feat: expand profiles and weapon configuration
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JB
2026-07-28 00:11:40 -04:00
parent 0b3be3587b
commit a434cbe60c
37 changed files with 2209 additions and 800 deletions
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@@ -255,6 +255,26 @@ active Administrator. A later critical transition may alert again; repeated
scheduler runs within the same episode do not. Provider errors preserve the
last known balance and never expose the API key or raw response body.
# Weapon category bonuses
`weapon_category_attribute_bonuses` stores three ordered fixed Attribute
contributions for each Shotgun, Rifle, MMR, AR, LMG, and SMG category. Each
profile grants 5% Weapon Critical Hit Chance and 50% Weapon Critical Hit Damage.
Shotgun, Rifle, AR, LMG, and SMG grant 40% Headshot Damage; MMR grants 70%.
Weapon records do not own copies of these rows. Both builder catalog loaders
attach the matching category profile when they hydrate a weapon. Exotic weapons
retain an underlying category and inherit the same profile as a standard weapon
of that type. The combat summary preserves the existing equipped-weapon
semantics: each equipped weapon contributes its inherited profile to the
Agent's accumulated Attributes.
ISAC exposes one category-profile editor above the weapon registry. Operators
may change the three positive values, while the Attribute identities and order
remain fixed. Each successful save appends a
`game_data/weapon_bonus_profile.updated` audit event with the complete previous
and resulting profile.
# Weapon-owned exotic talents
Standard weapon talent pools remain reusable across weapons and use Talent 1 /
@@ -291,9 +311,12 @@ the existing `game_data` audit history.
### Weapon Mods and tiered weapon slots
`weapon_mod_slots` records each weapon's available slot vocabulary per tier.
Canonical validation requires four unique slots for T0 and five for T1/T2 for
every tier at or above the weapon's native tier. Regular Weapon Mods declare a
single slot type and one or more compatible base weapon categories through
The editor captures one shared set for T1/T2 and the single shared slot omitted
at T0, then expands that input into the normalized per-tier rows. Operators may
save partial rows when the in-game configuration is unavailable. ISAC derives
`CONFIG REQUIRED` until every available tier contains four unique slots at T0
or five at T1/T2. Regular Weapon Mods declare a single slot type and one or more
compatible base weapon categories through
`weapon_mod_compatible_categories`; eligibility requires both a category match
and the slot to exist on the equipped weapon at its selected tier.