feat: defer advanced build calculations
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+53
-34
@@ -25,6 +25,13 @@ The team builds the project in vertical slices.
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Server code checks authorization for each mutation. UI visibility has no effect
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on server authorization.
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Builder and shared Build pages currently expose only deterministic totals from
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the equipped items, selected rolls, fixed bonuses, inherited profiles, augments,
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and active set bonuses. Conditional Talent outcomes, weapon and Skill DPS,
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encounter assumptions, activation profiles, rotations, and simulation remain
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planned. Explicit `COMING SOON` panels identify those player-facing
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capabilities.
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Weapon and gear range calculations must preserve decimal endpoints and follow
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the tested progression rules in
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[`STAT_LEVEL_SCALING.md`](STAT_LEVEL_SCALING.md). Leveling is linear rather than
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@@ -174,9 +181,11 @@ stores only its domain-separated hash. Repeated anonymous activity requires a
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Turnstile result. Guide reports reference the exact published revision so a
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report against an older revision cannot hide newer work.
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The Builder stores loadout data only. It has no summary or Guide body. An owned
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Build page links to `/guides/new?build=<id>`, where the server verifies
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ownership and initializes a removable Build block in a new private Guide.
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The Builder stores loadout data and displays deterministic equipped-item totals.
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It has no Guide body. Shared Build pages use the same player-facing calculation
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boundary. An owned Build page links to `/guides/new?build=<id>`, where the
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server verifies ownership and initializes a removable Build block in a new
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private Guide.
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## Public data corrections and discussion
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@@ -490,10 +499,11 @@ Talent, OS Protocol Talent, Skill Chip Talent, or Specialization tree rank. The
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`source_type` and `source_id` pair identifies that owner. No standalone Trigger
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record or shared Trigger relationship participates in execution.
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The builder supplies normalized timeline events to each equipped mechanic.
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`movement_snapshot.values.state` is `immobile`, `moving`, or `sprinting`; the
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mechanic's moving and sprinting scenario controls select that state, with
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sprinting taking precedence. Enabled Skill activation profiles emit
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The mechanic runtime accepts normalized timeline events for each equipped
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mechanic. Current player pages do not construct this timeline or invoke the
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runtime. `movement_snapshot.values.state` is `immobile`, `moving`, or
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`sprinting`; the mechanic's moving and sprinting scenario controls select that
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state, with sprinting taking precedence. Enabled Skill activation profiles emit
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`skill_deployed` events on the same cadence as Skill calculations and identify
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the deployed ability. An `on_event` Skill modifier applies to that activation
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until the ability's next deployment or the encounter ends.
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@@ -502,7 +512,7 @@ Each source supplies a fixed value-variant contract:
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- Standard Talents require Tier I and Tier II values. Exotic Talents require
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Tier I and may omit Tier II until contributors document its game values.
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Builder calculations use Tier I while an equipped exotic Talent has no Tier II
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Runtime calculations use Tier I while an equipped exotic Talent has no Tier II
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mechanic variant.
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- OS Protocol Talents store a base value. An outcome may use an expression that
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reads `equipment.protocolTalentUpgrades`, from zero through five, so selected
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@@ -622,10 +632,11 @@ uses `requires_assumptions`, identifies the missing input, and stays out of the
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calculation until an operator or builder scenario supplies it.
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The runtime derives a read-only pseudo-language listing from the typed program.
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ISAC and the builder use that listing to explain events, predicates, reducers,
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state changes, phases, and formulas. No route accepts the generated text as
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input, and no server process executes it. Operators edit structured fields; the
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formatter regenerates the listing after each change.
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ISAC uses that listing to explain events, predicates, reducers, state changes,
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phases, and formulas. Planned player calculations can reuse it when those pages
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consume mechanic outcomes. No route accepts the generated text as input, and no
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server process executes it. Operators edit structured fields; the formatter
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regenerates the listing after each change.
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## AI-assisted mechanic drafting
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@@ -732,7 +743,8 @@ clarification requests. It does not grant revision mutation or publication.
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Applying a result changes the open revision form in the client. The operator
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must review and save that draft through the existing revision action. The
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separate `calculation.publish` permission and activation confirmation remain
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mandatory before the saved draft affects loadout results.
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mandatory before the saved draft becomes the active authored model. Current
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player pages do not consume that model.
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Successful calculation-generation requests append sanitized events under
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`ai_assistance`. These events use calculation-specific actions, identify the
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@@ -741,23 +753,23 @@ token-usage, result, and secret-exclusion rules as mechanic-assistance events.
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Applying a draft creates no server event. Existing `calculation_configuration`
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events remain the evidence for revision saves and activation.
