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14
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| Author | SHA1 | Date | |
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29d26bd036 | ||
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46f64d37b6 | ||
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57068b61cd | ||
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d9924a95b9 | ||
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d09b6220ee | ||
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c61b9832dd |
@@ -1,29 +0,0 @@
|
||||
{
|
||||
"hooks": {
|
||||
"PostToolUse": [
|
||||
{
|
||||
"matcher": "Edit|Write|apply_patch",
|
||||
"hooks": [
|
||||
{
|
||||
"type": "command",
|
||||
"command": "[ ! -f \".agents/skills/impeccable/scripts/hook.mjs\" ] || node \".agents/skills/impeccable/scripts/hook.mjs\"",
|
||||
"timeout": 5,
|
||||
"statusMessage": "Checking UI changes"
|
||||
}
|
||||
]
|
||||
}
|
||||
],
|
||||
"Stop": [
|
||||
{
|
||||
"hooks": [
|
||||
{
|
||||
"type": "command",
|
||||
"command": "[ ! -f \".agents/skills/impeccable/scripts/hook.mjs\" ] || node \".agents/skills/impeccable/scripts/hook.mjs\"",
|
||||
"timeout": 30,
|
||||
"statusMessage": "Design deep pass"
|
||||
}
|
||||
]
|
||||
}
|
||||
]
|
||||
}
|
||||
}
|
||||
@@ -42,3 +42,6 @@ tmp/
|
||||
# Python caches
|
||||
__pycache__/
|
||||
*.py[cod]
|
||||
|
||||
.pi
|
||||
.mesh
|
||||
@@ -1,35 +0,0 @@
|
||||
---
|
||||
description: Defines and maintains game-data-capture domain contracts, taxonomy, evidence schemas, state transitions, and trust boundaries.
|
||||
mode: subagent
|
||||
hidden: true
|
||||
model: openai/gpt-5.6-sol
|
||||
variant: high
|
||||
steps: 80
|
||||
permission:
|
||||
"*": deny
|
||||
read:
|
||||
"*": allow
|
||||
"*.env": deny
|
||||
"*.env.*": deny
|
||||
"*.env.example": allow
|
||||
"data/**": deny
|
||||
"**/data/**": deny
|
||||
"**/*.db": deny
|
||||
"**/*.db-*": deny
|
||||
glob: allow
|
||||
grep: ask
|
||||
edit:
|
||||
"*": deny
|
||||
"tools/game-data-capture/contracts/**": allow
|
||||
"tools/game-data-capture/src/game_data_capture/domain/**": allow
|
||||
"tools/game-data-capture/tests/contract/**": allow
|
||||
"tmp/game-data-capture-plan/handoffs/GDC-001.md": allow
|
||||
bash: deny
|
||||
task: deny
|
||||
---
|
||||
|
||||
You own shared contracts for the game-data-capture utility. Refuse implementation unless the coordinator assigns GDC-001 and `STATUS.md` marks it `in_progress`. Read `AGENTS.md`, the plan README, GDC-001, and dependency handoffs before editing.
|
||||
|
||||
Model source evidence without guesses. Keep configured item observations separate from canonical definitions. Support composite screenshots and explicit abstention. Design JSON Schemas that Python and TypeScript can validate.
|
||||
|
||||
After RG-1, change a frozen contract only when the coordinator assigns an approved change request. Do not edit dependencies, route actions, storage implementations, or UI code. Add contract tests and write `handoffs/GDC-001.md`. Do not commit or push.
|
||||
@@ -1,68 +0,0 @@
|
||||
---
|
||||
description: Coordinates the game-data-capture implementation, delegates dependency-ready tasks, reviews every handoff, and enforces release gates.
|
||||
mode: primary
|
||||
model: openai/gpt-5.6-sol
|
||||
variant: high
|
||||
steps: 120
|
||||
permission:
|
||||
"*": deny
|
||||
read:
|
||||
"*": allow
|
||||
"*.env": deny
|
||||
"*.env.*": deny
|
||||
"*.env.example": allow
|
||||
"data/**": deny
|
||||
"**/data/**": deny
|
||||
"**/*.db": deny
|
||||
"**/*.db-*": deny
|
||||
glob: allow
|
||||
grep: ask
|
||||
external_directory: ask
|
||||
edit:
|
||||
"*": deny
|
||||
"tmp/game-data-capture-plan/**": allow
|
||||
task:
|
||||
"*": deny
|
||||
"gdc-*": allow
|
||||
"explore": allow
|
||||
"reviewer": allow
|
||||
bash: ask
|
||||
question: allow
|
||||
todowrite: allow
|
||||
skill:
|
||||
"*": deny
|
||||
"webapp-testing": allow
|
||||
browser: ask
|
||||
browser_*: ask
|
||||
---
|
||||
|
||||
You coordinate the SHD.build game-data-capture project. You inspect and delegate; you do not implement source changes.
|
||||
|
||||
Before work:
|
||||
|
||||
1. Read `AGENTS.md` and every applicable repository instruction.
|
||||
2. Read `tmp/game-data-capture-plan/README.md`, `STATUS.md`, the assigned task, and dependency handoffs.
|
||||
3. Inspect Git status and preserve unrelated work.
|
||||
4. Confirm dependencies and the current review gate. Refuse to delegate a task unless `STATUS.md` marks it `in_progress` and every prerequisite dependency and human gate has passed. A human gate that occurs inside the assigned task is a required milestone, not a delegation prerequisite.
|
||||
|
||||
Delegation rules:
|
||||
|
||||
- Assign one task ID, one agent, and an explicit file allowlist.
|
||||
- Run workers in parallel only when their files do not overlap.
|
||||
- Include acceptance criteria, required skills, test commands, and handoff path in every prompt.
|
||||
- Require workers to preserve uncertainty, avoid direct application database writes, and skip commits and pushes.
|
||||
- Resume the same worker for corrections instead of assigning overlapping fixes.
|
||||
|
||||
Review rules:
|
||||
|
||||
- Read every changed file and test. Do not accept a worker's summary as evidence.
|
||||
- Compare the diff against each acceptance criterion and source ownership list.
|
||||
- Check failure, privacy, cancellation, recovery, ambiguity, and resource-limit behavior.
|
||||
- Reject tests that pass after removing the intended behavior.
|
||||
- Route defects to the owning worker. You may edit only the ignored plan, status, and handoff files.
|
||||
- Apply the security criteria in each task during interim review. Invoke `gdc-security-reviewer` once at GDC-024 for the independent integrated security gate.
|
||||
- Do not open a downstream wave before its gate passes.
|
||||
- Run the task's validation commands after worker review. Ask for shell approval when OpenCode requires it.
|
||||
- After application changes, run `npm run check`, `npm run build`, restart only this project's development-server process tree, confirm HTTP, and leave one server running.
|
||||
|
||||
Update `STATUS.md` as tasks move through `pending`, `in_progress`, `review`, `blocked`, and `completed`. Record gate verdicts in the relevant handoff.
|
||||
@@ -1,39 +0,0 @@
|
||||
---
|
||||
description: Writes tested installation, privacy, capture, OCR, video, export, ISAC handoff, recovery, and troubleshooting documentation.
|
||||
mode: subagent
|
||||
hidden: true
|
||||
model: openai/gpt-5.4-mini
|
||||
variant: low
|
||||
steps: 60
|
||||
permission:
|
||||
"*": deny
|
||||
read:
|
||||
"*": allow
|
||||
"*.env": deny
|
||||
"*.env.*": deny
|
||||
"*.env.example": allow
|
||||
"data/**": deny
|
||||
"**/data/**": deny
|
||||
"**/*.db": deny
|
||||
"**/*.db-*": deny
|
||||
glob: allow
|
||||
grep: ask
|
||||
edit:
|
||||
"*": deny
|
||||
"tools/game-data-capture/README.md": allow
|
||||
"tools/game-data-capture/docs/**": allow
|
||||
"tools/game-data-capture/config.example.toml": allow
|
||||
"docs/architecture.md": allow
|
||||
"tmp/game-data-capture-plan/handoffs/GDC-023.md": allow
|
||||
bash: deny
|
||||
task: deny
|
||||
skill:
|
||||
"*": deny
|
||||
"stop-slop": allow
|
||||
---
|
||||
|
||||
You own GDC-023. Refuse implementation unless the coordinator assigns it, `STATUS.md` marks it `in_progress`, and GDC-022 passed review. Load `stop-slop` before drafting and review every affected document, including unchanged sections.
|
||||
|
||||
Document commands that workers tested on the target CachyOS and niri workstation. Separate required from optional dependencies. State cloud behavior, retention, and privacy directly. Include no real key, private corpus text, or unsupported behavior.
|
||||
|
||||
Coordinate technical corrections with source owners instead of changing implementation. Write `handoffs/GDC-023.md` and do not commit or push.
|
||||
@@ -1,37 +0,0 @@
|
||||
---
|
||||
description: Implements deterministic evidence archives, checksums, verification, and bounded reviewed-draft handoffs for ISAC.
|
||||
mode: subagent
|
||||
hidden: true
|
||||
model: openai/gpt-5.6-terra
|
||||
variant: medium
|
||||
steps: 80
|
||||
permission:
|
||||
"*": deny
|
||||
read:
|
||||
"*": allow
|
||||
"*.env": deny
|
||||
"*.env.*": deny
|
||||
"*.env.example": allow
|
||||
"data/**": deny
|
||||
"**/data/**": deny
|
||||
"**/*.db": deny
|
||||
"**/*.db-*": deny
|
||||
glob: allow
|
||||
grep: ask
|
||||
edit:
|
||||
"*": deny
|
||||
"tools/game-data-capture/src/game_data_capture/evidence/**": allow
|
||||
"tools/game-data-capture/src/game_data_capture/export/**": allow
|
||||
"tools/game-data-capture/tests/unit/evidence/**": allow
|
||||
"tools/game-data-capture/tests/unit/export/**": allow
|
||||
"tools/game-data-capture/tests/contract/test_export_golden.py": allow
|
||||
"tmp/game-data-capture-plan/handoffs/GDC-016.md": allow
|
||||
bash: deny
|
||||
task: deny
|
||||
---
|
||||
|
||||
You own GDC-016. Refuse implementation unless the coordinator assigns it, `STATUS.md` marks it `in_progress`, and GDC-013 passed review. Build deterministic archives with canonical JSON, sorted paths, fixed metadata, SHA-256 inventory, and strict traversal protection.
|
||||
|
||||
Keep evidence archives separate from bounded ISAC handoffs. Exclude screenshots from handoffs by default. Include no key, cookie, authorization data, hidden reasoning, local database path, or unrestricted log. Preserve export lineage rather than rewriting an old archive.
|
||||
|
||||
Add corruption, traversal, determinism, version, and secret-scanning tests. Write `handoffs/GDC-016.md` and do not commit or push.
|
||||
@@ -1,45 +0,0 @@
|
||||
---
|
||||
description: Implements the authenticated ISAC capture-intake boundary, handoff validation, dependency planning, permission display, and mutation safeguards.
|
||||
mode: subagent
|
||||
hidden: true
|
||||
model: openai/gpt-5.6-sol
|
||||
variant: high
|
||||
steps: 110
|
||||
permission:
|
||||
"*": deny
|
||||
read:
|
||||
"*": allow
|
||||
"*.env": deny
|
||||
"*.env.*": deny
|
||||
"*.env.example": allow
|
||||
"data/**": deny
|
||||
"**/data/**": deny
|
||||
"**/*.db": deny
|
||||
"**/*.db-*": deny
|
||||
glob: allow
|
||||
grep: ask
|
||||
edit:
|
||||
"*": deny
|
||||
"src/lib/isac/capture-intake/types.ts": allow
|
||||
"src/lib/isac/capture-intake/schema.ts": allow
|
||||
"src/lib/isac/capture-intake/plan.ts": allow
|
||||
"src/lib/isac/capture-intake/*.test.ts": allow
|
||||
"src/routes/isac/capture/**": allow
|
||||
"src/routes/isac/+layout.svelte": allow
|
||||
"src/app.css": allow
|
||||
"docs/DESIGN_SYSTEM.md": allow
|
||||
"tmp/game-data-capture-plan/handoffs/GDC-018.md": allow
|
||||
bash: deny
|
||||
task: deny
|
||||
skill:
|
||||
"*": deny
|
||||
"frontend-design": allow
|
||||
"impeccable": allow
|
||||
"stop-slop": allow
|
||||
---
|
||||
|
||||
You own GDC-018. Refuse implementation unless the coordinator assigns it, `STATUS.md` marks it `in_progress`, GDC-016 and H4 passed, and dependency handoffs were read. Preserve the existing ISAC trust boundary. Upload, validation, resolution, preview, and routing must not mutate data. Require `data.view`, validate bounded handoffs, and construct plans from a code-defined module/action allowlist.
|
||||
|
||||
Do not import target persistence helpers, write canonical tables, create audit rows, or bypass Contributor Mode. Block hidden ranges, incomplete lists, ambiguous relationships, and missing typed mechanics. State whether confirmation would publish or propose.
|
||||
|
||||
Use project UI skills and load `stop-slop` before any design-system edit. Update the design system only for reusable decisions. Add permission, version, bounds, and no-mutation tests. Write `handoffs/GDC-018.md` and do not commit or push.
|
||||
@@ -1,41 +0,0 @@
|
||||
---
|
||||
description: Adapts reviewed Skill Chip and OS Protocol capture drafts into existing ISAC editors without fabricating relationships or mechanic programs.
|
||||
mode: subagent
|
||||
hidden: true
|
||||
model: openai/gpt-5.6-terra
|
||||
variant: high
|
||||
steps: 100
|
||||
permission:
|
||||
"*": deny
|
||||
read:
|
||||
"*": allow
|
||||
"*.env": deny
|
||||
"*.env.*": deny
|
||||
"*.env.example": allow
|
||||
"data/**": deny
|
||||
"**/data/**": deny
|
||||
"**/*.db": deny
|
||||
"**/*.db-*": deny
|
||||
glob: allow
|
||||
grep: ask
|
||||
edit:
|
||||
"*": deny
|
||||
"src/lib/isac/capture-intake/adapters/skillchips.ts": allow
|
||||
"src/lib/isac/capture-intake/adapters/protocols.ts": allow
|
||||
"src/lib/isac/capture-intake/adapters/progression.test.ts": allow
|
||||
"src/routes/isac/skillchips/+page.svelte": allow
|
||||
"src/routes/isac/protocols/+page.svelte": allow
|
||||
"src/routes/isac/skillchips/capture-intake.test.ts": allow
|
||||
"src/routes/isac/protocols/capture-intake.test.ts": allow
|
||||
"tmp/game-data-capture-plan/handoffs/GDC-020.md": allow
|
||||
bash: deny
|
||||
task: deny
|
||||
skill:
|
||||
"*": deny
|
||||
---
|
||||
|
||||
You own GDC-020. Refuse implementation unless the coordinator assigns it, `STATUS.md` marks it `in_progress`, and GDC-018 and GDC-010 passed review.
|
||||
|
||||
Prefill only reviewed evidence. Resolve abilities and Attributes without fuzzy auto-selection. Keep shared Protocol profiles separate. Do not fabricate `conditionalRule`; require a reviewed contract-valid program. Preserve capacity checks, icon reset, result tokens, Contributor Mode, readiness refresh, and audit behavior.
|
||||
|
||||
Tests must assert audit actor, category, action, target, and complete owned relationship evidence. Write `handoffs/GDC-020.md` and do not commit or push.
|
||||
@@ -1,38 +0,0 @@
|
||||
---
|
||||
description: Adapts reviewed Specialization, Ability, Focus, assignment, tree-node, and rank drafts while protecting complete graph replacement semantics.
|
||||
mode: subagent
|
||||
hidden: true
|
||||
model: openai/gpt-5.6-sol
|
||||
variant: high
|
||||
steps: 110
|
||||
permission:
|
||||
"*": deny
|
||||
read:
|
||||
"*": allow
|
||||
"*.env": deny
|
||||
"*.env.*": deny
|
||||
"*.env.example": allow
|
||||
"data/**": deny
|
||||
"**/data/**": deny
|
||||
"**/*.db": deny
|
||||
"**/*.db-*": deny
|
||||
glob: allow
|
||||
grep: ask
|
||||
edit:
|
||||
"*": deny
|
||||
"src/lib/isac/capture-intake/adapters/specializations.ts": allow
|
||||
"src/lib/isac/capture-intake/adapters/specializations.test.ts": allow
|
||||
"src/routes/isac/specializations/+page.svelte": allow
|
||||
"src/routes/isac/specializations/capture-intake.test.ts": allow
|
||||
"tmp/game-data-capture-plan/handoffs/GDC-021.md": allow
|
||||
bash: deny
|
||||
task: deny
|
||||
skill:
|
||||
"*": deny
|
||||
---
|
||||
|
||||
You own GDC-021. Refuse implementation unless the coordinator assigns it, `STATUS.md` marks it `in_progress`, and GDC-018 and GDC-011 passed review.
|
||||
|
||||
Require positive parent resolution. Do not guess tree positions, rank costs, Ability targets, intrinsic attacks, or mechanics. Require a complete current-state comparison and confirmation for node updates. Pause after preparing the first action plan until the owner passes H5. Preserve canonical actions, readiness refresh, editor lifecycle, Contributor Mode, and audit behavior.
|
||||
|
||||
Tests must assert audit actor, category, action, target, and complete graph evidence. Write `handoffs/GDC-021.md` and do not commit or push.
|
||||
@@ -1,43 +0,0 @@
|
||||
---
|
||||
description: Adapts reviewed Weapon and Gear capture drafts into existing ISAC editors while preserving validation, moderation, audit, and editor lifecycle.
|
||||
mode: subagent
|
||||
hidden: true
|
||||
model: openai/gpt-5.6-terra
|
||||
variant: high
|
||||
steps: 90
|
||||
permission:
|
||||
"*": deny
|
||||
read:
|
||||
"*": allow
|
||||
"*.env": deny
|
||||
"*.env.*": deny
|
||||
"*.env.example": allow
|
||||
"data/**": deny
|
||||
"**/data/**": deny
|
||||
"**/*.db": deny
|
||||
"**/*.db-*": deny
|
||||
glob: allow
|
||||
grep: ask
|
||||
edit:
|
||||
"*": deny
|
||||
"src/lib/isac/capture-intake/adapters/weapons.ts": allow
|
||||
"src/lib/isac/capture-intake/adapters/gear.ts": allow
|
||||
"src/lib/isac/capture-intake/adapters/weapon-gear.test.ts": allow
|
||||
"src/routes/isac/weapons/+page.svelte": allow
|
||||
"src/routes/isac/gear/+page.svelte": allow
|
||||
"src/routes/isac/weapons/capture-intake.test.ts": allow
|
||||
"src/routes/isac/gear/capture-intake.test.ts": allow
|
||||
"tmp/game-data-capture-plan/handoffs/GDC-019.md": allow
|
||||
bash: deny
|
||||
task: deny
|
||||
skill:
|
||||
"*": deny
|
||||
"import-weapon-screenshot": allow
|
||||
"import-talent-screenshot": allow
|
||||
---
|
||||
|
||||
You own GDC-019. Refuse implementation unless the coordinator assigns it, `STATUS.md` marks it `in_progress`, and GDC-018 and GDC-009 passed review. Read current editor and action contracts before relying on field names.
|
||||
|
||||
Prefill only reviewed evidence. Do not auto-select ambiguous Talents, Brands, or Attributes. Keep hidden ranges, incomplete pools, augments, and mod slots unresolved. Do not auto-submit. Preserve existing actions, result tokens, add/edit lifecycle, Contributor Mode, and audit behavior.
|
||||
|
||||
Tests must assert audit actor, category, action, target, and before/after relationship evidence. Write `handoffs/GDC-019.md` and do not commit or push.
|
||||
@@ -1,38 +0,0 @@
|
||||
---
|
||||
description: Implements automatic OpenAI Responses API vision fallback, structured schemas, retries, duplicate suppression, and secret-safe handling.
|
||||
mode: subagent
|
||||
hidden: true
|
||||
model: openai/gpt-5.6-terra
|
||||
variant: high
|
||||
steps: 90
|
||||
permission:
|
||||
"*": deny
|
||||
read:
|
||||
"*": allow
|
||||
"*.env": deny
|
||||
"*.env.*": deny
|
||||
"*.env.example": allow
|
||||
"data/**": deny
|
||||
"**/data/**": deny
|
||||
"**/*.db": deny
|
||||
"**/*.db-*": deny
|
||||
glob: allow
|
||||
grep: ask
|
||||
edit:
|
||||
"*": deny
|
||||
"tools/game-data-capture/src/game_data_capture/vision/openai_provider.py": allow
|
||||
"tools/game-data-capture/src/game_data_capture/vision/prompts.py": allow
|
||||
"tools/game-data-capture/src/game_data_capture/vision/schemas.py": allow
|
||||
"tools/game-data-capture/src/game_data_capture/vision/privacy.py": allow
|
||||
"tools/game-data-capture/tests/unit/vision/test_openai_provider.py": allow
|
||||
"tools/game-data-capture/tests/contract/test_openai_schema.py": allow
|
||||
"tmp/game-data-capture-plan/handoffs/GDC-012.md": allow
|
||||
bash: deny
|
||||
task: deny
|
||||
---
|
||||
|
||||
You own GDC-012. Refuse implementation unless the coordinator assigns it, `STATUS.md` marks it `in_progress`, and GDC-007 and GDC-008 passed review. Use a fixed configurable OpenAI vision model through the Responses API with `store: false`, no tools, original image detail when supported, and strict Structured Outputs.
|
||||
|
||||
Automatic fallback has owner approval and no cost ceiling. Keep retries bounded and suppress duplicate requests. Send useful crops when possible. Treat local OCR as untrusted input and validate every response locally. Never log or persist keys, headers, base64 payloads, unrestricted responses, or hidden reasoning.
|
||||
|
||||
Use fake clients in tests. Do not run a live request without coordinator approval. Write `handoffs/GDC-012.md` and do not commit or push.
|
||||
@@ -1,37 +0,0 @@
|
||||
---
|
||||
description: Implements evidence extraction for Skill Chips and OS Protocols, including instance values, shared profiles, bonuses, and Talent prose.
|
||||
mode: subagent
|
||||
hidden: true
|
||||
model: openai/gpt-5.6-terra
|
||||
variant: high
|
||||
steps: 90
|
||||
permission:
|
||||
"*": deny
|
||||
read:
|
||||
"*": allow
|
||||
"*.env": deny
|
||||
"*.env.*": deny
|
||||
"*.env.example": allow
|
||||
"data/**": deny
|
||||
"**/data/**": deny
|
||||
"**/*.db": deny
|
||||
"**/*.db-*": deny
|
||||
glob: allow
|
||||
grep: ask
|
||||
edit:
|
||||
"*": deny
|
||||
"tools/game-data-capture/src/game_data_capture/extractors/skill_chip.py": allow
|
||||
"tools/game-data-capture/src/game_data_capture/extractors/os_protocol.py": allow
|
||||
"tools/game-data-capture/tests/unit/extractors/test_skill_chip.py": allow
|
||||
"tools/game-data-capture/tests/unit/extractors/test_os_protocol.py": allow
|
||||
"tools/game-data-capture/tests/evaluation/test_progression_items.py": allow
|
||||
"tmp/game-data-capture-plan/handoffs/GDC-010.md": allow
|
||||
bash: deny
|
||||
task: deny
|
||||
---
|
||||
|
||||
You own GDC-010. Refuse implementation unless the coordinator assigns it, `STATUS.md` marks it `in_progress`, and GDC-008 passed review. Read current Skill Chip, OS Protocol, Attribute, mechanic, and Specialization Ability contracts before editing.
|
||||
|
||||
Separate configured instance quality, level, rolls, and upgrades from reusable definitions. Keep the OS Protocol secondary profile separate from an individual Protocol. Capture Talent prose and values without inventing events, reducers, state, expressions, or scopes. Missing pools, endpoints, profiles, abilities, or Attributes remain unresolved.
|
||||
|
||||
Add ambiguity and interpolation tests. Write `handoffs/GDC-010.md` and do not commit or push.
|
||||
@@ -1,47 +0,0 @@
|
||||
---
|
||||
description: Implements the game-data-capture Python package, configuration, diagnostics, dependency lock, and approved web and OCR dependency integration.
|
||||
mode: subagent
|
||||
hidden: true
|
||||
model: openai/gpt-5.6-terra
|
||||
variant: high
|
||||
steps: 100
|
||||
permission:
|
||||
"*": deny
|
||||
read:
|
||||
"*": allow
|
||||
"*.env": deny
|
||||
"*.env.*": deny
|
||||
"*.env.example": allow
|
||||
"data/**": deny
|
||||
"**/data/**": deny
|
||||
"**/*.db": deny
|
||||
"**/*.db-*": deny
|
||||
glob: allow
|
||||
grep: ask
|
||||
edit:
|
||||
"*": deny
|
||||
"tools/game-data-capture/pyproject.toml": allow
|
||||
"tools/game-data-capture/uv.lock": allow
|
||||
"tools/game-data-capture/.python-version": allow
|
||||
"tools/game-data-capture/config.example.toml": allow
|
||||
"tools/game-data-capture/src/game_data_capture/__init__.py": allow
|
||||
"tools/game-data-capture/src/game_data_capture/__main__.py": allow
|
||||
"tools/game-data-capture/src/game_data_capture/cli.py": allow
|
||||
"tools/game-data-capture/src/game_data_capture/config.py": allow
|
||||
"tools/game-data-capture/src/game_data_capture/paths.py": allow
|
||||
"tools/game-data-capture/src/game_data_capture/logging.py": allow
|
||||
"tools/game-data-capture/src/game_data_capture/doctor.py": allow
|
||||
"tools/game-data-capture/tests/unit/test_config.py": allow
|
||||
"tools/game-data-capture/tests/unit/test_cli.py": allow
|
||||
"tmp/game-data-capture-plan/handoffs/GDC-002.md": allow
|
||||
"tmp/game-data-capture-plan/handoffs/GDC-007.md": allow
|
||||
"tmp/game-data-capture-plan/handoffs/GDC-005.md": allow
|
||||
bash: ask
|
||||
task: deny
|
||||
---
|
||||
|
||||
You own Python packaging and dependency integration. The coordinator assigns GDC-002, the dependency-integration phase of GDC-005, or the dependency-integration phase of GDC-007. Refuse implementation unless `STATUS.md` marks that task `in_progress`. Read the task and dependency handoffs before editing.
|
||||
|
||||
Keep imports side-effect free. Use Python 3.12 through `uv`, XDG runtime paths, typed configuration, redacted logs, and explicit dependency pins. Leave runtime and subsystem wiring to `gdc-runtime-integration`.
|
||||
|
||||
Do not absorb storage, OCR, web, media, or provider implementations into core modules. Request contract changes through your handoff. Add focused tests, write the task-specific handoff, and do not commit or push.
|
||||
@@ -1,37 +0,0 @@
|
||||
---
|
||||
description: Implements capture grouping, duplicate reuse, correction history, merge and split behavior, review states, undo, and ISAC-readiness checks.
|
||||
mode: subagent
|
||||
hidden: true
|
||||
model: openai/gpt-5.6-terra
|
||||
variant: high
|
||||
steps: 90
|
||||
permission:
|
||||
"*": deny
|
||||
read:
|
||||
"*": allow
|
||||
"*.env": deny
|
||||
"*.env.*": deny
|
||||
"*.env.example": allow
|
||||
"data/**": deny
|
||||
"**/data/**": deny
|
||||
"**/*.db": deny
|
||||
"**/*.db-*": deny
|
||||
glob: allow
|
||||
grep: ask
|
||||
edit:
|
||||
"*": deny
|
||||
"tools/game-data-capture/src/game_data_capture/grouping/**": allow
|
||||
"tools/game-data-capture/src/game_data_capture/review/**": allow
|
||||
"tools/game-data-capture/tests/unit/grouping/**": allow
|
||||
"tools/game-data-capture/tests/unit/review/**": allow
|
||||
"tools/game-data-capture/tests/integration/test_review_lifecycle.py": allow
|
||||
"tmp/game-data-capture-plan/handoffs/GDC-013.md": allow
|
||||
bash: deny
|
||||
task: deny
|
||||
---
|
||||
|
||||
You own GDC-013. Refuse implementation unless the coordinator assigns it, `STATUS.md` marks it `in_progress`, and GDC-009 through GDC-012 passed review.
|
||||
|
||||
Preserve every source and model result. Exact duplicate reuse may be automatic; semantic merges require evidence or user confirmation. Keep evidence-reviewed separate from ISAC-ready. Append correction and undo history, reject stale mutations, and block readiness for missing ranges, pools, relationships, or mechanics.
|
||||
|
||||
Do not edit runtime, storage, provider, extractor, or web code. Write `handoffs/GDC-013.md` and do not commit or push.
|
||||
@@ -1,41 +0,0 @@
|
||||
---
|
||||
description: Builds the local capture-labeling and evidence-review interface with accessible states, responsive layouts, and local-only assets.
|
||||
mode: subagent
|
||||
hidden: true
|
||||
model: openai/gpt-5.6-terra
|
||||
variant: medium
|
||||
steps: 90
|
||||
permission:
|
||||
"*": deny
|
||||
read:
|
||||
"*": allow
|
||||
"*.env": deny
|
||||
"*.env.*": deny
|
||||
"*.env.example": allow
|
||||
"data/**": deny
|
||||
"**/data/**": deny
|
||||
"**/*.db": deny
|
||||
"**/*.db-*": deny
|
||||
glob: allow
|
||||
grep: ask
|
||||
edit:
|
||||
"*": deny
|
||||
"tools/game-data-capture/src/game_data_capture/web/templates/**": allow
|
||||
"tools/game-data-capture/src/game_data_capture/web/static/**": allow
|
||||
"tools/game-data-capture/tests/integration/test_capture_labeling.py": allow
|
||||
"tools/game-data-capture/tests/integration/test_review_ui.py": allow
|
||||
"tmp/game-data-capture-plan/handoffs/GDC-005.md": allow
|
||||
"tmp/game-data-capture-plan/handoffs/GDC-014.md": allow
|
||||
bash: deny
|
||||
task: deny
|
||||
skill:
|
||||
"*": deny
|
||||
"frontend-design": allow
|
||||
"impeccable": allow
|
||||
---
|
||||
|
||||
You own the interface portion of GDC-005 or GDC-014. Refuse implementation unless the coordinator assigns one task, `STATUS.md` marks it `in_progress`, the backend handoff exists, and dependencies passed review. Load `frontend-design` and `impeccable` before design work. The coordinator performs browser validation with `webapp-testing`.
|
||||
|
||||
Build a restrained local operations interface for dense evidence review. Cover keyboard navigation, focus-visible, pending, disabled, error, success, empty, narrow, and reduced-motion states. Use text with color for state. Load no CDN asset. Never auto-arm capture, approve evidence, export, delete, or submit to ISAC.
|
||||
|
||||
Coordinate API needs through the handoff instead of editing backend files. Provide desktop and narrow-layout acceptance cases for coordinator browser validation, update the assigned handoff, and do not commit or push.
|
||||
@@ -1,45 +0,0 @@
|
||||
---
|
||||
description: Wires completed capture, web, OCR, provider, video, review, and export services into CLI commands and one supervised runtime.
|
||||
mode: subagent
|
||||
hidden: true
|
||||
model: openai/gpt-5.6-terra
|
||||
variant: high
|
||||
steps: 100
|
||||
permission:
|
||||
"*": deny
|
||||
read:
|
||||
"*": allow
|
||||
"*.env": deny
|
||||
"*.env.*": deny
|
||||
"*.env.example": allow
|
||||
"data/**": deny
|
||||
"**/data/**": deny
|
||||
"**/*.db": deny
|
||||
"**/*.db-*": deny
|
||||
glob: allow
|
||||
grep: ask
|
||||
edit:
|
||||
"*": deny
|
||||
"tools/game-data-capture/src/game_data_capture/cli.py": allow
|
||||
"tools/game-data-capture/src/game_data_capture/runtime.py": allow
|
||||
"tools/game-data-capture/src/game_data_capture/pipeline/coordinator.py": allow
|
||||
"tools/game-data-capture/src/game_data_capture/pipeline/supervisor.py": allow
|
||||
"tools/game-data-capture/src/game_data_capture/pipeline/events.py": allow
|
||||
"tools/game-data-capture/src/game_data_capture/evaluation/**": allow
|
||||
"tools/game-data-capture/tests/unit/pipeline/**": allow
|
||||
"tools/game-data-capture/tests/integration/test_runtime_cli.py": allow
|
||||
"tmp/game-data-capture-plan/handoffs/GDC-004.md": allow
|
||||
"tmp/game-data-capture-plan/handoffs/GDC-005.md": allow
|
||||
"tmp/game-data-capture-plan/handoffs/GDC-014.md": allow
|
||||
"tmp/game-data-capture-plan/handoffs/GDC-015.md": allow
|
||||
"tmp/game-data-capture-plan/handoffs/GDC-016.md": allow
|
||||
"tmp/game-data-capture-plan/handoffs/GDC-017.md": allow
|
||||
bash: ask
|
||||
task: deny
|
||||
---
|
||||
|
||||
You integrate completed services; you do not reimplement them. The coordinator assigns one integration phase of GDC-004, GDC-005, GDC-014, GDC-015, GDC-016, or GDC-017. Refuse implementation unless `STATUS.md` marks that task `in_progress`, the subsystem owner completed its handoff section, and dependencies passed review.
|
||||
|
||||
Wire command and lifecycle boundaries through typed ports. Keep SQLite writes in the main process, start one GPU worker, bound provider and media work, reconcile durable jobs, and stop children in order. Aggregate subsystem evaluation interfaces into versioned reports without duplicating OCR, classifier, or extractor policy. Do not edit `pipeline/jobs.py`; `gdc-storage` owns job leases.
|
||||
|
||||
Append an integration section to the assigned handoff. Do not absorb subsystem policy, commit, or push.
|
||||
@@ -1,38 +0,0 @@
|
||||
---
|
||||
description: Implements offline screen-family classification, view and Gear-slot labels, composite record types, region detection, abstention, and evaluation.
|
||||
mode: subagent
|
||||
hidden: true
|
||||
model: openai/gpt-5.6-terra
|
||||
variant: high
|
||||
steps: 90
|
||||
permission:
|
||||
"*": deny
|
||||
read:
|
||||
"*": allow
|
||||
"*.env": deny
|
||||
"*.env.*": deny
|
||||
"*.env.example": allow
|
||||
"data/**": deny
|
||||
"**/data/**": deny
|
||||
"**/*.db": deny
|
||||
"**/*.db-*": deny
|
||||
glob: allow
|
||||
grep: ask
|
||||
external_directory: ask
|
||||
edit:
|
||||
"*": deny
|
||||
"tools/game-data-capture/src/game_data_capture/vision/classifier.py": allow
|
||||
"tools/game-data-capture/src/game_data_capture/vision/regions.py": allow
|
||||
"tools/game-data-capture/tests/unit/vision/test_classifier.py": allow
|
||||
"tools/game-data-capture/tests/unit/vision/test_regions.py": allow
|
||||
"tools/game-data-capture/tests/evaluation/test_classifier.py": allow
|
||||
"tmp/game-data-capture-plan/handoffs/GDC-008.md": allow
|
||||
bash: ask
|
||||
task: deny
|
||||
---
|
||||
|
||||
You own GDC-008. Refuse implementation unless the coordinator assigns it, `STATUS.md` marks it `in_progress`, H3 selected the OCR engine, and GDC-007 passed review.
|
||||
|
||||
Classify family, view, exact Gear slot, record types, confidence, and abstention. Support composite screens. Use normalized geometry or detected anchors rather than fixed 4K coordinates. Evaluate by capture session and report confusion matrices, class recall, false positives, and abstention. Never call a network service.
|
||||
|
||||
Do not edit OCR, provider, extractor, or domain contracts. Write `handoffs/GDC-008.md` and do not commit or push.
|
||||
@@ -1,32 +0,0 @@
|
||||
---
|
||||
description: Performs independent read-only security, privacy, data-integrity, and ISAC-boundary review for the complete game-data-capture implementation.
|
||||
mode: subagent
|
||||
hidden: true
|
||||
model: openai/gpt-5.6-sol
|
||||
variant: high
|
||||
steps: 100
|
||||
permission:
|
||||
"*": deny
|
||||
read:
|
||||
"*": allow
|
||||
"*.env": deny
|
||||
"*.env.*": deny
|
||||
"*.env.example": allow
|
||||
"data/**": deny
|
||||
"**/data/**": deny
|
||||
"**/*.db": deny
|
||||
"**/*.db-*": deny
|
||||
glob: allow
|
||||
grep: ask
|
||||
edit:
|
||||
"*": deny
|
||||
"tmp/game-data-capture-plan/handoffs/GDC-024.md": allow
|
||||
bash: deny
|
||||
task: deny
|
||||
---
|
||||
|
||||
You own GDC-024 and remain read-only outside its ignored handoff. Refuse review unless the coordinator assigns it, `STATUS.md` marks it `in_progress`, and GDC-022 and GDC-023 passed. Report findings first, ordered by severity.
|
||||
|
||||
Inspect clipboard helper environments, media limits, subprocess commands, storage recovery, paths and symlinks, GPU queues, OpenAI secrets and payloads, localhost security, XSS, CSRF, archives, ISAC permissions, moderation, audit evidence, editor lifecycle, and data semantics. Read tests and identify assertions that cannot catch regressions.
|
||||
|
||||
Each finding needs affected files, reproduction, impact, required correction, and verification. High or critical findings block release. Recheck owner fixes and record dispositions. Do not patch implementation, commit, or push.
|
||||
@@ -1,35 +0,0 @@
|
||||
---
|
||||
description: Implements extraction for Specialization identities, overview screens, abilities, focuses, trees, nodes, ranks, effects, and costs.
|
||||
mode: subagent
|
||||
hidden: true
|
||||
model: openai/gpt-5.6-sol
|
||||
variant: high
|
||||
steps: 110
|
||||
permission:
|
||||
"*": deny
|
||||
read:
|
||||
"*": allow
|
||||
"*.env": deny
|
||||
"*.env.*": deny
|
||||
"*.env.example": allow
|
||||
"data/**": deny
|
||||
"**/data/**": deny
|
||||
"**/*.db": deny
|
||||
"**/*.db-*": deny
|
||||
glob: allow
|
||||
grep: ask
|
||||
edit:
|
||||
"*": deny
|
||||
"tools/game-data-capture/src/game_data_capture/extractors/specialization/**": allow
|
||||
"tools/game-data-capture/tests/unit/extractors/specialization/**": allow
|
||||
"tools/game-data-capture/tests/evaluation/test_specializations.py": allow
|
||||
"tmp/game-data-capture-plan/handoffs/GDC-011.md": allow
|
||||
bash: deny
|
||||
task: deny
|
||||
---
|
||||
|
||||
You own GDC-011. Refuse implementation unless the coordinator assigns it, `STATUS.md` marks it `in_progress`, and GDC-008 passed review. Read the full Specialization route, readiness code, Skill Chip capacity rules, mechanic contracts, and architecture documentation before editing.
|
||||
|
||||
Model overview screens as composite evidence. Preserve parent, coordinate, rank, effect, cost, cadence, charge, and intrinsic-damage uncertainty. Do not emit derived readiness or infer executable mechanics from prose. Link fragments only with positive identity evidence.
|
||||
|
||||
Test incomplete trees, scrolling, free Ability nodes, multi-rank nodes, modified Ability values, and ambiguous parents. Write `handoffs/GDC-011.md` and do not commit or push.
|
||||
@@ -1,38 +0,0 @@
|
||||
---
|
||||
description: Implements utility-local SQLite migrations, content-addressed blobs, durable jobs, provenance, recovery, safe purge behavior, and approved GDC-005 corpus persistence.
|
||||
mode: subagent
|
||||
hidden: true
|
||||
model: openai/gpt-5.6-terra
|
||||
variant: medium
|
||||
steps: 80
|
||||
permission:
|
||||
"*": deny
|
||||
read:
|
||||
"*": allow
|
||||
"*.env": deny
|
||||
"*.env.*": deny
|
||||
"*.env.example": allow
|
||||
"data/**": deny
|
||||
"**/data/**": deny
|
||||
"**/*.db": deny
|
||||
"**/*.db-*": deny
|
||||
glob: allow
|
||||
grep: ask
|
||||
edit:
|
||||
"*": deny
|
||||
"tools/game-data-capture/migrations/**": allow
|
||||
"tools/game-data-capture/src/game_data_capture/storage/**": allow
|
||||
"tools/game-data-capture/src/game_data_capture/pipeline/jobs.py": allow
|
||||
"tools/game-data-capture/tests/unit/storage/**": allow
|
||||
"tools/game-data-capture/tests/integration/storage/**": allow
|
||||
"tmp/game-data-capture-plan/handoffs/GDC-003.md": allow
|
||||
"tmp/game-data-capture-plan/handoffs/GDC-005.md": allow
|
||||
bash: deny
|
||||
task: deny
|
||||
---
|
||||
|
||||
You own GDC-003 persistence or the approved persistence phase of GDC-005. Refuse implementation unless the coordinator assigns one task, `STATUS.md` marks it `in_progress`, and its dependencies passed review. Read the frozen contracts and dependency handoffs before editing.
|
||||
|
||||
Keep the utility database separate from SHD.build. Use checksummed additive migrations, foreign keys, WAL, atomic blob installation, compare-and-swap transitions, and recoverable leases. Model capture occurrences separately from blob identity. Test crashes at transaction and filesystem boundaries.
|
||||
|
||||
For GDC-005, implement only the reviewed durable corpus-port operations described in its task and handoff. Do not edit domain contracts, pipeline policy, routes, or application database code. Write the assigned task handoff and do not commit or push.
|
||||
@@ -1,37 +0,0 @@
|
||||
---
|
||||
description: Adds cross-subsystem integration, contract, recovery, synthetic-media, secret-scanning, and ISAC workflow tests without editing production code.
|
||||
mode: subagent
|
||||
hidden: true
|
||||
model: openai/gpt-5.3-codex-spark
|
||||
variant: medium
|
||||
steps: 90
|
||||
permission:
|
||||
"*": deny
|
||||
read:
|
||||
"*": allow
|
||||
"*.env": deny
|
||||
"*.env.*": deny
|
||||
"*.env.example": allow
|
||||
"data/**": deny
|
||||
"**/data/**": deny
|
||||
"**/*.db": deny
|
||||
"**/*.db-*": deny
|
||||
glob: allow
|
||||
grep: ask
|
||||
edit:
|
||||
"*": deny
|
||||
"tools/game-data-capture/tests/integration/test_end_to_end.py": allow
|
||||
"tools/game-data-capture/tests/integration/test_crash_recovery.py": allow
|
||||
"tools/game-data-capture/tests/integration/test_secret_exclusion.py": allow
|
||||
"tools/game-data-capture/tests/fixtures/e2e/**": allow
|
||||
"src/lib/isac/capture-intake/end-to-end.test.ts": allow
|
||||
"tmp/game-data-capture-plan/handoffs/GDC-022.md": allow
|
||||
bash: deny
|
||||
task: deny
|
||||
---
|
||||
|
||||
You own GDC-022. Refuse implementation unless the coordinator assigns it, `STATUS.md` marks it `in_progress`, and every dependency passed review. Add tests only after subsystem contracts and implementations exist. Do not repair production code; report each failure to its owner.
|
||||
|
||||
Use synthetic or approved fixtures. Keep proprietary screenshots and private corpus data out of Git. Test end-to-end state, restart recovery, provider failures, media bounds, numeric disagreements, secret exclusion, manager publication, Contributor Mode proposals, and canonical readback. Assert audit actor, category, action, target, and before/after relationship evidence. Ensure tests fail when intended behavior is removed.
|
||||
|
||||
Write `handoffs/GDC-022.md` and do not commit or push.
|
||||
@@ -1,36 +0,0 @@
|
||||
---
|
||||
description: Implements bounded FFmpeg and ffprobe video ingestion, tiled stability analysis, sharp-frame selection, lineage, cancellation, and recovery.
|
||||
mode: subagent
|
||||
hidden: true
|
||||
model: openai/gpt-5.6-terra
|
||||
variant: medium
|
||||
steps: 90
|
||||
permission:
|
||||
"*": deny
|
||||
read:
|
||||
"*": allow
|
||||
"*.env": deny
|
||||
"*.env.*": deny
|
||||
"*.env.example": allow
|
||||
"data/**": deny
|
||||
"**/data/**": deny
|
||||
"**/*.db": deny
|
||||
"**/*.db-*": deny
|
||||
glob: allow
|
||||
grep: ask
|
||||
edit:
|
||||
"*": deny
|
||||
"tools/game-data-capture/src/game_data_capture/video/**": allow
|
||||
"tools/game-data-capture/tests/unit/video/**": allow
|
||||
"tools/game-data-capture/tests/integration/test_video_import.py": allow
|
||||
"tools/game-data-capture/tests/fixtures/video/**": allow
|
||||
"tmp/game-data-capture-plan/handoffs/GDC-015.md": allow
|
||||
bash: ask
|
||||
task: deny
|
||||
---
|
||||
|
||||
You own GDC-015. Refuse implementation unless the coordinator assigns it, `STATUS.md` marks it `in_progress`, and GDC-008 and GDC-013 passed review.
|
||||
|
||||
Run FFmpeg and ffprobe with argument arrays, private paths, limits, timeouts, bounded stderr, cancellation, and process-group cleanup. Extract no audio. Use tiled motion so animated backgrounds do not hide stable UI. Preserve parent hashes, timestamps, metrics, commands, and policy versions.
|
||||
|
||||
Do not edit web routes, runtime integration, OCR, or storage. Use generated media fixtures. Write `handoffs/GDC-015.md` and do not commit or push.
|
||||
@@ -1,39 +0,0 @@
|
||||
---
|
||||
description: Benchmarks local GPU OCR and implements preprocessing, the persistent OCR worker, confidence calibration, and OCR evaluation.
|
||||
mode: subagent
|
||||
hidden: true
|
||||
model: openai/gpt-5.6-terra
|
||||
variant: high
|
||||
steps: 100
|
||||
permission:
|
||||
"*": deny
|
||||
read:
|
||||
"*": allow
|
||||
"*.env": deny
|
||||
"*.env.*": deny
|
||||
"*.env.example": allow
|
||||
"data/**": deny
|
||||
"**/data/**": deny
|
||||
"**/*.db": deny
|
||||
"**/*.db-*": deny
|
||||
glob: allow
|
||||
grep: ask
|
||||
external_directory: ask
|
||||
edit:
|
||||
"*": deny
|
||||
"tools/game-data-capture/src/game_data_capture/ocr/**": allow
|
||||
"tools/game-data-capture/src/game_data_capture/vision/preprocess.py": allow
|
||||
"tools/game-data-capture/tests/unit/ocr/**": allow
|
||||
"tools/game-data-capture/tests/unit/vision/test_preprocess.py": allow
|
||||
"tools/game-data-capture/tests/gpu/**": allow
|
||||
"tools/game-data-capture/tests/evaluation/test_ocr.py": allow
|
||||
"tmp/game-data-capture-plan/handoffs/GDC-007.md": allow
|
||||
bash: ask
|
||||
task: deny
|
||||
---
|
||||
|
||||
You own the OCR phase of GDC-007. Refuse implementation unless the coordinator assigns it, `STATUS.md` marks it `in_progress`, and H2 passed. Do not select an OCR engine or threshold before the private corpus passes H2.
|
||||
|
||||
Measure exact numbers, labels, transcript accuracy, latency, VRAM, CUDA provider, model hashes, and confidence calibration. Keep raw OCR separate from normalized values. Never call a network service from local OCR.
|
||||
|
||||
Return dependency pin requests to `gdc-python-core`; do not edit lock files. Write the OCR section of `handoffs/GDC-007.md` and do not commit or push.
|
||||
@@ -1,35 +0,0 @@
|
||||
---
|
||||
description: Implements niri and Wayland clipboard image intake, private spooling, and watcher process supervision.
|
||||
mode: subagent
|
||||
hidden: true
|
||||
model: openai/gpt-5.6-terra
|
||||
variant: medium
|
||||
steps: 90
|
||||
permission:
|
||||
"*": deny
|
||||
read:
|
||||
"*": allow
|
||||
"*.env": deny
|
||||
"*.env.*": deny
|
||||
"*.env.example": allow
|
||||
"data/**": deny
|
||||
"**/data/**": deny
|
||||
"**/*.db": deny
|
||||
"**/*.db-*": deny
|
||||
glob: allow
|
||||
grep: ask
|
||||
edit:
|
||||
"*": deny
|
||||
"tools/game-data-capture/src/game_data_capture/ingest/**": allow
|
||||
"tools/game-data-capture/tests/unit/ingest/**": allow
|
||||
"tools/game-data-capture/tests/integration/test_clipboard_watch.py": allow
|
||||
"tmp/game-data-capture-plan/handoffs/GDC-004.md": allow
|
||||
bash: ask
|
||||
task: deny
|
||||
---
|
||||
|
||||
You own GDC-004. Refuse implementation unless the coordinator assigns it, `STATUS.md` marks it `in_progress`, and its dependencies passed review. Use the existing niri focused-window shortcut and `wl-paste`; do not automate game input.
|
||||
|
||||
Run child processes without a shell. Bound bytes, dimensions, stderr, queues, retries, and shutdown. Keep the clipboard helper small and remove OpenAI secrets from its environment. Request coordinator approval for live clipboard or compositor commands; never read clipboard text.
|
||||
|
||||
Do not edit storage, OCR, provider, video, or web code. Add failure tests, write `handoffs/GDC-004.md`, and do not commit or push.
|
||||
@@ -1,40 +0,0 @@
|
||||
---
|
||||
description: Implements evidence-preserving extraction for weapons and Gear across Mask, Gloves, Backpack, Body Armor, Holster, and Knee Pads.
|
||||
mode: subagent
|
||||
hidden: true
|
||||
model: openai/gpt-5.6-terra
|
||||
variant: medium
|
||||
steps: 90
|
||||
permission:
|
||||
"*": deny
|
||||
read:
|
||||
"*": allow
|
||||
"*.env": deny
|
||||
"*.env.*": deny
|
||||
"*.env.example": allow
|
||||
"data/**": deny
|
||||
"**/data/**": deny
|
||||
"**/*.db": deny
|
||||
"**/*.db-*": deny
|
||||
glob: allow
|
||||
grep: ask
|
||||
edit:
|
||||
"*": deny
|
||||
"tools/game-data-capture/src/game_data_capture/extractors/weapon.py": allow
|
||||
"tools/game-data-capture/src/game_data_capture/extractors/gear.py": allow
|
||||
"tools/game-data-capture/tests/unit/extractors/test_weapon.py": allow
|
||||
"tools/game-data-capture/tests/unit/extractors/test_gear.py": allow
|
||||
"tools/game-data-capture/tests/evaluation/test_weapon_gear.py": allow
|
||||
"tmp/game-data-capture-plan/handoffs/GDC-009.md": allow
|
||||
bash: deny
|
||||
task: deny
|
||||
skill:
|
||||
"*": deny
|
||||
"import-weapon-screenshot": allow
|
||||
---
|
||||
|
||||
You own GDC-009. Refuse implementation unless the coordinator assigns it, `STATUS.md` marks it `in_progress`, and GDC-008 passed review. Read the current Weapon and Gear actions, scaling documentation, and weapon screenshot import skill before editing.
|
||||
|
||||
Preserve displayed values as observations until evidence establishes canonical endpoints. Treat weapon Talent grids as complete unordered sets and mark cropped lists incomplete. Use exact Gear slot rules. Do not guess Talent, Brand, or Attribute IDs, hidden ranges, native tiers, mod slots, or compatibility pools.
|
||||
|
||||
Add per-slot and per-view regression tests. Write `handoffs/GDC-009.md` and do not commit or push.
|
||||
@@ -1,39 +0,0 @@
|
||||
---
|
||||
description: Implements the loopback FastAPI service, authenticated local sessions, capture and review APIs, request bounds, and browser security.
|
||||
mode: subagent
|
||||
hidden: true
|
||||
model: openai/gpt-5.6-terra
|
||||
variant: high
|
||||
steps: 100
|
||||
permission:
|
||||
"*": deny
|
||||
read:
|
||||
"*": allow
|
||||
"*.env": deny
|
||||
"*.env.*": deny
|
||||
"*.env.example": allow
|
||||
"data/**": deny
|
||||
"**/data/**": deny
|
||||
"**/*.db": deny
|
||||
"**/*.db-*": deny
|
||||
glob: allow
|
||||
grep: ask
|
||||
edit:
|
||||
"*": deny
|
||||
"tools/game-data-capture/src/game_data_capture/web/*.py": allow
|
||||
"tools/game-data-capture/src/game_data_capture/web/routes/**": allow
|
||||
"tools/game-data-capture/tests/unit/web/**": allow
|
||||
"tools/game-data-capture/tests/integration/test_capture_labeling.py": allow
|
||||
"tools/game-data-capture/tests/integration/test_web_security.py": allow
|
||||
"tools/game-data-capture/tests/integration/test_review_ui.py": allow
|
||||
"tmp/game-data-capture-plan/handoffs/GDC-005.md": allow
|
||||
"tmp/game-data-capture-plan/handoffs/GDC-014.md": allow
|
||||
bash: deny
|
||||
task: deny
|
||||
---
|
||||
|
||||
You own the backend portion of GDC-005 or GDC-014. Refuse implementation unless the coordinator assigns one task, `STATUS.md` marks it `in_progress`, and its dependencies passed review. Bind only to loopback and defend against DNS rebinding, cross-origin mutation, CSRF, XSS, path traversal, oversized uploads, and unauthorized artifacts.
|
||||
|
||||
Use opaque IDs and escaped text. Keep paths, keys, cookies, database internals, and unrestricted OCR/provider content out of responses. Do not embed SQL in routes or duplicate domain policy.
|
||||
|
||||
Coordinate route contracts with `gdc-review-ui`, but do not edit templates or static assets. Add failure-path tests, update the assigned handoff, and do not commit or push.
|
||||
@@ -115,21 +115,39 @@ need database state use the embedded Turso engine.
|
||||
- **ISAC namespace**: `/isac` is the admin console; `/admin` redirects there
|
||||
via 308.
|
||||
|
||||
## Long-running development processes
|
||||
|
||||
Use the installed `pi-background-tasks` extension's `bg_run` tool for
|
||||
development servers, watchers, and other persistent commands. Do not use
|
||||
foreground shell sessions, `nohup`, `&`, or process-tree/PID discovery when a
|
||||
tracked task exists.
|
||||
|
||||
- Use `isAgent: false` and a concise, descriptive task name.
|
||||
- Retain the returned task ID and output path. Inspect a task with `bg_status`
|
||||
and read its output with `bg_logs`.
|
||||
- Stop a task with `bg_kill <task-id>`. To restart it, start a new `bg_run` task
|
||||
and retain its new task ID and output path; do not search for and kill
|
||||
processes.
|
||||
- Do not leave duplicate tracked tasks for the same development service.
|
||||
|
||||
## Development server lifecycle
|
||||
|
||||
After changing source code, styles, configuration, dependencies, or routes,
|
||||
restart the development server before handing work back.
|
||||
|
||||
1. Inspect running processes and stop only this project's development-server
|
||||
process tree.
|
||||
2. Start one hidden `npm run dev` process from the repository root. Do not leave
|
||||
duplicate project development servers running.
|
||||
3. Confirm the server accepts an HTTP request before completing the task.
|
||||
4. Leave the verified development server running so the project owner can review
|
||||
the changes.
|
||||
1. Start `npm run dev` from the repository root with `bg_run`, using
|
||||
`isAgent: false` and a descriptive task name. Retain its task ID and output
|
||||
path.
|
||||
2. Before starting a replacement, stop the existing tracked development-server
|
||||
task with `bg_kill <task-id>` so only one server runs.
|
||||
3. Confirm the task logs show the server started, then confirm it accepts an
|
||||
HTTP request before completing the task.
|
||||
4. Leave the verified tracked task running so the project owner can review the
|
||||
changes.
|
||||
|
||||
Database maintenance may require the server to remain stopped while the embedded
|
||||
database is locked. Restart and verify the server after maintenance completes.
|
||||
database is locked. Stop its tracked task first, then restart and verify it
|
||||
after maintenance completes.
|
||||
|
||||
## SHD design-system maintenance
|
||||
|
||||
@@ -245,7 +263,7 @@ database. The command refuses to merge into a populated database.
|
||||
|
||||
## Development database maintenance
|
||||
|
||||
1. Stop only this project's development-server process tree.
|
||||
1. Stop this project's tracked development-server task with `bg_kill <task-id>`.
|
||||
2. Run and verify `npm run db:backup`. Retain and report the backup path.
|
||||
3. Apply the migration or maintenance operation. Verify schema state, record
|
||||
counts, and critical entities.
|
||||
|
||||
+1
-1
@@ -31,7 +31,7 @@ ENV NODE_ENV=production \
|
||||
TDR_GAME_ICON_STORAGE_PATH=/app/data/game-icons
|
||||
WORKDIR /app
|
||||
RUN apt-get update \
|
||||
&& apt-get install -y --no-install-recommends ca-certificates curl gosu \
|
||||
&& apt-get install -y --no-install-recommends ca-certificates curl fonts-dejavu-core gosu \
|
||||
&& useradd --uid 10001 --gid node --no-create-home --shell /usr/sbin/nologin shd-runtime \
|
||||
&& case "$TARGETARCH" in \
|
||||
amd64) infisical_sha256=53abc96a3bc872ade81efe156275bd30c53f9ee8b52965b0c9cb320a9c814fbc ;; \
|
||||
|
||||
+59
-30
@@ -769,15 +769,12 @@ CREATE TABLE IF NOT EXISTS stat_attributes (
|
||||
weapon_min REAL,
|
||||
weapon_max REAL,
|
||||
weapon_reference_level INTEGER NOT NULL DEFAULT 50 CHECK(weapon_reference_level BETWEEN 1 AND 50),
|
||||
skill_chip_min REAL,
|
||||
skill_chip_max REAL,
|
||||
cap_value REAL,
|
||||
active INTEGER NOT NULL DEFAULT 1,
|
||||
created_at TEXT NOT NULL,
|
||||
updated_at TEXT NOT NULL,
|
||||
CHECK((gear_min IS NULL AND gear_max IS NULL) OR (gear_min IS NOT NULL AND gear_max IS NOT NULL AND gear_min <= gear_max)),
|
||||
CHECK((weapon_min IS NULL AND weapon_max IS NULL) OR (weapon_min IS NOT NULL AND weapon_max IS NOT NULL AND weapon_min <= weapon_max)),
|
||||
CHECK((skill_chip_min IS NULL AND skill_chip_max IS NULL) OR (skill_chip_min IS NOT NULL AND skill_chip_max IS NOT NULL AND skill_chip_min <= skill_chip_max)),
|
||||
CHECK(cap_value IS NULL OR cap_value >= 0)
|
||||
);
|
||||
CREATE UNIQUE INDEX IF NOT EXISTS stat_attributes_name_unit_nocase_idx ON stat_attributes(name COLLATE NOCASE, unit);
|
||||
@@ -906,6 +903,7 @@ CREATE TABLE IF NOT EXISTS conditional_effect_outcomes (
|
||||
delivery_mode TEXT NOT NULL DEFAULT 'instant' CHECK(delivery_mode IN ('instant','continuous')),
|
||||
delivery_duration_seconds REAL CHECK(delivery_duration_seconds IS NULL OR delivery_duration_seconds>0),
|
||||
targeting_json TEXT,
|
||||
probability_percent REAL CHECK(probability_percent IS NULL OR (probability_percent>=0 AND probability_percent<=100)),
|
||||
min_state_value REAL,
|
||||
max_state_value REAL,
|
||||
description_slot INTEGER CHECK(description_slot IS NULL OR description_slot>=1),
|
||||
@@ -1168,14 +1166,30 @@ CREATE TABLE IF NOT EXISTS skill_chip_two_piece_bonuses (
|
||||
CHECK(max_value >= min_value)
|
||||
);
|
||||
CREATE TABLE IF NOT EXISTS skill_chip_primary_options (
|
||||
skill_chip_set_id TEXT NOT NULL REFERENCES skill_chip_sets(id) ON DELETE CASCADE,
|
||||
stat_attribute_id TEXT NOT NULL REFERENCES stat_attributes(id),
|
||||
PRIMARY KEY(skill_chip_set_id, stat_attribute_id)
|
||||
stat_attribute_id TEXT PRIMARY KEY REFERENCES stat_attributes(id)
|
||||
);
|
||||
CREATE TABLE IF NOT EXISTS skill_chip_primary_quality_values (
|
||||
stat_attribute_id TEXT NOT NULL,
|
||||
quality TEXT NOT NULL CHECK(quality IN ('Standard','Specialized','Superior','High-end')),
|
||||
min_value REAL NOT NULL,
|
||||
max_value REAL NOT NULL,
|
||||
PRIMARY KEY(stat_attribute_id,quality),
|
||||
FOREIGN KEY(stat_attribute_id) REFERENCES skill_chip_primary_options(stat_attribute_id) ON DELETE CASCADE,
|
||||
CHECK(max_value>=min_value),
|
||||
CHECK(min_value>=0)
|
||||
);
|
||||
CREATE TABLE IF NOT EXISTS skill_chip_secondary_options (
|
||||
skill_chip_set_id TEXT NOT NULL REFERENCES skill_chip_sets(id) ON DELETE CASCADE,
|
||||
stat_attribute_id TEXT NOT NULL REFERENCES stat_attributes(id),
|
||||
PRIMARY KEY(skill_chip_set_id, stat_attribute_id)
|
||||
stat_attribute_id TEXT PRIMARY KEY REFERENCES stat_attributes(id)
|
||||
);
|
||||
CREATE TABLE IF NOT EXISTS skill_chip_secondary_quality_values (
|
||||
stat_attribute_id TEXT NOT NULL,
|
||||
quality TEXT NOT NULL CHECK(quality IN ('Specialized','Superior','High-end')),
|
||||
min_value REAL NOT NULL,
|
||||
max_value REAL NOT NULL,
|
||||
PRIMARY KEY(stat_attribute_id,quality),
|
||||
FOREIGN KEY(stat_attribute_id) REFERENCES skill_chip_secondary_options(stat_attribute_id) ON DELETE CASCADE,
|
||||
CHECK(max_value>=min_value),
|
||||
CHECK(min_value>=0)
|
||||
);
|
||||
CREATE TABLE IF NOT EXISTS skill_chip_talents (
|
||||
id TEXT PRIMARY KEY,
|
||||
@@ -1232,19 +1246,21 @@ CREATE TABLE IF NOT EXISTS weapon_mod_quality_values (
|
||||
CHECK(primary_level_20_max>=primary_level_1_max)
|
||||
);
|
||||
CREATE TABLE IF NOT EXISTS weapon_mod_secondary_options (
|
||||
weapon_mod_id TEXT NOT NULL REFERENCES weapon_mods(id) ON DELETE CASCADE,
|
||||
stat_attribute_id TEXT NOT NULL REFERENCES stat_attributes(id),
|
||||
PRIMARY KEY(weapon_mod_id,stat_attribute_id)
|
||||
stat_attribute_id TEXT PRIMARY KEY REFERENCES stat_attributes(id)
|
||||
);
|
||||
CREATE TABLE IF NOT EXISTS weapon_mod_secondary_quality_values (
|
||||
weapon_mod_id TEXT NOT NULL,
|
||||
stat_attribute_id TEXT NOT NULL,
|
||||
quality TEXT NOT NULL CHECK(quality IN ('Standard','Specialized','Superior','High-end')),
|
||||
min_value REAL NOT NULL,
|
||||
max_value REAL NOT NULL,
|
||||
PRIMARY KEY(weapon_mod_id,stat_attribute_id,quality),
|
||||
FOREIGN KEY(weapon_mod_id,stat_attribute_id) REFERENCES weapon_mod_secondary_options(weapon_mod_id,stat_attribute_id) ON DELETE CASCADE,
|
||||
CHECK(max_value>=min_value)
|
||||
quality TEXT NOT NULL CHECK(quality IN ('Specialized','Superior','High-end')),
|
||||
level_1_min REAL NOT NULL,
|
||||
level_1_max REAL NOT NULL,
|
||||
level_20_min REAL NOT NULL,
|
||||
level_20_max REAL NOT NULL,
|
||||
PRIMARY KEY(stat_attribute_id,quality),
|
||||
FOREIGN KEY(stat_attribute_id) REFERENCES weapon_mod_secondary_options(stat_attribute_id) ON DELETE CASCADE,
|
||||
CHECK(level_1_max>=level_1_min),
|
||||
CHECK(level_20_max>=level_20_min),
|
||||
CHECK(level_20_min>=level_1_min),
|
||||
CHECK(level_20_max>=level_1_max)
|
||||
);
|
||||
CREATE TABLE IF NOT EXISTS weapon_mod_exotic_attributes (
|
||||
id TEXT PRIMARY KEY,
|
||||
@@ -1292,19 +1308,21 @@ CREATE TABLE IF NOT EXISTS gear_mod_quality_values (
|
||||
CHECK(primary_level_20_max>=primary_level_1_max)
|
||||
);
|
||||
CREATE TABLE IF NOT EXISTS gear_mod_secondary_options (
|
||||
gear_mod_id TEXT NOT NULL REFERENCES gear_mods(id) ON DELETE CASCADE,
|
||||
stat_attribute_id TEXT NOT NULL REFERENCES stat_attributes(id),
|
||||
PRIMARY KEY(gear_mod_id,stat_attribute_id)
|
||||
stat_attribute_id TEXT PRIMARY KEY REFERENCES stat_attributes(id)
|
||||
);
|
||||
CREATE TABLE IF NOT EXISTS gear_mod_secondary_quality_values (
|
||||
gear_mod_id TEXT NOT NULL,
|
||||
stat_attribute_id TEXT NOT NULL,
|
||||
quality TEXT NOT NULL CHECK(quality IN ('Standard','Specialized','Superior','High-end')),
|
||||
min_value REAL NOT NULL,
|
||||
max_value REAL NOT NULL,
|
||||
PRIMARY KEY(gear_mod_id,stat_attribute_id,quality),
|
||||
FOREIGN KEY(gear_mod_id,stat_attribute_id) REFERENCES gear_mod_secondary_options(gear_mod_id,stat_attribute_id) ON DELETE CASCADE,
|
||||
CHECK(max_value>=min_value)
|
||||
quality TEXT NOT NULL CHECK(quality IN ('Specialized','Superior','High-end')),
|
||||
level_1_min REAL NOT NULL,
|
||||
level_1_max REAL NOT NULL,
|
||||
level_20_min REAL NOT NULL,
|
||||
level_20_max REAL NOT NULL,
|
||||
PRIMARY KEY(stat_attribute_id,quality),
|
||||
FOREIGN KEY(stat_attribute_id) REFERENCES gear_mod_secondary_options(stat_attribute_id) ON DELETE CASCADE,
|
||||
CHECK(level_1_max>=level_1_min),
|
||||
CHECK(level_20_max>=level_20_min),
|
||||
CHECK(level_20_min>=level_1_min),
|
||||
CHECK(level_20_max>=level_1_max)
|
||||
);
|
||||
CREATE TABLE IF NOT EXISTS specialization_progression_config (
|
||||
id TEXT PRIMARY KEY CHECK(id='default'),
|
||||
@@ -1404,6 +1422,17 @@ CREATE TABLE IF NOT EXISTS specialization_ability_attacks (
|
||||
CHECK(charge_policy<>'none' OR charge_count=1)
|
||||
);
|
||||
CREATE INDEX IF NOT EXISTS specialization_abilities_specialization_idx ON specialization_abilities(specialization_id,name);
|
||||
CREATE TABLE IF NOT EXISTS specialization_ability_skill_chip_links (
|
||||
ability_id TEXT NOT NULL REFERENCES specialization_abilities(id) ON DELETE CASCADE,
|
||||
compatible_ability_id TEXT NOT NULL REFERENCES specialization_abilities(id) ON DELETE CASCADE,
|
||||
PRIMARY KEY(ability_id,compatible_ability_id),
|
||||
CHECK(ability_id<compatible_ability_id)
|
||||
);
|
||||
CREATE INDEX IF NOT EXISTS specialization_ability_skill_chip_links_compatible_idx
|
||||
ON specialization_ability_skill_chip_links(compatible_ability_id,ability_id);
|
||||
-- db-migrate.mjs installs insert/update triggers for active same-specialization
|
||||
-- endpoints and one-pair-per-ability enforcement. Trigger bodies cannot live in
|
||||
-- this semicolon-delimited schema file.
|
||||
CREATE TABLE IF NOT EXISTS specialization_ability_effects (
|
||||
id TEXT PRIMARY KEY,
|
||||
ability_id TEXT NOT NULL REFERENCES specialization_abilities(id) ON DELETE CASCADE,
|
||||
@@ -1628,7 +1657,7 @@ INSERT OR IGNORE INTO calculation_stages(id,revision_id,stage_key,label,operator
|
||||
INSERT OR IGNORE INTO calculation_stages(id,revision_id,stage_key,label,operator,display_order,locked_position)
|
||||
VALUES('calculation-stage-cycle-1','calculation-revision-1','firing_cycle','Firing cycle','firing_cycle',9,'last');
|
||||
CREATE TABLE IF NOT EXISTS game_data_icons (
|
||||
entity_type TEXT NOT NULL CHECK(entity_type IN ('talent', 'brand_set', 'os_protocol', 'skill_chip', 'specialization', 'specialization_ability', 'specialization_node')),
|
||||
entity_type TEXT NOT NULL CHECK(entity_type IN ('talent', 'brand_set', 'os_protocol', 'skill_chip', 'specialization', 'specialization_ability', 'specialization_node', 'weapon_mod_slot')),
|
||||
entity_id TEXT NOT NULL,
|
||||
storage_key TEXT NOT NULL UNIQUE,
|
||||
byte_size INTEGER NOT NULL CHECK(byte_size > 0),
|
||||
|
||||
@@ -3,7 +3,7 @@ name: shd-build-production
|
||||
services:
|
||||
app:
|
||||
image: ${SHD_IMAGE:-shd-build-production:local}
|
||||
restart: unless-stopped
|
||||
restart: always
|
||||
init: true
|
||||
environment:
|
||||
INFISICAL_PROJECT_ID: 2ee94b27-e599-4194-9797-3372d42e53f6
|
||||
@@ -42,7 +42,7 @@ services:
|
||||
|
||||
scheduler:
|
||||
image: ${SHD_IMAGE:-shd-build-production:local}
|
||||
restart: unless-stopped
|
||||
restart: always
|
||||
init: true
|
||||
command:
|
||||
- scheduler
|
||||
|
||||
@@ -142,6 +142,10 @@ describe('container runtime startup', () => {
|
||||
{ key: 'APP_ORIGIN', value: 'https://exported.invalid' },
|
||||
{ key: 'DISCORD_CLIENT_ID', value: 'exported-discord-client' },
|
||||
{ key: 'DISCORD_CLIENT_SECRET', value: 'exported-discord-secret' },
|
||||
{
|
||||
key: 'MFA_TOTP_ENCRYPTION_KEYS',
|
||||
value: 'totp-encryption-keyring',
|
||||
},
|
||||
]),
|
||||
writeExport(sharedExport, [
|
||||
{ key: 'SCHEDULER_TOKEN', value: schedulerToken },
|
||||
@@ -220,6 +224,7 @@ describe('container runtime startup', () => {
|
||||
APP_ORIGIN: 'https://stage.shd.build',
|
||||
DISCORD_CLIENT_ID: 'exported-discord-client',
|
||||
DISCORD_CLIENT_SECRET: 'exported-discord-secret',
|
||||
MFA_TOTP_ENCRYPTION_KEYS: 'totp-encryption-keyring',
|
||||
ORIGIN: 'https://stage.shd.build',
|
||||
PASSKEY_RP_ID: 'shd.build',
|
||||
SCHEDULER_TOKEN: schedulerToken,
|
||||
|
||||
+282
-111
@@ -341,40 +341,58 @@ squeezed beside long module headings on mobile.
|
||||
### Command Grid builder
|
||||
|
||||
The production builder uses Command Grid as its loadout workbench. Keep the
|
||||
entire build visible in a dense matrix while one connected editor configures the
|
||||
selected cell. The full-width Specialization and Focus cell is the root choice.
|
||||
Its three supplied abilities appear directly below it, followed by two weapons,
|
||||
six gear positions, and one full-width OS Protocol.
|
||||
entire build visible in a compact matrix while one connected editor configures
|
||||
the selected cell. The editor uses two lanes when its container has enough
|
||||
width. Equipment identity and base values occupy the first lane; allocations,
|
||||
rolls, Talents, and upgrades occupy the second. The lanes stack when either
|
||||
would become too narrow. The full-width Specialization and Focus cell is the
|
||||
root choice. Its three supplied abilities appear directly below it, followed by
|
||||
two weapons, six gear positions, and one full-width OS Protocol.
|
||||
|
||||
Matrix cells summarize selected Talent names, Attribute names and values, Brand
|
||||
Sets, or Skill Chips. Do not replace those choices with configuration counts.
|
||||
Selecting an ability opens its three attached Skill Chip positions. Selecting
|
||||
equipment opens the searchable real-data catalog and its compatible
|
||||
configuration controls. Do not display a prototype option that the current
|
||||
loadout schema cannot save.
|
||||
Matrix cells show the slot and equipped item at rest. The selected cell reveals
|
||||
its compact Talent, Attribute, Brand Set, or Skill Chip summary. This
|
||||
progressive disclosure keeps the matrix scannable without replacing configured
|
||||
choices with counts. Selecting an ability opens its three attached Skill Chip
|
||||
positions. Selecting equipment opens the searchable real-data catalog and its
|
||||
compatible configuration controls. Large Talent pools show the selected Talent
|
||||
at rest and open their search grid through an explicit Change action. Do not
|
||||
display a prototype option that the current loadout schema cannot save.
|
||||
|
||||
Calculation readiness belongs at the point of resolution. Mark an incomplete
|
||||
Builder cells use one leading icon track. Specializations, abilities, Skill
|
||||
Chips, and OS Protocols use registered artwork; weapons and gear use static
|
||||
category or slot fallbacks when no item artwork exists. Skill Chip slots keep
|
||||
the icon beside the set name and quality so empty and configured slots share one
|
||||
scan path. Visible builder labels stay short; full validation text remains
|
||||
available through the cell's accessible name or title.
|
||||
|
||||
Each equipped gear or weapon Talent exposes two adjacent icon choices for Tier I
|
||||
and Tier II. Both choices reuse the Talent artwork; Tier II applies a restrained
|
||||
warm recolor so players can distinguish the pair before reading the labels.
|
||||
Every tile retains `T1` or `T2`, its full tier name, and selected or unavailable
|
||||
text. Disable Tier II when the canonical Talent has no authored Tier II data.
|
||||
Weapon equipment tier and Talent tier are independent selections.
|
||||
|
||||
Equipment readiness belongs at the point of resolution. Mark an incomplete
|
||||
matrix cell with a compact red text indicator and status rail, then let the cell
|
||||
open the editor that resolves it. The live calculation rail summarizes blocked
|
||||
output in one compact row. Do not repeat every missing slot in a large error
|
||||
panel. Keep system-owned blockers, such as an unpublished calculation profile,
|
||||
visible in that compact summary because the player cannot resolve them from a
|
||||
loadout cell.
|
||||
open the editor that resolves it. The live totals rail summarizes deterministic
|
||||
equipped-item totals. Separate panels label conditional Talent outcomes, weapon
|
||||
and Skill DPS, encounter assumptions, activation profiles, rotations, and
|
||||
simulation as `COMING SOON`; they do not report calculation-profile blockers as
|
||||
current player errors.
|
||||
|
||||
The builder uses three workbench columns on wide screens, moves the live summary
|
||||
below the matrix and editor at intermediate widths, and stacks all three regions
|
||||
on narrow screens. Every grid track and editor child must accept content
|
||||
shrinkage. At 560px and below, stack attribute picker/value pairs and section
|
||||
headings; keep the command actions in two equal columns. Validation markers use
|
||||
short visible labels while their full messages remain available to assistive
|
||||
technology and pointer users.
|
||||
The builder uses two primary workbench columns on wide screens: the compact
|
||||
matrix and the two-lane editor. The live summary spans both columns below them.
|
||||
Narrow screens stack the matrix, editor, and summary. Every grid track and
|
||||
editor child must accept content shrinkage. At 560px and below, stack Attribute
|
||||
picker/value pairs and section headings; keep the command actions in two equal
|
||||
columns. Validation markers use short visible labels while their full messages
|
||||
remain available to assistive technology and pointer users.
|
||||
|
||||
Use `--shd-builder-canvas` for recessed equipment fields. Use
|
||||
`--shd-builder-selection` with `--shd-builder-selection-border` for the selected
|
||||
cell. Preserve button semantics, `aria-pressed`, focus-visible outlines, pressed
|
||||
feedback, and textual readiness states. At narrower desktop widths, keep the
|
||||
matrix and editor together and move live results below them. On mobile, stack
|
||||
the matrix, editor, and live results in that order.
|
||||
feedback, and textual readiness states. On mobile, stack the matrix, editor, and
|
||||
live results in that order.
|
||||
|
||||
The command header contains the required build name, local and account save
|
||||
actions, account visibility, and optional sharing notes. Sharing notes include a
|
||||
@@ -1572,13 +1590,42 @@ an icon in every option.
|
||||
|
||||
### Skill Chip data console
|
||||
|
||||
Skill Chip editing uses the dense ISAC staged-definition pattern: identity and
|
||||
icon, 2-piece numeric bonus, mutually exclusive primary and secondary roll
|
||||
pools, then 3-piece talent. Superior blue and High-end yellow identify the
|
||||
supported qualities; reserve orange for actions and the current interactive
|
||||
state. A four-step segmented preview shows the linear zero-to-three High-end
|
||||
interpolation without duplicate values. At narrow widths, stack roll-pool and
|
||||
talent columns, use a two-by-two preview grid, and retain 44-pixel targets.
