feat: defer advanced build calculations
This commit is contained in:
@@ -230,7 +230,7 @@
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<header><div><p class="eyebrow">LOADOUT ARCHIVE</p><h2>PUBLIC BUILDS</h2></div><span>{data.counts.builds} TOTAL</span></header>
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<div class="public-content-grid">
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{#each data.builds as build}
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<a class="public-content-card" href={`/builds/${encodeURIComponent(build.slug)}`}><span>LOADOUT</span><h3>{build.title}</h3><p>Open this loadout to inspect its equipment, Attributes, and calculated performance.</p><footer><small>UPDATED {dateLabel(build.updatedAt)}</small><b>VIEW BUILD →</b></footer></a>
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<a class="public-content-card" href={`/builds/${encodeURIComponent(build.slug)}`}><span>LOADOUT</span><h3>{build.title}</h3><p>Open this loadout to inspect its equipment, known Attributes, and active set bonuses.</p><footer><small>UPDATED {dateLabel(build.updatedAt)}</small><b>VIEW BUILD →</b></footer></a>
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{:else}<div class="public-empty"><span>◇</span><strong>NO PUBLIC BUILDS</strong><p>This Agent has not shared a public loadout.</p></div>{/each}
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</div>
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</section>
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@@ -67,10 +67,6 @@ export const load: PageServerLoad = async ({ cookies, url }) => {
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talentTiers,
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talentEffects,
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talentTemplates,
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conditionalRules,
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conditionalPools,
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conditionalClauses,
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conditionalOutcomes,
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chipSets,
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chipTwoPiece,
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chipPrimary,
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@@ -94,15 +90,8 @@ export const load: PageServerLoad = async ({ cookies, url }) => {
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specializationRanks,
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specializationRankEffects,
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specializationRankCosts,
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specializationCombatEffects,
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specializationRankCombatEffects,
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specializationCombatModifiers,
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progression,
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rankProfiles,
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activeCalculationRevision,
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calculationStages,
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calculationProfiles,
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skillCalculationProfiles,
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] = await Promise.all([
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(
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await database.prepare(
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@@ -164,26 +153,6 @@ export const load: PageServerLoad = async ({ cookies, url }) => {
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(
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await database.prepare('SELECT * FROM talent_description_templates')
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).all(),
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(
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await database.prepare(
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'SELECT * FROM conditional_effect_rules WHERE configured=1',
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)
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).all(),
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(
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await database.prepare(
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'SELECT * FROM conditional_effect_state_pools ORDER BY rule_id,sort_order',
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)
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).all(),
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(
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await database.prepare(
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'SELECT * FROM conditional_effect_clauses WHERE active=1 ORDER BY rule_id,sort_order',
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)
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).all(),
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(
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await database.prepare(
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'SELECT * FROM conditional_effect_outcomes ORDER BY rule_id,variant_key,outcome_key,sort_order',
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)
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).all(),
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(
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await database.prepare(
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'SELECT * FROM skill_chip_sets WHERE active=1 ORDER BY name COLLATE NOCASE',
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@@ -271,21 +240,6 @@ export const load: PageServerLoad = async ({ cookies, url }) => {
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'SELECT * FROM specialization_tree_rank_costs ORDER BY node_id,rank,resource_id',
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)
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).all(),
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(
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await database.prepare(
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'SELECT * FROM specialization_combat_effects WHERE active=1 ORDER BY specialization_id,name COLLATE NOCASE',
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)
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).all(),
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(
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await database.prepare(
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'SELECT * FROM specialization_tree_rank_combat_effects ORDER BY node_id,rank,effect_order',
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)
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).all(),
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(
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await database.prepare(
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'SELECT * FROM specialization_tree_rank_combat_modifiers ORDER BY rank_combat_effect_id,modifier_order',
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)
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).all(),
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(
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await database.prepare(
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"SELECT * FROM specialization_progression_config WHERE id='default'",
