Updating mechanics for OS protocols
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This commit is contained in:
jb
2026-08-03 16:12:20 -04:00
parent 57068b61cd
commit 7ca6cb8458
27 changed files with 1272 additions and 280 deletions
+32 -21
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@@ -341,17 +341,29 @@ squeezed beside long module headings on mobile.
### Command Grid builder
The production builder uses Command Grid as its loadout workbench. Keep the
entire build visible in a dense matrix while one connected editor configures the
selected cell. The full-width Specialization and Focus cell is the root choice.
Its three supplied abilities appear directly below it, followed by two weapons,
six gear positions, and one full-width OS Protocol.
entire build visible in a compact matrix while one connected editor configures
the selected cell. The editor uses two lanes when its container has enough
width. Equipment identity and base values occupy the first lane; allocations,
rolls, Talents, and upgrades occupy the second. The lanes stack when either
would become too narrow. The full-width Specialization and Focus cell is the
root choice. Its three supplied abilities appear directly below it, followed by
two weapons, six gear positions, and one full-width OS Protocol.
Matrix cells summarize selected Talent names, Attribute names and values, Brand
Sets, or Skill Chips. Do not replace those choices with configuration counts.
Selecting an ability opens its three attached Skill Chip positions. Selecting
equipment opens the searchable real-data catalog and its compatible
configuration controls. Do not display a prototype option that the current
loadout schema cannot save.
Matrix cells show the slot and equipped item at rest. The selected cell reveals
its compact Talent, Attribute, Brand Set, or Skill Chip summary. This
progressive disclosure keeps the matrix scannable without replacing configured
choices with counts. Selecting an ability opens its three attached Skill Chip
positions. Selecting equipment opens the searchable real-data catalog and its
compatible configuration controls. Large Talent pools show the selected Talent
at rest and open their search grid through an explicit Change action. Do not
display a prototype option that the current loadout schema cannot save.
Each equipped gear or weapon Talent exposes two adjacent icon choices for Tier I
and Tier II. Both choices reuse the Talent artwork; Tier II applies a restrained
warm recolor so players can distinguish the pair before reading the labels.
Every tile retains `T1` or `T2`, its full tier name, and selected or unavailable
text. Disable Tier II when the canonical Talent has no authored Tier II data.
Weapon equipment tier and Talent tier are independent selections.
Equipment readiness belongs at the point of resolution. Mark an incomplete
matrix cell with a compact red text indicator and status rail, then let the cell
@@ -361,20 +373,19 @@ and Skill DPS, encounter assumptions, activation profiles, rotations, and
simulation as `COMING SOON`; they do not report calculation-profile blockers as
current player errors.
The builder uses three workbench columns on wide screens, moves the live summary
below the matrix and editor at intermediate widths, and stacks all three regions
on narrow screens. Every grid track and editor child must accept content
shrinkage. At 560px and below, stack attribute picker/value pairs and section
headings; keep the command actions in two equal columns. Validation markers use
short visible labels while their full messages remain available to assistive
technology and pointer users.
The builder uses two primary workbench columns on wide screens: the compact
matrix and the two-lane editor. The live summary spans both columns below them.
Narrow screens stack the matrix, editor, and summary. Every grid track and
editor child must accept content shrinkage. At 560px and below, stack Attribute
picker/value pairs and section headings; keep the command actions in two equal
columns. Validation markers use short visible labels while their full messages
remain available to assistive technology and pointer users.
Use `--shd-builder-canvas` for recessed equipment fields. Use
`--shd-builder-selection` with `--shd-builder-selection-border` for the selected
cell. Preserve button semantics, `aria-pressed`, focus-visible outlines, pressed
feedback, and textual readiness states. At narrower desktop widths, keep the
matrix and editor together and move live results below them. On mobile, stack
the matrix, editor, and live results in that order.
feedback, and textual readiness states. On mobile, stack the matrix, editor, and
live results in that order.
The command header contains the required build name, local and account save
actions, account visibility, and optional sharing notes. Sharing notes include a
@@ -2575,7 +2586,7 @@ conditional Talent outcomes, weapon and Skill DPS, encounter assumptions,
activation profiles, rotations, and simulation behind explicit `COMING SOON`
panels.