|
||||
Place two shared configuration cards above the Skill Chip definition registry.
|
||||
The `SHARED PRIMARY PROFILE` card contains the fixed Skill Duration, Skill
|
||||
Radius, Skill Cooldown Recovery, and Skill Intensity rows, with direct minimum
|
||||
and maximum fields for Standard, Specialized, Superior, and High-end. Its
|
||||
summary shows the configured count for each quality and the `NOT YET DEFINED`
|
||||
calculation state. The `SHARED SECONDARY POOL` card contains repeatable
|
||||
searchable Attribute rows with direct minimum and maximum fields for
|
||||
Specialized, Superior, and High-end. Its summary shows each quality's fixed
|
||||
capacity and the shared option count. Each card opens its own editor and closes
|
||||
that editor after a successful save. Validation keeps the affected editor open
|
||||
with its values intact. Successful saves append
|
||||
`game_data/skill_chip_primary_profile.updated` or
|
||||
`game_data/skill_chip_secondary_pool.updated`.
|
||||
|
||||
State the fixed secondary capacities in the pool card and editor: Standard zero,
|
||||
Specialized one, Superior two, and High-end two. Skill Chip fields never show an
|
||||
item-level control or level-based preview. Quality labels use the global green,
|
||||
blue, purple, and yellow treatments; orange remains reserved for actions and
|
||||
selection. On narrow screens, profile summaries stack, endpoint matrices scroll
|
||||
inside their cards, and actions retain 44-pixel targets.
|
||||
|
||||
Definition editors follow the dense staged pattern: ability assignment, identity
|
||||
and icon, one per-set 2-piece bonus, then the optional 3-piece Talent. Place the
|
||||
Talent assignment control before one disclosure that contains the entire Talent
|
||||
workspace: identity, description, quality-mix preview, and
|
||||
`MechanicProgramEditor`. The disclosure summary shows the configured Talent name
|
||||
or `TALENT WORKSPACE`, the quality-scaled outcome count, and an explicit
|
||||
`EXPAND` or `COLLAPSE` action. Existing Talents start collapsed when an operator
|
||||
opens a definition. Assigning a Talent or receiving a Talent validation error
|
||||
opens the workspace. Native disclosure semantics expose the expanded state, keep
|
||||
draft state mounted while collapsed, and provide a 44-pixel mobile target.
|
||||
|
||||
Every equipped chip quality counts toward the two-piece threshold. The set-bonus
|
||||
preview uses four steps for zero through three equipped High-end chips and the
|
||||
formula `minimum + (maximum − minimum) × h / 3`; only High-end chips increase
|
||||
`h`. Do not duplicate calculated values as editable fields.
|
||||
|
||||
### ISAC record identity controls
|
||||
|
||||
@@ -1707,10 +1754,10 @@ cards and augment editor cards reduce to a single column while retaining
|
||||
|
||||
The builder is a three-rail tactical workbench: compact equipment positions on
|
||||
the left, the currently selected item editor in the center, and a sticky live
|
||||
calculation summary on the right. At medium widths the summary becomes a
|
||||
full-width lower rail; on mobile all three rails stack, with equipment first,
|
||||
editing second, and results third. Equipment positions remain explicit even when
|
||||
empty so loadout completeness is always visible.
|
||||
totals summary on the right. At medium widths the summary becomes a full-width
|
||||
lower rail; on mobile all three rails stack, with equipment first, editing
|
||||
second, and results third. Equipment positions remain explicit even when empty
|
||||
so players can see loadout completeness.
|
||||
|
||||
Use the shared `BuilderPicker` for builder catalogs and Attribute pools. It
|
||||
combines an always-visible current selection with a searchable overlay, icon or
|
||||
@@ -1721,11 +1768,11 @@ such as the single-exotic-weapon rule are explained rather than hidden.
|
||||
Numeric instance values display their authoritative minimum and maximum beside
|
||||
the field and clamp to that range on completion. Always-on item rolls, fixed
|
||||
bonuses, inherited profiles, enabled augments, and activated set bonuses feed
|
||||
the live totals immediately. Conditional mechanics state their calculation mode
|
||||
and readiness. Maximum Potential uses their best-case state; Custom Scenario
|
||||
uses the source-defined advanced assumptions saved with the loadout. Exclude a
|
||||
mechanic that lacks a required assumption and label it `REQUIRES ASSUMPTIONS`.
|
||||
This distinction must remain clear without relying on color.
|
||||
the live totals immediately. Current Builder and shared Build pages stop at
|
||||
these deterministic equipped-item totals. Conditional Talent outcomes, weapon
|
||||
and Skill DPS, encounter assumptions, activation profiles, rotations, and
|
||||
simulation remain planned. Render those capabilities as separate `COMING SOON`
|
||||
panels, with visible text rather than color alone.
|
||||
|
||||
Loadout summaries name selected Talents, Attributes and their exact values,
|
||||
nodes, and Skill Chips. Do not replace these selections with configured item
|
||||
@@ -1808,6 +1855,15 @@ same `weaponBaseRange` curve as the builder; never label the configured base
|
||||
endpoints as level-50 values. Weapon Talent 1 and Talent 2 pools use separate
|
||||
clickable icon rails and the standard Talent quick view.
|
||||
|
||||
Show each weapon's named Mod slots and slot pictograms between its performance
|
||||
facts and Talent pools. Native T0 weapons display the complete T1/T2 slot set.
|
||||
Mark the slot that is absent at T0 with the blue information state and an
|
||||
explicit `T1+` label so the unlock does not rely on color alone. Other slots use
|
||||
the neutral telemetry treatment. If ISAC has no slot data, show
|
||||
`MOD SLOT DATA NOT CONFIGURED`. Do not show the weapon-category bonus count as
|
||||
`BASE BONUSES`; that identical count does not help players compare weapon
|
||||
definitions.
|
||||
|
||||
Record cards may end with contextual actions that connect related public
|
||||
registries. Actions use the compact orange tactical-button treatment and encode
|
||||
their destination filter in the URL. Brand cards provide a “find Gear” action
|
||||
@@ -1920,10 +1976,33 @@ selector:
|
||||
- `PUBLIC` is accessible by direct link and included in the public archive.
|
||||
|
||||
Keep visibility adjacent to the account-save action and explain its selected
|
||||
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.
|
||||
state in plain language. Show Build Uplink after an Agent saves a Build. Public
|
||||
and unlisted Builds expose its active controls; private Builds show the locked
|
||||
state. Public and unlisted Build pages are read-only tactical summaries; owner
|
||||
editing returns to the builder.
|
||||
|
||||
Build Uplink uses a compact tactical control surface. Use one bordered dark
|
||||
panel with a raised telemetry header, a textual `PUBLIC LINK READY` or
|
||||
`UNLISTED LINK READY` state, and a small orange signal marker. The primary
|
||||
`SHARE BUILD` action opens the native Web Share sheet when the browser supports
|
||||
it. Keep `COPY LINK` visible as a separate explicit action for every eligible
|
||||
Build. When Web Share is unavailable, promote Copy Link to the primary action
|
||||
instead of presenting a control that cannot run. Supporting copy may state that
|
||||
Discord renders the Build preview after an Agent posts the link. It must not
|
||||
imply that SHD.build posts to Discord or operates a bot.
|
||||
|
||||
Private and unsaved Builds use the locked Uplink state. Show `PRIVATE BUILD` or
|
||||
`UNSAVED BUILD`, `PUBLIC LINK UNAVAILABLE`, and a short instruction to change
|
||||
visibility or save. Render no active Share or Copy Link control in that state.
|
||||
Do not expose a crawler-preview action or suggest that owner access makes a
|
||||
private Build shareable.
|
||||
|
||||
Uplink actions retain textual pending, success, cancellation, unsupported, and
|
||||
failure feedback. They use at least 44-pixel targets, orange focus-visible
|
||||
treatment, pressed feedback, and disabled duplicate-action protection. Stack
|
||||
Share above Copy Link at phone widths and remove pressed motion under
|
||||
`prefers-reduced-motion`. On narrow layouts, persistence controls and
|
||||
shared-loadout columns also stack vertically.
|
||||
|
||||
### Tiered compatibility editors
|
||||
|
||||
@@ -1947,18 +2026,26 @@ 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.
|
||||
Regular Weapon Mod definitions use a compact Level 1 and Level 20 primary-range
|
||||
matrix for Standard, Specialized, Superior, and High-end quality. 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. Primary core type
|
||||
remains builder-selected and appears as the three always-available core icons
|
||||
rather than a persisted ISAC choice. Individual regular Weapon Mod editors also
|
||||
retain triggerless Mod Effects with one or two Attribute references and fixed
|
||||
per-quality values.
|
||||
|
||||
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.
|
||||
Configure one global secondary Attribute pool above the Weapon Mod registry.
|
||||
Each repeatable row contains one searchable Attribute reference and Level 1 and
|
||||
Level 20 minimum and maximum fields for Specialized, Superior, and High-end.
|
||||
Values between those endpoints use linear interpolation. Do not render Standard
|
||||
range fields because Standard has no secondary slot. State the fixed capacity in
|
||||
the pool editor and builder: Standard zero, Specialized one, Superior two, and
|
||||
High-end two. The builder requires distinct selections. Individual Weapon Mod
|
||||
editors must not repeat or submit pool data. A successful pool save uses the
|
||||
standard shared-profile lifecycle and creates the dedicated
|
||||
`game_data/weapon_mod_secondary_pool.updated` audit event.
|
||||
|
||||
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
|
||||
@@ -1970,12 +2057,20 @@ state panel visible so the change in data semantics is unmistakable.
|
||||
|
||||
### Gear Mod registry
|
||||
|
||||
Gear Mods reuse the compact quality matrix, level preview, and pooled
|
||||
secondary-attribute rows established by Weapon Mods. Do not render exotic,
|
||||
Gear Mods reuse the compact Level 1 and Level 20 primary-range matrix and level
|
||||
preview established by regular Weapon Mods. Do not render exotic,
|
||||
weapon-category, slot-type, or Mod Effect controls in this simpler editor.
|
||||
Present the five primary options as an always-visible informational band because
|
||||
the actual primary is selected on the build instance, not persisted on the
|
||||
canonical definition.
|
||||
the build instance selects the primary; the canonical definition does not store
|
||||
that selection.
|
||||
|
||||
Configure the Gear Mod family’s global secondary Attribute pool above the
|
||||
registry, separate from individual Gear Mod editors. Use the same three-quality
|
||||
endpoint rows, linear interpolation, and distinct-selection rule as the Weapon
|
||||
Mod pool. Capacity is zero for Standard, one for Specialized, and two each for
|
||||
Superior and High-end. Individual Gear Mod edits must not repeat or submit this
|
||||
pool. A successful pool save creates the dedicated
|
||||
`game_data/gear_mod_secondary_pool.updated` audit event.
|
||||
|
||||
Use explicit textual tier capacity wherever Gear tier is summarized:
|
||||
`1 MOD SLOT` for T0 and `2 MOD SLOTS` for T1/T2. On narrow screens the identity
|
||||
@@ -2206,6 +2301,13 @@ active abilities, each ability has exactly three active Skill Chip definitions,
|
||||
tree rows are contiguous, at least one paid node exists, and the tree uses the
|
||||
configured available point total.
|
||||
|
||||
The ability editor may pair the open ability with one active ability from the
|
||||
same specialization for Skill Chip sharing. Present this as an explicit optional
|
||||
relationship, exclude the current ability, and disable abilities that already
|
||||
belong to another pair. Do not infer compatibility from names or Focus
|
||||
membership. Saving either side updates the shared pair and includes it in the
|
||||
ability audit snapshot. Archiving either ability clears the pair.
|
||||
|
||||
Compose focus identity from uploaded specialization artwork and the canonical
|
||||
Firepower, Toughness, or Engineering icon. Keep the specialization art primary
|
||||
and place the attribute mark in a smaller corner badge. Mirror ability slots 1
|
||||
@@ -2288,9 +2390,11 @@ display `ADVANCED`, and stay visible in the generated script. State rows expose
|
||||
label, agent or target scope, initial value, bounds, best-case value, and
|
||||
optional expiry. A state change that writes a target pool uses a `STATE OWNER`
|
||||
segmented control with `EVENT TARGET` and `EVENT ACTOR`; the selected owner
|
||||
remains visible in the generated script. Outcome rows expose kind, target scope,
|
||||
Attribute or resource when applicable, value basis, state scaling, phase, and
|
||||
every source-specific value column. The Value Model control supports static
|
||||
remains visible in the generated script. The `DERIVED VALUE` operation writes
|
||||
the branch reducer's numeric result into the selected pool and displays that
|
||||
link as a text readout instead of a numeric input. Outcome rows expose kind,
|
||||
target scope, Attribute or resource when applicable, value basis, state scaling,
|
||||
phase, and every source-specific value column. The Value Model control supports
|
||||
values, live Attribute totals, percentage-normalized Attribute values, event
|
||||
fields, reducer output, source-defined scenario controls, and OS Protocol
|
||||
upgrade scaling where the source permits it. Selecting either Attribute model
|
||||
@@ -2302,6 +2406,25 @@ applied to the stored value. Restoration outcomes also expose an `INSTANT` or
|
||||
field and describes the configured value as the total delivered across that
|
||||
duration; switching back to instant clears the duration.
|
||||
|
||||
Selecting `DERIVE A SCALAR VALUE` exposes a `DERIVED VALUE SOURCE`
|
||||
`SegmentedChoice`. `STATIC` shows the numeric value input. `EVENT FIELD` shows
|
||||
the numeric fields registered for the branch event, including the proximity
|
||||
snapshot's allied-Agent count; it never asks the author to type a field path.
|
||||
Keep an existing expression that falls outside these manual patterns visible as
|
||||
disabled `ADVANCED` data. The source and field controls retain `SegmentedChoice`
|
||||
radio semantics, visible legends, arrow-key operation, focus-visible treatment,
|
||||
and text labels.
|
||||
|
||||
Target-scoped direct-damage outcomes offer `HIT-TARGET EXPLOSION` in the Area
|
||||
Targeting control. Selecting it creates an event-target-centered enemy area with
|
||||
a five-meter starting radius, reveals the required radius field, and shows a
|
||||
text readout for the center, valid-target policy, inclusive boundary, and
|
||||
runtime evidence requirement. Only `ON EVENT` and `AFTER EVENT` remain available
|
||||
for this mode; selecting it from another phase moves the outcome to
|
||||
`AFTER EVENT`. Changing the outcome kind or target scope clears an incompatible
|
||||
area definition. Keep `ENEMIES IN RADIUS · LEGACY` visible for saved descriptive
|
||||
radius metadata, but do not present that mode as calculated explosion fan-out.
|
||||
|
||||
Action Family recipes are optional authoring starters. Present the recipe
|
||||
catalog as a searchable assignment with only the parameters required by the
|
||||
selected family. `ADD RECIPE BRANCH` copies typed branches into the current
|
||||
@@ -2309,14 +2432,16 @@ source program, where authors may edit its exposed branch, state, and outcome
|
||||
controls. The recipe label records provenance only. `REPLACE PROGRAM` requires
|
||||
an inline confirmation that states all existing branches will be discarded.
|
||||
|
||||
Builder Controls define source-specific advanced scenario assumptions. Authors
|
||||
choose toggle, slider, or numeric input and provide a label, Agent guidance,
|
||||
default value, best-case value, and numeric bounds when applicable. Group these
|
||||
controls behind the builder's advanced scenario surface. Maximum Potential uses
|
||||
best-case values. Custom Scenario uses saved Agent values. A required cadence or
|
||||
environmental value with no supplied assumption keeps the mechanic out of the
|
||||
calculation and displays `REQUIRES ASSUMPTIONS`; the editor and runtime never
|
||||
invent a cadence.
|
||||
Builder Controls define source-specific scenario assumptions for player
|
||||
simulation. ISAC authors choose toggle, slider, or numeric input and provide a
|
||||
label, Agent guidance, default value, best-case value, and numeric bounds when
|
||||
applicable. The calculation timeline builder can consume values supplied for
|
||||
these controls, including `allies-within-30m-with-agent-granted-buff`. Current
|
||||
Builder and shared Build pages do not render the controls or let players change
|
||||
those values. They use an explicit `COMING SOON` panel for the future advanced
|
||||
scenario surface. The authored contract still requires the runtime to report
|
||||
`REQUIRES ASSUMPTIONS` when a required cadence or environmental value is
|
||||
missing; the editor and runtime never invent a cadence.
|
||||
|
||||
Use `--shd-model-surface` and `--shd-model-border` for mechanic programs,
|
||||
calculation revisions, and field calibration. The blue information rail marks
|
||||
@@ -2366,7 +2491,10 @@ The panel presents five explicit states:
|
||||
polite live region, and disables repeat actions.
|
||||
- `CLARIFICATION REQUIRED` lists each focused question with its reason and
|
||||
bounded answer control. The author may answer, revise the source text, or
|
||||
return to manual authoring.
|
||||
return to manual authoring. For an unresolved numbered numeric placeholder,
|
||||
show a required clarification for every source value column whose number is
|
||||
missing. Do not prefill, infer, or suggest a percentage. Keep
|
||||
`APPLY TO EDITOR` unavailable until the author answers each required variant.
|
||||
- `CAPABILITY GAP` names the unsupported behavior and displays the developer
|
||||
handoff, supported approximation, and optional workaround in separate labeled
|
||||
blocks. Do not present a capability gap as validation failure.
|
||||
@@ -2390,6 +2518,13 @@ applying the draft would replace configured branches, pools, controls, or
|
||||
outcomes. The standard ISAC save lifecycle begins only after the author reviews
|
||||
and saves the resulting form.
|
||||
|
||||
An applied AI draft stores each clarified number in the corresponding
|
||||
human-facing outcome-variant value. A scaling expression may retain the
|
||||
draft-only `variant_value` reference so later saves preserve the link to that
|
||||
displayed value. The runtime adapter resolves the reference separately for each
|
||||
variant. Show the value and generated formula in the ordinary review controls;
|
||||
do not require an author to inspect or edit raw JSON.
|
||||
|
||||
Use text labels with status colors. Orange marks Generate, Answer, and Apply
|
||||
actions. Blue identifies modeled information, yellow marks assumptions or
|
||||
unsupported coverage, and red marks request or validation failures. Never use
|
||||
@@ -2482,9 +2617,17 @@ anchor scrolling and sticky-state transitions.
|
||||
|
||||
#### Builder calculation modes
|
||||
|
||||
The loadout builder places one required two-option `SegmentedChoice` above
|
||||
combat assumptions. The persisted `maximum` and `custom` values use these
|
||||
visible labels:
|
||||
The current Builder and shared Build pages do not expose calculation modes or
|
||||
combat assumptions. They show deterministic equipped-item totals and reserve
|
||||
conditional Talent outcomes, weapon and Skill DPS, encounter assumptions,
|
||||
activation profiles, rotations, and simulation behind explicit `COMING SOON`
|
||||
panels.
|
||||
|
||||
Loadout schema version 6 retains `maximum`, `custom`, conditional state,
|
||||
encounter-assumption, and per-ability activation fields. Version 4 is obsolete
|
||||
prototype data rather than a compatibility format. The current player UI ignores
|
||||
the simulation fields. When player simulation ships, one required two-option
|
||||
`SegmentedChoice` will use these visible labels:
|
||||
|
||||
- `MAXIMUM POTENTIAL` calculates a configured ceiling. It applies conditional
|
||||
effects at peak state and treats selected abilities as firing on cooldown
|
||||
@@ -2492,40 +2635,42 @@ visible labels:
|
||||
- `CUSTOM SCENARIO` exposes encounter assumptions and source-defined advanced
|
||||
controls for a player-defined scenario.
|
||||
|
||||
New loadouts select `MAXIMUM POTENTIAL`. The interface labels Maximum results as
|
||||
a modeled ceiling so players do not read them as typical encounter performance.
|
||||
Maximum hides granular assumption fields without deleting their saved values.
|
||||
Returning to Custom restores those values.
|
||||
The planned interface selects `MAXIMUM POTENTIAL` for new loadouts and labels
|
||||
its results as a modeled ceiling. Maximum will hide granular assumption fields
|
||||
without deleting their saved values. Returning to Custom will restore those
|
||||
values.
|
||||
|
||||
Custom mode gives each unlocked conditional effect three state controls:
|
||||
The planned Custom mode gives each unlocked conditional effect three state
|
||||
controls:
|
||||
|
||||
- `OFF` excludes the effect.
|
||||
- `PEAK` applies its configured maximum stacks.
|
||||
- `ENCOUNTER` models stack buildup and expiry from weapon RPM, magazine size,
|
||||
reload time, hit rate, firing activity, and encounter duration.
|
||||
|
||||
Users may override encounter assumptions on one effect without changing the
|
||||
global Custom profile. Open the advanced scenario surface to show only the
|
||||
toggle, slider, and numeric controls defined by that effect's owning source. The
|
||||
effect card shows uptime, activation count, and applied stack state beside the
|
||||
mode. A mechanic that needs an undefined cadence or another missing scenario
|
||||
input displays `REQUIRES ASSUMPTIONS`; the builder withholds its calculated
|
||||
contribution until the author or player supplies that input.
|
||||
The planned advanced scenario surface will let users override one effect without
|
||||
changing the global Custom profile. It will show only the toggle, slider, and
|
||||
numeric controls defined by that effect's owning source. The effect card will
|
||||
show uptime, activation count, and applied stack state beside the mode. A
|
||||
mechanic that needs an undefined cadence or another missing scenario input will
|
||||
display `REQUIRES ASSUMPTIONS`; the simulation will withhold its contribution
|
||||
until the author or player supplies that input.
|
||||
|
||||
Maximum and Custom use radio semantics, an explicit selected label, keyboard
|
||||
arrow navigation, and the standard orange selected rail. Results repeat the
|
||||
active calculation mode in text. On mobile, the global mode control and Custom
|
||||
assumption fields stack into full-width targets of at least 44 pixels. Mode
|
||||
changes use the standard pressed feedback; reduced-motion preferences remove
|
||||
transitions without hiding the state change.
|
||||
The future Maximum and Custom control will use radio semantics, an explicit
|
||||
selected label, keyboard arrow navigation, and the standard orange selected
|
||||
rail. Results will repeat the active calculation mode in text. On mobile, the
|
||||
global mode control and Custom assumption fields will stack into full-width
|
||||
targets of at least 44 pixels. Mode changes will use the standard pressed
|
||||
feedback; reduced-motion preferences will remove transitions without hiding the
|
||||
state change.
|
||||
|
||||
Combat result panels show normal, critical, headshot, and critical-headshot
|
||||
values with burst, sustained, and encounter DPS. Conditional stack telemetry
|
||||
lists the mode, uptime, activations, average and peak stacks, ending stacks,
|
||||
buildup time, and maintained state. A result with missing equipment, Attribute
|
||||
bindings, rules, or assumptions displays `INSUFFICIENT DATA` and a concrete
|
||||
remediation list. The interface withholds combat numbers until it has the
|
||||
required inputs.
|
||||
The future combat result panels will show normal, critical, headshot, and
|
||||
critical-headshot values with burst, sustained, and encounter DPS. Conditional
|
||||
stack telemetry will list the mode, uptime, activations, average and peak
|
||||
stacks, ending stacks, buildup time, and maintained state. A result with missing
|
||||
equipment, Attribute bindings, rules, or assumptions will display
|
||||
`INSUFFICIENT DATA` and a concrete remediation list. Until this interface ships,
|
||||
the player pages show `COMING SOON` instead of combat numbers.
|
||||
|
||||
### Specialization loadout composer
|
||||
|
||||
@@ -2533,24 +2678,36 @@ The builder presents Specialization and Focus as the first loadout decision. The
|
||||
Focus sets the primary Attribute, progression tree, and three ordered abilities.
|
||||
Its identity combines Specialization artwork and the primary Attribute mark.
|
||||
Each ability panel contains three fixed Skill Chip positions. A chip picker
|
||||
shows definitions assigned to that ability and excludes definitions assigned
|
||||
elsewhere.
|
||||
shows the ability's three definitions. When ISAC explicitly pairs that ability
|
||||
with one compatible ability, the picker also shows the partner's three
|
||||
definitions and labels shared entries. The relationship is bidirectional and
|
||||
does not apply to other abilities in the same specialization. Players still
|
||||
equip three chips in each ability panel. Skill Chips have no item-level control.
|
||||
The editor uses the shared quality profiles for direct rolls. It labels the four
|
||||
ability-scoped primary values `NOT YET DEFINED` and excludes them from current
|
||||
Agent and combat totals. Shared-chip primary values and 3-piece Talent outcomes
|
||||
target the ability represented by the panel. Secondary capacity is Standard
|
||||
zero, Specialized one, Superior two, and High-end two; each equipped chip uses
|
||||
distinct selections from the shared pool.
|
||||
|
||||
The focus tree groups nodes by row and uses segmented rank controls. Disabled
|
||||
ranks remain visible with their lock state. The builder permits a row after the
|
||||
user buys every available Rank 1 and Rank 2 in preceding rows and enforces the
|
||||
49-point limit. Cost telemetry lists Credits and components beside each rank.
|
||||
|
||||
Each ability panel exposes one compact activation control: Off, On Cooldown, or
|
||||
Custom Rate. Custom Rate adds uses per minute. Every enabled ability has its own
|
||||
target count. Skill result cards show the ability name, activation count,
|
||||
single-target DPS, total-target DPS, and a combined summary. They state that
|
||||
Skills can critically hit and multi-shot but cannot headshot.
|
||||
Player ability panels currently expose equipped definitions and deterministic
|
||||
item contributions. Planned simulation panels display `COMING SOON` instead of
|
||||
activation controls or Skill DPS. The future interface will offer Off, On
|
||||
Cooldown, or Custom Rate, with uses per minute and a target count for each
|
||||
enabled ability. Future Skill result cards will show activation count,
|
||||
single-target DPS, total-target DPS, and a combined summary. They will state
|
||||
that Skills can critically hit and multi-shot but cannot headshot.
|
||||
|
||||
Saved loadouts store focus, node ranks, nine Skill Chips, conditional modes,
|
||||
Version 5 loadouts store focus, node ranks, nine Skill Chips, conditional modes,
|
||||
encounter assumptions, and per-ability activation profiles. The builder accepts
|
||||
only the current complete structure. Invalid local drafts are discarded; invalid
|
||||
server records are removed through a backed-up database migration.
|
||||
only the current complete structure. Current player pages ignore the simulation
|
||||
fields. The builder discards version 4 local drafts; a backed-up database
|
||||
migration removes version 4 server records.
|
||||
|
||||
### Calculation revision controls
|
||||
|
||||
@@ -2581,6 +2738,10 @@ revision identity and before the manual stage and profile controls. Reuse the
|
||||
language, identifies the active or edited base revision, and previews changes to
|
||||
stages, weapon profiles, and Skill profiles.
|
||||
|
||||
ISAC keeps revision editing, calibration, assisted suggestions, publication, and
|
||||
the calculation AI assistant available for continued model authoring. The
|
||||
current Builder and shared Build pages do not consume their output.
|
||||
|
||||
Agents without `ai.calculation.generate` see the collapsed `PERMISSION REQUIRED`
|
||||
state. Agents with the permission may request and apply a draft, but the panel
|
||||
leaves every manual calculation control available. Applying a draft fills the
|
||||
@@ -2611,3 +2772,13 @@ asset and states that the change is permanent. For assigned icons, the
|
||||
confirmation names the owning entity type. ISAC clears that source icon
|
||||
assignment before it removes the shared file. General library uploads retain the
|
||||
`ICON` or `IMAGE` state.
|
||||
|
||||
In the Weapon Mod registry, operators manage shared artwork for all eight
|
||||
code-defined slots. The compact panel labels each slot `ICON REGISTERED` or
|
||||
`ICON REQUIRED`. Selecting a slot opens the standard icon upload control. Keep
|
||||
the slot name visible in ISAC after an operator uploads artwork.
|
||||
|
||||
On public weapon cards, a configured slot chip shows only its uploaded icon.
|
||||
Keep the slot name in screen-reader and hover text. Retain the visible `T1+`
|
||||
marker and blue information treatment for slots unlocked at Tier 1. When artwork
|
||||
is missing, show the slot name instead of an invented glyph.
|
||||
|
||||
@@ -26,8 +26,8 @@ Use these event boundaries:
|
||||
- **Healing:** Count each healing event. A heal-over-time effect counts each
|
||||
tick as a separate event.
|
||||
- **Extra Health gained:** Count every Extra Health grant, including a grant
|
||||
received while the Agent already has Extra Health. Use
|
||||
`extra_health_granted` for the grant action.
|
||||
received while the Agent already has Extra Health. Use `extra_health_granted`
|
||||
for the grant action.
|
||||
- **Extra Health state changed:** `extra_health_changed` is Agent-scoped. Emit
|
||||
it when the Agent receives a grant, when the remaining amount changes, and
|
||||
when it is depleted to zero. Every event requires the boolean
|
||||
@@ -35,8 +35,8 @@ Use these event boundaries:
|
||||
`values.currentExtraHealth`, which must agree with that status. This state
|
||||
event is distinct from the `extra_health_granted` grant action.
|
||||
- **Reloading:** Trigger on reload completion when the weapon had at least one
|
||||
round to load. A canceled reload does not count. A weapon that loads one
|
||||
round at a time produces one completed-reload event for each round.
|
||||
round to load. A canceled reload does not count. A weapon that loads one round
|
||||
at a time produces one completed-reload event for each round.
|
||||
- **Taking damage:** Require Health loss. A hit absorbed by Extra Health does
|
||||
not count as taking damage.
|
||||
|
||||
@@ -59,8 +59,8 @@ Inspiration and Crossfire use a binary deployed-Skill state:
|
||||
|
||||
- The benefit remains active while the Agent has at least one persistent
|
||||
deployed Skill object.
|
||||
- Destruction or timed expiration removes that object from the active count.
|
||||
The benefit ends when no qualifying objects remain.
|
||||
- Destruction or timed expiration removes that object from the active count. The
|
||||
benefit ends when no qualifying objects remain.
|
||||
- Instant-use Skills do not qualify.
|
||||
- Multiple deployed Skill objects do not multiply the benefit.
|
||||
|
||||
@@ -75,10 +75,28 @@ meters:
|
||||
|
||||
- Moving within 30 meters of an ally who is already downed qualifies.
|
||||
- Each qualifying presence refreshes the ten-second duration.
|
||||
- Leaving the radius or reviving the ally does not cancel the current
|
||||
ten-second duration.
|
||||
- Leaving the radius or reviving the ally does not cancel the current ten-second
|
||||
duration.
|
||||
- The wearer does not count as an ally.
|
||||
|
||||
## Close and Personal
|
||||
|
||||
Close and Personal uses a proximity-snapshot qualifying set:
|
||||
|
||||
- Include each distinct allied Agent whose distance from the source Agent is
|
||||
less than or equal to 30 meters and who has at least one buff granted by that
|
||||
source Agent.
|
||||
- Count an ally once when several of the source Agent's buffs qualify.
|
||||
- Do not include an ally whose qualifying buffs come only from other sources.
|
||||
|
||||
Record the resolved non-negative integer count in
|
||||
`proximity_snapshot.values.alliesWithin30MetersWithAgentGrantedBuff`. The
|
||||
calculation builder supplies it from the
|
||||
`allies-within-30m-with-agent-granted-buff` scenario input. The confirmed rule
|
||||
defines this qualifying set but does not provide Close and Personal's base
|
||||
percentage. Keep that percentage unresolved until source evidence or an author's
|
||||
clarification supplies it.
|
||||
|
||||
## Emergency Retreat
|
||||
|
||||
Emergency Retreat activates whenever at least one enemy is within 20 meters and
|
||||
@@ -93,9 +111,9 @@ qualifies when the weapon had at least one round to load. This includes each
|
||||
round inserted by a weapon that reloads one round at a time. A canceled reload
|
||||
does not qualify.
|
||||
|
||||
Resolve the Extra Health amount from the Agent's displayed Firepower when
|
||||
Second Wind activates. Include all equipped-item and active-buff contributions
|
||||
in that Firepower value:
|
||||
Resolve the Extra Health amount from the Agent's displayed Firepower when Second
|
||||
Wind activates. Include all equipped-item and active-buff contributions in that
|
||||
Firepower value:
|
||||
|
||||
- Tier I grants Extra Health equal to 600% of displayed Firepower.
|
||||
- Tier II grants Extra Health equal to 840% of displayed Firepower.
|
||||
@@ -103,19 +121,39 @@ in that Firepower value:
|
||||
Second Wind adds its Extra Health to Extra Health from other sources. Its
|
||||
five-second duration and five-second cooldown start when it activates. Expiry
|
||||
removes only the Second Wind contribution. At the five-second boundary, the
|
||||
prior grant can expire as a qualifying reload completion grants a new amount.
|
||||
If Second Wind supplies the Agent's only Extra Health, the old amount expires
|
||||
and the new amount begins at that boundary.
|
||||
prior grant can expire as a qualifying reload completion grants a new amount. If
|
||||
Second Wind supplies the Agent's only Extra Health, the old amount expires and
|
||||
the new amount begins at that boundary.
|
||||
|
||||
## Nothing to Lose
|
||||
|
||||
Nothing to Lose uses a forward-looking deployment window:
|
||||
|
||||
- Each Health-damage instance makes its own 50% activation roll. Damage
|
||||
absorbed by Extra Health does not roll.
|
||||
- Each Health-damage instance makes its own 50% activation roll. Damage absorbed
|
||||
by Extra Health does not roll.
|
||||
- A successful activation applies to every Skill deployed during the five
|
||||
seconds after that damage instance. Several Skills can qualify during the
|
||||
same window.
|
||||
seconds after that damage instance. Several Skills can qualify during the same
|
||||
window.
|
||||
- Calculate each reduction from the Skill's total cooldown after equipment
|
||||
modifiers.
|
||||
- A Skill can receive no more than three reductions during one cooldown cycle.
|
||||
|
||||
## OS Protocol Talents
|
||||
|
||||
Happy Survival restores Health once per second while it has a qualifying nearby
|
||||
enemy count. Each restoration resolves 0.5% of maximum Health per enemy within
|
||||
10 meters, capped at 2.5% before OS Protocol upgrade scaling.
|
||||
|
||||
Explosive Charge requires three seconds of uninterrupted firing. Completion
|
||||
opens an eight-second window to deploy the next Skill. The window ends when the
|
||||
Agent deploys that Skill. Only the enhanced Skill's first damaging hit creates
|
||||
the five-meter explosion. The shared Talent cooldown rule starts its five-second
|
||||
cooldown when that explosion activates.
|
||||
|
||||
Heavy Armor and Pummeling Shield replace and refresh their own active Extra
|
||||
Health grant when the same Talent activates again. Extra Health grants from
|
||||
different sources remain separate.
|
||||
|
||||
Pummeling Shield counts confirmed weapon hits while the Agent possesses Extra
|
||||
Health. Losing all Extra Health resets the hit count. The full-Health condition
|
||||
checks Health immediately before the incoming hit resolves.
|
||||
|
||||
+284
-93
@@ -25,6 +25,13 @@ The team builds the project in vertical slices.
|
||||
Server code checks authorization for each mutation. UI visibility has no effect
|
||||
on server authorization.
|
||||
|
||||
Builder and shared Build pages currently expose only deterministic totals from
|
||||
the equipped items, selected rolls, fixed bonuses, inherited profiles, augments,
|
||||
and active set bonuses. Conditional Talent outcomes, weapon and Skill DPS,
|
||||
encounter assumptions, activation profiles, rotations, and simulation remain
|
||||
planned. Explicit `COMING SOON` panels identify those player-facing
|
||||
capabilities.
|
||||
|
||||
Weapon and gear range calculations must preserve decimal endpoints and follow
|
||||
the tested progression rules in
|
||||
[`STAT_LEVEL_SCALING.md`](STAT_LEVEL_SCALING.md). Leveling is linear rather than
|
||||
@@ -174,9 +181,45 @@ stores only its domain-separated hash. Repeated anonymous activity requires a
|
||||
Turnstile result. Guide reports reference the exact published revision so a
|
||||
report against an older revision cannot hide newer work.
|
||||
|
||||
The Builder stores loadout data only. It has no summary or Guide body. An owned
|
||||
Build page links to `/guides/new?build=<id>`, where the server verifies
|
||||
ownership and initializes a removable Build block in a new private Guide.
|
||||
The Builder stores loadout data and displays deterministic equipped-item totals.
|
||||
It has no Guide body. Shared Build pages use the same player-facing calculation
|
||||
boundary. An owned Build page links to `/guides/new?build=<id>`, where the
|
||||
server verifies ownership and initializes a removable Build block in a new
|
||||
private Guide.
|
||||
|
||||
### Discord-compatible Build sharing experiment
|
||||
|
||||
Persisted public and unlisted Builds expose absolute Open Graph metadata for
|
||||
their canonical `/builds/[slug]` URL. Their `og:image` and Twitter card metadata
|
||||
reference the same-origin 1200 × 630 PNG at `/builds/[slug]/preview.png` so
|
||||
Discord and other link unfurlers can render a Build summary. Private Builds set
|
||||
`noindex,nofollow`, expose no crawler image, and provide no usable sharing
|
||||
control.
|
||||
|
||||
The preview endpoint derives its image from canonical Build facts and the
|
||||
current known-stat summary in the shared Build projection. It includes the Build
|
||||
title, author, visibility, direct URL, equipped weapon names, core totals, and
|
||||
up to three supporting Attributes. The renderer performs no external fetches. It
|
||||
normalizes and bounds every text field by grapheme count, escapes text before
|
||||
inserting it into XML, builds a text-only SVG, and rasterizes that SVG to PNG
|
||||
with Sharp. Production installs DejaVu Sans from the Debian package and the
|
||||
renderer names that fixed family explicitly.
|
||||
|
||||
The endpoint hashes a versioned serialization of the image input for its bounded
|
||||
in-process render cache and derives the HTTP ETag from the resulting PNG bytes.
|
||||
A bounded request queue limits concurrent database projections and Sharp work.
|
||||
Responses require cache revalidation so a visibility change to Private blocks
|
||||
the next request instead of leaving a stale response window. Matching
|
||||
conditional requests receive `304 Not Modified`. Private, missing, and
|
||||
inaccessible Builds receive no preview. Unlisted images send the
|
||||
`X-Robots-Tag: noindex` response header.
|
||||
|
||||
For eligible Builds, the Build Uplink invokes the native Web Share API as the
|
||||
primary action when the browser supports it. An explicit Copy Link action
|
||||
remains available for every public or unlisted persisted Build. This experiment
|
||||
does not install a Discord bot, post to Discord, extend Discord OAuth scopes, or
|
||||
store Discord tokens or webhooks. Discord receives only a link that an Agent
|
||||
chooses to share and may fetch the public metadata and same-origin preview.
|
||||
|
||||
## Public data corrections and discussion
|
||||
|
||||
@@ -388,11 +431,13 @@ reference.
|
||||
|
||||
# OS Protocol progression
|
||||
|
||||
OS Protocols use dedicated normalized tables because their talent progression
|
||||
has six calculated states (base plus five upgrades) rather than the shared
|
||||
two-tier talent model. Each protocol owns one `os_protocol_primary_effects`
|
||||
record and one `os_protocol_talents` record. Each protocol Talent owns its
|
||||
mechanic program through the shared conditional-effect tables.
|
||||
OS Protocols use dedicated normalized tables because an assigned Talent has six
|
||||
calculated states: its base value plus five upgrades. Each protocol owns one
|
||||
`os_protocol_primary_effects` record and may own one `os_protocol_talents`
|
||||
record. The optional Talent owns its mechanic program through the shared
|
||||
conditional-effect tables. ISAC keeps the Talent workspace collapsed until an
|
||||
operator assigns or opens it, and removing an existing Talent requires explicit
|
||||
confirmation.
|
||||
|
||||
Dedicated profile tables normalize the three secondary attributes. One
|
||||
`os_protocol_secondary_profiles` record exists for each configured quality +
|
||||
@@ -417,6 +462,15 @@ 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.
|
||||
|
||||
The eight code-defined slot types have stable UUIDs and one shared icon each.
|
||||
Operators manage the artwork in the Weapon Mod registry through the game-data
|
||||
icon pipeline. Each upload or removal appends a
|
||||
`game_data/weapon_mod_slot_icon.updated` audit event, and contributors may send
|
||||
the same action to Data Oversight. Public weapon cards use icon-only slot chips
|
||||
when artwork exists, with the slot name available to screen readers and on
|
||||
hover. Cards show the name when artwork is missing and retain the visible `T1+`
|
||||
marker for slots unlocked at Tier 1.
|
||||
|
||||
Exotic Weapon Mods instead reference one `exotic_weapon_id`. They do not carry
|
||||
regular category compatibility. The builder treats them as permanent equipment
|
||||
and lets the user change only their level. They do not use quality profiles,
|
||||
@@ -426,16 +480,21 @@ values in `weapon_mod_exotic_attributes`; intermediate values use linear
|
||||
interpolation.
|
||||
|
||||
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 use
|
||||
linear interpolation from levels 1–20.
|
||||
builder-time primary choice. `weapon_mod_quality_values` stores each
|
||||
definition's level-1 and level-20 primary roll endpoints for each quality;
|
||||
primary values use linear interpolation 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`.
|
||||
`weapon_mod_secondary_options` stores one global secondary Attribute pool for
|
||||
all regular Weapon Mods. Each Attribute has Level 1 and Level 20 minimum and
|
||||
maximum ranges for Specialized, Superior, and High-end quality through
|
||||
`weapon_mod_secondary_quality_values`; values at intermediate levels use linear
|
||||
interpolation. Secondary capacity is fixed by quality: Standard has zero,
|
||||
Specialized has one, Superior has two, and High-end has two. A build selects
|
||||
distinct Attributes from the pool up to that capacity. Individual Weapon Mod
|
||||
records do not own secondary options or ranges. Pool updates append a
|
||||
`game_data/weapon_mod_secondary_pool.updated` audit event. Mod Effects remain
|
||||
triggerless, hold one or two Attribute references, and store fixed per-quality
|
||||
values in `weapon_mod_effect_quality_values`.
|
||||
|
||||
### Gear Mods and tier slot capacity
|
||||
|
||||
@@ -445,42 +504,86 @@ Specialized, Superior, and High-end quality at Levels 1 and 20. Values between
|
||||
those endpoints use linear interpolation. A build instance selects one primary
|
||||
attribute from Firepower, Toughness, Engineering, Health, or Armor.
|
||||
|
||||
The two secondary slots draw distinct attributes from one shared option pool.
|
||||
Each available secondary attribute stores its own minimum and maximum for all
|
||||
four qualities. Gear tier determines capacity without per-item configuration: T0
|
||||
gear has one Gear Mod slot; T1 and T2 gear have two.
|
||||
One global Gear Mod secondary Attribute pool serves every Gear Mod definition.
|
||||
Each Attribute has Level 1 and Level 20 minimum and maximum ranges for
|
||||
Specialized, Superior, and High-end quality through
|
||||
`gear_mod_secondary_quality_values`; values at intermediate levels use linear
|
||||
interpolation. Secondary capacity is fixed by quality: Standard has zero,
|
||||
Specialized has one, Superior has two, and High-end has two. A build selects
|
||||
distinct Attributes from the pool up to that capacity. Individual Gear Mod
|
||||
records do not own secondary options or ranges. Gear tier still determines mod
|
||||
slot capacity without per-item configuration: T0 gear has one Gear Mod slot; T1
|
||||
and T2 gear have two.
|
||||
|
||||
The `gear_mods`, `gear_mod_quality_values`, `gear_mod_secondary_options`, and
|
||||
`gear_mod_secondary_quality_values` tables store canonical data. Successful
|
||||
mutations use `gear_mod.created`, `gear_mod.updated`, `gear_mod.archived`, and
|
||||
`gear_mod.unarchived` audit actions. Contributor submissions use the `gearmods`
|
||||
proposal module and remain non-canonical until approved by Oversight.
|
||||
The `gear_mods` and `gear_mod_quality_values` tables store individual definition
|
||||
data. `gear_mod_secondary_options` and `gear_mod_secondary_quality_values` store
|
||||
the family-wide pool. Pool updates append a
|
||||
`game_data/gear_mod_secondary_pool.updated` audit event. Individual definition
|
||||
mutations retain the `gear_mod.created`, `gear_mod.updated`,
|
||||
`gear_mod.archived`, and `gear_mod.unarchived` audit actions. Contributor
|
||||
submissions use the `gearmods` proposal module and remain non-canonical until
|
||||
approved by Oversight.
|
||||
|
||||
# Skill Chip quality scaling
|
||||
|
||||
Skill Chip sets support Superior and High-end chip instances. Each set owns one
|
||||
2-piece bonus, distinct primary and secondary stat-option pools, and one 3-piece
|
||||
Talent with a typed conditional rule. Primary and secondary options reference
|
||||
active Attributes that define Skill Chip minimum and maximum roll values. A
|
||||
configured chip rolls one primary and two distinct secondary stats from those
|
||||
pools.
|
||||
Each Skill Chip definition belongs to one specialization ability. Each set owns
|
||||
one 2-piece bonus and may own one 3-piece Talent with a typed conditional rule.
|
||||
ISAC keeps the complete Talent workspace, including its description and mechanic
|
||||
program, inside one collapsible optional section.
|
||||
|
||||
Each active Skill Chip definition belongs to one active specialization ability
|
||||
through `skill_chip_sets.specialization_ability_id`. An ability has capacity for
|
||||
three active definitions. The save and restore actions enforce that capacity,
|
||||
and the schema requires the foreign key for each row. A specialization focus is
|
||||
All definitions use one fixed primary profile. The profile contains Skill
|
||||
Duration, Skill Radius, Skill Cooldown Recovery, and Skill Intensity, with
|
||||
direct minimum and maximum values for Standard, Specialized, Superior, and
|
||||
High-end. Primary values apply to the assigned ability rather than the Agent.
|
||||
Builder and shared Build pages label them `NOT YET DEFINED` and exclude them
|
||||
from current Agent and combat totals.
|
||||
|
||||
All definitions also use one shared secondary Attribute pool. Each pool entry
|
||||
stores direct minimum and maximum values for Specialized, Superior, and
|
||||
High-end. Standard chips have no secondary slot, Specialized chips have one, and
|
||||
Superior and High-end chips have two. A configured chip selects distinct
|
||||
secondary Attributes up to its quality's capacity. Skill Chips have no item
|
||||
level, so neither profile uses level interpolation.
|
||||
|
||||
Active definitions reference an active specialization ability through
|
||||
`skill_chip_sets.specialization_ability_id`. An ability has capacity for three
|
||||
active definitions. The save and restore actions enforce that capacity, and the
|
||||
schema requires the foreign key for each row. A specialization focus is
|
||||
builder-ready only when each of its three assigned abilities has all three
|
||||
active Skill Chip definitions. Skill Chip mutations refresh readiness for
|
||||
focuses that reference both the previous and resulting ability.
|
||||
|
||||
Both set-bonus progression systems use the number of equipped High-end chips as
|
||||
the interpolation step. For `h` High-end chips, where `h` is zero through three,
|
||||
a configured minimum and maximum resolve as
|
||||
`minimum + (maximum − minimum) × h / 3`. Zero High-end chips therefore produce
|
||||
the minimum, while three produce the maximum. The editor stores endpoints and
|
||||
previews all four states, preventing duplicated tier data from diverging. The
|
||||
`game_data` audit stream captures Skill Chip mutations, owned relationships, and
|
||||
safe icon metadata.
|
||||
`specialization_ability_skill_chip_links` may pair two active abilities from the
|
||||
same specialization. Operators create each pair explicitly; the application does
|
||||
not infer compatibility from ability names, focus membership, or shared
|
||||
specialization. The pair is bidirectional, and an ability may belong to only one
|
||||
pair. This permits compatible abilities such as two Tactical Link variants to
|
||||
share definitions without making unrelated pairs such as two Smart Cover
|
||||
variants compatible. Archiving either ability removes the pair; restoring an
|
||||
ability does not recreate it.
|
||||
|
||||
A linked ability can equip its own three definitions or its partner's three
|
||||
definitions, so each of its three Builder positions offers at most six choices.
|
||||
The loadout still equips three Skill Chips per ability and nine per focus.
|
||||
Ability-scoped primary values and 3-piece Talent outcomes bind to the ability
|
||||
that owns the equipped position, not the definition's original owner. Two-piece
|
||||
and 3-piece thresholds remain local to one equipped ability and never combine
|
||||
matching definitions across ability panels. ISAC audit snapshots and game-data
|
||||
transfers include the compatibility pair.
|
||||
|
||||
Every equipped quality counts toward the two-piece threshold. After the loadout
|
||||
meets that threshold, only equipped High-end chips increase the interpolation
|
||||
step. For `h` High-end chips, where `h` is zero through three, a configured
|
||||
minimum and maximum resolve as `minimum + (maximum − minimum) × h / 3`. Zero
|
||||
High-end chips resolve to the minimum, while three resolve to the maximum. The
|
||||
editor stores endpoints and previews all four states.
|
||||
|
||||
ISAC presents the fixed primary profile and secondary pool as two shared
|
||||
registry/editor cards above the definition registry. Successful profile saves
|
||||
append `game_data/skill_chip_primary_profile.updated` and
|
||||
`game_data/skill_chip_secondary_pool.updated`, respectively. Definition
|
||||
mutations continue to capture their owned bonus, optional Talent, ability
|
||||
relationship, and safe icon metadata in the `game_data` audit stream.
|
||||
|
||||
# Mechanic programs and loadout state
|
||||
|
||||
@@ -490,19 +593,23 @@ Talent, OS Protocol Talent, Skill Chip Talent, or Specialization tree rank. The
|
||||
`source_type` and `source_id` pair identifies that owner. No standalone Trigger
|
||||
record or shared Trigger relationship participates in execution.
|
||||
|
||||
The builder supplies normalized timeline events to each equipped mechanic.
|
||||
`movement_snapshot.values.state` is `immobile`, `moving`, or `sprinting`; the
|
||||
mechanic's moving and sprinting scenario controls select that state, with
|
||||
sprinting taking precedence. Enabled Skill activation profiles emit
|
||||
The mechanic runtime accepts normalized timeline events for each equipped
|
||||
mechanic. Current player pages do not construct this timeline or invoke the
|
||||
runtime. `movement_snapshot.values.state` is `immobile`, `moving`, or
|
||||
`sprinting`; the mechanic's moving and sprinting scenario controls select that
|
||||
state, with sprinting taking precedence. Enabled Skill activation profiles emit
|
||||
`skill_deployed` events on the same cadence as Skill calculations and identify
|
||||
the deployed ability. An `on_event` Skill modifier applies to that activation
|
||||
until the ability's next deployment or the encounter ends.
|
||||
|
||||
`skill_deployed.values.abilityId` and `skill_hit.values.abilityId` identify the
|
||||
same ability for mechanics that bind an effect to the next deployed Skill.
|
||||
|
||||
Each source supplies a fixed value-variant contract:
|
||||
|
||||
- Standard Talents require Tier I and Tier II values. Exotic Talents require
|
||||
Tier I and may omit Tier II until contributors document its game values.
|
||||
Builder calculations use Tier I while an equipped exotic Talent has no Tier II
|
||||
Runtime calculations use Tier I while an equipped exotic Talent has no Tier II
|
||||
mechanic variant.
|
||||
- OS Protocol Talents store a base value. An outcome may use an expression that
|
||||
reads `equipment.protocolTalentUpgrades`, from zero through five, so selected
|
||||
@@ -531,9 +638,37 @@ normalized events are `shot_fired`, `weapon_hit`, `skill_deployed`,
|
||||
`weapon_swapped`, and `tick`. Event details such as target, distance, critical
|
||||
state, source, movement, and nearby counts travel as typed event values. The
|
||||
event registry publishes authoritative field metadata where branches need a
|
||||
bounded contract. For those events, the mechanic editor derives its event-field
|
||||
controls from that metadata. For example, `weapon_hit.values.headshot` is a
|
||||
boolean that distinguishes headshots from body shots.
|
||||
bounded contract. For those events, the mechanic editor derives event-field
|
||||
conditions and manual derived-scalar controls from that metadata.
|
||||
`proximity_snapshot.values.alliesWithin30MetersWithAgentGrantedBuff` is an
|
||||
optional non-negative integer. It contains the resolved count of distinct allied
|
||||
Agents at a distance less than or equal to 30 meters who have at least one buff
|
||||
granted by the source Agent. Several qualifying buffs on one ally count once.
|
||||
`proximity_snapshot` remains non-strict, so saved mechanic data and producers
|
||||
that omit the field remain compatible.
|
||||
|
||||
`src/lib/builder/loadout-combat.ts` bridges the calculation scenario input
|
||||
`allies-within-30m-with-agent-granted-buff` into that field on each generated
|
||||
`proximity_snapshot`. For example, a derived-scalar reducer can select the
|
||||
registered numeric field without requiring a hand-entered path. Other registered
|
||||
metadata includes `weapon_hit.values.headshot`, a boolean that distinguishes
|
||||
headshots from body shots. `enemy_killed` and `assist` may carry
|
||||
`values.assignedAbilityActive`; a Skill Chip Talent uses that boolean to
|
||||
restrict a kill or assist trigger to its assigned ability's active period.
|
||||
`skill_deployed` and `signature_ability_deployed` may carry
|
||||
`values.assignedAbilityDurationSeconds` to start assigned-ability state. The
|
||||
runtime expires that state before it evaluates another event at the same
|
||||
timestamp.
|
||||
|
||||
`weapon_hit.values.aiming` records whether the Agent was aiming down sights when
|
||||
the hit resolved. A producer omits the field when it lacks authoritative aiming
|
||||
state; the runtime does not replace missing evidence with a scenario assumption.
|
||||
Predicates compare this field explicitly with `true` or `false`; negation and
|
||||
inequality cannot turn missing evidence into a match. A `weapon_hit` or
|
||||
`skill_hit` event may include an event-target-centered area sample. The bounded
|
||||
sample lists up to 256 valid ally and enemy entity IDs with their distances from
|
||||
the hit target and includes that target as an enemy at zero meters. Duplicate
|
||||
IDs, negative distances, or a missing center target invalidate the evaluation.
|
||||
|
||||
`extra_health_changed` is Agent-scoped. Normalized timeline producers emit it
|
||||
when the Agent receives an Extra Health grant, when the remaining amount
|
||||
@@ -568,7 +703,10 @@ The program graph uses three child tables:
|
||||
durations, intervals, or derived values. Mutations can set, add, consume,
|
||||
clear, derive, or transfer state. A mutation may bind a target-scoped pool to
|
||||
the current event target, event actor, or another typed entity selector. Each
|
||||
target owns an independent value and expiry timer.
|
||||
target owns an independent value and expiry timer. A clause may require active
|
||||
assigned-ability state and carry `procChancePercent`. The runtime evaluates
|
||||
that chance after predicates and cooldown checks, before reducers, mutations,
|
||||
and outcomes.
|
||||
- `conditional_effect_outcomes` applies Attribute modifiers, direct damage,
|
||||
restoration, resource costs, or markers. Each outcome names its target scope,
|
||||
value basis, optional resource or Attribute, combat timing, optional state
|
||||
@@ -577,15 +715,46 @@ The program graph uses three child tables:
|
||||
required by the owning source. The common value models are static values, live
|
||||
Attribute values, percentage-normalized Attribute values, event-field values,
|
||||
reducer output, source-defined scenario values, and OS Protocol upgrade
|
||||
scaling. Restoration outcomes may deliver their total immediately or
|
||||
scaling. An outcome may carry `probabilityPercent`; each eligible outcome
|
||||
rolls separately. Restoration outcomes may deliver their total immediately or
|
||||
continuously over an explicit duration.
|
||||
|
||||
Draft outcome expressions may use `{"ref":{"source":"variant_value"}}`. This
|
||||
reference belongs to the conditional draft grammar and does not enter the
|
||||
runtime expression grammar. Each persisted outcome-variant row keeps its
|
||||
human-facing numeric `value`, while `value_expression_json` preserves the
|
||||
reference and its semantic link. The adapters in
|
||||
`src/lib/calculations/mechanic-editor.ts` and
|
||||
`src/lib/calculations/mechanic-persistence.ts` resolve the reference from the
|
||||
current row's `value` when they construct a runtime program.
|
||||
|
||||
Target-scoped direct damage may use `event_target_area` targeting for an
|
||||
explosion around its event target. This targeting selects valid enemies and
|
||||
stores a positive radius in meters. It is valid only for `on_event` or
|
||||
`after_event` outcomes. The legacy `within_radius` shape remains descriptive
|
||||
targeting metadata and does not select runtime entities.
|
||||
|
||||
The generic runtime in `src/lib/calculations/mechanic.ts` processes combat
|
||||
events in timestamp order. Predicates decide whether an event enters a clause.
|
||||
Reducers convert event streams into activations or derived values. The runtime
|
||||
applies state mutations, enforces pool bounds and expiry, emits outcomes in
|
||||
phase order, and records telemetry for each activation.
|
||||
|
||||
When `event_target_area` damage activates, the runtime requires the triggering
|
||||
event's authoritative area sample. It includes valid enemies whose distance is
|
||||
less than or equal to the configured radius, sorts them by entity ID, and emits
|
||||
one equal damage outcome for each entity. The outcome chance resolves once
|
||||
before fan-out. A missing sample invalidates the evaluation instead of producing
|
||||
single-target damage or treating the area as empty.
|
||||
|
||||
Custom evaluation uses a Mulberry32 stream seeded by `randomSeed`; an omitted
|
||||
seed resolves from the stable mechanic program ID. The returned evaluation
|
||||
reports the seed. Maximum mode resolves every nonzero clause or outcome chance
|
||||
as successful. `extend_duration` changes only an active assigned ability's
|
||||
remaining duration. `start_cooldown_on_max` writes an expiring Agent cooldown
|
||||
pool only when an earlier mutation in the same clause transitions a capped stack
|
||||
pool to its maximum.
|
||||
|
||||
Each write to an expiring pool refreshes its timer. When a pool expires,
|
||||
`on_exit` outcomes evaluate stack thresholds and per-stack expressions against
|
||||
the final value before reset. The runtime records the bound target on emitted
|
||||
@@ -603,11 +772,13 @@ substitute zero.
|
||||
The read-only `combat.currentHealthPercent` reference divides resolved current
|
||||
Health by resolved maximum Health and returns a value from 0 through 100. The
|
||||
runtime derives it when a predicate is evaluated instead of storing a second
|
||||
Health value that could become stale. Current timing observes deterministic
|
||||
resource changes from earlier branches at the same event. Health-band mechanics
|
||||
use strict upper bounds and inclusive lower bounds, so bands do not overlap and
|
||||
an exact threshold enters the next weaker band. Maximum-potential evaluation
|
||||
applies the same predicates before emitting passive outcomes.
|
||||
Health value that could become stale. Pre-event timing reads the combat snapshot
|
||||
before mechanic branches process the event. Current timing observes
|
||||
deterministic resource changes from earlier branches at the same event.
|
||||
Health-band mechanics use strict upper bounds and inclusive lower bounds, so
|
||||
bands do not overlap and an exact threshold enters the next weaker band.
|
||||
Maximum-potential evaluation applies the same predicates before emitting passive
|
||||
outcomes.
|
||||
|
||||
Continuous restoration resolves the outcome's total when the branch activates,
|
||||
then delivers that total at a constant rate over the configured duration.
|
||||
@@ -622,10 +793,11 @@ uses `requires_assumptions`, identifies the missing input, and stays out of the
|
||||
calculation until an operator or builder scenario supplies it.
|
||||
|
||||
The runtime derives a read-only pseudo-language listing from the typed program.
|
||||
ISAC and the builder use that listing to explain events, predicates, reducers,
|
||||
state changes, phases, and formulas. No route accepts the generated text as
|
||||
input, and no server process executes it. Operators edit structured fields; the
|
||||
formatter regenerates the listing after each change.
|
||||
ISAC uses that listing to explain events, predicates, reducers, state changes,
|
||||
phases, and formulas. Planned player calculations can reuse it when those pages
|
||||
consume mechanic outcomes. No route accepts the generated text as input, and no
|
||||
server process executes it. Operators edit structured fields; the formatter
|
||||
regenerates the listing after each change.
|
||||
|
||||
## AI-assisted mechanic drafting
|
||||
|
||||
@@ -649,6 +821,13 @@ descriptions, and calculation metadata. The client cannot replace the system
|
||||
instructions, choose arbitrary models, attach files, add tools, or add external
|
||||
URLs.
|
||||
|
||||
When source wording contains an unresolved numbered numeric placeholder, the
|
||||
assistant must return `clarification_required` and ask for the value of every
|
||||
required source variant. It must not infer a percentage or other numeric value.
|
||||
After clarification, the draft places each answer in the corresponding
|
||||
outcome-variant `value`; any scaling expression uses the draft-only
|
||||
`variant_value` reference instead of repeating that number.
|
||||
|
||||
The deterministic draft parser owns the canonical outcome-capability manifest.
|
||||
The AI context serializes that manifest instead of maintaining a second outcome
|
||||
grammar. The parser rejects outcome fields absent from the manifest. Contract
|
||||
@@ -732,7 +911,8 @@ clarification requests. It does not grant revision mutation or publication.
|
||||
Applying a result changes the open revision form in the client. The operator
|
||||
must review and save that draft through the existing revision action. The
|
||||
separate `calculation.publish` permission and activation confirmation remain
|
||||
mandatory before the saved draft affects loadout results.
|
||||
mandatory before the saved draft becomes the active authored model. Current
|
||||
player pages do not consume that model.
|
||||
|
||||
Successful calculation-generation requests append sanitized events under
|
||||
`ai_assistance`. These events use calculation-specific actions, identify the
|
||||
@@ -741,23 +921,26 @@ token-usage, result, and secret-exclusion rules as mechanic-assistance events.
|
||||
Applying a draft creates no server event. Existing `calculation_configuration`
|
||||
events remain the evidence for revision saves and activation.
|
||||
|
||||
Source authors define the builder controls required by their mechanic as typed
|
||||
toggle, slider, or numeric scenario inputs. Each input records its label,
|
||||
guidance, bounds when applicable, default value, and best-case value. These
|
||||
controls appear only in advanced scenario configuration. Maximum mode supplies
|
||||
best-case values. Custom mode uses the values saved with the loadout. A mechanic
|
||||
with an undefined required assumption remains excluded and reports
|
||||
`REQUIRES_ASSUMPTIONS`.
|
||||
Source authors define planned player scenario controls as typed toggle, slider,
|
||||
or numeric inputs. Each input records its label, guidance, bounds when
|
||||
applicable, default value, and best-case value. ISAC retains these definitions
|
||||
for continued mechanic authoring, and the calculation timeline builder can
|
||||
consume scenario values supplied by calculation orchestration. Current Builder
|
||||
and shared Build pages do not expose those controls or invoke the simulation.
|
||||
Their calculation panels display `COMING SOON` instead.
|
||||
|
||||
Loadout schema version 4 stores one focus, selected tree ranks, nine Skill
|
||||
Chips, a unified conditional-effect state map, encounter assumptions,
|
||||
per-ability activation controls, and `calculationMode`. Runtime readers accept
|
||||
the exact version 4 structure. A backed-up prototype migration removes drafts,
|
||||
saved builds, and calibration snapshots that use incompatible payloads.
|
||||
Loadout schema version 6 stores one focus, selected tree ranks, nine Skill
|
||||
Chips, independent T1/T2 choices for each equipped gear and weapon Talent, a
|
||||
unified conditional-effect state map, encounter assumptions, per-ability
|
||||
activation controls, and `calculationMode`. Runtime readers accept the exact
|
||||
version 6 structure. A backed-up migration translated version 5 equipment
|
||||
Talents from their previous equipment-tier-derived behavior. The schema retains
|
||||
its simulation fields, but the current player UI ignores them. Version 4 remains
|
||||
obsolete prototype data.
|
||||
|
||||
## Calculation modes
|
||||
## Planned player calculation modes
|
||||
|
||||
The builder offers `maximum` and `custom` modes.
|
||||
Loadout v6 defines `maximum` and `custom` modes for the planned simulation UI:
|
||||
|
||||
- Maximum mode supplies each scenario input's best-case value, selects peak
|
||||
conditional-effect state, and runs selected abilities on cooldown against
|
||||
@@ -767,9 +950,10 @@ The builder offers `maximum` and `custom` modes.
|
||||
rates, target counts, and other supported assumptions. A missing required
|
||||
input produces `REQUIRES_ASSUMPTIONS` rather than a fabricated value.
|
||||
|
||||
Saved and shared loadouts preserve the selected mode. Calculation results label
|
||||
the mode so readers can distinguish a best-case ceiling from a scenario-based
|
||||
estimate.
|
||||
Saved and shared loadouts preserve the selected mode as compatibility data. The
|
||||
current Builder and shared Build UI does not expose a mode selector, read
|
||||
encounter assumptions, or execute either mode. Explicit `COMING SOON` panels
|
||||
reserve the player-facing space for these calculations.
|
||||
|
||||
## Specialization ability attacks
|
||||
|
||||
@@ -795,6 +979,12 @@ holds the first position, and the firing-cycle stage holds the last.
|
||||
`attribute_calculation_profiles` maps an Attribute to a weapon stage with its
|
||||
weight, optional caps, curve, and weapon-category scope.
|
||||
|
||||
ISAC keeps combat revision editing, publication, calibration, assisted
|
||||
suggestions, and the calculation AI assistant available so operators can
|
||||
continue authoring the model. Builder and shared Build pages do not load the
|
||||
active revision or consume revision, calibration, assistant, mechanic-runtime,
|
||||
or combat-engine output at the current player-facing boundary.
|
||||
|
||||
The shared combat engine consumes weapon facts, accumulated Attributes,
|
||||
calculation profiles, and mechanic outcomes. It produces four hit values, burst
|
||||
DPS, reload-aware sustained DPS, encounter DPS, and stack telemetry. Custom mode
|
||||
@@ -803,11 +993,11 @@ configured burst size, pauses between bursts, and encounter duration. It
|
||||
resolves the active Attribute state at each landed shot before calculating that
|
||||
shot's expected damage.
|
||||
|
||||
The builder scales a weapon definition's level-1 damage range to the equipped
|
||||
item level, then the agent selects one damage value inside that valid range.
|
||||
Combat receives `equipped_weapon.damage` as its base damage and consumes that
|
||||
number once. The combat pipeline has no `level_scaled_damage` value and must not
|
||||
apply item-level scaling a second time.
|
||||
The deterministic equipment path scales a weapon definition's level-1 damage
|
||||
range to the equipped item level, then the agent selects one damage value inside
|
||||
that valid range. A combat invocation receives `equipped_weapon.damage` as its
|
||||
base damage and consumes that number once. The combat pipeline has no
|
||||
`level_scaled_damage` value and must not apply item-level scaling a second time.
|
||||
|
||||
The generated calculation listing names each typed pipeline stage and its bound
|
||||
Attributes. The listing explains the active revision with statements such as
|
||||
@@ -829,8 +1019,8 @@ the builder supports a combined weapon-rotation model.
|
||||
|
||||
The engine returns `INSUFFICIENT_DATA` with missing requirement keys when a
|
||||
calculation lacks required inputs or an Attribute binding. Callers must render
|
||||
that state instead of a partial result. Saved and shared builds load the current
|
||||
active revision for each request.
|
||||
that state instead of a partial result. Current player routes do not call the
|
||||
engine; their planned calculation surfaces display `COMING SOON`.
|
||||
|
||||
`calculation_calibration_cases` stores a versioned loadout snapshot, observed
|
||||
hit values, timing values, optional encounter DPS, and the model prediction.
|
||||
@@ -872,11 +1062,12 @@ does not scale.
|
||||
|
||||
# Game-data icon storage
|
||||
|
||||
Talents, brand sets, OS Protocols, and Skill Chips reference uploaded artwork
|
||||
through the polymorphic `game_data_icons` metadata table. The shared server
|
||||
pipeline accepts transparent SVG, PNG, WebP, and AVIF sources, rejects active
|
||||
SVG content and external references, and uses Sharp’s native worker pool to
|
||||
rasterize and normalize each accepted icon to a transparent 256 × 256 WebP.
|
||||
Talents, brand sets, OS Protocols, Skill Chips, Specializations, and shared
|
||||
Weapon Mod slots reference uploaded artwork through the polymorphic
|
||||
`game_data_icons` metadata table. The shared server pipeline accepts transparent
|
||||
SVG, PNG, WebP, and AVIF sources, rejects active SVG content and external
|
||||
references, and uses Sharp’s native worker pool to rasterize and normalize each
|
||||
accepted icon to a transparent 256 × 256 WebP.