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@@ -296,26 +250,6 @@ export const load: PageServerLoad = async ({ cookies, url }) => {
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'SELECT * FROM specialization_rank_cost_profiles ORDER BY rank',
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)
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).all(),
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(
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await database.prepare(
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"SELECT * FROM calculation_revisions WHERE status='active' ORDER BY version DESC LIMIT 1",
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)
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).get(),
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(
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await database.prepare(`SELECT stage.* FROM calculation_stages stage
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JOIN calculation_revisions revision ON revision.id=stage.revision_id
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WHERE revision.status='active' ORDER BY stage.display_order`)
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).all(),
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(
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await database.prepare(`SELECT profile.* FROM attribute_calculation_profiles profile
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JOIN calculation_revisions revision ON revision.id=profile.revision_id
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WHERE revision.status='active' ORDER BY profile.stage_key,profile.stat_attribute_id`)
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).all(),
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(
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await database.prepare(`SELECT profile.* FROM skill_attribute_calculation_profiles profile
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JOIN calculation_revisions revision ON revision.id=profile.revision_id
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WHERE revision.status='active' ORDER BY profile.stage_key,profile.stat_attribute_id`)
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).all(),
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]);
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const iconUrl = (
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type:
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@@ -333,26 +267,6 @@ export const load: PageServerLoad = async ({ cookies, url }) => {
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);
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return icon ? gameDataIconUrl(type, String(id), icon.updated_at) : '';
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};
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const hydrateRule = (sourceType: string, sourceId: unknown) => {
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const rule = conditionalRules.find(
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(item) => item.source_type === sourceType && item.source_id === sourceId,
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);
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return rule
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? {
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rule,
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statePools: conditionalPools.filter(
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(pool) => pool.rule_id === rule.id,
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),
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clauses: conditionalClauses.filter(
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(clause) => clause.rule_id === rule.id,
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),
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outcomes: conditionalOutcomes.filter(
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(outcome) => outcome.rule_id === rule.id,
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),
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triggers: [],
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}
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: null;
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};
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const configuredTalents = talents.map((talent) => ({
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...talent,
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iconUrl: iconUrl('talent', talent.id),
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@@ -367,7 +281,6 @@ export const load: PageServerLoad = async ({ cookies, url }) => {
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(effect) => effect.talent_tier_id === tier.id,
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),
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})),
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rule: hydrateRule('talent', talent.id),
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}));
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return {
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viewer: viewer ? { id: viewer.id, displayName: viewer.displayName } : null,
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@@ -436,7 +349,6 @@ export const load: PageServerLoad = async ({ cookies, url }) => {
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effects: chipTalentEffects.filter(
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(effect) => effect.talent_id === talent.id,
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),
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rule: hydrateRule('skill_chip_talent', talent.id),
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}
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: null,
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};
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@@ -467,7 +379,6 @@ export const load: PageServerLoad = async ({ cookies, url }) => {
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effects: protocolTalentEffects.filter(
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(effect) => effect.talent_id === talent.id,
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),
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rule: hydrateRule('os_protocol_talent', talent.id),
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}
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: null,
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};
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@@ -520,24 +431,6 @@ export const load: PageServerLoad = async ({ cookies, url }) => {
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cost.node_id === node.id &&
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Number(cost.rank) === Number(rank.rank),
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),
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combatEffects: specializationRankCombatEffects
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.filter(
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(effect) =>
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effect.node_id === node.id &&
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Number(effect.rank) === Number(rank.rank),
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)
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.map((effect) => ({
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...effect,
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definition: specializationCombatEffects.find(