Loadout schema version 5 retains `maximum`, `custom`, conditional state,
Loadout schema version 6 retains `maximum`, `custom`, conditional state,
encounter-assumption, and per-ability activation fields. Version 4 is obsolete
prototype data rather than a compatibility format. The current player UI ignores
the simulation fields. When player simulation ships, one required two-option
+38 -18
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@@ -26,8 +26,8 @@ Use these event boundaries:
- **Healing:** Count each healing event. A heal-over-time effect counts each
tick as a separate event.
- **Extra Health gained:** Count every Extra Health grant, including a grant
received while the Agent already has Extra Health. Use
`extra_health_granted` for the grant action.
received while the Agent already has Extra Health. Use `extra_health_granted`
for the grant action.
- **Extra Health state changed:** `extra_health_changed` is Agent-scoped. Emit
it when the Agent receives a grant, when the remaining amount changes, and
when it is depleted to zero. Every event requires the boolean
@@ -35,8 +35,8 @@ Use these event boundaries:
`values.currentExtraHealth`, which must agree with that status. This state
event is distinct from the `extra_health_granted` grant action.
- **Reloading:** Trigger on reload completion when the weapon had at least one
round to load. A canceled reload does not count. A weapon that loads one
round at a time produces one completed-reload event for each round.
round to load. A canceled reload does not count. A weapon that loads one round
at a time produces one completed-reload event for each round.
- **Taking damage:** Require Health loss. A hit absorbed by Extra Health does
not count as taking damage.
@@ -59,8 +59,8 @@ Inspiration and Crossfire use a binary deployed-Skill state:
- The benefit remains active while the Agent has at least one persistent
deployed Skill object.
- Destruction or timed expiration removes that object from the active count.
The benefit ends when no qualifying objects remain.
- Destruction or timed expiration removes that object from the active count. The
benefit ends when no qualifying objects remain.
- Instant-use Skills do not qualify.
- Multiple deployed Skill objects do not multiply the benefit.
@@ -75,8 +75,8 @@ meters:
- Moving within 30 meters of an ally who is already downed qualifies.
- Each qualifying presence refreshes the ten-second duration.
- Leaving the radius or reviving the ally does not cancel the current
ten-second duration.
- Leaving the radius or reviving the ally does not cancel the current ten-second
duration.
- The wearer does not count as an ally.
## Emergency Retreat
@@ -93,9 +93,9 @@ qualifies when the weapon had at least one round to load. This includes each
round inserted by a weapon that reloads one round at a time. A canceled reload
does not qualify.
Resolve the Extra Health amount from the Agent's displayed Firepower when
Second Wind activates. Include all equipped-item and active-buff contributions
in that Firepower value:
Resolve the Extra Health amount from the Agent's displayed Firepower when Second
Wind activates. Include all equipped-item and active-buff contributions in that
Firepower value:
- Tier I grants Extra Health equal to 600% of displayed Firepower.
- Tier II grants Extra Health equal to 840% of displayed Firepower.
@@ -103,19 +103,39 @@ in that Firepower value:
Second Wind adds its Extra Health to Extra Health from other sources. Its
five-second duration and five-second cooldown start when it activates. Expiry
removes only the Second Wind contribution. At the five-second boundary, the
prior grant can expire as a qualifying reload completion grants a new amount.
If Second Wind supplies the Agent's only Extra Health, the old amount expires
and the new amount begins at that boundary.
prior grant can expire as a qualifying reload completion grants a new amount. If
Second Wind supplies the Agent's only Extra Health, the old amount expires and
the new amount begins at that boundary.
## Nothing to Lose
Nothing to Lose uses a forward-looking deployment window:
- Each Health-damage instance makes its own 50% activation roll. Damage
absorbed by Extra Health does not roll.
- Each Health-damage instance makes its own 50% activation roll. Damage absorbed
by Extra Health does not roll.
- A successful activation applies to every Skill deployed during the five
seconds after that damage instance. Several Skills can qualify during the
same window.
seconds after that damage instance. Several Skills can qualify during the same
window.
- Calculate each reduction from the Skill's total cooldown after equipment
modifiers.
- A Skill can receive no more than three reductions during one cooldown cycle.
## OS Protocol Talents
Happy Survival restores Health once per second while it has a qualifying nearby
enemy count. Each restoration resolves 0.5% of maximum Health per enemy within
10 meters, capped at 2.5% before OS Protocol upgrade scaling.
Explosive Charge requires three seconds of uninterrupted firing. Completion
opens an eight-second window to deploy the next Skill. The window ends when the
Agent deploys that Skill. Only the enhanced Skill's first damaging hit creates
the five-meter explosion. The shared Talent cooldown rule starts its five-second
cooldown when that explosion activates.