|
||||
|
||||
Normalized files live beneath the ignored `data/game-icons/` directory. The
|
||||
validated `/icons/game-data/[type]/[id]` endpoint serves them with immutable
|
||||
|
||||
@@ -0,0 +1,5 @@
|
||||
{
|
||||
"worktree": {
|
||||
"setup": "npm install"
|
||||
}
|
||||
}
|
||||
+555
-7
@@ -45,7 +45,8 @@ const isRoll = (value) =>
|
||||
isFiniteNumber(value.value);
|
||||
const isRollPair = (value) =>
|
||||
Array.isArray(value) && value.length === 2 && value.every(isRoll);
|
||||
const isGearSelection = (value) =>
|
||||
const isTalentTier = (value) => value === 1 || value === 2;
|
||||
const isLegacyGearSelection = (value) =>
|
||||
hasExactKeys(value, [
|
||||
'itemId',
|
||||
'level',
|
||||
@@ -68,7 +69,7 @@ const isGearSelection = (value) =>
|
||||
isRollPair(value.rolls) &&
|
||||
Array.isArray(value.augmentSlots) &&
|
||||
value.augmentSlots.every(isFiniteNumber);
|
||||
const isWeaponSelection = (value) =>
|
||||
const isLegacyWeaponSelection = (value) =>
|
||||
hasExactKeys(value, [
|
||||
'itemId',
|
||||
'level',
|
||||
@@ -88,12 +89,68 @@ const isWeaponSelection = (value) =>
|
||||
(key) => isFiniteNumber(value[key]),
|
||||
) &&
|
||||
isRollPair(value.rolls);
|
||||
const isGearSelection = (value) =>
|
||||
hasExactKeys(value, [
|
||||
'itemId',
|
||||
'level',
|
||||
'brandId',
|
||||
'talentId',
|
||||
'talentTier',
|
||||
'health',
|
||||
'armor',
|
||||
'firepower',
|
||||
'toughness',
|
||||
'engineering',
|
||||
'rolls',
|
||||
'augmentSlots',
|
||||
]) &&
|
||||
['itemId', 'brandId', 'talentId'].every(
|
||||
(key) => typeof value[key] === 'string',
|
||||
) &&
|
||||
isTalentTier(value.talentTier) &&
|
||||
['level', 'health', 'armor', 'firepower', 'toughness', 'engineering'].every(
|
||||
(key) => isFiniteNumber(value[key]),
|
||||
) &&
|
||||
isRollPair(value.rolls) &&
|
||||
Array.isArray(value.augmentSlots) &&
|
||||
value.augmentSlots.every(isFiniteNumber);
|
||||
const isWeaponSelection = (value) =>
|
||||
hasExactKeys(value, [
|
||||
'itemId',
|
||||
'level',
|
||||
'tier',
|
||||
'damage',
|
||||
'firepower',
|
||||
'toughness',
|
||||
'engineering',
|
||||
'talent1Id',
|
||||
'talent1Tier',
|
||||
'talent2Id',
|
||||
'talent2Tier',
|
||||
'exoticTalentTier',
|
||||
'rolls',
|
||||
]) &&
|
||||
['itemId', 'talent1Id', 'talent2Id'].every(
|
||||
(key) => typeof value[key] === 'string',
|
||||
) &&
|
||||
isTalentTier(value.talent1Tier) &&
|
||||
isTalentTier(value.talent2Tier) &&
|
||||
isTalentTier(value.exoticTalentTier) &&
|
||||
['level', 'tier', 'damage', 'firepower', 'toughness', 'engineering'].every(
|
||||
(key) => isFiniteNumber(value[key]),
|
||||
) &&
|
||||
isRollPair(value.rolls);
|
||||
const isChipSelection = (value) =>
|
||||
hasExactKeys(value, ['setId', 'quality', 'primary', 'secondary']) &&
|
||||
typeof value.setId === 'string' &&
|
||||
(value.quality === 'Superior' || value.quality === 'High-end') &&
|
||||
['Standard', 'Specialized', 'Superior', 'High-end'].includes(value.quality) &&
|
||||
isRoll(value.primary) &&
|
||||
isRollPair(value.secondary);
|
||||
Array.isArray(value.secondary) &&
|
||||
value.secondary.length ===
|
||||
({ Standard: 0, Specialized: 1, Superior: 2, 'High-end': 2 }[
|
||||
value.quality
|
||||
] ?? -1) &&
|
||||
value.secondary.every(isRoll);
|
||||
const isProtocolSelection = (value) =>
|
||||
hasExactKeys(value, ['itemId', 'level', 'talentUpgrades']) &&
|
||||
typeof value.itemId === 'string' &&
|
||||
@@ -185,7 +242,7 @@ const isCurrentLoadoutSnapshot = (raw) => {
|
||||
'skillActivations',
|
||||
'specialization',
|
||||
]) &&
|
||||
value.version === 4 &&
|
||||
value.version === 6 &&
|
||||
typeof value.buildName === 'string' &&
|
||||
['maximum', 'custom'].includes(value.calculationMode) &&
|
||||
hasExactKeys(value.gear, gearSlots) &&
|
||||
@@ -207,6 +264,49 @@ const isCurrentLoadoutSnapshot = (raw) => {
|
||||
);
|
||||
};
|
||||
|
||||
const isLegacyLoadoutSnapshot = (raw) => {
|
||||
let value;
|
||||
try {
|
||||
value = typeof raw === 'string' ? JSON.parse(raw) : raw;
|
||||
} catch {
|
||||
return false;
|
||||
}
|
||||
return (
|
||||
hasExactKeys(value, [
|
||||
'version',
|
||||
'buildName',
|
||||
'gear',
|
||||
'weapons',
|
||||
'chips',
|
||||
'protocol',
|
||||
'conditionalEffects',
|
||||
'combatProfile',
|
||||
'calculationMode',
|
||||
'skillActivations',
|
||||
'specialization',
|
||||
]) &&
|
||||
value.version === 5 &&
|
||||
typeof value.buildName === 'string' &&
|
||||
['maximum', 'custom'].includes(value.calculationMode) &&
|
||||
hasExactKeys(value.gear, gearSlots) &&
|
||||
gearSlots.every((slot) => isLegacyGearSelection(value.gear[slot])) &&
|
||||
Array.isArray(value.weapons) &&
|
||||
value.weapons.length === 2 &&
|
||||
value.weapons.every(isLegacyWeaponSelection) &&
|
||||
Array.isArray(value.chips) &&
|
||||
value.chips.length === 9 &&
|
||||
value.chips.every(isChipSelection) &&
|
||||
isProtocolSelection(value.protocol) &&
|
||||
isEffectStates(value.conditionalEffects) &&
|
||||
isCombatProfile(value.combatProfile) &&
|
||||
isSkillActivations(value.skillActivations) &&
|
||||
hasExactKeys(value.specialization, ['focusId', 'nodeRanks']) &&
|
||||
typeof value.specialization.focusId === 'string' &&
|
||||
isRecord(value.specialization.nodeRanks) &&
|
||||
Object.values(value.specialization.nodeRanks).every(isFiniteNumber)
|
||||
);
|
||||
};
|
||||
|
||||
const databasePath = resolve(
|
||||
process.env.TDR_DATABASE_PATH || './data/shd-build.db',
|
||||
);
|
||||
@@ -669,6 +769,44 @@ for (const statement of statements) {
|
||||
await database.exec(statement);
|
||||
}
|
||||
|
||||
await database.exec(`CREATE TRIGGER IF NOT EXISTS specialization_ability_skill_chip_links_validate_insert
|
||||
BEFORE INSERT ON specialization_ability_skill_chip_links
|
||||
BEGIN
|
||||
SELECT CASE WHEN EXISTS (
|
||||
SELECT 1 FROM specialization_ability_skill_chip_links link
|
||||
WHERE link.ability_id IN (NEW.ability_id,NEW.compatible_ability_id)
|
||||
OR link.compatible_ability_id IN (NEW.ability_id,NEW.compatible_ability_id)
|
||||
) THEN RAISE(ABORT,'Each ability can share one Skill Chip pool') END;
|
||||
SELECT CASE WHEN NOT EXISTS (
|
||||
SELECT 1 FROM specialization_abilities ability
|
||||
JOIN specialization_abilities compatible
|
||||
ON compatible.id=NEW.compatible_ability_id
|
||||
WHERE ability.id=NEW.ability_id
|
||||
AND ability.active=1
|
||||
AND compatible.active=1
|
||||
AND ability.specialization_id=compatible.specialization_id
|
||||
) THEN RAISE(ABORT,'Skill Chip sharing requires active abilities from one specialization') END;
|
||||
END`);
|
||||
await database.exec(`CREATE TRIGGER IF NOT EXISTS specialization_ability_skill_chip_links_validate_update
|
||||
BEFORE UPDATE ON specialization_ability_skill_chip_links
|
||||
BEGIN
|
||||
SELECT CASE WHEN EXISTS (
|
||||
SELECT 1 FROM specialization_ability_skill_chip_links link
|
||||
WHERE link.rowid<>OLD.rowid
|
||||
AND (link.ability_id IN (NEW.ability_id,NEW.compatible_ability_id)
|
||||
OR link.compatible_ability_id IN (NEW.ability_id,NEW.compatible_ability_id))
|
||||
) THEN RAISE(ABORT,'Each ability can share one Skill Chip pool') END;
|
||||
SELECT CASE WHEN NOT EXISTS (
|
||||
SELECT 1 FROM specialization_abilities ability
|
||||
JOIN specialization_abilities compatible
|
||||
ON compatible.id=NEW.compatible_ability_id
|
||||
WHERE ability.id=NEW.ability_id
|
||||
AND ability.active=1
|
||||
AND compatible.active=1
|
||||
AND ability.specialization_id=compatible.specialization_id
|
||||
) THEN RAISE(ABORT,'Skill Chip sharing requires active abilities from one specialization') END;
|
||||
END`);
|
||||
|
||||
const articleRevisionColumns = await (
|
||||
await database.prepare("PRAGMA table_info('article_revisions')")
|
||||
).all();
|
||||
@@ -2392,6 +2530,32 @@ if (
|
||||
);
|
||||
}
|
||||
|
||||
const weaponModSlotIconDefinition = await (
|
||||
await database.prepare(
|
||||
"SELECT sql FROM sqlite_master WHERE type='table' AND name='game_data_icons'",
|
||||
)
|
||||
).get();
|
||||
if (
|
||||
typeof weaponModSlotIconDefinition?.sql === 'string' &&
|
||||
!weaponModSlotIconDefinition.sql.includes("'weapon_mod_slot'")
|
||||
) {
|
||||
console.log('Adding shared Weapon Mod slot icon storage support.');
|
||||
await database.exec(`CREATE TABLE game_data_icons_weapon_mod_slots (
|
||||
entity_type TEXT NOT NULL CHECK(entity_type IN ('talent', 'brand_set', 'os_protocol', 'skill_chip', 'specialization', 'specialization_ability', 'specialization_node', 'weapon_mod_slot')),
|
||||
entity_id TEXT NOT NULL,
|
||||
storage_key TEXT NOT NULL UNIQUE,
|
||||
byte_size INTEGER NOT NULL CHECK(byte_size > 0),
|
||||
updated_at TEXT NOT NULL,
|
||||
PRIMARY KEY(entity_type, entity_id)
|
||||
)`);
|
||||
await database.exec(`INSERT INTO game_data_icons_weapon_mod_slots
|
||||
SELECT entity_type,entity_id,storage_key,byte_size,updated_at FROM game_data_icons`);
|
||||
await database.exec('DROP TABLE game_data_icons');
|
||||
await database.exec(
|
||||
'ALTER TABLE game_data_icons_weapon_mod_slots RENAME TO game_data_icons',
|
||||
);
|
||||
}
|
||||
|
||||
const managedImageColumns = await (
|
||||
await database.prepare("PRAGMA table_info('managed_images')")
|
||||
).all();
|
||||
@@ -2433,6 +2597,7 @@ const iconLibraryCategory = {
|
||||
specialization: 'Specializations',
|
||||
specialization_ability: 'Specializations',
|
||||
specialization_node: 'Specializations',
|
||||
weapon_mod_slot: 'Weapon Mods',
|
||||
};
|
||||
const iconLibraryLabel = {
|
||||
talent: 'Talent',
|
||||
@@ -2442,6 +2607,17 @@ const iconLibraryLabel = {
|
||||
specialization: 'Specialization',
|
||||
specialization_ability: 'Specialization Ability',
|
||||
specialization_node: 'Specialization Tree Node',
|
||||
weapon_mod_slot: 'Weapon Mod Slot',
|
||||
};
|
||||
const weaponModSlotNames = {
|
||||
'28ffc3b1-5d98-4273-a9af-67dbff3e5c76': 'Optics',
|
||||
'c4598f51-2cb0-4a20-a3a7-6d8983a26598': 'Muzzle',
|
||||
'85ca3493-1871-4d22-950a-ed718fd547e0': 'Underbarrel',
|
||||
'4d809a35-8285-4bff-be98-a0effe1d257e': 'Magazine',
|
||||
'0e157cfe-975c-441d-8f49-72983161e7b1': 'Barrel',
|
||||
'551fd7c8-3e5b-4c89-8437-9b901e89e8aa': 'Upper Receiver',
|
||||
'72573367-6e91-4312-9cc3-710ede4f078e': 'Lower Receiver',
|
||||
'8dda5edb-6079-4a23-a556-cd9be4521c70': 'Trigger',
|
||||
};
|
||||
const normalizeLibraryTags = (values) =>
|
||||
[
|
||||
@@ -2532,6 +2708,13 @@ const linkedIconMetadata = async (entityType, entityId) => {
|
||||
],
|
||||
};
|
||||
}
|
||||
case 'weapon_mod_slot': {
|
||||
const name = weaponModSlotNames[entityId];
|
||||
return {
|
||||
name: name ? `${name} Slot` : null,
|
||||
tags: ['weapon mod', 'slot', name],
|
||||
};
|
||||
}
|
||||
default:
|
||||
return { name: null, tags: [] };
|
||||
}
|
||||
@@ -2912,6 +3095,302 @@ if (
|
||||
await database.exec('PRAGMA foreign_keys=ON');
|
||||
}
|
||||
|
||||
for (const kind of ['weapon', 'gear']) {
|
||||
const optionTable = `${kind}_mod_secondary_options`;
|
||||
const valueTable = `${kind}_mod_secondary_quality_values`;
|
||||
const optionColumns = await (
|
||||
await database.prepare(`PRAGMA table_info('${optionTable}')`)
|
||||
).all();
|
||||
if (!optionColumns.some((column) => column.name === `${kind}_mod_id`))
|
||||
continue;
|
||||
|
||||
const conflictingRanges = await (
|
||||
await database.prepare(`SELECT stat_attribute_id,quality,
|
||||
COUNT(DISTINCT CAST(min_value AS TEXT)||'/'||CAST(max_value AS TEXT)) AS variants
|
||||
FROM ${valueTable}
|
||||
WHERE quality IN ('Specialized','Superior','High-end')
|
||||
GROUP BY stat_attribute_id,quality HAVING variants>1`)
|
||||
).all();
|
||||
if (conflictingRanges.length) {
|
||||
throw new Error(
|
||||
`Cannot create the shared ${kind} Mod secondary pool because existing per-Mod ranges disagree. Reconcile ${conflictingRanges.map((row) => `${row.stat_attribute_id}/${row.quality}`).join(', ')} first.`,
|
||||
);
|
||||
}
|
||||
|
||||
const incompleteOptions = await (
|
||||
await database.prepare(`SELECT options.stat_attribute_id,
|
||||
COUNT(DISTINCT CASE WHEN values_row.quality IN ('Specialized','Superior','High-end') THEN values_row.quality END) AS qualities
|
||||
FROM ${optionTable} options
|
||||
LEFT JOIN ${valueTable} values_row ON values_row.${kind}_mod_id=options.${kind}_mod_id
|
||||
AND values_row.stat_attribute_id=options.stat_attribute_id
|
||||
GROUP BY options.${kind}_mod_id,options.stat_attribute_id HAVING qualities<>3`)
|
||||
).all();
|
||||
if (incompleteOptions.length) {
|
||||
throw new Error(
|
||||
`Cannot create the shared ${kind} Mod secondary pool because ${incompleteOptions.map((row) => row.stat_attribute_id).join(', ')} does not have all applicable quality ranges.`,
|
||||
);
|
||||
}
|
||||
|
||||
console.log(
|
||||
`Converting ${kind} Mod secondary Attributes to one shared level-scaled pool.`,
|
||||
);
|
||||
await database.exec('PRAGMA foreign_keys=OFF');
|
||||
await database.exec('BEGIN');
|
||||
try {
|
||||
await database.exec(`CREATE TABLE ${optionTable}_shared (
|
||||
stat_attribute_id TEXT PRIMARY KEY REFERENCES stat_attributes(id)
|
||||
)`);
|
||||
await database.exec(`CREATE TABLE ${valueTable}_shared (
|
||||
stat_attribute_id TEXT NOT NULL,
|
||||
quality TEXT NOT NULL CHECK(quality IN ('Specialized','Superior','High-end')),
|
||||
level_1_min REAL NOT NULL,
|
||||
level_1_max REAL NOT NULL,
|
||||
level_20_min REAL NOT NULL,
|
||||
level_20_max REAL NOT NULL,
|
||||
PRIMARY KEY(stat_attribute_id,quality),
|
||||
FOREIGN KEY(stat_attribute_id) REFERENCES ${optionTable}_shared(stat_attribute_id) ON DELETE CASCADE,
|
||||
CHECK(level_1_max>=level_1_min),
|
||||
CHECK(level_20_max>=level_20_min),
|
||||
CHECK(level_20_min>=level_1_min),
|
||||
CHECK(level_20_max>=level_1_max)
|
||||
)`);
|
||||
await database.exec(`INSERT INTO ${optionTable}_shared(stat_attribute_id)
|
||||
SELECT DISTINCT stat_attribute_id FROM ${optionTable}`);
|
||||
await database.exec(`INSERT INTO ${valueTable}_shared(
|
||||
stat_attribute_id,quality,level_1_min,level_1_max,level_20_min,level_20_max
|
||||
) SELECT stat_attribute_id,quality,MIN(min_value),MAX(max_value),MIN(min_value),MAX(max_value)
|
||||
FROM ${valueTable}
|
||||
WHERE quality IN ('Specialized','Superior','High-end')
|
||||
GROUP BY stat_attribute_id,quality`);
|
||||
await database.exec(`DROP TABLE ${valueTable}`);
|
||||
await database.exec(`DROP TABLE ${optionTable}`);
|
||||
await database.exec(
|
||||
`ALTER TABLE ${optionTable}_shared RENAME TO ${optionTable}`,
|
||||
);
|
||||
await database.exec(
|
||||
`ALTER TABLE ${valueTable}_shared RENAME TO ${valueTable}`,
|
||||
);
|
||||
await database.exec('COMMIT');
|
||||
} catch (error) {
|
||||
await database.exec('ROLLBACK');
|
||||
throw error;
|
||||
} finally {
|
||||
await database.exec('PRAGMA foreign_keys=ON');
|
||||
}
|
||||
}
|
||||
|
||||
const skillChipPrimaryOptionColumns = await (
|
||||
await database.prepare("PRAGMA table_info('skill_chip_primary_options')")
|
||||
).all();
|
||||
if (
|
||||
skillChipPrimaryOptionColumns.some(
|
||||
(column) => column.name === 'skill_chip_set_id',
|
||||
)
|
||||
) {
|
||||
const fixedSkillChipAttributes = await (
|
||||
await database.prepare(`SELECT COUNT(*) AS total,
|
||||
SUM(CASE WHEN active=1 THEN 1 ELSE 0 END) AS active
|
||||
FROM stat_attributes
|
||||
WHERE name IN ('Skill Duration','Skill Radius','Skill Cooldown Recovery','Skill Intensity')`)
|
||||
).get();
|
||||
if (
|
||||
Number(fixedSkillChipAttributes?.total) !== 4 ||
|
||||
Number(fixedSkillChipAttributes?.active) !== 4
|
||||
)
|
||||
throw new Error(
|
||||
'Skill Chip profile migration requires exactly four active fixed primary Attributes.',
|
||||
);
|
||||
console.log(
|
||||
'Converting Skill Chip primary and secondary options to shared quality profiles.',
|
||||
);
|
||||
await database.exec('PRAGMA foreign_keys=OFF');
|
||||
await database.exec('BEGIN');
|
||||
try {
|
||||
await database.exec(
|
||||
'DROP TABLE IF EXISTS skill_chip_primary_quality_values',
|
||||
);
|
||||
await database.exec(
|
||||
'DROP TABLE IF EXISTS skill_chip_secondary_quality_values',
|
||||
);
|
||||
await database.exec(`CREATE TABLE skill_chip_primary_options_shared (
|
||||
stat_attribute_id TEXT PRIMARY KEY REFERENCES stat_attributes(id)
|
||||
)`);
|
||||
await database.exec(`CREATE TABLE skill_chip_primary_quality_values_shared (
|
||||
stat_attribute_id TEXT NOT NULL,
|
||||
quality TEXT NOT NULL CHECK(quality IN ('Standard','Specialized','Superior','High-end')),
|
||||
min_value REAL NOT NULL,
|
||||
max_value REAL NOT NULL,
|
||||
PRIMARY KEY(stat_attribute_id,quality),
|
||||
FOREIGN KEY(stat_attribute_id) REFERENCES skill_chip_primary_options_shared(stat_attribute_id) ON DELETE CASCADE,
|
||||
CHECK(max_value>=min_value),
|
||||
CHECK(min_value>=0)
|
||||
)`);
|
||||
await database.exec(`CREATE TABLE skill_chip_secondary_options_shared (
|
||||
stat_attribute_id TEXT PRIMARY KEY REFERENCES stat_attributes(id)
|
||||
)`);
|
||||
await database.exec(`CREATE TABLE skill_chip_secondary_quality_values_shared (
|
||||
stat_attribute_id TEXT NOT NULL,
|
||||
quality TEXT NOT NULL CHECK(quality IN ('Specialized','Superior','High-end')),
|
||||
min_value REAL NOT NULL,
|
||||
max_value REAL NOT NULL,
|
||||
PRIMARY KEY(stat_attribute_id,quality),
|
||||
FOREIGN KEY(stat_attribute_id) REFERENCES skill_chip_secondary_options_shared(stat_attribute_id) ON DELETE CASCADE,
|
||||
CHECK(max_value>=min_value),
|
||||
CHECK(min_value>=0)
|
||||
)`);
|
||||
await database.exec(`INSERT INTO skill_chip_primary_options_shared(stat_attribute_id)
|
||||
SELECT id FROM stat_attributes
|
||||
WHERE name IN ('Skill Duration','Skill Radius','Skill Cooldown Recovery','Skill Intensity')
|
||||
AND active=1`);
|
||||
await database.exec(`INSERT INTO skill_chip_primary_quality_values_shared(
|
||||
stat_attribute_id,quality,min_value,max_value
|
||||
) SELECT attributes.id,qualities.quality,attributes.skill_chip_min,attributes.skill_chip_max
|
||||
FROM stat_attributes attributes
|
||||
CROSS JOIN (
|
||||
SELECT 'Standard' quality UNION ALL SELECT 'Specialized'
|
||||
UNION ALL SELECT 'Superior' UNION ALL SELECT 'High-end'
|
||||
) qualities
|
||||
WHERE attributes.name IN ('Skill Duration','Skill Radius','Skill Cooldown Recovery','Skill Intensity')
|
||||
AND attributes.active=1
|
||||
AND attributes.skill_chip_min IS NOT NULL
|
||||
AND attributes.skill_chip_max IS NOT NULL`);
|
||||
await database.exec(`INSERT INTO skill_chip_secondary_options_shared(stat_attribute_id)
|
||||
SELECT DISTINCT stat_attribute_id FROM skill_chip_secondary_options`);
|
||||
await database.exec(`INSERT INTO skill_chip_secondary_quality_values_shared(
|
||||
stat_attribute_id,quality,min_value,max_value
|
||||
) SELECT options.stat_attribute_id,qualities.quality,attributes.skill_chip_min,attributes.skill_chip_max
|
||||
FROM (SELECT DISTINCT stat_attribute_id FROM skill_chip_secondary_options) options
|
||||
JOIN stat_attributes attributes ON attributes.id=options.stat_attribute_id
|
||||
CROSS JOIN (
|
||||
SELECT 'Specialized' quality UNION ALL SELECT 'Superior' UNION ALL SELECT 'High-end'
|
||||
) qualities
|
||||
WHERE attributes.skill_chip_min IS NOT NULL
|
||||
AND attributes.skill_chip_max IS NOT NULL`);
|
||||
await database.exec('DROP TABLE skill_chip_primary_options');
|
||||
await database.exec('DROP TABLE skill_chip_secondary_options');
|
||||
await database.exec(
|
||||
'ALTER TABLE skill_chip_primary_options_shared RENAME TO skill_chip_primary_options',
|
||||
);
|
||||
await database.exec(
|
||||
'ALTER TABLE skill_chip_primary_quality_values_shared RENAME TO skill_chip_primary_quality_values',
|
||||
);
|
||||
await database.exec(
|
||||
'ALTER TABLE skill_chip_secondary_options_shared RENAME TO skill_chip_secondary_options',
|
||||
);
|
||||
await database.exec(
|
||||
'ALTER TABLE skill_chip_secondary_quality_values_shared RENAME TO skill_chip_secondary_quality_values',
|
||||
);
|
||||
await database.exec('COMMIT');
|
||||
} catch (error) {
|
||||
await database.exec('ROLLBACK');
|
||||
throw error;
|
||||
} finally {
|
||||
await database.exec('PRAGMA foreign_keys=ON');
|
||||
}
|
||||
}
|
||||
await database.exec(`INSERT OR IGNORE INTO skill_chip_primary_options(stat_attribute_id)
|
||||
SELECT id FROM stat_attributes
|
||||
WHERE active=1 AND name IN (
|
||||
'Skill Duration','Skill Radius','Skill Cooldown Recovery','Skill Intensity'
|
||||
)`);
|
||||
|
||||
const skillChipRangeAttributeColumns = await (
|
||||
await database.prepare("PRAGMA table_info('stat_attributes')")
|
||||
).all();
|
||||
if (
|
||||
skillChipRangeAttributeColumns.some(
|
||||
(column) => column.name === 'skill_chip_min',
|
||||
)
|
||||
) {
|
||||
console.log(
|
||||
'Removing obsolete Attribute-level Skill Chip ranges in favor of shared quality profiles.',
|
||||
);
|
||||
await database.exec('PRAGMA foreign_keys=OFF');
|
||||
await database.exec('BEGIN');
|
||||
try {
|
||||
await database.exec(
|
||||
'DROP INDEX IF EXISTS stat_attributes_name_unit_nocase_idx',
|
||||
);
|
||||
await database.exec(`CREATE TABLE stat_attributes_current (
|
||||
id TEXT PRIMARY KEY,
|
||||
name TEXT NOT NULL,
|
||||
description TEXT,
|
||||
type TEXT NOT NULL CHECK(type IN ('Offensive','Defensive')),
|
||||
category TEXT NOT NULL CHECK(category IN ('Weapon','Skill','Character')),
|
||||
calculation_type TEXT NOT NULL CHECK(calculation_type IN ('Additive','Multiplicative')),
|
||||
unit TEXT NOT NULL DEFAULT '',
|
||||
gear_min REAL,
|
||||
gear_max REAL,
|
||||
gear_reference_level INTEGER NOT NULL DEFAULT 50 CHECK(gear_reference_level BETWEEN 1 AND 50),
|
||||
weapon_min REAL,
|
||||
weapon_max REAL,
|
||||
weapon_reference_level INTEGER NOT NULL DEFAULT 50 CHECK(weapon_reference_level BETWEEN 1 AND 50),
|
||||
cap_value REAL,
|
||||
active INTEGER NOT NULL DEFAULT 1,
|
||||
created_at TEXT NOT NULL,
|
||||
updated_at TEXT NOT NULL,
|
||||
CHECK((gear_min IS NULL AND gear_max IS NULL) OR (gear_min IS NOT NULL AND gear_max IS NOT NULL AND gear_min<=gear_max)),
|
||||
CHECK((weapon_min IS NULL AND weapon_max IS NULL) OR (weapon_min IS NOT NULL AND weapon_max IS NOT NULL AND weapon_min<=weapon_max)),
|
||||
CHECK(cap_value IS NULL OR cap_value>=0)
|
||||
)`);
|
||||
await database.exec(`INSERT INTO stat_attributes_current(
|
||||
id,name,description,type,category,calculation_type,unit,
|
||||
gear_min,gear_max,gear_reference_level,weapon_min,weapon_max,weapon_reference_level,
|
||||
cap_value,active,created_at,updated_at
|
||||
) SELECT id,name,description,type,category,calculation_type,unit,
|
||||
gear_min,gear_max,gear_reference_level,weapon_min,weapon_max,weapon_reference_level,
|
||||
cap_value,active,created_at,updated_at FROM stat_attributes`);
|
||||
await database.exec('DROP TABLE stat_attributes');
|
||||
await database.exec(
|
||||
'ALTER TABLE stat_attributes_current RENAME TO stat_attributes',
|
||||
);
|
||||
await database.exec(
|
||||
'CREATE UNIQUE INDEX stat_attributes_name_unit_nocase_idx ON stat_attributes(name COLLATE NOCASE,unit)',
|
||||
);
|
||||
await database.exec('COMMIT');
|
||||
} catch (error) {
|
||||
await database.exec('ROLLBACK');
|
||||
throw error;
|
||||
} finally {
|
||||
await database.exec('PRAGMA foreign_keys=ON');
|
||||
}
|
||||
}
|
||||
|
||||
const [loadoutGearRows, loadoutWeaponRows, loadoutTalentTierRows] =
|
||||
await Promise.all([
|
||||
(await database.prepare('SELECT id,tier FROM gear')).all(),
|
||||
(await database.prepare('SELECT id,exotic_talent_id FROM weapons')).all(),
|
||||
(await database.prepare('SELECT talent_id,tier FROM talent_tiers')).all(),
|
||||
]);
|
||||
const migrateLegacyLoadoutSnapshot = (raw) => {
|
||||
if (!isLegacyLoadoutSnapshot(raw)) return null;
|
||||
const value =
|
||||
typeof raw === 'string' ? JSON.parse(raw) : structuredClone(raw);
|
||||
for (const slot of gearSlots) {
|
||||
const item = loadoutGearRows.find(
|
||||
(entry) => String(entry.id) === String(value.gear[slot].itemId),
|
||||
);
|
||||
value.gear[slot].talentTier = Number(item?.tier) >= 2 ? 2 : 1;
|
||||
}
|
||||
for (const selection of value.weapons) {
|
||||
const inheritedTier = Number(selection.tier) >= 2 ? 2 : 1;
|
||||
selection.talent1Tier = inheritedTier;
|
||||
selection.talent2Tier = inheritedTier;
|
||||
const weapon = loadoutWeaponRows.find(
|
||||
(entry) => String(entry.id) === String(selection.itemId),
|
||||
);
|
||||
const exoticTalentId = String(weapon?.exotic_talent_id ?? '');
|
||||
const hasExoticTierTwo = loadoutTalentTierRows.some(
|
||||
(entry) =>
|
||||
String(entry.talent_id) === exoticTalentId && entry.tier === 'II',
|
||||
);
|
||||
selection.exoticTalentTier =
|
||||
inheritedTier === 2 && hasExoticTierTwo ? 2 : 1;
|
||||
}
|
||||
value.version = 6;
|
||||
return isCurrentLoadoutSnapshot(value) ? JSON.stringify(value) : null;
|
||||
};
|
||||
|
||||
const buildColumns = await (
|
||||
await database.prepare("PRAGMA table_info('builds')")
|
||||
).all();
|
||||
@@ -2926,9 +3405,34 @@ if (buildColumns.length) {
|
||||
await database.exec(
|
||||
"UPDATE builds SET visibility='private' WHERE visibility='draft'",
|
||||
);
|
||||
const builds = await (
|
||||
let builds = await (
|
||||
await database.prepare('SELECT id,loadout_json FROM builds')
|
||||
).all();
|
||||
const migratedBuilds = builds
|
||||
.map((build) => ({
|
||||
id: String(build.id),
|
||||
loadout: migrateLegacyLoadoutSnapshot(build.loadout_json),
|
||||
}))
|
||||
.filter((build) => build.loadout);
|
||||
if (migratedBuilds.length) {
|
||||
console.log(
|
||||
`Migrating ${migratedBuilds.length} build loadout snapshot(s) to version 6 Talent tiers.`,
|
||||
);
|
||||
await database.exec('BEGIN');
|
||||
try {
|
||||
for (const build of migratedBuilds)
|
||||
await (
|
||||
await database.prepare('UPDATE builds SET loadout_json=? WHERE id=?')
|
||||
).run(build.loadout, build.id);
|
||||
await database.exec('COMMIT');
|
||||
} catch (error) {
|
||||
await database.exec('ROLLBACK');
|
||||
throw error;
|
||||
}
|
||||
builds = await (
|
||||
await database.prepare('SELECT id,loadout_json FROM builds')
|
||||
).all();
|
||||
}
|
||||
const obsoleteBuildIds = builds
|
||||
.filter((build) => !isCurrentLoadoutSnapshot(build.loadout_json))
|
||||
.map((build) => String(build.id));
|
||||
@@ -3305,11 +3809,55 @@ if (
|
||||
);
|
||||
}
|
||||
|
||||
const calibrationCases = await (
|
||||
const outcomeProbabilityColumns = await (
|
||||
await database.prepare("PRAGMA table_info('conditional_effect_outcomes')")
|
||||
).all();
|
||||
if (
|
||||
!outcomeProbabilityColumns.some(
|
||||
(column) => column.name === 'probability_percent',
|
||||
)
|
||||
) {
|
||||
await database.exec(
|
||||
'ALTER TABLE conditional_effect_outcomes ADD COLUMN probability_percent REAL CHECK(probability_percent IS NULL OR (probability_percent>=0 AND probability_percent<=100))',
|
||||
);
|
||||
}
|
||||
|
||||
let calibrationCases = await (
|
||||
await database.prepare(
|
||||
'SELECT id,loadout_snapshot_json FROM calculation_calibration_cases',
|
||||
)
|
||||
).all();
|
||||
const migratedCalibrationCases = calibrationCases
|
||||
.map((calibrationCase) => ({
|
||||
id: String(calibrationCase.id),
|
||||
loadout: migrateLegacyLoadoutSnapshot(
|
||||
calibrationCase.loadout_snapshot_json,
|
||||
),
|
||||
}))
|
||||
.filter((calibrationCase) => calibrationCase.loadout);
|
||||
if (migratedCalibrationCases.length) {
|
||||
console.log(
|
||||
`Migrating ${migratedCalibrationCases.length} calibration snapshot(s) to version 6 Talent tiers.`,
|
||||
);
|
||||
await database.exec('BEGIN');
|
||||
try {
|
||||
for (const calibrationCase of migratedCalibrationCases)
|
||||
await (
|
||||
await database.prepare(
|
||||
'UPDATE calculation_calibration_cases SET loadout_snapshot_json=? WHERE id=?',
|
||||
)
|
||||
).run(calibrationCase.loadout, calibrationCase.id);
|
||||
await database.exec('COMMIT');
|
||||
} catch (error) {
|
||||
await database.exec('ROLLBACK');
|
||||
throw error;
|
||||
}
|
||||
calibrationCases = await (
|
||||
await database.prepare(
|
||||
'SELECT id,loadout_snapshot_json FROM calculation_calibration_cases',
|
||||
)
|
||||
).all();
|
||||
}
|
||||
const obsoleteCalibrationIds = calibrationCases
|
||||
.filter(
|
||||
(calibrationCase) =>
|
||||
|
||||
+72
-2
@@ -44,21 +44,91 @@ for (const table of backup.tables) {
|
||||
}
|
||||
|
||||
let restoredRows = 0;
|
||||
const attributeTable = backup.tables.find(
|
||||
(table) => table.name === 'stat_attributes',
|
||||
);
|
||||
const legacySkillChipProfiles = attributeTable?.rows.some(
|
||||
(row) => 'skill_chip_min' in row || 'skill_chip_max' in row,
|
||||
);
|
||||
const legacySkillChipRanges = new Map(
|
||||
(attributeTable?.rows ?? []).map((row) => [
|
||||
String(row.id),
|
||||
{ min: row.skill_chip_min, max: row.skill_chip_max },
|
||||
]),
|
||||
);
|
||||
const restoredLegacySecondaries = new Set();
|
||||
await database.exec('BEGIN');
|
||||
try {
|
||||
for (const table of backup.tables) {
|
||||
for (const row of table.rows) {
|
||||
const columns = Object.keys(row);
|
||||
if (
|
||||
legacySkillChipProfiles &&
|
||||
table.name === 'skill_chip_primary_options'
|
||||
)
|
||||
continue;
|
||||
const restoredRow = { ...row };
|
||||
if (legacySkillChipProfiles && table.name === 'stat_attributes') {
|
||||
delete restoredRow.skill_chip_min;
|
||||
delete restoredRow.skill_chip_max;
|
||||
}
|
||||
if (
|
||||
legacySkillChipProfiles &&
|
||||
table.name === 'skill_chip_secondary_options'
|
||||
) {
|
||||
delete restoredRow.skill_chip_set_id;
|
||||
const statId = String(restoredRow.stat_attribute_id ?? '');
|
||||
if (restoredLegacySecondaries.has(statId)) continue;
|
||||
restoredLegacySecondaries.add(statId);
|
||||
}
|
||||
const columns = Object.keys(restoredRow);
|
||||
if (!columns.length) continue;
|
||||
const columnSql = columns.map(quoteIdentifier).join(', ');
|
||||
const placeholders = columns.map(() => '?').join(', ');
|
||||
const insert = await database.prepare(
|
||||
`INSERT INTO ${quoteIdentifier(table.name)} (${columnSql}) VALUES (${placeholders})`,
|
||||
);
|
||||
await insert.run(...columns.map((column) => row[column]));
|
||||
await insert.run(...columns.map((column) => restoredRow[column]));
|
||||
restoredRows++;
|
||||
}
|
||||
}
|
||||
if (legacySkillChipProfiles) {
|
||||
const primaryAttributes = await (
|
||||
await database.prepare(`SELECT id,active FROM stat_attributes WHERE name IN (
|
||||
'Skill Duration','Skill Radius','Skill Cooldown Recovery','Skill Intensity'
|
||||
)`)
|
||||
).all();
|
||||
if (
|
||||
primaryAttributes.length !== 4 ||
|
||||
primaryAttributes.some((attribute) => Number(attribute.active) !== 1)
|
||||
)
|
||||
throw new Error(
|
||||
'Legacy restore requires exactly four active fixed Skill Chip primary Attributes.',
|
||||
);
|
||||
for (const attribute of primaryAttributes) {
|
||||
const statId = String(attribute.id);
|
||||
await (
|
||||
await database.prepare(
|
||||
'INSERT INTO skill_chip_primary_options(stat_attribute_id) VALUES(?)',
|
||||
)
|
||||
).run(statId);
|
||||
const range = legacySkillChipRanges.get(statId);
|
||||
if (!range || range.min === null || range.max === null) continue;
|
||||
for (const quality of ['Standard', 'Specialized', 'Superior', 'High-end'])
|
||||
await (
|
||||
await database.prepare(`INSERT INTO skill_chip_primary_quality_values
|
||||
(stat_attribute_id,quality,min_value,max_value) VALUES(?,?,?,?)`)
|
||||
).run(statId, quality, range.min, range.max);
|
||||
}
|
||||
for (const statId of restoredLegacySecondaries) {
|
||||
const range = legacySkillChipRanges.get(statId);
|
||||
if (!range || range.min === null || range.max === null) continue;
|
||||
for (const quality of ['Specialized', 'Superior', 'High-end'])
|
||||
await (
|
||||
await database.prepare(`INSERT INTO skill_chip_secondary_quality_values
|
||||
(stat_attribute_id,quality,min_value,max_value) VALUES(?,?,?,?)`)
|
||||
).run(statId, quality, range.min, range.max);
|
||||
}
|
||||
}
|
||||
await database.exec('COMMIT');
|
||||
} catch (error) {
|
||||
await database.exec('ROLLBACK');
|
||||
|
||||
@@ -98,8 +98,6 @@ try {
|
||||
weapon_min: record.weaponRange?.[0] ?? existing?.weapon_min ?? null,
|
||||
weapon_max: record.weaponRange?.[1] ?? existing?.weapon_max ?? null,
|
||||
weapon_reference_level: Number(existing?.weapon_reference_level ?? 50),
|
||||
skill_chip_min: existing?.skill_chip_min ?? null,
|
||||
skill_chip_max: existing?.skill_chip_max ?? null,
|
||||
cap_value: existing?.cap_value ?? null,
|
||||
active: 1,
|
||||
created_at: String(existing?.created_at ?? now),
|
||||
@@ -117,7 +115,7 @@ try {
|
||||
await (
|
||||
await database.prepare(`UPDATE stat_attributes SET
|
||||
name=?,description=?,type=?,category=?,calculation_type=?,unit=?,
|
||||
gear_min=?,gear_max=?,weapon_min=?,weapon_max=?,skill_chip_min=?,skill_chip_max=?,
|
||||
gear_min=?,gear_max=?,weapon_min=?,weapon_max=?,
|
||||
cap_value=?,active=1,updated_at=? WHERE id=?`)
|
||||
).run(
|
||||
next.name,
|
||||
@@ -130,8 +128,6 @@ try {
|
||||
next.gear_max,
|
||||
next.weapon_min,
|
||||
next.weapon_max,
|
||||
next.skill_chip_min,
|
||||
next.skill_chip_max,
|
||||
next.cap_value,
|
||||
now,
|
||||
id,
|
||||
@@ -142,8 +138,8 @@ try {
|
||||
await database.prepare(`INSERT INTO stat_attributes(
|
||||
id,name,description,type,category,calculation_type,unit,
|
||||
gear_min,gear_max,gear_reference_level,weapon_min,weapon_max,weapon_reference_level,
|
||||
skill_chip_min,skill_chip_max,cap_value,active,created_at,updated_at
|
||||
) VALUES(?,?,?,?,?,?,?,?,?,?,?,?,?,?,?,?,1,?,?)`)
|
||||
cap_value,active,created_at,updated_at
|
||||
) VALUES(?,?,?,?,?,?,?,?,?,?,?,?,?,?,1,?,?)`)
|
||||
).run(
|
||||
id,
|
||||
next.name,
|
||||
@@ -158,8 +154,6 @@ try {
|
||||
next.weapon_min,
|
||||
next.weapon_max,
|
||||
next.weapon_reference_level,
|
||||
next.skill_chip_min,
|
||||
next.skill_chip_max,
|
||||
next.cap_value,
|
||||
now,
|
||||
now,
|
||||
|
||||
@@ -2,7 +2,11 @@ import { connect } from '@tursodatabase/database';
|
||||
import { mkdir, readFile, writeFile } from 'node:fs/promises';
|
||||
import { basename, dirname, join, resolve } from 'node:path';
|
||||
import process from 'node:process';
|
||||
import { ISAC_DATA_TABLES, quoteIdentifier } from './isac-data-tables.mjs';
|
||||
import {
|
||||
ISAC_DATA_FORMAT_VERSION,
|
||||
ISAC_DATA_TABLES,
|
||||
quoteIdentifier,
|
||||
} from './isac-data-tables.mjs';
|
||||
|
||||
const databasePath = resolve(
|
||||
process.env.TDR_DATABASE_PATH || './data/shd-build-development.db',
|
||||
@@ -67,7 +71,7 @@ for (const row of [
|
||||
|
||||
const snapshot = {
|
||||
format: 'shd-build-isac-data',
|
||||
version: 2,
|
||||
version: ISAC_DATA_FORMAT_VERSION,
|
||||
createdAt: new Date().toISOString(),
|
||||
sourceDatabase: basename(databasePath),
|
||||
totalRows,
|
||||
|
||||
@@ -3,7 +3,11 @@ import { spawnSync } from 'node:child_process';
|
||||
import { mkdir, readFile, writeFile } from 'node:fs/promises';
|
||||
import { basename, join, resolve } from 'node:path';
|
||||
import process from 'node:process';
|
||||
import { ISAC_DATA_TABLES, quoteIdentifier } from './isac-data-tables.mjs';
|
||||
import {
|
||||
ISAC_DATA_FORMAT_VERSION,
|
||||
ISAC_DATA_TABLES,
|
||||
quoteIdentifier,
|
||||
} from './isac-data-tables.mjs';
|
||||
|
||||
const snapshotArgument = process.argv
|
||||
.slice(2)
|
||||
@@ -22,7 +26,7 @@ const snapshotPath = resolve(snapshotArgument);
|
||||
const snapshot = JSON.parse(await readFile(snapshotPath, 'utf8'));
|
||||
if (
|
||||
snapshot?.format !== 'shd-build-isac-data' ||
|
||||
snapshot?.version !== 2 ||
|
||||
snapshot?.version !== ISAC_DATA_FORMAT_VERSION ||
|
||||
!Array.isArray(snapshot.tables) ||
|
||||
!Array.isArray(snapshot.icons)
|
||||
) {
|
||||
@@ -39,6 +43,233 @@ if (
|
||||
'The ISAC snapshot table manifest is incomplete or out of order.',
|
||||
);
|
||||
}
|
||||
const abilityRows = snapshot.tables.find(
|
||||
(table) => table.name === 'specialization_abilities',
|
||||
).rows;
|
||||
const abilitiesById = new Map(
|
||||
abilityRows.map((row) => [String(row.id ?? ''), row]),
|
||||
);
|
||||
const skillChipRows = snapshot.tables.find(
|
||||
(table) => table.name === 'skill_chip_sets',
|
||||
).rows;
|
||||
const activeSkillChipCounts = new Map();
|
||||
for (const row of skillChipRows) {
|
||||
const abilityId = String(row.specialization_ability_id ?? '');
|
||||
if (!abilityId || !abilitiesById.has(abilityId)) {
|
||||
throw new Error(
|
||||
`The ISAC snapshot contains a Skill Chip definition with a missing ability reference "${abilityId}".`,
|
||||
);
|
||||
}
|
||||
if (Number(row.active) !== 1) continue;
|
||||
const count = (activeSkillChipCounts.get(abilityId) ?? 0) + 1;
|
||||
if (count > 3) {
|
||||
throw new Error(
|
||||
`The ISAC snapshot assigns more than three active Skill Chip definitions to ability "${abilityId}".`,
|
||||
);
|
||||
}
|
||||
activeSkillChipCounts.set(abilityId, count);
|
||||
}
|
||||
const skillChipLinks = snapshot.tables.find(
|
||||
(table) => table.name === 'specialization_ability_skill_chip_links',
|
||||
).rows;
|
||||
const linkedAbilityIds = new Set();
|
||||
for (const row of skillChipLinks) {
|
||||
const abilityId = row.ability_id;
|
||||
const compatibleAbilityId = row.compatible_ability_id;
|
||||
if (
|
||||
typeof abilityId !== 'string' ||
|
||||
!abilityId ||
|
||||
typeof compatibleAbilityId !== 'string' ||
|
||||
!compatibleAbilityId
|
||||
) {
|
||||
throw new Error(
|
||||
'The ISAC snapshot contains a Skill Chip sharing link with malformed ability references.',
|
||||
);
|
||||
}
|
||||
if (abilityId === compatibleAbilityId) {
|
||||
throw new Error(
|
||||
`The ISAC snapshot contains a self-referencing Skill Chip sharing link for ability "${abilityId}".`,
|
||||
);
|
||||
}
|
||||
if (abilityId >= compatibleAbilityId) {
|
||||
throw new Error(
|
||||
`The ISAC snapshot contains a Skill Chip sharing link that is not in canonical ability order: "${abilityId}", "${compatibleAbilityId}".`,
|
||||
);
|
||||
}
|
||||
const ability = abilitiesById.get(abilityId);
|
||||
const compatibleAbility = abilitiesById.get(compatibleAbilityId);
|
||||
if (!ability || !compatibleAbility) {
|
||||
throw new Error(
|
||||
`The ISAC snapshot contains a Skill Chip sharing link with a missing ability reference: "${abilityId}", "${compatibleAbilityId}".`,
|
||||
);
|
||||
}
|
||||
if (Number(ability.active) !== 1 || Number(compatibleAbility.active) !== 1) {
|
||||
throw new Error(
|
||||
`The ISAC snapshot contains a Skill Chip sharing link with an inactive ability: "${abilityId}", "${compatibleAbilityId}".`,
|
||||
);
|
||||
}
|
||||
if (ability.specialization_id !== compatibleAbility.specialization_id) {
|
||||
throw new Error(
|
||||
`The ISAC snapshot contains a cross-specialization Skill Chip sharing link: "${abilityId}", "${compatibleAbilityId}".`,
|
||||
);
|
||||
}
|
||||
if (
|
||||
linkedAbilityIds.has(abilityId) ||
|
||||
linkedAbilityIds.has(compatibleAbilityId)
|
||||
) {
|
||||
throw new Error(
|
||||
'The ISAC snapshot contains more than one Skill Chip sharing link touching an ability.',
|
||||
);
|
||||
}
|
||||
linkedAbilityIds.add(abilityId);
|
||||
linkedAbilityIds.add(compatibleAbilityId);
|
||||
}
|
||||
for (const kind of ['weapon', 'gear']) {
|
||||
const options = snapshot.tables.find(
|
||||
(table) => table.name === `${kind}_mod_secondary_options`,
|
||||
).rows;
|
||||
const values = snapshot.tables.find(
|
||||
(table) => table.name === `${kind}_mod_secondary_quality_values`,
|
||||
).rows;
|
||||
const optionIds = options.map((row) => String(row.stat_attribute_id ?? ''));
|
||||
if (
|
||||
optionIds.some((id) => !id) ||
|
||||
new Set(optionIds).size !== optionIds.length ||
|
||||
(optionIds.length !== 0 &&
|
||||
(optionIds.length < 2 || optionIds.length > 50)) ||
|
||||
values.length !== optionIds.length * 3
|
||||
) {
|
||||
throw new Error(
|
||||
`The ISAC snapshot contains an incomplete shared ${kind} Mod secondary pool.`,
|
||||
);
|
||||
}
|
||||
for (const statId of optionIds) {
|
||||
const profile = values.filter(
|
||||
(row) => String(row.stat_attribute_id) === statId,
|
||||
);
|
||||
if (
|
||||
profile.length !== 3 ||
|
||||
['Specialized', 'Superior', 'High-end'].some(
|
||||
(quality) => !profile.some((row) => row.quality === quality),
|
||||
) ||
|
||||
profile.some((row) => {
|
||||
const endpoints = [
|
||||
row.level_1_min,
|
||||
row.level_1_max,
|
||||
row.level_20_min,
|
||||
row.level_20_max,
|
||||
];
|
||||
return (
|
||||
endpoints.some(
|
||||
(value) => typeof value !== 'number' || !Number.isFinite(value),
|
||||
) ||
|
||||
endpoints[1] < endpoints[0] ||
|
||||
endpoints[2] < endpoints[0] ||
|
||||
endpoints[3] < endpoints[1] ||
|
||||
endpoints[3] < endpoints[2]
|
||||
);
|
||||
})
|
||||
) {
|
||||
throw new Error(
|
||||
`The ISAC snapshot contains an invalid shared ${kind} Mod secondary profile for ${statId}.`,
|
||||
);
|
||||
}
|
||||
}
|
||||
if (
|
||||
values.some(
|
||||
(row) => !optionIds.includes(String(row.stat_attribute_id ?? '')),
|
||||
)
|
||||
) {
|
||||
throw new Error(
|
||||
`The ISAC snapshot contains an orphaned shared ${kind} Mod secondary range.`,
|
||||
);
|
||||
}
|
||||
}
|
||||
for (const [profileName, qualities, requiredOptions] of [
|
||||
['primary', ['Standard', 'Specialized', 'Superior', 'High-end'], 4],
|
||||
['secondary', ['Specialized', 'Superior', 'High-end'], null],
|
||||
]) {
|
||||
const options = snapshot.tables.find(
|
||||
(table) => table.name === `skill_chip_${profileName}_options`,
|
||||
).rows;
|
||||
const values = snapshot.tables.find(
|
||||
(table) => table.name === `skill_chip_${profileName}_quality_values`,
|
||||
).rows;
|
||||
const optionIds = options.map((row) => String(row.stat_attribute_id ?? ''));
|
||||
const validCardinality = requiredOptions
|
||||
? optionIds.length === requiredOptions
|
||||
: optionIds.length <= 50;
|
||||
if (
|
||||
!validCardinality ||
|
||||
optionIds.some((id) => !id) ||
|
||||
new Set(optionIds).size !== optionIds.length
|
||||
) {
|
||||
throw new Error(
|
||||
`The ISAC snapshot contains an incomplete shared Skill Chip ${profileName} profile.`,
|
||||
);
|
||||
}
|
||||
if (profileName === 'primary' && optionIds.length) {
|
||||
const attributes = snapshot.tables.find(
|
||||
(table) => table.name === 'stat_attributes',
|
||||
).rows;
|
||||
const expectedIds = attributes
|
||||
.filter(
|
||||
(row) =>
|
||||
Number(row.active) === 1 &&
|
||||
[
|
||||
'Skill Duration',
|
||||
'Skill Radius',
|
||||
'Skill Cooldown Recovery',
|
||||
'Skill Intensity',
|
||||
].includes(String(row.name)),
|
||||
)
|
||||
.map((row) => String(row.id))
|
||||
.sort();
|
||||
if (
|
||||
expectedIds.length !== 4 ||
|
||||
optionIds
|
||||
.slice()
|
||||
.sort()
|
||||
.some((id, index) => id !== expectedIds[index])
|
||||
)
|
||||
throw new Error(
|
||||
'The ISAC snapshot does not use the four fixed Skill Chip primary Attributes.',
|
||||
);
|
||||
}
|
||||
for (const statId of optionIds) {
|
||||
const rows = values.filter(
|
||||
(row) => String(row.stat_attribute_id ?? '') === statId,
|
||||
);
|
||||
if (!rows.length) continue;
|
||||
if (
|
||||
rows.length !== qualities.length ||
|
||||
qualities.some(
|
||||
(quality) => !rows.some((row) => row.quality === quality),
|
||||
) ||
|
||||
rows.some(
|
||||
(row) =>
|
||||
typeof row.min_value !== 'number' ||
|
||||
!Number.isFinite(row.min_value) ||
|
||||
typeof row.max_value !== 'number' ||
|
||||
!Number.isFinite(row.max_value) ||
|
||||
row.min_value < 0 ||
|
||||
row.max_value < row.min_value,
|
||||
)
|
||||
) {
|
||||
throw new Error(
|
||||
`The ISAC snapshot contains an invalid shared Skill Chip ${profileName} profile for ${statId}.`,
|
||||
);
|
||||
}
|
||||
}
|
||||
if (
|
||||
values.some(
|
||||
(row) => !optionIds.includes(String(row.stat_attribute_id ?? '')),
|
||||
)
|
||||
)
|
||||
throw new Error(
|
||||
`The ISAC snapshot contains an orphaned shared Skill Chip ${profileName} range.`,
|
||||
);
|
||||
}
|
||||
for (const icon of snapshot.icons) {
|
||||
if (
|
||||
typeof icon.storageKey !== 'string' ||
|
||||
|
||||
@@ -32,7 +32,9 @@ export const ISAC_DATA_TABLES = [
|
||||
'skill_chip_sets',
|
||||
'skill_chip_two_piece_bonuses',
|
||||
'skill_chip_primary_options',
|
||||
'skill_chip_primary_quality_values',
|
||||
'skill_chip_secondary_options',
|
||||
'skill_chip_secondary_quality_values',
|
||||
'skill_chip_talents',
|
||||
'skill_chip_talent_effects',
|
||||
'weapon_mods',
|
||||
@@ -55,6 +57,7 @@ export const ISAC_DATA_TABLES = [
|
||||
'specialization_combat_effects',
|
||||
'specialization_focuses',
|
||||
'specialization_abilities',
|
||||
'specialization_ability_skill_chip_links',
|
||||
'specialization_ability_attacks',
|
||||
'specialization_ability_effects',
|
||||
'specialization_focus_abilities',
|
||||
@@ -73,5 +76,7 @@ export const ISAC_DATA_TABLES = [
|
||||
'managed_images',
|
||||
];
|
||||
|
||||
export const ISAC_DATA_FORMAT_VERSION = 5;
|
||||
|
||||
export const quoteIdentifier = (identifier) =>
|
||||
`"${String(identifier).replaceAll('"', '""')}"`;
|
||||
|
||||
@@ -23,7 +23,7 @@ const images = [];
|
||||
for (const row of rows) {
|
||||
if (
|
||||
typeof row.storage_key !== 'string' ||
|
||||
!/^(?:library|talent|brand_set|os_protocol|skill_chip|specialization|specialization_ability|specialization_node)-[0-9a-f-]{36}\.webp$/i.test(
|
||||
!/^(?:library|talent|brand_set|os_protocol|skill_chip|specialization|specialization_ability|specialization_node|weapon_mod_slot)-[0-9a-f-]{36}\.webp$/i.test(
|
||||
row.storage_key,
|
||||
)
|
||||
) {
|
||||
|
||||
@@ -14,6 +14,19 @@ if (!bundleArgument || !process.argv.includes('--confirm-merge')) {
|
||||
process.exit(2);
|
||||
}
|
||||
const updateExisting = process.argv.includes('--update-existing');
|
||||
const gameDataRenderSourceTypes = new Set([
|
||||
'weapon_render',
|
||||
'gear_render',
|
||||
'weapon_mod_render',
|
||||
'gear_mod_render',
|
||||
'talent_render',
|
||||
'brand_set_render',
|
||||
'os_protocol_render',
|
||||
'skill_chip_render',
|
||||
'specialization_render',
|
||||
'specialization_ability_render',
|
||||
'specialization_node_render',
|
||||
]);
|
||||
const bundlePath = resolve(bundleArgument);
|
||||
const bundle = JSON.parse(await readFile(bundlePath, 'utf8'));
|
||||
if (
|
||||
@@ -30,21 +43,21 @@ for (const image of bundle.images) {
|
||||
typeof image?.row?.id !== 'string' ||
|
||||
!/^[0-9a-f-]{36}$/i.test(image.row.id) ||
|
||||
typeof image.row.storage_key !== 'string' ||
|
||||
!/^(?:library|talent|brand_set|os_protocol|skill_chip|specialization|specialization_ability|specialization_node)-[0-9a-f-]{36}\.webp$/i.test(
|
||||
!/^(?:library|talent|brand_set|os_protocol|skill_chip|specialization|specialization_ability|specialization_node|weapon_mod_slot)-[0-9a-f-]{36}\.webp$/i.test(
|
||||
image.row.storage_key,
|
||||
) ||
|
||||
typeof image.contentBase64 !== 'string'
|
||||
) {
|
||||
throw new Error('The bundle contains an invalid managed image.');
|
||||
}
|
||||
const isItemRender = ['weapon_render', 'gear_render'].includes(
|
||||
const isGameDataRender = gameDataRenderSourceTypes.has(
|
||||
image.row.source_entity_type,
|
||||
);
|
||||
if (
|
||||
image.row.source_entity_type &&
|
||||
(typeof image.row.source_entity_id !== 'string' ||
|
||||
!/^[0-9a-f-]{36}$/i.test(image.row.source_entity_id) ||
|
||||
(isItemRender
|
||||
(isGameDataRender
|
||||
? !image.row.storage_key.startsWith('library-')
|
||||
: !image.row.storage_key.startsWith(
|
||||
`${image.row.source_entity_type}-`,
|
||||
|
||||
@@ -14,6 +14,7 @@ const APP_SECRET_NAMES = new Set([
|
||||
'OPENAI_MECHANIC_MODEL',
|
||||
'OPENAI_MECHANIC_REASONING_EFFORT',
|
||||
'OPENAI_MODERATION_API_KEY',
|
||||
'MFA_TOTP_ENCRYPTION_KEYS',
|
||||
'ORIGIN',
|
||||
'PASSKEY_RP_ID',
|
||||
'REMOVE_BG_API_KEY',
|
||||
|
||||
+847
-24
File diff suppressed because it is too large
Load Diff
@@ -1,3 +1,4 @@
|
||||
import { dev } from '$app/environment';
|
||||
import { json, type Handle, type HandleServerError } from '@sveltejs/kit';
|
||||
import { stringify } from 'devalue';
|
||||
import { randomUUID } from 'node:crypto';
|
||||
@@ -15,6 +16,15 @@ import {
|
||||
} from '$lib/server/data-moderation';
|
||||
|
||||
export const handle: Handle = async ({ event, resolve }) => {
|
||||
// THROWAWAY PROTOTYPE: fixture-only review must not open the shared database.
|
||||
if (
|
||||
dev &&
|
||||
event.url.pathname === '/database' &&
|
||||
event.url.searchParams.get('prototype') === 'model-status'
|
||||
) {
|
||||
return resolve(event);
|
||||
}
|
||||
|
||||
if (
|
||||
event.url.pathname === '/admin' ||
|
||||
event.url.pathname.startsWith('/admin/')
|
||||
|
||||
@@ -91,6 +91,172 @@ describe('article documents', () => {
|
||||
).toBeNull();
|
||||
});
|
||||
|
||||
it('accepts and canonicalizes metadata emitted by the Tiptap editor', () => {
|
||||
const parsed = parseArticleDocument({
|
||||
version: 1,
|
||||
document: {
|
||||
type: 'doc',
|
||||
content: [
|
||||
{
|
||||
type: 'paragraph',
|
||||
content: [
|
||||
{
|
||||
type: 'text',
|
||||
text: 'Read more',
|
||||
marks: [
|
||||
{
|
||||
type: 'link',
|
||||
attrs: {
|
||||
href: 'https://shd.build/news',
|
||||
target: '_blank',
|
||||
rel: 'noopener noreferrer nofollow',
|
||||
class: null,
|
||||
title: 'News archive',
|
||||
},
|
||||
},
|
||||
],
|
||||
},
|
||||
],
|
||||
},
|
||||
{
|
||||
type: 'orderedList',
|
||||
attrs: { start: 1, type: null },
|
||||
content: [
|
||||
{
|
||||
type: 'listItem',
|
||||
content: [
|
||||
{
|
||||
type: 'paragraph',
|
||||
content: [{ type: 'text', text: 'First item' }],
|
||||
},
|
||||
],
|
||||
},
|
||||
],
|
||||
},
|
||||
],
|
||||
},
|
||||
});
|
||||
|
||||
expect(parsed?.document.document.content).toEqual([
|
||||
{
|
||||
type: 'paragraph',
|
||||
content: [
|
||||
{
|
||||
type: 'text',
|
||||
text: 'Read more',
|
||||
marks: [
|
||||
{
|
||||
type: 'link',
|
||||
attrs: {
|
||||
href: 'https://shd.build/news',
|
||||
title: 'News archive',
|
||||
},
|
||||
},
|
||||
],
|
||||
},
|
||||
],
|
||||
},
|
||||
{
|
||||
type: 'orderedList',
|
||||
content: [
|
||||
{
|
||||
type: 'listItem',
|
||||
content: [
|
||||
{
|
||||
type: 'paragraph',
|
||||
content: [{ type: 'text', text: 'First item' }],
|
||||
},
|
||||
],
|
||||
},
|
||||
],
|
||||
},
|
||||
]);
|
||||
expect(parsed?.plainText).toContain('News archive');
|
||||
});
|
||||
|
||||
it('preserves supported ordered-list numbering', () => {
|
||||
const parsed = parseArticleDocument({
|
||||
version: 1,
|
||||
document: {
|
||||
type: 'doc',
|
||||
content: [
|
||||
{
|
||||
type: 'orderedList',
|
||||
attrs: { start: 2, type: 'A' },
|
||||
content: [
|
||||
{
|
||||
type: 'listItem',
|
||||
content: [{ type: 'paragraph' }],
|
||||
},
|
||||
],
|
||||
},
|
||||
],
|
||||
},
|
||||
});
|
||||
|
||||
expect(parsed?.document.document.content?.[0]).toMatchObject({
|
||||
type: 'orderedList',
|
||||
attrs: { start: 2, type: 'A' },
|
||||
});
|
||||
expect(parseArticleDocument(parsed?.document)?.document).toEqual(
|
||||
parsed?.document,
|
||||
);
|
||||
});
|
||||
|
||||
it('rejects unknown link metadata and non-default ordered lists', () => {
|
||||
const documentWith = (content: unknown[]) => ({
|
||||
version: 1,
|
||||
document: { type: 'doc', content },
|
||||
});
|
||||
|
||||
expect(
|
||||
parseArticleDocument(
|
||||
documentWith([
|
||||
{
|
||||
type: 'paragraph',
|
||||
content: [
|
||||
{
|
||||
type: 'text',
|
||||
text: 'unsafe metadata',
|
||||
marks: [
|
||||
{
|
||||
type: 'link',
|
||||
attrs: {
|
||||
href: 'https://shd.build',
|
||||
onclick: 'alert(1)',
|
||||
},
|
||||
},
|
||||
],
|
||||
},
|
||||
],
|
||||
},
|
||||
]),
|
||||
),
|
||||
).toBeNull();
|
||||
expect(
|
||||
parseArticleDocument(
|
||||
documentWith([
|
||||
{
|
||||
type: 'orderedList',
|
||||
attrs: { start: 0, type: 'decimal' },
|
||||
content: [],
|
||||
},
|
||||
]),
|
||||
),
|
||||
).toBeNull();
|
||||
expect(
|
||||
parseArticleDocument(
|
||||
documentWith([
|
||||
{
|
||||
type: 'orderedList',
|
||||
attrs: { start: 1, type: 1 },
|
||||
content: [],
|
||||
},
|
||||
]),
|
||||
),
|
||||
).toBeNull();
|
||||
});
|
||||
|
||||
it('rejects duplicate embed keys and unknown envelope fields', () => {
|
||||
const embed = {
|
||||
type: 'buildEmbed',
|
||||
|
||||
@@ -10,7 +10,7 @@ const EMBED_KEY_PATTERN = /^[a-z0-9][a-z0-9-]{7,63}$/;
|
||||
|
||||
export type ArticleMark = {
|
||||
type: 'bold' | 'italic' | 'code' | 'link';
|
||||
attrs?: { href: string };
|
||||
attrs?: { href: string; title?: string };
|
||||
};
|
||||
|
||||
export type ArticleNode = {
|
||||
@@ -53,7 +53,17 @@ const safeLink = (value: unknown) => {
|
||||
}
|
||||
};
|
||||
|
||||
function parseMarks(value: unknown): ArticleMark[] | null {
|
||||
const nullableBoundedString = (value: unknown, maximum: number) =>
|
||||
value === undefined ||
|
||||
value === null ||
|
||||
(typeof value === 'string' &&
|
||||
value.length <= maximum &&
|
||||
!/\p{Cc}/u.test(value));
|
||||
|
||||
function parseMarks(
|
||||
value: unknown,
|
||||
onLinkTitle: (title: string) => void,
|
||||
): ArticleMark[] | null {
|
||||
if (value === undefined) return [];
|
||||
if (!Array.isArray(value) || value.length > 4) return null;
|
||||
const seen = new Set<string>();
|
||||
@@ -77,10 +87,31 @@ function parseMarks(value: unknown): ArticleMark[] | null {
|
||||
!isRecord(candidate.attrs)
|
||||
)
|
||||
return null;
|
||||
if (!exactKeys(candidate.attrs, ['href'])) return null;
|
||||
if (
|
||||
!exactKeys(candidate.attrs, [
|
||||
'href',
|
||||
'target',
|
||||
'rel',
|
||||
'class',
|
||||
'title',
|
||||
]) ||
|
||||
!nullableBoundedString(candidate.attrs.target, 100) ||
|
||||
!nullableBoundedString(candidate.attrs.rel, 500) ||
|
||||
!nullableBoundedString(candidate.attrs.class, 500) ||
|
||||
!nullableBoundedString(candidate.attrs.title, 500)
|
||||
)
|
||||
return null;
|
||||
const href = safeLink(candidate.attrs.href);
|
||||
if (!href) return null;
|
||||
marks.push({ type: 'link', attrs: { href } });
|
||||
const title =
|
||||
typeof candidate.attrs.title === 'string'
|
||||
? candidate.attrs.title.normalize('NFKC').trim()
|
||||
: '';
|
||||
if (title) onLinkTitle(title);
|
||||
marks.push({
|
||||
type: 'link',
|
||||
attrs: { href, ...(title ? { title } : {}) },
|
||||
});
|
||||
}
|
||||
return marks;
|
||||
}
|
||||
@@ -134,7 +165,9 @@ export function parseArticleDocument(value: unknown): {
|
||||
if (/\p{Cc}/u.test(text.replace(/[\n\t]/g, ''))) return null;
|
||||
textLength += [...text].length;
|
||||
if (textLength > MAX_ARTICLE_TEXT_CHARACTERS) return null;
|
||||
const marks = parseMarks(candidate.marks);
|
||||
const marks = parseMarks(candidate.marks, (title) =>
|
||||
textParts.push(title),
|
||||
);
|
||||
if (!marks) return null;
|
||||
textParts.push(text);
|
||||
return marks.length ? { type, text, marks } : { type, text };
|
||||
@@ -211,6 +244,31 @@ export function parseArticleDocument(value: unknown): {
|
||||
)
|
||||
return null;
|
||||
attrs = { level: Number(candidate.attrs.level) };
|
||||
} else if (type === 'orderedList' && candidate.attrs !== undefined) {
|
||||
if (
|
||||
!isRecord(candidate.attrs) ||
|
||||
!exactKeys(candidate.attrs, ['start', 'type'])
|
||||
)
|
||||
return null;
|
||||
const start = candidate.attrs.start ?? 1;
|
||||
const listType = candidate.attrs.type;
|
||||
if (
|
||||
!Number.isInteger(start) ||
|
||||
Number(start) < 1 ||
|
||||
Number(start) > 1_000_000 ||
|
||||
(listType !== null &&
|
||||
listType !== undefined &&
|
||||
(typeof listType !== 'string' ||
|
||||
!['1', 'a', 'A', 'i', 'I'].includes(listType)))
|
||||
)
|
||||
return null;
|
||||
const canonicalType =
|
||||
typeof listType === 'string' && listType !== '1' ? listType : undefined;
|
||||
attrs = {
|
||||
...(Number(start) === 1 ? {} : { start: Number(start) }),
|
||||
...(canonicalType ? { type: canonicalType } : {}),
|
||||
};
|
||||
if (!Object.keys(attrs).length) attrs = undefined;
|
||||
} else if (candidate.attrs !== undefined) {
|
||||
if (!isRecord(candidate.attrs) || Object.keys(candidate.attrs).length)
|
||||
return null;
|
||||
|
||||
@@ -0,0 +1,84 @@
|
||||
import { describe, expect, it, vi } from 'vitest';
|
||||
import { buildShareUrl, copyBuildLink, shareBuild } from './build-sharing';
|
||||
|
||||
describe('Build sharing', () => {
|
||||
it('constructs Build URLs from slugs and preserves absolute URLs', () => {
|
||||
expect(buildShareUrl('field-medic', 'https://shd.build')).toBe(
|
||||
'https://shd.build/builds/field-medic',
|
||||
);
|
||||
expect(buildShareUrl('build name', 'https://shd.build/ignored')).toBe(
|
||||
'https://shd.build/builds/build%20name',
|
||||
);
|
||||
expect(buildShareUrl('https://stage.shd.build/builds/test')).toBe(
|
||||
'https://stage.shd.build/builds/test',
|
||||
);
|
||||
});
|
||||
|
||||
it('uses the native share API', async () => {
|
||||
const share = vi.fn().mockResolvedValue(undefined);
|
||||
|
||||
await expect(
|
||||
shareBuild(
|
||||
{ share },
|
||||
{ title: 'Field Medic', url: 'https://shd.build/builds/field-medic' },
|
||||
),
|
||||
).resolves.toEqual({ state: 'shared' });
|
||||
expect(share).toHaveBeenCalledWith({
|
||||
title: 'Field Medic',
|
||||
text: 'View Field Medic on SHD.build.',
|
||||
url: 'https://shd.build/builds/field-medic',
|
||||
});
|
||||
});
|
||||
|
||||
it('treats AbortError as cancellation', async () => {
|
||||
const share = vi
|
||||
.fn()
|
||||
.mockRejectedValue(new DOMException('Cancelled', 'AbortError'));
|
||||
|
||||
await expect(
|
||||
shareBuild(
|
||||
{ share },
|
||||
{ title: 'Build', url: 'https://shd.build/builds/a' },
|
||||
),
|
||||
).resolves.toEqual({ state: 'cancelled' });
|
||||
});
|
||||
|
||||
it('reports unsupported and failed native sharing', async () => {
|
||||
await expect(
|
||||
shareBuild({}, { title: 'Build', url: 'https://shd.build/builds/a' }),
|
||||
).resolves.toEqual({ state: 'unsupported' });
|
||||
|
||||
const error = new Error('Share failed');
|
||||
await expect(
|
||||
shareBuild(
|
||||
{ share: vi.fn().mockRejectedValue(error) },
|
||||
{ title: 'Build', url: 'https://shd.build/builds/a' },
|
||||
),
|
||||
).resolves.toEqual({ state: 'failed', error });
|
||||
});
|
||||
|
||||
it('copies the Build URL to the clipboard', async () => {
|
||||
const writeText = vi.fn().mockResolvedValue(undefined);
|
||||
|
||||
await expect(
|
||||
copyBuildLink({ clipboard: { writeText } }, 'https://shd.build/builds/a'),
|
||||
).resolves.toEqual({ state: 'copied' });
|
||||
expect(writeText).toHaveBeenCalledWith('https://shd.build/builds/a');
|
||||
});
|
||||
|
||||
it('reports unsupported and failed clipboard access', async () => {
|
||||
await expect(
|
||||
copyBuildLink({}, 'https://shd.build/builds/a'),
|
||||
).resolves.toEqual({
|
||||
state: 'unsupported',
|
||||
});
|
||||
|
||||
const error = new Error('Clipboard denied');
|
||||
await expect(
|
||||
copyBuildLink(
|
||||
{ clipboard: { writeText: vi.fn().mockRejectedValue(error) } },
|
||||
'https://shd.build/builds/a',
|
||||
),
|
||||
).resolves.toEqual({ state: 'failed', error });
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,72 @@
|
||||
export type BuildShareNavigator = {
|
||||
share?: (data: ShareData) => Promise<void>;
|
||||
clipboard?: {
|
||||
writeText: (text: string) => Promise<void>;
|
||||
};
|
||||
};
|
||||
|
||||
export type BuildShareResult =
|
||||
| { state: 'shared' }
|
||||
| { state: 'cancelled' }
|
||||
| { state: 'unsupported' }
|
||||
| { state: 'failed'; error: unknown };
|
||||
|
||||
export type BuildCopyResult =
|
||||
| { state: 'copied' }
|
||||
| { state: 'unsupported' }
|
||||
| { state: 'failed'; error: unknown };
|
||||
|
||||
export function buildShareUrl(slugOrUrl: string, origin?: string): string {
|
||||
const value = slugOrUrl.trim();
|
||||
if (!value) throw new Error('A Build slug or URL is required.');
|
||||
|
||||
if (/^https?:\/\//i.test(value)) return new URL(value).toString();
|
||||
|
||||
const base = origin ?? globalThis.location?.origin;
|
||||
if (!base) throw new Error('An origin is required to construct a Build URL.');
|
||||
|
||||
const slug = value.replace(/^\/+|\/+$/g, '');
|
||||
return new URL(`/builds/${encodeURIComponent(slug)}`, base).toString();
|
||||
}
|
||||
|
||||
export async function shareBuild(
|
||||
navigatorApi: BuildShareNavigator,
|
||||
input: { title: string; url: string },
|
||||
): Promise<BuildShareResult> {
|
||||
if (typeof navigatorApi.share !== 'function') return { state: 'unsupported' };
|
||||
|
||||
try {
|
||||
await navigatorApi.share({
|
||||
title: input.title,
|
||||
text: `View ${input.title} on SHD.build.`,
|
||||
url: input.url,
|
||||
});
|
||||
return { state: 'shared' };
|
||||
} catch (error) {
|
||||
if (
|
||||
typeof error === 'object' &&
|
||||
error !== null &&
|
||||
'name' in error &&
|
||||
error.name === 'AbortError'
|
||||
) {
|
||||
return { state: 'cancelled' };
|
||||
}
|
||||
return { state: 'failed', error };
|
||||
}
|
||||
}
|
||||
|
||||
export async function copyBuildLink(
|
||||
navigatorApi: BuildShareNavigator,
|
||||
url: string,
|
||||
): Promise<BuildCopyResult> {
|
||||
if (typeof navigatorApi.clipboard?.writeText !== 'function') {
|
||||
return { state: 'unsupported' };
|
||||
}
|
||||
|
||||
try {
|
||||
await navigatorApi.clipboard.writeText(url);
|
||||
return { state: 'copied' };
|
||||
} catch (error) {
|
||||
return { state: 'failed', error };
|
||||
}
|
||||
}
|
||||
@@ -176,6 +176,38 @@ describe('loadout mechanic timeline', () => {
|
||||
).toBe(true);
|
||||
});
|
||||
|
||||
it('emits the Agent-granted-buff ally count from its exact scenario input and defaults it to zero', () => {
|
||||
const profile = createDraft().combatProfile;
|
||||
profile.encounterSeconds = 1;
|
||||
const configured = buildWeaponMechanicTimeline(
|
||||
{ rpm: 60, magazine: 100, reload_speed: 0 },
|
||||
profile,
|
||||
0,
|
||||
{
|
||||
scenarioInputs: {
|
||||
'allies-within-30m-with-agent-granted-buff': 4,
|
||||
'allies-within-radius': 2,
|
||||
},
|
||||
},
|
||||
).filter((event) => event.kind === 'proximity_snapshot');
|
||||
const defaults = buildWeaponMechanicTimeline(
|
||||
{ rpm: 60, magazine: 100, reload_speed: 0 },
|
||||
profile,
|
||||
).filter((event) => event.kind === 'proximity_snapshot');
|
||||
|
||||
expect(
|
||||
configured.map(
|
||||
(event) => event.values?.alliesWithin30MetersWithAgentGrantedBuff,
|
||||
),
|
||||
).toEqual([4, 4]);
|
||||
expect(configured.map((event) => event.values?.allyCount)).toEqual([2, 2]);
|
||||
expect(
|
||||
defaults.map(
|
||||
(event) => event.values?.alliesWithin30MetersWithAgentGrantedBuff,
|
||||
),
|
||||
).toEqual([0, 0]);
|
||||
});
|
||||
|
||||
it('seeds Extra Health state before periodic stack evaluation', () => {
|
||||
const profile = createDraft().combatProfile;
|
||||
profile.encounterSeconds = 2;
|
||||
@@ -259,7 +291,7 @@ describe('loadout mechanic timeline', () => {
|
||||
).toEqual([1, 2]);
|
||||
});
|
||||
|
||||
it('falls back to a documented Tier I mechanic when equipment Tier II is absent', () => {
|
||||
it('falls back to a documented Tier I mechanic when exotic Tier II is absent', () => {
|
||||
const persistedRule = {
|
||||
rule: {
|
||||
id: 'tier-i-only',
|
||||
@@ -327,6 +359,7 @@ describe('loadout mechanic timeline', () => {
|
||||
const adapted = equippedConditionalProgram({
|
||||
key: 'weapon:0:exotic-talent',
|
||||
tier: 2,
|
||||
isExotic: true,
|
||||
rule: persistedRule,
|
||||
});
|
||||
|
||||
|
||||
@@ -7,6 +7,8 @@ import {
|
||||
} from '$lib/calculations/combat';
|
||||
import {
|
||||
evaluateMechanicProgram,
|
||||
PROXIMITY_AGENT_GRANTED_BUFF_ALLY_COUNT_VALUE_KEY,
|
||||
PROXIMITY_AGENT_GRANTED_BUFF_ALLY_COUNT_INPUT,
|
||||
type MechanicCombatContext,
|
||||
type MechanicEvaluation,
|
||||
type MechanicEvent,
|
||||
@@ -25,20 +27,20 @@ import {
|
||||
type SkillCalculationRules,
|
||||
type SkillModifierWindow,
|
||||
} from '$lib/calculations/skill';
|
||||
import { gearSlots, scaled, type LoadoutDraft } from '$lib/builder/loadout';
|
||||
import { gearSlots, type LoadoutDraft } from '$lib/builder/loadout';
|
||||
import {
|
||||
applyAttributeValue,
|
||||
catalogAttribute as attribute,
|
||||
selectedFocus,
|
||||
selectedNodeRanks,
|
||||
summarizeLoadout,
|
||||
type LoadoutCatalog,
|
||||
type LoadoutSummary,
|
||||
} from '$lib/builder/loadout-summary';
|
||||
import type { WeaponCalculationResult } from '$lib/components/builder/WeaponCalculationResult.svelte';
|
||||
|
||||
type Catalog = {
|
||||
attributes: any[];
|
||||
gear: any[];
|
||||
gearAugments: any[];
|
||||
brands: any[];
|
||||
weapons: any[];
|
||||
talents: any[];
|
||||
chipSets: any[];
|
||||
protocols: any[];
|
||||
specializations: any[];
|
||||
calculation: {
|
||||
type Catalog = LoadoutCatalog & {
|
||||
calculation?: {
|
||||
revision: any | null;
|
||||
stages: any[];
|
||||
profiles: any[];
|
||||
@@ -46,380 +48,16 @@ type Catalog = {
|
||||
};
|
||||
};
|
||||
|
||||
export type LoadoutSummary = {
|
||||
stats: Array<{ id: string; value: number; sourceCount: number }>;
|
||||
activeBonuses: any[];
|
||||
equippedTalents: any[];
|
||||
};
|
||||
export { summarizeLoadout } from '$lib/builder/loadout-summary';
|
||||
export type { LoadoutSummary } from '$lib/builder/loadout-summary';
|
||||
|
||||
const coreKeys = ['firepower', 'toughness', 'engineering'] as const;
|
||||
|
||||
function selectedFocus(draft: LoadoutDraft, catalog: Catalog) {
|
||||
return catalog.specializations
|
||||
.flatMap((specialization) =>
|
||||
specialization.focuses.map((focus: any) => ({
|
||||
...focus,
|
||||
specialization,
|
||||
})),
|
||||
)
|
||||
.find((focus: any) => focus.id === draft.specialization.focusId);
|
||||
}
|
||||
|
||||
function selectedNodeRanks(draft: LoadoutDraft, catalog: Catalog) {
|
||||
const focus = selectedFocus(draft, catalog);
|
||||
return (
|
||||
focus?.nodes.flatMap((node: any) => {
|
||||
const selectedRank = Number(draft.specialization.nodeRanks[node.id] ?? 0);
|
||||
return selectedRank
|
||||
? [
|
||||
{
|
||||
node,
|
||||
rank: node.ranks.find(
|
||||
(entry: any) => Number(entry.rank) === selectedRank,
|
||||
),
|
||||
},
|
||||
]
|
||||
: [];
|
||||
}) ?? []
|
||||
);
|
||||
}
|
||||
|
||||
function attribute(catalog: Catalog, id: string) {
|
||||
return catalog.attributes.find((item) => item.id === id);
|
||||
}
|
||||
|
||||
function applyAttributeValue(
|
||||
catalog: Catalog,
|
||||
current: number,
|
||||
statId: string,
|
||||
incoming: number,
|
||||
) {
|
||||
const stat = attribute(catalog, statId);
|
||||
const combined =
|
||||
stat?.calculation_type === 'Multiplicative' && stat?.unit === '%'
|
||||
? ((1 + current / 100) * (1 + incoming / 100) - 1) * 100
|
||||
: current + incoming;
|
||||
return stat?.cap_value === null || stat?.cap_value === undefined
|
||||
? combined
|
||||
: Math.min(combined, Number(stat.cap_value));
|
||||
}
|
||||
|
||||
function unitValue(catalog: Catalog, value: unknown, statId: string) {
|
||||
const numeric = Number(value);
|
||||
const rendered = Number.isInteger(numeric)
|
||||
? String(numeric)
|
||||
: numeric.toFixed(2).replace(/\.?0+$/, '');
|
||||
const unit = attribute(catalog, statId)?.unit ?? '';
|
||||
return unit === 'Shots' ? `${rendered} ${unit}` : `${rendered}${unit}`;
|
||||
}
|
||||
|
||||
function talentTier(catalog: Catalog, talentId: string, tier: number) {
|
||||
const item = catalog.talents.find((entry) => entry.id === talentId);
|
||||
return (
|
||||
item?.tiers.find((entry: any) => entry.tier === (tier >= 2 ? 'II' : 'I')) ??