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(definition) =>
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definition.id === effect.combat_effect_id,
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),
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modifiers: specializationCombatModifiers.filter(
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(modifier) =>
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modifier.rank_combat_effect_id === effect.id,
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),
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rule: hydrateRule('specialization_tree_rank', effect.id),
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})),
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})),
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}));
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return { ...focus, abilities: assignedAbilities, nodes };
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@@ -550,12 +443,6 @@ export const load: PageServerLoad = async ({ cookies, url }) => {
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Number(progression?.shd_cache_points ?? 19),
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rankProfiles,
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},
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calculation: {
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revision: activeCalculationRevision,
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stages: calculationStages,
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profiles: calculationProfiles,
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skillProfiles: skillCalculationProfiles,
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},
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};
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};
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+12
-217
@@ -8,14 +8,11 @@
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import SegmentedChoice from '$lib/components/SegmentedChoice.svelte';
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import PendingForm from '$lib/components/PendingForm.svelte';
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import ItemIcon from '$lib/components/ItemIcon.svelte';
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import CombatAssumptions from '$lib/components/builder/CombatAssumptions.svelte';
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import ConditionalEffectCard from '$lib/components/builder/ConditionalEffectCard.svelte';
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import LoadoutMatrix, { type MatrixCell } from '$lib/components/builder/LoadoutMatrix.svelte';
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import WeaponCalculationResult from '$lib/components/builder/WeaponCalculationResult.svelte';
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import SkillCalculationResult from '$lib/components/builder/SkillCalculationResult.svelte';
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import { evaluateLoadoutCombat, evaluateLoadoutSkillCombat, summarizeLoadout } from '$lib/builder/loadout-combat';
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import LoadoutStatsSummary from '$lib/components/builder/LoadoutStatsSummary.svelte';
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import PlannedCombatModel from '$lib/components/builder/PlannedCombatModel.svelte';
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import { summarizeLoadout } from '$lib/builder/loadout-summary';
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import { toast } from '$lib/toast';
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import { MECHANIC_EVENT_REGISTRY, type MechanicEventKind } from '$lib/calculations/mechanic';
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import {
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blankRoll, clamp, createDraft, gearBaseStatRange, gearSlots, levelScaledRange, parseLoadoutDraft, remapRangeValue, scaled, weaponBaseRange,
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type LoadoutDraft, type Roll
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@@ -54,11 +51,6 @@
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const selectedRank = Number(draft.specialization.nodeRanks[node.id] ?? 0);
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return selectedRank ? [{ node, rank: node.ranks.find((entry: any) => Number(entry.rank) === selectedRank) }] : [];
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}) ?? []);
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const selectedCombatEffects = $derived(selectedNodeRanks.flatMap(({ node, rank }: any) =>
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(rank?.combatEffects ?? [])
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.filter((effect: any) => Number(effect.rule?.configured) === 1)
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.map((effect: any) => ({ ...effect, nodeName: node.name }))
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));
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const talent = (id: string) => data.talents.find((item) => item.id === id);
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const brand = (id: string) => data.brands.find((item) => item.id === id);
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const unitValue = (value: unknown, statId: string) => {
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@@ -67,69 +59,6 @@
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const unit = attribute(statId)?.unit ?? '';
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return unit === 'Shots' ? `${rendered} ${unit}` : `${rendered}${unit}`;
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};
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const jsonObject = (value: unknown) => {
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if (value && typeof value === 'object' && !Array.isArray(value)) return value as Record<string, any>;
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if (typeof value !== 'string') return {};
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try {
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const parsed = JSON.parse(value);
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return parsed && typeof parsed === 'object' && !Array.isArray(parsed)
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? parsed as Record<string, any>
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: {};
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} catch {
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return {};
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}
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};
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const mechanicScenarioInputs = (rule: any) => {
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const raw = rule?.rule?.scenario_inputs_json;
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if (Array.isArray(raw)) return raw;
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if (typeof raw !== 'string') return [];
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try {
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const parsed = JSON.parse(raw);
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return Array.isArray(parsed) ? parsed : [];
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} catch {
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return [];
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}
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};
