refactor: remove retired data format support

This commit is contained in:
JB
2026-07-26 21:01:36 -04:00
parent 6ea45c05fa
commit 8b80e55e6c
17 changed files with 385 additions and 158 deletions
+2 -2
View File
@@ -3,7 +3,7 @@ import { gameDataIconUrl } from '$lib/server/game-data-icons';
import { getSessionUser } from '$lib/server/auth/session';
import { fail } from '@sveltejs/kit';
import { randomUUID } from 'node:crypto';
import { migrateLoadoutDraft } from '$lib/builder/loadout';
import { parseLoadoutDraft } from '$lib/builder/loadout';
import type { Actions, PageServerLoad } from './$types';
const validVisibility = new Set(['private', 'unlisted', 'public']);
@@ -13,7 +13,7 @@ const slugify = (value: string) => value.toLowerCase().normalize('NFKD')
function parseLoadout(raw: FormDataEntryValue | null) {
if (typeof raw !== 'string' || raw.length > 250_000) return null;
try {
return migrateLoadoutDraft(JSON.parse(raw));
return parseLoadoutDraft(JSON.parse(raw));
} catch {
return null;
}
+9 -27
View File
@@ -14,12 +14,12 @@
import { evaluateLoadoutCombat, summarizeLoadout } from '$lib/builder/loadout-combat';
import { toast } from '$lib/toast';
import {
blankRoll, clamp, createDraft, gearBaseStatRange, gearSlots, levelScaledRange, migrateLoadoutDraft, remapRangeValue, scaled, weaponBaseRange,
blankRoll, clamp, createDraft, gearBaseStatRange, gearSlots, levelScaledRange, parseLoadoutDraft, remapRangeValue, scaled, weaponBaseRange,
type LoadoutDraft, type Roll
} from '$lib/builder/loadout';
let { data, form } = $props();
let draft = $state<LoadoutDraft>(untrack(() => migrateLoadoutDraft(data.initialBuild?.loadout) ?? createDraft()));
let draft = $state<LoadoutDraft>(untrack(() => parseLoadoutDraft(data.initialBuild?.loadout) ?? createDraft()));
let active = $state('gear:Holster');
let saved = $state(false);
let message = $state('');
@@ -138,32 +138,29 @@
const selectFocus = (focusId: string) => {
const next = allFocuses.find((focus: any) => focus.id === focusId);
if (!next) return;
const unassigned = [...draft.specialization.unassignedChips];
const displaced: LoadoutDraft['chips'][number][] = [];
for (let index = 0; index < draft.chips.length; index += 1) {
const chip = draft.chips[index];
const ability = next.abilities[Math.floor(index / 3)];
const definition = data.chipSets.find((item: any) => item.id === chip.setId);
if (chip.setId && (!ability || definition?.specialization_ability_id !== ability.id)) {
unassigned.push(structuredClone(chip));
displaced.push(structuredClone(chip));
draft.chips[index] = createDraft().chips[index];
}
}
for (let index = unassigned.length - 1; index >= 0; index -= 1) {
const chip = unassigned[index];
for (const chip of displaced) {
const definition = data.chipSets.find((item: any) => item.id === chip.setId);
const abilityIndex = next.abilities.findIndex((ability: any) => ability.id === definition?.specialization_ability_id);
if (abilityIndex < 0) continue;
const targetIndex = [0, 1, 2].map((slot) => abilityIndex * 3 + slot).find((slot) => !draft.chips[slot].setId);
if (targetIndex === undefined) continue;
draft.chips[targetIndex] = structuredClone(chip);
unassigned.splice(index, 1);
}
draft.specialization = {
...draft.specialization,
focusId,
nodeRanks: {},
effectStates: {},
unassignedChips: unassigned
effectStates: {}
};
active = 'specialization:focus';
};
@@ -304,28 +301,17 @@
});
onMount(() => {
if (data.initialBuild) return;
const stored = localStorage.getItem('shd-build-loadout-draft-v2') ?? localStorage.getItem('shd-build-loadout-draft-v1');
const stored = localStorage.getItem('shd-build-loadout-draft-v2');
if (!stored) return;
try {
const parsed = migrateLoadoutDraft(JSON.parse(stored));
const parsed = parseLoadoutDraft(JSON.parse(stored));
if (parsed) {
draft = parsed;
for (const slot of gearSlots) {
if (!Number.isInteger(draft.gear[slot].level)) draft.gear[slot].level = 50;
const item = gearItem(slot), core = coreAllocationRange(Number(item?.tier ?? 0), draft.gear[slot].level, 'gear');
for (const key of coreKeys) if (!Number.isFinite(draft.gear[slot][key])) draft.gear[slot][key] = core.min;
draft.gear[slot].rolls = [...(draft.gear[slot].rolls ?? []).slice(0, 2), blankRoll(), blankRoll()].slice(0, 2) as [Roll, Roll];
}
for (const weapon of draft.weapons) {
if (!Number.isInteger(weapon.level)) weapon.level = 50;
weapon.rolls = [...(weapon.rolls ?? []).slice(0, 2), blankRoll(), blankRoll()].slice(0, 2) as [Roll, Roll];
}
if (weaponItem(0) && weaponItem(1) && Number(weaponItem(0).is_exotic) && Number(weaponItem(1).is_exotic)) draft.weapons[1].itemId = '';
saved = true;
}
} else localStorage.removeItem('shd-build-loadout-draft-v2');
} catch {
localStorage.removeItem('shd-build-loadout-draft-v2');
localStorage.removeItem('shd-build-loadout-draft-v1');
}
});
$effect(() => {
@@ -342,7 +328,6 @@
});
function saveDraft() {
localStorage.setItem('shd-build-loadout-draft-v2', JSON.stringify(draft));
localStorage.removeItem('shd-build-loadout-draft-v1');
saved = true;
toast.success('Draft saved locally', 'This loadout is available on this device.');
}
@@ -397,9 +382,6 @@
{#if activeParts[0] === 'specialization'}
<div class="loadout-editor-head"><div><span>AGENT CLASS</span><h2>SPECIALIZATION FOCUS</h2></div><b>{selectedFocus ? `${selectedSpecializationPoints} / ${data.specializationProgression.availablePoints} POINTS` : 'UNASSIGNED'}</b></div>
<BuilderPicker items={specializationItems} value={draft.specialization.focusId} onchange={selectFocus} label="SPECIALIZATION + FOCUS"/>
{#if draft.specialization.unassignedChips.length}
<div class="builder-remediation" role="status"><strong>UNRESOLVED LEGACY SKILL CHIPS</strong><span>{draft.specialization.unassignedChips.length} chip selection{draft.specialization.unassignedChips.length === 1 ? '' : 's'} from the previous builder could not be matched to this focus. The original data remains in this draft.</span></div>
{/if}
{#if selectedFocus}
<div class="builder-specialization-identity"><span class="focus-composite-icon"><ItemIcon src={selectedFocus.specialization.iconUrl} alt={selectedFocus.specialization.name}/><GameIcon name={selectedFocus.primary_attribute.toLocaleLowerCase() as GameIconName} decorative/></span><div><small>{selectedFocus.specialization.name}</small><h3>{selectedFocus.name}</h3><p>{selectedFocus.description || 'No focus description has been entered.'}</p></div><b class:configured={Number(selectedFocus.builder_ready) === 1}>{Number(selectedFocus.builder_ready) === 1 ? 'BUILDER READY' : 'ISAC DATA INCOMPLETE'}</b></div>
<div class="builder-ability-chip-panels">