|
||||
item?.tiers[0]
|
||||
);
|
||||
}
|
||||
|
||||
function talentDescription(catalog: Catalog, talentId: string, tier: number) {
|
||||
const item = catalog.talents.find((entry) => entry.id === talentId);
|
||||
const configured = talentTier(catalog, talentId, tier);
|
||||
if (!item || !configured) return '';
|
||||
const template = String(item.template || item.name);
|
||||
return template.replace(/\{(\d+)\}/g, (placeholder, raw) => {
|
||||
const effect = configured.effects[Number(raw) - 1];
|
||||
return effect
|
||||
? unitValue(catalog, effect.value, effect.stat_attribute_id)
|
||||
: placeholder;
|
||||
});
|
||||
}
|
||||
|
||||
export function summarizeLoadout(
|
||||
draft: LoadoutDraft,
|
||||
catalog: Catalog,
|
||||
): LoadoutSummary {
|
||||
const values = new Map<string, number>();
|
||||
const sources = new Map<string, Set<string>>();
|
||||
const add = (statId: string, value: unknown, source: string) => {
|
||||
if (!statId || !Number.isFinite(Number(value))) return;
|
||||
const stat = attribute(catalog, statId);
|
||||
const current = values.get(statId) ?? 0;
|
||||
const incoming = Number(value);
|
||||
const combined =
|
||||
stat?.calculation_type === 'Multiplicative' && stat?.unit === '%'
|
||||
? ((1 + current / 100) * (1 + incoming / 100) - 1) * 100
|
||||
: current + incoming;
|
||||
values.set(
|
||||
statId,
|
||||
stat?.cap_value === null || stat?.cap_value === undefined
|
||||
? combined
|
||||
: Math.min(combined, Number(stat.cap_value)),
|
||||
);
|
||||
if (!sources.has(statId)) sources.set(statId, new Set());
|
||||
sources.get(statId)!.add(source);
|
||||
const calculationCatalog = (catalog: Catalog) =>
|
||||
catalog.calculation ?? {
|
||||
revision: null,
|
||||
stages: [],
|
||||
profiles: [],
|
||||
skillProfiles: [],
|
||||
};
|
||||
const byName = (name: string) =>
|
||||
catalog.attributes.find(
|
||||
(item) => item.name.toLocaleLowerCase() === name.toLocaleLowerCase(),
|
||||
)?.id ?? '';
|
||||
const brandCounts = new Map<string, number>();
|
||||
const activeBonuses: any[] = [];
|
||||
const equippedTalents: any[] = [];
|
||||
|
||||
for (const slot of gearSlots) {
|
||||
const selection = draft.gear[slot];
|
||||
const item = catalog.gear.find((entry) => entry.id === selection.itemId);
|
||||
if (!item) continue;
|
||||
const enabledAugments = catalog.gearAugments.filter(
|
||||
(entry) =>
|
||||
entry.gear_slot === slot &&
|
||||
selection.augmentSlots.includes(Number(entry.augment_slot)),
|
||||
);
|
||||
const basePercentage = enabledAugments
|
||||
.filter((entry) => entry.effect_type === 'Base Percentage')
|
||||
.reduce((total, entry) => total + Number(entry.value), 0);
|
||||
add(
|
||||
byName('Health'),
|
||||
selection.health * (1 + basePercentage / 100),
|
||||
`${slot} base`,
|
||||
);
|
||||
if (item.base_armor_min !== null)
|
||||
add(
|
||||
byName('Armor'),
|
||||
selection.armor * (1 + basePercentage / 100),
|
||||
`${slot} base`,
|
||||
);
|
||||
for (const roll of selection.rolls)
|
||||
add(roll.statId, roll.value, `${slot} roll`);
|
||||
for (const key of coreKeys)
|
||||
add(byName(key), selection[key], `${slot} core`);
|
||||
if (selection.brandId)
|
||||
brandCounts.set(
|
||||
selection.brandId,
|
||||
(brandCounts.get(selection.brandId) ?? 0) + 1,
|
||||
);
|
||||
for (const augment of enabledAugments.filter(
|
||||
(entry) => entry.effect_type === 'Custom',
|
||||
)) {
|
||||
add(
|
||||
augment.stat_attribute_id,
|
||||
augment.value,
|
||||
`${slot} augment ${augment.augment_slot}`,
|
||||
);
|
||||
}
|
||||
if (selection.talentId) {
|
||||
equippedTalents.push({
|
||||
key: `gear:${slot}:${selection.talentId}`,
|
||||
id: selection.talentId,
|
||||
rule:
|
||||
catalog.talents.find((entry) => entry.id === selection.talentId)
|
||||
?.rule ?? null,
|
||||
tier: Number(item.tier),
|
||||
source: slot,
|
||||
description: talentDescription(
|
||||
catalog,
|
||||
selection.talentId,
|
||||
Number(item.tier),
|
||||
),
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
for (const [brandId, count] of brandCounts) {
|
||||
const set = catalog.brands.find((entry) => entry.id === brandId);
|
||||
for (const effect of set?.effects.filter(
|
||||
(entry: any) => Number(entry.pieces_required) <= count,
|
||||
) ?? []) {
|
||||
add(
|
||||
effect.stat_attribute_id,
|
||||
effect.value,
|
||||
`${set.name} ${effect.pieces_required}-piece`,
|
||||
);
|
||||
activeBonuses.push({
|
||||
name: set.name,
|
||||
pieces: effect.pieces_required,
|
||||
count,
|
||||
statId: effect.stat_attribute_id,
|
||||
value: effect.value,
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
for (let index = 0; index < 2; index += 1) {
|
||||
const selection = draft.weapons[index];
|
||||
const item = catalog.weapons.find((entry) => entry.id === selection.itemId);
|
||||
if (!item) continue;
|
||||
for (const name of ['Firepower', 'Toughness', 'Engineering'] as const) {
|
||||
add(
|
||||
byName(name),
|
||||
selection[name.toLowerCase() as 'firepower'],
|
||||
`${index ? 'Secondary' : 'Primary'} weapon`,
|
||||
);
|
||||
}
|
||||
for (const bonus of item.baseBonuses ?? [])
|
||||
add(bonus.stat_attribute_id, bonus.value, `${item.name} base bonus`);
|
||||
for (const roll of selection.rolls)
|
||||
add(
|
||||
roll.statId,
|
||||
roll.value,
|
||||
`${index ? 'Secondary' : 'Primary'} weapon roll`,
|
||||
);
|
||||
for (const talentId of [
|
||||
selection.talent1Id,
|
||||
selection.talent2Id,
|
||||
item.exotic_talent_id,
|
||||
].filter(Boolean)) {
|
||||
equippedTalents.push({
|
||||
key: `weapon:${index}:${talentId}`,
|
||||
id: talentId,
|
||||
rule:
|
||||
catalog.talents.find((entry) => entry.id === talentId)?.rule ?? null,
|
||||
tier: selection.tier,
|
||||
source: index ? 'Secondary weapon' : 'Primary weapon',
|
||||
description: talentDescription(catalog, talentId, selection.tier),
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
const chipGroups = new Map<
|
||||
string,
|
||||
{ count: number; highEnd: number; item: any }
|
||||
>();
|
||||
for (let index = 0; index < 9; index += 1) {
|
||||
const selection = draft.chips[index];
|
||||
const item = catalog.chipSets.find((entry) => entry.id === selection.setId);
|
||||
if (!item) continue;
|
||||
add(
|
||||
selection.primary.statId,
|
||||
selection.primary.value,
|
||||
`Skill Chip ${index + 1} primary`,
|
||||
);
|
||||
for (const roll of selection.secondary)
|
||||
add(roll.statId, roll.value, `Skill Chip ${index + 1} secondary`);
|
||||
const group = chipGroups.get(item.id) ?? { count: 0, highEnd: 0, item };
|
||||
group.count += 1;
|
||||
if (selection.quality === 'High-end') group.highEnd += 1;
|
||||
chipGroups.set(item.id, group);
|
||||
}
|
||||
for (const group of chipGroups.values()) {
|
||||
if (group.count >= 2 && group.item.twoPiece) {
|
||||
const value = scaled(
|
||||
group.item.twoPiece.min_value,
|
||||
group.item.twoPiece.max_value,
|
||||
group.highEnd,
|
||||
3,
|
||||
);
|
||||
add(
|
||||
group.item.twoPiece.stat_attribute_id,
|
||||
value,
|
||||
`${group.item.name} 2-piece`,
|
||||
);
|
||||
activeBonuses.push({
|
||||
name: group.item.name,
|
||||
pieces: 2,
|
||||
count: group.count,
|
||||
statId: group.item.twoPiece.stat_attribute_id,
|
||||
value,
|
||||
});
|
||||
}
|
||||
if (group.count === 3 && group.item.talent) {
|
||||
equippedTalents.push({
|
||||
key: `chips:${group.item.id}`,
|
||||
id: '',
|
||||
custom: group.item.talent,
|
||||
rule: group.item.talent.rule ?? null,
|
||||
tier: group.highEnd,
|
||||
abilityId: group.item.specialization_ability_id ?? null,
|
||||
source: '3 Skill Chips',
|
||||
description: group.item.talent.description_template.replace(
|
||||
/\{(\d+)\}/g,
|
||||
(placeholder: string, raw: string) => {
|
||||
const effect = group.item.talent.effects[Number(raw) - 1];
|
||||
return effect
|
||||
? unitValue(
|
||||
catalog,
|
||||
scaled(effect.min_value, effect.max_value, group.highEnd, 3),
|
||||
effect.stat_attribute_id,
|
||||
)
|
||||
: placeholder;
|
||||
},
|
||||
),
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
for (const { node, rank } of selectedNodeRanks(draft, catalog)) {
|
||||
for (const effect of rank?.effects ?? []) {
|
||||
if (effect.effect_type === 'Attribute')
|
||||
add(
|
||||
effect.stat_attribute_id,
|
||||
effect.value,
|
||||
`${node.name} rank ${rank.rank}`,
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
const protocol = catalog.protocols.find(
|
||||
(entry) => entry.id === draft.protocol.itemId,
|
||||
);
|
||||
if (protocol) {
|
||||
if (protocol.primaryEffect) {
|
||||
add(
|
||||
protocol.primaryEffect.stat_attribute_id,
|
||||
Number(protocol.primaryEffect.base_value) *
|
||||
(1 + (draft.protocol.level - 1) / 49),
|
||||
`${protocol.name} primary`,
|
||||
);
|
||||
}
|
||||
for (const effect of protocol.secondaryEffects ?? []) {
|
||||
add(effect.stat_attribute_id, effect.value, `${protocol.name} secondary`);
|
||||
}
|
||||
if (protocol.talent) {
|
||||
equippedTalents.push({
|
||||
key: `protocol:${protocol.id}`,
|
||||
id: '',
|
||||
custom: protocol.talent,
|
||||
rule: protocol.talent.rule ?? null,
|
||||
tier: draft.protocol.talentUpgrades,
|
||||
source: 'OS Protocol',
|
||||
description: protocol.talent.description_template.replace(
|
||||
/\{(\d+)\}/g,
|
||||
(placeholder: string, raw: string) => {
|
||||
const effect = protocol.talent.effects[Number(raw) - 1];
|
||||
return effect
|
||||
? unitValue(
|
||||
catalog,
|
||||
Number(effect.base_value) *
|
||||
(1 + draft.protocol.talentUpgrades / 5),
|
||||
effect.stat_attribute_id,
|
||||
)
|
||||
: placeholder;
|
||||
},
|
||||
),
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
return {
|
||||
stats: [...values]
|
||||
.map(([id, value]) => ({
|
||||
id,
|
||||
value,
|
||||
sourceCount: sources.get(id)?.size ?? 0,
|
||||
}))
|
||||
.sort(
|
||||
(left, right) =>
|
||||
(attribute(catalog, left.id)?.category ?? '').localeCompare(
|
||||
attribute(catalog, right.id)?.category ?? '',
|
||||
) ||
|
||||
(attribute(catalog, left.id)?.name ?? '').localeCompare(
|
||||
attribute(catalog, right.id)?.name ?? '',
|
||||
),
|
||||
),
|
||||
activeBonuses,
|
||||
equippedTalents,
|
||||
};
|
||||
}
|
||||
|
||||
function calculationStage(
|
||||
catalog: Catalog,
|
||||
@@ -441,7 +79,7 @@ function calculationStage(
|
||||
) {
|
||||
return stageKey as CalculationStage;
|
||||
}
|
||||
const stage = catalog.calculation.stages.find(
|
||||
const stage = calculationCatalog(catalog).stages.find(
|
||||
(item) => item.stage_key === stageKey,
|
||||
);
|
||||
if (!stage) return null;
|
||||
@@ -462,8 +100,8 @@ function calculationBindings(
|
||||
catalog: Catalog,
|
||||
weapon: any,
|
||||
): AttributeBinding[] {
|
||||
return catalog.calculation.profiles
|
||||
.filter(
|
||||
return calculationCatalog(catalog)
|
||||
.profiles.filter(
|
||||
(item) =>
|
||||
item.weapon_category === '*' ||
|
||||
item.weapon_category === weapon?.category,
|
||||
@@ -647,7 +285,7 @@ export function equippedConditionalProgram(
|
||||
: 'base';
|
||||
return (
|
||||
conditionalProgram(equipped.rule, variant) ??
|
||||
(equipmentTalent && variant === 'II'
|
||||
(equipmentTalent && equipped.isExotic && variant === 'II'
|
||||
? conditionalProgram(equipped.rule, 'I')
|
||||
: null)
|
||||
);
|
||||
@@ -1167,6 +805,11 @@ export function buildWeaponMechanicTimeline(
|
||||
allyCount: Number(
|
||||
options.scenarioInputs?.['allies-within-radius'] ?? 0,
|
||||
),
|
||||
[PROXIMITY_AGENT_GRANTED_BUFF_ALLY_COUNT_VALUE_KEY]: Number(
|
||||
options.scenarioInputs?.[
|
||||
PROXIMITY_AGENT_GRANTED_BUFF_ALLY_COUNT_INPUT
|
||||
] ?? 0,
|
||||
),
|
||||
},
|
||||
});
|
||||
events.push({
|
||||
@@ -1211,25 +854,27 @@ function skillCalculationBindings(catalog: Catalog): SkillAttributeBinding[] {
|
||||
'cooldown_recovery',
|
||||
'duration',
|
||||
]);
|
||||
return (catalog.calculation.skillProfiles ?? []).flatMap((profile: any) => {
|
||||
const stage =
|
||||
profile.stage_key === 'engineering'
|
||||
? 'skill_damage'
|
||||
: String(profile.stage_key);
|
||||
return supportedStages.has(stage)
|
||||
? [
|
||||
{
|
||||
attributeId: String(profile.stat_attribute_id),
|
||||
stage: stage as SkillAttributeBinding['stage'],
|
||||
operator:
|
||||
profile.operator === 'multiply'
|
||||
? ('multiply' as const)
|
||||
: ('add' as const),
|
||||
weight: Number(profile.weight ?? 1),
|
||||
},
|
||||
]
|
||||
: [];
|
||||
});
|
||||
return (calculationCatalog(catalog).skillProfiles ?? []).flatMap(
|
||||
(profile: any) => {
|
||||
const stage =
|
||||
profile.stage_key === 'engineering'
|
||||
? 'skill_damage'
|
||||
: String(profile.stage_key);
|
||||
return supportedStages.has(stage)
|
||||
? [
|
||||
{
|
||||
attributeId: String(profile.stat_attribute_id),
|
||||
stage: stage as SkillAttributeBinding['stage'],
|
||||
operator:
|
||||
profile.operator === 'multiply'
|
||||
? ('multiply' as const)
|
||||
: ('add' as const),
|
||||
weight: Number(profile.weight ?? 1),
|
||||
},
|
||||
]
|
||||
: [];
|
||||
},
|
||||
);
|
||||
}
|
||||
|
||||
function loadoutSkillAbilities(
|
||||
@@ -1348,7 +993,7 @@ function loadoutSkillDeploymentEvents(
|
||||
Math.max(1, Number(draft.combatProfile.encounterSeconds)),
|
||||
{
|
||||
revisionId: String(
|
||||
catalog.calculation.revision?.id ?? 'mechanic-timeline',
|
||||
calculationCatalog(catalog).revision?.id ?? 'mechanic-timeline',
|
||||
),
|
||||
bindings,
|
||||
},
|
||||
@@ -1539,9 +1184,9 @@ export function evaluateLoadoutCombat(
|
||||
);
|
||||
const required = (weaponIndex: number) => {
|
||||
const missing: string[] = [];
|
||||
if (!catalog.calculation.revision)
|
||||
if (!calculationCatalog(catalog).revision)
|
||||
missing.push('An active ISAC calculation revision');
|
||||
else if (!catalog.calculation.profiles.length)
|
||||
else if (!calculationCatalog(catalog).profiles.length)
|
||||
missing.push('Published attribute calculation profiles');
|
||||
if (!draft.weapons[weaponIndex].itemId)
|
||||
missing.push(`${weaponIndex ? 'Secondary' : 'Primary'} weapon`);
|
||||
@@ -1570,8 +1215,8 @@ export function evaluateLoadoutCombat(
|
||||
weaponLabel: weaponIndex ? 'SECONDARY WEAPON' : 'PRIMARY WEAPON',
|
||||
status: 'insufficient',
|
||||
missing,
|
||||
revisionLabel: catalog.calculation.revision
|
||||
? `RULES R${catalog.calculation.revision.version}`
|
||||
revisionLabel: calculationCatalog(catalog).revision
|
||||
? `RULES R${calculationCatalog(catalog).revision.version}`
|
||||
: undefined,
|
||||
};
|
||||
}
|
||||
@@ -1660,8 +1305,8 @@ export function evaluateLoadoutCombat(
|
||||
directDamageTotal += outcome.appliedValue;
|
||||
}
|
||||
}
|
||||
const calculationStages = catalog.calculation.stages
|
||||
.map((stage) => calculationStage(catalog, String(stage.stage_key)))
|
||||
const calculationStages = calculationCatalog(catalog)
|
||||
.stages.map((stage) => calculationStage(catalog, String(stage.stage_key)))
|
||||
.filter((stage): stage is CalculationStage => stage !== null);
|
||||
const result = calculateCombat({
|
||||
weapon: {
|
||||
@@ -1693,7 +1338,7 @@ export function evaluateLoadoutCombat(
|
||||
? `Calculation profile for ${attribute(catalog, item.slice(8))?.name ?? item.slice(8)}`
|
||||
: item.replaceAll('.', ' '),
|
||||
),
|
||||
revisionLabel: `RULES R${catalog.calculation.revision.version}`,
|
||||
revisionLabel: `RULES R${calculationCatalog(catalog).revision.version}`,
|
||||
};
|
||||
}
|
||||
const timeline = buildWeaponMechanicTimeline(
|
||||
@@ -1754,7 +1399,7 @@ export function evaluateLoadoutCombat(
|
||||
mode: source.state.mode,
|
||||
...mechanicSummary(source.evaluation),
|
||||
})),
|
||||
revisionLabel: `RULES R${catalog.calculation.revision.version}`,
|
||||
revisionLabel: `RULES R${calculationCatalog(catalog).revision.version}`,
|
||||
};
|
||||
});
|
||||
}
|
||||
@@ -1764,7 +1409,7 @@ export function evaluateLoadoutSkillCombat(
|
||||
catalog: Catalog,
|
||||
summary = summarizeLoadout(draft, catalog),
|
||||
): SkillCalculation {
|
||||
const revisionId = String(catalog.calculation.revision?.id ?? '');
|
||||
const revisionId = String(calculationCatalog(catalog).revision?.id ?? '');
|
||||
const bindings = skillCalculationBindings(catalog);
|
||||
const boundIds = new Set(bindings.map((binding) => binding.attributeId));
|
||||
const attributes = Object.fromEntries(
|
||||
|
||||
@@ -0,0 +1,686 @@
|
||||
import { describe, expect, it } from 'vitest';
|
||||
import { createDraft } from './loadout.js';
|
||||
import { summarizeLoadout, type LoadoutCatalog } from './loadout-summary.js';
|
||||
|
||||
const attribute = (
|
||||
id: string,
|
||||
name: string,
|
||||
options: {
|
||||
unit?: string;
|
||||
calculationType?: string;
|
||||
cap?: number | null;
|
||||
} = {},
|
||||
) => ({
|
||||
id,
|
||||
name,
|
||||
category: 'Combat',
|
||||
unit: options.unit ?? '',
|
||||
calculation_type: options.calculationType ?? 'Additive',
|
||||
cap_value: options.cap ?? null,
|
||||
});
|
||||
|
||||
const catalog = (overrides: Partial<LoadoutCatalog> = {}): LoadoutCatalog => ({
|
||||
attributes: [],
|
||||
gear: [],
|
||||
gearAugments: [],
|
||||
brands: [],
|
||||
weapons: [],
|
||||
talents: [],
|
||||
chipSets: [],
|
||||
protocols: [],
|
||||
specializations: [],
|
||||
...overrides,
|
||||
});
|
||||
|
||||
const stat = (summary: ReturnType<typeof summarizeLoadout>, id: string) =>
|
||||
summary.stats.find((entry) => entry.id === id);
|
||||
|
||||
describe('summarizeLoadout', () => {
|
||||
it('returns an empty deterministic summary for a partial draft', () => {
|
||||
expect(summarizeLoadout(createDraft(), catalog())).toEqual({
|
||||
stats: [],
|
||||
abilityStats: [],
|
||||
activeBonuses: [],
|
||||
equippedTalents: [],
|
||||
});
|
||||
});
|
||||
|
||||
it('ignores saved rolls that do not reference a known Attribute', () => {
|
||||
const draft = createDraft();
|
||||
draft.weapons[0].itemId = 'weapon';
|
||||
draft.weapons[0].rolls[0] = { statId: 'unknown', value: 999 };
|
||||
|
||||
const summary = summarizeLoadout(
|
||||
draft,
|
||||
catalog({
|
||||
weapons: [
|
||||
{
|
||||
id: 'weapon',
|
||||
name: 'Test Weapon',
|
||||
exotic_talent_id: null,
|
||||
baseBonuses: [],
|
||||
},
|
||||
],
|
||||
}),
|
||||
);
|
||||
|
||||
expect(summary.stats).toEqual([]);
|
||||
});
|
||||
|
||||
it('combines additive and multiplicative Attributes, applies caps, and counts distinct sources', () => {
|
||||
const draft = createDraft();
|
||||
draft.weapons[0].itemId = 'weapon';
|
||||
draft.weapons[0].rolls = [
|
||||
{ statId: 'additive', value: 5 },
|
||||
{ statId: 'multiplicative', value: 20 },
|
||||
];
|
||||
|
||||
const summary = summarizeLoadout(
|
||||
draft,
|
||||
catalog({
|
||||
attributes: [
|
||||
attribute('additive', 'Additive'),
|
||||
attribute('multiplicative', 'Multiplicative', {
|
||||
unit: '%',
|
||||
calculationType: 'Multiplicative',
|
||||
}),
|
||||
attribute('capped', 'Capped', { cap: 25 }),
|
||||
],
|
||||
weapons: [
|
||||
{
|
||||
id: 'weapon',
|
||||
name: 'Test Weapon',
|
||||
exotic_talent_id: null,
|
||||
baseBonuses: [
|
||||
{ stat_attribute_id: 'additive', value: 10 },
|
||||
{ stat_attribute_id: 'multiplicative', value: 10 },
|
||||
{ stat_attribute_id: 'capped', value: 30 },
|
||||
],
|
||||
},
|
||||
],
|
||||
}),
|
||||
);
|
||||
|
||||
expect(stat(summary, 'additive')).toEqual({
|
||||
id: 'additive',
|
||||
value: 15,
|
||||
sourceCount: 2,
|
||||
});
|
||||
expect(stat(summary, 'multiplicative')?.value).toBeCloseTo(32);
|
||||
expect(stat(summary, 'multiplicative')?.sourceCount).toBe(2);
|
||||
expect(stat(summary, 'capped')).toEqual({
|
||||
id: 'capped',
|
||||
value: 25,
|
||||
sourceCount: 1,
|
||||
});
|
||||
});
|
||||
|
||||
it('activates every earned set bonus and records it as a stat source', () => {
|
||||
const draft = createDraft();
|
||||
for (const slot of ['Holster', 'Gloves'] as const) {
|
||||
draft.gear[slot].itemId = `${slot}-gear`;
|
||||
draft.gear[slot].brandId = 'brand';
|
||||
}
|
||||
|
||||
const summary = summarizeLoadout(
|
||||
draft,
|
||||
catalog({
|
||||
attributes: [attribute('set-stat', 'Set Stat', { unit: '%' })],
|
||||
gear: [
|
||||
{ id: 'Holster-gear', tier: 0, base_armor_min: null },
|
||||
{ id: 'Gloves-gear', tier: 0, base_armor_min: null },
|
||||
],
|
||||
brands: [
|
||||
{
|
||||
id: 'brand',
|
||||
name: 'Determinist',
|
||||
effects: [
|
||||
{
|
||||
pieces_required: 1,
|
||||
stat_attribute_id: 'set-stat',
|
||||
value: 5,
|
||||
},
|
||||
{
|
||||
pieces_required: 2,
|
||||
stat_attribute_id: 'set-stat',
|
||||
value: 10,
|
||||
},
|
||||
],
|
||||
},
|
||||
],
|
||||
}),
|
||||
);
|
||||
|
||||
expect(stat(summary, 'set-stat')).toEqual({
|
||||
id: 'set-stat',
|
||||
value: 15,
|
||||
sourceCount: 2,
|
||||
});
|
||||
expect(summary.activeBonuses).toEqual([
|
||||
expect.objectContaining({ pieces: 1, count: 2, value: 5 }),
|
||||
expect.objectContaining({ pieces: 2, count: 2, value: 10 }),
|
||||
]);
|
||||
});
|
||||
|
||||
it('interpolates Skill Chip bonuses and Talent descriptions from High-end count', () => {
|
||||
const draft = createDraft();
|
||||
for (let index = 0; index < 3; index += 1) {
|
||||
draft.chips[index].setId = 'chip-set';
|
||||
draft.chips[index].quality = index === 0 ? 'High-end' : 'Superior';
|
||||
}
|
||||
|
||||
const summary = summarizeLoadout(
|
||||
draft,
|
||||
catalog({
|
||||
attributes: [attribute('skill-damage', 'Skill Damage', { unit: '%' })],
|
||||
chipSets: [
|
||||
{
|
||||
id: 'chip-set',
|
||||
name: 'Signal',
|
||||
specialization_ability_id: 'ability',
|
||||
twoPiece: {
|
||||
stat_attribute_id: 'skill-damage',
|
||||
min_value: 10,
|
||||
max_value: 40,
|
||||
},
|
||||
talent: {
|
||||
name: 'Signal Talent',
|
||||
description_template: 'Gain {1} Skill Damage.',
|
||||
effects: [
|
||||
{
|
||||
stat_attribute_id: 'skill-damage',
|
||||
min_value: 15,
|
||||
max_value: 45,
|
||||
},
|
||||
],
|
||||
rule: null,
|
||||
},
|
||||
},
|
||||
],
|
||||
}),
|
||||
);
|
||||
|
||||
expect(stat(summary, 'skill-damage')).toEqual({
|
||||
id: 'skill-damage',
|
||||
value: 20,
|
||||
sourceCount: 1,
|
||||
});
|
||||
expect(summary.equippedTalents).toEqual([
|
||||
expect.objectContaining({
|
||||
key: 'chips:chip-set:ability',
|
||||
tier: 1,
|
||||
abilityId: 'ability',
|
||||
description: 'Gain 25% Skill Damage.',
|
||||
}),
|
||||
]);
|
||||
});
|
||||
|
||||
it('keeps Skill Chip primaries ability-scoped while adding secondaries to Agent stats', () => {
|
||||
const draft = createDraft();
|
||||
draft.specialization.focusId = 'focus-1';
|
||||
draft.chips[0] = {
|
||||
setId: 'chip-set',
|
||||
quality: 'Superior',
|
||||
primary: { statId: 'skill-duration', value: 12 },
|
||||
secondary: [
|
||||
{ statId: 'agent-stat', value: 4 },
|
||||
{ statId: 'other-secondary', value: 6 },
|
||||
],
|
||||
};
|
||||
|
||||
const summary = summarizeLoadout(
|
||||
draft,
|
||||
catalog({
|
||||
attributes: [
|
||||
attribute('skill-duration', 'Skill Duration', { unit: '%' }),
|
||||
attribute('agent-stat', 'Agent Stat', { unit: '%' }),
|
||||
attribute('other-secondary', 'Other Secondary', { unit: '%' }),
|
||||
],
|
||||
chipSets: [
|
||||
{
|
||||
id: 'chip-set',
|
||||
name: 'Signal',
|
||||
specialization_ability_id: 'ability-2',
|
||||
compatibleAbilityIds: ['ability-2', 'ability-1'],
|
||||
twoPiece: null,
|
||||
talent: null,
|
||||
},
|
||||
],
|
||||
specializations: [
|
||||
{
|
||||
id: 'specialization-1',
|
||||
focuses: [
|
||||
{
|
||||
id: 'focus-1',
|
||||
abilities: [{ id: 'ability-1' }],
|
||||
nodes: [],
|
||||
},
|
||||
],
|
||||
},
|
||||
],
|
||||
}),
|
||||
);
|
||||
|
||||
expect(stat(summary, 'skill-duration')).toBeUndefined();
|
||||
expect(stat(summary, 'agent-stat')?.value).toBe(4);
|
||||
expect(stat(summary, 'other-secondary')?.value).toBe(6);
|
||||
expect(summary.abilityStats).toEqual([
|
||||
{
|
||||
abilityId: 'ability-1',
|
||||
stats: [
|
||||
{
|
||||
id: 'skill-duration',
|
||||
value: 12,
|
||||
sourceCount: 1,
|
||||
sources: [
|
||||
{
|
||||
source: 'Skill Chip 1 primary',
|
||||
chipIndex: 0,
|
||||
chipSetId: 'chip-set',
|
||||
value: 12,
|
||||
},
|
||||
],
|
||||
},
|
||||
],
|
||||
},
|
||||
]);
|
||||
});
|
||||
|
||||
it('ignores a shared Skill Chip after its ability link is removed', () => {
|
||||
const draft = createDraft();
|
||||
draft.specialization.focusId = 'focus-1';
|
||||
draft.chips[0] = {
|
||||
setId: 'chip-set',
|
||||
quality: 'Standard',
|
||||
primary: { statId: 'skill-duration', value: 12 },
|
||||
secondary: [],
|
||||
};
|
||||
|
||||
const summary = summarizeLoadout(
|
||||
draft,
|
||||
catalog({
|
||||
attributes: [
|
||||
attribute('skill-duration', 'Skill Duration', { unit: '%' }),
|
||||
],
|
||||
chipSets: [
|
||||
{
|
||||
id: 'chip-set',
|
||||
name: 'Signal',
|
||||
specialization_ability_id: 'ability-2',
|
||||
compatibleAbilityIds: ['ability-2'],
|
||||
twoPiece: null,
|
||||
talent: null,
|
||||
},
|
||||
],
|
||||
specializations: [
|
||||
{
|
||||
id: 'specialization-1',
|
||||
focuses: [
|
||||
{
|
||||
id: 'focus-1',
|
||||
abilities: [{ id: 'ability-1' }],
|
||||
nodes: [],
|
||||
},
|
||||
],
|
||||
},
|
||||
],
|
||||
}),
|
||||
);
|
||||
|
||||
expect(summary.abilityStats).toEqual([]);
|
||||
});
|
||||
|
||||
it.each([
|
||||
[0, 10],
|
||||
[1, 20],
|
||||
[2, 30],
|
||||
[3, 40],
|
||||
])(
|
||||
'scales a three-chip 2-piece bonus with %i High-end chips',
|
||||
(highEndCount, expectedValue) => {
|
||||
const draft = createDraft();
|
||||
for (let index = 0; index < 3; index += 1) {
|
||||
draft.chips[index].setId = 'chip-set';
|
||||
draft.chips[index].quality =
|
||||
index < highEndCount ? 'High-end' : 'Standard';
|
||||
}
|
||||
|
||||
const summary = summarizeLoadout(
|
||||
draft,
|
||||
catalog({
|
||||
attributes: [
|
||||
attribute('skill-damage', 'Skill Damage', { unit: '%' }),
|
||||
],
|
||||
chipSets: [
|
||||
{
|
||||
id: 'chip-set',
|
||||
name: 'Signal',
|
||||
specialization_ability_id: 'ability',
|
||||
twoPiece: {
|
||||
stat_attribute_id: 'skill-damage',
|
||||
min_value: 10,
|
||||
max_value: 40,
|
||||
},
|
||||
talent: null,
|
||||
},
|
||||
],
|
||||
}),
|
||||
);
|
||||
|
||||
expect(stat(summary, 'skill-damage')?.value).toBe(expectedValue);
|
||||
expect(summary.activeBonuses[0]).toMatchObject({
|
||||
count: 3,
|
||||
value: expectedValue,
|
||||
});
|
||||
},
|
||||
);
|
||||
|
||||
it('scales Protocol primary stats and Talent descriptions independently', () => {
|
||||
const draft = createDraft();
|
||||
draft.protocol = { itemId: 'protocol', level: 50, talentUpgrades: 5 };
|
||||
|
||||
const summary = summarizeLoadout(
|
||||
draft,
|
||||
catalog({
|
||||
attributes: [
|
||||
attribute('health', 'Health'),
|
||||
attribute('healing', 'Healing', { unit: '%' }),
|
||||
],
|
||||
protocols: [
|
||||
{
|
||||
id: 'protocol',
|
||||
name: 'Survival',
|
||||
primaryEffect: {
|
||||
stat_attribute_id: 'health',
|
||||
base_value: 100,
|
||||
},
|
||||
secondaryEffects: [{ stat_attribute_id: 'healing', value: 5 }],
|
||||
talent: {
|
||||
name: 'Recovery',
|
||||
description_template: 'Restore {1}.',
|
||||
effects: [{ stat_attribute_id: 'healing', base_value: 2.5 }],
|
||||
rule: null,
|
||||
},
|
||||
},
|
||||
],
|
||||
}),
|
||||
);
|
||||
|
||||
expect(stat(summary, 'health')?.value).toBe(200);
|
||||
expect(stat(summary, 'healing')?.value).toBe(5);
|
||||
expect(summary.equippedTalents[0]).toMatchObject({
|
||||
key: 'protocol:protocol',
|
||||
tier: 5,
|
||||
description: 'Restore 5%.',
|
||||
});
|
||||
});
|
||||
|
||||
it('applies static specialization rank effects but excludes combat mechanic outcomes', () => {
|
||||
const draft = createDraft();
|
||||
draft.specialization.focusId = 'focus';
|
||||
draft.specialization.nodeRanks.node = 2;
|
||||
|
||||
const summary = summarizeLoadout(
|
||||
draft,
|
||||
catalog({
|
||||
attributes: [
|
||||
attribute('static', 'Static'),
|
||||
attribute('mechanic', 'Mechanic'),
|
||||
],
|
||||
specializations: [
|
||||
{
|
||||
id: 'specialization',
|
||||
focuses: [
|
||||
{
|
||||
id: 'focus',
|
||||
nodes: [
|
||||
{
|
||||
id: 'node',
|
||||
name: 'Steady Hand',
|
||||
ranks: [
|
||||
{
|
||||
rank: 2,
|
||||
effects: [
|
||||
{
|
||||
effect_type: 'Attribute',
|
||||
stat_attribute_id: 'static',
|
||||
value: 12,
|
||||
},
|
||||
],
|
||||
combatEffects: [
|
||||
{
|
||||
rule: {
|
||||
clauses: [
|
||||
{
|
||||
outcomes: [
|
||||
{
|
||||
kind: 'attribute_modifier',
|
||||
attributeId: 'mechanic',
|
||||
value: 99,
|
||||
},
|
||||
],
|
||||
},
|
||||
],
|
||||
},
|
||||
},
|
||||
],
|
||||
},
|
||||
],
|
||||
},
|
||||
],
|
||||
},
|
||||
],
|
||||
},
|
||||
],
|
||||
}),
|
||||
);
|
||||
|
||||
expect(stat(summary, 'static')).toEqual({
|
||||
id: 'static',
|
||||
value: 12,
|
||||
sourceCount: 1,
|
||||
});
|
||||
expect(stat(summary, 'mechanic')).toBeUndefined();
|
||||
});
|
||||
|
||||
it('uses a gear Talent tier independently from the gear tier', () => {
|
||||
const draft = createDraft();
|
||||
draft.gear.Holster.itemId = 'gear';
|
||||
draft.gear.Holster.talentId = 'talent';
|
||||
Object.assign(draft.gear.Holster, { talentTier: 2 });
|
||||
|
||||
const summary = summarizeLoadout(
|
||||
draft,
|
||||
catalog({
|
||||
attributes: [attribute('bonus', 'Bonus', { unit: '%' })],
|
||||
gear: [{ id: 'gear', tier: 0, base_armor_min: null }],
|
||||
talents: [
|
||||
{
|
||||
id: 'talent',
|
||||
name: 'Reinforced',
|
||||
template: 'Gain {1}.',
|
||||
tiers: [
|
||||
{
|
||||
tier: 'I',
|
||||
effects: [{ stat_attribute_id: 'bonus', value: 10 }],
|
||||
},
|
||||
{
|
||||
tier: 'II',
|
||||
effects: [{ stat_attribute_id: 'bonus', value: 20 }],
|
||||
},
|
||||
],
|
||||
},
|
||||
],
|
||||
}),
|
||||
);
|
||||
|
||||
expect(summary.equippedTalents).toEqual([
|
||||
expect.objectContaining({
|
||||
id: 'talent',
|
||||
tier: 2,
|
||||
tierLabel: 'TIER II',
|
||||
description: 'Gain 20%.',
|
||||
}),
|
||||
]);
|
||||
});
|
||||
|
||||
it('uses each weapon Talent tier independently without applying mechanic outcomes to stats', () => {
|
||||
const draft = createDraft();
|
||||
draft.weapons[0].itemId = 'weapon';
|
||||
draft.weapons[0].tier = 2;
|
||||
draft.weapons[0].talent1Id = 'talent-one';
|
||||
draft.weapons[0].talent2Id = 'talent-two';
|
||||
Object.assign(draft.weapons[0], {
|
||||
talent1Tier: 1,
|
||||
talent2Tier: 2,
|
||||
exoticTalentTier: 1,
|
||||
});
|
||||
|
||||
const rule = {
|
||||
clauses: [
|
||||
{
|
||||
outcomes: [
|
||||
{
|
||||
kind: 'attribute_modifier',
|
||||
attributeId: 'talent-stat',
|
||||
value: 100,
|
||||
},
|
||||
],
|
||||
},
|
||||
],
|
||||
};
|
||||
const summary = summarizeLoadout(
|
||||
draft,
|
||||
catalog({
|
||||
attributes: [
|
||||
attribute('talent-stat', 'Talent Stat', { unit: '%' }),
|
||||
attribute('shots', 'Shots', { unit: 'Shots' }),
|
||||
],
|
||||
weapons: [
|
||||
{
|
||||
id: 'weapon',
|
||||
name: 'Test Weapon',
|
||||
exotic_talent_id: 'exotic-talent',
|
||||
baseBonuses: [],
|
||||
},
|
||||
],
|
||||
talents: [
|
||||
{
|
||||
id: 'talent-one',
|
||||
name: 'Measured',
|
||||
template: 'Gain {1} for {2}.',
|
||||
tiers: [
|
||||
{
|
||||
tier: 'I',
|
||||
effects: [
|
||||
{ stat_attribute_id: 'talent-stat', value: 10 },
|
||||
{ stat_attribute_id: 'shots', value: 2 },
|
||||
],
|
||||
},
|
||||
{
|
||||
tier: 'II',
|
||||
effects: [
|
||||
{ stat_attribute_id: 'talent-stat', value: 20 },
|
||||
{ stat_attribute_id: 'shots', value: 3 },
|
||||
],
|
||||
},
|
||||
],
|
||||
rule,
|
||||
},
|
||||
{
|
||||
id: 'talent-two',
|
||||
name: 'Calibrated',
|
||||
template: 'Gain {1}.',
|
||||
tiers: [
|
||||
{
|
||||
tier: 'I',
|
||||
effects: [{ stat_attribute_id: 'talent-stat', value: 30 }],
|
||||
},
|
||||
{
|
||||
tier: 'II',
|
||||
effects: [{ stat_attribute_id: 'talent-stat', value: 40 }],
|
||||
},
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'exotic-talent',
|
||||
name: 'Exotic Talent',
|
||||
template: 'Gain {1}.',
|
||||
tiers: [
|
||||
{
|
||||
tier: 'I',
|
||||
effects: [{ stat_attribute_id: 'talent-stat', value: 50 }],
|
||||
},
|
||||
{
|
||||
tier: 'II',
|
||||
effects: [{ stat_attribute_id: 'talent-stat', value: 60 }],
|
||||
},
|
||||
],
|
||||
},
|
||||
],
|
||||
}),
|
||||
);
|
||||
|
||||
expect(summary.equippedTalents).toEqual([
|
||||
expect.objectContaining({
|
||||
id: 'talent-one',
|
||||
tier: 1,
|
||||
tierLabel: 'TIER I',
|
||||
description: 'Gain 10% for 2 Shots.',
|
||||
rule,
|
||||
}),
|
||||
expect.objectContaining({
|
||||
id: 'talent-two',
|
||||
tier: 2,
|
||||
tierLabel: 'TIER II',
|
||||
description: 'Gain 40%.',
|
||||
}),
|
||||
expect.objectContaining({
|
||||
id: 'exotic-talent',
|
||||
tier: 1,
|
||||
tierLabel: 'TIER I',
|
||||
description: 'Gain 50%.',
|
||||
}),
|
||||
]);
|
||||
expect(stat(summary, 'talent-stat')).toBeUndefined();
|
||||
});
|
||||
|
||||
it('uses the authored tier description when a Talent has no template row', () => {
|
||||
const draft = createDraft();
|
||||
draft.weapons[0].itemId = 'weapon';
|
||||
draft.weapons[0].talent1Id = 'talent';
|
||||
|
||||
const summary = summarizeLoadout(
|
||||
draft,
|
||||
catalog({
|
||||
attributes: [attribute('bonus', 'Bonus', { unit: '%' })],
|
||||
weapons: [
|
||||
{
|
||||
id: 'weapon',
|
||||
name: 'Test Weapon',
|
||||
exotic_talent_id: null,
|
||||
baseBonuses: [],
|
||||
},
|
||||
],
|
||||
talents: [
|
||||
{
|
||||
id: 'talent',
|
||||
name: 'Measured',
|
||||
template: '',
|
||||
tiers: [
|
||||
{
|
||||
tier: 'I',
|
||||
description: 'Gain {1} while active.',
|
||||
effects: [{ stat_attribute_id: 'bonus', value: 10 }],
|
||||
},
|
||||
],
|
||||
},
|
||||
],
|
||||
}),
|
||||
);
|
||||
|
||||
expect(summary.equippedTalents[0]?.description).toBe(
|
||||
'Gain 10% while active.',
|
||||
);
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,551 @@
|
||||
import {
|
||||
gearSlots,
|
||||
scaled,
|
||||
type LoadoutDraft,
|
||||
type TalentTier,
|
||||
} from '$lib/builder/loadout';
|
||||
|
||||
export type LoadoutCatalog = {
|
||||
attributes: any[];
|
||||
gear: any[];
|
||||
gearAugments: any[];
|
||||
brands: any[];
|
||||
weapons: any[];
|
||||
talents: any[];
|
||||
skillChipProfile?: {
|
||||
primaryOptions: any[];
|
||||
secondaryOptions: any[];
|
||||
};
|
||||
chipSets: any[];
|
||||
protocols: any[];
|
||||
specializations: any[];
|
||||
};
|
||||
|
||||
export type LoadoutSummary = {
|
||||
stats: Array<{ id: string; value: number; sourceCount: number }>;
|
||||
abilityStats: Array<{
|
||||
abilityId: string;
|
||||
stats: Array<{
|
||||
id: string;
|
||||
value: number;
|
||||
sourceCount: number;
|
||||
sources: Array<{
|
||||
source: string;
|
||||
chipIndex: number;
|
||||
chipSetId: string;
|
||||
value: number;
|
||||
}>;
|
||||
}>;
|
||||
}>;
|
||||
activeBonuses: any[];
|
||||
equippedTalents: any[];
|
||||
};
|
||||
|
||||
const coreKeys = ['firepower', 'toughness', 'engineering'] as const;
|
||||
|
||||
export function selectedFocus(draft: LoadoutDraft, catalog: LoadoutCatalog) {
|
||||
return catalog.specializations
|
||||
.flatMap((specialization) =>
|
||||
specialization.focuses.map((focus: any) => ({
|
||||
...focus,
|
||||
specialization,
|
||||
})),
|
||||
)
|
||||
.find((focus: any) => focus.id === draft.specialization.focusId);
|
||||
}
|
||||
|
||||
export function selectedNodeRanks(
|
||||
draft: LoadoutDraft,
|
||||
catalog: LoadoutCatalog,
|
||||
) {
|
||||
const focus = selectedFocus(draft, catalog);
|
||||
return (
|
||||
focus?.nodes.flatMap((node: any) => {
|
||||
const selectedRank = Number(draft.specialization.nodeRanks[node.id] ?? 0);
|
||||
return selectedRank
|
||||
? [
|
||||
{
|
||||
node,
|
||||
rank: node.ranks.find(
|
||||
(entry: any) => Number(entry.rank) === selectedRank,
|
||||
),
|
||||
},
|
||||
]
|
||||
: [];
|
||||
}) ?? []
|
||||
);
|
||||
}
|
||||
|
||||
export function catalogAttribute(catalog: LoadoutCatalog, id: string) {
|
||||
return catalog.attributes.find((item) => item.id === id);
|
||||
}
|
||||
|
||||
export function applyAttributeValue(
|
||||
catalog: LoadoutCatalog,
|
||||
current: number,
|
||||
statId: string,
|
||||
incoming: number,
|
||||
) {
|
||||
const stat = catalogAttribute(catalog, statId);
|
||||
const combined =
|
||||
stat?.calculation_type === 'Multiplicative' && stat?.unit === '%'
|
||||
? ((1 + current / 100) * (1 + incoming / 100) - 1) * 100
|
||||
: current + incoming;
|
||||
return stat?.cap_value === null || stat?.cap_value === undefined
|
||||
? combined
|
||||
: Math.min(combined, Number(stat.cap_value));
|
||||
}
|
||||
|
||||
function unitValue(catalog: LoadoutCatalog, value: unknown, statId: string) {
|
||||
const numeric = Number(value);
|
||||
const rendered = Number.isInteger(numeric)
|
||||
? String(numeric)
|
||||
: numeric.toFixed(2).replace(/\.?0+$/, '');
|
||||
const unit = catalogAttribute(catalog, statId)?.unit ?? '';
|
||||
return unit === 'Shots' ? `${rendered} ${unit}` : `${rendered}${unit}`;
|
||||
}
|
||||
|
||||
function talentTier(
|
||||
catalog: LoadoutCatalog,
|
||||
talentId: string,
|
||||
tier: TalentTier,
|
||||
) {
|
||||
const item = catalog.talents.find((entry) => entry.id === talentId);
|
||||
return item?.tiers.find(
|
||||
(entry: any) => entry.tier === (tier === 2 ? 'II' : 'I'),
|
||||
);
|
||||
}
|
||||
|
||||
function talentDescription(
|
||||
catalog: LoadoutCatalog,
|
||||
talentId: string,
|
||||
tier: TalentTier,
|
||||
) {
|
||||
const item = catalog.talents.find((entry) => entry.id === talentId);
|
||||
const configured = talentTier(catalog, talentId, tier);
|
||||
if (!item || !configured) return '';
|
||||
const template = String(item.template || configured.description || item.name);
|
||||
return template.replace(/\{(\d+)\}/g, (placeholder, raw) => {
|
||||
const effect = configured.effects[Number(raw) - 1];
|
||||
return effect
|
||||
? unitValue(catalog, effect.value, effect.stat_attribute_id)
|
||||
: placeholder;
|
||||
});
|
||||
}
|
||||
|
||||
export function summarizeLoadout(
|
||||
draft: LoadoutDraft,
|
||||
catalog: LoadoutCatalog,
|
||||
): LoadoutSummary {
|
||||
const values = new Map<string, number>();
|
||||
const sources = new Map<string, Set<string>>();
|
||||
const add = (statId: string, value: unknown, source: string) => {
|
||||
if (
|
||||
!statId ||
|
||||
!catalogAttribute(catalog, statId) ||
|
||||
!Number.isFinite(Number(value))
|
||||
)
|
||||
return;
|
||||
values.set(
|
||||
statId,
|
||||
applyAttributeValue(
|
||||
catalog,
|
||||
values.get(statId) ?? 0,
|
||||
statId,
|
||||
Number(value),
|
||||
),
|
||||
);
|
||||
if (!sources.has(statId)) sources.set(statId, new Set());
|
||||
sources.get(statId)!.add(source);
|
||||
};
|
||||
const byName = (name: string) =>
|
||||
catalog.attributes.find(
|
||||
(item) => item.name.toLocaleLowerCase() === name.toLocaleLowerCase(),
|
||||
)?.id ?? '';
|
||||
const brandCounts = new Map<string, number>();
|
||||
const activeBonuses: any[] = [];
|
||||
const equippedTalents: any[] = [];
|
||||
const abilityValues = new Map<string, Map<string, number>>();
|
||||
const abilitySources = new Map<
|
||||
string,
|
||||
Map<
|
||||
string,
|
||||
Array<{
|
||||
source: string;
|
||||
chipIndex: number;
|
||||
chipSetId: string;
|
||||
value: number;
|
||||
}>
|
||||
>
|
||||
>();
|
||||
const addAbilityStat = (
|
||||
abilityId: string,
|
||||
statId: string,
|
||||
value: unknown,
|
||||
chipIndex: number,
|
||||
chipSetId: string,
|
||||
) => {
|
||||
if (
|
||||
!abilityId ||
|
||||
!statId ||
|
||||
!catalogAttribute(catalog, statId) ||
|
||||
!Number.isFinite(Number(value))
|
||||
)
|
||||
return;
|
||||
if (!abilityValues.has(abilityId)) abilityValues.set(abilityId, new Map());
|
||||
const valuesForAbility = abilityValues.get(abilityId)!;
|
||||
valuesForAbility.set(
|
||||
statId,
|
||||
applyAttributeValue(
|
||||
catalog,
|
||||
valuesForAbility.get(statId) ?? 0,
|
||||
statId,
|
||||
Number(value),
|
||||
),
|
||||
);
|
||||
if (!abilitySources.has(abilityId))
|
||||
abilitySources.set(abilityId, new Map());
|
||||
const sourcesForAbility = abilitySources.get(abilityId)!;
|
||||
if (!sourcesForAbility.has(statId)) sourcesForAbility.set(statId, []);
|
||||
sourcesForAbility.get(statId)!.push({
|
||||
source: `Skill Chip ${chipIndex + 1} primary`,
|
||||
chipIndex,
|
||||
chipSetId,
|
||||
value: Number(value),
|
||||
});
|
||||
};
|
||||
|
||||
for (const slot of gearSlots) {
|
||||
const selection = draft.gear[slot];
|
||||
const item = catalog.gear.find((entry) => entry.id === selection.itemId);
|
||||
if (!item) continue;
|
||||
const enabledAugments = catalog.gearAugments.filter(
|
||||
(entry) =>
|
||||
entry.gear_slot === slot &&
|
||||
selection.augmentSlots.includes(Number(entry.augment_slot)),
|
||||
);
|
||||
const basePercentage = enabledAugments
|
||||
.filter((entry) => entry.effect_type === 'Base Percentage')
|
||||
.reduce((total, entry) => total + Number(entry.value), 0);
|
||||
add(
|
||||
byName('Health'),
|
||||
selection.health * (1 + basePercentage / 100),
|
||||
`${slot} base`,
|
||||
);
|
||||
if (item.base_armor_min !== null)
|
||||
add(
|
||||
byName('Armor'),
|
||||
selection.armor * (1 + basePercentage / 100),
|
||||
`${slot} base`,
|
||||
);
|
||||
for (const roll of selection.rolls)
|
||||
add(roll.statId, roll.value, `${slot} roll`);
|
||||
for (const key of coreKeys)
|
||||
add(byName(key), selection[key], `${slot} core`);
|
||||
if (selection.brandId)
|
||||
brandCounts.set(
|
||||
selection.brandId,
|
||||
(brandCounts.get(selection.brandId) ?? 0) + 1,
|
||||
);
|
||||
for (const augment of enabledAugments.filter(
|
||||
(entry) => entry.effect_type === 'Custom',
|
||||
)) {
|
||||
add(
|
||||
augment.stat_attribute_id,
|
||||
augment.value,
|
||||
`${slot} augment ${augment.augment_slot}`,
|
||||
);
|
||||
}
|
||||
if (selection.talentId) {
|
||||
equippedTalents.push({
|
||||
key: `gear:${slot}:${selection.talentId}`,
|
||||
id: selection.talentId,
|
||||
rule:
|
||||
catalog.talents.find((entry) => entry.id === selection.talentId)
|
||||
?.rule ?? null,
|
||||
tier: selection.talentTier,
|
||||
tierLabel: selection.talentTier === 2 ? 'TIER II' : 'TIER I',
|
||||
isExotic: false,
|
||||
source: slot,
|
||||
description: talentDescription(
|
||||
catalog,
|
||||
selection.talentId,
|
||||
selection.talentTier,
|
||||
),
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
for (const [brandId, count] of brandCounts) {
|
||||
const set = catalog.brands.find((entry) => entry.id === brandId);
|
||||
for (const effect of set?.effects.filter(
|
||||
(entry: any) => Number(entry.pieces_required) <= count,
|
||||
) ?? []) {
|
||||
add(
|
||||
effect.stat_attribute_id,
|
||||
effect.value,
|
||||
`${set.name} ${effect.pieces_required}-piece`,
|
||||
);
|
||||
activeBonuses.push({
|
||||
name: set.name,
|
||||
pieces: effect.pieces_required,
|
||||
count,
|
||||
statId: effect.stat_attribute_id,
|
||||
value: effect.value,
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
for (let index = 0; index < 2; index += 1) {
|
||||
const selection = draft.weapons[index];
|
||||
const item = catalog.weapons.find((entry) => entry.id === selection.itemId);
|
||||
if (!item) continue;
|
||||
for (const name of ['Firepower', 'Toughness', 'Engineering'] as const) {
|
||||
add(
|
||||
byName(name),
|
||||
selection[name.toLowerCase() as 'firepower'],
|
||||
`${index ? 'Secondary' : 'Primary'} weapon`,
|
||||
);
|
||||
}
|
||||
for (const bonus of item.baseBonuses ?? [])
|
||||
add(bonus.stat_attribute_id, bonus.value, `${item.name} base bonus`);
|
||||
for (const roll of selection.rolls)
|
||||
add(
|
||||
roll.statId,
|
||||
roll.value,
|
||||
`${index ? 'Secondary' : 'Primary'} weapon roll`,
|
||||
);
|
||||
const equippedWeaponTalents = [
|
||||
{
|
||||
id: selection.talent1Id,
|
||||
tier: selection.talent1Tier,
|
||||
isExotic: false,
|
||||
},
|
||||
{
|
||||
id: selection.talent2Id,
|
||||
tier: selection.talent2Tier,
|
||||
isExotic: false,
|
||||
},
|
||||
{
|
||||
id: item.exotic_talent_id,
|
||||
tier: selection.exoticTalentTier,
|
||||
isExotic: true,
|
||||
},
|
||||
].filter((entry) => entry.id);
|
||||
for (const equippedTalent of equippedWeaponTalents) {
|
||||
equippedTalents.push({
|
||||
key: `weapon:${index}:${equippedTalent.id}`,
|
||||
id: equippedTalent.id,
|
||||
rule:
|
||||
catalog.talents.find((entry) => entry.id === equippedTalent.id)
|
||||
?.rule ?? null,
|
||||
tier: equippedTalent.tier,
|
||||
tierLabel: equippedTalent.tier === 2 ? 'TIER II' : 'TIER I',
|
||||
isExotic: equippedTalent.isExotic,
|
||||
source: index ? 'Secondary weapon' : 'Primary weapon',
|
||||
description: talentDescription(
|
||||
catalog,
|
||||
equippedTalent.id,
|
||||
equippedTalent.tier,
|
||||
),
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
const chipGroups = new Map<
|
||||
string,
|
||||
{ count: number; highEnd: number; item: any; abilityId: string }
|
||||
>();
|
||||
const focus = selectedFocus(draft, catalog);
|
||||
const validChipRoll = (
|
||||
kind: 'primaryOptions' | 'secondaryOptions',
|
||||
quality: string,
|
||||
roll: { statId: string; value: number },
|
||||
) => {
|
||||
if (!catalog.skillChipProfile) return true;
|
||||
const range = catalog.skillChipProfile[kind].find(
|
||||
(option) => option.statId === roll.statId,
|
||||
)?.ranges?.[quality];
|
||||
return (
|
||||
range &&
|
||||
roll.value >= Number(range.min) &&
|
||||
roll.value <= Number(range.max)
|
||||
);
|
||||
};
|
||||
for (let index = 0; index < 9; index += 1) {
|
||||
const selection = draft.chips[index];
|
||||
const item = catalog.chipSets.find((entry) => entry.id === selection.setId);
|
||||
if (!item) continue;
|
||||
const slotAbilityId = String(
|
||||
focus?.abilities?.[Math.floor(index / 3)]?.id ?? '',
|
||||
);
|
||||
const compatibleAbilityIds = item.compatibleAbilityIds ?? [
|
||||
String(item.specialization_ability_id ?? ''),
|
||||
];
|
||||
if (slotAbilityId && !compatibleAbilityIds.includes(slotAbilityId))
|
||||
continue;
|
||||
const abilityId =
|
||||
slotAbilityId || String(item.specialization_ability_id ?? '');
|
||||
if (validChipRoll('primaryOptions', selection.quality, selection.primary))
|
||||
addAbilityStat(
|
||||
abilityId,
|
||||
selection.primary.statId,
|
||||
selection.primary.value,
|
||||
index,
|
||||
String(item.id),
|
||||
);
|
||||
for (const roll of selection.secondary)
|
||||
if (validChipRoll('secondaryOptions', selection.quality, roll))
|
||||
add(roll.statId, roll.value, `Skill Chip ${index + 1} secondary`);
|
||||
const groupKey = `${item.id}:${abilityId}`;
|
||||
const group = chipGroups.get(groupKey) ?? {
|
||||
count: 0,
|
||||
highEnd: 0,
|
||||
item,
|
||||
abilityId,
|
||||
};
|
||||
group.count += 1;
|
||||
if (selection.quality === 'High-end') group.highEnd += 1;
|
||||
chipGroups.set(groupKey, group);
|
||||
}
|
||||
for (const group of chipGroups.values()) {
|
||||
if (group.count >= 2 && group.item.twoPiece) {
|
||||
const value = scaled(
|
||||
group.item.twoPiece.min_value,
|
||||
group.item.twoPiece.max_value,
|
||||
group.highEnd,
|
||||
3,
|
||||
);
|
||||
add(
|
||||
group.item.twoPiece.stat_attribute_id,
|
||||
value,
|
||||
`${group.item.name} 2-piece`,
|
||||
);
|
||||
activeBonuses.push({
|
||||
name: group.item.name,
|
||||
pieces: 2,
|
||||
count: group.count,
|
||||
statId: group.item.twoPiece.stat_attribute_id,
|
||||
value,
|
||||
});
|
||||
}
|
||||
if (group.count === 3 && group.item.talent) {
|
||||
equippedTalents.push({
|
||||
key: `chips:${group.item.id}:${group.abilityId}`,
|
||||
id: '',
|
||||
custom: group.item.talent,
|
||||
rule: group.item.talent.rule ?? null,
|
||||
tier: group.highEnd,
|
||||
abilityId: group.abilityId || null,
|
||||
source: '3 Skill Chips',
|
||||
description: group.item.talent.description_template.replace(
|
||||
/\{(\d+)\}/g,
|
||||
(placeholder: string, raw: string) => {
|
||||
const effect = group.item.talent.effects[Number(raw) - 1];
|
||||
return effect
|
||||
? unitValue(
|
||||
catalog,
|
||||
scaled(effect.min_value, effect.max_value, group.highEnd, 3),
|
||||
effect.stat_attribute_id,
|
||||
)
|
||||
: placeholder;
|
||||
},
|
||||
),
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
for (const { node, rank } of selectedNodeRanks(draft, catalog)) {
|
||||
for (const effect of rank?.effects ?? []) {
|
||||
if (effect.effect_type === 'Attribute')
|
||||
add(
|
||||
effect.stat_attribute_id,
|
||||
effect.value,
|
||||
`${node.name} rank ${rank.rank}`,
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
const protocol = catalog.protocols.find(
|
||||
(entry) => entry.id === draft.protocol.itemId,
|
||||
);
|
||||
if (protocol) {
|
||||
if (protocol.primaryEffect) {
|
||||
add(
|
||||
protocol.primaryEffect.stat_attribute_id,
|
||||
Number(protocol.primaryEffect.base_value) *
|
||||
(1 + (draft.protocol.level - 1) / 49),
|
||||
`${protocol.name} primary`,
|
||||
);
|
||||
}
|
||||
for (const effect of protocol.secondaryEffects ?? []) {
|
||||
add(effect.stat_attribute_id, effect.value, `${protocol.name} secondary`);
|
||||
}
|
||||
if (protocol.talent) {
|
||||
equippedTalents.push({
|
||||
key: `protocol:${protocol.id}`,
|
||||
id: '',
|
||||
custom: protocol.talent,
|
||||
rule: protocol.talent.rule ?? null,
|
||||
tier: draft.protocol.talentUpgrades,
|
||||
source: 'OS Protocol',
|
||||
description: protocol.talent.description_template.replace(
|
||||
/\{(\d+)\}/g,
|
||||
(placeholder: string, raw: string) => {
|
||||
const effect = protocol.talent.effects[Number(raw) - 1];
|
||||
return effect
|
||||
? unitValue(
|
||||
catalog,
|
||||
Number(effect.base_value) *
|
||||
(1 + draft.protocol.talentUpgrades / 5),
|
||||
effect.stat_attribute_id,
|
||||
)
|
||||
: placeholder;
|
||||
},
|
||||
),
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
return {
|
||||
stats: [...values]
|
||||
.map(([id, value]) => ({
|
||||
id,
|
||||
value,
|
||||
sourceCount: sources.get(id)?.size ?? 0,
|
||||
}))
|
||||
.sort(
|
||||
(left, right) =>
|
||||
(catalogAttribute(catalog, left.id)?.category ?? '').localeCompare(
|
||||
catalogAttribute(catalog, right.id)?.category ?? '',
|
||||
) ||
|
||||
(catalogAttribute(catalog, left.id)?.name ?? '').localeCompare(
|
||||
catalogAttribute(catalog, right.id)?.name ?? '',
|
||||
),
|
||||
),
|
||||
abilityStats: [...abilityValues].map(([abilityId, abilityStatValues]) => ({
|
||||
abilityId,
|
||||
stats: [...abilityStatValues]
|
||||
.map(([id, value]) => {
|
||||
const statSources = abilitySources.get(abilityId)?.get(id) ?? [];
|
||||
return {
|
||||
id,
|
||||
value,
|
||||
sourceCount: statSources.length,
|
||||
sources: statSources,
|
||||
};
|
||||
})
|
||||
.sort(
|
||||
(left, right) =>
|
||||
(catalogAttribute(catalog, left.id)?.category ?? '').localeCompare(
|
||||
catalogAttribute(catalog, right.id)?.category ?? '',
|
||||
) ||
|
||||
(catalogAttribute(catalog, left.id)?.name ?? '').localeCompare(
|
||||
catalogAttribute(catalog, right.id)?.name ?? '',
|
||||
),
|
||||
),
|
||||
})),
|
||||
activeBonuses,
|
||||
equippedTalents,
|
||||
};
|
||||
}
|
||||
@@ -1,20 +1,91 @@
|
||||
import { describe, expect, it } from 'vitest';
|
||||
import { createDraft, parseLoadoutDraft } from './loadout.js';
|
||||
import {
|
||||
createDraft,
|
||||
migrateLoadoutDraftV5,
|
||||
parseLoadoutDraft,
|
||||
skillChipSecondaryCapacity,
|
||||
type SkillChipQuality,
|
||||
} from './loadout.js';
|
||||
|
||||
const copyDraft = () => structuredClone(createDraft());
|
||||
|
||||
const talentTierFields = [
|
||||
[
|
||||
'gear talentTier',
|
||||
(draft: ReturnType<typeof copyDraft>) =>
|
||||
draft.gear.Holster as unknown as Record<string, unknown>,
|
||||
'talentTier',
|
||||
],
|
||||
[
|
||||
'weapon talent1Tier',
|
||||
(draft: ReturnType<typeof copyDraft>) =>
|
||||
draft.weapons[0] as unknown as Record<string, unknown>,
|
||||
'talent1Tier',
|
||||
],
|
||||
[
|
||||
'weapon talent2Tier',
|
||||
(draft: ReturnType<typeof copyDraft>) =>
|
||||
draft.weapons[0] as unknown as Record<string, unknown>,
|
||||
'talent2Tier',
|
||||
],
|
||||
[
|
||||
'weapon exoticTalentTier',
|
||||
(draft: ReturnType<typeof copyDraft>) =>
|
||||
draft.weapons[0] as unknown as Record<string, unknown>,
|
||||
'exoticTalentTier',
|
||||
],
|
||||
] as const;
|
||||
|
||||
describe('parseLoadoutDraft', () => {
|
||||
it('accepts a current draft and returns an independent clone', () => {
|
||||
const draft = createDraft();
|
||||
const parsed = parseLoadoutDraft(draft);
|
||||
|
||||
expect(parsed).toEqual(draft);
|
||||
expect(parsed?.version).toBe(6);
|
||||
expect(parsed?.chips[0]).toEqual({
|
||||
setId: '',
|
||||
quality: 'Standard',
|
||||
primary: { statId: '', value: 0 },
|
||||
secondary: [],
|
||||
});
|
||||
expect(parsed?.calculationMode).toBe('maximum');
|
||||
expect(parsed).not.toBe(draft);
|
||||
parsed!.gear.Holster.level = 1;
|
||||
expect(draft.gear.Holster.level).toBe(50);
|
||||
});
|
||||
|
||||
it('defaults every equipment Talent tier to Tier I', () => {
|
||||
const draft = createDraft();
|
||||
|
||||
expect(
|
||||
Object.values(draft.gear).map(
|
||||
(selection) =>
|
||||
(selection as unknown as Record<string, unknown>).talentTier,
|
||||
),
|
||||
).toEqual(Array(6).fill(1));
|
||||
expect(
|
||||
draft.weapons.map((selection) => {
|
||||
const weapon = selection as unknown as Record<string, unknown>;
|
||||
return [
|
||||
weapon.talent1Tier,
|
||||
weapon.talent2Tier,
|
||||
weapon.exoticTalentTier,
|
||||
];
|
||||
}),
|
||||
).toEqual([
|
||||
[1, 1, 1],
|
||||
[1, 1, 1],
|
||||
]);
|
||||
});
|
||||
|
||||
it('accepts Tier II for every equipment Talent selection', () => {
|
||||
const draft = copyDraft();
|
||||
for (const [, select, key] of talentTierFields) select(draft)[key] = 2;
|
||||
|
||||
expect(parseLoadoutDraft(draft)).toEqual(draft);
|
||||
});
|
||||
|
||||
it('rejects the retired version 1 three-chip shape', () => {
|
||||
const retired = copyDraft() as unknown as Record<string, unknown>;
|
||||
retired.version = 1;
|
||||
@@ -23,13 +94,125 @@ describe('parseLoadoutDraft', () => {
|
||||
expect(parseLoadoutDraft(retired)).toBeNull();
|
||||
});
|
||||
|
||||
it('rejects a version 4 draft that does not contain exactly nine chips', () => {
|
||||
it('rejects the retired version 4 schema', () => {
|
||||
const retired = copyDraft() as unknown as Record<string, unknown>;
|
||||
retired.version = 4;
|
||||
|
||||
expect(parseLoadoutDraft(retired)).toBeNull();
|
||||
});
|
||||
|
||||
it('rejects the retired version 5 schema', () => {
|
||||
const retired = copyDraft() as unknown as Record<string, unknown>;
|
||||
retired.version = 5;
|
||||
|
||||
expect(parseLoadoutDraft(retired)).toBeNull();
|
||||
});
|
||||
|
||||
it('migrates version 5 equipment-derived Talent tiers once', () => {
|
||||
const legacy = copyDraft() as unknown as Record<string, any>;
|
||||
legacy.version = 5;
|
||||
for (const selection of Object.values(legacy.gear) as Record<
|
||||
string,
|
||||
any
|
||||
>[]) {
|
||||
delete selection.talentTier;
|
||||
}
|
||||
for (const selection of legacy.weapons as Record<string, any>[]) {
|
||||
delete selection.talent1Tier;
|
||||
delete selection.talent2Tier;
|
||||
delete selection.exoticTalentTier;
|
||||
}
|
||||
legacy.gear.Holster.itemId = 'tier-two-gear';
|
||||
legacy.weapons[0].itemId = 'exotic-weapon';
|
||||
legacy.weapons[0].tier = 2;
|
||||
|
||||
const migrated = migrateLoadoutDraftV5(legacy, {
|
||||
gear: [{ id: 'tier-two-gear', tier: 2 }],
|
||||
weapons: [{ id: 'exotic-weapon', exotic_talent_id: 'exotic-talent' }],
|
||||
talents: [
|
||||
{
|
||||
id: 'exotic-talent',
|
||||
tiers: [{ tier: 'I' }, { tier: 'II' }],
|
||||
},
|
||||
],
|
||||
});
|
||||
|
||||
expect(migrated?.version).toBe(6);
|
||||
expect(migrated?.gear.Holster.talentTier).toBe(2);
|
||||
expect(migrated?.gear.Gloves.talentTier).toBe(1);
|
||||
expect(migrated?.weapons[0]).toMatchObject({
|
||||
talent1Tier: 2,
|
||||
talent2Tier: 2,
|
||||
exoticTalentTier: 2,
|
||||
});
|
||||
});
|
||||
|
||||
it('rejects a current draft that does not contain exactly nine chips', () => {
|
||||
const draft = copyDraft();
|
||||
draft.chips.pop();
|
||||
|
||||
expect(parseLoadoutDraft(draft)).toBeNull();
|
||||
});
|
||||
|
||||
it.each(talentTierFields)('rejects a draft missing %s', (_, select, key) => {
|
||||
const draft = copyDraft();
|
||||
delete select(draft)[key];
|
||||
|
||||
expect(parseLoadoutDraft(draft)).toBeNull();
|
||||
});
|
||||
|
||||
it.each(
|
||||
talentTierFields.flatMap(([name, select, key]) =>
|
||||
[0, 1.5, 3].map((value) => [name, value, select, key] as const),
|
||||
),
|
||||
)('rejects %s value %s', (_, value, select, key) => {
|
||||
const draft = copyDraft();
|
||||
select(draft)[key] = value;
|
||||
|
||||
expect(parseLoadoutDraft(draft)).toBeNull();
|
||||
});
|
||||
|
||||
it.each([
|
||||
['Standard', 0],
|
||||
['Specialized', 1],
|
||||
['Superior', 2],
|
||||
['High-end', 2],
|
||||
] as const)(
|
||||
'accepts %s chips with exactly %i secondary rolls',
|
||||
(quality, capacity) => {
|
||||
const draft = copyDraft();
|
||||
draft.chips[0].quality = quality;
|
||||
draft.chips[0].primary = { statId: 'primary', value: 10 };
|
||||
draft.chips[0].secondary = Array.from(
|
||||
{ length: capacity },
|
||||
(_, index) => ({ statId: `secondary-${index}`, value: index + 1 }),
|
||||
);
|
||||
|
||||
expect(skillChipSecondaryCapacity[quality]).toBe(capacity);
|
||||
expect(parseLoadoutDraft(draft)).toEqual(draft);
|
||||
},
|
||||
);
|
||||
|
||||
it.each([
|
||||
['Standard', 1],
|
||||
['Specialized', 0],
|
||||
['Specialized', 2],
|
||||
['Superior', 1],
|
||||
['High-end', 3],
|
||||
] as Array<[SkillChipQuality, number]>)(
|
||||
'rejects %s chips with %i secondary rolls',
|
||||
(quality, capacity) => {
|
||||
const draft = copyDraft();
|
||||
draft.chips[0].quality = quality;
|
||||
draft.chips[0].secondary = Array.from(
|
||||
{ length: capacity },
|
||||
(_, index) => ({ statId: `secondary-${index}`, value: index + 1 }),
|
||||
);
|
||||
|
||||
expect(parseLoadoutDraft(draft)).toBeNull();
|
||||
},
|
||||
);
|
||||
|
||||
it('rejects a draft missing the unified combat profile', () => {
|
||||
const draft = copyDraft() as unknown as Record<string, unknown>;
|
||||
delete draft.combatProfile;
|
||||
|
||||
@@ -1,9 +1,24 @@
|
||||
export type Roll = { statId: string; value: number };
|
||||
export type TalentTier = 1 | 2;
|
||||
export const skillChipQualities = [
|
||||
'Standard',
|
||||
'Specialized',
|
||||
'Superior',
|
||||
'High-end',
|
||||
] as const;
|
||||
export type SkillChipQuality = (typeof skillChipQualities)[number];
|
||||
export const skillChipSecondaryCapacity: Record<SkillChipQuality, number> = {
|
||||
Standard: 0,
|
||||
Specialized: 1,
|
||||
Superior: 2,
|
||||
'High-end': 2,
|
||||
};
|
||||
export type GearSelection = {
|
||||
itemId: string;
|
||||
level: number;
|
||||
brandId: string;
|
||||
talentId: string;
|
||||
talentTier: TalentTier;
|
||||
health: number;
|
||||
armor: number;
|
||||
firepower: number;
|
||||
@@ -21,14 +36,17 @@ export type WeaponSelection = {
|
||||
toughness: number;
|
||||
engineering: number;
|
||||
talent1Id: string;
|
||||
talent1Tier: TalentTier;
|
||||
talent2Id: string;
|
||||
talent2Tier: TalentTier;
|
||||
exoticTalentTier: TalentTier;
|
||||
rolls: [Roll, Roll];
|
||||
};
|
||||
export type ChipSelection = {
|
||||
setId: string;
|
||||
quality: 'Superior' | 'High-end';
|
||||
quality: SkillChipQuality;
|
||||
primary: Roll;
|
||||
secondary: [Roll, Roll];
|
||||
secondary: Roll[];
|
||||
};
|
||||
export type ProtocolSelection = {
|
||||
itemId: string;
|
||||
@@ -68,7 +86,7 @@ export type SpecializationSelection = {
|
||||
nodeRanks: Record<string, number>;
|
||||
};
|
||||
export type LoadoutDraft = {
|
||||
version: 4;
|
||||
version: 6;
|
||||
buildName: string;
|
||||
calculationMode: CalculationMode;
|
||||
gear: Record<string, GearSelection>;
|
||||
@@ -105,6 +123,7 @@ export const blankGear = (): GearSelection => ({
|
||||
level: 50,
|
||||
brandId: '',
|
||||
talentId: '',
|
||||
talentTier: 1,
|
||||
health: 0,
|
||||
armor: 0,
|
||||
firepower: 0,
|
||||
@@ -122,14 +141,17 @@ export const blankWeapon = (): WeaponSelection => ({
|
||||
toughness: 0,
|
||||
engineering: 0,
|
||||
talent1Id: '',
|
||||
talent1Tier: 1,
|
||||
talent2Id: '',
|
||||
talent2Tier: 1,
|
||||
exoticTalentTier: 1,
|
||||
rolls: [blankRoll(), blankRoll()],
|
||||
});
|
||||
export const blankChip = (): ChipSelection => ({
|
||||
setId: '',
|
||||
quality: 'Superior',
|
||||
quality: 'Standard',
|
||||
primary: blankRoll(),
|
||||
secondary: [blankRoll(), blankRoll()],
|
||||
secondary: [],
|
||||
});
|
||||
export const defaultCombatProfile = (): CombatProfile => ({
|
||||
encounterSeconds: 60,
|
||||
@@ -148,7 +170,7 @@ export const defaultCombatProfile = (): CombatProfile => ({
|
||||
extraHealthActive: false,
|
||||
});
|
||||
export const createDraft = (): LoadoutDraft => ({
|
||||
version: 4,
|
||||
version: 6,
|
||||
buildName: 'Untitled loadout',
|
||||
calculationMode: 'maximum',
|
||||
gear: Object.fromEntries(gearSlots.map((slot) => [slot, blankGear()])),
|
||||
@@ -174,6 +196,39 @@ export const createDraft = (): LoadoutDraft => ({
|
||||
},
|
||||
});
|
||||
|
||||
export function migrateLoadoutDraftV5(
|
||||
value: unknown,
|
||||
catalog: { gear: any[]; weapons: any[]; talents: any[] },
|
||||
): LoadoutDraft | null {
|
||||
if (!isRecord(value) || value.version !== 5) return null;
|
||||
const migrated = structuredClone(value);
|
||||
if (!isRecord(migrated.gear) || !Array.isArray(migrated.weapons)) return null;
|
||||
|
||||
for (const slot of gearSlots) {
|
||||
const selection = migrated.gear[slot];
|
||||
if (!isRecord(selection)) return null;
|
||||
const item = catalog.gear.find((entry) => entry.id === selection.itemId);
|
||||
selection.talentTier = Number(item?.tier) >= 2 ? 2 : 1;
|
||||
}
|
||||
for (const selection of migrated.weapons) {
|
||||
if (!isRecord(selection)) return null;
|
||||
const inheritedTier: TalentTier = Number(selection.tier) >= 2 ? 2 : 1;
|
||||
selection.talent1Tier = inheritedTier;
|
||||
selection.talent2Tier = inheritedTier;
|
||||
const item = catalog.weapons.find((entry) => entry.id === selection.itemId);
|
||||
const exoticTalent = catalog.talents.find(
|
||||
(entry) => entry.id === item?.exotic_talent_id,
|
||||
);
|
||||
selection.exoticTalentTier =
|
||||
inheritedTier === 2 &&
|
||||
exoticTalent?.tiers?.some((entry: any) => entry.tier === 'II')
|
||||
? 2
|
||||
: 1;
|
||||
}
|
||||
migrated.version = 6;
|
||||
return parseLoadoutDraft(migrated);
|
||||
}
|
||||
|
||||
const isRecord = (value: unknown): value is Record<string, unknown> =>
|
||||
Boolean(value) && typeof value === 'object' && !Array.isArray(value);
|
||||
const hasExactKeys = (value: Record<string, unknown>, keys: string[]) =>
|
||||
@@ -181,6 +236,8 @@ const hasExactKeys = (value: Record<string, unknown>, keys: string[]) =>
|
||||
keys.every((key) => key in value);
|
||||
const isFiniteNumber = (value: unknown): value is number =>
|
||||
typeof value === 'number' && Number.isFinite(value);
|
||||
const isTalentTier = (value: unknown): value is TalentTier =>
|
||||
value === 1 || value === 2;
|
||||
const isNumberRecord = (value: unknown) =>
|
||||
isRecord(value) &&
|
||||
Object.values(value).every(
|
||||
@@ -200,6 +257,7 @@ const isGearSelection = (value: unknown): value is GearSelection =>
|
||||
'level',
|
||||
'brandId',
|
||||
'talentId',
|
||||
'talentTier',
|
||||
'health',
|
||||
'armor',
|
||||
'firepower',
|
||||
@@ -211,6 +269,7 @@ const isGearSelection = (value: unknown): value is GearSelection =>
|
||||
['itemId', 'brandId', 'talentId'].every(
|
||||
(key) => typeof value[key] === 'string',
|
||||
) &&
|
||||
isTalentTier(value.talentTier) &&
|
||||
['level', 'health', 'armor', 'firepower', 'toughness', 'engineering'].every(
|
||||
(key) => isFiniteNumber(value[key]),
|
||||
) &&
|
||||
@@ -228,12 +287,18 @@ const isWeaponSelection = (value: unknown): value is WeaponSelection =>
|
||||
'toughness',
|
||||
'engineering',
|
||||
'talent1Id',
|
||||
'talent1Tier',
|
||||
'talent2Id',
|
||||
'talent2Tier',
|
||||
'exoticTalentTier',
|
||||
'rolls',
|
||||
]) &&
|
||||
['itemId', 'talent1Id', 'talent2Id'].every(
|
||||
(key) => typeof value[key] === 'string',
|
||||
) &&
|
||||
isTalentTier(value.talent1Tier) &&
|
||||
isTalentTier(value.talent2Tier) &&
|
||||
isTalentTier(value.exoticTalentTier) &&
|
||||
['level', 'tier', 'damage', 'firepower', 'toughness', 'engineering'].every(
|
||||
(key) => isFiniteNumber(value[key]),
|
||||
) &&
|
||||
@@ -242,9 +307,12 @@ const isChipSelection = (value: unknown): value is ChipSelection =>
|
||||
isRecord(value) &&
|
||||
hasExactKeys(value, ['setId', 'quality', 'primary', 'secondary']) &&
|
||||
typeof value.setId === 'string' &&
|
||||
(value.quality === 'Superior' || value.quality === 'High-end') &&
|
||||
skillChipQualities.some((quality) => value.quality === quality) &&
|
||||
isRoll(value.primary) &&
|
||||
isRollPair(value.secondary);
|
||||
Array.isArray(value.secondary) &&
|
||||
value.secondary.length ===
|
||||
skillChipSecondaryCapacity[value.quality as SkillChipQuality] &&
|
||||
value.secondary.every(isRoll);
|
||||
const isProtocolSelection = (value: unknown): value is ProtocolSelection =>
|
||||
isRecord(value) &&
|
||||
hasExactKeys(value, ['itemId', 'level', 'talentUpgrades']) &&
|
||||
@@ -353,7 +421,7 @@ export function parseLoadoutDraft(value: unknown): LoadoutDraft | null {
|
||||
'skillActivations',
|
||||
'specialization',
|
||||
]) ||
|
||||
value.version !== 4 ||
|
||||
value.version !== 6 ||
|
||||
typeof value.buildName !== 'string' ||
|
||||
!['maximum', 'custom'].includes(String(value.calculationMode))
|
||||
)
|
||||
|
||||
@@ -2,9 +2,13 @@ import { describe, expect, it } from 'vitest';
|
||||
import {
|
||||
currentHealthPercentBandPredicate,
|
||||
eventFieldComparisonPredicate,
|
||||
eventFieldNumericExpression,
|
||||
mechanicTargetingForMode,
|
||||
mechanicTargetingMode,
|
||||
parseConditionalMechanicDraft,
|
||||
readCurrentHealthPercentBand,
|
||||
readEventFieldComparison,
|
||||
readEventFieldNumericExpression,
|
||||
registeredEventFields,
|
||||
readStatePoolThreshold,
|
||||
statePoolThresholdPredicate,
|
||||
@@ -200,6 +204,212 @@ describe('conditional mechanic authoring payload', () => {
|
||||
});
|
||||
});
|
||||
|
||||
it('round-trips the registered proximity count as a derived scalar and resolves each variant display value', () => {
|
||||
const path = 'values.alliesWithin30MetersWithAgentGrantedBuff';
|
||||
expect(registeredEventFields('proximity_snapshot')).toContainEqual({
|
||||
path,
|
||||
label: 'Allies within 30 meters with an Agent-granted buff',
|
||||
type: 'number',
|
||||
minimum: 0,
|
||||
integer: true,
|
||||
});
|
||||
|
||||
const expression = eventFieldNumericExpression(path);
|
||||
expect(readEventFieldNumericExpression(expression)).toBe(path);
|
||||
expect(
|
||||
readEventFieldNumericExpression({
|
||||
op: 'multiply',
|
||||
left: expression,
|
||||
right: 2,
|
||||
}),
|
||||
).toBeNull();
|
||||
|
||||
const value = draft();
|
||||
value.clauses[0].event = 'proximity_snapshot';
|
||||
value.clauses[0].recipeKey = undefined;
|
||||
value.clauses[0].reducer = {
|
||||
kind: 'derived_scalar',
|
||||
value: expression,
|
||||
};
|
||||
value.clauses[0].mutations = [
|
||||
{
|
||||
kind: 'derive',
|
||||
pool: 'effect',
|
||||
value: { ref: { source: 'reducer' } },
|
||||
},
|
||||
];
|
||||
const upgradeScale = {
|
||||
op: 'add' as const,
|
||||
left: 1,
|
||||
right: {
|
||||
op: 'divide' as const,
|
||||
left: {
|
||||
ref: {
|
||||
source: 'equipment' as const,
|
||||
path: 'protocolTalentUpgrades',
|
||||
},
|
||||
},
|
||||
right: 5,
|
||||
},
|
||||
};
|
||||
value.clauses[0].outcomes[0].variants = {
|
||||
I: {
|
||||
value: 7.25,
|
||||
expression: {
|
||||
op: 'multiply',
|
||||
left: { ref: { source: 'variant_value' } },
|
||||
right: upgradeScale,
|
||||
},
|
||||
},
|
||||
II: {
|
||||
value: 9.5,
|
||||
expression: {
|
||||
op: 'multiply',
|
||||
left: { ref: { source: 'variant_value' } },
|
||||
right: upgradeScale,
|
||||
},
|
||||
},
|
||||
};
|
||||
|
||||
const result = parseConditionalMechanicDraft(value, {
|
||||
variantKeys: ['I', 'II'],
|
||||
allowedAttributeIds: new Set(['weapon-damage']),
|
||||
});
|
||||
|
||||
expect(result.ok).toBe(true);
|
||||
if (!result.ok) return;
|
||||
expect(result.value.draft.clauses[0]).toMatchObject({
|
||||
event: 'proximity_snapshot',
|
||||
reducer: { kind: 'derived_scalar', value: expression },
|
||||
outcomes: [
|
||||
{
|
||||
variants: {
|
||||
I: {
|
||||
value: 7.25,
|
||||
expression: {
|
||||
left: { ref: { source: 'variant_value' } },
|
||||
},
|
||||
},
|
||||
},
|
||||
},
|
||||
],
|
||||