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const combatEffectDescription = (effect: any) => {
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const template = String(effect.definition?.description_template ?? effect.definition?.name ?? 'Conditional effect');
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const rule = effect.rule;
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const outcomes = (rule?.outcomes ?? []).filter((outcome: any) => outcome.variant_key === 'base');
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const firstReducer = jsonObject(rule?.clauses?.[0]?.reducer_json);
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const primaryPool = rule?.statePools?.[0];
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return template
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.replaceAll('{triggerCount}', String(firstReducer.threshold ?? ''))
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.replaceAll('{triggerWindow}', firstReducer.windowSeconds ? `${firstReducer.windowSeconds}s` : '')
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.replaceAll('{duration}', String(primaryPool?.duration_seconds ?? 0))
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.replaceAll('{maxStacks}', String(primaryPool?.maximum_value ?? 1))
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.replaceAll('{effectName}', String(effect.definition?.name ?? 'Effect'))
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.replace(/\{(\d+)\}/g, (placeholder: string, raw: string) => {
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const outcome = outcomes[Number(raw) - 1];
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return outcome?.stat_attribute_id
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? unitValue(outcome.value, outcome.stat_attribute_id)
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: placeholder;
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});
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};
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const conditionalFacts = (rule: any) => {
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const clauses = rule?.clauses ?? [];
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const eventLabels = [...new Set(clauses.map((clause: any) => {
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const event = String(clause.event_kind ?? '') as MechanicEventKind;
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return MECHANIC_EVENT_REGISTRY[event]?.label;
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}).filter(Boolean))];
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const readiness = String(rule?.rule?.simulation_readiness ?? 'captured_only')
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.replaceAll('_', ' ')
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.toUpperCase();
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const cooldowns = clauses
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.map((clause: any) => Number(clause.cooldown_seconds ?? 0))
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.filter((value: number) => value > 0);
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const poolMaximum = Math.max(0, ...(rule?.statePools ?? [])
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.map((pool: any) => Number(pool.maximum_value ?? 0)));
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return [
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`${clauses.length} BRANCH${clauses.length === 1 ? '' : 'ES'}`,
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eventLabels.length ? eventLabels.join(' · ').toUpperCase() : 'NO EVENT BRANCHES',
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poolMaximum > 1 ? `MAX ${poolMaximum} STACKS` : readiness,
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cooldowns.length ? `${Math.max(...cooldowns)}s COOLDOWN` : 'NO COOLDOWN'
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];
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};
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const scaledRange = (minimum: unknown, maximum: unknown, level: unknown, referenceLevel: unknown, source: 'gear' | 'weapon') =>
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levelScaledRange(minimum, maximum, level, referenceLevel ?? 50, source);
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const gearBaseRange = (item: any, key: 'health' | 'armor', level: number) =>
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@@ -218,20 +147,6 @@
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};
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active = 'specialization:focus';
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};
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const toggleTalent = (key: string) => {
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const current = draft.conditionalEffects[key]?.mode ?? 'off';
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draft.conditionalEffects = {
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...draft.conditionalEffects,
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[key]: { mode: current === 'off' ? 'peak' : 'off' }
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};
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};
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const setSkillActivation = (abilityId: string, patch: Record<string, unknown>) => {
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const current = draft.skillActivations[abilityId] ?? { mode: 'off', targets: 1 };
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draft.skillActivations = {
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...draft.skillActivations,
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[abilityId]: { ...current, ...patch }
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};
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};
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const talentTier = (talentId: string, tier: number) => {
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const item = talent(talentId);
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return item?.tiers.find((entry: any) => entry.tier === (tier >= 2 ? 'II' : 'I')) ?? item?.tiers[0];
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@@ -346,43 +261,7 @@
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selection.level = nextLevel;
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};
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const activeParts = $derived(active.split(':'));
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const talentCooldown = (id: string) => {
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const value = talent(id)?.cooldown_seconds;
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if (value === null || value === undefined || value === '') return '';
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return `Talent Cooldown: ${value} ${Number(value) === 1 ? 'second' : 'seconds'}`;
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};
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const summary = $derived(summarizeLoadout(draft, data));
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const modeledTalents = $derived(summary.equippedTalents.filter(
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(equipped: any) => Number(equipped.rule?.rule?.configured) === 1
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&& (equipped.rule?.clauses?.length ?? 0) > 0
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));
