' : '5'} SLOTS</span><b class:pending={weapon.pending} class="state-dot">{weapon.pending ? 'PENDING' : Number(weapon.active) === 1 ? 'ACTIVE' : 'ARCHIVED'}</b>{#if weapon.pending}<span></span>{:else}<button onclick={() => edit(weapon)} aria-expanded={editing?.id === weapon.id} aria-controls={`weapon-editor-${weapon.id}`}>EDIT</button>{/if}</div>
{#if editing?.id === weapon.id}
<RegistryInlineEditor id={`weapon-editor-${weapon.id}`} label={`Edit ${weapon.name}`}>
{@render weaponEditor()}
</RegistryInlineEditor>
{/if}
{:else}<div class="empty-dashboard"><strong>NO WEAPONS REGISTERED</strong><span>Add active weapon talents and attributes, then create the first armament definition.</span></div>{/each}
</div>