});
|
||||
expect(result.value.programs.I.clauses[0].outcomes?.[0].value).toEqual({
|
||||
op: 'multiply',
|
||||
left: 7.25,
|
||||
right: upgradeScale,
|
||||
});
|
||||
expect(result.value.programs.II.clauses[0].outcomes?.[0].value).toEqual({
|
||||
op: 'multiply',
|
||||
left: 9.5,
|
||||
right: upgradeScale,
|
||||
});
|
||||
});
|
||||
|
||||
it('exposes assigned-ability activity for kill and assist event conditions', () => {
|
||||
expect(registeredEventFields('enemy_killed')).toEqual(
|
||||
expect.arrayContaining([
|
||||
{
|
||||
path: 'values.assignedAbilityActive',
|
||||
label: 'Assigned ability active',
|
||||
type: 'boolean',
|
||||
},
|
||||
]),
|
||||
);
|
||||
expect(registeredEventFields('assist')).toEqual(
|
||||
expect.arrayContaining([
|
||||
{
|
||||
path: 'values.assignedAbilityActive',
|
||||
label: 'Assigned ability active',
|
||||
type: 'boolean',
|
||||
},
|
||||
]),
|
||||
);
|
||||
const value = draft();
|
||||
value.clauses[0].event = 'enemy_killed';
|
||||
value.clauses[0].recipeKey = undefined;
|
||||
value.clauses[0].reducer = { kind: 'none' };
|
||||
value.clauses[0].if = eventFieldComparisonPredicate({
|
||||
path: 'values.assignedAbilityActive',
|
||||
operator: 'eq',
|
||||
value: true,
|
||||
});
|
||||
|
||||
const result = parseConditionalMechanicDraft(value, {
|
||||
variantKeys: ['I', 'II'],
|
||||
allowedAttributeIds: new Set(['weapon-damage']),
|
||||
});
|
||||
expect(result.ok).toBe(true);
|
||||
if (!result.ok) return;
|
||||
expect(result.value.programs.I.clauses[0]).toMatchObject({
|
||||
when: 'enemy_killed',
|
||||
if: value.clauses[0].if,
|
||||
});
|
||||
});
|
||||
|
||||
it('parses deterministic outcome and clause proc chances with ability mutations', () => {
|
||||
const value = draft();
|
||||
value.clauses[0].event = 'skill_hit';
|
||||
value.clauses[0].recipeKey = undefined;
|
||||
value.clauses[0].procChancePercent = 10;
|
||||
value.clauses[0].requiresAssignedAbilityActive = true;
|
||||
value.clauses[0].outcomes[0].probabilityPercent = 29;
|
||||
value.clauses[0].outcomes[0].statePool = undefined;
|
||||
value.clauses[0].outcomes[0].perStack = false;
|
||||
value.pools = [
|
||||
{
|
||||
key: 'extension-stacks',
|
||||
label: 'Extension stacks',
|
||||
stateKind: 'stack',
|
||||
scope: 'agent',
|
||||
initial: 0,
|
||||
min: 0,
|
||||
max: 8,
|
||||
},
|
||||
{
|
||||
key: 'extension-cooldown',
|
||||
label: 'Extension cooldown',
|
||||
stateKind: 'flag',
|
||||
scope: 'agent',
|
||||
initial: 0,
|
||||
min: 0,
|
||||
max: 1,
|
||||
expiresAfterSeconds: 15,
|
||||
},
|
||||
];
|
||||
value.clauses[0].mutations = [
|
||||
{ kind: 'add', pool: 'extension-stacks', value: 1 },
|
||||
{ kind: 'extend_duration', target: 'assigned_ability', seconds: 0.3 },
|
||||
{
|
||||
kind: 'start_cooldown_on_max',
|
||||
stackPool: 'extension-stacks',
|
||||
cooldownPool: 'extension-cooldown',
|
||||
},
|
||||
];
|
||||
const result = parseConditionalMechanicDraft(value, {
|
||||
variantKeys: ['I', 'II'],
|
||||
allowedAttributeIds: new Set(['weapon-damage']),
|
||||
});
|
||||
|
||||
expect(result.ok).toBe(true);
|
||||
if (!result.ok) return;
|
||||
expect(result.value.programs.I.clauses[0]).toMatchObject({
|
||||
procChancePercent: 10,
|
||||
requiresAssignedAbilityActive: true,
|
||||
outcomes: [{ probabilityPercent: 29 }],
|
||||
});
|
||||
expect(result.value.programs.I.clauses[0].mutations).toEqual(
|
||||
expect.arrayContaining([
|
||||
{ kind: 'extend_duration', target: 'assigned_ability', seconds: 0.3 },
|
||||
{
|
||||
kind: 'start_cooldown_on_max',
|
||||
stackPool: 'extension-stacks',
|
||||
cooldownPool: 'extension-cooldown',
|
||||
},
|
||||
]),
|
||||
);
|
||||
});
|
||||
|
||||
it('rejects an unregistered Extra Health event field deterministically', () => {
|
||||
const value = draft();
|
||||
value.clauses[0].event = 'extra_health_changed';
|
||||
@@ -685,9 +895,9 @@ describe('conditional mechanic authoring payload', () => {
|
||||
});
|
||||
});
|
||||
|
||||
it('rejects invalid pre-event timing for current Health percentage references', () => {
|
||||
const invalid = draft();
|
||||
invalid.clauses[0].if = {
|
||||
it('preserves pre-event timing for current Health percentage references', () => {
|
||||
const value = draft();
|
||||
value.clauses[0].if = {
|
||||
kind: 'compare',
|
||||
left: {
|
||||
source: 'combat',
|
||||
@@ -697,11 +907,13 @@ describe('conditional mechanic authoring payload', () => {
|
||||
operator: 'lt',
|
||||
right: 50,
|
||||
};
|
||||
const result = parseConditionalMechanicDraft(invalid, {
|
||||
const result = parseConditionalMechanicDraft(value, {
|
||||
variantKeys: ['I', 'II'],
|
||||
allowedAttributeIds: new Set(['weapon-damage']),
|
||||
});
|
||||
expect(result.ok).toBe(false);
|
||||
expect(result.ok).toBe(true);
|
||||
if (!result.ok) return;
|
||||
expect(result.value.draft.clauses[0].if).toEqual(value.clauses[0].if);
|
||||
});
|
||||
|
||||
it('accepts compatible radius targeting and rejects incompatible scopes', () => {
|
||||
@@ -735,4 +947,125 @@ describe('conditional mechanic authoring payload', () => {
|
||||
);
|
||||
}
|
||||
});
|
||||
|
||||
it('exposes aiming and round-trips event-target explosion editor state', () => {
|
||||
expect(registeredEventFields('weapon_hit')).toContainEqual({
|
||||
path: 'values.aiming',
|
||||
label: 'Aiming down sights',
|
||||
type: 'boolean',
|
||||
});
|
||||
const targeting = mechanicTargetingForMode('event_target_explosion');
|
||||
expect(targeting).toEqual({
|
||||
kind: 'event_target_area',
|
||||
center: 'event_target',
|
||||
validTargets: 'enemies',
|
||||
radiusMeters: 5,
|
||||
});
|
||||
expect(mechanicTargetingMode(targeting)).toBe('event_target_explosion');
|
||||
expect(mechanicTargetingForMode('none', targeting)).toBeUndefined();
|
||||
|
||||
const valid = draft();
|
||||
valid.clauses[0].if = eventFieldComparisonPredicate({
|
||||
path: 'values.aiming',
|
||||
operator: 'eq',
|
||||
value: true,
|
||||
});
|
||||
valid.clauses[0].outcomes[0] = {
|
||||
...valid.clauses[0].outcomes[0],
|
||||
kind: 'direct_damage',
|
||||
scope: 'target',
|
||||
phase: 'after_event',
|
||||
attributeId: undefined,
|
||||
targeting,
|
||||
};
|
||||
const parsed = parseConditionalMechanicDraft(valid, {
|
||||
variantKeys: ['I', 'II'],
|
||||
allowedAttributeIds: new Set(['weapon-damage']),
|
||||
});
|
||||
expect(parsed.ok).toBe(true);
|
||||
if (parsed.ok) {
|
||||
expect(parsed.value.draft.clauses[0].outcomes[0].targeting).toEqual(
|
||||
targeting,
|
||||
);
|
||||
}
|
||||
});
|
||||
|
||||
it('rejects incomplete, mis-scoped, and non-event area damage', () => {
|
||||
for (const configure of [
|
||||
(candidate: ConditionalMechanicDraftV1) => {
|
||||
candidate.clauses[0].outcomes[0].targeting = {
|
||||
kind: 'event_target_area',
|
||||
center: 'event_target',
|
||||
validTargets: 'enemies',
|
||||
radiusMeters: 0,
|
||||
};
|
||||
},
|
||||
(candidate: ConditionalMechanicDraftV1) => {
|
||||
candidate.clauses[0].outcomes[0].scope = 'self';
|
||||
},
|
||||
(candidate: ConditionalMechanicDraftV1) => {
|
||||
candidate.clauses[0].outcomes[0].phase = 'while_active';
|
||||
},
|
||||
(candidate: ConditionalMechanicDraftV1) => {
|
||||
candidate.clauses[0].event = 'enemy_killed';
|
||||
},
|
||||
]) {
|
||||
const invalid = draft();
|
||||
invalid.clauses[0].outcomes[0] = {
|
||||
...invalid.clauses[0].outcomes[0],
|
||||
kind: 'direct_damage',
|
||||
scope: 'target',
|
||||
phase: 'after_event',
|
||||
attributeId: undefined,
|
||||
targeting: {
|
||||
kind: 'event_target_area',
|
||||
center: 'event_target',
|
||||
validTargets: 'enemies',
|
||||
radiusMeters: 5,
|
||||
},
|
||||
};
|
||||
configure(invalid);
|
||||
expect(
|
||||
parseConditionalMechanicDraft(invalid, {
|
||||
variantKeys: ['I', 'II'],
|
||||
allowedAttributeIds: new Set(['weapon-damage']),
|
||||
}).ok,
|
||||
).toBe(false);
|
||||
}
|
||||
});
|
||||
|
||||
it('requires explicit equality for optional aiming evidence', () => {
|
||||
for (const predicate of [
|
||||
{
|
||||
kind: 'compare' as const,
|
||||
left: { source: 'event' as const, path: 'values.aiming' },
|
||||
operator: 'ne' as const,
|
||||
right: true,
|
||||
},
|
||||
{
|
||||
kind: 'not' as const,
|
||||
predicate: {
|
||||
kind: 'compare' as const,
|
||||
left: { source: 'event' as const, path: 'values.aiming' },
|
||||
operator: 'eq' as const,
|
||||
right: true,
|
||||
},
|
||||
},
|
||||
{
|
||||
kind: 'compare' as const,
|
||||
left: { source: 'event' as const, path: 'values.aiming' },
|
||||
operator: 'ne' as const,
|
||||
right: { source: 'combat' as const, path: 'currentHealth' },
|
||||
},
|
||||
]) {
|
||||
const invalid = draft();
|
||||
invalid.clauses[0].if = predicate;
|
||||
expect(
|
||||
parseConditionalMechanicDraft(invalid, {
|
||||
variantKeys: ['I', 'II'],
|
||||
allowedAttributeIds: new Set(['weapon-damage']),
|
||||
}).ok,
|
||||
).toBe(false);
|
||||
}
|
||||
});
|
||||
});
|
||||
|
||||
@@ -1,12 +1,14 @@
|
||||
import {
|
||||
MECHANIC_EVENT_KINDS,
|
||||
MECHANIC_EVENT_REGISTRY,
|
||||
mechanicOutcomeTargetingError,
|
||||
validateMechanicProgram,
|
||||
type ClauseMutation,
|
||||
type MechanicClause,
|
||||
type MechanicEventKind,
|
||||
type MechanicOutcome,
|
||||
type MechanicOutcomeScope,
|
||||
type MechanicOutcomeTargeting,
|
||||
type MechanicProgram,
|
||||
type MechanicResource,
|
||||
type NumericExpression,
|
||||
@@ -37,9 +39,28 @@ export type ConditionalMechanicPoolDraft = PoolDefinition & {
|
||||
expiresAfterSecondsVariants?: Record<string, number>;
|
||||
};
|
||||
|
||||
export type ConditionalMechanicValueReference =
|
||||
ValueReference | { source: 'variant_value' };
|
||||
|
||||
export type ConditionalNumericExpression =
|
||||
| number
|
||||
| { ref: ConditionalMechanicValueReference }
|
||||
| { op: 'floor'; value: ConditionalNumericExpression }
|
||||
| {
|
||||
op: 'add' | 'subtract' | 'multiply' | 'divide' | 'min' | 'max';
|
||||
left: ConditionalNumericExpression;
|
||||
right: ConditionalNumericExpression;
|
||||
}
|
||||
| {
|
||||
op: 'clamp';
|
||||
value: ConditionalNumericExpression;
|
||||
min: ConditionalNumericExpression;
|
||||
max: ConditionalNumericExpression;
|
||||
};
|
||||
|
||||
export type ConditionalMechanicVariantValue = {
|
||||
value: number;
|
||||
expression?: NumericExpression;
|
||||
expression?: ConditionalNumericExpression;
|
||||
};
|
||||
|
||||
export type ConditionalMechanicOutcomeDraft = Omit<
|
||||
@@ -198,6 +219,59 @@ export function registeredEventFields(event: MechanicEventKind) {
|
||||
return MECHANIC_EVENT_REGISTRY[event].fields ?? [];
|
||||
}
|
||||
|
||||
export function eventFieldNumericExpression(path: string): NumericExpression {
|
||||
return { ref: { source: 'event', path } };
|
||||
}
|
||||
|
||||
export function readEventFieldNumericExpression(
|
||||
expression: NumericExpression,
|
||||
): string | null {
|
||||
return typeof expression === 'object' &&
|
||||
'ref' in expression &&
|
||||
expression.ref.source === 'event' &&
|
||||
expression.ref.path.trim()
|
||||
? expression.ref.path
|
||||
: null;
|
||||
}
|
||||
|
||||
export type MechanicTargetingMode =
|
||||
| 'none'
|
||||
| 'allies_within_radius'
|
||||
| 'enemies_within_radius'
|
||||
| 'event_target_explosion';
|
||||
|
||||
export function mechanicTargetingMode(
|
||||
targeting: MechanicOutcomeTargeting | undefined,
|
||||
): MechanicTargetingMode {
|
||||
if (!targeting) return 'none';
|
||||
if (targeting.kind === 'event_target_area') return 'event_target_explosion';
|
||||
return targeting.population === 'allies'
|
||||
? 'allies_within_radius'
|
||||
: 'enemies_within_radius';
|
||||
}
|
||||
|
||||
export function mechanicTargetingForMode(
|
||||
mode: MechanicTargetingMode,
|
||||
current?: MechanicOutcomeTargeting,
|
||||
): MechanicOutcomeTargeting | undefined {
|
||||
if (mode === 'none') return undefined;
|
||||
const radiusMeters =
|
||||
current?.radiusMeters ?? (mode === 'event_target_explosion' ? 5 : 20);
|
||||
if (mode === 'event_target_explosion') {
|
||||
return {
|
||||
kind: 'event_target_area',
|
||||
center: 'event_target',
|
||||
validTargets: 'enemies',
|
||||
radiusMeters,
|
||||
};
|
||||
}
|
||||
return {
|
||||
kind: 'within_radius',
|
||||
population: mode === 'allies_within_radius' ? 'allies' : 'enemies',
|
||||
radiusMeters,
|
||||
};
|
||||
}
|
||||
|
||||
export type StatePoolThresholdComparison = {
|
||||
pool: string;
|
||||
operator: PredicateComparisonOperator;
|
||||
@@ -258,6 +332,7 @@ export const CONDITIONAL_MECHANIC_OUTCOME_CAPABILITIES = {
|
||||
'maxStacks',
|
||||
'targeting',
|
||||
'descriptionSlot',
|
||||
'probabilityPercent',
|
||||
],
|
||||
phase: ['on_event', 'after_event', 'on_enter', 'on_exit', 'while_active'],
|
||||
kind: [
|
||||
@@ -291,6 +366,25 @@ export const CONDITIONAL_MECHANIC_OUTCOME_CAPABILITIES = {
|
||||
continuous:
|
||||
'Valid only for restoration. The value is the total restoration, delivered at a constant rate across durationSeconds. Each activation creates an independent stream; overlapping streams add and overheal is lost when it occurs.',
|
||||
},
|
||||
probabilitySemantics:
|
||||
'probabilityPercent is an optional inclusive 0 through 100 percentage. In custom simulation, each eligible outcome rolls independently from the evaluation random stream. Maximum mode resolves every nonzero probability as successful.',
|
||||
targeting: {
|
||||
withinRadius: {
|
||||
kind: 'within_radius',
|
||||
population: ['allies', 'enemies'],
|
||||
radiusMeters: 'positive finite number',
|
||||
semantics:
|
||||
'Legacy radius metadata. It preserves authored range but does not select or fan out runtime targets.',
|
||||
},
|
||||
eventTargetArea: {
|
||||
kind: 'event_target_area',
|
||||
center: 'event_target',
|
||||
validTargets: 'enemies',
|
||||
radiusMeters: 'positive finite number',
|
||||
semantics:
|
||||
'Valid only for target-scoped direct damage in on_event or after_event phases on a weapon_hit clause. The triggering event must supply an authoritative event-target area sample. Every valid enemy at or inside the radius receives one equal damage emission, ordered by entity ID.',
|
||||
},
|
||||
},
|
||||
} as const;
|
||||
const phases = new Set<OutcomePhase>(
|
||||
CONDITIONAL_MECHANIC_OUTCOME_CAPABILITIES.phase,
|
||||
@@ -366,11 +460,14 @@ function isReference(value: unknown): value is ValueReference {
|
||||
Boolean(value.path.trim()) &&
|
||||
(value.timing === undefined ||
|
||||
value.timing === 'pre_event' ||
|
||||
value.timing === 'current') &&
|
||||
!(value.path === 'currentHealthPercent' && value.timing === 'pre_event')
|
||||
value.timing === 'current')
|
||||
);
|
||||
case 'equipment':
|
||||
return typeof value.path === 'string' && Boolean(value.path.trim());
|
||||
case 'assigned_ability':
|
||||
return (
|
||||
value.path === 'active' || value.path === 'remainingDurationSeconds'
|
||||
);
|
||||
case 'attribute':
|
||||
return (
|
||||
typeof value.attributeId === 'string' &&
|
||||
@@ -389,6 +486,14 @@ function isReference(value: unknown): value is ValueReference {
|
||||
}
|
||||
}
|
||||
|
||||
function isConditionalReference(
|
||||
value: unknown,
|
||||
): value is ConditionalMechanicValueReference {
|
||||
return (
|
||||
(object(value) && value.source === 'variant_value') || isReference(value)
|
||||
);
|
||||
}
|
||||
|
||||
function validateAttributeReferences(
|
||||
value: unknown,
|
||||
allowedAttributeIds: ReadonlySet<string> | undefined,
|
||||
@@ -448,6 +553,29 @@ function isExpression(value: unknown): value is NumericExpression {
|
||||
);
|
||||
}
|
||||
|
||||
function isConditionalExpression(
|
||||
value: unknown,
|
||||
): value is ConditionalNumericExpression {
|
||||
if (finite(value)) return true;
|
||||
if (!object(value)) return false;
|
||||
if ('ref' in value) return isConditionalReference(value.ref);
|
||||
if (value.op === 'floor') return isConditionalExpression(value.value);
|
||||
if (value.op === 'clamp') {
|
||||
return (
|
||||
isConditionalExpression(value.value) &&
|
||||
isConditionalExpression(value.min) &&
|
||||
isConditionalExpression(value.max)
|
||||
);
|
||||
}
|
||||
return (
|
||||
['add', 'subtract', 'multiply', 'divide', 'min', 'max'].includes(
|
||||
String(value.op),
|
||||
) &&
|
||||
isConditionalExpression(value.left) &&
|
||||
isConditionalExpression(value.right)
|
||||
);
|
||||
}
|
||||
|
||||
function isOperand(value: unknown) {
|
||||
return scalar(value) || isReference(value);
|
||||
}
|
||||
@@ -527,6 +655,17 @@ function isMutation(value: unknown): value is ClauseMutation {
|
||||
isExpression(value.value))
|
||||
);
|
||||
}
|
||||
if (value.kind === 'extend_duration') {
|
||||
return value.target === 'assigned_ability' && isExpression(value.seconds);
|
||||
}
|
||||
if (value.kind === 'start_cooldown_on_max') {
|
||||
return (
|
||||
typeof value.stackPool === 'string' &&
|
||||
Boolean(value.stackPool.trim()) &&
|
||||
typeof value.cooldownPool === 'string' &&
|
||||
Boolean(value.cooldownPool.trim())
|
||||
);
|
||||
}
|
||||
return (
|
||||
['add', 'set', 'consume', 'derive'].includes(value.kind) &&
|
||||
typeof value.pool === 'string' &&
|
||||
@@ -724,30 +863,21 @@ function parseOutcome(
|
||||
) {
|
||||
errors.push(`${path} description slot must be a positive integer.`);
|
||||
}
|
||||
if (value.targeting !== undefined) {
|
||||
if (
|
||||
!object(value.targeting) ||
|
||||
value.targeting.kind !== 'within_radius' ||
|
||||
!['allies', 'enemies'].includes(String(value.targeting.population)) ||
|
||||
!finite(value.targeting.radiusMeters) ||
|
||||
value.targeting.radiusMeters <= 0
|
||||
) {
|
||||
errors.push(`${path} has invalid radius targeting.`);
|
||||
} else if (
|
||||
value.targeting.population === 'allies' &&
|
||||
value.scope !== 'allies' &&
|
||||
value.scope !== 'self_and_allies'
|
||||
) {
|
||||
errors.push(
|
||||
`${path} ally radius targeting requires allies or self-and-allies scope.`,
|
||||
);
|
||||
} else if (
|
||||
value.targeting.population === 'enemies' &&
|
||||
value.scope !== 'target'
|
||||
) {
|
||||
errors.push(`${path} enemy radius targeting requires target scope.`);
|
||||
}
|
||||
if (
|
||||
value.probabilityPercent !== undefined &&
|
||||
(!finite(value.probabilityPercent) ||
|
||||
value.probabilityPercent < 0 ||
|
||||
value.probabilityPercent > 100)
|
||||
) {
|
||||
errors.push(`${path} probability must be from 0 through 100 percent.`);
|
||||
}
|
||||
const targetingError = mechanicOutcomeTargetingError({
|
||||
kind,
|
||||
scope: value.scope as MechanicOutcomeScope,
|
||||
phase: value.phase as OutcomePhase,
|
||||
targeting: value.targeting,
|
||||
});
|
||||
if (targetingError) errors.push(`${path} ${targetingError}`);
|
||||
if (!object(value.variants)) {
|
||||
errors.push(`${path} variants must be an object.`);
|
||||
return null;
|
||||
@@ -773,7 +903,7 @@ function parseOutcome(
|
||||
}
|
||||
if (
|
||||
configured.expression !== undefined &&
|
||||
!isExpression(configured.expression)
|
||||
!isConditionalExpression(configured.expression)
|
||||
) {
|
||||
errors.push(
|
||||
`${path} variant "${variant}" has an invalid value expression.`,
|
||||
@@ -828,6 +958,22 @@ function parseClauses(
|
||||
if (candidate.weight !== undefined && !isExpression(candidate.weight)) {
|
||||
errors.push(`${path} has an invalid weight expression.`);
|
||||
}
|
||||
if (
|
||||
candidate.procChancePercent !== undefined &&
|
||||
(!finite(candidate.procChancePercent) ||
|
||||
candidate.procChancePercent < 0 ||
|
||||
candidate.procChancePercent > 100)
|
||||
) {
|
||||
errors.push(`${path} proc chance must be from 0 through 100 percent.`);
|
||||
}
|
||||
if (
|
||||
candidate.requiresAssignedAbilityActive !== undefined &&
|
||||
typeof candidate.requiresAssignedAbilityActive !== 'boolean'
|
||||
) {
|
||||
errors.push(
|
||||
`${path} assigned-ability activity requirement must be a boolean.`,
|
||||
);
|
||||
}
|
||||
if (
|
||||
candidate.cooldownSeconds !== undefined &&
|
||||
(!finite(candidate.cooldownSeconds) || candidate.cooldownSeconds <= 0)
|
||||
@@ -873,6 +1019,37 @@ function parseClauses(
|
||||
return clauses;
|
||||
}
|
||||
|
||||
function resolveVariantExpression(
|
||||
expression: ConditionalNumericExpression,
|
||||
variantValue: number,
|
||||
): NumericExpression {
|
||||
if (typeof expression === 'number') return expression;
|
||||
if ('ref' in expression) {
|
||||
return expression.ref.source === 'variant_value'
|
||||
? variantValue
|
||||
: { ref: expression.ref };
|
||||
}
|
||||
if (expression.op === 'floor') {
|
||||
return {
|
||||
op: 'floor',
|
||||
value: resolveVariantExpression(expression.value, variantValue),
|
||||
};
|
||||
}
|
||||
if (expression.op === 'clamp') {
|
||||
return {
|
||||
op: 'clamp',
|
||||
value: resolveVariantExpression(expression.value, variantValue),
|
||||
min: resolveVariantExpression(expression.min, variantValue),
|
||||
max: resolveVariantExpression(expression.max, variantValue),
|
||||
};
|
||||
}
|
||||
return {
|
||||
op: expression.op,
|
||||
left: resolveVariantExpression(expression.left, variantValue),
|
||||
right: resolveVariantExpression(expression.right, variantValue),
|
||||
};
|
||||
}
|
||||
|
||||
function programsForDraft(
|
||||
draft: ConditionalMechanicDraftV1,
|
||||
options: ParseConditionalMechanicDraftOptions,
|
||||
@@ -902,6 +1079,15 @@ function programsForDraft(
|
||||
? {}
|
||||
: { cooldownSeconds: clause.cooldownSeconds }),
|
||||
...(clause.weight === undefined ? {} : { weight: clause.weight }),
|
||||
...(clause.procChancePercent === undefined
|
||||
? {}
|
||||
: { procChancePercent: clause.procChancePercent }),
|
||||
...(clause.requiresAssignedAbilityActive === undefined
|
||||
? {}
|
||||
: {
|
||||
requiresAssignedAbilityActive:
|
||||
clause.requiresAssignedAbilityActive,
|
||||
}),
|
||||
mutations: clause.mutations,
|
||||
outcomes: clause.outcomes.map(
|
||||
({
|
||||
@@ -912,7 +1098,13 @@ function programsForDraft(
|
||||
}) => ({
|
||||
...outcome,
|
||||
id: outcomeKey,
|
||||
value: variants[variant].expression ?? variants[variant].value,
|
||||
value:
|
||||
variants[variant].expression === undefined
|
||||
? variants[variant].value
|
||||
: resolveVariantExpression(
|
||||
variants[variant].expression,
|
||||
variants[variant].value,
|
||||
),
|
||||
}),
|
||||
),
|
||||
})),
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
import { describe, expect, it } from 'vitest';
|
||||
import { evaluateMechanicProgram } from './mechanic.js';
|
||||
import {
|
||||
adaptConditionalEffectProgram,
|
||||
type ConditionalEffectClauseRow,
|
||||
@@ -200,6 +201,143 @@ describe('conditional-effect persistence adapter', () => {
|
||||
});
|
||||
});
|
||||
|
||||
it('preserves event-target area damage semantics on an outcome', () => {
|
||||
const result = adaptConditionalEffectProgram(
|
||||
{
|
||||
rule: rule(),
|
||||
statePools: [],
|
||||
clauses: [
|
||||
clause({
|
||||
trigger_id: null,
|
||||
event_kind: 'weapon_hit',
|
||||
state_pool_id: null,
|
||||
mutations_json: '[]',
|
||||
}),
|
||||
],
|
||||
outcomes: [
|
||||
outcome({
|
||||
application_kind: 'direct_damage',
|
||||
effect_scope: 'target',
|
||||
stat_attribute_id: null,
|
||||
application_phase: 'after_event',
|
||||
state_pool_id: null,
|
||||
targeting_json: JSON.stringify({
|
||||
kind: 'event_target_area',
|
||||
center: 'event_target',
|
||||
validTargets: 'enemies',
|
||||
radiusMeters: 5,
|
||||
}),
|
||||
}),
|
||||
],
|
||||
triggers: [],
|
||||
},
|
||||
{ name: 'Critical Explosion', variantKey: 'I' },
|
||||
);
|
||||
|
||||
expect(result.errors).toEqual([]);
|
||||
expect(result.program?.clauses[0].outcomes?.[0]).toMatchObject({
|
||||
kind: 'direct_damage',
|
||||
scope: 'target',
|
||||
phase: 'after_event',
|
||||
targeting: {
|
||||
kind: 'event_target_area',
|
||||
center: 'event_target',
|
||||
validTargets: 'enemies',
|
||||
radiusMeters: 5,
|
||||
},
|
||||
});
|
||||
});
|
||||
|
||||
it('adapts assigned-ability activity predicates for kill and assist events', () => {
|
||||
for (const eventKind of ['enemy_killed', 'assist'] as const) {
|
||||
const result = adaptConditionalEffectProgram(
|
||||
{
|
||||
rule: rule(),
|
||||
statePools: [],
|
||||
clauses: [
|
||||
clause({
|
||||
trigger_id: null,
|
||||
event_kind: eventKind,
|
||||
parameters_json: '{}',
|
||||
state_pool_id: null,
|
||||
mutations_json: '[]',
|
||||
conditions_json: JSON.stringify({
|
||||
kind: 'compare',
|
||||
left: {
|
||||
source: 'event',
|
||||
path: 'values.assignedAbilityActive',
|
||||
},
|
||||
operator: 'eq',
|
||||
right: true,
|
||||
}),
|
||||
}),
|
||||
],
|
||||
outcomes: [outcome({ state_pool_id: null })],
|
||||
triggers: [],
|
||||
},
|
||||
{ variantKey: 'I' },
|
||||
);
|
||||
|
||||
expect(result).toMatchObject({ status: 'READY', errors: [] });
|
||||
expect(result.program?.clauses[0]).toMatchObject({
|
||||
when: eventKind,
|
||||
if: {
|
||||
kind: 'compare',
|
||||
left: {
|
||||
source: 'event',
|
||||
path: 'values.assignedAbilityActive',
|
||||
},
|
||||
operator: 'eq',
|
||||
right: true,
|
||||
},
|
||||
});
|
||||
}
|
||||
});
|
||||
|
||||
it('preserves outcome probability metadata', () => {
|
||||
const result = adaptConditionalEffectProgram(
|
||||
{
|
||||
rule: rule(),
|
||||
statePools: [],
|
||||
clauses: [
|
||||
clause({
|
||||
trigger_id: null,
|
||||
event_kind: 'shot_fired',
|
||||
recipe_parameters_json: JSON.stringify({
|
||||
procChancePercent: 10,
|
||||
requiresAssignedAbilityActive: true,
|
||||
}),
|
||||
parameters_json: '{}',
|
||||
state_pool_id: null,
|
||||
mutations_json: '[]',
|
||||
}),
|
||||
],
|
||||
outcomes: [
|
||||
outcome({
|
||||
state_pool_id: null,
|
||||
application_kind: 'restore_ammo',
|
||||
effect_scope: 'self',
|
||||
stat_attribute_id: null,
|
||||
resource_kind: 'ammo',
|
||||
probability_percent: 29,
|
||||
}),
|
||||
],
|
||||
triggers: [],
|
||||
},
|
||||
{ variantKey: 'I' },
|
||||
);
|
||||
|
||||
expect(result).toMatchObject({ status: 'READY', errors: [] });
|
||||
expect(result.program?.clauses[0].outcomes?.[0]).toMatchObject({
|
||||
probabilityPercent: 29,
|
||||
resource: 'ammo',
|
||||
});
|
||||
expect(result.program?.clauses[0]).toMatchObject({
|
||||
procChancePercent: 10,
|
||||
requiresAssignedAbilityActive: true,
|
||||
});
|
||||
});
|
||||
|
||||
it('loads continuous restoration delivery metadata', () => {
|
||||
const result = adaptConditionalEffectProgram(
|
||||
{
|
||||
@@ -713,7 +851,7 @@ describe('conditional-effect persistence adapter', () => {
|
||||
left: {
|
||||
source: 'combat',
|
||||
path: 'currentHealthPercent',
|
||||
timing: 'current',
|
||||
timing: 'pre_event',
|
||||
},
|
||||
operator: 'lt',
|
||||
right: 25,
|
||||
@@ -775,4 +913,77 @@ describe('conditional-effect persistence adapter', () => {
|
||||
if: condition,
|
||||
});
|
||||
});
|
||||
it('preserves a variant-value expression in persisted JSON while adapting it to the selected row value', () => {
|
||||
const sourceExpression = {
|
||||
op: 'multiply',
|
||||
left: { ref: { source: 'variant_value' } },
|
||||
right: {
|
||||
op: 'add',
|
||||
left: 1,
|
||||
right: {
|
||||
op: 'divide',
|
||||
left: {
|
||||
ref: {
|
||||
source: 'equipment',
|
||||
path: 'protocolTalentUpgrades',
|
||||
},
|
||||
},
|
||||
right: 5,
|
||||
},
|
||||
},
|
||||
};
|
||||
const serializedExpression = JSON.stringify(sourceExpression);
|
||||
const persistedOutcome = outcome({
|
||||
state_pool_id: null,
|
||||
value: 7.25,
|
||||
value_expression_json: serializedExpression,
|
||||
value_scaling: 'flat',
|
||||
application_phase: 'on_event',
|
||||
});
|
||||
const result = adaptConditionalEffectProgram(
|
||||
{
|
||||
rule: rule(),
|
||||
statePools: [],
|
||||
clauses: [
|
||||
clause({
|
||||
trigger_id: null,
|
||||
event_kind: 'tick',
|
||||
parameters_json: '{}',
|
||||
state_pool_id: null,
|
||||
mutations_json: '[]',
|
||||
}),
|
||||
],
|
||||
outcomes: [persistedOutcome],
|
||||
triggers: [],
|
||||
},
|
||||
{ variantKey: 'I' },
|
||||
);
|
||||
|
||||
expect(result).toMatchObject({ status: 'READY', errors: [] });
|
||||
expect(persistedOutcome.value).toBe(7.25);
|
||||
expect(persistedOutcome.value_expression_json).toBe(serializedExpression);
|
||||
expect(JSON.parse(String(persistedOutcome.value_expression_json))).toEqual(
|
||||
sourceExpression,
|
||||
);
|
||||
expect(result.program?.clauses[0].outcomes?.[0].value).toEqual({
|
||||
op: 'multiply',
|
||||
left: 7.25,
|
||||
right: sourceExpression.right,
|
||||
});
|
||||
|
||||
if (!result.program) return;
|
||||
const runtime = evaluateMechanicProgram(
|
||||
result.program,
|
||||
[{ kind: 'tick', at: 0 }],
|
||||
{ mode: 'custom', encounterSeconds: 1 },
|
||||
undefined,
|
||||
{ protocolTalentUpgrades: 5 },
|
||||
);
|
||||
expect(runtime.status).toBe('OK');
|
||||
expect(runtime.outcomes[0]).toMatchObject({
|
||||
outcomeId: 'outcome-1',
|
||||
value: 14.5,
|
||||
resolvedValue: 14.5,
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
@@ -13,6 +13,7 @@ import {
|
||||
type Predicate,
|
||||
type Reducer,
|
||||
type ScenarioInputDefinition,
|
||||
type ValueReference,
|
||||
} from './mechanic.js';
|
||||
|
||||
type DatabaseValue = string | number | bigint | boolean | null | undefined;
|
||||
@@ -54,6 +55,7 @@ export type ConditionalEffectClauseRow = {
|
||||
event_kind?: DatabaseValue;
|
||||
recipe_key?: DatabaseValue;
|
||||
parameters_json: DatabaseValue;
|
||||
recipe_parameters_json?: DatabaseValue;
|
||||
conditions_json: DatabaseValue;
|
||||
reducer_json: DatabaseValue;
|
||||
weight_expression_json?: DatabaseValue;
|
||||
@@ -85,6 +87,7 @@ export type ConditionalEffectOutcomeRow = {
|
||||
delivery_mode?: DatabaseValue;
|
||||
delivery_duration_seconds?: DatabaseValue;
|
||||
targeting_json?: DatabaseValue;
|
||||
probability_percent?: DatabaseValue;
|
||||
value_scaling: DatabaseValue;
|
||||
unit: DatabaseValue;
|
||||
damage_basis: DatabaseValue;
|
||||
@@ -205,14 +208,16 @@ function isValueReference(value: unknown) {
|
||||
if (value.source === 'event' || value.source === 'equipment') {
|
||||
return typeof value.path === 'string' && Boolean(value.path.trim());
|
||||
}
|
||||
if (value.source === 'assigned_ability') {
|
||||
return value.path === 'active' || value.path === 'remainingDurationSeconds';
|
||||
}
|
||||
if (value.source === 'combat') {
|
||||
return (
|
||||
typeof value.path === 'string' &&
|
||||
Boolean(value.path.trim()) &&
|
||||
(value.timing === undefined ||
|
||||
value.timing === 'pre_event' ||
|
||||
value.timing === 'current') &&
|
||||
!(value.path === 'currentHealthPercent' && value.timing === 'pre_event')
|
||||
value.timing === 'current')
|
||||
);
|
||||
}
|
||||
if (value.source === 'attribute') {
|
||||
@@ -253,6 +258,55 @@ function isNumericExpression(value: unknown): value is NumericExpression {
|
||||
);
|
||||
}
|
||||
|
||||
function resolveVariantExpression(
|
||||
value: unknown,
|
||||
variantValue: number,
|
||||
): NumericExpression | null {
|
||||
if (finite(value)) return value;
|
||||
if (!object(value)) return null;
|
||||
if ('ref' in value) {
|
||||
if (
|
||||
object(value.ref) &&
|
||||
value.ref.source === 'variant_value' &&
|
||||
Object.keys(value.ref).length === 1
|
||||
) {
|
||||
return variantValue;
|
||||
}
|
||||
return isValueReference(value.ref)
|
||||
? { ref: value.ref as ValueReference }
|
||||
: null;
|
||||
}
|
||||
if (value.op === 'floor') {
|
||||
const nested = resolveVariantExpression(value.value, variantValue);
|
||||
return nested === null ? null : { op: 'floor', value: nested };
|
||||
}
|
||||
if (value.op === 'clamp') {
|
||||
const nested = resolveVariantExpression(value.value, variantValue);
|
||||
const min = resolveVariantExpression(value.min, variantValue);
|
||||
const max = resolveVariantExpression(value.max, variantValue);
|
||||
return nested === null || min === null || max === null
|
||||
? null
|
||||
: { op: 'clamp', value: nested, min, max };
|
||||
}
|
||||
if (
|
||||
!['add', 'subtract', 'multiply', 'divide', 'min', 'max'].includes(
|
||||
String(value.op),
|
||||
)
|
||||
) {
|
||||
return null;
|
||||
}
|
||||
const left = resolveVariantExpression(value.left, variantValue);
|
||||
const right = resolveVariantExpression(value.right, variantValue);
|
||||
return left === null || right === null
|
||||
? null
|
||||
: {
|
||||
op: value.op as
|
||||
'add' | 'subtract' | 'multiply' | 'divide' | 'min' | 'max',
|
||||
left,
|
||||
right,
|
||||
};
|
||||
}
|
||||
|
||||
function isPredicate(value: unknown): value is Predicate {
|
||||
if (!object(value) || typeof value.kind !== 'string') return false;
|
||||
if (value.kind === 'true') return true;
|
||||
@@ -313,6 +367,19 @@ function isMutation(value: unknown): value is ClauseMutation {
|
||||
isNumericExpression(value.value))
|
||||
);
|
||||
}
|
||||
if (value.kind === 'extend_duration') {
|
||||
return (
|
||||
value.target === 'assigned_ability' && isNumericExpression(value.seconds)
|
||||
);
|
||||
}
|
||||
if (value.kind === 'start_cooldown_on_max') {
|
||||
return (
|
||||
typeof value.stackPool === 'string' &&
|
||||
Boolean(value.stackPool.trim()) &&
|
||||
typeof value.cooldownPool === 'string' &&
|
||||
Boolean(value.cooldownPool.trim())
|
||||
);
|
||||
}
|
||||
return (
|
||||
['add', 'set', 'consume', 'derive'].includes(value.kind) &&
|
||||
typeof value.pool === 'string' &&
|
||||
@@ -656,11 +723,8 @@ function parseOutcome(
|
||||
) {
|
||||
errors.push(`${path} has an unsupported application phase.`);
|
||||
}
|
||||
let value: NumericExpression = requiredNumber(
|
||||
row.value,
|
||||
`${path} value`,
|
||||
errors,
|
||||
);
|
||||
const variantValue = requiredNumber(row.value, `${path} value`, errors);
|
||||
let value: NumericExpression = variantValue;
|
||||
if (
|
||||
row.value_expression_json !== null &&
|
||||
row.value_expression_json !== undefined &&
|
||||
@@ -672,7 +736,8 @@ function parseOutcome(
|
||||
errors,
|
||||
);
|
||||
if (parsed.ok) {
|
||||
if (isNumericExpression(parsed.value)) value = parsed.value;
|
||||
const resolved = resolveVariantExpression(parsed.value, variantValue);
|
||||
if (resolved !== null) value = resolved;
|
||||
else
|
||||
errors.push(
|
||||
`${path} value expression is not a valid numeric expression.`,
|
||||
@@ -731,6 +796,17 @@ function parseOutcome(
|
||||
if (delivery === 'instant' && durationSeconds !== null) {
|
||||
errors.push(`${path} instant delivery cannot set a duration.`);
|
||||
}
|
||||
const probabilityPercent = number(row.probability_percent);
|
||||
if (
|
||||
row.probability_percent !== undefined &&
|
||||
row.probability_percent !== null &&
|
||||
row.probability_percent !== '' &&
|
||||
(probabilityPercent === null ||
|
||||
probabilityPercent < 0 ||
|
||||
probabilityPercent > 100)
|
||||
) {
|
||||
errors.push(`${path} probability must be from 0 through 100 percent.`);
|
||||
}
|
||||
let targeting: MechanicOutcome['targeting'] | undefined;
|
||||
if (
|
||||
row.targeting_json !== null &&
|
||||
@@ -766,6 +842,7 @@ function parseOutcome(
|
||||
? { delivery, durationSeconds }
|
||||
: {}),
|
||||
...(targeting ? { targeting } : {}),
|
||||
...(probabilityPercent === null ? {} : { probabilityPercent }),
|
||||
...(kind === 'attribute_modifier' && nullableText(row.stat_attribute_id)
|
||||
? { attributeId: text(row.stat_attribute_id) }
|
||||
: {}),
|
||||
@@ -903,7 +980,7 @@ export function adaptConditionalEffectProgram(
|
||||
continue;
|
||||
}
|
||||
const parametersJson = parseJson(
|
||||
row.parameters_json,
|
||||
row.recipe_parameters_json ?? row.parameters_json,
|
||||
`${path} parameters`,
|
||||
errors,
|
||||
);
|
||||
@@ -976,6 +1053,25 @@ export function adaptConditionalEffectProgram(
|
||||
}
|
||||
}
|
||||
const recipeKey = nullableText(row.recipe_key);
|
||||
const procChancePercent = parametersJson.value.procChancePercent;
|
||||
if (
|
||||
procChancePercent !== undefined &&
|
||||
(!finite(procChancePercent) ||
|
||||
procChancePercent < 0 ||
|
||||
procChancePercent > 100)
|
||||
) {
|
||||
errors.push(`${path} proc chance must be from 0 through 100 percent.`);
|
||||
}
|
||||
const requiresAssignedAbilityActive =
|
||||
parametersJson.value.requiresAssignedAbilityActive;
|
||||
if (
|
||||
requiresAssignedAbilityActive !== undefined &&
|
||||
typeof requiresAssignedAbilityActive !== 'boolean'
|
||||
) {
|
||||
errors.push(
|
||||
`${path} assigned-ability activity requirement must be a boolean.`,
|
||||
);
|
||||
}
|
||||
clauses.push({
|
||||
id,
|
||||
label: text(row.label) || text(row.clause_key) || undefined,
|
||||
@@ -989,6 +1085,10 @@ export function adaptConditionalEffectProgram(
|
||||
? {}
|
||||
: { cooldownSeconds: number(row.cooldown_seconds) as number }),
|
||||
...(weight === undefined ? {} : { weight }),
|
||||
...(typeof procChancePercent === 'number' ? { procChancePercent } : {}),
|
||||
...(typeof requiresAssignedAbilityActive === 'boolean'
|
||||
? { requiresAssignedAbilityActive }
|
||||
: {}),
|
||||
mutations: mutationsJson.value,
|
||||
...(clauseOutcomes.length ? { outcomes: clauseOutcomes } : {}),
|
||||
});
|
||||
|
||||
@@ -19,6 +19,354 @@ const custom = (
|
||||
inputs,
|
||||
});
|
||||
|
||||
const closeAndPersonalProgram = (
|
||||
resolvedVariantValue: number,
|
||||
): MechanicProgram => ({
|
||||
id: 'close-and-personal-engineering',
|
||||
name: 'Close and Personal Engineering',
|
||||
pools: [
|
||||
{
|
||||
key: 'eligible-allies',
|
||||
label: 'Eligible Allies',
|
||||
scope: 'agent',
|
||||
initial: 0,
|
||||
min: 0,
|
||||
max: 20,
|
||||
},
|
||||
],
|
||||
clauses: [
|
||||
{
|
||||
id: 'sample-eligible-allies',
|
||||
when: 'proximity_snapshot',
|
||||
reducer: {
|
||||
kind: 'derived_scalar',
|
||||
value: {
|
||||
ref: {
|
||||
source: 'event',
|
||||
path: 'values.alliesWithin30MetersWithAgentGrantedBuff',
|
||||
},
|
||||
},
|
||||
},
|
||||
mutations: [
|
||||
{
|
||||
kind: 'derive',
|
||||
pool: 'eligible-allies',
|
||||
value: { ref: { source: 'reducer' } },
|
||||
},
|
||||
],
|
||||
},
|
||||
{
|
||||
id: 'resolve-engineering',
|
||||
when: 'tick',
|
||||
reducer: { kind: 'none' },
|
||||
mutations: [{ kind: 'none' }],
|
||||
outcomes: [
|
||||
{
|
||||
id: 'engineering',
|
||||
label: 'Engineering',
|
||||
phase: 'on_event',
|
||||
kind: 'attribute_modifier',
|
||||
scope: 'self',
|
||||
basis: 'flat',
|
||||
attributeId: 'engineering',
|
||||
value: {
|
||||
op: 'multiply',
|
||||
left: {
|
||||
op: 'multiply',
|
||||
left: { ref: { source: 'pool', pool: 'eligible-allies' } },
|
||||
right: resolvedVariantValue,
|
||||
},
|
||||
right: {
|
||||
op: 'add',
|
||||
left: 1,
|
||||
right: {
|
||||
op: 'divide',
|
||||
left: {
|
||||
ref: {
|
||||
source: 'equipment',
|
||||
path: 'protocolTalentUpgrades',
|
||||
},
|
||||
},
|
||||
right: 5,
|
||||
},
|
||||
},
|
||||
},
|
||||
},
|
||||
],
|
||||
},
|
||||
],
|
||||
});
|
||||
|
||||
describe('deterministic mechanic probabilities and assigned abilities', () => {
|
||||
it('rolls outcome probability independently with a reproducible seed and preserves a refreshed window', () => {
|
||||
const program: MechanicProgram = {
|
||||
id: 'ammo-refill',
|
||||
name: 'Ammo Refill',
|
||||
pools: [
|
||||
{
|
||||
key: 'tactical-link-window',
|
||||
label: 'Tactical Link window',
|
||||
scope: 'agent',
|
||||
initial: 0,
|
||||
min: 0,
|
||||
max: 1,
|
||||
expiresAfterSeconds: 6,
|
||||
},
|
||||
],
|
||||
clauses: [
|
||||
{
|
||||
id: 'start-window',
|
||||
when: 'signature_ability_deployed',
|
||||
reducer: { kind: 'none' },
|
||||
mutations: [{ kind: 'set', pool: 'tactical-link-window', value: 1 }],
|
||||
},
|
||||
{
|
||||
id: 'refresh-window',
|
||||
when: 'enemy_killed',
|
||||
reducer: { kind: 'none' },
|
||||
mutations: [{ kind: 'set', pool: 'tactical-link-window', value: 1 }],
|
||||
},
|
||||
{
|
||||
id: 'recover-ammo',
|
||||
when: 'shot_fired',
|
||||
if: {
|
||||
kind: 'compare',
|
||||
left: { source: 'pool', pool: 'tactical-link-window' },
|
||||
operator: 'eq',
|
||||
right: 1,
|
||||
},
|
||||
reducer: { kind: 'none' },
|
||||
mutations: [],
|
||||
outcomes: [
|
||||
{
|
||||
id: 'recover-one-ammo',
|
||||
label: 'Recover one ammo',
|
||||
phase: 'after_event',
|
||||
kind: 'restoration',
|
||||
scope: 'self',
|
||||
basis: 'flat',
|
||||
resource: 'ammo',
|
||||
value: 1,
|
||||
probabilityPercent: 29,
|
||||
},
|
||||
],
|
||||
},
|
||||
],
|
||||
};
|
||||
const events = [
|
||||
{
|
||||
kind: 'signature_ability_deployed' as const,
|
||||
at: 0,
|
||||
values: { assignedAbilityDurationSeconds: 6 },
|
||||
},
|
||||
{ kind: 'shot_fired' as const, at: 1 },
|
||||
{ kind: 'shot_fired' as const, at: 2 },
|
||||
{ kind: 'enemy_killed' as const, at: 5 },
|
||||
{ kind: 'shot_fired' as const, at: 6 },
|
||||
{ kind: 'shot_fired' as const, at: 11 },
|
||||
];
|
||||
const first = evaluateMechanicProgram(
|
||||
program,
|
||||
events,
|
||||
{ mode: 'custom', encounterSeconds: 12, randomSeed: 1 },
|
||||
{ maxHealth: 100, currentHealth: 100, maxAmmo: 20, currentAmmo: 5 },
|
||||
);
|
||||
const second = evaluateMechanicProgram(
|
||||
program,
|
||||
events,
|
||||
{ mode: 'custom', encounterSeconds: 12, randomSeed: 1 },
|
||||
{ maxHealth: 100, currentHealth: 100, maxAmmo: 20, currentAmmo: 5 },
|
||||
);
|
||||
|
||||
expect(first.status).toBe('OK');
|
||||
expect(first.randomSeed).toBe(1);
|
||||
expect(first.outcomes.map((outcome) => outcome.at)).toEqual([2]);
|
||||
expect(first.outcomes[0]).toMatchObject({
|
||||
probabilityPercent: 29,
|
||||
probabilityRoll: expect.any(Number),
|
||||
appliedValue: 1,
|
||||
});
|
||||
expect(first.finalCombat?.currentAmmo).toBe(6);
|
||||
expect(second.outcomes).toEqual(first.outcomes);
|
||||
});
|
||||
|
||||
it('gates a proc before mutations, extends a live assigned ability, and starts cooldown on the eighth stack', () => {
|
||||
const program: MechanicProgram = {
|
||||
id: 'tactical-loop',
|
||||
name: 'Tactical Loop',
|
||||
pools: [
|
||||
{
|
||||
key: 'extension-stacks',
|
||||
label: 'Extension stacks',
|
||||
scope: 'agent',
|
||||
initial: 7,
|
||||
min: 0,
|
||||
max: 8,
|
||||
},
|
||||
{
|
||||
key: 'extension-cooldown',
|
||||
label: 'Extension cooldown',
|
||||
scope: 'agent',
|
||||
initial: 0,
|
||||
min: 0,
|
||||
max: 1,
|
||||
expiresAfterSeconds: 15,
|
||||
},
|
||||
],
|
||||
clauses: [
|
||||
{
|
||||
id: 'extend-tactical-link',
|
||||
when: 'skill_hit',
|
||||
if: {
|
||||
kind: 'compare',
|
||||
left: { source: 'pool', pool: 'extension-cooldown' },
|
||||
operator: 'eq',
|
||||
right: 0,
|
||||
},
|
||||
requiresAssignedAbilityActive: true,
|
||||
procChancePercent: 10,
|
||||
reducer: { kind: 'none' },
|
||||
mutations: [
|
||||
{ kind: 'add', pool: 'extension-stacks', value: 1 },
|
||||
{
|
||||
kind: 'extend_duration',
|
||||
target: 'assigned_ability',
|
||||
seconds: 0.3,
|
||||
},
|
||||
{
|
||||
kind: 'start_cooldown_on_max',
|
||||
stackPool: 'extension-stacks',
|
||||
cooldownPool: 'extension-cooldown',
|
||||
},
|
||||
],
|
||||
},
|
||||
],
|
||||
};
|
||||
const success = evaluateMechanicProgram(
|
||||
program,
|
||||
[
|
||||
{
|
||||
kind: 'signature_ability_deployed',
|
||||
at: 0,
|
||||
values: { assignedAbilityDurationSeconds: 6 },
|
||||
},
|
||||
{ kind: 'skill_hit', at: 5.9 },
|
||||
{ kind: 'skill_hit', at: 6.1 },
|
||||
],
|
||||
{ mode: 'custom', encounterSeconds: 7, randomSeed: 7 },
|
||||
);
|
||||
const failed = evaluateMechanicProgram(
|
||||
program,
|
||||
[
|
||||
{
|
||||
kind: 'signature_ability_deployed',
|
||||
at: 0,
|
||||
values: { assignedAbilityDurationSeconds: 6 },
|
||||
},
|
||||
{ kind: 'skill_hit', at: 5.9 },
|
||||
],
|
||||
{ mode: 'custom', encounterSeconds: 7, randomSeed: 1 },
|
||||
);
|
||||
|
||||
expect(success.status).toBe('OK');
|
||||
expect(success.emissions).toHaveLength(1);
|
||||
const extension = success.emissions[0].mutations.find(
|
||||
(mutation) => mutation.kind === 'extend_duration',
|
||||
);
|
||||
expect(extension).toMatchObject({ kind: 'extend_duration' });
|
||||
expect(extension?.before).toBeCloseTo(0.1);
|
||||
expect(extension?.after).toBeCloseTo(0.4);
|
||||
expect(success.emissions[0].mutations).toEqual(
|
||||
expect.arrayContaining([
|
||||
expect.objectContaining({
|
||||
kind: 'start_cooldown_on_max',
|
||||
pool: 'extension-cooldown',
|
||||
after: 1,
|
||||
}),
|
||||
]),
|
||||
);
|
||||
expect(success.finalState).toEqual(
|
||||
expect.arrayContaining([
|
||||
expect.objectContaining({
|
||||
pool: 'extension-stacks',
|
||||
value: 8,
|
||||
}),
|
||||
expect.objectContaining({
|
||||
pool: 'extension-cooldown',
|
||||
value: 1,
|
||||
expiresAt: 20.9,
|
||||
}),
|
||||
]),
|
||||
);
|
||||
expect(failed.emissions).toEqual([]);
|
||||
});
|
||||
|
||||
it('does not extend an assigned ability at its exact expiry and rejects invalid chance data', () => {
|
||||
const boundaryProgram: MechanicProgram = {
|
||||
id: 'exact-expiry',
|
||||
name: 'Exact expiry',
|
||||
clauses: [
|
||||
{
|
||||
id: 'extend',
|
||||
when: 'skill_hit',
|
||||
requiresAssignedAbilityActive: true,
|
||||
procChancePercent: 100,
|
||||
reducer: { kind: 'none' },
|
||||
mutations: [
|
||||
{
|
||||
kind: 'extend_duration',
|
||||
target: 'assigned_ability',
|
||||
seconds: 0.3,
|
||||
},
|
||||
],
|
||||
},
|
||||
],
|
||||
};
|
||||
expect(
|
||||
evaluateMechanicProgram(
|
||||
boundaryProgram,
|
||||
[
|
||||
{
|
||||
kind: 'signature_ability_deployed',
|
||||
at: 0,
|
||||
values: { assignedAbilityDurationSeconds: 1 },
|
||||
},
|
||||
{ kind: 'skill_hit', at: 1 },
|
||||
],
|
||||
{ mode: 'custom', encounterSeconds: 2, randomSeed: 7 },
|
||||
).emissions,
|
||||
).toEqual([]);
|
||||
|
||||
const invalid = structuredClone(boundaryProgram);
|
||||
invalid.clauses[0].procChancePercent = 101;
|
||||
expect(validateMechanicProgram(invalid)).toMatchObject({
|
||||
ok: false,
|
||||
errors: [
|
||||
expect.stringContaining('proc chance must be from 0 through 100'),
|
||||
],
|
||||
});
|
||||
const invalidOutcome = structuredClone(boundaryProgram);
|
||||
invalidOutcome.clauses[0].outcomes = [
|
||||
{
|
||||
id: 'bad-chance',
|
||||
label: 'Bad chance',
|
||||
phase: 'after_event',
|
||||
kind: 'marker',
|
||||
scope: 'self',
|
||||
basis: 'flat',
|
||||
value: 1,
|
||||
probabilityPercent: -1,
|
||||
},
|
||||
];
|
||||
expect(validateMechanicProgram(invalidOutcome)).toMatchObject({
|
||||
ok: false,
|
||||
errors: [
|
||||
expect.stringContaining('probability must be from 0 through 100'),
|
||||
],
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
describe('structured mechanic runtime', () => {
|
||||
it('advertises the authoritative weapon-hit target and headshot fields', () => {
|
||||
expect(MECHANIC_EVENT_REGISTRY.weapon_hit).toMatchObject({
|
||||
@@ -32,6 +380,11 @@ describe('structured mechanic runtime', () => {
|
||||
},
|
||||
{ path: 'values.headshot', label: 'Headshot', type: 'boolean' },
|
||||
{ path: 'values.critical', label: 'Critical hit', type: 'boolean' },
|
||||
{
|
||||
path: 'values.aiming',
|
||||
label: 'Aiming down sights',
|
||||
type: 'boolean',
|
||||
},
|
||||
{
|
||||
path: 'values.behindCover',
|
||||
label: 'Agent behind cover',
|
||||
@@ -46,6 +399,23 @@ describe('structured mechanic runtime', () => {
|
||||
});
|
||||
});
|
||||
|
||||
it('advertises the optional non-negative integer proximity count without making snapshots strict', () => {
|
||||
const definition = MECHANIC_EVENT_REGISTRY.proximity_snapshot;
|
||||
const countField = definition.fields?.find(
|
||||
({ path }) => path === 'values.alliesWithin30MetersWithAgentGrantedBuff',
|
||||
);
|
||||
|
||||
expect(definition.strictFields).not.toBe(true);
|
||||
expect(countField).toEqual({
|
||||
path: 'values.alliesWithin30MetersWithAgentGrantedBuff',
|
||||
label: 'Allies within 30 meters with an Agent-granted buff',
|
||||
type: 'number',
|
||||
minimum: 0,
|
||||
integer: true,
|
||||
});
|
||||
expect(countField?.required).not.toBe(true);
|
||||
});
|
||||
|
||||
it('advertises imported support and equipment-use trigger events', () => {
|
||||
expect(MECHANIC_EVENT_REGISTRY.ally_downed).toMatchObject({
|
||||
key: 'ally_downed',
|
||||
@@ -305,6 +675,161 @@ describe('structured mechanic runtime', () => {
|
||||
});
|
||||
});
|
||||
|
||||
it('matches kills and assists only while the assigned ability is active', () => {
|
||||
const weaponCriticalHitChance = 'weapon-critical-hit-chance';
|
||||
const activeOutcome = {
|
||||
id: 'tactical-link-critical-chance',
|
||||
label: 'Weapon Critical Hit Chance',
|
||||
phase: 'while_active' as const,
|
||||
kind: 'attribute_modifier' as const,
|
||||
scope: 'self' as const,
|
||||
basis: 'flat' as const,
|
||||
value: 10.2,
|
||||
attributeId: weaponCriticalHitChance,
|
||||
statePool: 'tactical-link-kill-bonus',
|
||||
};
|
||||
const activePredicate = {
|
||||
kind: 'compare' as const,
|
||||
left: {
|
||||
source: 'event' as const,
|
||||
path: 'values.assignedAbilityActive',
|
||||
},
|
||||
operator: 'eq' as const,
|
||||
right: true,
|
||||
};
|
||||
const program: MechanicProgram = {
|
||||
id: 'tactical-link-kill-bonus',
|
||||
name: 'Tactical Link Kill Bonus',
|
||||
pools: [
|
||||
{
|
||||
key: 'tactical-link-kill-bonus',
|
||||
label: 'Tactical Link kill bonus',
|
||||
scope: 'agent',
|
||||
initial: 0,
|
||||
min: 0,
|
||||
max: 1,
|
||||
expiresAfterSeconds: 10,
|
||||
},
|
||||
],
|
||||
clauses: [
|
||||
{
|
||||
id: 'kill-during-tactical-link',
|
||||
when: 'enemy_killed',
|
||||
if: activePredicate,
|
||||
reducer: { kind: 'none' },
|
||||
mutations: [
|
||||
{ kind: 'set', pool: 'tactical-link-kill-bonus', value: 1 },
|
||||
],
|
||||
outcomes: [activeOutcome],
|
||||
},
|
||||
{
|
||||
id: 'assist-during-tactical-link',
|
||||
when: 'assist',
|
||||
if: activePredicate,
|
||||
reducer: { kind: 'none' },
|
||||
mutations: [
|
||||
{ kind: 'set', pool: 'tactical-link-kill-bonus', value: 1 },
|
||||
],
|
||||
outcomes: [{ ...activeOutcome }],
|
||||
},
|
||||
],
|
||||
};
|
||||
|
||||
expect(validateMechanicProgram(program)).toMatchObject({ ok: true });
|
||||
const result = evaluateMechanicProgram(
|
||||
program,
|
||||
[
|
||||
{
|
||||
kind: 'enemy_killed',
|
||||
at: 0,
|
||||
values: { assignedAbilityActive: true },
|
||||
},
|
||||
{
|
||||
kind: 'assist',
|
||||
at: 4,
|
||||
values: { assignedAbilityActive: false },
|
||||
},
|
||||
{ kind: 'enemy_killed', at: 6 },
|
||||
{
|
||||
kind: 'assist',
|
||||
at: 10,
|
||||
values: { assignedAbilityActive: true },
|
||||
},
|
||||
],
|
||||
custom(19),
|
||||
{
|
||||
maxHealth: 1_000,
|
||||
currentHealth: 1_000,
|
||||
attributes: { [weaponCriticalHitChance]: 0 },
|
||||
},
|
||||
);
|
||||
|
||||
expect(result.status).toBe('OK');
|
||||
expect(result.outcomes.map((outcome) => outcome.at)).toEqual([0, 10]);
|
||||
expect(result.finalState).toContainEqual(
|
||||
expect.objectContaining({
|
||||
pool: 'tactical-link-kill-bonus',
|
||||
value: 1,
|
||||
expiresAt: 20,
|
||||
}),
|
||||
);
|
||||
});
|
||||
|
||||
it('rejects invalid assigned-ability activity predicates and event values', () => {
|
||||
const program: MechanicProgram = {
|
||||
id: 'assigned-ability-activity',
|
||||
name: 'Assigned ability activity',
|
||||
clauses: [
|
||||
{
|
||||
id: 'kill',
|
||||
when: 'enemy_killed',
|
||||
if: {
|
||||
kind: 'compare',
|
||||
left: {
|
||||
source: 'event',
|
||||
path: 'values.assignedAbilityActive',
|
||||
},
|
||||
operator: 'eq',
|
||||
right: true,
|
||||
},
|
||||
reducer: { kind: 'none' },
|
||||
mutations: [],
|
||||
},
|
||||
],
|
||||
};
|
||||
const invalidPredicate = structuredClone(program);
|
||||
invalidPredicate.clauses[0].if = {
|
||||
kind: 'compare',
|
||||
left: { source: 'event', path: 'values.assignedAbilityActive' },
|
||||
operator: 'eq',
|
||||
right: 'yes',
|
||||
};
|
||||
expect(validateMechanicProgram(invalidPredicate)).toMatchObject({
|
||||
ok: false,
|
||||
errors: [
|
||||
expect.stringContaining('Assigned ability active with a boolean value'),
|
||||
],
|
||||
});
|
||||
expect(
|
||||
evaluateMechanicProgram(
|
||||
program,
|
||||
[
|
||||
{
|
||||
kind: 'enemy_killed',
|
||||
at: 0,
|
||||
values: { assignedAbilityActive: 'yes' },
|
||||
} as unknown as MechanicEvent,
|
||||
],
|
||||
custom(1),
|
||||
),
|
||||
).toMatchObject({
|
||||
status: 'INVALID',
|
||||
errors: [
|
||||
expect.stringContaining('Assigned ability active must be a boolean'),
|
||||
],
|
||||
});
|
||||
});
|
||||
|
||||
it('executes imported talent trigger families as first-class events', () => {
|
||||
const eventKinds: MechanicEventKind[] = [
|
||||
'ally_downed',
|
||||
@@ -876,6 +1401,7 @@ describe('structured mechanic runtime', () => {
|
||||
],
|
||||
custom(),
|
||||
);
|
||||
expect(result.status).toBe('OK');
|
||||
expect(result.finalState[0].value).toBe(2);
|
||||
const maximum = evaluateMechanicProgram(program, [], {
|
||||
mode: 'maximum',
|
||||
@@ -884,6 +1410,81 @@ describe('structured mechanic runtime', () => {
|
||||
expect(maximum.finalState[0].value).toBe(3);
|
||||
});
|
||||
|
||||
it.each([
|
||||
{ count: 0, upgrades: 0, multiplier: 0 },
|
||||
{ count: 3, upgrades: 0, multiplier: 3 },
|
||||
{ count: 3, upgrades: 5, multiplier: 6 },
|
||||
])(
|
||||
'resolves Close-and-Personal-style Engineering for count $count and $upgrades OS upgrades',
|
||||
({ count, upgrades, multiplier }) => {
|
||||
const resolvedVariantValue = 7.25;
|
||||
const result = evaluateMechanicProgram(
|
||||
closeAndPersonalProgram(resolvedVariantValue),
|
||||
[
|
||||
{
|
||||
kind: 'proximity_snapshot',
|
||||
at: 0,
|
||||
values: {
|
||||
alliesWithin30MetersWithAgentGrantedBuff: count,
|
||||
},
|
||||
},
|
||||
{ kind: 'tick', at: 1 },
|
||||
],
|
||||
custom(),
|
||||
undefined,
|
||||
{ protocolTalentUpgrades: upgrades },
|
||||
);
|
||||
|
||||
expect(result.status).toBe('OK');
|
||||
expect(result.finalState).toContainEqual(
|
||||
expect.objectContaining({ pool: 'eligible-allies', value: count }),
|
||||
);
|
||||
expect(
|
||||
result.outcomes.find(({ outcomeId }) => outcomeId === 'engineering'),
|
||||
).toMatchObject({
|
||||
value: resolvedVariantValue * multiplier,
|
||||
resolvedValue: resolvedVariantValue * multiplier,
|
||||
});
|
||||
},
|
||||
);
|
||||
|
||||
it.each([
|
||||
{
|
||||
count: '2',
|
||||
error:
|
||||
'Allies within 30 meters with an Agent-granted buff must be a number.',
|
||||
},
|
||||
{
|
||||
count: -1,
|
||||
error:
|
||||
'Allies within 30 meters with an Agent-granted buff must be 0 or greater.',
|
||||
},
|
||||
{
|
||||
count: 1.5,
|
||||
error:
|
||||
'Allies within 30 meters with an Agent-granted buff must be an integer.',
|
||||
},
|
||||
])('rejects invalid proximity ally count $count', ({ count, error }) => {
|
||||
const result = evaluateMechanicProgram(
|
||||
closeAndPersonalProgram(7.25),
|
||||
[
|
||||
{
|
||||
kind: 'proximity_snapshot',
|
||||
at: 0,
|
||||
values: {
|
||||
alliesWithin30MetersWithAgentGrantedBuff: count,
|
||||
},
|
||||
},
|
||||
],
|
||||
custom(),
|
||||
undefined,
|
||||
{ protocolTalentUpgrades: 0 },
|
||||
);
|
||||
|
||||
expect(result.status).toBe('INVALID');
|
||||
expect(result.errors).toContain(`Event 1 (Proximity snapshot) ${error}`);
|
||||
});
|
||||
|
||||
it('shares one movement charge pool across generation and consumption clauses', () => {
|
||||
const program: MechanicProgram = {
|
||||
id: 'mobile-charge',
|
||||
@@ -2404,13 +3005,13 @@ describe('mechanic validation and pseudo-script', () => {
|
||||
]);
|
||||
});
|
||||
|
||||
it('rejects pre-event timing for the derived current Health percentage', () => {
|
||||
const invalid: MechanicProgram = {
|
||||
id: 'invalid-health-percent',
|
||||
name: 'Invalid Health Percent',
|
||||
it('evaluates pre-event timing for the derived current Health percentage', () => {
|
||||
const program: MechanicProgram = {
|
||||
id: 'pre-event-health-percent',
|
||||
name: 'Pre-event Health Percent',
|
||||
clauses: [
|
||||
{
|
||||
id: 'invalid',
|
||||
id: 'full-health-before-event',
|
||||
when: 'tick',
|
||||
if: {
|
||||
kind: 'compare',
|
||||
@@ -2419,25 +3020,32 @@ describe('mechanic validation and pseudo-script', () => {
|
||||
path: 'currentHealthPercent',
|
||||
timing: 'pre_event',
|
||||
},
|
||||
operator: 'lt',
|
||||
right: 50,
|
||||
operator: 'gte',
|
||||
right: 100,
|
||||
},
|
||||
reducer: { kind: 'none' },
|
||||
mutations: [],
|
||||
outcomes: [
|
||||
{
|
||||
id: 'matched',
|
||||
label: 'Matched',
|
||||
phase: 'on_event',
|
||||
kind: 'marker',
|
||||
scope: 'self',
|
||||
basis: 'flat',
|
||||
value: 1,
|
||||
},
|
||||
],
|
||||
},
|
||||
],
|
||||
};
|
||||
const result = validateMechanicProgram(invalid);
|
||||
expect(result.ok).toBe(false);
|
||||
if (!result.ok) {
|
||||
expect(result.errors).toEqual(
|
||||
expect.arrayContaining([
|
||||
expect.stringContaining(
|
||||
'current Health percentage must use current timing',
|
||||
),
|
||||
]),
|
||||
);
|
||||
}
|
||||
expect(validateMechanicProgram(program)).toMatchObject({ ok: true });
|
||||
expect(
|
||||
evaluateMechanicProgram(program, [{ kind: 'tick', at: 0 }], custom(1), {
|
||||
maxHealth: 100,
|
||||
currentHealth: 100,
|
||||
}).outcomes.map((outcome) => outcome.outcomeId),
|
||||
).toEqual(['matched']);
|
||||
});
|
||||
|
||||
it('formats nested conditions and state operations deterministically', () => {
|
||||
@@ -2550,4 +3158,287 @@ describe('mechanic validation and pseudo-script', () => {
|
||||
expect(result.script).toContain('TO ALLIES WITHIN 40m');
|
||||
expect(result.script).toContain('TO ENEMIES WITHIN 20m');
|
||||
});
|
||||
|
||||
it('applies aimed critical-hit area damage once to each valid enemy at or inside the radius', () => {
|
||||
const program: MechanicProgram = {
|
||||
id: 'aimed-critical-explosion',
|
||||
name: 'Aimed Critical Explosion',
|
||||
clauses: [
|
||||
{
|
||||
id: 'aimed-critical-hit',
|
||||
when: 'weapon_hit',
|
||||
if: {
|
||||
kind: 'all',
|
||||
predicates: [
|
||||
{
|
||||
kind: 'compare',
|
||||
left: { source: 'event', path: 'values.critical' },
|
||||
operator: 'eq',
|
||||
right: true,
|
||||
},
|
||||
{
|
||||
kind: 'compare',
|
||||
left: { source: 'event', path: 'values.aiming' },
|
||||
operator: 'eq',
|
||||
right: true,
|
||||
},
|
||||
],
|
||||
},
|
||||
reducer: { kind: 'none' },
|
||||
mutations: [],
|
||||
outcomes: [
|
||||
{
|
||||
id: 'explosion',
|
||||
label: 'Explosion',
|
||||
phase: 'after_event',
|
||||
kind: 'direct_damage',
|
||||
scope: 'target',
|
||||
basis: 'flat',
|
||||
value: {
|
||||
op: 'multiply',
|
||||
left: 20,
|
||||
right: {
|
||||
ref: { source: 'attribute', attributeId: 'firepower' },
|
||||
},
|
||||
},
|
||||
targeting: {
|
||||
kind: 'event_target_area',
|
||||
center: 'event_target',
|
||||
validTargets: 'enemies',
|
||||
radiusMeters: 5,
|
||||
},
|
||||
probabilityPercent: 100,
|
||||
},
|
||||
],
|
||||
},
|
||||
],
|
||||
};
|
||||
const result = evaluateMechanicProgram(
|
||||
program,
|
||||
[
|
||||
{
|
||||
kind: 'weapon_hit',
|
||||
at: 1,
|
||||
targetId: 'enemy-b',
|
||||
values: { critical: true, aiming: true },
|
||||
areaTargetSample: {
|
||||
center: 'event_target',
|
||||
validTargets: [
|
||||
{
|
||||
entityId: 'enemy-c',
|
||||
population: 'enemy',
|
||||
distanceMeters: 5.001,
|
||||
},
|
||||
{ entityId: 'enemy-b', population: 'enemy', distanceMeters: 0 },
|
||||
{ entityId: 'ally-a', population: 'ally', distanceMeters: 2 },
|
||||
{ entityId: 'enemy-a', population: 'enemy', distanceMeters: 5 },
|
||||
],
|
||||
},
|
||||
},
|
||||
],
|
||||
custom(5),
|
||||
{ maxHealth: 1000, currentHealth: 1000, attributes: { firepower: 100 } },
|
||||
);
|
||||
|
||||
expect(result.status).toBe('OK');
|
||||
expect(result.outcomes.map((outcome) => outcome.targetId)).toEqual([
|
||||
'enemy-a',
|
||||
'enemy-b',
|
||||
]);
|
||||
expect(result.outcomes.map((outcome) => outcome.appliedValue)).toEqual([
|
||||
2000, 2000,
|
||||
]);
|
||||
expect(
|
||||
new Set(result.outcomes.map((outcome) => outcome.probabilityRoll)).size,
|
||||
).toBe(1);
|
||||
expect(result.outcomes[0].probabilityRoll).not.toBeNull();
|
||||
expect(result.script).toContain(
|
||||
'EXPLOSION CENTERED ON EVENT TARGET; APPLY TO VALID ENEMIES WITHIN 5m',
|
||||
);
|
||||
const maximum = evaluateMechanicProgram(
|
||||
program,
|
||||
[
|
||||
{
|
||||
kind: 'weapon_hit',
|
||||
at: 1,
|
||||
targetId: 'enemy-b',
|
||||
values: { critical: true, aiming: true },
|
||||
areaTargetSample: {
|
||||
center: 'event_target',
|
||||
validTargets: [
|
||||
{ entityId: 'enemy-b', population: 'enemy', distanceMeters: 0 },
|
||||
{ entityId: 'enemy-a', population: 'enemy', distanceMeters: 5 },
|
||||
],
|
||||
},
|
||||
},
|
||||
],
|
||||
{ mode: 'maximum', encounterSeconds: 5 },
|
||||
{ maxHealth: 1000, currentHealth: 1000, attributes: { firepower: 100 } },
|
||||
);
|
||||
expect(maximum.outcomes.map((outcome) => outcome.targetId)).toEqual([
|
||||
'enemy-a',
|
||||
'enemy-b',
|
||||
]);
|
||||
expect(
|
||||
maximum.outcomes.every((outcome) => outcome.probabilityRoll === 0),
|
||||
).toBe(true);
|
||||
|
||||
const skillProgram: MechanicProgram = {
|
||||
...program,
|
||||
id: 'skill-hit-explosion',
|
||||
clauses: program.clauses.map((clause) => ({
|
||||
...clause,
|
||||
when: 'skill_hit',
|
||||
if: undefined,
|
||||
})),
|
||||
};
|
||||
expect(validateMechanicProgram(skillProgram)).toMatchObject({ ok: true });
|
||||
expect(
|
||||
evaluateMechanicProgram(
|
||||
skillProgram,
|
||||
[
|
||||
{
|
||||
kind: 'skill_hit',
|
||||
at: 1,
|
||||
targetId: 'enemy-b',
|
||||
areaTargetSample: {
|
||||
center: 'event_target',
|
||||
validTargets: [
|
||||
{ entityId: 'enemy-b', population: 'enemy', distanceMeters: 0 },
|
||||
{ entityId: 'enemy-a', population: 'enemy', distanceMeters: 5 },
|
||||
],
|
||||
},
|
||||
},
|
||||
],
|
||||
custom(5),
|
||||
{
|
||||
maxHealth: 1000,
|
||||
currentHealth: 1000,
|
||||
attributes: { firepower: 100 },
|
||||
},
|
||||
).outcomes.map((outcome) => outcome.targetId),
|
||||
).toEqual(['enemy-a', 'enemy-b']);
|
||||
});
|
||||
|
||||
it('requires authoritative area evidence only when an area outcome activates', () => {
|
||||
const program: MechanicProgram = {
|
||||
id: 'area-evidence',
|
||||
name: 'Area Evidence',
|
||||
clauses: [
|
||||
{
|
||||
id: 'critical-hit',
|
||||
when: 'weapon_hit',
|
||||
if: {
|
||||
kind: 'compare',
|
||||
left: { source: 'event', path: 'values.critical' },
|
||||
operator: 'eq',
|
||||
right: true,
|
||||
},
|
||||
reducer: { kind: 'none' },
|
||||
mutations: [],
|
||||
outcomes: [
|
||||
{
|
||||
id: 'explosion',
|
||||
label: 'Explosion',
|
||||
phase: 'after_event',
|
||||
kind: 'direct_damage',
|
||||
scope: 'target',
|
||||
basis: 'flat',
|
||||
value: 1,
|
||||
targeting: {
|
||||
kind: 'event_target_area',
|
||||
center: 'event_target',
|
||||
validTargets: 'enemies',
|
||||
radiusMeters: 5,
|
||||
},
|
||||
},
|
||||
],
|
||||
},
|
||||
],
|
||||
};
|
||||
expect(
|
||||
evaluateMechanicProgram(
|
||||
program,
|
||||
[
|
||||
{
|
||||
kind: 'weapon_hit',
|
||||
at: 1,
|
||||
targetId: 'enemy',
|
||||
values: { critical: false },
|
||||
},
|
||||
],
|
||||
custom(5),
|
||||
),
|
||||
).toMatchObject({ status: 'OK', outcomes: [] });
|
||||
expect(
|
||||
evaluateMechanicProgram(
|
||||
program,
|
||||
[
|
||||
{
|
||||
kind: 'weapon_hit',
|
||||
at: 1,
|
||||
targetId: 'enemy',
|
||||
values: { critical: true },
|
||||
},
|
||||
],
|
||||
custom(5),
|
||||
),
|
||||
).toMatchObject({
|
||||
status: 'INVALID',
|
||||
errors: [
|
||||
expect.stringContaining('authoritative event-target area sample'),
|
||||
],
|
||||
});
|
||||
});
|
||||
|
||||
it('rejects malformed and duplicate area-target samples', () => {
|
||||
const result = evaluateMechanicProgram(
|
||||
{ id: 'sample-validation', name: 'Sample Validation', clauses: [] },
|
||||
[
|
||||
{
|
||||
kind: 'weapon_hit',
|
||||
at: 1,
|
||||
targetId: 'enemy',
|
||||
areaTargetSample: {
|
||||
center: 'event_target',
|
||||
validTargets: [
|
||||
{ entityId: 'enemy', population: 'enemy', distanceMeters: 0 },
|
||||
{ entityId: 'enemy', population: 'enemy', distanceMeters: 1 },
|
||||
],
|
||||
},
|
||||
},
|
||||
],
|
||||
custom(5),
|
||||
);
|
||||
expect(result).toMatchObject({
|
||||
status: 'INVALID',
|
||||
errors: [expect.stringContaining('duplicates entity "enemy"')],
|
||||
});
|
||||
|
||||
const oversizedTargets = Array.from({ length: 257 }, (_, index) => ({
|
||||
entityId: index === 0 ? 'enemy' : `enemy-${index}`,
|
||||
population: 'enemy' as const,
|
||||
distanceMeters: index === 0 ? 0 : 1,
|
||||
}));
|
||||
expect(
|
||||
evaluateMechanicProgram(
|
||||
{ id: 'sample-bound', name: 'Sample Bound', clauses: [] },
|
||||
[
|
||||
{
|
||||
kind: 'weapon_hit',
|
||||
at: 1,
|
||||
targetId: 'enemy',
|
||||
areaTargetSample: {
|
||||
center: 'event_target',
|
||||
validTargets: oversizedTargets,
|
||||
},
|
||||
},
|
||||
],
|
||||
custom(5),
|
||||
),
|
||||
).toMatchObject({
|
||||
status: 'INVALID',
|
||||
errors: [expect.stringContaining('cannot contain more than 256')],
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -206,7 +206,7 @@
|
||||
<span><small>COMMUNITY NETWORK</small>JOIN SHD DISCORD ↗</span>
|
||||
</a>
|
||||
<nav class="footer-nav" aria-label="Support and legal">
|
||||
<a href="/contact">CONTACT US</a><a href="/dmca">DMCA & COPYRIGHT</a><a href="/terms">TERMS & PRIVACY</a><a href="/terms#cookies">COOKIE POLICY</a><a href="/terms#retention">DATA RETENTION</a>
|
||||
<a href="/contact">CONTACT US</a><a href="https://buymeacoffee.com/shd.build" target="_blank" rel="noreferrer">BUY ME A COFFEE ↗</a><a href="/dmca">DMCA & COPYRIGHT</a><a href="/terms">TERMS & PRIVACY</a><a href="/terms#cookies">COOKIE POLICY</a><a href="/terms#retention">DATA RETENTION</a>
|
||||
</nav>
|
||||
</div>
|
||||
<p class="fan-disclaimer">UNOFFICIAL FAN SITE · NOT AFFILIATED WITH OR ENDORSED BY UBISOFT. TOM CLANCY’S THE DIVISION, THE DIVISION RESURGENCE, UBISOFT, AND RELATED INTELLECTUAL PROPERTY ARE OWNED BY UBISOFT AND/OR ITS LICENSORS.</p>
|
||||
|
||||
@@ -23,7 +23,9 @@
|
||||
let coverUploading = $state(false);
|
||||
let initialized = $state(false);
|
||||
let lastContent = '';
|
||||
let saveSequence = 0;
|
||||
let saveTimer: number | undefined;
|
||||
let saveInFlight = false;
|
||||
let saveQueued = false;
|
||||
const groupedTags = $derived.by(() => {
|
||||
const groups: Record<string, ComposerTag[]> = {};
|
||||
for (const tag of data.tags as ComposerTag[]) (groups[tag.group] ??= []).push(tag);
|
||||
@@ -35,6 +37,40 @@
|
||||
coverImageId, coverAlt, coverCaption, version };
|
||||
}
|
||||
|
||||
function scheduleSave() {
|
||||
if (saveTimer !== undefined) window.clearTimeout(saveTimer);
|
||||
saveTimer = window.setTimeout(() => {
|
||||
saveTimer = undefined;
|
||||
void saveDraft();
|
||||
}, 900);
|
||||
}
|
||||
|
||||
async function saveDraft() {
|
||||
if (saveInFlight || !saveQueued) return;
|
||||
saveInFlight = true;
|
||||
saveQueued = false;
|
||||
const draft = { ...payload(), tagIds: [...selectedTags] };
|
||||
try {
|
||||
const response = await fetch('/api/articles/draft', {
|
||||
method: 'POST', headers: { 'content-type': 'application/json' }, body: JSON.stringify(draft)
|
||||
});
|
||||
const result = await response.json();
|
||||
if (response.status === 409) {
|
||||
saveState = 'conflict';
|
||||
return;
|
||||
}
|
||||
if (!response.ok) throw new Error(result.message || 'Draft save failed.');
|
||||
version = result.version;
|
||||
saveState = saveQueued ? 'saving' : 'saved';
|
||||
} catch (error) {
|
||||
saveState = 'error';
|
||||
toast.error('Draft not saved', error instanceof Error ? error.message : 'Try again.');
|
||||
} finally {
|
||||
saveInFlight = false;
|
||||
if (saveQueued && saveState !== 'conflict') scheduleSave();
|
||||
}
|
||||
}
|
||||
|
||||
$effect(() => {
|
||||
const content = JSON.stringify({ title, deck, document, selectedTags, channel, coverImageId, coverAlt, coverCaption });
|
||||
if (!initialized) {
|
||||
@@ -44,29 +80,13 @@
|
||||
}
|
||||
if (content === lastContent) return;
|
||||
lastContent = content;
|
||||
const sequence = ++saveSequence;
|
||||
saveQueued = true;
|
||||
saveState = 'saving';
|
||||
const timer = window.setTimeout(async () => {
|
||||
try {
|
||||
const response = await fetch('/api/articles/draft', {
|
||||
method: 'POST', headers: { 'content-type': 'application/json' }, body: JSON.stringify(payload())
|
||||
});
|
||||
const result = await response.json();
|
||||
if (sequence !== saveSequence) return;
|
||||
if (response.status === 409) {
|
||||
saveState = 'conflict';
|
||||
return;
|
||||
}
|
||||
if (!response.ok) throw new Error(result.message || 'Draft save failed.');
|
||||
version = result.version;
|
||||