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const calculationDraft = $derived.by(() => {
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if (draft.calculationMode === 'custom') return draft;
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const effectKeys = [
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...selectedCombatEffects.map((effect: any) => String(effect.id)),
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...modeledTalents.map((effect: any) => String(effect.key))
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];
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const conditionalEffects = {
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...draft.conditionalEffects,
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...Object.fromEntries(effectKeys.map((key) => [
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key,
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{ ...draft.conditionalEffects[key], mode: 'peak' as const }
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]))
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};
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const skillActivations = { ...draft.skillActivations };
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for (const ability of selectedFocus?.abilities ?? []) {
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skillActivations[ability.id] = {
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mode: 'on_cooldown',
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targets: Math.max(1, Number(ability.attack?.target_cap ?? 1))
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};
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}
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return { ...draft, conditionalEffects, skillActivations };
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});
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const combatResults = $derived(evaluateLoadoutCombat(calculationDraft, data, summary));
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const skillCombatResult = $derived(evaluateLoadoutSkillCombat(calculationDraft, data, summary));
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const skillAbilityNames = $derived(Object.fromEntries(
|
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(selectedFocus?.abilities ?? []).map((ability: any) => [String(ability.id), String(ability.name)])
|
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));
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const rollSummary = (rolls: Roll[]) => rolls
|
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.filter((roll) => roll.statId)
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.map((roll) => `${attribute(roll.statId)?.name ?? 'Attribute'} ${unitValue(roll.value, roll.statId)}`)
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@@ -410,7 +289,7 @@
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? `${selectedFocus.primary_attribute} · ${selectedSpecializationPoints} / ${data.specializationProgression.availablePoints} POINTS`
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: 'ROOT CHOICE · DEFINES ALL THREE ABILITIES',
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iconUrl: selectedFocus?.specialization.iconUrl,
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issue: !selectedFocus ? 'REQUIRED FOR CALCULATION' : selectedFocus.abilities.length !== 3 ? 'ABILITY DATA INCOMPLETE' : undefined
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issue: !selectedFocus ? 'SELECT TO COMPLETE LOADOUT' : selectedFocus.abilities.length !== 3 ? 'ABILITY DATA INCOMPLETE' : undefined
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});
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const abilityCells = $derived.by((): MatrixCell[] => [0, 1, 2].map((index) => {
|
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const ability = selectedFocus?.abilities[index];
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@@ -437,7 +316,7 @@
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meta: item?.category ?? '',
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summary: item ? details || `T${selection.tier} · ${unitValue(selection.damage, '')} DAMAGE` : 'SELECT WEAPON',
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iconUrl: weaponIcon(item?.category),
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issue: item ? undefined : 'REQUIRED FOR CALCULATION'
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issue: item ? undefined : 'SELECT TO COMPLETE LOADOUT'
|
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};
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}));
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const gearCells = $derived.by((): MatrixCell[] => gearSlots.map((slot) => {
|
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@@ -455,7 +334,7 @@
|
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meta: item ? `T${item.tier}` : '',
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summary: item ? details || `T${item.tier} · LEVEL ${selection.level}` : 'SELECT GEAR',
|
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iconUrl: gearIcon(slot),
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issue: item ? undefined : 'REQUIRED FOR CALCULATION'
|
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issue: item ? undefined : 'SELECT TO COMPLETE LOADOUT'
|
||||
};
|
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}));
|
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const protocolCell = $derived<MatrixCell>({
|
||||
@@ -467,7 +346,7 @@
|
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? `LEVEL ${draft.protocol.level} · ${draft.protocol.talentUpgrades} / 5 TALENT UPGRADES`
|
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: 'SELECT ONE PROTOCOL',
|
||||
iconUrl: protocolItem()?.iconUrl,
|
||||
issue: protocolItem() ? undefined : 'REQUIRED FOR CALCULATION'
|
||||
issue: protocolItem() ? undefined : 'SELECT TO COMPLETE LOADOUT'
|
||||
});
|
||||
const loadoutConfigured = $derived(Boolean(
|
||||
selectedFocus
|
||||
@@ -478,22 +357,6 @@
|
||||
&& draft.protocol.itemId
|
||||
));
|
||||
|
||||
$effect(() => {
|
||||
const sources = [
|
||||
...selectedCombatEffects.map((effect: any) => ({ key: String(effect.id) })),
|
||||
...modeledTalents
|
||||
];
|
||||
const missing = sources.filter((source: any) => !draft.conditionalEffects[source.key]);
|
||||
if (missing.length) draft.conditionalEffects = {
|
||||
...draft.conditionalEffects,
|
||||
...Object.fromEntries(missing.map((effect: any) => [effect.key, { mode: 'off' }]))
|
||||
};
|
||||
const missingAbilities = (selectedFocus?.abilities ?? []).filter((ability: any) => !draft.skillActivations[ability.id]);
|
||||
if (missingAbilities.length) draft.skillActivations = {
|
||||
...draft.skillActivations,
|
||||
...Object.fromEntries(missingAbilities.map((ability: any) => [ability.id, { mode: 'off', targets: 1 }]))
|
||||
};
|
||||
});
|
||||
onMount(() => {
|
||||
if (data.initialBuild) return;
|
||||
localStorage.removeItem('shd-build-loadout-draft-v3');
|
||||
@@ -561,7 +424,7 @@
|
||||
{#if persistedSlug && persistedVisibility !== 'private'}<a class="builder-share-link" href={`/builds/${persistedSlug}`}>VIEW SHARE PAGE →</a>{/if}
|
||||
</div>
|
||||
{/if}
|
||||
<div class="builder-status"><span><i></i> LIVE CALCULATION</span><span>{draft.calculationMode === 'maximum' ? 'MAXIMUM POTENTIAL' : 'CUSTOM SCENARIO'}</span><span>12 LOADOUT CELLS + 9 CHIPS</span><span>{data.gear.length + data.weapons.length + data.chipSets.length + data.protocols.length} CATALOG ITEMS</span></div>
|
||||