Heavy Armor and Pummeling Shield replace and refresh their own active Extra
Health grant when the same Talent activates again. Extra Health grants from
different sources remain separate.
Pummeling Shield counts confirmed weapon hits while the Agent possesses Extra
Health. Losing all Extra Health resets the hit count. The full-Health condition
checks Health immediately before the incoming hit resolves.
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@@ -584,6 +584,9 @@ state, with sprinting taking precedence. Enabled Skill activation profiles emit
the deployed ability. An `on_event` Skill modifier applies to that activation
until the ability's next deployment or the encounter ends.
`skill_deployed.values.abilityId` and `skill_hit.values.abilityId` identify the
same ability for mechanics that bind an effect to the next deployed Skill.
Each source supplies a fixed value-variant contract:
- Standard Talents require Tier I and Tier II values. Exotic Talents require
@@ -631,11 +634,11 @@ timestamp.
the hit resolved. A producer omits the field when it lacks authoritative aiming
state; the runtime does not replace missing evidence with a scenario assumption.
Predicates compare this field explicitly with `true` or `false`; negation and
inequality cannot turn missing evidence into a match. A weapon-hit event may
also include an event-target-centered area sample. The bounded sample lists up
to 256 valid ally and enemy entity IDs with their distances from the hit target
and includes that target as an enemy at zero meters. Duplicate IDs, negative
distances, or a missing center target invalidate the evaluation.
inequality cannot turn missing evidence into a match. A `weapon_hit` or
`skill_hit` event may include an event-target-centered area sample. The bounded
sample lists up to 256 valid ally and enemy entity IDs with their distances from
the hit target and includes that target as an enemy at zero meters. Duplicate
IDs, negative distances, or a missing center target invalidate the evaluation.
`extra_health_changed` is Agent-scoped. Normalized timeline producers emit it
when the Agent receives an Extra Health grant, when the remaining amount
@@ -730,11 +733,13 @@ substitute zero.
The read-only `combat.currentHealthPercent` reference divides resolved current
Health by resolved maximum Health and returns a value from 0 through 100. The
runtime derives it when a predicate is evaluated instead of storing a second
Health value that could become stale. Current timing observes deterministic
resource changes from earlier branches at the same event. Health-band mechanics
use strict upper bounds and inclusive lower bounds, so bands do not overlap and
an exact threshold enters the next weaker band. Maximum-potential evaluation
applies the same predicates before emitting passive outcomes.
Health value that could become stale. Pre-event timing reads the combat snapshot
before mechanic branches process the event. Current timing observes
deterministic resource changes from earlier branches at the same event.
Health-band mechanics use strict upper bounds and inclusive lower bounds, so
bands do not overlap and an exact threshold enters the next weaker band.
Maximum-potential evaluation applies the same predicates before emitting passive
outcomes.
Continuous restoration resolves the outcome's total when the branch activates,
then delivers that total at a constant rate over the configured duration.
@@ -876,17 +881,18 @@ applicable, default value, and best-case value. ISAC retains these definitions
for continued mechanic authoring. Current Builder and shared Build pages do not
render or evaluate them. Their calculation panels display `COMING SOON` instead.
Loadout schema version 5 stores one focus, selected tree ranks, nine Skill
Chips, a unified conditional-effect state map, encounter assumptions,
per-ability activation controls, and `calculationMode`. Runtime readers accept
the exact version 5 structure. The schema retains its simulation fields, but the
current player UI ignores them. Version 4 is obsolete prototype data. A
backed-up prototype migration removes version 4 drafts, saved builds, and
calibration snapshots instead of translating them.
Loadout schema version 6 stores one focus, selected tree ranks, nine Skill
Chips, independent T1/T2 choices for each equipped gear and weapon Talent, a
unified conditional-effect state map, encounter assumptions, per-ability
activation controls, and `calculationMode`. Runtime readers accept the exact
version 6 structure. A backed-up migration translated version 5 equipment
Talents from their previous equipment-tier-derived behavior. The schema retains
its simulation fields, but the current player UI ignores them. Version 4 remains
obsolete prototype data.
## Planned player calculation modes
Loadout v5 defines `maximum` and `custom` modes for the planned simulation UI:
Loadout v6 defines `maximum` and `custom` modes for the planned simulation UI:
- Maximum mode supplies each scenario input's best-case value, selects peak
conditional-effect state, and runs selected abilities on cooldown against