feat(isac): add weapon mod data management
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@@ -1171,3 +1171,40 @@ state in plain language. Show a share-page action only after a non-private
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build has been saved. Public and unlisted build pages are read-only tactical
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summaries; owner editing returns to the builder. On narrow layouts,
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persistence controls and shared-loadout columns stack vertically.
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### Tiered compatibility editors
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When compatibility depends on two independent dimensions, keep those
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dimensions explicit rather than presenting a flattened list. Weapon
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definitions configure their available Weapon Mod slots per tier. T0 requires
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four distinct slots; T1 and T2 require five. Weapon Mod definitions then
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configure one slot plus one or more compatible weapon categories. The UI and
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validation must require both dimensions to match.
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Weapon Mod definitions use the shared segmented-choice control for the bounded
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eight-slot vocabulary, with a full-width row on desktop and two columns on
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narrow screens. Weapon category compatibility uses the same control in
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checkbox mode with weapon icons and retained accessible names. Show configured
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versus required slot counts in text. Disabled tiers remain visibly unavailable
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and must not submit slot assignments.
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Quality-scaled registry editors use a compact matrix when the same numeric
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shape repeats across all four quality levels. Apply global quality colors only
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to the quality labels, retain textual quality names, and keep numeric fields
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neutral. On narrow screens the matrix may scroll horizontally while its
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surrounding editor and previews stack.
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When two item slots draw from the same canonical option pool, edit that pool
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once rather than rendering two duplicated selectors. Weapon Mods use a
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repeatable secondary-attribute row: one searchable attribute reference plus
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four quality range pairs. Show that the builder selects two distinct options
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from the pool. Primary core type is likewise builder-selected and is displayed
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as the three always-available core icons rather than a persisted ISAC choice.
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Exotic Weapon Mod status is a separate single-icon toggle using the exotic
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icon and the standard pressed, focus-visible, and selected states. Selecting
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it must switch the editor immediately, before a weapon is assigned. Exotic is
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its own unique quality: reveal only the required exotic-weapon assignment,
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remove weapon-category and regular-quality controls, and replace random ranges
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with fixed level-1 and level-20 attribute values. Keep an explicit Exotic
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Quality state panel visible so the change in data semantics is unmistakable.
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