<div class="builder-status"><span><i></i> KNOWN STATS ONLINE</span><span>ADVANCED MODEL · COMING SOON</span><span>12 LOADOUT CELLS + 9 CHIPS</span><span>{data.gear.length + data.weapons.length + data.chipSets.length + data.protocols.length} CATALOG ITEMS</span></div>
|
||||
</div>
|
||||
{#if message}<p class="success" role="status">{message}</p>{/if}
|
||||
{#if form?.buildError}<p class="error" role="alert">{form.buildError}</p>{/if}
|
||||
@@ -594,20 +457,6 @@
|
||||
</section>
|
||||
{/each}
|
||||
</div>
|
||||
{#if draft.calculationMode === 'custom'}<div class="builder-skill-activation">
|
||||
<div class="builder-section-title"><div><span>SKILL ACTIVATION PROFILE</span><small>ALL ENABLED ABILITIES CONTRIBUTE TO COMBINED SKILL DPS</small></div><b>{selectedFocus.abilities.filter((ability: any) => (draft.skillActivations[ability.id]?.mode ?? 'off') !== 'off').length} ENABLED</b></div>
|
||||
{#each selectedFocus.abilities as ability}
|
||||
{@const activation = draft.skillActivations[ability.id] ?? { mode: 'off', targets: 1 }}
|
||||
<section>
|
||||
<header><ItemIcon src={ability.iconUrl} alt=""/><div><strong>{ability.name}</strong><small>{ability.attack ? `${ability.attack.delivery.toUpperCase()} · ${ability.attack.damage_type}` : 'ATTACK PROFILE NOT CONFIGURED'}</small></div></header>
|
||||
<SegmentedChoice legend={`${ability.name} activation`} name={`skill-${ability.id}-activation`} options={[{value:'off',label:'OFF'},{value:'on_cooldown',label:'ON COOLDOWN'},{value:'custom_per_minute',label:'CUSTOM / MIN'}]} value={activation.mode} onchange={(values) => setSkillActivation(ability.id,{mode:values[0]})}/>
|
||||
<div class="builder-skill-assumptions">
|
||||
{#if activation.mode === 'custom_per_minute'}<RangeValueControl label="Uses per minute" min={0.1} max={60} step={0.1} value={activation.usesPerMinute ?? 1} onchange={(value) => setSkillActivation(ability.id,{usesPerMinute:value})}/>{/if}
|
||||
<RangeValueControl label="Targets hit" min={1} max={Math.max(1,Number(ability.attack?.target_cap ?? 1))} step={1} value={activation.targets} onchange={(value) => setSkillActivation(ability.id,{targets:value})}/>
|
||||
</div>
|
||||
</section>
|
||||
{/each}
|
||||
</div>{/if}
|
||||
<div class="builder-specialization-telemetry"><span>POINTS <b>{selectedSpecializationPoints} / {data.specializationProgression.availablePoints}</b></span><span>CREDITS <b>{selectedSpecializationCosts.credits.toLocaleString()}</b></span>{#each selectedSpecializationCosts.resources as resource}<span>{String(resource[0]).replace('resource-electronics-','').replaceAll('-',' ').toUpperCase()} <b>× {resource[1]}</b></span>{/each}</div>
|
||||
<div class="builder-focus-tree">
|
||||
<div class="builder-section-title"><div><span>FOCUS UPGRADE TREE</span><small>PREVIOUS ROWS REQUIRE EVERY AVAILABLE RANK 1 + 2 BEFORE ADVANCING</small></div><b>{selectedFocus.nodes.length} NODES</b></div>
|
||||
@@ -619,41 +468,7 @@
|
||||
</div></section>
|
||||
{/each}
|
||||
</div>
|
||||
<CombatAssumptions bind:mode={draft.calculationMode} bind:profile={draft.combatProfile}/>
|
||||
{#if selectedCombatEffects.length}
|
||||
<div class="builder-conditional-effects">
|
||||
<div class="builder-section-title"><div><span>CONDITIONAL EFFECT PROFILES</span><small>CHOOSE HOW EACH UNLOCKED EFFECT CONTRIBUTES TO DPS</small></div><b>{selectedCombatEffects.length} EFFECTS</b></div>
|
||||
{#each selectedCombatEffects as effect}
|
||||
<ConditionalEffectCard
|
||||
id={effect.id}
|
||||
name={effect.definition?.name ?? effect.nodeName}
|
||||
description={combatEffectDescription(effect)}
|
||||
facts={conditionalFacts(effect.rule)}
|
||||
scenarioInputs={mechanicScenarioInputs(effect.rule)}
|
||||
appliedState={draft.calculationMode === 'maximum' ? 'MAXIMUM POTENTIAL' : draft.conditionalEffects[effect.id]?.mode === 'peak' ? 'PEAK MODE' : draft.conditionalEffects[effect.id]?.mode === 'encounter' ? 'ENCOUNTER MODE' : 'NOT APPLIED'}
|
||||
bind:effectState={draft.conditionalEffects[effect.id]}
|
||||
calculationMode={draft.calculationMode}
|
||||
/>
|
||||
{/each}
|
||||
</div>
|
||||
{/if}
|
||||
{#if modeledTalents.length}
|
||||
<div class="builder-conditional-effects">
|
||||
<div class="builder-section-title"><div><span>EQUIPPED TALENT MODELING</span><small>MODEL EACH MECHANIC PROGRAM OR EXCLUDE IT FROM CALCULATIONS</small></div><b>{modeledTalents.length} TALENTS</b></div>
|
||||
{#each modeledTalents as equipped}
|
||||
<ConditionalEffectCard
|
||||
id={equipped.key}
|
||||
name={equipped.custom?.name ?? talent(equipped.id)?.name ?? 'Talent'}
|
||||
description={equipped.description}
|
||||
facts={conditionalFacts(equipped.rule)}
|
||||
scenarioInputs={mechanicScenarioInputs(equipped.rule)}
|
||||
appliedState={draft.calculationMode === 'maximum' ? 'MAXIMUM POTENTIAL' : draft.conditionalEffects[equipped.key]?.mode === 'peak' ? 'PEAK MODE' : draft.conditionalEffects[equipped.key]?.mode === 'encounter' ? 'ENCOUNTER MODE' : 'NOT APPLIED'}
|
||||
bind:effectState={draft.conditionalEffects[equipped.key]}
|
||||
calculationMode={draft.calculationMode}
|
||||
/>
|
||||
{/each}
|
||||
</div>
|
||||
{/if}
|
||||
<PlannedCombatModel headingId="builder-combat-model-heading" />
|
||||
{/if}
|
||||
{:else if activeParts[0] === 'ability'}
|
||||
{@const abilityIndex = Number(activeParts[1])}
|
||||
@@ -668,19 +483,6 @@
|
||||
<div>{#each [0,1,2] as chipSlot}{@const chipIndex = abilityIndex * 3 + chipSlot}{@const item = chipItem(chipIndex)}<button type="button" onclick={() => active = `chip:${chipIndex}`}><small>CHIP {chipSlot + 1}</small><strong>{item?.name ?? 'EMPTY SLOT'}</strong><span>{item ? `${draft.chips[chipIndex].quality} · ${attribute(draft.chips[chipIndex].primary.statId)?.name ?? 'NO PRIMARY'}` : 'SELECT CHIP'}</span></button>{/each}</div>
|
||||
</section>
|
||||
</div>
|
||||
{#if draft.calculationMode === 'custom'}
|
||||
{@const activation = draft.skillActivations[ability.id] ?? { mode: 'off', targets: 1 }}
|
||||
<div class="builder-skill-activation">
|
||||
<div class="builder-section-title"><div><span>ACTIVATION PROFILE</span><small>CONTROLS THIS ABILITY'S CONTRIBUTION TO COMBINED SKILL DPS</small></div></div>
|
||||
<section>
|
||||
<SegmentedChoice legend={`${ability.name} activation`} name={`ability-${ability.id}-activation`} options={[{value:'off',label:'OFF'},{value:'on_cooldown',label:'ON COOLDOWN'},{value:'custom_per_minute',label:'CUSTOM / MIN'}]} value={activation.mode} onchange={(values) => setSkillActivation(ability.id,{mode:values[0]})}/>
|
||||
<div class="builder-skill-assumptions">
|
||||
{#if activation.mode === 'custom_per_minute'}<RangeValueControl label="Uses per minute" min={0.1} max={60} step={0.1} value={activation.usesPerMinute ?? 1} onchange={(value) => setSkillActivation(ability.id,{usesPerMinute:value})}/>{/if}
|
||||
<RangeValueControl label="Targets hit" min={1} max={Math.max(1,Number(ability.attack?.target_cap ?? 1))} step={1} value={activation.targets} onchange={(value) => setSkillActivation(ability.id,{targets:value})}/>
|
||||
</div>
|
||||
</section>
|
||||
</div>
|
||||
{/if}
|
||||
{:else}
|
||||
<p class="error">Select a Specialization and Focus with configured abilities before attaching Skill Chips.</p>
|
||||
{/if}
|
||||
@@ -749,16 +551,9 @@
|
||||
</section>
|
||||
|
||||
<aside class="loadout-summary">
|
||||
<div class="summary-head"><div><p class="eyebrow"><span></span> LIVE SUMMARY</p><h2>AGENT STATS</h2></div><b>{summary.stats.length}</b></div>
|
||||
<div class="summary-core">{#each ['Firepower','Toughness','Engineering'] as name}{@const stat = summary.stats.find((entry) => attribute(entry.id)?.name === name)}<div><GameIcon name={name.toLowerCase() as GameIconName} decorative/><span>{name}<b>{stat ? unitValue(stat.value,stat.id) : '0'}</b></span></div>{/each}</div>