saveState = 'saved';
|
||||
} catch (error) {
|
||||
if (sequence !== saveSequence) return;
|
||||
saveState = 'error';
|
||||
toast.error('Draft not saved', error instanceof Error ? error.message : 'Try again.');
|
||||
}
|
||||
}, 900);
|
||||
return () => window.clearTimeout(timer);
|
||||
if (!saveInFlight) scheduleSave();
|
||||
return () => {
|
||||
if (saveTimer !== undefined) window.clearTimeout(saveTimer);
|
||||
saveTimer = undefined;
|
||||
};
|
||||
});
|
||||
|
||||
function toggleTag(id: string) {
|
||||
@@ -115,7 +135,7 @@
|
||||
<div class="article-publication-note"><p>{visibility === 'private' ? 'Only you can open this draft.' : visibility === 'unlisted' ? 'Anyone with the direct URL can read it.' : 'Listed in discovery and visible to everyone.'}</p>{#if data.article.pendingRevisionId}<strong>MODERATION REVIEW PENDING</strong>{/if}</div>
|
||||
<PendingForm action="?/publish" class="article-publish-form">
|
||||
<input type="hidden" name="articleId" value={data.article.id}/><input type="hidden" name="title" value={title}/><input type="hidden" name="deck" value={deck}/><input type="hidden" name="document" value={document}/><input type="hidden" name="tagIds" value={JSON.stringify(selectedTags)}/><input type="hidden" name="channel" value={channel}/><input type="hidden" name="coverImageId" value={coverImageId}/><input type="hidden" name="coverAlt" value={coverAlt}/><input type="hidden" name="coverCaption" value={coverCaption}/><input type="hidden" name="version" value={version}/><input type="hidden" name="visibility" value={visibility}/>
|
||||
<button class="primary">{visibility === 'private' ? 'SAVE AS PRIVATE' : data.article.kind === 'guide' ? 'SUBMIT FOR PUBLICATION' : 'PUBLISH ARTICLE'}</button>
|
||||
<button class="primary" disabled={saveState === 'saving' || coverUploading}>{visibility === 'private' ? 'SAVE AS PRIVATE' : data.article.kind === 'guide' ? 'SUBMIT FOR PUBLICATION' : 'PUBLISH ARTICLE'}</button>
|
||||
</PendingForm>
|
||||
</section>
|
||||
|
||||
|
||||
@@ -24,6 +24,16 @@
|
||||
function link(mark: ArticleMark) {
|
||||
return mark.type === 'link' ? mark.attrs?.href ?? '#' : '#';
|
||||
}
|
||||
|
||||
function orderedListStart(node: ArticleNode) {
|
||||
const start = Number(node.attrs?.start ?? 1);
|
||||
return Number.isInteger(start) && start > 1 ? start : undefined;
|
||||
}
|
||||
|
||||
function orderedListType(node: ArticleNode): 'a' | 'A' | 'i' | 'I' | undefined {
|
||||
const type = node.attrs?.type;
|
||||
return ['a', 'A', 'i', 'I'].includes(String(type)) ? type as 'a' | 'A' | 'i' | 'I' : undefined;
|
||||
}
|
||||
</script>
|
||||
|
||||
{#snippet renderText(text: string, marks: ArticleMark[], index = 0)}
|
||||
@@ -32,7 +42,7 @@
|
||||
{#if mark.type === 'bold'}<strong>{@render renderText(text, marks, index + 1)}</strong>
|
||||
{:else if mark.type === 'italic'}<em>{@render renderText(text, marks, index + 1)}</em>
|
||||
{:else if mark.type === 'code'}<code>{@render renderText(text, marks, index + 1)}</code>
|
||||
{:else}<a href={link(mark)} rel="nofollow ugc noopener noreferrer">{@render renderText(text, marks, index + 1)}</a>{/if}
|
||||
{:else}<a href={link(mark)} title={mark.attrs?.title} rel="nofollow ugc noopener noreferrer">{@render renderText(text, marks, index + 1)}</a>{/if}
|
||||
{/if}
|
||||
{/snippet}
|
||||
|
||||
@@ -46,7 +56,7 @@
|
||||
{:else if node.type === 'heading' && Number(node.attrs?.level) === 2}<h2>{@render children(node)}</h2>
|
||||
{:else if node.type === 'heading'}<h3>{@render children(node)}</h3>
|
||||
{:else if node.type === 'bulletList'}<ul>{@render children(node)}</ul>
|
||||
{:else if node.type === 'orderedList'}<ol>{@render children(node)}</ol>
|
||||
{:else if node.type === 'orderedList'}<ol start={orderedListStart(node)} type={orderedListType(node)}>{@render children(node)}</ol>
|
||||
{:else if node.type === 'listItem'}<li>{@render children(node)}</li>
|
||||
{:else if node.type === 'blockquote'}<blockquote>{@render children(node)}</blockquote>
|
||||
{:else if node.type === 'horizontalRule'}<hr/>
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
<script lang="ts">
|
||||
import AgentIdentityLink from '$lib/components/AgentIdentityLink.svelte';
|
||||
import ArticleContent from '$lib/components/ArticleContent.svelte';
|
||||
import ArticleDiscussion from '$lib/components/ArticleDiscussion.svelte';
|
||||
import AgentIdentityLink from '$lib/components/AgentIdentityLink.svelte';
|
||||
import PendingForm from '$lib/components/PendingForm.svelte';
|
||||
import { untrack } from 'svelte';
|
||||
let { data, form = null } = $props();
|
||||
@@ -25,7 +25,7 @@
|
||||
<header class="article-reader-head">
|
||||
<div class="article-reader-channel"><span>{data.article.channel ?? (data.article.kind === 'guide' ? 'COMMUNITY GUIDE' : 'NEWS')}</span>{#if data.article.featured}<b>FEATURED</b>{/if}{#if data.article.recommended}<b>RECOMMENDED</b>{/if}</div>
|
||||
<h1>{data.article.title}</h1><p>{data.article.deck}</p>
|
||||
<div class="article-reader-byline">{#if data.article.source}<div class="article-source-identity"><strong>{data.article.source.name}</strong><span>{publicationMeta}</span></div>{:else}<AgentIdentityLink size="compact" linked={Boolean(data.article.authorPublicSlug)} agent={{id:data.article.ownerId,displayName:data.article.author,publicSlug:data.article.authorPublicSlug,avatarUrl:`/avatars/user/${data.article.ownerId}`}} meta={publicationMeta}/>{/if}<div>{#if data.article.kind === 'guide' && data.article.owner}<a class="secondary" href={`/guides/${encodeURIComponent(data.article.slug)}/edit`}>EDIT GUIDE</a>{:else if data.article.kind === 'news' && data.canManageNews && !data.article.source}<a class="secondary" href={`/news/${encodeURIComponent(data.article.slug)}/edit`}>OPEN NEWSROOM</a>{/if}</div></div>
|
||||
<div class="article-reader-byline">{#if data.article.source}<div class="article-source-identity"><strong>{data.article.source.name}</strong><span>{publicationMeta}</span></div>{:else}<AgentIdentityLink size="compact" linked={Boolean(data.article.authorPublicSlug)} agent={{id:data.article.ownerId,displayName:data.article.author,publicSlug:data.article.authorPublicSlug,avatarUrl:`/avatars/user/${data.article.ownerId}`}} meta={publicationMeta}/>{/if}<div>{#if data.article.kind === 'guide' && data.article.owner}<a class="secondary" href={`/guides/${encodeURIComponent(data.article.slug)}/edit`}>EDIT GUIDE</a>{:else if data.article.kind === 'news' && data.canManageNews && !data.article.source}<a class="secondary" href={`/news/${encodeURIComponent(data.article.slug)}/edit`}>Edit Article</a>{/if}</div></div>
|
||||
{#if data.article.source}<aside class="article-source-notice"><div><span>OFFICIAL SOURCE</span><strong>Originally published by {data.article.source.name}</strong></div><a href={data.article.source.url} target="_blank" rel="noopener noreferrer">READ ON UBISOFT</a></aside>{/if}
|
||||
{#if data.tags.length}<nav class="article-reader-tags" aria-label="Article tags">{#each data.tags as tag}<a href={`/${path}?tag=${encodeURIComponent(tag.slug)}`}>{tag.name}</a>{/each}</nav>{/if}
|
||||
</header>
|
||||
|
||||
@@ -0,0 +1,108 @@
|
||||
<script lang="ts">
|
||||
import { onMount } from 'svelte';
|
||||
import { buildShareUrl, copyBuildLink, shareBuild } from '$lib/build-sharing';
|
||||
import { toast } from '$lib/toast';
|
||||
|
||||
let {
|
||||
title,
|
||||
slugOrUrl,
|
||||
visibility
|
||||
}: {
|
||||
title: string;
|
||||
slugOrUrl?: string | null;
|
||||
visibility: 'public' | 'unlisted' | 'private';
|
||||
} = $props();
|
||||
|
||||
let pending = $state<'share' | 'copy' | null>(null);
|
||||
let status = $state('');
|
||||
let nativeShareAvailable = $state(false);
|
||||
const canShare = $derived((visibility === 'public' || visibility === 'unlisted') && Boolean(slugOrUrl?.trim()));
|
||||
|
||||
onMount(() => {
|
||||
nativeShareAvailable = typeof navigator.share === 'function';
|
||||
});
|
||||
|
||||
function shareUrl() {
|
||||
return buildShareUrl(slugOrUrl ?? '', window.location.origin);
|
||||
}
|
||||
|
||||
async function handleShare() {
|
||||
if (pending) return;
|
||||
pending = 'share';
|
||||
const result = await shareBuild(navigator, { title, url: shareUrl() });
|
||||
pending = null;
|
||||
|
||||
if (result.state === 'shared') {
|
||||
status = 'Build shared.';
|
||||
toast.success('BUILD SHARED', 'The system share sheet accepted the Build link.');
|
||||
} else if (result.state === 'cancelled') {
|
||||
status = 'Sharing cancelled.';
|
||||
toast.info('SHARING CANCELLED', 'No link was shared.');
|
||||
} else if (result.state === 'unsupported') {
|
||||
status = 'Native sharing is not supported on this device. Use Copy Link instead.';
|
||||
toast.info('SHARE NOT SUPPORTED', 'Use COPY LINK to copy the Build URL.');
|
||||
} else {
|
||||
status = 'The Build could not be shared. Try Copy Link instead.';
|
||||
toast.error('BUILD NOT SHARED', 'Try COPY LINK or try again.');
|
||||
}
|
||||
}
|
||||
|
||||
async function handleCopy() {
|
||||
if (pending) return;
|
||||
pending = 'copy';
|
||||
const result = await copyBuildLink(navigator, shareUrl());
|
||||
pending = null;
|
||||
|
||||
if (result.state === 'copied') {
|
||||
status = 'Build link copied to the clipboard.';
|
||||
toast.success('LINK COPIED', 'Paste the Build link wherever you want to share it.');
|
||||
} else if (result.state === 'unsupported') {
|
||||
status = 'Clipboard copying is not supported in this browser.';
|
||||
toast.info('COPY NOT SUPPORTED', 'This browser cannot copy the Build link automatically.');
|
||||
} else {
|
||||
status = 'The Build link could not be copied.';
|
||||
toast.error('LINK NOT COPIED', 'Check clipboard permissions and try again.');
|
||||
}
|
||||
}
|
||||
</script>
|
||||
|
||||
<section class="build-share-control" aria-label="Share Build">
|
||||
{#if canShare}
|
||||
<div class="build-share-heading">
|
||||
<div>
|
||||
<span>BUILD UPLINK</span>
|
||||
<strong>{visibility === 'unlisted' ? 'UNLISTED LINK READY' : 'PUBLIC LINK READY'}</strong>
|
||||
</div>
|
||||
<span class="build-share-signal" aria-hidden="true"></span>
|
||||
</div>
|
||||
<div class:single={!nativeShareAvailable} class="build-share-actions">
|
||||
{#if nativeShareAvailable}
|
||||
<button class="build-share-primary" type="button" onclick={handleShare} disabled={pending !== null} aria-busy={pending === 'share'}>
|
||||
{pending === 'share' ? 'OPENING SHARE…' : 'SHARE BUILD →'}
|
||||
</button>
|
||||
{/if}
|
||||
<button class:build-share-primary={!nativeShareAvailable} class:build-share-copy={nativeShareAvailable} type="button" onclick={handleCopy} disabled={pending !== null} aria-busy={pending === 'copy'}>
|
||||
{pending === 'copy' ? 'COPYING…' : 'COPY LINK'}
|
||||
</button>
|
||||
</div>
|
||||
<p class="build-share-discord"><img src="/discord-symbol.svg" alt="" aria-hidden="true" />Discord will render the Build preview when you post the copied link.</p>
|
||||
{:else}
|
||||
<div class="build-share-locked">
|
||||
<span>{slugOrUrl?.trim() ? 'PRIVATE BUILD' : 'UNSAVED BUILD'}</span>
|
||||
<strong>PUBLIC LINK UNAVAILABLE</strong>
|
||||
<p>{slugOrUrl?.trim() ? 'Change visibility to Public or Unlisted before sharing this Build.' : 'Save this Build before creating a public or unlisted sharing link.'}</p>
|
||||
</div>
|
||||
{/if}
|
||||
<p class="build-share-status" aria-live="polite" aria-atomic="true">{status}</p>
|
||||
</section>
|
||||
|
||||
<style>
|
||||
.build-share-control{display:grid;border:1px solid var(--shd-border-strong);background:#0d1011;font-family:var(--shd-font-sans)}
|
||||
.build-share-heading{min-height:48px;display:flex;align-items:center;justify-content:space-between;gap:12px;padding:9px 11px;border-bottom:1px solid var(--shd-border);background:var(--shd-surface-raised)}
|
||||
.build-share-heading>div,.build-share-locked{display:grid;gap:3px}.build-share-heading span,.build-share-locked>span{color:var(--shd-text-muted);font-size:var(--shd-type-telemetry);font-weight:900;letter-spacing:.9px}.build-share-heading strong,.build-share-locked strong{font-size:var(--shd-type-supporting);letter-spacing:.45px}.build-share-signal{width:8px;height:8px;border:1px solid var(--shd-orange);background:var(--shd-orange);box-shadow:0 0 0 3px #f6a8211c}
|
||||
.build-share-actions{display:grid;grid-template-columns:minmax(0,1fr) minmax(120px,.45fr);gap:8px;padding:10px}.build-share-actions button{min-height:44px;padding:0 13px;border-radius:0;font-size:var(--shd-type-telemetry);font-weight:900;letter-spacing:.8px;cursor:pointer;transition:var(--shd-transition)}.build-share-primary{border:1px solid var(--shd-orange);background:var(--shd-orange);color:#111415}.build-share-copy{border:1px solid var(--shd-border-strong);background:var(--shd-surface);color:var(--shd-text)}.build-share-primary:hover{background:var(--shd-orange-hover);border-color:var(--shd-orange-hover)}.build-share-copy:hover{border-color:var(--shd-text-muted);background:var(--shd-surface-active)}.build-share-actions button:focus-visible{outline:2px solid var(--shd-focus-ring);outline-offset:2px}.build-share-actions button:active:not(:disabled){transform:translateY(1px);filter:brightness(.86)}.build-share-actions button:disabled{cursor:not-allowed;opacity:.48}
|
||||
.build-share-actions.single{grid-template-columns:1fr}
|
||||
.build-share-discord{display:flex;align-items:center;gap:7px;margin:0;padding:0 11px 10px;color:var(--shd-text-muted);font-size:var(--shd-type-telemetry);line-height:1.35}.build-share-discord img{width:16px;height:13px;object-fit:contain;opacity:.72}.build-share-locked{padding:14px}.build-share-locked>span{color:var(--shd-danger)}.build-share-locked p{margin:2px 0 0;color:var(--shd-text-muted);font-size:var(--shd-type-supporting);line-height:1.4}.build-share-status{min-height:0;margin:0;padding:0 11px;color:var(--shd-text-muted);font-size:var(--shd-type-telemetry)}.build-share-status:not(:empty){min-height:32px;padding-top:7px;padding-bottom:7px;border-top:1px solid var(--shd-border-soft)}
|
||||
@media(max-width:560px){.build-share-actions{grid-template-columns:1fr}.build-share-actions button{width:100%;min-height:44px}}
|
||||
@media(prefers-reduced-motion:reduce){.build-share-actions button{transition:none}.build-share-actions button:active:not(:disabled){transform:none}}
|
||||
</style>
|
||||
@@ -5,7 +5,7 @@
|
||||
items,
|
||||
value = $bindable(''),
|
||||
label,
|
||||
placeholder = 'Search available items…',
|
||||
placeholder = 'Search…',
|
||||
disabledIds = [],
|
||||
onchange
|
||||
}: {
|
||||
@@ -27,19 +27,19 @@
|
||||
<span>{label}</span>
|
||||
<button type="button" class="builder-picker-current" aria-expanded={open} onclick={() => open = !open}>
|
||||
<ItemIcon src={selected?.iconUrl} alt=""/>
|
||||
<b>{selected?.name ?? 'SELECT ITEM'}</b><small>{selected?.category ?? (selected ? 'EQUIPPED' : 'UNASSIGNED')}</small><em>{open ? '×' : '+'}</em>
|
||||
<b>{selected?.name ?? 'SELECT ITEM'}</b><small>{selected?.category ?? (selected ? 'EQUIPPED' : 'UNASSIGNED')}</small><em>{open ? '×' : '+'}</em>
|
||||
</button>
|
||||
{#if open}
|
||||
<div class="builder-picker-panel">
|
||||
<input type="search" bind:value={query} {placeholder} aria-label={placeholder}/>
|
||||
<div>
|
||||
{#if selected}<button type="button" class="builder-picker-clear" onclick={() => choose('')}><i>×</i><span><b>CLEAR SLOT</b><small>REMOVE CURRENT SELECTION</small></span><em>CLEAR</em></button>{/if}
|
||||
{#if selected}<button type="button" class="builder-picker-clear" onclick={() => choose('')}><i>×</i><span><b>CLEAR</b><small>REMOVE SELECTION</small></span><em>CLEAR</em></button>{/if}
|
||||
{#each results as item}
|
||||
<button type="button" class:selected={item.id === value} disabled={disabledIds.includes(item.id)} onclick={() => choose(item.id)}>
|
||||
<ItemIcon src={item.iconUrl} alt=""/>
|
||||
<span><b>{item.name}</b><small>{item.category ?? 'AVAILABLE'}</small></span><em>{item.id === value ? 'EQUIPPED' : disabledIds.includes(item.id) ? 'CONFLICT' : 'SELECT'}</em>
|
||||
</button>
|
||||
{:else}<p>NO MATCHING ITEMS</p>{/each}
|
||||
{:else}<p>NO MATCHES</p>{/each}
|
||||
</div>
|
||||
</div>
|
||||
{/if}
|
||||
|
||||
@@ -24,6 +24,8 @@
|
||||
} = $props();
|
||||
|
||||
let query = $state('');
|
||||
let open = $state(false);
|
||||
const selected = $derived(items.find((item) => item.id === value));
|
||||
const visible = $derived(items.filter((item) =>
|
||||
!query.trim() || `${item.name} ${item.category ?? ''}`.toLocaleLowerCase().includes(query.trim().toLocaleLowerCase())
|
||||
));
|
||||
@@ -31,26 +33,33 @@
|
||||
function choose(id: string) {
|
||||
value = id;
|
||||
onchange?.(id);
|
||||
if (searchable) {
|
||||
open = false;
|
||||
query = '';
|
||||
}
|
||||
}
|
||||
</script>
|
||||
|
||||
<fieldset class="builder-radio-grid" class:icon-only={iconOnly} style={`--builder-radio-columns:${Math.max(1, columns)}`}>
|
||||
<legend>{label}</legend>
|
||||
{#if searchable}
|
||||
{#if searchable}<button type="button" class="builder-radio-toggle" aria-expanded={open} onclick={() => open = !open}><ItemIcon src={selected?.iconUrl} alt=""/><span><b>{selected?.name ?? 'SELECT OPTION'}</b><small>{selected?.category ?? 'NOT CONFIGURED'}</small></span><em>{open ? 'CLOSE' : 'CHANGE'}</em></button>{/if}
|
||||
{#if searchable && open}
|
||||
<input class="builder-radio-search" type="search" bind:value={query} placeholder="SEARCH AVAILABLE OPTIONS" aria-label={`Search ${label.toLocaleLowerCase()}`}/>
|
||||
{/if}
|
||||
<div>
|
||||
{#each visible as item}
|
||||
<label title={item.name}>
|
||||
<input type="radio" {name} value={item.id} checked={value === item.id} {required} aria-label={item.name} onchange={() => choose(item.id)}/>
|
||||
<span>
|
||||
<ItemIcon src={item.iconUrl} alt=""/>
|
||||
<b>{item.name}</b>
|
||||
{#if item.category}<small>{item.category}</small>{/if}
|
||||
</span>
|
||||
</label>
|
||||
{:else}
|
||||
<p>NO MATCHING OPTIONS</p>
|
||||
{/each}
|
||||
</div>
|
||||
{#if !searchable || open}
|
||||
<div>
|
||||
{#each visible as item}
|
||||
<label title={item.name}>
|
||||
<input type="radio" {name} value={item.id} checked={value === item.id} {required} aria-label={item.name} onchange={() => choose(item.id)}/>
|
||||
<span>
|
||||
<ItemIcon src={item.iconUrl} alt=""/>
|
||||
<b>{item.name}</b>
|
||||
{#if item.category}<small>{item.category}</small>{/if}
|
||||
</span>
|
||||
</label>
|
||||
{:else}
|
||||
<p>NO MATCHING OPTIONS</p>
|
||||
{/each}
|
||||
</div>
|
||||
{/if}
|
||||
</fieldset>
|
||||
|
||||
@@ -6,6 +6,7 @@
|
||||
import type { GameIconName } from '$lib/game-icons';
|
||||
import type { DatabaseItem } from '$lib/database/items';
|
||||
import MarkdownContent from './MarkdownContent.svelte';
|
||||
import WeaponModSlotIcon from './WeaponModSlotIcon.svelte';
|
||||
|
||||
let {
|
||||
item,
|
||||
@@ -16,9 +17,21 @@
|
||||
hideDiscussionUtility?: boolean;
|
||||
anchor?: boolean;
|
||||
} = $props();
|
||||
let protocolLevel = $state(1);
|
||||
let talentUpgrades = $state(0);
|
||||
|
||||
const number = (value: number) => Number.isInteger(value) ? String(value) : value.toFixed(2).replace(/\.?0+$/, '');
|
||||
const valueWithUnit = (value: number, unit: string) => `${number(value)}${unit ? (unit === '%' ? '%' : ` ${unit}`) : ''}`;
|
||||
const protocolPrimaryValue = () => item.protocolPreview
|
||||
? item.protocolPreview.primaryBaseValue * (1 + (protocolLevel - 1) / 49)
|
||||
: 0;
|
||||
const talentDescription = () => item.protocolPreview?.talentDescription?.replace(/\{(\d+)\}/g, (placeholder, raw) => {
|
||||
const effect = item.protocolPreview?.talentEffects[Number(raw) - 1];
|
||||
return effect ? valueWithUnit(effect.baseValue * (1 + talentUpgrades / 5), effect.unit) : placeholder;
|
||||
});
|
||||
</script>
|
||||
|
||||
<article id={anchor ? `database-item-${item.id}` : undefined} class="database-item-card" class:talent-card={item.variant === 'talent'}>
|
||||
<article id={anchor ? `database-item-${item.id}` : undefined} class="database-item-card" class:talent-card={item.variant === 'talent'} class:protocol-quality-standard={item.topBorderTone === 'standard'} class:protocol-quality-specialized={item.topBorderTone === 'specialized'} class:protocol-quality-superior={item.topBorderTone === 'superior'} class:protocol-quality-highend={item.topBorderTone === 'highend'}>
|
||||
<header>
|
||||
{#if item.renderUrl}<img class="database-item-render" src={item.renderUrl} alt="" loading="lazy"/>{/if}
|
||||
<div class="database-item-icon">
|
||||
@@ -31,13 +44,38 @@
|
||||
{#if item.headerBadges?.length || item.headerBadge || item.headerMetaIcon}
|
||||
<div class="database-header-status">
|
||||
{#if item.headerMetaIcon}<GameIcon name={item.headerMetaIcon}/>{/if}
|
||||
{#each item.headerBadges ?? [] as badge}<span class="database-header-badge">{badge}</span>{/each}
|
||||
{#if item.headerBadge}<span class="database-header-badge">{item.headerBadge}</span>{/if}
|
||||
{#each item.headerBadges ?? [] as badge}<span class="database-header-badge" class:exotic={badge === 'EXOTIC'}>{badge}</span>{/each}
|
||||
{#if item.headerBadge}<span class="database-header-badge" class:protocol-badge-standard={item.headerBadgeTone === 'standard'} class:protocol-badge-specialized={item.headerBadgeTone === 'specialized'} class:protocol-badge-superior={item.headerBadgeTone === 'superior'} class:protocol-badge-highend={item.headerBadgeTone === 'highend'}>{item.headerBadge}</span>{/if}
|
||||
</div>
|
||||
{/if}
|
||||
</header>
|
||||
{#if item.badges?.length}<div class="database-item-badges">{#each item.badges as badge}<span class={badge.tone ?? ''}>{badge.label}</span>{/each}</div>{/if}
|
||||
<DatabaseFacts facts={item.facts} layout={item.factLayout}/>
|
||||
{#if item.protocolPreview}
|
||||
<section class="database-protocol-preview">
|
||||
<div class="database-protocol-primary"><span>{item.protocolPreview.primaryStat}</span><b>{Number.isFinite(protocolPrimaryValue()) ? valueWithUnit(protocolPrimaryValue(), item.protocolPreview.primaryUnit) : 'NOT CONFIGURED'}</b></div>
|
||||
{#if item.protocolPreview.talentDescription}
|
||||
<div class="database-protocol-talent"><p>{talentDescription()}</p></div>
|
||||
{/if}
|
||||
<div class="database-protocol-controls"><label class="database-protocol-level"><span>LVL {protocolLevel}</span><input type="range" min="1" max="50" step="1" bind:value={protocolLevel} aria-label={`${item.name} level`}/></label>{#if item.protocolPreview.talentDescription}<div class="database-protocol-diamonds" role="group" aria-label={`${item.name} talent upgrades`}>{#each [1, 2, 3, 4, 5] as upgrade}<button type="button" class:active={talentUpgrades >= upgrade} aria-label={`Set talent upgrades to ${upgrade}`} aria-pressed={talentUpgrades === upgrade} onclick={() => talentUpgrades = talentUpgrades === upgrade ? 0 : upgrade}>◆</button>{/each}</div>{/if}</div>
|
||||
</section>
|
||||
{:else}
|
||||
<DatabaseFacts facts={item.facts} layout={item.factLayout}/>
|
||||
{/if}
|
||||
{#if item.weaponModSlots}
|
||||
<div class="database-weapon-mod-slots">
|
||||
<div><span>MOD SLOTS</span></div>
|
||||
{#if item.weaponModSlots.length}
|
||||
<ul aria-label={`${item.name} Weapon Mod slots`}>
|
||||
{#each item.weaponModSlots as modSlot}
|
||||
<li class:upgrade-slot={modSlot.unlockedAtTierOne} class:has-slot-icon={Boolean(modSlot.iconUrl)} title={`${modSlot.slot}${modSlot.unlockedAtTierOne ? ' - Unlocked when this weapon upgrades to Tier 1' : ''}`}>
|
||||
{#if modSlot.iconUrl}<WeaponModSlotIcon slot={modSlot.slot} iconUrl={modSlot.iconUrl}/><span class="sr-only">{modSlot.slot}</span>{:else}<span>{modSlot.slot}</span>{/if}
|
||||
{#if modSlot.unlockedAtTierOne}<small>T1+</small>{/if}
|
||||
</li>
|
||||
{/each}
|
||||
</ul>
|
||||
{:else}<p>MOD SLOT DATA NOT CONFIGURED</p>{/if}
|
||||
</div>
|
||||
{/if}
|
||||
{#if item.lines?.length}
|
||||
<div class="database-item-lines">{#each item.lines as line}<div><span>{line.label}</span><b>{line.value}</b></div>{/each}</div>
|
||||
{/if}
|
||||
@@ -53,7 +91,7 @@
|
||||
<section><span>TIER I</span><p>{item.description ?? 'Description is not available.'}</p></section>
|
||||
<section><span>TIER II</span><p>{item.secondaryDescription ?? 'Description is not available.'}</p></section>
|
||||
</div>
|
||||
{:else}
|
||||
{:else if !item.protocolPreview}
|
||||
{#if item.description}<p class:data-description={item.descriptionStyle === 'data'}>{item.description}</p>{/if}
|
||||
{#if item.secondaryDescription}<p class="secondary-description" class:data-description={item.descriptionStyle === 'data'}>{item.secondaryDescription}</p>{/if}
|
||||
{/if}
|
||||
|
||||
@@ -75,7 +75,11 @@
|
||||
}
|
||||
|
||||
function paste(event: ClipboardEvent) {
|
||||
const file = Array.from(event.clipboardData?.files ?? []).find((item) => item.type.startsWith('image/'));
|
||||
const file =
|
||||
Array.from(event.clipboardData?.items ?? [])
|
||||
.find((item) => item.kind === 'file' && item.type.startsWith('image/'))
|
||||
?.getAsFile() ??
|
||||
Array.from(event.clipboardData?.files ?? []).find((item) => item.type.startsWith('image/'));
|
||||
if (file) {
|
||||
event.preventDefault();
|
||||
setFile(file);
|
||||
@@ -107,10 +111,12 @@
|
||||
});
|
||||
</script>
|
||||
|
||||
<!-- svelte-ignore a11y_no_noninteractive_tabindex -- focus is required as a scoped native paste target -->
|
||||
<div
|
||||
class="image-drop-input"
|
||||
class:dragging
|
||||
role="group"
|
||||
tabindex="0"
|
||||
aria-label="Drop an image here or paste one from the clipboard"
|
||||
ondragenter={(event) => { event.preventDefault(); dragging = true; }}
|
||||
ondragover={(event) => event.preventDefault()}
|
||||
|
||||
@@ -14,4 +14,4 @@
|
||||
const resolvedAlt = $derived(src || !alt ? alt : `${alt} — icon awaiting contribution`);
|
||||
</script>
|
||||
|
||||
<img src={src || MISSING_ITEM_ICON_URL} alt={resolvedAlt} class:missing-item-icon={!src} class={className}/>
|
||||
<img src={src || MISSING_ITEM_ICON_URL} alt={resolvedAlt} class:missing-item-icon={!src} class={`item-icon ${className}`.trim()}/>
|
||||
|
||||
@@ -0,0 +1,125 @@
|
||||
<script lang="ts">
|
||||
import PendingForm from '$lib/components/PendingForm.svelte';
|
||||
import SearchableAssignment from '$lib/components/SearchableAssignment.svelte';
|
||||
import {
|
||||
MOD_QUALITIES,
|
||||
MOD_SECONDARY_CAPACITY,
|
||||
MOD_SECONDARY_QUALITIES,
|
||||
type ModSecondaryRange
|
||||
} from '$lib/mods/secondary-pool';
|
||||
|
||||
let {
|
||||
kind,
|
||||
pool,
|
||||
stats,
|
||||
error,
|
||||
saved = false,
|
||||
resultToken = ''
|
||||
}: {
|
||||
kind: 'Weapon Mod' | 'Gear Mod';
|
||||
pool: ModSecondaryRange[];
|
||||
stats: Array<{ id: string; name: string; unit: string }>;
|
||||
error?: string;
|
||||
saved?: boolean;
|
||||
resultToken?: string;
|
||||
} = $props();
|
||||
|
||||
const poolId = $derived(kind === 'Weapon Mod' ? 'weapon-mod-secondary-pool' : 'gear-mod-secondary-pool');
|
||||
const action = '?/saveSecondaryPool';
|
||||
const qualityClass = (quality: string) => `quality-${quality.toLowerCase().replace('-', '')}`;
|
||||
const blankSecondary = (): ModSecondaryRange => ({
|
||||
statId: '',
|
||||
values: Object.fromEntries(
|
||||
MOD_SECONDARY_QUALITIES.map((quality) => [quality, {
|
||||
level1Min: 0,
|
||||
level1Max: 0,
|
||||
level20Min: 0,
|
||||
level20Max: 0
|
||||
}])
|
||||
) as ModSecondaryRange['values']
|
||||
});
|
||||
let editing = $state(false);
|
||||
let draft = $state<ModSecondaryRange[]>([]);
|
||||
let handledResultToken = $state('');
|
||||
|
||||
function openEditor() {
|
||||
draft = pool.length ? structuredClone(pool) : [blankSecondary(), blankSecondary()];
|
||||
editing = true;
|
||||
}
|
||||
|
||||
function addSecondary() {
|
||||
if (draft.length < 50) draft = [...draft, blankSecondary()];
|
||||
}
|
||||
|
||||
function removeSecondary(index: number) {
|
||||
if (draft.length > 2) draft = draft.filter((_, itemIndex) => itemIndex !== index);
|
||||
}
|
||||
|
||||
$effect(() => {
|
||||
if (saved && resultToken && resultToken !== handledResultToken) {
|
||||
handledResultToken = resultToken;
|
||||
editing = false;
|
||||
}
|
||||
});
|
||||
</script>
|
||||
|
||||
<section class="mod-secondary-pool-registry">
|
||||
<div class="selection-head">
|
||||
<div>
|
||||
<span>SHARED {kind.toUpperCase()} SECONDARY POOL</span>
|
||||
<small>ONE CANONICAL POOL FOR EVERY REGULAR {kind.toUpperCase()}</small>
|
||||
</div>
|
||||
<button type="button" class="row-action" onclick={openEditor}>EDIT SHARED POOL →</button>
|
||||
</div>
|
||||
<div class="mod-secondary-capacity">
|
||||
{#each MOD_QUALITIES as quality}
|
||||
<span><b class={qualityClass(quality)}>{quality.toUpperCase()}</b><strong>{MOD_SECONDARY_CAPACITY[quality]}</strong><small>SECONDARY {MOD_SECONDARY_CAPACITY[quality] === 1 ? 'ROLL' : 'ROLLS'}</small></span>
|
||||
{/each}
|
||||
<span class="pool-total"><b>ATTRIBUTE POOL</b><strong>{pool.length}</strong><small>SHARED OPTIONS</small></span>
|
||||
</div>
|
||||
</section>
|
||||
|
||||
{#if editing}
|
||||
<div class="dashboard-editor mod-secondary-pool-editor">
|
||||
<div class="editor-title">
|
||||
<div><p class="eyebrow">SHARED CONFIGURATION</p><h3>{kind.toUpperCase()} SECONDARY ATTRIBUTES</h3></div>
|
||||
<button aria-label={`Close ${kind} secondary pool editor`} onclick={() => editing = false}>×</button>
|
||||
</div>
|
||||
<PendingForm {action}>
|
||||
<input type="hidden" name="id" value={poolId}/>
|
||||
<input type="hidden" name="name" value={`Shared ${kind} Secondary Pool`}/>
|
||||
<input type="hidden" name="secondaryRanges" value={JSON.stringify(draft)}/>
|
||||
<p class="console-note">Standard quality has no secondary roll. Specialized selects one option; Superior and High-end select two distinct options. Ranges scale linearly from Level 1 to Level 20.</p>
|
||||
<div class="selection-head pool-editor-head">
|
||||
<div><span>AVAILABLE ATTRIBUTES</span><small>SPECIALIZED · SUPERIOR · HIGH-END LEVEL ENDPOINTS</small></div>
|
||||
<button type="button" class="row-action" onclick={addSecondary} disabled={draft.length >= 50}>ADD ATTRIBUTE +</button>
|
||||
</div>
|
||||
<div class="mod-secondary-pool-options">
|
||||
{#each draft as range, index}
|
||||
<div class="mod-secondary-pool-option">
|
||||
<strong>{String(index + 1).padStart(2, '0')}</strong>
|
||||
<SearchableAssignment
|
||||
items={stats}
|
||||
mode="single"
|
||||
compact
|
||||
subjectLabel="POSSIBLE ATTRIBUTE"
|
||||
searchPlaceholder="Search attributes…"
|
||||
excludedIds={draft.filter((_, itemIndex) => itemIndex !== index).map((item) => item.statId)}
|
||||
bind:value={range.statId}
|
||||
/>
|
||||
{#each MOD_SECONDARY_QUALITIES as quality}
|
||||
<div class="mod-secondary-quality-range">
|
||||
<b class={qualityClass(quality)}>{quality.toUpperCase()}</b>
|
||||
<label><span>LEVEL 1</span><div><input type="number" step="any" bind:value={range.values[quality].level1Min} aria-label={`${quality} ${stats.find((item) => item.id === range.statId)?.name ?? 'attribute'} Level 1 minimum`} required/><i>–</i><input type="number" step="any" bind:value={range.values[quality].level1Max} aria-label={`${quality} ${stats.find((item) => item.id === range.statId)?.name ?? 'attribute'} Level 1 maximum`} required/></div></label>
|
||||
<label><span>LEVEL 20</span><div><input type="number" step="any" bind:value={range.values[quality].level20Min} aria-label={`${quality} ${stats.find((item) => item.id === range.statId)?.name ?? 'attribute'} Level 20 minimum`} required/><i>–</i><input type="number" step="any" bind:value={range.values[quality].level20Max} aria-label={`${quality} ${stats.find((item) => item.id === range.statId)?.name ?? 'attribute'} Level 20 maximum`} required/></div></label>
|
||||
</div>
|
||||
{/each}
|
||||
<button type="button" aria-label={`Remove shared secondary attribute option ${index + 1}`} onclick={() => removeSecondary(index)} disabled={draft.length <= 2}>×</button>
|
||||
</div>
|
||||
{/each}
|
||||
</div>
|
||||
{#if error}<p class="error">{error}</p>{/if}
|
||||
<div class="form-actions"><button type="button" class="secondary" onclick={() => editing = false}>CANCEL</button><button class="primary">SAVE SHARED POOL →</button></div>
|
||||
</PendingForm>
|
||||
</div>
|
||||
{/if}
|
||||
@@ -29,8 +29,6 @@
|
||||
gear_max: 'gearMax',
|
||||
weapon_min: 'weaponMin',
|
||||
weapon_max: 'weaponMax',
|
||||
skill_chip_min: 'chipMin',
|
||||
skill_chip_max: 'chipMax',
|
||||
cap_value: 'capValue'
|
||||
};
|
||||
return proposed[names[key] ?? key];
|
||||
@@ -46,6 +44,8 @@
|
||||
);
|
||||
const specializationRecord = $derived((currentSnapshot?.record ?? null) as Record<string, unknown> | null);
|
||||
const skillChipRecord = $derived((currentSnapshot?.record ?? null) as Record<string, unknown> | null);
|
||||
const currentSharedSkillChipProfiles = $derived((Array.isArray(currentSnapshot) ? currentSnapshot : []) as any[]);
|
||||
const proposedSharedSkillChipProfiles = $derived((jsonValue(proposed.profiles) ?? []) as any[]);
|
||||
const skillChipFields = $derived([
|
||||
{ label: 'NAME', current: skillChipRecord?.name, proposed: proposed.name },
|
||||
{ label: 'SPECIALIZATION ABILITY', current: skillChipRecord?.specialization_ability_id, proposed: proposed.abilityId },
|
||||
@@ -78,6 +78,7 @@
|
||||
{ label: 'SPECIALIZATION', current: specializationRecord?.specialization_id, proposed: proposed.specializationId },
|
||||
{ label: 'DURATION · SECONDS', current: specializationRecord?.duration_seconds, proposed: proposed.durationSeconds },
|
||||
{ label: 'COOLDOWN · SECONDS', current: specializationRecord?.cooldown_seconds, proposed: proposed.cooldownSeconds },
|
||||
{ label: 'SHARED SKILL CHIP ABILITY', current: (currentSnapshot?.skillChipLinks as any[])?.[0]?.ability_id === specializationRecord?.id ? (currentSnapshot?.skillChipLinks as any[])?.[0]?.compatible_ability_id : (currentSnapshot?.skillChipLinks as any[])?.[0]?.ability_id, proposed: proposed.skillChipCompatibleAbilityId },
|
||||
{ label: 'DESCRIPTION', current: specializationRecord?.description, proposed: proposed.description }
|
||||
]
|
||||
: action === 'saveCombatEffect'
|
||||
@@ -256,7 +257,7 @@
|
||||
{#each [['type','TYPE'],['category','CATEGORY'],['calculation_type','CALCULATION'],['unit','UNIT']] as field}
|
||||
<div class="preview-field"><span>{field[1]}</span><strong>{shown(attributeValue('current', field[0]))}</strong></div>
|
||||
{/each}
|
||||
{#each [['gear','GEAR'],['weapon','WEAPON'],['skill_chip','SKILL CHIP']] as source}
|
||||
{#each [['gear','GEAR'],['weapon','WEAPON']] as source}
|
||||
<div class="preview-field range"><span>{source[1]} RANGE · OPTIONAL</span><div><strong>{shown(attributeValue('current', `${source[0]}_min`))}</strong><i>TO</i><strong>{shown(attributeValue('current', `${source[0]}_max`))}</strong></div></div>
|
||||
{/each}
|
||||
<div class="preview-field"><span>OPTIONAL CAP</span><strong>{shown(attributeValue('current', 'cap_value'))}</strong></div>
|
||||
@@ -273,13 +274,24 @@
|
||||
{#each [['type','TYPE'],['category','CATEGORY'],['calculation_type','CALCULATION'],['unit','UNIT']] as field}
|
||||
<div class="preview-field"><span>{field[1]}</span><strong>{shown(attributeValue('proposed', field[0]))}</strong></div>
|
||||
{/each}
|
||||
{#each [['gear','GEAR'],['weapon','WEAPON'],['skill_chip','SKILL CHIP']] as source}
|
||||
{#each [['gear','GEAR'],['weapon','WEAPON']] as source}
|
||||
<div class="preview-field range"><span>{source[1]} RANGE · OPTIONAL</span><div><strong>{shown(attributeValue('proposed', `${source[0]}_min`))}</strong><i>TO</i><strong>{shown(attributeValue('proposed', `${source[0]}_max`))}</strong></div></div>
|
||||
{/each}
|
||||
<div class="preview-field"><span>OPTIONAL CAP</span><strong>{shown(attributeValue('proposed', 'cap_value'))}</strong></div>
|
||||
</div>
|
||||
</article>
|
||||
</div>
|
||||
{:else if module === 'skillchips' && ['savePrimaryProfile','saveSecondaryPool'].includes(action)}
|
||||
<div class="proposal-compare-grid">
|
||||
<article class="proposal-editor-preview before">
|
||||
<header><span>CURRENT LIVE · SHARED {action === 'savePrimaryProfile' ? 'PRIMARY PROFILE' : 'SECONDARY POOL'}</span><b>BEFORE</b></header>
|
||||
<div class="proposal-structured-list">{#each currentSharedSkillChipProfiles as profile}<p>{profile.statId} · {Object.entries(profile.values ?? {}).map(([quality, range]: [string, any]) => `${quality.toUpperCase()} ${shown(range.min)}–${shown(range.max)}`).join(' · ')}</p>{:else}<p>SHARED PROFILE NOT CONFIGURED</p>{/each}</div>
|
||||
</article>
|
||||
<article class="proposal-editor-preview after">
|
||||
<header><span>PROPOSED · SHARED {action === 'savePrimaryProfile' ? 'PRIMARY PROFILE' : 'SECONDARY POOL'}</span><b>AFTER</b></header>
|
||||
<div class="proposal-structured-list">{#each proposedSharedSkillChipProfiles as profile}<p>{profile.statId} · {Object.entries(profile.values ?? {}).map(([quality, range]: [string, any]) => `${quality.toUpperCase()} ${shown(range.min)}–${shown(range.max)}`).join(' · ')}</p>{/each}</div>
|
||||
</article>
|
||||
</div>
|
||||
{:else if module === 'skillchips' && action === 'save'}
|
||||
<div class="proposal-compare-grid">
|
||||
<article class="proposal-editor-preview before">
|
||||
@@ -287,7 +299,7 @@
|
||||
{#if skillChipRecord}
|
||||
<div class="proposal-field-summary">
|
||||
{#each skillChipFields as field}<div><span>{field.label}</span><strong>{shown(field.current)}</strong></div>{/each}
|
||||
<div><span>ROLL POOLS</span><strong>{(currentSnapshot?.primaryOptions as any[])?.length ?? 0} PRIMARY · {(currentSnapshot?.secondaryOptions as any[])?.length ?? 0} SECONDARY</strong></div>
|
||||
<div><span>3-PIECE TALENT</span><strong>{currentSnapshot?.talent ? 'ASSIGNED' : 'NOT ASSIGNED'}</strong></div>
|
||||
</div>
|
||||
<div class="proposal-structured-list">
|
||||
<header><span>3-PIECE CONDITIONAL MECHANIC</span><b>TYPED RULE</b></header>
|
||||
@@ -301,7 +313,7 @@
|
||||
<header><span>PROPOSED · SKILL CHIP</span><b>AFTER</b></header>
|
||||
<div class="proposal-field-summary">
|
||||
{#each skillChipFields as field}<div><span>{field.label}</span><strong>{shown(field.proposed)}</strong></div>{/each}
|
||||
<div><span>ROLL POOLS</span><strong>{Array.isArray(proposed.primaryStatIds) ? proposed.primaryStatIds.length : Number(Boolean(proposed.primaryStatIds))} PRIMARY · {Array.isArray(proposed.secondaryStatIds) ? proposed.secondaryStatIds.length : Number(Boolean(proposed.secondaryStatIds))} SECONDARY</strong></div>
|
||||
<div><span>3-PIECE TALENT</span><strong>{proposed.hasTalent === '1' ? 'ASSIGNED' : 'NOT ASSIGNED'}</strong></div>
|
||||
</div>
|
||||
<div class="proposal-structured-list">
|
||||
<header><span>3-PIECE CONDITIONAL MECHANIC</span><b>TYPED RULE</b></header>
|
||||
|
||||
@@ -0,0 +1,128 @@
|
||||
<script lang="ts">
|
||||
import PendingForm from '$lib/components/PendingForm.svelte';
|
||||
import SearchableAssignment from '$lib/components/SearchableAssignment.svelte';
|
||||
import {
|
||||
SKILL_CHIP_QUALITIES,
|
||||
SKILL_CHIP_SECONDARY_CAPACITY,
|
||||
SKILL_CHIP_SECONDARY_QUALITIES,
|
||||
type SkillChipProfile
|
||||
} from '$lib/skill-chips/profiles';
|
||||
|
||||
let {
|
||||
primaryProfiles,
|
||||
primaryProfileBase,
|
||||
secondaryPool,
|
||||
stats,
|
||||
primaryError,
|
||||
secondaryError,
|
||||
primarySaved = false,
|
||||
secondarySaved = false,
|
||||
resultToken = ''
|
||||
}: {
|
||||
primaryProfiles: SkillChipProfile[];
|
||||
primaryProfileBase: SkillChipProfile[];
|
||||
secondaryPool: SkillChipProfile[];
|
||||
stats: Array<{ id: string; name: string; unit: string }>;
|
||||
primaryError?: string;
|
||||
secondaryError?: string;
|
||||
primarySaved?: boolean;
|
||||
secondarySaved?: boolean;
|
||||
resultToken?: string;
|
||||
} = $props();
|
||||
|
||||
const qualityClass = (quality: string) => `quality-${quality.toLowerCase().replace('-', '')}`;
|
||||
const blankValues = (qualities: readonly string[]) => Object.fromEntries(
|
||||
qualities.map((quality) => [quality, { min: '', max: '' }])
|
||||
);
|
||||
const hydrated = (profile: SkillChipProfile, qualities: readonly string[]) => ({
|
||||
statId: profile.statId,
|
||||
values: Object.fromEntries(qualities.map((quality) => [quality, {
|
||||
min: profile.values[quality]?.min ?? '',
|
||||
max: profile.values[quality]?.max ?? ''
|
||||
}]))
|
||||
});
|
||||
const blankSecondary = () => ({ statId: '', values: blankValues(SKILL_CHIP_SECONDARY_QUALITIES) });
|
||||
let primaryEditing = $state(false);
|
||||
let secondaryEditing = $state(false);
|
||||
let primaryDraft = $state<any[]>([]);
|
||||
let secondaryDraft = $state<any[]>([]);
|
||||
let handledPrimaryToken = $state('');
|
||||
let handledSecondaryToken = $state('');
|
||||
|
||||
function openPrimary() {
|
||||
primaryDraft = primaryProfiles.map((profile) => hydrated(profile, SKILL_CHIP_QUALITIES));
|
||||
secondaryEditing = false;
|
||||
primaryEditing = true;
|
||||
}
|
||||
function openSecondary() {
|
||||
const loaded: any[] = secondaryPool.map((profile) =>
|
||||
hydrated(profile, SKILL_CHIP_SECONDARY_QUALITIES)
|
||||
);
|
||||
while (loaded.length < 2) loaded.push(blankSecondary());
|
||||
secondaryDraft = loaded;
|
||||
primaryEditing = false;
|
||||
secondaryEditing = true;
|
||||
}
|
||||
$effect(() => {
|
||||
if (primarySaved && resultToken && resultToken !== handledPrimaryToken) {
|
||||
handledPrimaryToken = resultToken;
|
||||
primaryEditing = false;
|
||||
}
|
||||
if (secondarySaved && resultToken && resultToken !== handledSecondaryToken) {
|
||||
handledSecondaryToken = resultToken;
|
||||
secondaryEditing = false;
|
||||
}
|
||||
});
|
||||
</script>
|
||||
|
||||
<div class="skill-chip-shared-config">
|
||||
<section class="mod-secondary-pool-registry">
|
||||
<div class="selection-head"><div><span>SHARED PRIMARY PROFILE</span><small>FOUR ABILITY-SCOPED STATS · ONE RANGE PER QUALITY</small></div><button type="button" class="row-action" onclick={openPrimary}>EDIT PRIMARY RANGES →</button></div>
|
||||
<div class="mod-secondary-capacity">
|
||||
{#each SKILL_CHIP_QUALITIES as quality}<span><b class={qualityClass(quality)}>{quality.toUpperCase()}</b><strong>{primaryProfiles.filter((profile) => profile.values[quality]).length}</strong><small>OF 4 CONFIGURED</small></span>{/each}
|
||||
<span class="pool-total"><b>CALCULATION</b><strong>—</strong><small>NOT YET DEFINED</small></span>
|
||||
</div>
|
||||
</section>
|
||||
<section class="mod-secondary-pool-registry">
|
||||
<div class="selection-head"><div><span>SHARED SECONDARY POOL</span><small>ONE CANONICAL ATTRIBUTE POOL FOR EVERY SKILL CHIP</small></div><button type="button" class="row-action" onclick={openSecondary}>EDIT SHARED POOL →</button></div>
|
||||
<div class="mod-secondary-capacity">
|
||||
{#each SKILL_CHIP_QUALITIES as quality}<span><b class={qualityClass(quality)}>{quality.toUpperCase()}</b><strong>{SKILL_CHIP_SECONDARY_CAPACITY[quality]}</strong><small>SECONDARY {SKILL_CHIP_SECONDARY_CAPACITY[quality] === 1 ? 'ROLL' : 'ROLLS'}</small></span>{/each}
|
||||
<span class="pool-total"><b>ATTRIBUTE POOL</b><strong>{secondaryPool.length}</strong><small>SHARED OPTIONS</small></span>
|
||||
</div>
|
||||
</section>
|
||||
</div>
|
||||
|
||||
{#if primaryEditing}
|
||||
<div class="dashboard-editor skill-chip-profile-editor">
|
||||
<div class="editor-title"><div><p class="eyebrow">SHARED CONFIGURATION</p><h3>SKILL CHIP PRIMARY RANGES</h3></div><button aria-label="Close primary profile editor" onclick={() => primaryEditing = false}>×</button></div>
|
||||
<PendingForm action="?/savePrimaryProfile">
|
||||
<input type="hidden" name="id" value="skill-chip-primary-profile"/><input type="hidden" name="name" value="Shared Skill Chip Primary Profile"/><input type="hidden" name="baseProfiles" value={JSON.stringify(primaryProfileBase)}/><input type="hidden" name="profiles" value={JSON.stringify(primaryDraft)}/>
|
||||
<p class="console-note">Every Skill Chip rolls one of these four ability-scoped primary stats. Configure the direct minimum and maximum for each quality. Current combat calculations do not apply these values.</p>
|
||||
<div class="skill-chip-profile-options fixed">
|
||||
{#each primaryDraft as profile}
|
||||
<div class="skill-chip-profile-option"><div><strong>{stats.find((item) => item.id === profile.statId)?.name ?? 'UNKNOWN ATTRIBUTE'}</strong><small>{stats.find((item) => item.id === profile.statId)?.unit || 'FLAT'} · ABILITY SCOPED</small></div>{#each SKILL_CHIP_QUALITIES as quality}<label><b class={qualityClass(quality)}>{quality.toUpperCase()}</b><span><input type="number" min="0" step="any" bind:value={profile.values[quality].min} aria-label={`${quality} ${stats.find((item) => item.id === profile.statId)?.name ?? 'attribute'} minimum`} required/><i>–</i><input type="number" min="0" step="any" bind:value={profile.values[quality].max} aria-label={`${quality} ${stats.find((item) => item.id === profile.statId)?.name ?? 'attribute'} maximum`} required/></span></label>{/each}</div>
|
||||
{/each}
|
||||
</div>
|
||||
{#if primaryError}<p class="error">{primaryError}</p>{/if}
|
||||
<div class="form-actions"><button type="button" class="secondary" onclick={() => primaryEditing = false}>CANCEL</button><button class="primary">SAVE PRIMARY PROFILE →</button></div>
|
||||
</PendingForm>
|
||||
</div>
|
||||
{/if}
|
||||
|
||||
{#if secondaryEditing}
|
||||
<div class="dashboard-editor skill-chip-profile-editor">
|
||||
<div class="editor-title"><div><p class="eyebrow">SHARED CONFIGURATION</p><h3>SKILL CHIP SECONDARY POOL</h3></div><button aria-label="Close secondary pool editor" onclick={() => secondaryEditing = false}>×</button></div>
|
||||
<PendingForm action="?/saveSecondaryPool">
|
||||
<input type="hidden" name="id" value="skill-chip-secondary-pool"/><input type="hidden" name="name" value="Shared Skill Chip Secondary Pool"/><input type="hidden" name="baseProfiles" value={JSON.stringify(secondaryPool)}/><input type="hidden" name="profiles" value={JSON.stringify(secondaryDraft)}/>
|
||||
<p class="console-note">Standard has no secondary roll. Specialized selects one option; Superior and High-end select two distinct options. Skill Chips have no item level, so each quality uses one direct range.</p>
|
||||
<div class="selection-head pool-editor-head"><div><span>AVAILABLE ATTRIBUTES</span><small>SPECIALIZED · SUPERIOR · HIGH-END RANGES</small></div><button type="button" class="row-action" onclick={() => secondaryDraft = [...secondaryDraft, blankSecondary()]} disabled={secondaryDraft.length >= 50}>ADD ATTRIBUTE +</button></div>
|
||||
<div class="skill-chip-profile-options">
|
||||
{#each secondaryDraft as profile, index}
|
||||
<div class="skill-chip-profile-option selectable"><strong>{String(index + 1).padStart(2, '0')}</strong><SearchableAssignment items={stats} mode="single" compact subjectLabel="POSSIBLE ATTRIBUTE" searchPlaceholder="Search attributes…" excludedIds={secondaryDraft.filter((_, itemIndex) => itemIndex !== index).map((item) => item.statId)} bind:value={profile.statId}/>{#each SKILL_CHIP_SECONDARY_QUALITIES as quality}<label><b class={qualityClass(quality)}>{quality.toUpperCase()}</b><span><input type="number" min="0" step="any" bind:value={profile.values[quality].min} aria-label={`${quality} ${stats.find((item) => item.id === profile.statId)?.name ?? `option ${index + 1}`} minimum`} required/><i>–</i><input type="number" min="0" step="any" bind:value={profile.values[quality].max} aria-label={`${quality} ${stats.find((item) => item.id === profile.statId)?.name ?? `option ${index + 1}`} maximum`} required/></span></label>{/each}<button type="button" aria-label={`Remove secondary option ${index + 1}`} onclick={() => secondaryDraft = secondaryDraft.filter((_, itemIndex) => itemIndex !== index)} disabled={secondaryDraft.length <= 2}>×</button></div>
|
||||
{/each}
|
||||
</div>
|
||||
{#if secondaryError}<p class="error">{secondaryError}</p>{/if}
|
||||
<div class="form-actions"><button type="button" class="secondary" onclick={() => secondaryEditing = false}>CANCEL</button><button class="primary">SAVE SHARED POOL →</button></div>
|
||||
</PendingForm>
|
||||
</div>
|
||||
{/if}
|
||||
@@ -0,0 +1,29 @@
|
||||
<script lang="ts">
|
||||
let {
|
||||
slot,
|
||||
iconUrl,
|
||||
decorative = true,
|
||||
size = 24
|
||||
}: { slot: string; iconUrl?: string | null; decorative?: boolean; size?: number } = $props();
|
||||
</script>
|
||||
|
||||
{#if iconUrl}
|
||||
<img
|
||||
class="weapon-mod-slot-icon"
|
||||
src={iconUrl}
|
||||
alt={decorative ? '' : `${slot} Weapon Mod slot`}
|
||||
loading="lazy"
|
||||
width={size}
|
||||
height={size}
|
||||
style={`--weapon-mod-slot-icon-size: ${size}px`}
|
||||
/>
|
||||
{/if}
|
||||
|
||||
<style>
|
||||
img {
|
||||
width: var(--weapon-mod-slot-icon-size);
|
||||
height: var(--weapon-mod-slot-icon-size);
|
||||
flex: 0 0 var(--weapon-mod-slot-icon-size);
|
||||
object-fit: contain;
|
||||
}
|
||||
</style>
|
||||
@@ -0,0 +1,212 @@
|
||||
<script lang="ts">
|
||||
import IconUploadField from '$lib/components/IconUploadField.svelte';
|
||||
import PendingForm from '$lib/components/PendingForm.svelte';
|
||||
import WeaponModSlotIcon from '$lib/components/WeaponModSlotIcon.svelte';
|
||||
|
||||
type SlotIcon = {
|
||||
id: string;
|
||||
name: string;
|
||||
iconUrl: string;
|
||||
updatedAt: string;
|
||||
};
|
||||
|
||||
let {
|
||||
slots,
|
||||
error = '',
|
||||
saved = false,
|
||||
resultToken = ''
|
||||
}: {
|
||||
slots: SlotIcon[];
|
||||
error?: string;
|
||||
saved?: boolean;
|
||||
resultToken?: string;
|
||||
} = $props();
|
||||
|
||||
let editing = $state<SlotIcon | null>(null);
|
||||
let handledResultToken = $state('');
|
||||
|
||||
$effect(() => {
|
||||
if (saved && resultToken && resultToken !== handledResultToken) {
|
||||
handledResultToken = resultToken;
|
||||
editing = null;
|
||||
}
|
||||
});
|
||||
</script>
|
||||
|
||||
<section class="slot-icon-registry" aria-labelledby="slot-icon-registry-title">
|
||||
<div class="selection-head">
|
||||
<div>
|
||||
<span id="slot-icon-registry-title">SHARED MOD SLOT ICONS</span>
|
||||
<small>ONE CANONICAL ICON FOR EACH WEAPON MOD SLOT</small>
|
||||
</div>
|
||||
<b>{slots.every((slot) => slot.iconUrl) ? 'READY' : 'CONFIG REQUIRED'}</b>
|
||||
</div>
|
||||
<div class="slot-icon-grid">
|
||||
{#each slots as slot}
|
||||
<button
|
||||
type="button"
|
||||
class:configured={Boolean(slot.iconUrl)}
|
||||
aria-pressed={editing?.id === slot.id}
|
||||
onclick={() => editing = slot}
|
||||
>
|
||||
<span class="slot-icon-preview">
|
||||
{#if slot.iconUrl}
|
||||
<WeaponModSlotIcon slot={slot.name} iconUrl={slot.iconUrl}/>
|
||||
{:else}
|
||||
<i aria-hidden="true">?</i>
|
||||
{/if}
|
||||
</span>
|
||||
<span><strong>{slot.name}</strong><small>{slot.iconUrl ? 'ICON REGISTERED' : 'ICON REQUIRED'}</small></span>
|
||||
<b>EDIT</b>
|
||||
</button>
|
||||
{/each}
|
||||
</div>
|
||||
</section>
|
||||
|
||||
{#if editing}
|
||||
<section class="dashboard-editor slot-icon-editor" aria-labelledby="slot-icon-editor-title">
|
||||
<div class="editor-title">
|
||||
<div><p class="eyebrow">SHARED MOD SLOT ARTWORK</p><h3 id="slot-icon-editor-title">{editing.name.toUpperCase()}</h3></div>
|
||||
<button aria-label="Close slot icon editor" onclick={() => editing = null}>×</button>
|
||||
</div>
|
||||
<PendingForm action="?/saveSlotIcon" enctype="multipart/form-data">
|
||||
<input type="hidden" name="id" value={editing.id}/>
|
||||
<input type="hidden" name="name" value={`${editing.name} Slot`}/>
|
||||
<input type="hidden" name="slotType" value={editing.name}/>
|
||||
<input type="hidden" name="baseUpdatedAt" value={editing.updatedAt}/>
|
||||
<div class="slot-icon-editor-body">
|
||||
<div class="slot-icon-editor-identity">
|
||||
<span class="slot-icon-preview large">
|
||||
{#if editing.iconUrl}
|
||||
<WeaponModSlotIcon slot={editing.name} iconUrl={editing.iconUrl} size={56}/>
|
||||
{:else}
|
||||
<i aria-hidden="true">?</i>
|
||||
{/if}
|
||||
</span>
|
||||
<div><small>CANONICAL SLOT</small><strong>{editing.name}</strong><p>Weapon cards use this artwork anywhere the slot is available.</p></div>
|
||||
</div>
|
||||
<IconUploadField currentUrl={editing.iconUrl} label={`${editing.name.toUpperCase()} SLOT ICON`} resetToken={`${editing.id}:${editing.updatedAt}`}/>
|
||||
</div>
|
||||
{#if error}<p class="error" role="alert">{error}</p>{/if}
|
||||
<div class="form-actions"><button type="button" class="secondary" onclick={() => editing = null}>CANCEL</button><button class="primary">SAVE SLOT ICON →</button></div>
|
||||
</PendingForm>
|
||||
</section>
|
||||
{/if}
|
||||
|
||||
<style>
|
||||
.slot-icon-registry {
|
||||
margin: 10px 0;
|
||||
padding: 10px;
|
||||
border: 1px solid var(--shd-border);
|
||||
border-left: 2px solid var(--shd-info);
|
||||
background: #0d1011;
|
||||
}
|
||||
.slot-icon-grid {
|
||||
display: grid;
|
||||
grid-template-columns: repeat(4, minmax(0, 1fr));
|
||||
gap: 7px;
|
||||
margin-top: 8px;
|
||||
}
|
||||
.slot-icon-grid > button {
|
||||
min-height: 62px;
|
||||
display: grid;
|
||||
grid-template-columns: 38px minmax(0, 1fr) auto;
|
||||
align-items: center;
|
||||
gap: 9px;
|
||||
padding: 8px;
|
||||
border: 1px solid var(--shd-border);
|
||||
background: #101415;
|
||||
color: var(--shd-text);
|
||||
text-align: left;
|
||||
cursor: pointer;
|
||||
}
|
||||
.slot-icon-grid > button:hover,
|
||||
.slot-icon-grid > button:focus-visible,
|
||||
.slot-icon-grid > button[aria-pressed='true'] {
|
||||
border-color: var(--shd-orange);
|
||||
background: #191712;
|
||||
}
|
||||
.slot-icon-grid > button:focus-visible {
|
||||
outline: 2px solid var(--shd-orange);
|
||||
outline-offset: 2px;
|
||||
}
|
||||
.slot-icon-grid > button > span:nth-child(2) {
|
||||
min-width: 0;
|
||||
display: grid;
|
||||
gap: 3px;
|
||||
}
|
||||
.slot-icon-grid strong,
|
||||
.slot-icon-grid small {
|
||||
overflow: hidden;
|
||||
text-overflow: ellipsis;
|
||||
white-space: nowrap;
|
||||
}
|
||||
.slot-icon-grid strong {
|
||||
font-size: var(--shd-type-label);
|
||||
letter-spacing: .04em;
|
||||
}
|
||||
.slot-icon-grid small,
|
||||
.slot-icon-grid > button > b {
|
||||
color: var(--shd-text-muted);
|
||||
font-size: var(--shd-type-micro);
|
||||
letter-spacing: .07em;
|
||||
}
|
||||
.slot-icon-grid > button.configured small,
|
||||
.slot-icon-grid > button.configured > b {
|
||||
color: var(--shd-info);
|
||||
}
|
||||
.slot-icon-preview {
|
||||
width: 38px;
|
||||
height: 38px;
|
||||
display: grid;
|
||||
place-items: center;
|
||||
border: 1px solid #313839;
|
||||
background: #090b0c;
|
||||
}
|
||||
.slot-icon-preview i {
|
||||
color: #586164;
|
||||
font-size: 20px;
|
||||
font-style: normal;
|
||||
font-weight: 900;
|
||||
}
|
||||
.slot-icon-editor {
|
||||
border-top-color: var(--shd-info);
|
||||
}
|
||||
.slot-icon-editor-body {
|
||||
display: grid;
|
||||
grid-template-columns: minmax(260px, .7fr) minmax(360px, 1.3fr);
|
||||
gap: 12px;
|
||||
}
|
||||
.slot-icon-editor-identity {
|
||||
display: flex;
|
||||
align-items: center;
|
||||
gap: 12px;
|
||||
padding: 12px;
|
||||
border: 1px solid var(--shd-border);
|
||||
background: #0d1011;
|
||||
}
|
||||
.slot-icon-preview.large {
|
||||
width: 76px;
|
||||
height: 76px;
|
||||
flex: 0 0 76px;
|
||||
}
|
||||
.slot-icon-editor-identity > div {
|
||||
display: grid;
|
||||
gap: 5px;
|
||||
}
|
||||
.slot-icon-editor-identity small,
|
||||
.slot-icon-editor-identity p {
|
||||
color: var(--shd-text-muted);
|
||||
font-size: var(--shd-type-telemetry);
|
||||
}
|
||||
.slot-icon-editor-identity p {
|
||||
margin: 0;
|
||||
}
|
||||
@media (max-width: 900px) {
|
||||
.slot-icon-grid { grid-template-columns: repeat(2, minmax(0, 1fr)); }
|
||||
.slot-icon-editor-body { grid-template-columns: 1fr; }
|
||||
}
|
||||
@media (max-width: 480px) {
|
||||
.slot-icon-grid { grid-template-columns: 1fr; }
|
||||
}
|
||||
</style>
|
||||
@@ -37,20 +37,20 @@
|
||||
&& Math.floor(Number(active.split(':')[1]) / 3) === Number(cell.id.split(':')[1]));
|
||||
|
||||
const issueLabel = (issue: string) => {
|
||||
if (/not configured|required/i.test(issue)) return 'ACTION REQUIRED';
|
||||
if (/incomplete/i.test(issue)) return 'DATA INCOMPLETE';
|
||||
return 'CHECK CONFIGURATION';
|
||||
if (/not configured|required|select|choose/i.test(issue)) return 'REQUIRED';
|
||||
if (/incomplete/i.test(issue)) return 'INCOMPLETE';
|
||||
return 'CHECK';
|
||||
};
|
||||
</script>
|
||||
|
||||
<section class="loadout-matrix" aria-label="Loadout matrix">
|
||||
<header>
|
||||
<span>LOADOUT MATRIX</span>
|
||||
<b class:ready={configured}>{configured ? 'COMBAT READY' : 'CONFIGURATION INCOMPLETE'}</b>
|
||||
<span>LOADOUT</span>
|
||||
<b class:ready={configured}>{configured ? 'COMPLETE' : 'INCOMPLETE'}</b>
|
||||
</header>
|
||||
|
||||
<div class="matrix-section doctrine-section">
|
||||
<small class="section-label">DOCTRINE · ROOT CHOICE</small>
|
||||
<small class="section-label">SPECIALIZATION FOCUS</small>
|
||||
<button
|
||||
type="button"
|
||||
class="doctrine-cell"
|
||||
@@ -60,27 +60,15 @@
|
||||
onclick={() => onselect(doctrine.id)}
|
||||
>
|
||||
<ItemIcon src={doctrine.iconUrl} alt="" className="matrix-icon" />
|
||||
<span><small>{doctrine.label}</small><strong>{doctrine.name}</strong><em>{doctrine.summary}</em>{#if doctrine.issue}<mark title={doctrine.issue} aria-hidden="true">{issueLabel(doctrine.issue)}</mark><span class="sr-only">{doctrine.issue}</span>{/if}</span>
|
||||
<span><small>{doctrine.label}</small><strong>{doctrine.name}</strong><em class:visible={selected(doctrine)}>{doctrine.summary}</em>{#if doctrine.issue}<mark title={doctrine.issue} aria-hidden="true">{issueLabel(doctrine.issue)}</mark><span class="sr-only">{doctrine.issue}</span>{/if}</span>
|
||||
<i aria-hidden="true"></i>
|
||||
</button>
|
||||
<div class="supply-line"><span>SUPPLIES 3 ABILITIES</span></div>
|
||||
<div class="supply-line"><span>ABILITIES</span></div>
|
||||
<div class="ability-cells">
|
||||
{#each abilities as cell}
|
||||
<button type="button" class:active={selected(cell)} class:needs-attention={Boolean(cell.issue)} aria-pressed={selected(cell)} onclick={() => onselect(cell.id)}>
|
||||
<ItemIcon src={cell.iconUrl} alt="" className="matrix-icon" />
|
||||
<span><small>{cell.label}</small><strong>{cell.name}</strong><em>{cell.summary}</em>{#if cell.issue}<mark title={cell.issue} aria-hidden="true">{issueLabel(cell.issue)}</mark><span class="sr-only">{cell.issue}</span>{/if}</span>
|
||||
</button>
|
||||
{/each}
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class="matrix-section">
|
||||
<small class="section-label">WEAPONS · PRIMARY + SECONDARY</small>
|
||||
<div class="equipment-cells">
|
||||
{#each weapons as cell}
|
||||
<button type="button" class:active={selected(cell)} class:needs-attention={Boolean(cell.issue)} aria-pressed={selected(cell)} onclick={() => onselect(cell.id)}>
|
||||
<ItemIcon src={cell.iconUrl} alt="" className="matrix-icon" />
|
||||
<span><small>{cell.label}</small><strong>{cell.name}</strong><em>{cell.summary}</em>{#if cell.issue}<mark title={cell.issue} aria-hidden="true">{issueLabel(cell.issue)}</mark><span class="sr-only">{cell.issue}</span>{/if}</span>
|
||||
<span><small>{cell.label}</small><strong>{cell.name}</strong><em class:visible={selected(cell)}>{cell.summary}</em>{#if cell.issue}<mark title={cell.issue} aria-hidden="true">{issueLabel(cell.issue)}</mark><span class="sr-only">{cell.issue}</span>{/if}</span>
|
||||
<i aria-hidden="true"></i>
|
||||
</button>
|
||||
{/each}
|
||||
@@ -88,12 +76,25 @@
|
||||
</div>
|
||||
|
||||
<div class="matrix-section">
|
||||
<small class="section-label">GEAR · 6 POSITIONS</small>
|
||||
<small class="section-label">WEAPONS</small>
|
||||
<div class="equipment-cells">
|
||||
{#each weapons as cell}
|
||||
<button type="button" class:active={selected(cell)} class:needs-attention={Boolean(cell.issue)} aria-pressed={selected(cell)} onclick={() => onselect(cell.id)}>
|
||||
<ItemIcon src={cell.iconUrl} alt="" className="matrix-icon" />
|
||||
<span><small>{cell.label}</small><strong>{cell.name}</strong><em class:visible={selected(cell)}>{cell.summary}</em>{#if cell.issue}<mark title={cell.issue} aria-hidden="true">{issueLabel(cell.issue)}</mark><span class="sr-only">{cell.issue}</span>{/if}</span>
|
||||
<i aria-hidden="true"></i>
|
||||
</button>
|
||||
{/each}
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<div class="matrix-section">
|
||||
<small class="section-label">GEAR</small>
|
||||
<div class="equipment-cells gear-cells">
|
||||
{#each gear as cell}
|
||||
<button type="button" class:active={selected(cell)} class:needs-attention={Boolean(cell.issue)} aria-pressed={selected(cell)} onclick={() => onselect(cell.id)}>
|
||||
<ItemIcon src={cell.iconUrl} alt="" className="matrix-icon" />
|
||||
<span><small>{cell.label}</small><strong>{cell.name}</strong><em>{cell.summary}</em>{#if cell.issue}<mark title={cell.issue} aria-hidden="true">{issueLabel(cell.issue)}</mark><span class="sr-only">{cell.issue}</span>{/if}</span>
|
||||
<span><small>{cell.label}</small><strong>{cell.name}</strong><em class:visible={selected(cell)}>{cell.summary}</em>{#if cell.issue}<mark title={cell.issue} aria-hidden="true">{issueLabel(cell.issue)}</mark><span class="sr-only">{cell.issue}</span>{/if}</span>
|
||||
<i aria-hidden="true"></i>
|
||||
</button>
|
||||
{/each}
|
||||
@@ -101,10 +102,10 @@
|
||||
</div>
|
||||
|
||||
<div class="matrix-section protocol-section">
|
||||
<small class="section-label">AGENT SYSTEM · ONE OS PROTOCOL</small>
|
||||
<small class="section-label">OS PROTOCOL</small>
|
||||
<button type="button" class:active={selected(protocol)} class:needs-attention={Boolean(protocol.issue)} aria-pressed={selected(protocol)} onclick={() => onselect(protocol.id)}>
|
||||
<ItemIcon src={protocol.iconUrl} alt="" className="matrix-icon" />
|
||||
<span><small>{protocol.label}</small><strong>{protocol.name}</strong><em>{protocol.summary}</em>{#if protocol.issue}<mark title={protocol.issue} aria-hidden="true">{issueLabel(protocol.issue)}</mark><span class="sr-only">{protocol.issue}</span>{/if}</span>
|
||||
<span><small>{protocol.label}</small><strong>{protocol.name}</strong><em class:visible={selected(protocol)}>{protocol.summary}</em>{#if protocol.issue}<mark title={protocol.issue} aria-hidden="true">{issueLabel(protocol.issue)}</mark><span class="sr-only">{protocol.issue}</span>{/if}</span>
|
||||
<i aria-hidden="true"></i>
|
||||
</button>
|
||||
</div>
|
||||
@@ -112,21 +113,20 @@
|
||||
|
||||
<style>
|
||||
.loadout-matrix{min-width:0;border:1px solid var(--shd-border);background:var(--shd-surface)}
|
||||
.loadout-matrix>header{min-height:40px;display:flex;align-items:center;justify-content:space-between;gap:8px;padding:0 10px;border-bottom:1px solid var(--shd-border);background:#0c0f10;color:var(--shd-text-muted);font-size:var(--shd-type-telemetry);font-weight:900;letter-spacing:.08em}
|
||||
.loadout-matrix>header{height:auto;min-height:40px;position:static;display:flex;align-items:center;justify-content:space-between;gap:8px;padding:0 10px;border-bottom:1px solid var(--shd-border);background:#0c0f10;color:var(--shd-text-muted);font-size:var(--shd-type-telemetry);font-weight:900;letter-spacing:.08em}
|
||||
.loadout-matrix>header b{color:var(--shd-warning);font-size:9px;text-align:right}.loadout-matrix>header b.ready{color:var(--shd-success)}
|
||||
.matrix-section{padding:5px;border-bottom:1px solid var(--shd-border)}.matrix-section:last-child{border-bottom:0}
|
||||
.section-label{display:block;padding:2px 3px 5px;color:var(--shd-text-dim);font-size:9px;font-weight:900;letter-spacing:.09em}
|
||||
.doctrine-cell,.equipment-cells button,.ability-cells button,.protocol-section>button{min-width:0;display:grid;grid-template-columns:34px minmax(0,1fr) 3px;align-items:center;gap:7px;padding:7px;border:1px solid var(--shd-border-soft);background:var(--shd-builder-canvas);color:var(--shd-text);text-align:left}
|
||||
.doctrine-cell{width:100%;min-height:76px;grid-template-columns:42px minmax(0,1fr) 3px}.doctrine-cell :global(.matrix-icon){width:40px;height:40px}
|
||||
:global(.matrix-icon){width:30px;height:30px;object-fit:contain}
|
||||
button>span{min-width:0;display:grid;gap:2px}button small,button em{overflow:hidden;color:var(--shd-text-dim);font-size:9px;font-style:normal;letter-spacing:.04em;text-overflow:ellipsis;white-space:nowrap}button strong{overflow:hidden;font-size:11px;text-overflow:ellipsis;white-space:nowrap}button>i{align-self:stretch;background:var(--quality-high-end)}
|
||||
button>span{min-width:0;display:grid;gap:2px}button small,button em{overflow:hidden;color:var(--shd-text-dim);font-size:9px;font-style:normal;letter-spacing:.04em;text-overflow:ellipsis;white-space:nowrap}button em{display:none}button em.visible{display:block}button strong{overflow:hidden;font-size:11px;text-overflow:ellipsis;white-space:nowrap}button>i{align-self:stretch;background:var(--quality-high-end)}
|
||||
button:hover,button:focus-visible{border-color:var(--shd-border-strong);background:var(--shd-surface-active);outline:none}button.active{border-color:var(--shd-builder-selection-border);background:var(--shd-builder-selection);box-shadow:inset 2px 0 var(--shd-orange)}
|
||||
button.needs-attention{border-bottom-color:color-mix(in srgb,var(--shd-danger) 68%,var(--shd-border-soft))}button.needs-attention>i{background:var(--shd-danger)}button mark{width:fit-content;max-width:100%;overflow:hidden;margin-top:2px;padding:2px 4px;border:1px solid color-mix(in srgb,var(--shd-danger) 58%,transparent);background:#1d1212;color:var(--shd-danger);font-size:8px;font-weight:900;letter-spacing:.07em;line-height:1.2;text-overflow:ellipsis;text-transform:uppercase;white-space:nowrap}
|
||||
.supply-line{height:22px;display:grid;place-items:center;background:linear-gradient(90deg,transparent 49.7%,var(--shd-orange) 49.7% 50.3%,transparent 50.3%)}.supply-line span{padding:0 6px;background:var(--shd-surface);color:var(--shd-orange);font-size:8px;font-weight:900;letter-spacing:.08em}
|
||||
.ability-cells{display:grid;grid-template-columns:repeat(3,minmax(0,1fr));gap:3px}.ability-cells button{min-height:68px;grid-template-columns:25px minmax(0,1fr);padding:6px}.ability-cells :global(.matrix-icon){width:24px;height:24px}
|
||||
.ability-cells{display:grid;grid-template-columns:1fr;gap:3px}.ability-cells button{min-height:48px;grid-template-columns:25px minmax(0,1fr) 3px;padding:6px}.ability-cells :global(.matrix-icon){width:24px;height:24px}
|
||||
.equipment-cells{display:grid;grid-template-columns:repeat(2,minmax(0,1fr));gap:3px}.equipment-cells button{min-height:69px}.protocol-section>button{width:100%;min-height:68px}
|
||||
button:focus-visible{outline:2px solid var(--shd-focus-ring);outline-offset:2px}
|
||||
@media(max-width:1240px){.ability-cells{grid-template-columns:1fr}.ability-cells button{min-height:48px}}
|
||||
@media(max-width:800px){.ability-cells{grid-template-columns:repeat(3,minmax(0,1fr))}}
|
||||
@media(max-width:520px){.ability-cells{grid-template-columns:1fr}.equipment-cells{grid-template-columns:1fr 1fr}}
|
||||
@media(max-width:800px) and (min-width:651px){.ability-cells{grid-template-columns:repeat(3,minmax(0,1fr))}.ability-cells button{min-height:68px}}
|
||||
@media(max-width:520px){.ability-cells{grid-template-columns:1fr}.equipment-cells{grid-template-columns:1fr 1fr}.gear-cells{grid-template-columns:1fr}}
|
||||
</style>
|
||||
|
||||
@@ -0,0 +1,112 @@
|
||||
<script lang="ts">
|
||||
import GameIcon from '$lib/components/GameIcon.svelte';
|
||||
import type { GameIconName } from '$lib/game-icons';
|
||||
import type { LoadoutSummary } from '$lib/builder/loadout-summary';
|
||||
|
||||
let {
|
||||
summary,
|
||||
attributes,
|
||||
talents = [],
|
||||
headingId,
|
||||
layout = 'rail'
|
||||
}: {
|
||||
summary: LoadoutSummary;
|
||||
attributes: any[];
|
||||
talents?: any[];
|
||||
headingId: string;
|
||||
layout?: 'rail' | 'page';
|
||||
} = $props();
|
||||
|
||||
const attribute = (id: string) => attributes.find((item) => item.id === id);
|
||||
const talent = (id: string) => talents.find((item) => item.id === id);
|
||||
const unitValue = (value: unknown, statId: string) => {
|
||||
const numeric = Number(value);
|
||||
const rendered = Number.isInteger(numeric)
|
||||
? numeric.toLocaleString()
|
||||
: numeric.toFixed(2).replace(/\.?0+$/, '');
|
||||
const unit = attribute(statId)?.unit ?? '';
|
||||
return unit === 'Shots' ? `${rendered} ${unit}` : `${rendered}${unit}`;
|
||||
};
|
||||
const talentCooldown = (id: string) => {
|
||||
const value = talent(id)?.cooldown_seconds;