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Source authors define the builder controls required by their mechanic as typed
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toggle, slider, or numeric scenario inputs. Each input records its label,
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guidance, bounds when applicable, default value, and best-case value. These
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controls appear only in advanced scenario configuration. Maximum mode supplies
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best-case values. Custom mode uses the values saved with the loadout. A mechanic
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with an undefined required assumption remains excluded and reports
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`REQUIRES_ASSUMPTIONS`.
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Source authors define planned player scenario controls as typed toggle, slider,
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or numeric inputs. Each input records its label, guidance, bounds when
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applicable, default value, and best-case value. ISAC retains these definitions
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for continued mechanic authoring. Current Builder and shared Build pages do not
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render or evaluate them. Their calculation panels display `COMING SOON` instead.
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Loadout schema version 4 stores one focus, selected tree ranks, nine Skill
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Chips, a unified conditional-effect state map, encounter assumptions,
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per-ability activation controls, and `calculationMode`. Runtime readers accept
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the exact version 4 structure. A backed-up prototype migration removes drafts,
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saved builds, and calibration snapshots that use incompatible payloads.
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the exact version 4 structure. The schema retains its simulation fields for
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compatibility, but the current player UI ignores them. A backed-up prototype
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migration removes drafts, saved builds, and calibration snapshots that use
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incompatible payloads.
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## Calculation modes
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## Planned player calculation modes
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The builder offers `maximum` and `custom` modes.
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Loadout v4 defines `maximum` and `custom` modes for the planned simulation UI:
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- Maximum mode supplies each scenario input's best-case value, selects peak
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conditional-effect state, and runs selected abilities on cooldown against
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@@ -767,9 +779,10 @@ The builder offers `maximum` and `custom` modes.
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rates, target counts, and other supported assumptions. A missing required
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input produces `REQUIRES_ASSUMPTIONS` rather than a fabricated value.
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Saved and shared loadouts preserve the selected mode. Calculation results label
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the mode so readers can distinguish a best-case ceiling from a scenario-based
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estimate.
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Saved and shared loadouts preserve the selected mode as compatibility data. The
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current Builder and shared Build UI does not expose a mode selector, read
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encounter assumptions, or execute either mode. Explicit `COMING SOON` panels
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reserve the player-facing space for these calculations.
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## Specialization ability attacks
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@@ -795,6 +808,12 @@ holds the first position, and the firing-cycle stage holds the last.
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`attribute_calculation_profiles` maps an Attribute to a weapon stage with its
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weight, optional caps, curve, and weapon-category scope.
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ISAC keeps combat revision editing, publication, calibration, assisted
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suggestions, and the calculation AI assistant available so operators can
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continue authoring the model. Builder and shared Build pages do not load the
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active revision or consume revision, calibration, assistant, mechanic-runtime,
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or combat-engine output at the current player-facing boundary.
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The shared combat engine consumes weapon facts, accumulated Attributes,
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calculation profiles, and mechanic outcomes. It produces four hit values, burst
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DPS, reload-aware sustained DPS, encounter DPS, and stack telemetry. Custom mode
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@@ -803,11 +822,11 @@ configured burst size, pauses between bursts, and encounter duration. It
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resolves the active Attribute state at each landed shot before calculating that
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shot's expected damage.
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The builder scales a weapon definition's level-1 damage range to the equipped
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item level, then the agent selects one damage value inside that valid range.
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Combat receives `equipped_weapon.damage` as its base damage and consumes that
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number once. The combat pipeline has no `level_scaled_damage` value and must not
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apply item-level scaling a second time.
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The deterministic equipment path scales a weapon definition's level-1 damage
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range to the equipped item level, then the agent selects one damage value inside
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that valid range. A combat invocation receives `equipped_weapon.damage` as its
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base damage and consumes that number once. The combat pipeline has no
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`level_scaled_damage` value and must not apply item-level scaling a second time.
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The generated calculation listing names each typed pipeline stage and its bound
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Attributes. The listing explains the active revision with statements such as
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@@ -829,8 +848,8 @@ the builder supports a combined weapon-rotation model.
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The engine returns `INSUFFICIENT_DATA` with missing requirement keys when a
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calculation lacks required inputs or an Attribute binding. Callers must render
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that state instead of a partial result. Saved and shared builds load the current
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active revision for each request.
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that state instead of a partial result. Current player routes do not call the
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engine; their planned calculation surfaces display `COMING SOON`.
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`calculation_calibration_cases` stores a versioned loadout snapshot, observed
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hit values, timing values, optional encounter DPS, and the model prediction.
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