|
||||
<div class="builder-combat-results">{#each combatResults as result}<WeaponCalculationResult {result} resolverHint="Use the warning markers in the loadout matrix."/>{/each}</div>
|
||||
<div class="builder-combat-results"><SkillCalculationResult result={skillCombatResult} abilityNames={skillAbilityNames} resolverHint="Open the marked doctrine or ability cell."/></div>
|
||||
<div class="summary-scroll">
|
||||
<div class="summary-section"><header><span>COMBINED ATTRIBUTES</span><b>{summary.stats.length}</b></header>{#each summary.stats as stat}<div class="summary-stat"><span>{attribute(stat.id)?.name}<small>{attribute(stat.id)?.category} · {stat.sourceCount} SOURCE{stat.sourceCount === 1 ? '' : 'S'}</small></span><b>{unitValue(stat.value,stat.id)}</b></div>{:else}<p>Equip and configure items to calculate attributes.</p>{/each}</div>
|
||||
<div class="summary-section"><header><span>ACTIVE SET BONUSES</span><b>{summary.activeBonuses.length}</b></header>{#each summary.activeBonuses as bonus}<div class="summary-bonus"><span><b>{bonus.name}</b><small>{bonus.pieces}-PIECE · {bonus.count} EQUIPPED</small></span><em>+{unitValue(bonus.value,bonus.statId)} {attribute(bonus.statId)?.name}</em></div>{:else}<p>Matching Brand Sets and Skill Chips activate bonuses here.</p>{/each}</div>
|
||||
<div class="summary-section"><header><span>EQUIPPED TALENTS</span><b>{summary.equippedTalents.length}</b></header>{#each summary.equippedTalents as equipped}<label class="summary-talent">{#if draft.calculationMode === 'custom'}<input type="checkbox" checked={(draft.conditionalEffects[equipped.key]?.mode ?? 'off') !== 'off'} onchange={() => toggleTalent(equipped.key)}/>{/if}<span><b>{equipped.custom?.name ?? talent(equipped.id)?.name ?? 'Talent'}</b><small>{equipped.source} · {draft.calculationMode === 'maximum' ? 'MAXIMUM POTENTIAL' : (draft.conditionalEffects[equipped.key]?.mode ?? 'off') !== 'off' ? 'INCLUDED' : 'CONDITIONAL'}</small><em>{equipped.description}</em>{#if equipped.id && talentCooldown(equipped.id)}<i class="talent-cooldown">{talentCooldown(equipped.id)}</i>{/if}</span></label>{:else}<p>Selected equipment talents appear here.</p>{/each}</div>
|
||||
</div>
|
||||
<p class="notice">{draft.calculationMode === 'maximum' ? 'Maximum Potential applies every configured effect at best-case uptime. ' : 'Custom Scenario uses each mechanic program and the encounter settings saved with this loadout. '}Anonymous drafts remain on this device.</p>
|
||||
<LoadoutStatsSummary {summary} attributes={data.attributes} talents={data.talents} headingId="builder-known-stats-heading" />
|
||||
<div class="builder-planned-model"><PlannedCombatModel headingId="builder-planned-output-heading" variant="compact" /></div>
|
||||
<p class="notice">Anonymous drafts remain on this device. Account saves preserve the equipped-item configuration and current visibility.</p>
|
||||
</aside>
|
||||
</div>
|
||||
</main>
|
||||
|
||||
@@ -2,11 +2,8 @@ import { error } from '@sveltejs/kit';
|
||||
import { getDatabase } from '$lib/server/database';
|
||||
import { getSessionUser } from '$lib/server/auth/session';
|
||||
import { parseLoadoutDraft, type LoadoutDraft } from '$lib/builder/loadout';
|
||||
import {
|
||||
evaluateLoadoutCombat,
|
||||
summarizeLoadout,
|
||||
} from '$lib/builder/loadout-combat';
|
||||
import { loadSharedBuildCombatCatalog } from '$lib/server/shared-build-combat';
|
||||
import { summarizeLoadout } from '$lib/builder/loadout-summary';
|
||||
import { loadSharedBuildSummaryCatalog } from '$lib/server/shared-build-summary';
|
||||
import { avatarUrl } from '$lib/avatar';
|
||||
import type { PageServerLoad } from './$types';
|
||||
|
||||
@@ -41,24 +38,26 @@ export const load: PageServerLoad = async ({ params, cookies }) => {
|
||||
} catch {
|
||||
error(404, 'Build data is unavailable');
|
||||
}
|
||||
const [gear, weapons, chips, protocols, brands, combatCatalog] =
|
||||
const [gear, weapons, chips, protocols, brands, summaryCatalog] =
|
||||
await Promise.all([
|
||||
(await database.prepare('SELECT id,name,slot,tier FROM gear')).all(),
|
||||
(
|
||||
await database.prepare('SELECT id,name,category,is_exotic FROM weapons')
|
||||
await database.prepare(
|
||||
'SELECT id,name,slot,tier,base_armor_min FROM gear',
|
||||
)
|
||||
).all(),
|
||||
(
|
||||
await database.prepare(
|
||||
'SELECT id,name,category,is_exotic,rpm,magazine,reload_speed,damage_type FROM weapons',
|
||||
)
|
||||
).all(),
|
||||
(await database.prepare('SELECT id,name FROM skill_chip_sets')).all(),
|
||||
(
|
||||
await database.prepare('SELECT id,name,quality FROM os_protocols')
|
||||
).all(),
|
||||
(await database.prepare('SELECT id,name FROM brand_sets')).all(),
|
||||
loadSharedBuildCombatCatalog(database),
|
||||
loadSharedBuildSummaryCatalog(database),
|
||||
]);
|
||||
const combatResults = evaluateLoadoutCombat(
|
||||
loadout,
|
||||
combatCatalog,
|
||||
summarizeLoadout(loadout, combatCatalog),
|
||||
);
|
||||
const summary = summarizeLoadout(loadout, summaryCatalog);
|
||||
return {
|
||||
build: {
|
||||
id: String(build.id),
|
||||
@@ -85,6 +84,8 @@ export const load: PageServerLoad = async ({ params, cookies }) => {
|
||||
chips,
|
||||
protocols,
|
||||
brands,
|
||||
combatResults,
|
||||
summary,
|
||||
attributes: summaryCatalog.attributes,
|
||||
talents: summaryCatalog.talents,
|
||||
};
|
||||
};
|
||||
|
||||
@@ -1,13 +1,22 @@
|
||||
<script lang="ts">
|
||||
import { gearSlots } from '$lib/builder/loadout';
|
||||
import AgentIdentityLink from '$lib/components/AgentIdentityLink.svelte';
|
||||
import WeaponCalculationResult from '$lib/components/builder/WeaponCalculationResult.svelte';
|
||||
import LoadoutStatsSummary from '$lib/components/builder/LoadoutStatsSummary.svelte';
|
||||
import PlannedCombatModel from '$lib/components/builder/PlannedCombatModel.svelte';
|
||||
let { data } = $props();
|
||||
const gear = (id: string) => data.gear.find((item) => item.id === id);
|
||||
const weapon = (id: string) => data.weapons.find((item) => item.id === id);
|
||||
const chip = (id: string) => data.chips.find((item) => item.id === id);
|
||||
const protocol = (id: string) => data.protocols.find((item) => item.id === id);
|
||||
const brand = (id: string) => data.brands.find((item) => item.id === id);
|
||||
const attribute = (id: string) => data.attributes.find((item) => item.id === id);
|
||||
const number = new Intl.NumberFormat('en-US', { maximumFractionDigits: 2 });
|
||||
const rollLine = (rolls: Array<{ statId: string; value: number }>) => rolls
|
||||
.filter((roll) => roll.statId)
|
||||
.map((roll) => `${attribute(roll.statId)?.name ?? 'Attribute'} ${number.format(roll.value)}${attribute(roll.statId)?.unit ?? ''}`)
|
||||
.join(' · ');
|
||||
const coreLine = (selection: { firepower: number; toughness: number; engineering: number }) =>
|
||||
`FP ${number.format(selection.firepower)} · TGH ${number.format(selection.toughness)} · ENG ${number.format(selection.engineering)}`;
|
||||
</script>
|
||||
|
||||
<svelte:head><title>{data.build.title} — SHD.build</title></svelte:head>
|
||||
@@ -16,30 +25,22 @@
|
||||
<div><p class="eyebrow"><span></span> SHD LOADOUT ARCHIVE / {data.build.visibility.toUpperCase()}</p><h1>{data.build.title}</h1><AgentIdentityLink size="compact" linked={data.build.profileAvailable} agent={{ id: data.build.ownerId, displayName: data.build.author, publicSlug: data.build.authorPublicSlug, avatarUrl: data.build.authorAvatarUrl }} meta={`UPDATED ${new Date(data.build.updatedAt).toLocaleDateString()}`}/></div>
