feat(isac): add weapon mod data management

This commit is contained in:
JB
2026-07-25 23:25:25 -04:00
parent 7bb4b92965
commit f0c14d0c9c
14 changed files with 668 additions and 12 deletions
+37
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@@ -1171,3 +1171,40 @@ state in plain language. Show a share-page action only after a non-private
build has been saved. Public and unlisted build pages are read-only tactical
summaries; owner editing returns to the builder. On narrow layouts,
persistence controls and shared-loadout columns stack vertically.
### Tiered compatibility editors
When compatibility depends on two independent dimensions, keep those
dimensions explicit rather than presenting a flattened list. Weapon
definitions configure their available Weapon Mod slots per tier. T0 requires
four distinct slots; T1 and T2 require five. Weapon Mod definitions then
configure one slot plus one or more compatible weapon categories. The UI and
validation must require both dimensions to match.
Weapon Mod definitions use the shared segmented-choice control for the bounded
eight-slot vocabulary, with a full-width row on desktop and two columns on
narrow screens. Weapon category compatibility uses the same control in
checkbox mode with weapon icons and retained accessible names. Show configured
versus required slot counts in text. Disabled tiers remain visibly unavailable
and must not submit slot assignments.
Quality-scaled registry editors use a compact matrix when the same numeric
shape repeats across all four quality levels. Apply global quality colors only
to the quality labels, retain textual quality names, and keep numeric fields
neutral. On narrow screens the matrix may scroll horizontally while its
surrounding editor and previews stack.
When two item slots draw from the same canonical option pool, edit that pool
once rather than rendering two duplicated selectors. Weapon Mods use a
repeatable secondary-attribute row: one searchable attribute reference plus
four quality range pairs. Show that the builder selects two distinct options
from the pool. Primary core type is likewise builder-selected and is displayed
as the three always-available core icons rather than a persisted ISAC choice.
Exotic Weapon Mod status is a separate single-icon toggle using the exotic
icon and the standard pressed, focus-visible, and selected states. Selecting
it must switch the editor immediately, before a weapon is assigned. Exotic is
its own unique quality: reveal only the required exotic-weapon assignment,
remove weapon-category and regular-quality controls, and replace random ranges
with fixed level-1 and level-20 attribute values. Keep an explicit Exotic
Quality state panel visible so the change in data semantics is unmistakable.