feat(isac): add weapon mod data management

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JB
2026-07-25 23:25:25 -04:00
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@@ -233,6 +233,34 @@ talent effects use `base × (1 + upgrades / 5)` for zero to five upgrades.
Server actions validate all relationships and append the full owned graph to
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
`weapon_mod_compatible_categories`; eligibility requires both a category match
and the slot to exist on the equipped weapon at its selected tier.
Exotic Weapon Mods instead reference one `exotic_weapon_id`. They do not carry
regular category compatibility, are considered permanently equipped, and may
only be leveled. They do not use quality profiles, random primary rolls,
secondary pools, or regular Mod Effects. Their canonical contributions are
fixed attribute references with explicit level-1 and level-20 values in
`weapon_mod_exotic_attributes`; intermediate values interpolate linearly.
All regular Weapon Mods permit Firepower, Toughness, or Engineering as a
builder-time primary choice. `weapon_mod_quality_values` stores the shared
level-1 and level-20 primary roll endpoints for each quality; primary values
interpolate linearly from levels 1–20.
`weapon_mod_secondary_options` is the shared pool from which a build selects
two distinct secondary attributes. Every option owns a minimum and maximum at
each quality through `weapon_mod_secondary_quality_values`; secondary
availability is not tied to a numbered slot in canonical data. Mod Effects are
triggerless, hold one or two attribute references, and store fixed per-quality
values in `weapon_mod_effect_quality_values`.
# Skill Chip quality scaling
Skill Chip sets support Superior and High-end chip instances. Each set owns one