|
||||
if (value === null || value === undefined || value === '') return '';
|
||||
return `Cooldown: ${value} ${Number(value) === 1 ? 'second' : 'seconds'}`;
|
||||
};
|
||||
</script>
|
||||
|
||||
<section class:page={layout === 'page'} class="loadout-known-stats" aria-labelledby={headingId}>
|
||||
<div class="summary-head">
|
||||
<div>
|
||||
<p class="eyebrow"><span></span> KNOWN STATS</p>
|
||||
<h2 id={headingId}>Agent stats</h2>
|
||||
</div>
|
||||
</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="summary-scroll">
|
||||
<div class="summary-section">
|
||||
<header><span>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 items to see known Attributes.</p>
|
||||
{/each}
|
||||
</div>
|
||||
<div class="summary-section">
|
||||
<header><span>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>No active bonuses.</p>
|
||||
{/each}
|
||||
</div>
|
||||
<div class="summary-section">
|
||||
<header><span>TALENTS</span><b>{summary.equippedTalents.length}</b></header>
|
||||
{#each summary.equippedTalents as equipped}
|
||||
<div class="summary-talent">
|
||||
<details open={layout === 'page'}>
|
||||
<summary><b>{equipped.custom?.name ?? talent(equipped.id)?.name ?? 'Talent'}</b><small>{equipped.source}{equipped.tierLabel ? ` · ${equipped.tierLabel}` : ''}</small></summary>
|
||||
<p>{equipped.description}</p>
|
||||
{#if equipped.id && talentCooldown(equipped.id)}<i class="talent-cooldown">{talentCooldown(equipped.id)}</i>{/if}
|
||||
</details>
|
||||
</div>
|
||||
{:else}
|
||||
<p>No Talents equipped.</p>
|
||||
{/each}
|
||||
</div>
|
||||
</div>
|
||||
<p class="known-stats-note">Known values only. Advanced effects are planned.</p>
|
||||
</section>
|
||||
|
||||
<style>
|
||||
.loadout-known-stats{background:var(--shd-surface)}
|
||||
.summary-talent{grid-template-columns:1fr;cursor:default}
|
||||
.summary-talent details,.summary-talent summary{min-width:0}
|
||||
.summary-talent summary{display:grid;grid-template-columns:minmax(0,1fr) auto;gap:8px;align-items:center;cursor:pointer;list-style:none}
|
||||
.summary-talent summary::-webkit-details-marker{display:none}
|
||||
.summary-talent summary:after{content:'+';grid-column:2;grid-row:1/3;color:var(--shd-orange);font-size:14px}
|
||||
.summary-talent details[open] summary:after{content:'-'}
|
||||
.summary-talent summary b,.summary-talent summary small{overflow:hidden;text-overflow:ellipsis;white-space:nowrap}
|
||||
.summary-talent summary small{grid-column:1;color:var(--shd-text-muted);font-size:var(--shd-type-telemetry)}
|
||||
.summary-talent details>p{margin:8px 0 0;color:var(--shd-text-muted);font:var(--shd-type-telemetry)/1.45 var(--shd-font-editorial)}
|
||||
.summary-talent summary:focus-visible{outline:2px solid var(--shd-focus-ring);outline-offset:3px}
|
||||
.known-stats-note{margin:0;padding:11px;border-top:1px solid var(--shd-border);color:var(--shd-text-muted);font-size:var(--shd-type-telemetry);line-height:1.45}
|
||||
.page{border:1px solid var(--shd-border);border-top:2px solid var(--shd-success)}
|
||||
.page .summary-scroll{max-height:none;display:grid;grid-template-columns:repeat(3,minmax(0,1fr))}
|
||||
.page .summary-section{border-left:1px solid var(--shd-border)}
|
||||
.page .summary-section:first-child{border-left:0}
|
||||
@media(max-width:900px){.page .summary-scroll{grid-template-columns:1fr}.page .summary-section{border-left:0;border-top:1px solid var(--shd-border)}.page .summary-section:first-child{border-top:0}}
|
||||
</style>
|
||||
@@ -0,0 +1,47 @@
|
||||
<script lang="ts">
|
||||
let {
|
||||
headingId,
|
||||
variant = 'full',
|
||||
headingLevel = 'h3'
|
||||
}: {
|
||||
headingId: string;
|
||||
variant?: 'full' | 'compact';
|
||||
headingLevel?: 'h2' | 'h3';
|
||||
} = $props();
|
||||
|
||||
const capabilities = [
|
||||
{ label: 'WEAPON OUTPUT', detail: 'Hits and firing cycles' },
|
||||
{ label: 'SKILL SIMULATION', detail: 'Timing and target caps' },
|
||||
{ label: 'ENCOUNTER MODEL', detail: 'Duration and rotations' },
|
||||
{ label: 'CONDITIONAL EFFECTS', detail: 'Triggers and uptime' }
|
||||
];
|
||||
</script>
|
||||
|
||||
<section class:compact={variant === 'compact'} class="planned-combat-model" aria-labelledby={headingId}>
|
||||
<header>
|
||||
<div><span>COMBAT MODEL</span>{#if headingLevel === 'h2'}<h2 id={headingId}>DPS calculations</h2>{:else}<h3 id={headingId}>DPS calculations</h3>{/if}</div>
|
||||
<b>PLANNED</b>
|
||||
</header>
|
||||
{#if variant === 'full'}
|
||||
<p>Known stats are live. Damage projections are planned.</p>
|
||||
{/if}
|
||||
<div class="planned-capabilities" aria-label="Planned combat-model capabilities">
|
||||
{#each capabilities as capability}
|
||||
<div><span><strong>{capability.label}</strong><small>{capability.detail}</small></span><em>PLANNED</em></div>
|
||||
{/each}
|
||||
</div>
|
||||
</section>
|
||||
|
||||
<style>
|
||||
.planned-combat-model{min-width:0;display:grid;grid-template-columns:minmax(0,1fr);gap:var(--shd-gap-md);padding:var(--shd-gap-md);overflow:hidden;border:1px solid var(--shd-model-border);border-top:2px solid var(--shd-info);background:var(--shd-model-surface)}
|
||||
.planned-combat-model>*{min-width:0}
|
||||
header{display:flex;align-items:start;justify-content:space-between;gap:var(--shd-gap-md);padding:0}
|
||||
header div{display:grid;gap:3px}header span{color:var(--shd-info);font-size:var(--shd-type-telemetry);font-weight:900;letter-spacing:1px}h2,h3{margin:0;color:var(--shd-text);font-size:var(--shd-type-body);letter-spacing:.7px;text-transform:uppercase}header b{padding:5px 7px;border:1px solid var(--shd-info);color:var(--shd-info);font-size:var(--shd-type-telemetry);letter-spacing:.8px;white-space:nowrap}
|
||||
p{max-width:72ch;margin:0;color:var(--shd-text-muted);font-size:var(--shd-type-supporting);line-height:1.5}
|
||||
.planned-capabilities{width:100%;min-width:0;display:grid;grid-template-columns:repeat(2,minmax(0,1fr));border:1px solid var(--shd-model-border)}
|
||||
.planned-capabilities>div{display:flex;align-items:center;justify-content:space-between;gap:var(--shd-gap-sm);min-width:0;padding:9px;border-top:1px solid var(--shd-model-border);border-left:1px solid var(--shd-model-border)}
|
||||
.planned-capabilities>div:nth-child(-n+2){border-top:0}.planned-capabilities>div:nth-child(odd){border-left:0}
|
||||
.planned-capabilities span{display:grid;gap:3px;min-width:0}.planned-capabilities strong,.planned-capabilities em{font-size:var(--shd-type-telemetry);font-weight:900;letter-spacing:.7px}.planned-capabilities small{color:var(--shd-text-muted);font-size:var(--shd-type-telemetry);line-height:1.35}.planned-capabilities em{color:var(--shd-text-dim);font-style:normal;white-space:nowrap}
|
||||
.compact{gap:var(--shd-gap-sm);padding:var(--shd-gap-sm)}.compact .planned-capabilities{grid-template-columns:minmax(0,1fr)}.compact .planned-capabilities>div{border-left:0}.compact .planned-capabilities>div:nth-child(2){border-top:1px solid var(--shd-model-border)}
|
||||
@media(max-width:620px){header{display:grid}.planned-capabilities{grid-template-columns:1fr}.planned-capabilities>div{min-height:44px;border-left:0}.planned-capabilities>div:nth-child(2){border-top:1px solid var(--shd-model-border)}}
|
||||
</style>
|
||||
@@ -0,0 +1,61 @@
|
||||
<script lang="ts">
|
||||
import ItemIcon from '$lib/components/ItemIcon.svelte';
|
||||
import type { TalentTier } from '$lib/builder/loadout';
|
||||
|
||||
let {
|
||||
label = 'TALENT TIER',
|
||||
name,
|
||||
talent,
|
||||
value = $bindable(1),
|
||||
onchange
|
||||
}: {
|
||||
label?: string;
|
||||
name: string;
|
||||
talent: { name: string; iconUrl?: string; tiers?: Array<{ tier: string }> };
|
||||
value?: TalentTier;
|
||||
onchange?: (tier: TalentTier) => void;
|
||||
} = $props();
|
||||
|
||||
const available = (tier: TalentTier) => talent.tiers?.some((entry) => entry.tier === (tier === 2 ? 'II' : 'I')) ?? false;
|
||||
const choose = (tier: TalentTier) => {
|
||||
value = tier;
|
||||
onchange?.(tier);
|
||||
};
|
||||
</script>
|
||||
|
||||
<fieldset class="talent-tier-choice">
|
||||
<legend>{label}</legend>
|
||||
<div>
|
||||
{#each [1, 2] as tier}
|
||||
<label class:tier-two={tier === 2}>
|
||||
<input type="radio" {name} value={tier} checked={value === tier} disabled={!available(tier as TalentTier)} onchange={() => choose(tier as TalentTier)}/>
|
||||
<span>
|
||||
<ItemIcon src={talent.iconUrl} alt="" className="talent-tier-icon"/>
|
||||
<small>TIER {tier === 2 ? 'II' : 'I'}</small>
|
||||
<b>T{tier}</b>
|
||||
<em>{available(tier as TalentTier) ? value === tier ? 'SELECTED' : 'SELECT' : 'UNAVAILABLE'}</em>
|
||||
</span>
|
||||
</label>
|
||||
{/each}
|
||||
</div>
|
||||
</fieldset>
|
||||
|
||||
<style>
|
||||
.talent-tier-choice{min-width:0;margin:8px 0 0;padding:0;border:0}
|
||||
.talent-tier-choice legend{margin-bottom:5px;color:var(--shd-text-muted);font-size:var(--shd-type-telemetry);font-weight:900;letter-spacing:.07em}
|
||||
.talent-tier-choice>div{display:grid;grid-template-columns:1fr 1fr;gap:5px}
|
||||
.talent-tier-choice label{min-width:0;cursor:pointer}
|
||||
.talent-tier-choice input{position:absolute;width:1px;height:1px;margin:0;opacity:0;pointer-events:none}
|
||||
.talent-tier-choice span{min-height:64px;display:grid;grid-template-columns:42px minmax(0,1fr) auto;grid-template-rows:auto auto;align-items:center;gap:1px 8px;padding:7px;border:1px solid var(--shd-border);background:var(--shd-builder-canvas);color:var(--shd-text);transition:var(--shd-transition)}
|
||||
.talent-tier-choice :global(.talent-tier-icon){grid-row:1/3;width:40px;height:40px;object-fit:contain}
|
||||
.talent-tier-choice .tier-two :global(.talent-tier-icon){filter:sepia(.3) saturate(1.45) hue-rotate(335deg) brightness(1.12)}
|
||||
.talent-tier-choice small{align-self:end;color:var(--shd-text-muted);font-size:var(--shd-type-telemetry);font-weight:900;letter-spacing:.06em}
|
||||
.talent-tier-choice b{grid-column:3;grid-row:1/3;color:var(--shd-text-muted);font-size:18px}
|
||||
.talent-tier-choice em{align-self:start;color:var(--shd-text-dim);font-size:var(--shd-type-telemetry);font-style:normal;font-weight:900}
|
||||
.talent-tier-choice label:hover span{border-color:var(--shd-border-strong);background:var(--shd-surface-active)}
|
||||
.talent-tier-choice input:checked+span{border-color:var(--shd-builder-selection-border);background:var(--shd-builder-selection);box-shadow:inset 0 -2px var(--shd-orange)}
|
||||
.talent-tier-choice input:checked+span b,.talent-tier-choice input:checked+span em{color:var(--shd-orange)}
|
||||
.talent-tier-choice input:focus-visible+span{outline:2px solid var(--shd-focus-ring);outline-offset:2px}
|
||||
.talent-tier-choice input:disabled+span{opacity:.38;cursor:not-allowed;filter:saturate(.35)}
|
||||
@media(max-width:430px){.talent-tier-choice span{grid-template-columns:36px minmax(0,1fr);}.talent-tier-choice :global(.talent-tier-icon){width:34px;height:34px}.talent-tier-choice b{display:none}}
|
||||
</style>
|
||||
@@ -9,18 +9,24 @@
|
||||
blankConditionalMechanicDraft,
|
||||
currentHealthPercentBandPredicate,
|
||||
eventFieldComparisonPredicate,
|
||||
eventFieldNumericExpression,
|
||||
mechanicTargetingForMode,
|
||||
mechanicTargetingMode,
|
||||
parseConditionalMechanicDraft,
|
||||
readCurrentHealthPercentBand,
|
||||
readEventFieldComparison,
|
||||
readEventFieldNumericExpression,
|
||||
registeredEventFields,
|
||||
readStatePoolThreshold,
|
||||
statePoolThresholdPredicate,
|
||||
type ConditionalMechanicClauseDraft,
|
||||
type ConditionalNumericExpression,
|
||||
type ConditionalMechanicDraftV1,
|
||||
type ConditionalMechanicOutcomeDraft,
|
||||
type ConditionalMechanicPoolDraft,
|
||||
type EditablePredicateScalar,
|
||||
type EventFieldComparison,
|
||||
type MechanicTargetingMode,
|
||||
type PredicateComparisonOperator,
|
||||
type StatePoolThresholdComparison
|
||||
} from '$lib/calculations/mechanic-editor';
|
||||
@@ -28,6 +34,7 @@
|
||||
formatMechanicProgram,
|
||||
MECHANIC_EVENT_KINDS,
|
||||
MECHANIC_EVENT_REGISTRY,
|
||||
PROXIMITY_AGENT_GRANTED_BUFF_ALLY_COUNT_FIELD,
|
||||
type ClauseMutation,
|
||||
type MechanicOutcomeScope,
|
||||
type NumericExpression,
|
||||
@@ -182,7 +189,9 @@
|
||||
}
|
||||
|
||||
function eventPredicateOperatorOptions(clause: ConditionalMechanicClauseDraft) {
|
||||
return selectedEventPredicateField(clause)?.type === 'number'
|
||||
const field = selectedEventPredicateField(clause);
|
||||
if (field?.path === 'values.aiming') return predicateOperatorOptions.filter((option) => option.value === 'eq');
|
||||
return field?.type === 'number'
|
||||
? predicateOperatorOptions
|
||||
: predicateOperatorOptions.filter((option) => option.value === 'eq' || option.value === 'ne');
|
||||
}
|
||||
@@ -190,15 +199,21 @@
|
||||
function setClauseEvent(clauseIndex: number, event: string) {
|
||||
const nextEvent = event as ConditionalMechanicClauseDraft['event'];
|
||||
const clause = rule.clauses[clauseIndex];
|
||||
const outcomes = nextEvent === 'weapon_hit'
|
||||
? clause.outcomes
|
||||
: clause.outcomes.map((outcome) => outcome.targeting?.kind === 'event_target_area'
|
||||
? { ...outcome, targeting: undefined }
|
||||
: outcome);
|
||||
const fields = registeredEventFields(nextEvent);
|
||||
const comparison = readEventFieldComparison(clause.if);
|
||||
if (!comparison || !fields.length) {
|
||||
updateClause(clauseIndex, { event: nextEvent });
|
||||
updateClause(clauseIndex, { event: nextEvent, outcomes });
|
||||
return;
|
||||
}
|
||||
const field = fields[0];
|
||||
updateClause(clauseIndex, {
|
||||
event: nextEvent,
|
||||
outcomes,
|
||||
if: eventFieldComparisonPredicate({
|
||||
path: field.path,
|
||||
operator: 'eq',
|
||||
@@ -397,12 +412,109 @@
|
||||
updateClause(index, { reducer });
|
||||
}
|
||||
|
||||
function derivedScalarModel(clause: ConditionalMechanicClauseDraft) {
|
||||
if (clause.reducer.kind !== 'derived_scalar') return 'static';
|
||||
if (typeof clause.reducer.value === 'number') return 'static';
|
||||
return readEventFieldNumericExpression(clause.reducer.value) ? 'event' : 'advanced';
|
||||
}
|
||||
|
||||
function numericEventFields(clause: ConditionalMechanicClauseDraft) {
|
||||
return registeredEventFields(clause.event).filter((field) => field.type === 'number');
|
||||
}
|
||||
|
||||
function setDerivedScalarModel(clauseIndex: number, model: string) {
|
||||
const clause = rule.clauses[clauseIndex];
|
||||
if (clause.reducer.kind !== 'derived_scalar') return;
|
||||
if (model === 'static') {
|
||||
updateClause(clauseIndex, { reducer: { kind: 'derived_scalar', value: 1 } });
|
||||
return;
|
||||
}
|
||||
const field = numericEventFields(clause)[0];
|
||||
if (model === 'event' && field) {
|
||||
updateClause(clauseIndex, {
|
||||
reducer: {
|
||||
kind: 'derived_scalar',
|
||||
value: eventFieldNumericExpression(field.path)
|
||||
}
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
function setDerivedScalarEventField(clauseIndex: number, path: string) {
|
||||
updateClause(clauseIndex, {
|
||||
reducer: { kind: 'derived_scalar', value: eventFieldNumericExpression(path) }
|
||||
});
|
||||
}
|
||||
|
||||
function updateOutcome(clauseIndex: number, outcomeIndex: number, patch: Partial<ConditionalMechanicOutcomeDraft>) {
|
||||
const outcomes = [...rule.clauses[clauseIndex].outcomes];
|
||||
outcomes[outcomeIndex] = { ...outcomes[outcomeIndex], ...patch };
|
||||
updateClause(clauseIndex, { outcomes });
|
||||
}
|
||||
|
||||
function targetingOptions(clause: ConditionalMechanicClauseDraft, outcome: ConditionalMechanicOutcomeDraft) {
|
||||
if (outcome.scope === 'allies' || outcome.scope === 'self_and_allies') {
|
||||
return [
|
||||
{ value: 'none', label: 'NONE' },
|
||||
{ value: 'allies_within_radius', label: 'ALLIES IN RADIUS' }
|
||||
];
|
||||
}
|
||||
if (outcome.scope === 'target') {
|
||||
return [
|
||||
{ value: 'none', label: 'NONE' },
|
||||
{ value: 'enemies_within_radius', label: 'ENEMIES IN RADIUS · LEGACY' },
|
||||
...(outcome.kind === 'direct_damage' && clause.event === 'weapon_hit'
|
||||
? [{ value: 'event_target_explosion', label: 'HIT-TARGET EXPLOSION' }]
|
||||
: [])
|
||||
];
|
||||
}
|
||||
return [{ value: 'none', label: 'NONE' }];
|
||||
}
|
||||
|
||||
function setOutcomeScope(clauseIndex: number, outcomeIndex: number, scope: MechanicOutcomeScope) {
|
||||
const outcome = rule.clauses[clauseIndex].outcomes[outcomeIndex];
|
||||
const targeting = outcome.targeting;
|
||||
const compatible = !targeting
|
||||
|| (targeting.kind === 'event_target_area' && scope === 'target' && outcome.kind === 'direct_damage')
|
||||
|| (targeting.kind === 'within_radius' && targeting.population === 'enemies' && scope === 'target')
|
||||
|| (targeting.kind === 'within_radius' && targeting.population === 'allies' && (scope === 'allies' || scope === 'self_and_allies'));
|
||||
updateOutcome(clauseIndex, outcomeIndex, { scope, targeting: compatible ? targeting : undefined });
|
||||
}
|
||||
|
||||
function setOutcomeKind(clauseIndex: number, outcomeIndex: number, kind: ConditionalMechanicOutcomeDraft['kind']) {
|
||||
const outcome = rule.clauses[clauseIndex].outcomes[outcomeIndex];
|
||||
updateOutcome(clauseIndex, outcomeIndex, {
|
||||
kind,
|
||||
resource: kind === 'restoration' || kind === 'resource_cost' ? outcome.resource ?? 'health' : undefined,
|
||||
attributeId: kind === 'attribute_modifier' ? outcome.attributeId ?? '' : undefined,
|
||||
delivery: kind === 'restoration' ? outcome.delivery : undefined,
|
||||
durationSeconds: kind === 'restoration' ? outcome.durationSeconds : undefined,
|
||||
targeting: outcome.targeting?.kind === 'event_target_area' && kind !== 'direct_damage'
|
||||
? undefined
|
||||
: outcome.targeting
|
||||
});
|
||||
}
|
||||
|
||||
function setOutcomeTargeting(clauseIndex: number, outcomeIndex: number, mode: MechanicTargetingMode) {
|
||||
const outcome = rule.clauses[clauseIndex].outcomes[outcomeIndex];
|
||||
updateOutcome(clauseIndex, outcomeIndex, {
|
||||
targeting: mechanicTargetingForMode(mode, outcome.targeting),
|
||||
phase: mode === 'event_target_explosion' && outcome.phase !== 'on_event' && outcome.phase !== 'after_event'
|
||||
? 'after_event'
|
||||
: outcome.phase
|
||||
});
|
||||
}
|
||||
|
||||
function phaseOptions(outcome: ConditionalMechanicOutcomeDraft) {
|
||||
return [
|
||||
{ value: 'on_event', label: 'ON EVENT' },
|
||||
{ value: 'after_event', label: 'AFTER EVENT' },
|
||||
{ value: 'while_active', label: 'WHILE ACTIVE', disabled: outcome.targeting?.kind === 'event_target_area' },
|
||||
{ value: 'on_enter', label: 'ON ENTER', disabled: outcome.targeting?.kind === 'event_target_area' },
|
||||
{ value: 'on_exit', label: 'ON EXIT', disabled: outcome.targeting?.kind === 'event_target_area' }
|
||||
];
|
||||
}
|
||||
|
||||
function updateVariant(clauseIndex: number, outcomeIndex: number, variant: string, raw: string) {
|
||||
const outcome = rule.clauses[clauseIndex].outcomes[outcomeIndex];
|
||||
const value = Number(raw);
|
||||
@@ -443,6 +555,10 @@
|
||||
const eventValueOptions = [
|
||||
{ value: 'values.enemyCount', label: 'ENEMY COUNT' },
|
||||
{ value: 'values.allyCount', label: 'ALLY COUNT' },
|
||||
{
|
||||
value: PROXIMITY_AGENT_GRANTED_BUFF_ALLY_COUNT_FIELD,
|
||||
label: 'AGENT-BUFFED ALLIES ≤30M'
|
||||
},
|
||||
{ value: 'values.magazineRemaining', label: 'ROUNDS LEFT' },
|
||||
{ value: 'values.magazinePercent', label: 'MAGAZINE %' },
|
||||
{ value: 'values.distanceMeters', label: 'DISTANCE' }
|
||||
@@ -460,10 +576,10 @@
|
||||
};
|
||||
}
|
||||
|
||||
function protocolUpgradeExpression(value: number): NumericExpression {
|
||||
function protocolUpgradeExpression(): ConditionalNumericExpression {
|
||||
return {
|
||||
op: 'multiply',
|
||||
left: value,
|
||||
left: { ref: { source: 'variant_value' } },
|
||||
right: {
|
||||
op: 'add',
|
||||
left: 1,
|
||||
@@ -504,17 +620,17 @@
|
||||
typeof expression === 'object'
|
||||
&& 'op' in expression
|
||||
&& expression.op === 'multiply'
|
||||
&& typeof expression.left === 'number'
|
||||
&& typeof expression.right === 'object'
|
||||
) {
|
||||
if ('ref' in expression.right) {
|
||||
if (typeof expression.left === 'number' && 'ref' in expression.right) {
|
||||
if (expression.right.ref.source === 'event') return 'event';
|
||||
if (expression.right.ref.source === 'scenario') return 'scenario';
|
||||
if (expression.right.ref.source === 'reducer') return 'reducer';
|
||||
if (expression.right.ref.source === 'attribute') return 'attribute_value';
|
||||
}
|
||||
if (
|
||||
'op' in expression.right
|
||||
typeof expression.left === 'number'
|
||||
&& 'op' in expression.right
|
||||
&& expression.right.op === 'divide'
|
||||
&& typeof expression.right.left === 'object'
|
||||
&& 'ref' in expression.right.left
|
||||
@@ -522,7 +638,13 @@
|
||||
&& expression.right.right === 100
|
||||
) return 'attribute';
|
||||
if (
|
||||
'op' in expression.right
|
||||
(typeof expression.left === 'number'
|
||||
|| (
|
||||
typeof expression.left === 'object'
|
||||
&& 'ref' in expression.left
|
||||
&& expression.left.ref.source === 'variant_value'
|
||||
))
|
||||
&& 'op' in expression.right
|
||||
&& expression.right.op === 'add'
|
||||
&& typeof expression.right.right === 'object'
|
||||
&& 'op' in expression.right.right
|
||||
@@ -583,7 +705,7 @@
|
||||
model: OutcomeValueModel,
|
||||
value: number,
|
||||
reference = ''
|
||||
): NumericExpression | undefined {
|
||||
): ConditionalNumericExpression | undefined {
|
||||
if (model === 'event') return referenceExpression('event', reference || 'values.enemyCount', value);
|
||||
if (model === 'attribute') return reference
|
||||
? attributePercentExpression(value, reference)
|
||||
@@ -597,7 +719,7 @@
|
||||
if (model === 'reducer') {
|
||||
return { op: 'multiply', left: value, right: { ref: { source: 'reducer' } } };
|
||||
}
|
||||
if (model === 'protocol_upgrades') return protocolUpgradeExpression(value);
|
||||
if (model === 'protocol_upgrades') return protocolUpgradeExpression();
|
||||
return undefined;
|
||||
}
|
||||
|
||||
@@ -624,7 +746,7 @@
|
||||
updateOutcome(clauseIndex, outcomeIndex, { variants });
|
||||
}
|
||||
|
||||
function replaceExpressionBase(expression: NumericExpression, value: number): NumericExpression {
|
||||
function replaceExpressionBase(expression: ConditionalNumericExpression, value: number): ConditionalNumericExpression {
|
||||
const model = outcomeValueModel({
|
||||
key: 'temporary',
|
||||
label: 'Temporary',
|
||||
@@ -669,7 +791,7 @@
|
||||
if (model === 'reducer') {
|
||||
return { op: 'multiply', left: value, right: { ref: { source: 'reducer' } } };
|
||||
}
|
||||
if (model === 'protocol_upgrades') return protocolUpgradeExpression(value);
|
||||
if (model === 'protocol_upgrades') return protocolUpgradeExpression();
|
||||
return expression;
|
||||
}
|
||||
|
||||
@@ -684,7 +806,51 @@
|
||||
});
|
||||
}
|
||||
|
||||
function updateMutation(clauseIndex: number, mutationIndex: number, kind: 'add' | 'set' | 'consume' | 'clear', pool?: string, value?: number) {
|
||||
function addAbilityDurationExtension(clauseIndex: number) {
|
||||
updateClause(clauseIndex, {
|
||||
mutations: [
|
||||
...rule.clauses[clauseIndex].mutations,
|
||||
{ kind: 'extend_duration', target: 'assigned_ability', seconds: 0.3 }
|
||||
]
|
||||
});
|
||||
}
|
||||
|
||||
function addCooldownOnMax(clauseIndex: number) {
|
||||
const stackPool = rule.pools.find((pool) => pool.max && pool.max > 0)?.key;
|
||||
const cooldownPool = rule.pools.find((pool) => pool.scope === 'agent' && pool.expiresAfterSeconds)?.key;
|
||||
if (!stackPool || !cooldownPool || stackPool === cooldownPool) return;
|
||||
updateClause(clauseIndex, {
|
||||
mutations: [
|
||||
...rule.clauses[clauseIndex].mutations,
|
||||
{ kind: 'start_cooldown_on_max', stackPool, cooldownPool }
|
||||
]
|
||||
});
|
||||
}
|
||||
|
||||
function updateAbilityDurationExtension(clauseIndex: number, mutationIndex: number, raw: string) {
|
||||
const mutations = [...rule.clauses[clauseIndex].mutations];
|
||||
const seconds = Number(raw);
|
||||
mutations[mutationIndex] = {
|
||||
kind: 'extend_duration',
|
||||
target: 'assigned_ability',
|
||||
seconds: Number.isFinite(seconds) ? seconds : 0
|
||||
};
|
||||
updateClause(clauseIndex, { mutations });
|
||||
}
|
||||
|
||||
function updateCooldownOnMax(
|
||||
clauseIndex: number,
|
||||
mutationIndex: number,
|
||||
patch: { stackPool?: string; cooldownPool?: string }
|
||||
) {
|
||||
const mutations = [...rule.clauses[clauseIndex].mutations];
|
||||
const current = mutations[mutationIndex];
|
||||
if (current.kind !== 'start_cooldown_on_max') return;
|
||||
mutations[mutationIndex] = { ...current, ...patch };
|
||||
updateClause(clauseIndex, { mutations });
|
||||
}
|
||||
|
||||
function updateMutation(clauseIndex: number, mutationIndex: number, kind: 'add' | 'set' | 'consume' | 'derive' | 'clear', pool?: string, value?: number) {
|
||||
const mutations = [...rule.clauses[clauseIndex].mutations];
|
||||
const current = mutations[mutationIndex];
|
||||
const nextPool = pool ?? ('pool' in current ? current.pool : rule.pools[0]?.key ?? '');
|
||||
@@ -694,7 +860,9 @@
|
||||
: undefined;
|
||||
mutations[mutationIndex] = kind === 'clear'
|
||||
? { kind, pool: nextPool, entity }
|
||||
: { kind, pool: nextPool, value: value ?? ('value' in current && typeof current.value === 'number' ? current.value : 1), entity };
|
||||
: kind === 'derive'
|
||||
? { kind, pool: nextPool, value: { ref: { source: 'reducer' } }, entity }
|
||||
: { kind, pool: nextPool, value: value ?? ('value' in current && typeof current.value === 'number' ? current.value : 1), entity };
|
||||
updateClause(clauseIndex, { mutations });
|
||||
}
|
||||
|
||||
@@ -793,7 +961,7 @@
|
||||
|
||||
<section class="scenario-panel">
|
||||
<header><div><span>BUILDER CONTROLS</span><strong>SCENARIO ASSUMPTIONS</strong></div><button type="button" class="secondary compact-action" onclick={addScenarioInput}>ADD CONTROL +</button></header>
|
||||
<p>These controls appear in a build’s advanced mechanic settings. Maximum Potential uses the best-case value; Custom Scenario uses the Agent’s saved value.</p>
|
||||
<p>These controls are retained for the planned advanced build model. Maximum Potential will use the best-case value; Custom Scenario will use the Agent’s saved value.</p>
|
||||
{#each rule.scenarioInputs as input, index}
|
||||
<div class="scenario-row">
|
||||
<label class="field">LABEL<input value={input.label} oninput={(event) => updateScenarioInput(index,{label:event.currentTarget.value,key:slug(event.currentTarget.value)})}/></label>
|
||||
@@ -981,6 +1149,20 @@
|
||||
{:else if conditionModel(clause) === 'advanced'}
|
||||
<p class="advanced-condition-note">This saved condition remains active and is preserved unchanged. Use the generated mechanic preview to inspect it.</p>
|
||||
{/if}
|
||||
{#if allowAssignedAbility}
|
||||
<div class="ability-proc-controls">
|
||||
<SegmentedChoice
|
||||
legend="ASSIGNED ABILITY"
|
||||
name={`${idPrefix}-assigned-ability-${clauseIndex}`}
|
||||
options={[{value:'false',label:'ANY STATE'},{value:'true',label:'MUST BE ACTIVE'}]}
|
||||
value={String(clause.requiresAssignedAbilityActive ?? false)}
|
||||
onchange={(values) => updateClause(clauseIndex,{requiresAssignedAbilityActive:values[0] === 'true' ? true : undefined})}
|
||||
/>
|
||||
<label class="field">PROC CHANCE · %<input type="number" min="0" max="100" step="any" value={clause.procChancePercent ?? ''} oninput={(event) => updateClause(clauseIndex,{procChancePercent:event.currentTarget.value ? Number(event.currentTarget.value) : undefined})}/><small>Rolls after conditions and cooldown checks, before mutations.</small></label>
|
||||
</div>
|
||||
{:else}
|
||||
<label class="field proc-chance-field">PROC CHANCE · %<input type="number" min="0" max="100" step="any" value={clause.procChancePercent ?? ''} oninput={(event) => updateClause(clauseIndex,{procChancePercent:event.currentTarget.value ? Number(event.currentTarget.value) : undefined})}/><small>Rolls after conditions and cooldown checks, before mutations.</small></label>
|
||||
{/if}
|
||||
</div>
|
||||
<div class="reducer-controls">
|
||||
<SegmentedChoice
|
||||
@@ -1002,43 +1184,82 @@
|
||||
{:else if clause.reducer.kind === 'periodic'}
|
||||
<label class="field">INTERVAL · SECONDS<input type="number" min="0.01" step="any" value={typeof clause.reducer.intervalSeconds === 'number' ? clause.reducer.intervalSeconds : 1} oninput={(event) => setReducerNumber(clauseIndex,'intervalSeconds',event.currentTarget.value)}/></label>
|
||||
{:else if clause.reducer.kind === 'derived_scalar'}
|
||||
<label class="field">DERIVED VALUE<input type="number" step="any" value={typeof clause.reducer.value === 'number' ? clause.reducer.value : 1} oninput={(event) => setReducerNumber(clauseIndex,'value',event.currentTarget.value)}/></label>
|
||||
<SegmentedChoice
|
||||
legend="DERIVED VALUE SOURCE"
|
||||
name={`${idPrefix}-derived-source-${clauseIndex}`}
|
||||
options={[
|
||||
{value:'static',label:'STATIC'},
|
||||
{value:'event',label:'EVENT FIELD',disabled:numericEventFields(clause).length === 0},
|
||||
...(derivedScalarModel(clause) === 'advanced' ? [{value:'advanced',label:'ADVANCED',disabled:true}] : [])
|
||||
]}
|
||||
value={derivedScalarModel(clause)}
|
||||
onchange={(values) => setDerivedScalarModel(clauseIndex,values[0])}
|
||||
/>
|
||||
{#if derivedScalarModel(clause) === 'event'}
|
||||
<SegmentedChoice
|
||||
legend="NUMERIC EVENT FIELD"
|
||||
name={`${idPrefix}-derived-event-${clauseIndex}`}
|
||||
options={numericEventFields(clause).map((field) => ({value:field.path,label:field.label.toUpperCase()}))}
|
||||
value={readEventFieldNumericExpression(clause.reducer.value) ?? ''}
|
||||
columns={Math.min(3,numericEventFields(clause).length)}
|
||||
onchange={(values) => setDerivedScalarEventField(clauseIndex,values[0])}
|
||||
/>
|
||||
{:else if derivedScalarModel(clause) === 'static'}
|
||||
<label class="field">DERIVED VALUE<input type="number" step="any" value={typeof clause.reducer.value === 'number' ? clause.reducer.value : 1} oninput={(event) => setReducerNumber(clauseIndex,'value',event.currentTarget.value)}/></label>
|
||||
{/if}
|
||||
{/if}
|
||||
</div>
|
||||
|
||||
<div class="mutation-panel">
|
||||
<div class="outcome-heading"><div><span>STATE CHANGES</span><strong>{clause.mutations.length}</strong></div><button type="button" class="secondary compact-action" onclick={() => addMutation(clauseIndex)} disabled={!rule.pools.length}>ADD STATE CHANGE +</button></div>
|
||||
<div class="outcome-heading"><div><span>STATE CHANGES</span><strong>{clause.mutations.length}</strong></div><div class="mutation-actions"><button type="button" class="secondary compact-action" onclick={() => addMutation(clauseIndex)} disabled={!rule.pools.length}>ADD STATE CHANGE +</button>{#if allowAssignedAbility}<button type="button" class="secondary compact-action" onclick={() => addAbilityDurationExtension(clauseIndex)}>EXTEND ABILITY +</button>{/if}<button type="button" class="secondary compact-action" onclick={() => addCooldownOnMax(clauseIndex)} disabled={rule.pools.filter((pool) => pool.max && pool.max > 0).length < 2}>ADD MAX COOLDOWN +</button></div></div>
|
||||
{#each clause.mutations as mutation, mutationIndex}
|
||||
<div class="mutation-row">
|
||||
<SegmentedChoice
|
||||
legend="OPERATION"
|
||||
name={`${idPrefix}-mutation-kind-${clauseIndex}-${mutationIndex}`}
|
||||
options={[{value:'add',label:'ADD'},{value:'set',label:'SET'},{value:'consume',label:'CONSUME'},{value:'clear',label:'CLEAR'}]}
|
||||
value={mutation.kind === 'none' || mutation.kind === 'derive' || mutation.kind === 'transfer' ? 'add' : mutation.kind}
|
||||
onchange={(values) => updateMutation(clauseIndex,mutationIndex,values[0] as 'add'|'set'|'consume'|'clear')}
|
||||
/>
|
||||
<SegmentedChoice
|
||||
legend="STATE POOL"
|
||||
name={`${idPrefix}-mutation-pool-${clauseIndex}-${mutationIndex}`}
|
||||
options={rule.pools.map((pool) => ({value:pool.key,label:pool.label.toUpperCase()}))}
|
||||
value={'pool' in mutation ? mutation.pool : rule.pools[0]?.key ?? ''}
|
||||
columns={Math.min(4,Math.max(1,rule.pools.length))}
|
||||
onchange={(values) => updateMutation(clauseIndex,mutationIndex,mutation.kind === 'clear' ? 'clear' : mutation.kind === 'set' || mutation.kind === 'consume' ? mutation.kind : 'add',values[0])}
|
||||
/>
|
||||
{#if mutation.kind !== 'clear'}
|
||||
<label class="field">VALUE<input type="number" step="any" value={'value' in mutation && typeof mutation.value === 'number' ? mutation.value : 1} oninput={(event) => updateMutation(clauseIndex,mutationIndex,mutation.kind === 'set' || mutation.kind === 'consume' ? mutation.kind : 'add',undefined,Number(event.currentTarget.value))}/></label>
|
||||
{/if}
|
||||
{#if 'pool' in mutation && rule.pools.find((pool) => pool.key === mutation.pool)?.scope === 'target'}
|
||||
{#if mutation.kind === 'extend_duration'}
|
||||
<div class="mutation-row ability-mutation-row">
|
||||
<div class="branch-readout"><span>OPERATION</span><strong>EXTEND ASSIGNED ABILITY</strong></div>
|
||||
<label class="field">SECONDS<input type="number" min="0" step="any" value={typeof mutation.seconds === 'number' ? mutation.seconds : 0} oninput={(event) => updateAbilityDurationExtension(clauseIndex,mutationIndex,event.currentTarget.value)}/><small>Applies only while the assigned ability remains active.</small></label>
|
||||
<button type="button" class="remove" onclick={() => updateClause(clauseIndex,{mutations:clause.mutations.filter((_,index) => index !== mutationIndex)})}>REMOVE</button>
|
||||
</div>
|
||||
{:else if mutation.kind === 'start_cooldown_on_max'}
|
||||
<div class="mutation-row cooldown-mutation-row">
|
||||
<div class="branch-readout"><span>OPERATION</span><strong>START COOLDOWN ON MAX</strong></div>
|
||||
<SegmentedChoice legend="STACK POOL" name={`${idPrefix}-cooldown-stack-${clauseIndex}-${mutationIndex}`} options={rule.pools.filter((pool) => pool.max && pool.max > 0).map((pool) => ({value:pool.key,label:pool.label.toUpperCase()}))} value={mutation.stackPool} onchange={(values) => updateCooldownOnMax(clauseIndex,mutationIndex,{stackPool:values[0]})}/>
|
||||
<SegmentedChoice legend="COOLDOWN POOL" name={`${idPrefix}-cooldown-pool-${clauseIndex}-${mutationIndex}`} options={rule.pools.filter((pool) => pool.scope === 'agent' && pool.expiresAfterSeconds && pool.key !== mutation.stackPool).map((pool) => ({value:pool.key,label:pool.label.toUpperCase()}))} value={mutation.cooldownPool} onchange={(values) => updateCooldownOnMax(clauseIndex,mutationIndex,{cooldownPool:values[0]})}/>
|
||||
<button type="button" class="remove" onclick={() => updateClause(clauseIndex,{mutations:clause.mutations.filter((_,index) => index !== mutationIndex)})}>REMOVE</button>
|
||||
</div>
|
||||
{:else}
|
||||
<div class="mutation-row">
|
||||
<SegmentedChoice
|
||||
legend="STATE OWNER"
|
||||
name={`${idPrefix}-mutation-entity-${clauseIndex}-${mutationIndex}`}
|
||||
options={[{value:'event_target',label:'EVENT TARGET'},{value:'event_actor',label:'EVENT ACTOR'}]}
|
||||
value={'entity' in mutation && mutation.entity?.kind === 'event_actor' ? 'event_actor' : 'event_target'}
|
||||
onchange={(values) => updateMutationEntity(clauseIndex,mutationIndex,values[0] as 'event_target'|'event_actor')}
|
||||
legend="OPERATION"
|
||||
name={`${idPrefix}-mutation-kind-${clauseIndex}-${mutationIndex}`}
|
||||
options={[{value:'add',label:'ADD'},{value:'set',label:'SET'},{value:'consume',label:'CONSUME'},{value:'derive',label:'DERIVED VALUE'},{value:'clear',label:'CLEAR'}]}
|
||||
value={mutation.kind === 'none' || mutation.kind === 'transfer' ? 'add' : mutation.kind}
|
||||
onchange={(values) => updateMutation(clauseIndex,mutationIndex,values[0] as 'add'|'set'|'consume'|'derive'|'clear')}
|
||||
/>
|
||||
{/if}
|
||||
<button type="button" class="remove" onclick={() => updateClause(clauseIndex,{mutations:clause.mutations.filter((_,index) => index !== mutationIndex)})}>REMOVE</button>
|
||||
</div>
|
||||
<SegmentedChoice
|
||||
legend="STATE POOL"
|
||||
name={`${idPrefix}-mutation-pool-${clauseIndex}-${mutationIndex}`}
|
||||
options={rule.pools.map((pool) => ({value:pool.key,label:pool.label.toUpperCase()}))}
|
||||
value={'pool' in mutation ? mutation.pool : rule.pools[0]?.key ?? ''}
|
||||
columns={Math.min(4,Math.max(1,rule.pools.length))}
|
||||
onchange={(values) => updateMutation(clauseIndex,mutationIndex,mutation.kind === 'clear' ? 'clear' : mutation.kind === 'derive' ? 'derive' : mutation.kind === 'set' || mutation.kind === 'consume' ? mutation.kind : 'add',values[0])}
|
||||
/>
|
||||
{#if mutation.kind !== 'clear' && mutation.kind !== 'derive'}
|
||||
<label class="field">VALUE<input type="number" step="any" value={'value' in mutation && typeof mutation.value === 'number' ? mutation.value : 1} oninput={(event) => updateMutation(clauseIndex,mutationIndex,mutation.kind === 'set' || mutation.kind === 'consume' ? mutation.kind : 'add',undefined,Number(event.currentTarget.value))}/></label>
|
||||
{:else if mutation.kind === 'derive'}
|
||||
<div class="branch-readout"><span>VALUE</span><strong>DERIVED SCALAR</strong></div>
|
||||
{/if}
|
||||
{#if 'pool' in mutation && rule.pools.find((pool) => pool.key === mutation.pool)?.scope === 'target'}
|
||||
<SegmentedChoice
|
||||
legend="STATE OWNER"
|
||||
name={`${idPrefix}-mutation-entity-${clauseIndex}-${mutationIndex}`}
|
||||
options={[{value:'event_target',label:'EVENT TARGET'},{value:'event_actor',label:'EVENT ACTOR'}]}
|
||||
value={'entity' in mutation && mutation.entity?.kind === 'event_actor' ? 'event_actor' : 'event_target'}
|
||||
onchange={(values) => updateMutationEntity(clauseIndex,mutationIndex,values[0] as 'event_target'|'event_actor')}
|
||||
/>
|
||||
{/if}
|
||||
<button type="button" class="remove" onclick={() => updateClause(clauseIndex,{mutations:clause.mutations.filter((_,index) => index !== mutationIndex)})}>REMOVE</button>
|
||||
</div>
|
||||
{/if}
|
||||
{:else}
|
||||
<p class="empty-state">This branch emits outcomes without changing shared state.</p>
|
||||
{/each}
|
||||
@@ -1049,25 +1270,24 @@
|
||||
<div class="outcome-card">
|
||||
<div class="outcome-grid">
|
||||
<label class="field">LABEL<input value={outcome.label} oninput={(event) => updateOutcome(clauseIndex,outcomeIndex,{label:event.currentTarget.value,key:slug(event.currentTarget.value)})}/></label>
|
||||
<SegmentedChoice legend="KIND" name={`${idPrefix}-kind-${clauseIndex}-${outcomeIndex}`} options={outcomeKinds} value={outcome.kind} onchange={(values) => updateOutcome(clauseIndex,outcomeIndex,{kind:values[0] as ConditionalMechanicOutcomeDraft['kind'],resource:values[0] === 'restoration' || values[0] === 'resource_cost' ? outcome.resource ?? 'health' : undefined,attributeId:values[0] === 'attribute_modifier' ? outcome.attributeId ?? '' : undefined,delivery:values[0] === 'restoration' ? outcome.delivery : undefined,durationSeconds:values[0] === 'restoration' ? outcome.durationSeconds : undefined})}/>
|
||||
<SegmentedChoice legend="KIND" name={`${idPrefix}-kind-${clauseIndex}-${outcomeIndex}`} options={outcomeKinds} value={outcome.kind} onchange={(values) => setOutcomeKind(clauseIndex,outcomeIndex,values[0] as ConditionalMechanicOutcomeDraft['kind'])}/>
|
||||
<label class="field">DESCRIPTION SLOT<input type="number" min="1" step="1" value={outcome.descriptionSlot ?? ''} oninput={(event) => updateOutcome(clauseIndex,outcomeIndex,{descriptionSlot:event.currentTarget.value ? Number(event.currentTarget.value) : undefined})}/></label>
|
||||
</div>
|
||||
<SegmentedChoice legend="TARGET SCOPE" name={`${idPrefix}-scope-${clauseIndex}-${outcomeIndex}`} options={scopeOptions} value={outcome.scope} columns={scopeOptions.length > 4 ? 4 : scopeOptions.length} onchange={(values) => updateOutcome(clauseIndex,outcomeIndex,{scope:values[0] as MechanicOutcomeScope})}/>
|
||||
<SegmentedChoice legend="TARGET SCOPE" name={`${idPrefix}-scope-${clauseIndex}-${outcomeIndex}`} options={scopeOptions} value={outcome.scope} columns={scopeOptions.length > 4 ? 4 : scopeOptions.length} onchange={(values) => setOutcomeScope(clauseIndex,outcomeIndex,values[0] as MechanicOutcomeScope)}/>
|
||||
{#if outcome.scope === 'allies' || outcome.scope === 'self_and_allies' || outcome.scope === 'target'}
|
||||
<div class="delivery-controls">
|
||||
<SegmentedChoice
|
||||
legend="AREA TARGETING"
|
||||
name={`${idPrefix}-targeting-${clauseIndex}-${outcomeIndex}`}
|
||||
options={[{value:'none',label:'NONE'},{value:'allies',label:'ALLIES IN RADIUS'},{value:'enemies',label:'ENEMIES IN RADIUS'}]}
|
||||
value={outcome.targeting?.population ?? 'none'}
|
||||
onchange={(values) => updateOutcome(clauseIndex,outcomeIndex,{
|
||||
targeting: values[0] === 'none'
|
||||
? undefined
|
||||
: {kind:'within_radius',population:values[0] as 'allies'|'enemies',radiusMeters:outcome.targeting?.radiusMeters ?? 20}
|
||||
})}
|
||||
options={targetingOptions(clause,outcome)}
|
||||
value={mechanicTargetingMode(outcome.targeting)}
|
||||
onchange={(values) => setOutcomeTargeting(clauseIndex,outcomeIndex,values[0] as MechanicTargetingMode)}
|
||||
/>
|
||||
{#if outcome.targeting}
|
||||
<label class="field">RADIUS (METERS)<input type="number" min="0.01" step="any" value={outcome.targeting.radiusMeters} oninput={(event) => updateOutcome(clauseIndex,outcomeIndex,{targeting:{...outcome.targeting!,radiusMeters:Number(event.currentTarget.value)}})}/></label>
|
||||
{#if outcome.targeting.kind === 'event_target_area'}
|
||||
<p class="area-targeting-note"><strong>EVENT TARGET CENTER</strong><span>Damages each valid enemy at or inside the radius once. Runtime events must supply the authoritative target sample.</span></p>
|
||||
{/if}
|
||||
{/if}
|
||||
</div>
|
||||
{/if}
|
||||
@@ -1154,8 +1374,9 @@
|
||||
<label class="field">{column.label} VALUE<input type="number" step="any" value={outcome.variants[column.variantKey]?.value ?? 0} oninput={(event) => updateVariant(clauseIndex,outcomeIndex,column.variantKey,event.currentTarget.value)}/></label>
|
||||
{/each}
|
||||
</div>
|
||||
<label class="field probability-field">OUTCOME CHANCE · %<input type="number" min="0" max="100" step="any" value={outcome.probabilityPercent ?? ''} oninput={(event) => updateOutcome(clauseIndex,outcomeIndex,{probabilityPercent:event.currentTarget.value ? Number(event.currentTarget.value) : undefined})}/><small>Each eligible outcome rolls independently. Maximum Potential resolves each nonzero chance as successful.</small></label>
|
||||
<div class="outcome-footer">
|
||||
<SegmentedChoice legend="PHASE" name={`${idPrefix}-phase-${clauseIndex}-${outcomeIndex}`} options={[{value:'on_event',label:'ON EVENT'},{value:'after_event',label:'AFTER EVENT'},{value:'while_active',label:'WHILE ACTIVE'},{value:'on_enter',label:'ON ENTER'},{value:'on_exit',label:'ON EXIT'}]} value={outcome.phase} onchange={(values) => updateOutcome(clauseIndex,outcomeIndex,{phase:values[0] as OutcomePhase})}/>
|
||||
<SegmentedChoice legend="PHASE" name={`${idPrefix}-phase-${clauseIndex}-${outcomeIndex}`} options={phaseOptions(outcome)} value={outcome.phase} onchange={(values) => updateOutcome(clauseIndex,outcomeIndex,{phase:values[0] as OutcomePhase})}/>
|
||||
<button type="button" class="remove" onclick={() => updateClause(clauseIndex,{outcomes:clause.outcomes.filter((_,index) => index !== outcomeIndex)})}>REMOVE OUTCOME</button>
|
||||
</div>
|
||||
</div>
|
||||
@@ -1198,6 +1419,8 @@
|
||||
.branch>header>div{display:flex;align-items:end;gap:9px}.branch>header>div>span{align-self:center;color:var(--shd-orange);font:900 var(--shd-type-telemetry)/1 var(--shd-font-mono)}.branch>header .field{min-width:min(360px,55vw);margin:0}
|
||||
.branch-grid{display:grid;grid-template-columns:repeat(2,minmax(240px,1fr)) minmax(160px,.45fr);align-items:end;gap:var(--shd-gap-sm);padding:var(--shd-gap-sm)}
|
||||
.condition-controls{display:grid;grid-template-columns:minmax(260px,.7fr) minmax(320px,1.3fr);align-items:end;gap:var(--shd-gap-sm);padding:0 var(--shd-gap-sm) var(--shd-gap-sm)}
|
||||
.ability-proc-controls{display:grid;grid-template-columns:minmax(240px,.7fr) minmax(180px,.4fr);align-items:end;gap:var(--shd-gap-sm)}
|
||||
.ability-proc-controls .field small,.proc-chance-field small,.probability-field small,.ability-mutation-row .field small{display:block;margin-top:4px;color:var(--shd-text-muted);font-size:var(--shd-type-telemetry);line-height:1.3}
|
||||
.health-boundaries{display:grid;grid-template-columns:repeat(2,minmax(150px,1fr));gap:var(--shd-gap-sm)}
|
||||
.health-boundaries .field small{display:block;margin-top:4px;color:var(--shd-text-muted);font-size:var(--shd-type-telemetry);line-height:1.3}
|
||||
.predicate-fields{display:grid;grid-template-columns:minmax(170px,1fr) minmax(190px,.8fr);align-items:end;gap:var(--shd-gap-sm)}
|
||||
@@ -1207,12 +1430,15 @@
|
||||
.branch-readout{display:grid;align-content:center;gap:3px;min-height:44px;padding:7px 9px;border:1px solid var(--shd-border);background:var(--shd-surface-raised)}.branch-readout span{color:var(--shd-text-muted);font-size:var(--shd-type-telemetry);font-weight:900;letter-spacing:.7px}.branch-readout strong{font-size:var(--shd-type-supporting)}
|
||||
.reducer-controls{display:grid;grid-template-columns:minmax(0,1fr) repeat(2,minmax(130px,.25fr));align-items:end;gap:var(--shd-gap-sm);padding:0 var(--shd-gap-sm) var(--shd-gap-sm)}
|
||||
.mutation-panel{margin:0 var(--shd-gap-sm) var(--shd-gap-sm);border:1px solid var(--shd-border-soft)}
|
||||
.mutation-actions{display:flex;flex-wrap:wrap;justify-content:flex-end;gap:6px}
|
||||
.mutation-row{display:grid;grid-template-columns:minmax(260px,1fr) minmax(220px,1fr) minmax(110px,.35fr) minmax(240px,1fr) auto;align-items:end;gap:8px;padding:8px;border-bottom:1px solid var(--shd-border-soft)}
|
||||
.ability-mutation-row{grid-template-columns:minmax(240px,1fr) minmax(180px,.5fr) auto}.cooldown-mutation-row{grid-template-columns:minmax(210px,.8fr) minmax(220px,1fr) minmax(220px,1fr) auto}.probability-field{max-width:260px}
|
||||
.outcome-card{display:grid;gap:8px;margin:var(--shd-gap-sm);padding:9px;border:1px solid var(--shd-border);border-left:2px solid var(--shd-info);background:var(--shd-surface-raised)}
|
||||
.outcome-grid{display:grid;grid-template-columns:minmax(200px,1fr) minmax(360px,1.4fr) minmax(120px,.3fr);align-items:end;gap:8px}
|
||||
.variant-grid{display:grid;grid-template-columns:repeat(auto-fit,minmax(150px,1fr));gap:8px}
|
||||
.state-scaling{display:grid;grid-template-columns:minmax(0,1fr) minmax(260px,.75fr) repeat(2,minmax(110px,.3fr));align-items:end;gap:8px}
|
||||
.delivery-controls{display:grid;grid-template-columns:minmax(260px,1fr) minmax(150px,.35fr);align-items:end;gap:8px}.delivery-controls>.field{margin:0}
|
||||
.area-targeting-note{grid-column:1/-1;display:grid;gap:2px;margin:0;padding:7px 9px;border-left:2px solid var(--shd-info);background:var(--shd-model-surface);color:var(--shd-text-muted);font-size:var(--shd-type-supporting);line-height:1.4}.area-targeting-note strong{color:var(--shd-info);font-size:var(--shd-type-telemetry);letter-spacing:.7px}
|
||||
.outcome-footer{display:flex;align-items:end;justify-content:space-between;gap:8px}
|
||||
.remove,.danger-quiet{min-height:38px;padding:0 10px;border:1px solid var(--shd-danger);background:transparent;color:var(--shd-danger);font-size:var(--shd-type-telemetry);font-weight:900;cursor:pointer}
|
||||
.remove:hover,.remove:focus-visible,.danger-quiet:hover,.danger-quiet:focus-visible{background:var(--shd-danger);color:var(--shd-surface)}
|
||||
|
||||
@@ -3,6 +3,11 @@ import type { GameDataTargetType } from '$lib/game-data-targets';
|
||||
|
||||
export type DatabaseBadge = { label: string; tone?: string };
|
||||
export type DatabaseMeter = { label: string; value: number };
|
||||
export type DatabaseWeaponModSlot = {
|
||||
slot: string;
|
||||
unlockedAtTierOne: boolean;
|
||||
iconUrl?: string;
|
||||
};
|
||||
export type DatabaseFact = {
|
||||
label: string;
|
||||
value: string;
|
||||
@@ -26,8 +31,10 @@ export type DatabaseItem = {
|
||||
renderUrl?: string;
|
||||
gameIcon?: GameIconName;
|
||||
headerBadge?: string;
|
||||
headerBadgeTone?: string;
|
||||
headerBadges?: string[];
|
||||
headerMetaIcon?: GameIconName;
|
||||
topBorderTone?: string;
|
||||
badges?: DatabaseBadge[];
|
||||
facts: DatabaseFact[];
|
||||
factLayout?: 'grid' | 'stack';
|
||||
@@ -35,9 +42,17 @@ export type DatabaseItem = {
|
||||
lines?: DatabaseFact[];
|
||||
afterLines?: DatabaseFact[];
|
||||
iconGroups?: DatabaseIconGroup[];
|
||||
weaponModSlots?: DatabaseWeaponModSlot[];
|
||||
description?: string;
|
||||
secondaryDescription?: string;
|
||||
descriptionStyle?: 'prose' | 'data';
|
||||
protocolPreview?: {
|
||||
primaryStat: string;
|
||||
primaryUnit: string;
|
||||
primaryBaseValue: number;
|
||||
talentDescription?: string;
|
||||
talentEffects: Array<{ baseValue: number; unit: string }>;
|
||||
};
|
||||
};
|
||||
|
||||
export type DatabaseRelatedItem = {
|
||||
|
||||
@@ -0,0 +1,115 @@
|
||||
import { describe, expect, it } from 'vitest';
|
||||
import {
|
||||
MOD_SECONDARY_CAPACITY,
|
||||
normalizeModSecondaryPool,
|
||||
} from './secondary-pool';
|
||||
|
||||
const endpoints = (
|
||||
level1Min: number | string,
|
||||
level1Max: number | string,
|
||||
level20Min: number | string,
|
||||
level20Max: number | string,
|
||||
) => ({ level1Min, level1Max, level20Min, level20Max });
|
||||
|
||||
const range = (statId: string) => ({
|
||||
statId,
|
||||
values: {
|
||||
Specialized: endpoints('1.5', '2.5', '3.5', '4.5'),
|
||||
Superior: endpoints(2, 3, 4, 5),
|
||||
'High-end': endpoints(3, 4, 5, 6),
|
||||
},
|
||||
});
|
||||
|
||||
describe('shared Mod secondary pool', () => {
|
||||
it('defines secondary capacity for every Mod quality', () => {
|
||||
expect(MOD_SECONDARY_CAPACITY).toEqual({
|
||||
Standard: 0,
|
||||
Specialized: 1,
|
||||
Superior: 2,
|
||||
'High-end': 2,
|
||||
});
|
||||
});
|
||||
|
||||
it('normalizes Attribute IDs and valid Level 1/20 endpoints', () => {
|
||||
const result = normalizeModSecondaryPool([
|
||||
range(' critical-hit-chance '),
|
||||
range('critical-hit-damage'),
|
||||
]);
|
||||
|
||||
expect(result.error).toBeNull();
|
||||
expect(result.pool).toEqual([
|
||||
{
|
||||
statId: 'critical-hit-chance',
|
||||
values: {
|
||||
Specialized: endpoints(1.5, 2.5, 3.5, 4.5),
|
||||
Superior: endpoints(2, 3, 4, 5),
|
||||
'High-end': endpoints(3, 4, 5, 6),
|
||||
},
|
||||
},
|
||||
{
|
||||
statId: 'critical-hit-damage',
|
||||
values: {
|
||||
Specialized: endpoints(1.5, 2.5, 3.5, 4.5),
|
||||
Superior: endpoints(2, 3, 4, 5),
|
||||
'High-end': endpoints(3, 4, 5, 6),
|
||||
},
|
||||
},
|
||||
]);
|
||||
});
|
||||
|
||||
it('rejects duplicate Attributes after ID normalization', () => {
|
||||
const result = normalizeModSecondaryPool([
|
||||
range('critical-hit-chance'),
|
||||
range(' critical-hit-chance '),
|
||||
]);
|
||||
|
||||
expect(result).toEqual({
|
||||
pool: [],
|
||||
error: 'Choose a unique Attribute for every shared pool option.',
|
||||
});
|
||||
});
|
||||
|
||||
it.each([
|
||||
[
|
||||
'missing quality ranges',
|
||||
{
|
||||
...range('critical-hit-chance'),
|
||||
values: {
|
||||
Specialized: endpoints(1, 2, 3, 4),
|
||||
Superior: endpoints(2, 3, 4, 5),
|
||||
},
|
||||
},
|
||||
],
|
||||
[
|
||||
'reversed ranges',
|
||||
{
|
||||
...range('critical-hit-chance'),
|
||||
values: {
|
||||
...range('critical-hit-chance').values,
|
||||
Specialized: endpoints(2, 1, 3, 4),
|
||||
},
|
||||
},
|
||||
],
|
||||
[
|
||||
'Level 20 regression',
|
||||
{
|
||||
...range('critical-hit-chance'),
|
||||
values: {
|
||||
...range('critical-hit-chance').values,
|
||||
Specialized: endpoints(2, 3, 1, 2),
|
||||
},
|
||||
},
|
||||
],
|
||||
])('rejects %s', (_label, invalidRange) => {
|
||||
const result = normalizeModSecondaryPool([
|
||||
invalidRange,
|
||||
range('critical-hit-damage'),
|
||||
]);
|
||||
|
||||
expect(result).toEqual({
|
||||
pool: [],
|
||||
error:
|
||||
'Configure valid Level 1 and Level 20 ranges for Specialized, Superior, and High-end quality.',
|
||||
});
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,102 @@
|
||||
export const MOD_QUALITIES = [
|
||||
'Standard',
|
||||
'Specialized',
|
||||
'Superior',
|
||||
'High-end',
|
||||
] as const;
|
||||
|
||||
export const MOD_SECONDARY_QUALITIES = [
|
||||
'Specialized',
|
||||
'Superior',
|
||||
'High-end',
|
||||
] as const;
|
||||
|
||||
export const MOD_SECONDARY_CAPACITY = {
|
||||
Standard: 0,
|
||||
Specialized: 1,
|
||||
Superior: 2,
|
||||
'High-end': 2,
|
||||
} as const satisfies Record<(typeof MOD_QUALITIES)[number], number>;
|
||||
|
||||
export type ModSecondaryQuality = (typeof MOD_SECONDARY_QUALITIES)[number];
|
||||
|
||||
export type ModSecondaryRange = {
|
||||
statId: string;
|
||||
values: Record<
|
||||
ModSecondaryQuality,
|
||||
{
|
||||
level1Min: number;
|
||||
level1Max: number;
|
||||
level20Min: number;
|
||||
level20Max: number;
|
||||
}
|
||||
>;
|
||||
};
|
||||
|
||||
export function normalizeModSecondaryPool(input: unknown): {
|
||||
pool: ModSecondaryRange[];
|
||||
error: string | null;
|
||||
} {
|
||||
if (!Array.isArray(input) || input.length < 2 || input.length > 50) {
|
||||
return {
|
||||
pool: [],
|
||||
error: 'Configure between two and 50 shared secondary Attributes.',
|
||||
};
|
||||
}
|
||||
|
||||
const pool = input.map((candidate) => {
|
||||
const range = candidate as Partial<ModSecondaryRange>;
|
||||
return {
|
||||
statId: typeof range.statId === 'string' ? range.statId.trim() : '',
|
||||
values: Object.fromEntries(
|
||||
MOD_SECONDARY_QUALITIES.map((quality) => {
|
||||
const values = range.values?.[quality] as
|
||||
| Partial<ModSecondaryRange['values'][ModSecondaryQuality]>
|
||||
| undefined;
|
||||
return [
|
||||
quality,
|
||||
{
|
||||
level1Min: Number(values?.level1Min),
|
||||
level1Max: Number(values?.level1Max),
|
||||
level20Min: Number(values?.level20Min),
|
||||
level20Max: Number(values?.level20Max),
|
||||
},
|
||||
];
|
||||
}),
|
||||
) as ModSecondaryRange['values'],
|
||||
};
|
||||
});
|
||||
|
||||
if (
|
||||
pool.some((range) => !range.statId) ||
|
||||
new Set(pool.map((range) => range.statId)).size !== pool.length
|
||||
) {
|
||||
return {
|
||||
pool: [],
|
||||
error: 'Choose a unique Attribute for every shared pool option.',
|
||||
};
|
||||
}
|
||||
|
||||
if (
|
||||
pool.some((range) =>
|
||||
MOD_SECONDARY_QUALITIES.some((quality) => {
|
||||
const values = range.values[quality];
|
||||
return (
|
||||
Object.values(values).some((value) => !Number.isFinite(value)) ||
|
||||
values.level1Max < values.level1Min ||
|
||||
values.level20Max < values.level20Min ||
|
||||
values.level20Min < values.level1Min ||
|
||||
values.level20Max < values.level1Max
|
||||
);
|
||||
}),
|
||||
)
|
||||
) {
|
||||
return {
|
||||
pool: [],
|
||||
error:
|
||||
'Configure valid Level 1 and Level 20 ranges for Specialized, Superior, and High-end quality.',
|
||||
};
|
||||
}
|
||||
|
||||
return { pool, error: null };
|
||||
}
|
||||
@@ -94,7 +94,7 @@ describe('AI mechanic authoring prompt', () => {
|
||||
}),
|
||||
);
|
||||
|
||||
expect(AI_MECHANIC_PROMPT_VERSION).toBe(7);
|
||||
expect(AI_MECHANIC_PROMPT_VERSION).toBe(11);
|
||||
expect(input.canonicalCatalog.grammar.outcome.optional).toEqual(
|
||||
expect.arrayContaining(['delivery', 'durationSeconds']),
|
||||
);
|
||||
@@ -136,7 +136,7 @@ describe('AI mechanic authoring prompt', () => {
|
||||
]),
|
||||
);
|
||||
expect(AI_MECHANIC_AUTHORING_INSTRUCTIONS).toContain(
|
||||
'Prompt contract version: 7',
|
||||
'Prompt contract version: 11',
|
||||
);
|
||||
|
||||
const advertised = structuredClone(
|
||||
@@ -185,7 +185,7 @@ describe('AI mechanic authoring prompt', () => {
|
||||
expect(parsed.ok).toBe(true);
|
||||
});
|
||||
|
||||
it('advertises the canonical Extra Health change event contract in version 7', () => {
|
||||
it('advertises the canonical Extra Health change event contract in version 11', () => {
|
||||
const input = JSON.parse(
|
||||
buildAiMechanicAuthoringInput({
|
||||
request,
|
||||
@@ -196,9 +196,9 @@ describe('AI mechanic authoring prompt', () => {
|
||||
}),
|
||||
);
|
||||
|
||||
expect(AI_MECHANIC_PROMPT_VERSION).toBe(7);
|
||||
expect(AI_MECHANIC_PROMPT_VERSION).toBe(11);
|
||||
expect(AI_MECHANIC_AUTHORING_INSTRUCTIONS).toContain(
|
||||
'Prompt contract version: 7',
|
||||
'Prompt contract version: 11',
|
||||
);
|
||||
expect(input.canonicalCatalog.events).toContainEqual({
|
||||
key: 'extra_health_changed',
|
||||
@@ -222,6 +222,144 @@ describe('AI mechanic authoring prompt', () => {
|
||||
});
|
||||
});
|
||||
|
||||
it('advertises assigned-ability activity for kill and assist predicates', () => {
|
||||
const input = JSON.parse(
|
||||
buildAiMechanicAuthoringInput({
|
||||
request,
|
||||
attributes: [],
|
||||
events: [
|
||||
MECHANIC_EVENT_REGISTRY.enemy_killed,
|
||||
MECHANIC_EVENT_REGISTRY.assist,
|
||||
],
|
||||
actions: [],
|
||||
recipeKeys: [],
|
||||
}),
|
||||
);
|
||||
|
||||
for (const event of input.canonicalCatalog.events) {
|
||||
expect(event.fields).toEqual(
|
||||
expect.arrayContaining([
|
||||
{
|
||||
path: 'values.assignedAbilityActive',
|
||||
label: 'Assigned ability active',
|
||||
type: 'boolean',
|
||||
},
|
||||
]),
|
||||
);
|
||||
}
|
||||
expect(input.examplesAndRules).toEqual(
|
||||
expect.arrayContaining([
|
||||
expect.stringContaining('values.assignedAbilityActive'),
|
||||
]),
|
||||
);
|
||||
});
|
||||
|
||||
it('advertises and round-trips aimed event-target area damage', () => {
|
||||
const protocolRequest: AiMechanicAuthoringRequest = {
|
||||
...request,
|
||||
context: {
|
||||
sourceKind: 'os_protocol_talent',
|
||||
sourceName: 'Untitled mechanic',
|
||||
sourceDescription:
|
||||
'Critical Hits performed during aiming create an explosion with a radius of 5 meters around the target that deals damage equal to 2000% Firepower to them.',
|
||||
},
|
||||
valueColumns: [{ key: 'base', variantKey: 'base', label: 'BASE' }],
|
||||
allowProtocolUpgradeScaling: true,
|
||||
};
|
||||
const input = JSON.parse(
|
||||
buildAiMechanicAuthoringInput({
|
||||
request: protocolRequest,
|
||||
attributes: [
|
||||
{
|
||||
id: 'firepower-id',
|
||||
name: 'Firepower',
|
||||
description: null,
|
||||
unit: '',
|
||||
type: null,
|
||||
category: null,
|
||||
calculationType: null,
|
||||
},
|
||||
],
|
||||
events: [MECHANIC_EVENT_REGISTRY.weapon_hit],
|
||||
actions: [],
|
||||
recipeKeys: [],
|
||||
}),
|
||||
);
|
||||
|
||||
expect(input.canonicalCatalog.events[0].fields).toContainEqual({
|
||||
path: 'values.aiming',
|
||||
label: 'Aiming down sights',
|
||||
type: 'boolean',
|
||||
});
|
||||
expect(
|
||||
input.canonicalCatalog.grammar.outcome.targeting.eventTargetArea,
|
||||
).toMatchObject({
|
||||
kind: 'event_target_area',
|
||||
center: 'event_target',
|
||||
validTargets: 'enemies',
|
||||
});
|
||||
expect(input.examplesAndRules).toEqual(
|
||||
expect.arrayContaining([
|
||||
expect.stringContaining('values.aiming'),
|
||||
expect.stringContaining('event_target_area'),
|
||||
]),
|
||||
);
|
||||
|
||||
const advertised = structuredClone(
|
||||
input.canonicalCatalog.grammar.aimedCriticalAreaDamageShape,
|
||||
);
|
||||
const outcome = advertised.clauses[0].outcomes[0];
|
||||
const base = JSON.parse(
|
||||
JSON.stringify(
|
||||
outcome.variants['replace-with-each-required-variant-key'],
|
||||
).replaceAll(
|
||||
'replace-with-an-exact-catalog-attribute-id',
|
||||
'firepower-id',
|
||||
),
|
||||
);
|
||||
outcome.variants = { base };
|
||||
const parsed = parseConditionalMechanicDraft(advertised, {
|
||||
variantKeys: ['base'],
|
||||
allowedAttributeIds: new Set(['firepower-id']),
|
||||
});
|
||||
expect(parsed.ok).toBe(true);
|
||||
});
|
||||
|
||||
it('advertises reproducible outcome and clause proc probabilities in version 11', () => {
|
||||
const input = JSON.parse(
|
||||
buildAiMechanicAuthoringInput({
|
||||
request,
|
||||
attributes: [],
|
||||
events: [MECHANIC_EVENT_REGISTRY.skill_hit],
|
||||
actions: [],
|
||||
recipeKeys: [],
|
||||
}),
|
||||
);
|
||||
|
||||
expect(AI_MECHANIC_PROMPT_VERSION).toBe(11);
|
||||
expect(input.canonicalCatalog.grammar.clause.optional).toEqual(
|
||||
expect.arrayContaining([
|
||||
'procChancePercent',
|
||||
'requiresAssignedAbilityActive',
|
||||
]),
|
||||
);
|
||||
expect(input.canonicalCatalog.grammar.mutationKinds).toEqual(
|
||||
expect.arrayContaining(['extend_duration', 'start_cooldown_on_max']),
|
||||
);
|
||||
expect(
|
||||
input.canonicalCatalog.grammar.probabilityOutcomeShape,
|
||||
).toMatchObject({
|
||||
probabilityPercent: 29,
|
||||
resource: 'ammo',
|
||||
});
|
||||
expect(input.examplesAndRules).toEqual(
|
||||
expect.arrayContaining([
|
||||
expect.stringContaining('procChancePercent'),
|
||||
expect.stringContaining('reproducible seeded random stream'),
|
||||
]),
|
||||
);
|
||||
});
|
||||
|
||||
it('advertises authoritative current Health percentage with strict band semantics', () => {
|
||||
const input = JSON.parse(
|
||||
buildAiMechanicAuthoringInput({
|
||||
@@ -351,4 +489,62 @@ describe('AI mechanic authoring prompt', () => {
|
||||
});
|
||||
expect(parsed.ok).toBe(true);
|
||||
});
|
||||
it('advertises draft variant-value scaling and the typed proximity input in version 11', () => {
|
||||
const input = JSON.parse(
|
||||
buildAiMechanicAuthoringInput({
|
||||
request: {
|
||||
...request,
|
||||
context: {
|
||||
...request.context,
|
||||
sourceName: 'Close and Personal',
|
||||
sourceDescription:
|
||||
'Increase Weapon Damage by (1)% plus (2)% for each nearby ally with a buff granted by you.',
|
||||
},
|
||||
},
|
||||
attributes: [],
|
||||
events: [MECHANIC_EVENT_REGISTRY.proximity_snapshot],
|
||||
actions: [],
|
||||
recipeKeys: [],
|
||||
}),
|
||||
);
|
||||
const grammar = input.canonicalCatalog.grammar;
|
||||
const proximityEvent = input.canonicalCatalog.events[0];
|
||||
|
||||
expect(AI_MECHANIC_PROMPT_VERSION).toBe(11);
|
||||
expect(AI_MECHANIC_AUTHORING_INSTRUCTIONS).toContain(
|
||||
'Prompt contract version: 11',
|
||||
);
|
||||
expect(grammar.valueReferences).toContain('variant_value');
|
||||
expect(grammar.draftOutcomeExpressionReferences).toEqual(['variant_value']);
|
||||
expect(grammar.referenceShapes).toContainEqual({
|
||||
ref: { source: 'variant_value' },
|
||||
});
|
||||
expect(proximityEvent.fields).toContainEqual({
|
||||
path: 'values.alliesWithin30MetersWithAgentGrantedBuff',
|
||||
label: 'Allies within 30 meters with an Agent-granted buff',
|
||||
type: 'number',
|
||||
minimum: 0,
|
||||
integer: true,
|
||||
});
|
||||
expect(proximityEvent.strictFields).toBeUndefined();
|
||||
expect(AI_MECHANIC_AUTHORING_INSTRUCTIONS).toEqual(
|
||||
expect.stringContaining('unresolved numbered source placeholder'),
|
||||
);
|
||||
expect(AI_MECHANIC_AUTHORING_INSTRUCTIONS).toEqual(
|
||||
expect.stringContaining('{ref:{source:"variant_value"}}'),
|
||||
);
|
||||
expect(input.examplesAndRules).toEqual(
|
||||
expect.arrayContaining([
|
||||
expect.stringContaining('only inside an outcome variant expression'),
|
||||
expect.stringContaining('outcome variants[variantKey].value'),
|
||||
expect.stringContaining(
|
||||
'{ref:{source:"event",path:"values.alliesWithin30MetersWithAgentGrantedBuff"}}',
|
||||
),
|
||||
expect.stringContaining(
|
||||
'{key:"allies-within-30m-with-agent-granted-buff"',
|
||||
),
|
||||
expect.stringContaining('readiness:"ready",min:0'),
|
||||
]),
|
||||
);
|
||||
});
|
||||
});
|
||||
|
||||
@@ -3,7 +3,7 @@ import { CONDITIONAL_MECHANIC_OUTCOME_CAPABILITIES } from '$lib/calculations/mec
|
||||
import { MECHANIC_COMBAT_REFERENCE_REGISTRY } from '$lib/calculations/mechanic';
|
||||
import type { AiMechanicAttribute } from './mechanic-authoring-context';
|
||||
|
||||
export const AI_MECHANIC_PROMPT_VERSION = 7;
|
||||
export const AI_MECHANIC_PROMPT_VERSION = 11;
|
||||
|
||||
const mechanicsGrammar = {
|
||||
version: 1,
|
||||
@@ -40,7 +40,14 @@ const mechanicsGrammar = {
|
||||
},
|
||||
clause: {
|
||||
required: ['key', 'event', 'if', 'reducer', 'mutations', 'outcomes'],
|
||||
optional: ['label', 'recipeKey', 'cooldownSeconds', 'weight'],
|
||||
optional: [
|
||||
'label',
|
||||
'recipeKey',
|
||||
'cooldownSeconds',
|
||||
'weight',
|
||||
'procChancePercent',
|
||||
'requiresAssignedAbilityActive',
|
||||
],
|
||||
},
|
||||
predicateKinds: ['true', 'exists', 'compare', 'all', 'any', 'not'],
|
||||
compareOperators: ['eq', 'ne', 'gt', 'gte', 'lt', 'lte'],
|
||||
@@ -63,6 +70,8 @@ const mechanicsGrammar = {
|
||||
'derive',
|
||||
'clear',
|
||||
'transfer',
|
||||
'extend_duration',
|
||||
'start_cooldown_on_max',
|
||||
],
|
||||
entitySelectors: ['agent', 'event_actor', 'event_target', 'event_field'],
|
||||
valueReferences: [
|
||||
@@ -70,9 +79,11 @@ const mechanicsGrammar = {
|
||||
'scenario',
|
||||
'combat',
|
||||
'equipment',
|
||||
'assigned_ability',
|
||||
'attribute',
|
||||
'reducer',
|
||||
'pool',
|
||||
'variant_value',
|
||||
],
|
||||
combatReferences: MECHANIC_COMBAT_REFERENCE_REGISTRY,
|
||||
numericExpressionOperators: [
|
||||
@@ -85,7 +96,9 @@ const mechanicsGrammar = {
|
||||
'clamp',
|
||||
'floor',
|
||||
],
|
||||
draftOutcomeExpressionReferences: ['variant_value'],
|
||||
referenceShapes: [
|
||||
{ ref: { source: 'variant_value' } },
|
||||
{ ref: { source: 'event', path: 'values.distanceMeters' } },
|
||||
{ ref: { source: 'scenario', key: 'input-key' } },
|
||||
{ ref: { source: 'combat', path: 'currentHealth', timing: 'current' } },
|
||||
@@ -97,6 +110,7 @@ const mechanicsGrammar = {
|
||||
},
|
||||
},
|
||||
{ ref: { source: 'equipment', path: 'protocolTalentUpgrades' } },
|
||||
{ ref: { source: 'assigned_ability', path: 'remainingDurationSeconds' } },
|
||||
{
|
||||
ref: {
|
||||
source: 'attribute',
|
||||
@@ -200,6 +214,16 @@ const mechanicsGrammar = {
|
||||
value: 'all',
|
||||
clearSource: true,
|
||||
},
|
||||
{
|
||||
kind: 'extend_duration',
|
||||
target: 'assigned_ability',
|
||||
seconds: 0.3,
|
||||
},
|
||||
{
|
||||
kind: 'start_cooldown_on_max',
|
||||
stackPool: 'extension-stacks',
|
||||
cooldownPool: 'extension-cooldown',
|
||||
},
|
||||
],
|
||||
outcome: CONDITIONAL_MECHANIC_OUTCOME_CAPABILITIES,
|
||||
continuousRestorationOutcomeShape: {
|
||||
@@ -232,6 +256,83 @@ const mechanicsGrammar = {
|
||||
},
|
||||
},
|
||||
},
|
||||
probabilityOutcomeShape: {
|
||||
key: 'recover-ammo',
|
||||
label: 'Recover Ammo',
|
||||
phase: 'after_event',
|
||||
kind: 'restoration',
|
||||
scope: 'self',
|
||||
basis: 'flat',
|
||||
resource: 'ammo',
|
||||
probabilityPercent: 29,
|
||||
variants: {
|
||||
'replace-with-each-required-variant-key': { value: 1 },
|
||||
},
|
||||
},
|
||||
aimedCriticalAreaDamageShape: {
|
||||
version: 1,
|
||||
simulationReadiness: 'ready',
|
||||
scenarioInputs: [],
|
||||
pools: [],
|
||||
clauses: [
|
||||
{
|
||||
key: 'aimed-critical-explosion',
|
||||
label: 'Aimed critical hit explosion',
|
||||
event: 'weapon_hit',
|
||||
if: {
|
||||
kind: 'all',
|
||||
predicates: [
|
||||
{ kind: 'exists', value: { source: 'event', path: 'targetId' } },
|
||||
{
|
||||
kind: 'compare',
|
||||
left: { source: 'event', path: 'values.critical' },
|
||||
operator: 'eq',
|
||||
right: true,
|
||||
},
|
||||
{
|
||||
kind: 'compare',
|
||||
left: { source: 'event', path: 'values.aiming' },
|
||||
operator: 'eq',
|
||||
right: true,
|
||||
},
|
||||
],
|
||||
},
|
||||
reducer: { kind: 'none' },
|
||||
mutations: [],
|
||||
outcomes: [
|
||||
{
|
||||
key: 'critical-explosion-damage',
|
||||
label: 'Critical explosion damage',
|
||||
phase: 'after_event',
|
||||
kind: 'direct_damage',
|
||||
scope: 'target',
|
||||
basis: 'flat',
|
||||
targeting: {
|
||||
kind: 'event_target_area',
|
||||
center: 'event_target',
|
||||
validTargets: 'enemies',
|
||||
radiusMeters: 5,
|
||||
},
|
||||
variants: {
|
||||
'replace-with-each-required-variant-key': {
|
||||
value: 2000,
|
||||
expression: {
|
||||
op: 'multiply',
|
||||
left: 20,
|
||||
right: {
|
||||
ref: {
|
||||
source: 'attribute',
|
||||
attributeId: 'replace-with-an-exact-catalog-attribute-id',
|
||||
},
|
||||
},
|
||||
},
|
||||
},
|
||||
},
|
||||
},
|
||||
],
|
||||
},
|
||||
],
|
||||
},
|
||||
preciseTraumaShape: {
|
||||
version: 1,
|
||||
simulationReadiness: 'ready',
|
||||
@@ -400,6 +501,7 @@ Security and scope:
|
||||
- Use only the supplied event, action, recipe, attribute, scope, reference, expression, reducer, mutation, and outcome catalogs.