|
||||
<div>{#if data.build.owner}<a class="secondary" href={`/guides/new?build=${encodeURIComponent(data.build.id)}`}>CREATE GUIDE FOR BUILD</a><a class="secondary" href={`/builder?build=${data.build.slug}`}>EDIT LOADOUT</a>{/if}<a class="primary" href="/builder">NEW BUILD +</a></div>
|
||||
</header>
|
||||
<section class="builder-combat-results" aria-labelledby="shared-combat-heading">
|
||||
<div class="builder-section-title">
|
||||
<div>
|
||||
<span>LIVE COMBAT MODEL</span>
|
||||
<h2 id="shared-combat-heading">CURRENT WEAPON OUTPUT</h2>
|
||||
</div>
|
||||
<b>CURRENT ISAC RULES</b>
|
||||
</div>
|
||||
{#each data.combatResults as result}
|
||||
<WeaponCalculationResult {result}/>
|
||||
{/each}
|
||||
</section>
|
||||
<div class="shared-build-intelligence">
|
||||
<LoadoutStatsSummary summary={data.summary} attributes={data.attributes} talents={data.talents} headingId="shared-known-stats-heading" layout="page" />
|
||||
<PlannedCombatModel headingId="shared-planned-model-heading" headingLevel="h2" variant="compact" />
|
||||
</div>
|
||||
<div class="shared-build-grid">
|
||||
<section>
|
||||
<header><span>WEAPONS</span><b>02 SLOTS</b></header>
|
||||
{#each data.loadout.weapons as selection, index}{@const item=weapon(selection.itemId)}<article><small>{index ? 'SECONDARY' : 'PRIMARY'}</small><strong>{item?.name ?? 'EMPTY SLOT'}</strong><span>{item ? `${item.category} · T${selection.tier} · LEVEL ${selection.level}` : 'NOT CONFIGURED'}</span></article>{/each}
|
||||
{#each data.loadout.weapons as selection, index}{@const item=weapon(selection.itemId)}<article><small>{index ? 'SECONDARY' : 'PRIMARY'}</small><strong>{item?.name ?? 'EMPTY SLOT'}</strong><span>{item ? `${item.category} · ${item.damage_type} · T${selection.tier} · LEVEL ${selection.level}` : 'NOT CONFIGURED'}</span>{#if item}<div class="shared-item-facts"><b>{number.format(selection.damage)} DAMAGE</b><b>{item.rpm} RPM</b><b>{item.magazine} ROUNDS</b><b>{item.reload_speed}s RELOAD</b></div><em>{coreLine(selection)}{rollLine(selection.rolls) ? ` · ${rollLine(selection.rolls)}` : ''}</em>{/if}</article>{/each}
|
||||
</section>
|
||||
<section>
|
||||
<header><span>GEAR</span><b>06 SLOTS</b></header>
|
||||
{#each gearSlots as slot}{@const selection=data.loadout.gear[slot]}{@const item=gear(selection.itemId)}<article><small>{slot.toUpperCase()}</small><strong>{item?.name ?? 'EMPTY SLOT'}</strong><span>{item ? `${brand(selection.brandId)?.name ?? 'NO BRAND'} · T${item.tier} · LEVEL ${selection.level}` : 'NOT CONFIGURED'}</span></article>{/each}
|
||||
{#each gearSlots as slot}{@const selection=data.loadout.gear[slot]}{@const item=gear(selection.itemId)}<article><small>{slot.toUpperCase()}</small><strong>{item?.name ?? 'EMPTY SLOT'}</strong><span>{item ? `${brand(selection.brandId)?.name ?? 'NO BRAND'} · T${item.tier} · LEVEL ${selection.level}` : 'NOT CONFIGURED'}</span>{#if item}<div class="shared-item-facts"><b>{number.format(selection.health)} HEALTH</b>{#if item.base_armor_min !== null}<b>{number.format(selection.armor)} ARMOR</b>{/if}</div><em>{coreLine(selection)}{rollLine(selection.rolls) ? ` · ${rollLine(selection.rolls)}` : ''}</em>{/if}</article>{/each}
|
||||
</section>
|
||||
<section>
|
||||
<header><span>AGENT SYSTEMS</span><b>10 SLOTS</b></header>
|
||||
{#each data.loadout.chips as selection, index}{@const item=chip(selection.setId)}<article><small>SKILL CHIP 0{index+1}</small><strong>{item?.name ?? 'EMPTY SLOT'}</strong><span>{item ? selection.quality : 'NOT CONFIGURED'}</span></article>{/each}
|
||||
{#each data.loadout.chips as selection, index}{@const item=chip(selection.setId)}<article><small>SKILL CHIP 0{index+1}</small><strong>{item?.name ?? 'EMPTY SLOT'}</strong><span>{item ? selection.quality : 'NOT CONFIGURED'}</span>{#if item}<em>{rollLine([selection.primary, ...selection.secondary]) || 'ATTRIBUTES NOT CONFIGURED'}</em>{/if}</article>{/each}
|
||||
{#if protocol(data.loadout.protocol.itemId)}{@const protocolItem=protocol(data.loadout.protocol.itemId)}<article><small>OS PROTOCOL</small><strong>{protocolItem.name}</strong><span>LEVEL {data.loadout.protocol.level} · {data.loadout.protocol.talentUpgrades}/5 UPGRADES</span></article>{:else}<article><small>OS PROTOCOL</small><strong>EMPTY SLOT</strong><span>NOT CONFIGURED</span></article>{/if}
|
||||
</section>
|
||||
</div>
|
||||
|
||||
@@ -203,7 +203,7 @@
|
||||
<svelte:head><title>Combat calculations — ISAC</title></svelte:head>
|
||||
|
||||
<div class="module-toolbar">
|
||||
<div><p class="eyebrow">MODELED DAMAGE + EMPIRICAL CALIBRATION</p><h2>COMBAT CALCULATIONS</h2><p>Configure typed calculation stages, Attribute bindings, and field observations used by the loadout builder.</p></div>
|
||||
<div><p class="eyebrow">MODELED DAMAGE + EMPIRICAL CALIBRATION</p><h2>COMBAT CALCULATIONS</h2><p>Configure typed calculation stages, Attribute bindings, and field observations for the planned advanced loadout model.</p></div>
|
||||
<div class="calculation-actions"><button class="secondary" onclick={() => calibrationEditing = blankCalibration()}>ADD CALIBRATION CASE +</button><button class="primary" onclick={() => revisionEditing = revisionFrom(activeRevision)}>NEW REVISION +</button></div>
|
||||
</div>
|
||||
|
||||
|
||||
@@ -380,20 +380,20 @@
|
||||
</section>
|
||||
|
||||
<section id="scenarios" class="reference-section">
|
||||
<header><div><span>09</span><h3>BUILDER SCENARIOS</h3></div></header>
|
||||
<header><div><span>09</span><h3>PLANNED BUILDER SCENARIOS</h3></div></header>
|
||||
<div class="scenario-grid">
|
||||
<article>
|
||||
<strong>MAXIMUM POTENTIAL</strong>
|
||||
<p>Uses each mechanic’s configured best-case values to calculate a ceiling. It applies peak stacks and maximum supported target or ally counts.</p>
|
||||
<p>The planned mode uses each mechanic’s configured best-case values to calculate a ceiling. It applies peak stacks and maximum supported target or ally counts.</p>
|
||||
</article>
|
||||
<article>
|
||||
<strong>CUSTOM SCENARIO</strong>
|
||||
<p>Uses player-selected toggles, counts, percentages, and cadence inputs to model a specific combat situation.</p>
|
||||
<p>The planned mode uses player-selected toggles, counts, percentages, and cadence inputs to model a specific combat situation.</p>
|
||||
</article>
|
||||
</div>
|
||||
<aside class="contract">
|
||||
<strong>REQUIRES ASSUMPTIONS</strong>
|
||||
<span>ISAC withholds a branch when the mechanic needs an undefined scenario value. The author or builder must supply it before the runtime includes that contribution.</span>
|
||||
<span>The runtime withholds a branch when the mechanic needs an undefined scenario value. An author or future scenario control must supply it before the runtime includes that contribution.</span>
|
||||
</aside>
|
||||
<aside class="contract protocol-contract">
|
||||
<strong>OS PROTOCOL TALENT UPGRADES</strong>
|
||||
|
||||
@@ -19,7 +19,7 @@
|
||||
{ key: 'database', label: 'DATABASE', description: 'Public game-data registries and tactical lookup.' },
|
||||
{ key: 'builds', label: 'BUILDS', description: 'Published loadout discovery and shared build views.' },
|
||||
{ key: 'guides', label: 'GUIDES', description: 'Long-form field manuals and build walkthroughs.' },
|
||||
{ key: 'builder', label: 'BUILDER', description: 'Loadout creation, calculation, and account saves.' }
|
||||
{ key: 'builder', label: 'BUILDER', description: 'Loadout creation, known-stat totals, and account saves.' }
|
||||
] as const;
|
||||
const moderationModelOptions = [
|
||||
{ value: 'omni-moderation-latest', label: 'LATEST' },
|
||||
|
||||
Reference in New Issue
Block a user