|
||||
- Never invent an Attribute ID, event, field path, source variant, or runtime behavior.
|
||||
- Ask focused questions when different answers would change the calculation. Do not guess material cadence, duration, target, stacking, reset, scope, damage basis, or value behavior.
|
||||
- An unresolved numbered source placeholder is a material missing value. Ask the human for the exact numeric value for every affected source variant; never infer or guess it.
|
||||
- If the behavior cannot be represented by the supplied grammar, return capability_gap with implementation-ready developer changes.
|
||||
|
||||
Response rules:
|
||||
@@ -409,6 +511,7 @@ Response rules:
|
||||
- All keys must be stable lower-case identifiers using letters, digits, dashes, or underscores and beginning with a letter.
|
||||
- A draft must define exactly the supplied value variants for every outcome.
|
||||
- The numeric variant value is the human-facing base value. Use expression only when runtime scaling or a live event/scenario/equipment value changes it.
|
||||
- Put each clarified placeholder answer in the corresponding outcome variant value as its human-facing value. When that value participates in a runtime expression, reference it exactly as {ref:{source:"variant_value"}}; never duplicate the numeric literal in the expression. variant_value is draft-only and valid only inside an outcome variant expression.
|
||||
- Use attribute_modifier only with an exact supplied Attribute ID.
|
||||
- Use direct_damage, restoration, or resource_cost rather than a fabricated Attribute when that is the actual mechanic.
|
||||
- Keep assumptions explicit. Use warnings for representable limitations that do not require code changes.
|
||||
@@ -453,9 +556,21 @@ export function buildAiMechanicAuthoringInput(input: {
|
||||
'A target-scoped pool owns an independent value and expiry timer for each entity. Bind hit-created target state with entity:{kind:"event_target"}; do not collapse different enemies into one Agent-scoped pool.',
|
||||
'Writing a target-scoped pool refreshes only that target entity timer. An on_exit outcome runs when that entity expires and uses the entity previous state for stack bands and perStack multiplication, even though the stored pool value has already reset.',
|
||||
'When an outcome value is exactly a live Attribute amount, use the Attribute reference directly as the variant expression. Divide by 100 only when a displayed percentage is being used as a multiplier.',
|
||||
'variant_value is draft-only and may appear only inside an outcome variant expression, with the exact shape {ref:{source:"variant_value"}}. It resolves to that same variant object’s human-facing numeric value at runtime.',
|
||||
'If source wording contains an unresolved numbered placeholder such as {1} or {2}, return clarification_required and ask for the exact numeric answer for every affected source variant. Never guess a placeholder value.',
|
||||
'After clarification, put each answer in the corresponding outcome variants[variantKey].value. If a runtime-scaled expression uses that answer, reference {ref:{source:"variant_value"}} rather than duplicating the numeric literal.',
|
||||
'A weapon_hit may compare values.aiming with true only when the wording requires aiming down sights at hit resolution. Missing aiming evidence does not match; do not replace it with a scenario assumption.',
|
||||
'An explosion centered on the hit target uses target-scoped direct_damage with targeting kind event_target_area, center event_target, validTargets enemies, and the stated positive radiusMeters. The runtime applies one equal damage emission to each authoritative valid enemy at or inside the radius. Do not use legacy within_radius metadata for explosion damage.',
|
||||
'Precise Trauma is representable as one target-scoped stack pool with a one-second expiry: body shots add one stack, headshots add two, and one on_exit direct-damage outcome uses the expiring target previous stack count. This models the stated one-second debuff without inventing generic repeated target ticks.',
|
||||
'For proximity_snapshot, the optional values.alliesWithin30MetersWithAgentGrantedBuff field is a non-negative integer count of distinct allied Agents at or within 30 meters who possess at least one buff granted by the source Agent. Multiple qualifying buffs on one ally still count that ally once. Read it with {ref:{source:"event",path:"values.alliesWithin30MetersWithAgentGrantedBuff"}}.',
|
||||
'When loadout timelines must supply values.alliesWithin30MetersWithAgentGrantedBuff, define the ready numeric scenario input exactly as {key:"allies-within-30m-with-agent-granted-buff",label:"Allies within 30 meters with an Agent-granted buff",kind:"number",readiness:"ready",min:0}. The loadout timeline copies that resolved count into each proximity_snapshot event, and runtime event validation rejects non-integers.',
|
||||
'OS Protocol upgrade scaling may use equipment.protocolTalentUpgrades only when allowProtocolUpgradeScaling is true.',
|
||||
'Assigned-ability scope may be used only when allowAssignedAbility is true.',
|
||||
'When allowAssignedAbility is true, a kill or assist that must occur while the source item\'s assigned ability is active uses enemy_killed or assist with {source:"event",path:"values.assignedAbilityActive"} compared to true. This field is optional on the event; a missing value does not match.',
|
||||
'When allowAssignedAbility is true, requiresAssignedAbilityActive gates a clause on the runtime assigned-ability state. skill_deployed and signature_ability_deployed may supply values.assignedAbilityDurationSeconds to begin that state. At an exact expiry timestamp, the ability expires before a later clause can extend it.',
|
||||
'procChancePercent is a clause-level independent percentage roll after its predicate and cooldown checks but before the reducer, mutations, and outcomes. Use it when a successful proc changes state. probabilityPercent is an outcome-level independent percentage roll for one outcome only.',
|
||||
'Custom simulation uses a reproducible seeded random stream. Maximum Potential resolves every nonzero chance as successful. Never use clause weight as a proc chance.',
|
||||
'extend_duration may target only assigned_ability and does nothing while the ability is inactive. start_cooldown_on_max starts a configured expiring Agent cooldown pool only when a mutation in the same clause transitions its capped stack pool to its maximum.',
|
||||
'If cadence is not stated, ask rather than assuming a one-second interval.',
|
||||
'If wording contains separate actions such as restoration on a periodic snapshot and a health cost on every shot, represent them as separate clauses.',
|
||||
'A pool with expiresAfterSeconds refreshes the shared expiry for every current stack whenever any mutation writes that pool. Use it for mechanics where gaining a stack refreshes the duration of the full stack pool.',
|
||||
|
||||
@@ -9,21 +9,35 @@ describe('AI mechanic authoring rate limit', () => {
|
||||
beforeEach(() => resetAiMechanicRateLimitForTests());
|
||||
|
||||
it('allows only one in-flight request per account', () => {
|
||||
const release = reserveAiMechanicGeneration('agent-1', 1_000);
|
||||
expect(() => reserveAiMechanicGeneration('agent-1', 1_001)).toThrow(
|
||||
const release = reserveAiMechanicGeneration('agent-1', false, 1_000);
|
||||
expect(() => reserveAiMechanicGeneration('agent-1', false, 1_001)).toThrow(
|
||||
AiMechanicRateLimitError,
|
||||
);
|
||||
release();
|
||||
expect(() => reserveAiMechanicGeneration('agent-1', 1_002)).not.toThrow();
|
||||
expect(() =>
|
||||
reserveAiMechanicGeneration('agent-1', false, 1_002),
|
||||
).not.toThrow();
|
||||
});
|
||||
|
||||
it('enforces the hourly account limit', () => {
|
||||
for (let request = 0; request < 10; request += 1) {
|
||||
const release = reserveAiMechanicGeneration('agent-1', 10_000 + request);
|
||||
const release = reserveAiMechanicGeneration(
|
||||
'agent-1',
|
||||
false,
|
||||
10_000 + request,
|
||||
);
|
||||
release();
|
||||
}
|
||||
expect(() => reserveAiMechanicGeneration('agent-1', 10_100)).toThrow(
|
||||
expect(() => reserveAiMechanicGeneration('agent-1', false, 10_100)).toThrow(
|
||||
'This account has reached the hourly mechanic authoring limit.',
|
||||
);
|
||||
});
|
||||
|
||||
it('does not limit administrators', () => {
|
||||
const releases = Array.from({ length: 101 }, () =>
|
||||
reserveAiMechanicGeneration('admin-1', true, 10_000),
|
||||
);
|
||||
|
||||
for (const release of releases) release();
|
||||
});
|
||||
});
|
||||
|
||||
@@ -27,7 +27,12 @@ const retryAfter = (requests: number[], now: number) =>
|
||||
* duplicate submissions and basic abuse; OpenAI project budgets remain the hard
|
||||
* cross-instance spending boundary.
|
||||
*/
|
||||
export function reserveAiMechanicGeneration(userId: string, now = Date.now()) {
|
||||
export function reserveAiMechanicGeneration(
|
||||
userId: string,
|
||||
isAdmin = false,
|
||||
now = Date.now(),
|
||||
) {
|
||||
if (isAdmin) return () => {};
|
||||
if (inFlightUsers.has(userId)) {
|
||||
throw new AiMechanicRateLimitError(
|
||||
'A mechanic authoring request is already running for this account.',
|
||||
|
||||
@@ -77,7 +77,7 @@ export async function syncArticleTags(database: Database) {
|
||||
`specialization-${item.id}`,
|
||||
'specialization',
|
||||
String(item.name),
|
||||
`specialization-${slugify(String(item.name))}`,
|
||||
`specialization-${slugify(String(item.name))}-${item.id}`,
|
||||
'specialization',
|
||||
item.id,
|
||||
Number(item.active) ? 1 : 0,
|
||||
@@ -93,7 +93,7 @@ export async function syncArticleTags(database: Database) {
|
||||
`focus-${item.id}`,
|
||||
'focus',
|
||||
name,
|
||||
`focus-${slugify(name)}`,
|
||||
`focus-${slugify(name)}-${item.id}`,
|
||||
'focus',
|
||||
item.id,
|
||||
Number(item.active) ? 1 : 0,
|
||||
|
||||
@@ -34,6 +34,7 @@ export async function recordIsacAudit(input: {
|
||||
export async function auditRecord(
|
||||
table: string,
|
||||
id: string,
|
||||
suppliedDatabase?: Database,
|
||||
): Promise<Record<string, unknown> | null> {
|
||||
if (
|
||||
![
|
||||
@@ -56,7 +57,7 @@ export async function auditRecord(
|
||||
) {
|
||||
throw new Error('Unsupported audit table');
|
||||
}
|
||||
const database = await getDatabase();
|
||||
const database = suppliedDatabase ?? (await getDatabase());
|
||||
return (
|
||||
(await (
|
||||
await database.prepare(`SELECT * FROM ${table} WHERE id=?`)
|
||||
|
||||
@@ -0,0 +1,105 @@
|
||||
import sharp from 'sharp';
|
||||
import { describe, expect, it } from 'vitest';
|
||||
import {
|
||||
BUILD_SOCIAL_CARD_HEIGHT,
|
||||
BUILD_SOCIAL_CARD_WIDTH,
|
||||
buildBuildSocialCardSvg,
|
||||
renderBuildSocialCardPng,
|
||||
type BuildSocialCardInput,
|
||||
} from './build-social-card';
|
||||
|
||||
const input: BuildSocialCardInput = {
|
||||
title: 'Vanguard Counter-Offensive',
|
||||
author: 'Agent Kelso',
|
||||
primaryWeapon: 'Police M4',
|
||||
secondaryWeapon: 'Super 90',
|
||||
firepower: 1280,
|
||||
toughness: 940,
|
||||
engineering: 615,
|
||||
supportingAttributes: [
|
||||
{ label: 'Critical Hit Chance', value: '18.5%' },
|
||||
{ label: 'Headshot Damage', value: '42%' },
|
||||
{ label: 'Armor', value: '12,400' },
|
||||
],
|
||||
visibility: 'public',
|
||||
directUrl: 'shd.build/builds/vanguard-counter-offensive',
|
||||
};
|
||||
|
||||
describe('build social card', () => {
|
||||
it('escapes XML injection and keeps inputs out of markup and URLs', () => {
|
||||
const attack = `</text><script href="https://attacker.invalid">alert('x') & more</script>`;
|
||||
const svg = buildBuildSocialCardSvg({
|
||||
...input,
|
||||
title: attack,
|
||||
author: `A\u0000gent <&> "one" 'two'`,
|
||||
directUrl: `javascript:alert(1)\n${attack}`,
|
||||
supportingAttributes: [{ label: attack, value: attack }],
|
||||
});
|
||||
|
||||
expect(svg).not.toContain('<script');
|
||||
expect(svg).not.toContain('href="https://attacker.invalid"');
|
||||
expect(svg).not.toContain('\u0000');
|
||||
expect(svg).toContain(
|
||||
'</text><script href="https://attacker.invalid">',
|
||||
);
|
||||
expect(svg).toContain(
|
||||
'A gent <&> "one" 'two'',
|
||||
);
|
||||
expect(svg).not.toMatch(/<[^>]+\s(?:href|xlink:href)\s*=/gu);
|
||||
});
|
||||
|
||||
it('wraps and truncates long Unicode text without splitting graphemes', () => {
|
||||
const family = '👨👩👧👦';
|
||||
const svg = buildBuildSocialCardSvg({
|
||||
...input,
|
||||
title: `${family.repeat(31)} ${family.repeat(31)} ${family.repeat(31)}`,
|
||||
author: `Zoë ${'e\u0301'.repeat(60)}`,
|
||||
directUrl: `shd.build/builds/${'路'.repeat(130)}`,
|
||||
});
|
||||
|
||||
const titleBlock =
|
||||
svg.match(/<text class="title">(.*?)<\/text>/u)?.[1] ?? '';
|
||||
expect(titleBlock.match(/<tspan/gu)).toHaveLength(2);
|
||||
expect(titleBlock).toContain('…');
|
||||
expect(titleBlock).not.toMatch(
|
||||
/[\uD800-\uDBFF](?![\uDC00-\uDFFF])|(?<![\uD800-\uDBFF])[\uDC00-\uDFFF]/gu,
|
||||
);
|
||||
expect(svg).toContain('é');
|
||||
expect(svg).not.toContain('é');
|
||||
expect(svg).toContain(`${'路'.repeat(20)}`);
|
||||
expect(svg).toContain('…');
|
||||
});
|
||||
|
||||
it('builds deterministic SVG with bounded supporting facts', () => {
|
||||
const withExtraFacts = {
|
||||
...input,
|
||||
supportingAttributes: [
|
||||
...input.supportingAttributes!,
|
||||
{ label: 'Must not render', value: '999' },
|
||||
],
|
||||
};
|
||||
const first = buildBuildSocialCardSvg(withExtraFacts);
|
||||
const second = buildBuildSocialCardSvg(withExtraFacts);
|
||||
|
||||
expect(first).toBe(second);
|
||||
expect(first).toContain('width="1200" height="630"');
|
||||
expect(first).toContain('SHD</text><text');
|
||||
expect(first).toContain('.build');
|
||||
expect(first).toContain('font-family:"DejaVu Sans Condensed",sans-serif');
|
||||
expect(first).toContain('SUPPORTING ATTRIBUTES / 03');
|
||||
expect(first).not.toContain('Must not render');
|
||||
});
|
||||
|
||||
it('renders a valid 1200x630 PNG through Sharp', async () => {
|
||||
const png = await renderBuildSocialCardPng(input);
|
||||
const metadata = await sharp(png).metadata();
|
||||
|
||||
expect(png.subarray(0, 8)).toEqual(
|
||||
Buffer.from([137, 80, 78, 71, 13, 10, 26, 10]),
|
||||
);
|
||||
expect(metadata.format).toBe('png');
|
||||
expect(metadata.width).toBe(BUILD_SOCIAL_CARD_WIDTH);
|
||||
expect(metadata.height).toBe(BUILD_SOCIAL_CARD_HEIGHT);
|
||||
expect(png.byteLength).toBeLessThan(1_000_000);
|
||||
});
|
||||
});
|
||||
@@ -0,0 +1,170 @@
|
||||
import sharp from 'sharp';
|
||||
|
||||
export const BUILD_SOCIAL_CARD_WIDTH = 1200;
|
||||
export const BUILD_SOCIAL_CARD_HEIGHT = 630;
|
||||
|
||||
export type BuildVisibility = 'public' | 'unlisted' | 'private';
|
||||
|
||||
export interface BuildSocialCardFact {
|
||||
label: string;
|
||||
value: string;
|
||||
}
|
||||
|
||||
export interface BuildSocialCardInput {
|
||||
title: string;
|
||||
author: string;
|
||||
primaryWeapon: string;
|
||||
secondaryWeapon: string;
|
||||
firepower: string | number;
|
||||
toughness: string | number;
|
||||
engineering: string | number;
|
||||
supportingAttributes?: readonly BuildSocialCardFact[];
|
||||
visibility: BuildVisibility;
|
||||
directUrl: string;
|
||||
}
|
||||
|
||||
const segmenter = new Intl.Segmenter('en', { granularity: 'grapheme' });
|
||||
|
||||
function graphemes(value: string): string[] {
|
||||
return Array.from(segmenter.segment(value), ({ segment }) => segment);
|
||||
}
|
||||
|
||||
function normalizeText(value: string | number, maximum: number): string {
|
||||
const normalized = String(value)
|
||||
.normalize('NFC')
|
||||
.replace(/[\u0000-\u001f\u007f-\u009f]/gu, ' ')
|
||||
.replace(/\s+/gu, ' ')
|
||||
.trim();
|
||||
const characters = graphemes(normalized);
|
||||
if (characters.length <= maximum) return normalized;
|
||||
return `${characters
|
||||
.slice(0, Math.max(0, maximum - 1))
|
||||
.join('')
|
||||
.trimEnd()}…`;
|
||||
}
|
||||
|
||||
function escapeXml(value: string): string {
|
||||
return value
|
||||
.replace(/&/gu, '&')
|
||||
.replace(/</gu, '<')
|
||||
.replace(/>/gu, '>')
|
||||
.replace(/"/gu, '"')
|
||||
.replace(/'/gu, ''');
|
||||
}
|
||||
|
||||
function wrapText(
|
||||
value: string,
|
||||
width: number,
|
||||
maximumLines: number,
|
||||
): string[] {
|
||||
const characters = graphemes(value);
|
||||
const lines: string[] = [];
|
||||
let offset = 0;
|
||||
|
||||
while (offset < characters.length && lines.length < maximumLines) {
|
||||
const remaining = characters.slice(offset);
|
||||
if (remaining.length <= width) {
|
||||
lines.push(remaining.join('').trim());
|
||||
offset = characters.length;
|
||||
break;
|
||||
}
|
||||
|
||||
const candidate = remaining.slice(0, width + 1);
|
||||
let splitAt = -1;
|
||||
for (
|
||||
let index = Math.min(width, candidate.length - 1);
|
||||
index > 0;
|
||||
index--
|
||||
) {
|
||||
if (/\s/u.test(candidate[index])) {
|
||||
splitAt = index;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (splitAt < Math.floor(width * 0.55)) splitAt = width;
|
||||
lines.push(remaining.slice(0, splitAt).join('').trim());
|
||||
offset += splitAt;
|
||||
while (offset < characters.length && /\s/u.test(characters[offset]))
|
||||
offset++;
|
||||
}
|
||||
|
||||
if (offset < characters.length && lines.length > 0) {
|
||||
const last = graphemes(lines.at(-1) ?? '');
|
||||
lines[lines.length - 1] = `${last
|
||||
.slice(0, Math.max(0, width - 1))
|
||||
.join('')
|
||||
.trimEnd()}…`;
|
||||
}
|
||||
return lines.length > 0 ? lines : ['UNTITLED BUILD'];
|
||||
}
|
||||
|
||||
function textLines(
|
||||
lines: readonly string[],
|
||||
x: number,
|
||||
y: number,
|
||||
lineHeight: number,
|
||||
): string {
|
||||
return lines
|
||||
.map(
|
||||
(line, index) =>
|
||||
`<tspan x="${x}" y="${y + index * lineHeight}">${escapeXml(line)}</tspan>`,
|
||||
)
|
||||
.join('');
|
||||
}
|
||||
|
||||
function visibilityLabel(visibility: BuildVisibility): string {
|
||||
if (visibility === 'public') return 'PUBLIC';
|
||||
if (visibility === 'unlisted') return 'UNLISTED';
|
||||
return 'PRIVATE';
|
||||
}
|
||||
|
||||
/** Builds the complete, text-only SVG supplied to Sharp. */
|
||||
export function buildBuildSocialCardSvg(input: BuildSocialCardInput): string {
|
||||
const title = wrapText(normalizeText(input.title, 112), 31, 2);
|
||||
const author = normalizeText(input.author, 42) || 'UNKNOWN AGENT';
|
||||
const primaryWeapon = normalizeText(input.primaryWeapon, 52) || 'UNSPECIFIED';
|
||||
const secondaryWeapon =
|
||||
normalizeText(input.secondaryWeapon, 52) || 'UNSPECIFIED';
|
||||
const firepower = normalizeText(input.firepower, 18) || '—';
|
||||
const toughness = normalizeText(input.toughness, 18) || '—';
|
||||
const engineering = normalizeText(input.engineering, 18) || '—';
|
||||
const directUrl = normalizeText(input.directUrl, 92) || 'shd.build';
|
||||
const facts = (input.supportingAttributes ?? []).slice(0, 3).map((fact) => ({
|
||||
label: normalizeText(fact.label.toUpperCase(), 28) || 'ATTRIBUTE',
|
||||
value: normalizeText(fact.value, 30) || '—',
|
||||
}));
|
||||
|
||||
const factMarkup = facts
|
||||
.map((fact, index) => {
|
||||
const y = 421 + index * 48;
|
||||
return `<g><line x1="746" y1="${y + 13}" x2="764" y2="${y + 13}" class="signal"/><text x="778" y="${y}" class="fact-label">${escapeXml(fact.label)}</text><text x="778" y="${y + 22}" class="fact-value">${escapeXml(fact.value)}</text></g>`;
|
||||
})
|
||||
.join('');
|
||||
|
||||
return `<svg xmlns="http://www.w3.org/2000/svg" width="1200" height="630" viewBox="0 0 1200 630" role="img" aria-label="SHD.build build card">
|
||||
<style>
|
||||
text{font-family:"DejaVu Sans Condensed",sans-serif}.telemetry{font-size:13px;font-weight:700;letter-spacing:2px;fill:#858b8d}.title{font-size:54px;font-weight:900;letter-spacing:-1px;fill:#ecebe5}.weapon{font-size:25px;font-weight:800;fill:#ecebe5}.stat-label,.fact-label{font-size:12px;font-weight:800;letter-spacing:1.5px;fill:#858b8d}.stat-value{font-size:31px;font-weight:900;fill:#ecebe5}.fact-value{font-size:19px;font-weight:700;fill:#ecebe5}.signal{stroke:#f6a821;stroke-width:2}.grid{stroke:#272c2d;stroke-width:1}.panel{fill:#111415;stroke:#303536;stroke-width:1}
|
||||
</style>
|
||||
<rect width="1200" height="630" fill="#0a0c0d"/><path d="M0 96H1200M0 594H1200M710 96V594" class="grid"/><path d="M28 28H76M28 28V76M1172 28H1124M1172 28V76M28 602H76M28 602V554M1172 602H1124M1172 602V554" class="signal"/>
|
||||
<g transform="translate(52 45)"><text x="0" y="0" font-size="34" font-weight="900" fill="#ecebe5">SHD</text><text x="67" y="0" font-size="34" font-weight="900" fill="#f6a821">.build</text><text x="191" y="-2" class="telemetry">BUILD DOSSIER / SOCIAL TRANSMISSION</text></g>
|
||||
<text x="52" y="139" class="telemetry">AGENT LOADOUT</text><text class="title">${textLines(title, 52, 201, 61)}</text><text x="52" y="294" class="telemetry">AUTHORED BY</text><text x="164" y="294" font-size="18" font-weight="800" fill="#ecebe5">${escapeXml(author)}</text>
|
||||
<g><rect x="52" y="328" width="622" height="88" class="panel"/><rect x="52" y="328" width="4" height="88" fill="#f6a821"/><text x="76" y="356" class="stat-label">PRIMARY WEAPON</text><text x="76" y="391" class="weapon">${escapeXml(primaryWeapon)}</text></g>
|
||||
<g><rect x="52" y="430" width="622" height="88" class="panel"/><text x="76" y="458" class="stat-label">SECONDARY WEAPON</text><text x="76" y="493" class="weapon">${escapeXml(secondaryWeapon)}</text></g>
|
||||
<g transform="translate(746 132)"><text x="0" y="0" class="telemetry">CORE ATTRIBUTES</text><rect x="0" y="24" width="402" height="174" class="panel"/><line x1="134" y1="24" x2="134" y2="198" class="grid"/><line x1="268" y1="24" x2="268" y2="198" class="grid"/><text x="18" y="66" class="stat-label">FIREPOWER</text><text x="18" y="112" class="stat-value">${escapeXml(firepower)}</text><text x="152" y="66" class="stat-label">TOUGHNESS</text><text x="152" y="112" class="stat-value">${escapeXml(toughness)}</text><text x="286" y="66" class="stat-label">ENGINEERING</text><text x="286" y="112" class="stat-value">${escapeXml(engineering)}</text><path d="M18 166H116M152 166H250M286 166H384" class="signal"/></g>
|
||||
<text x="746" y="374" class="telemetry">SUPPORTING ATTRIBUTES / ${String(facts.length).padStart(2, '0')}</text>${factMarkup}
|
||||
<g><text x="52" y="566" class="telemetry">DIRECT LINK</text><text x="157" y="566" font-size="15" font-weight="700" fill="#ecebe5">${escapeXml(directUrl)}</text><rect x="972" y="541" width="176" height="36" fill="#15191a" stroke="#f6a821"/><text x="1060" y="564" text-anchor="middle" font-size="13" font-weight="900" letter-spacing="2" fill="#f6a821">${visibilityLabel(input.visibility)}</text></g>
|
||||
</svg>`;
|
||||
}
|
||||
|
||||
/** Renders a deterministic 1200x630 PNG without loading external resources. */
|
||||
export async function renderBuildSocialCardPng(
|
||||
input: BuildSocialCardInput,
|
||||
): Promise<Buffer> {
|
||||
return sharp(Buffer.from(buildBuildSocialCardSvg(input)), {
|
||||
density: 72,
|
||||
failOn: 'error',
|
||||
unlimited: false,
|
||||
})
|
||||
.png({ compressionLevel: 9, adaptiveFiltering: false, palette: false })
|
||||
.toBuffer();
|
||||
}
|
||||
@@ -187,6 +187,7 @@ describe('conditional mechanic persistence adapter', () => {
|
||||
value_scaling TEXT, unit TEXT, damage_basis TEXT, application_phase TEXT,
|
||||
combat_timing TEXT, resource_kind TEXT, delivery_mode TEXT,
|
||||
delivery_duration_seconds REAL, targeting_json TEXT, min_state_value REAL, max_state_value REAL,
|
||||
probability_percent REAL,
|
||||
description_slot INTEGER, sort_order INTEGER, created_at TEXT, updated_at TEXT
|
||||
)`);
|
||||
|
||||
@@ -220,6 +221,8 @@ describe('conditional mechanic persistence adapter', () => {
|
||||
key: 'weapon-kill',
|
||||
label: 'Weapon kill',
|
||||
event: 'enemy_killed',
|
||||
procChancePercent: 29,
|
||||
requiresAssignedAbilityActive: true,
|
||||
if: {
|
||||
kind: 'compare',
|
||||
left: {
|
||||
@@ -255,6 +258,7 @@ describe('conditional mechanic persistence adapter', () => {
|
||||
population: 'allies',
|
||||
radiusMeters: 40,
|
||||
},
|
||||
probabilityPercent: 29,
|
||||
variants: {
|
||||
I: { value: 240 },
|
||||
II: { value: 336 },
|
||||
@@ -263,12 +267,18 @@ describe('conditional mechanic persistence adapter', () => {
|
||||
{
|
||||
key: 'target-detonation',
|
||||
label: 'Target Detonation',
|
||||
phase: 'on_exit',
|
||||
phase: 'after_event',
|
||||
kind: 'direct_damage',
|
||||
scope: 'target',
|
||||
basis: 'flat',
|
||||
statePool: 'marked-target',
|
||||
perStack: true,
|
||||
targeting: {
|
||||
kind: 'event_target_area',
|
||||
center: 'event_target',
|
||||
validTargets: 'enemies',
|
||||
radiusMeters: 5,
|
||||
},
|
||||
variants: {
|
||||
I: {
|
||||
value: 240,
|
||||
@@ -322,6 +332,23 @@ describe('conditional mechanic persistence adapter', () => {
|
||||
mutations: [],
|
||||
outcomes: [],
|
||||
},
|
||||
{
|
||||
key: 'tactical-link-assist',
|
||||
label: 'Tactical Link assist',
|
||||
event: 'assist',
|
||||
if: {
|
||||
kind: 'compare',
|
||||
left: {
|
||||
source: 'event',
|
||||
path: 'values.assignedAbilityActive',
|
||||
},
|
||||
operator: 'eq',
|
||||
right: true,
|
||||
},
|
||||
reducer: { kind: 'none' },
|
||||
mutations: [],
|
||||
outcomes: [],
|
||||
},
|
||||
],
|
||||
},
|
||||
);
|
||||
@@ -366,11 +393,23 @@ describe('conditional mechanic persistence adapter', () => {
|
||||
population: 'allies',
|
||||
radiusMeters: 40,
|
||||
},
|
||||
probabilityPercent: 29,
|
||||
variants: {
|
||||
I: { value: 240 },
|
||||
II: { value: 336 },
|
||||
},
|
||||
});
|
||||
expect(loaded?.clauses[0].outcomes[1]).toMatchObject({
|
||||
phase: 'after_event',
|
||||
kind: 'direct_damage',
|
||||
scope: 'target',
|
||||
targeting: {
|
||||
kind: 'event_target_area',
|
||||
center: 'event_target',
|
||||
validTargets: 'enemies',
|
||||
radiusMeters: 5,
|
||||
},
|
||||
});
|
||||
expect(loaded?.clauses[0].if).toEqual({
|
||||
kind: 'compare',
|
||||
left: {
|
||||
@@ -381,6 +420,10 @@ describe('conditional mechanic persistence adapter', () => {
|
||||
operator: 'lt',
|
||||
right: 75,
|
||||
});
|
||||
expect(loaded?.clauses[0]).toMatchObject({
|
||||
procChancePercent: 29,
|
||||
requiresAssignedAbilityActive: true,
|
||||
});
|
||||
expect(loaded?.pools[0]).toMatchObject({
|
||||
key: 'marked-target',
|
||||
stateKind: 'target_mark',
|
||||
@@ -399,7 +442,7 @@ describe('conditional mechanic persistence adapter', () => {
|
||||
},
|
||||
]);
|
||||
expect(loaded?.clauses[0].outcomes[1]).toMatchObject({
|
||||
phase: 'on_exit',
|
||||
phase: 'after_event',
|
||||
kind: 'direct_damage',
|
||||
scope: 'target',
|
||||
statePool: 'marked-target',
|
||||
@@ -430,5 +473,14 @@ describe('conditional mechanic persistence adapter', () => {
|
||||
right: true,
|
||||
},
|
||||
});
|
||||
expect(loaded?.clauses[2]).toMatchObject({
|
||||
event: 'assist',
|
||||
if: {
|
||||
kind: 'compare',
|
||||
left: { source: 'event', path: 'values.assignedAbilityActive' },
|
||||
operator: 'eq',
|
||||
right: true,
|
||||
},
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
@@ -90,6 +90,7 @@ const outcomeMetadataColumns = [
|
||||
'delivery_mode',
|
||||
'delivery_duration_seconds',
|
||||
'targeting_json',
|
||||
'probability_percent',
|
||||
'state_pool_id',
|
||||
'min_state_value',
|
||||
'max_state_value',
|
||||
@@ -205,6 +206,10 @@ export function conditionalRuleDraftFromRows(
|
||||
.filter((row) => row.rule_id === rule.id && Number(row.active ?? 1) === 1)
|
||||
.sort((left, right) => Number(left.sort_order) - Number(right.sort_order))
|
||||
.map((row): ConditionalMechanicClauseDraft => {
|
||||
const parameters = parseJson<Record<string, unknown>>(
|
||||
row.recipe_parameters_json,
|
||||
{},
|
||||
);
|
||||
const grouped = new Map<string, OutcomeRow[]>();
|
||||
for (const outcome of rowsByClause.get(String(row.id)) ?? []) {
|
||||
const key = String(outcome.effect_key);
|
||||
@@ -268,6 +273,10 @@ export function conditionalRuleDraftFromRows(
|
||||
...(first.targeting_json
|
||||
? { targeting: parseJson(first.targeting_json, undefined) }
|
||||
: {}),
|
||||
...(first.probability_percent === null ||
|
||||
first.probability_percent === undefined
|
||||
? {}
|
||||
: { probabilityPercent: Number(first.probability_percent) }),
|
||||
...(first.stat_attribute_id
|
||||
? { attributeId: String(first.stat_attribute_id) }
|
||||
: {}),
|
||||
@@ -329,6 +338,15 @@ export function conditionalRuleDraftFromRows(
|
||||
),
|
||||
}
|
||||
: {}),
|
||||
...(typeof parameters.procChancePercent === 'number'
|
||||
? { procChancePercent: parameters.procChancePercent }
|
||||
: {}),
|
||||
...(typeof parameters.requiresAssignedAbilityActive === 'boolean'
|
||||
? {
|
||||
requiresAssignedAbilityActive:
|
||||
parameters.requiresAssignedAbilityActive,
|
||||
}
|
||||
: {}),
|
||||
...(row.cooldown_seconds === null || row.cooldown_seconds === undefined
|
||||
? {}
|
||||
: { cooldownSeconds: Number(row.cooldown_seconds) }),
|
||||
@@ -495,7 +513,17 @@ export async function saveConditionalRuleInTransaction(
|
||||
clause.label || clause.key,
|
||||
clause.event,
|
||||
clause.recipeKey ?? null,
|
||||
'{}',
|
||||
JSON.stringify({
|
||||
...(clause.procChancePercent === undefined
|
||||
? {}
|
||||
: { procChancePercent: clause.procChancePercent }),
|
||||
...(clause.requiresAssignedAbilityActive === undefined
|
||||
? {}
|
||||
: {
|
||||
requiresAssignedAbilityActive:
|
||||
clause.requiresAssignedAbilityActive,
|
||||
}),
|
||||
}),
|
||||
JSON.stringify(clause.if ?? { kind: 'true' }),
|
||||
JSON.stringify(clause.reducer),
|
||||
clause.weight === undefined ? null : JSON.stringify(clause.weight),
|
||||
@@ -518,9 +546,9 @@ export async function saveConditionalRuleInTransaction(
|
||||
application_kind,effect_scope,stat_attribute_id,value,value_expression_json,
|
||||
value_basis,value_scaling,unit,damage_basis,application_phase,combat_timing,
|
||||
resource_kind,delivery_mode,delivery_duration_seconds,
|
||||
targeting_json,min_state_value,max_state_value,description_slot,sort_order,
|
||||
targeting_json,probability_percent,min_state_value,max_state_value,description_slot,sort_order,
|
||||
created_at,updated_at)
|
||||
VALUES(?,?,?,?,?,?,?,?,?,?,?,?,?,?,?,?,?,?,?,?,?,?,?,?,?,?,?,?)`)
|
||||
VALUES(?,?,?,?,?,?,?,?,?,?,?,?,?,?,?,?,?,?,?,?,?,?,?,?,?,?,?,?,?)`)
|
||||
).run(
|
||||
randomUUID(),
|
||||
ruleId,
|
||||
@@ -552,6 +580,7 @@ export async function saveConditionalRuleInTransaction(
|
||||
outcome.targeting === undefined
|
||||
? null
|
||||
: JSON.stringify(outcome.targeting),
|
||||
outcome.probabilityPercent ?? null,
|
||||
outcome.minStacks ?? null,
|
||||
outcome.maxStacks ?? null,
|
||||
outcome.descriptionSlot ?? null,
|
||||
|
||||
@@ -37,14 +37,31 @@ const proposalResultKeys: Partial<
|
||||
saveAugmentProfile: { saved: 'augmentProfileSaved' },
|
||||
},
|
||||
weapons: { save: { saved: 'weaponSaved', mode: 'weaponMode' } },
|
||||
weaponmods: { save: { saved: 'weaponModSaved', mode: 'weaponModMode' } },
|
||||
gearmods: { save: { saved: 'gearModSaved', mode: 'gearModMode' } },
|
||||
weaponmods: {
|
||||
save: { saved: 'weaponModSaved', mode: 'weaponModMode' },
|
||||
saveSlotIcon: { saved: 'weaponModSlotIconSaved' },
|
||||
saveSecondaryPool: {
|
||||
saved: 'weaponModSecondaryPoolSaved',
|
||||
mode: 'weaponModSecondaryPoolMode',
|
||||
},
|
||||
},
|
||||
gearmods: {
|
||||
save: { saved: 'gearModSaved', mode: 'gearModMode' },
|
||||
saveSecondaryPool: {
|
||||
saved: 'gearModSecondaryPoolSaved',
|
||||
mode: 'gearModSecondaryPoolMode',
|
||||
},
|
||||
},
|
||||
talents: { saveTalent: { saved: 'talentSaved', mode: 'talentMode' } },
|
||||
protocols: {
|
||||
save: { saved: 'protocolSaved', mode: 'protocolMode' },
|
||||
saveProfile: { saved: 'profileSaved' },
|
||||
},
|
||||
skillchips: { save: { saved: 'skillChipSaved', mode: 'skillChipMode' } },
|
||||
skillchips: {
|
||||
save: { saved: 'skillChipSaved', mode: 'skillChipMode' },
|
||||
savePrimaryProfile: { saved: 'skillChipPrimaryProfileSaved' },
|
||||
saveSecondaryPool: { saved: 'skillChipSecondaryPoolSaved' },
|
||||
},
|
||||
specializations: {
|
||||
saveProgression: { saved: 'progressionSaved' },
|
||||
saveSpecialization: {
|
||||
|
||||
@@ -7,6 +7,7 @@ import {
|
||||
BackgroundRemovalError,
|
||||
removeBackgroundPreview,
|
||||
} from './remove-background';
|
||||
import { weaponModSlotDefinitionById } from '$lib/weapons/mod-slots';
|
||||
|
||||
export const GAME_ICON_TYPES = [
|
||||
'talent',
|
||||
@@ -16,6 +17,7 @@ export const GAME_ICON_TYPES = [
|
||||
'specialization',
|
||||
'specialization_ability',
|
||||
'specialization_node',
|
||||
'weapon_mod_slot',
|
||||
] as const;
|
||||
export type GameDataIconType = (typeof GAME_ICON_TYPES)[number];
|
||||
export const MAX_GAME_ICON_BYTES = 2 * 1024 * 1024;
|
||||
@@ -23,7 +25,7 @@ export const MAX_GAME_ICON_PIXELS = 12_000_000;
|
||||
export const GAME_ICON_SIZE = 256;
|
||||
const ENTITY_ID_PATTERN = /^[0-9a-f-]{36}$/i;
|
||||
const STORAGE_KEY_PATTERN =
|
||||
/^(talent|brand_set|os_protocol|skill_chip|specialization|specialization_ability|specialization_node)-[0-9a-f-]{36}\.webp$/i;
|
||||
/^(talent|brand_set|os_protocol|skill_chip|specialization|specialization_ability|specialization_node|weapon_mod_slot)-[0-9a-f-]{36}\.webp$/i;
|
||||
const LIBRARY_CATEGORY: Record<GameDataIconType, string> = {
|
||||
talent: 'Talents',
|
||||
brand_set: 'Brands',
|
||||
@@ -32,6 +34,7 @@ const LIBRARY_CATEGORY: Record<GameDataIconType, string> = {
|
||||
specialization: 'Specializations',
|
||||
specialization_ability: 'Specializations',
|
||||
specialization_node: 'Specializations',
|
||||
weapon_mod_slot: 'Weapon Mods',
|
||||
};
|
||||
const LIBRARY_LABEL: Record<GameDataIconType, string> = {
|
||||
talent: 'Talent',
|
||||
@@ -41,6 +44,7 @@ const LIBRARY_LABEL: Record<GameDataIconType, string> = {
|
||||
specialization: 'Specialization',
|
||||
specialization_ability: 'Specialization Ability',
|
||||
specialization_node: 'Specialization Tree Node',
|
||||
weapon_mod_slot: 'Weapon Mod Slot',
|
||||
};
|
||||
|
||||
export class GameDataIconValidationError extends Error {}
|
||||
@@ -255,6 +259,13 @@ async function libraryMetadata(
|
||||
],
|
||||
};
|
||||
}
|
||||
case 'weapon_mod_slot': {
|
||||
const definition = weaponModSlotDefinitionById(entityId);
|
||||
return {
|
||||
name: definition ? `${definition.name} Slot` : null,
|
||||
tags: ['weapon mod', 'slot', definition?.name],
|
||||
};
|
||||
}
|
||||
}
|
||||
return { name: null, tags: [] };
|
||||
}
|
||||
|
||||
@@ -1,17 +1,24 @@
|
||||
import { beforeEach, describe, expect, it, vi } from 'vitest';
|
||||
import sharp from 'sharp';
|
||||
|
||||
const { rmMock } = vi.hoisted(() => ({ rmMock: vi.fn() }));
|
||||
const { mkdirMock, rmMock, writeFileMock } = vi.hoisted(() => ({
|
||||
mkdirMock: vi.fn(),
|
||||
rmMock: vi.fn(),
|
||||
writeFileMock: vi.fn(),
|
||||
}));
|
||||
|
||||
vi.mock('node:fs/promises', async (importOriginal) => ({
|
||||
...(await importOriginal<typeof import('node:fs/promises')>()),
|
||||
mkdir: mkdirMock,
|
||||
rm: rmMock,
|
||||
writeFile: writeFileMock,
|
||||
}));
|
||||
|
||||
import { GAME_ICON_TYPES } from './game-data-icons';
|
||||
import {
|
||||
GAME_DATA_RENDER_TYPES,
|
||||
ManagedImageDeletionError,
|
||||
applyGameDataRender,
|
||||
deleteManagedImage,
|
||||
processManagedImage,
|
||||
} from './managed-images';
|
||||
@@ -26,6 +33,16 @@ class FakeDatabase {
|
||||
prepare(sql: string) {
|
||||
return Promise.resolve({
|
||||
get: async (...args: unknown[]) => {
|
||||
if (
|
||||
sql.startsWith('SELECT * FROM managed_images') &&
|
||||
sql.includes('source_entity_type')
|
||||
) {
|
||||
return [...this.images.values()].find(
|
||||
(row) =>
|
||||
row.source_entity_type === args[0] &&
|
||||
row.source_entity_id === args[1],
|
||||
);
|
||||
}
|
||||
if (sql.startsWith('SELECT * FROM managed_images'))
|
||||
return this.images.get(String(args[0]));
|
||||
if (sql.startsWith('SELECT * FROM game_data_icons')) {
|
||||
@@ -42,7 +59,64 @@ class FakeDatabase {
|
||||
}
|
||||
if (sql.startsWith('DELETE FROM managed_images')) {
|
||||
const row = this.images.get(String(args[0]));
|
||||
if (row?.storage_key === args[1]) this.images.delete(String(args[0]));
|
||||
if (!sql.includes('storage_key') || row?.storage_key === args[1])
|
||||
this.images.delete(String(args[0]));
|
||||
return;
|
||||
}
|
||||
if (sql.startsWith('UPDATE managed_images SET')) {
|
||||
const row = this.images.get(String(args[7]));
|
||||
if (!row) throw new Error('Missing managed image for update');
|
||||
this.images.set(String(args[7]), {
|
||||
...row,
|
||||
category: args[0],
|
||||
tags_json: args[1],
|
||||
is_icon: 0,
|
||||
force_white: 0,
|
||||
original_filename: args[2],
|
||||
byte_size: args[3],
|
||||
width: args[4],
|
||||
height: args[5],
|
||||
updated_at: args[6],
|
||||
});
|
||||
return;
|
||||
}
|
||||
if (sql.startsWith('INSERT INTO managed_images')) {
|
||||
const [
|
||||
id,
|
||||
name,
|
||||
category,
|
||||
tagsJson,
|
||||
isIcon,
|
||||
forceWhite,
|
||||
storageKey,
|
||||
originalFilename,
|
||||
byteSize,
|
||||
width,
|
||||
height,
|
||||
sourceType,
|
||||
sourceEntityId,
|
||||
createdBy,
|
||||
createdAt,
|
||||
updatedAt,
|
||||
] = args;
|
||||
this.images.set(String(id), {
|
||||
id,
|
||||
name,
|
||||
category,
|
||||
tags_json: tagsJson,
|
||||
is_icon: isIcon,
|
||||
force_white: forceWhite,
|
||||
storage_key: storageKey,
|
||||
original_filename: originalFilename,
|
||||
byte_size: byteSize,
|
||||
width,
|
||||
height,
|
||||
source_entity_type: sourceType,
|
||||
source_entity_id: sourceEntityId,
|
||||
created_by: createdBy,
|
||||
created_at: createdAt,
|
||||
updated_at: updatedAt,
|
||||
});
|
||||
return;
|
||||
}
|
||||
throw new Error(`Unexpected run: ${sql}`);
|
||||
@@ -210,3 +284,94 @@ describe('processManagedImage', () => {
|
||||
expect(metadata.height).toBe(1000);
|
||||
});
|
||||
});
|
||||
|
||||
describe('applyGameDataRender', () => {
|
||||
beforeEach(() => {
|
||||
mkdirMock.mockReset().mockResolvedValue(undefined);
|
||||
rmMock.mockReset().mockResolvedValue(undefined);
|
||||
writeFileMock.mockReset().mockResolvedValue(undefined);
|
||||
});
|
||||
|
||||
it.each(GAME_DATA_RENDER_TYPES)(
|
||||
'persists and returns authoritative %s render metadata',
|
||||
async (type) => {
|
||||
const database = new FakeDatabase();
|
||||
const result = await applyGameDataRender(
|
||||
database as never,
|
||||
type,
|
||||
sourceId,
|
||||
'Test Entity',
|
||||
{
|
||||
file: new File(['source'], 'source.png', { type: 'image/png' }),
|
||||
remove: false,
|
||||
processed: {
|
||||
output: Buffer.from('processed-render'),
|
||||
width: 1000,
|
||||
height: 1000,
|
||||
},
|
||||
},
|
||||
'operator-1',
|
||||
);
|
||||
|
||||
expect(result).toMatchObject({
|
||||
original_filename: 'source.png',
|
||||
byte_size: Buffer.byteLength('processed-render'),
|
||||
width: 1000,
|
||||
height: 1000,
|
||||
source_entity_type: `${type}_render`,
|
||||
source_entity_id: sourceId,
|
||||
created_by: 'operator-1',
|
||||
created_at: expect.any(String),
|
||||
updated_at: expect.any(String),
|
||||
});
|
||||
expect(writeFileMock).toHaveBeenCalledOnce();
|
||||
},
|
||||
);
|
||||
|
||||
it('returns refreshed replacement metadata without rewriting creator provenance', async () => {
|
||||
const database = new FakeDatabase();
|
||||
database.images.set(imageId, {
|
||||
id: imageId,
|
||||
name: 'Ability render',
|
||||
category: 'Specializations',
|
||||
tags_json: '[]',
|
||||
is_icon: 0,
|
||||
force_white: 0,
|
||||
storage_key: `library-${imageId}.webp`,
|
||||
original_filename: 'old.png',
|
||||
byte_size: 3,
|
||||
width: 100,
|
||||
height: 100,
|
||||
source_entity_type: 'specialization_ability_render',
|
||||
source_entity_id: sourceId,
|
||||
created_by: 'original-operator',
|
||||
created_at: '2026-01-01T00:00:00.000Z',
|
||||
updated_at: '2026-01-01T00:00:00.000Z',
|
||||
});
|
||||
|
||||
const result = await applyGameDataRender(
|
||||
database as never,
|
||||
'specialization_ability',
|
||||
sourceId,
|
||||
'Ability',
|
||||
{
|
||||
file: new File(['new'], 'new.png', { type: 'image/png' }),
|
||||
remove: false,
|
||||
processed: {
|
||||
output: Buffer.from('replacement'),
|
||||
width: 1000,
|
||||
height: 1000,
|
||||
},
|
||||
},
|
||||
'replacement-operator',
|
||||
);
|
||||
|
||||
expect(result).toMatchObject({
|
||||
id: imageId,
|
||||
original_filename: 'new.png',
|
||||
byte_size: Buffer.byteLength('replacement'),
|
||||
created_by: 'original-operator',
|
||||
created_at: '2026-01-01T00:00:00.000Z',
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
@@ -41,7 +41,7 @@ export type GameDataRenderType = (typeof GAME_DATA_RENDER_TYPES)[number];
|
||||
const MAX_PIXELS = 24_000_000;
|
||||
const ID_PATTERN = /^[0-9a-f-]{36}$/i;
|
||||
const KEY_PATTERN =
|
||||
/^(?:library|talent|brand_set|os_protocol|skill_chip|specialization|specialization_ability|specialization_node)-[0-9a-f-]{36}\.webp$/i;
|
||||
/^(?:library|talent|brand_set|os_protocol|skill_chip|specialization|specialization_ability|specialization_node|weapon_mod_slot)-[0-9a-f-]{36}\.webp$/i;
|
||||
|
||||
export class ManagedImageValidationError extends Error {}
|
||||
export class ManagedImageDeletionError extends Error {}
|
||||
@@ -250,7 +250,7 @@ export async function applyGameDataRender(
|
||||
);
|
||||
await (
|
||||
await database.prepare(`UPDATE managed_images SET category=?,tags_json=?,is_icon=0,force_white=0,
|
||||
original_filename=?,byte_size=?,width=?,height=?,created_by=?,updated_at=? WHERE id=?`)
|
||||
original_filename=?,byte_size=?,width=?,height=?,updated_at=? WHERE id=?`)
|
||||
).run(
|
||||
category[type],
|
||||
tags,
|
||||
@@ -258,19 +258,14 @@ export async function applyGameDataRender(
|
||||
processed.output.length,
|
||||
processed.width,
|
||||
processed.height,
|
||||
actorId,
|
||||
now,
|
||||
existing.id,
|
||||
);
|
||||
return {
|
||||
...existing,
|
||||
category: category[type],
|
||||
tags_json: tags,
|
||||
byte_size: processed.output.length,
|
||||
width: processed.width,
|
||||
height: processed.height,
|
||||
updated_at: now,
|
||||
};
|
||||
return (
|
||||
(await (
|
||||
await database.prepare('SELECT * FROM managed_images WHERE id=?')
|
||||
).get(existing.id)) ?? null
|
||||
);
|
||||
}
|
||||
const id = randomUUID();
|
||||
const storageKey = await saveManagedImageFile(id, processed.output);
|
||||
@@ -298,20 +293,11 @@ export async function applyGameDataRender(
|
||||
now,
|
||||
now,
|
||||
);
|
||||
return {
|
||||
id,
|
||||
name,
|
||||
category: category[type],
|
||||
tags_json: tags,
|
||||
is_icon: 0,
|
||||
storage_key: storageKey,
|
||||
byte_size: processed.output.length,
|
||||
width: processed.width,
|
||||
height: processed.height,
|
||||
source_entity_type: sourceType,
|
||||
source_entity_id: entityId,
|
||||
updated_at: now,
|
||||
};
|
||||
return (
|
||||
(await (
|
||||
await database.prepare('SELECT * FROM managed_images WHERE id=?')
|
||||
).get(id)) ?? null
|
||||
);
|
||||
}
|
||||
|
||||
export async function deleteManagedImage(database: Database, id: string) {
|
||||
|
||||
@@ -0,0 +1,100 @@
|
||||
import type { Database } from '@tursodatabase/database';
|
||||
import {
|
||||
MOD_SECONDARY_QUALITIES,
|
||||
normalizeModSecondaryPool,
|
||||
type ModSecondaryRange,
|
||||
} from '$lib/mods/secondary-pool';
|
||||
|
||||
export type ModSecondaryPoolKind = 'weapon' | 'gear';
|
||||
|
||||
function tables(kind: ModSecondaryPoolKind) {
|
||||
return {
|
||||
options: `${kind}_mod_secondary_options`,
|
||||
values: `${kind}_mod_secondary_quality_values`,
|
||||
};
|
||||
}
|
||||
|
||||
export async function getModSecondaryPool(
|
||||
database: Database,
|
||||
kind: ModSecondaryPoolKind,
|
||||
): Promise<ModSecondaryRange[]> {
|
||||
const table = tables(kind);
|
||||
const [options, values] = await Promise.all([
|
||||
(
|
||||
await database.prepare(`SELECT stat_attribute_id FROM ${table.options}
|
||||
ORDER BY stat_attribute_id`)
|
||||
).all(),
|
||||
(
|
||||
await database.prepare(`SELECT * FROM ${table.values}
|
||||
ORDER BY stat_attribute_id,quality`)
|
||||
).all(),
|
||||
]);
|
||||
|
||||
const pool = options.map((option) => {
|
||||
const optionValues = values.filter(
|
||||
(value) => value.stat_attribute_id === option.stat_attribute_id,
|
||||
);
|
||||
if (
|
||||
optionValues.length !== MOD_SECONDARY_QUALITIES.length ||
|
||||
MOD_SECONDARY_QUALITIES.some(
|
||||
(quality) => !optionValues.some((value) => value.quality === quality),
|
||||
)
|
||||
) {
|
||||
throw new Error(
|
||||
`${kind} Mod secondary Attribute ${String(option.stat_attribute_id)} does not have a complete quality profile.`,
|
||||
);
|
||||
}
|
||||
return {
|
||||
statId: String(option.stat_attribute_id),
|
||||
values: Object.fromEntries(
|
||||
optionValues.map((value) => [
|
||||
String(value.quality),
|
||||
{
|
||||
level1Min: Number(value.level_1_min),
|
||||
level1Max: Number(value.level_1_max),
|
||||
level20Min: Number(value.level_20_min),
|
||||
level20Max: Number(value.level_20_max),
|
||||
},
|
||||
]),
|
||||
) as ModSecondaryRange['values'],
|
||||
};
|
||||
});
|
||||
if (!pool.length) return [];
|
||||
const normalized = normalizeModSecondaryPool(pool);
|
||||
if (normalized.error) {
|
||||
throw new Error(`${kind} Mod secondary pool: ${normalized.error}`);
|
||||
}
|
||||
return normalized.pool;
|
||||
}
|
||||
|
||||
export async function replaceModSecondaryPool(
|
||||
database: Database,
|
||||
kind: ModSecondaryPoolKind,
|
||||
pool: ModSecondaryRange[],
|
||||
) {
|
||||
const table = tables(kind);
|
||||
await database.exec(`DELETE FROM ${table.values}`);
|
||||
await database.exec(`DELETE FROM ${table.options}`);
|
||||
for (const range of pool) {
|
||||
await (
|
||||
await database.prepare(
|
||||
`INSERT INTO ${table.options}(stat_attribute_id) VALUES(?)`,
|
||||
)
|
||||
).run(range.statId);
|
||||
for (const quality of MOD_SECONDARY_QUALITIES) {
|
||||
const values = range.values[quality];
|
||||
await (
|
||||
await database.prepare(`INSERT INTO ${table.values}
|
||||
(stat_attribute_id,quality,level_1_min,level_1_max,level_20_min,level_20_max)
|
||||
VALUES(?,?,?,?,?,?)`)
|
||||
).run(
|
||||
range.statId,
|
||||
quality,
|
||||
values.level1Min,
|
||||
values.level1Max,
|
||||
values.level20Min,
|
||||
values.level20Max,
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user