Files
shd.build/src/routes/builder/+page.server.ts
T

243 lines
14 KiB
TypeScript

import { getDatabase } from '$lib/server/database';
import { gameDataIconUrl } from '$lib/server/game-data-icons';
import { getSessionUser } from '$lib/server/auth/session';
import { fail } from '@sveltejs/kit';
import { randomUUID } from 'node:crypto';
import { migrateLoadoutDraft } from '$lib/builder/loadout';
import type { Actions, PageServerLoad } from './$types';
const validVisibility = new Set(['private', 'unlisted', 'public']);
const slugify = (value: string) => value.toLowerCase().normalize('NFKD')
.replace(/[^\w\s-]/g, '').trim().replace(/[\s_]+/g, '-').replace(/-+/g, '-').slice(0, 60) || 'loadout';
function parseLoadout(raw: FormDataEntryValue | null) {
if (typeof raw !== 'string' || raw.length > 250_000) return null;
try {
return migrateLoadoutDraft(JSON.parse(raw));
} catch {
return null;
}
}
export const load: PageServerLoad = async ({ cookies, url }) => {
const database = await getDatabase();
const viewer = await getSessionUser(cookies);
const requestedSlug = url.searchParams.get('build');
let initialBuild = null;
if (requestedSlug && viewer) {
const row = await (await database.prepare(
'SELECT id,title,slug,visibility,loadout_json FROM builds WHERE slug=? AND owner_id=?'
)).get(requestedSlug, viewer.id);
const loadout = typeof row?.loadout_json === 'string' ? parseLoadout(row.loadout_json) : null;
if (row && loadout) initialBuild = { id: String(row.id), slug: String(row.slug), visibility: String(row.visibility), loadout };
}
const [
attributes, gear, gearBrands, gearTalents, gearAugments, gearAugmentCosts, brands, brandEffects,
weapons, weaponRanges, weaponTalentOptions, weaponBonuses,
talents, talentTiers, talentEffects, talentTemplates,
chipSets, chipTwoPiece, chipPrimary, chipSecondary, chipTalents, chipTalentEffects,
protocols, protocolPrimary, protocolProfiles, protocolSecondary, protocolTalents, protocolTalentEffects, coreRanges,
icons, specializations, specializationFocuses, specializationAbilities, focusAbilities,
specializationNodes, specializationRanks, specializationRankEffects, specializationRankCosts,
specializationCombatEffects, specializationRankCombatEffects, specializationCombatModifiers,
progression, rankProfiles, activeCalculationRevision, calculationStages, calculationProfiles
] = await Promise.all([
(await database.prepare('SELECT * FROM stat_attributes WHERE active=1 ORDER BY name COLLATE NOCASE')).all(),
(await database.prepare('SELECT * FROM gear WHERE active=1 ORDER BY slot,name COLLATE NOCASE')).all(),
(await database.prepare('SELECT * FROM gear_brand_sets')).all(),
(await database.prepare('SELECT * FROM gear_talents')).all(),
(await database.prepare('SELECT * FROM gear_tactical_augments ORDER BY gear_slot,augment_slot')).all(),
(await database.prepare('SELECT * FROM gear_tactical_augment_costs ORDER BY gear_tier')).all(),
(await database.prepare('SELECT * FROM brand_sets WHERE active=1 ORDER BY name COLLATE NOCASE')).all(),
(await database.prepare('SELECT * FROM brand_set_effects ORDER BY pieces_required')).all(),
(await database.prepare('SELECT * FROM weapons WHERE active=1 ORDER BY category,name COLLATE NOCASE')).all(),
(await database.prepare('SELECT * FROM weapon_tier_ranges ORDER BY tier')).all(),
(await database.prepare('SELECT * FROM weapon_talent_options ORDER BY talent_slot')).all(),
(await database.prepare('SELECT * FROM weapon_base_attribute_bonuses ORDER BY sort_order')).all(),
(await database.prepare('SELECT * FROM talents WHERE active=1 ORDER BY name COLLATE NOCASE')).all(),
(await database.prepare('SELECT * FROM talent_tiers ORDER BY tier')).all(),
(await database.prepare('SELECT * FROM talent_tier_effects')).all(),
(await database.prepare('SELECT * FROM talent_description_templates')).all(),
(await database.prepare('SELECT * FROM skill_chip_sets WHERE active=1 ORDER BY name COLLATE NOCASE')).all(),
(await database.prepare('SELECT * FROM skill_chip_two_piece_bonuses')).all(),
(await database.prepare('SELECT * FROM skill_chip_primary_options')).all(),
(await database.prepare('SELECT * FROM skill_chip_secondary_options')).all(),
(await database.prepare('SELECT * FROM skill_chip_talents')).all(),
(await database.prepare('SELECT * FROM skill_chip_talent_effects ORDER BY sort_order')).all(),
(await database.prepare('SELECT * FROM os_protocols WHERE active=1 ORDER BY name COLLATE NOCASE')).all(),
(await database.prepare('SELECT * FROM os_protocol_primary_effects')).all(),
(await database.prepare('SELECT * FROM os_protocol_secondary_profiles')).all(),
(await database.prepare('SELECT * FROM os_protocol_secondary_effects ORDER BY effect_role')).all(),
(await database.prepare('SELECT * FROM os_protocol_talents')).all(),
(await database.prepare('SELECT * FROM os_protocol_talent_effects ORDER BY sort_order')).all(),
(await database.prepare('SELECT * FROM core_attribute_tier_ranges ORDER BY tier')).all(),
(await database.prepare("SELECT * FROM game_data_icons")).all(),
(await database.prepare('SELECT * FROM specializations WHERE active=1 ORDER BY name COLLATE NOCASE')).all(),
(await database.prepare('SELECT * FROM specialization_focuses WHERE active=1 ORDER BY specialization_id,display_order,name COLLATE NOCASE')).all(),
(await database.prepare('SELECT * FROM specialization_abilities WHERE active=1 ORDER BY specialization_id,name COLLATE NOCASE')).all(),
(await database.prepare('SELECT * FROM specialization_focus_abilities ORDER BY focus_id,ability_slot')).all(),
(await database.prepare('SELECT * FROM specialization_tree_nodes WHERE active=1 ORDER BY focus_id,row_number,column_number')).all(),
(await database.prepare('SELECT * FROM specialization_tree_node_ranks ORDER BY node_id,rank')).all(),
(await database.prepare('SELECT * FROM specialization_tree_rank_effects ORDER BY node_id,rank,effect_order')).all(),
(await database.prepare('SELECT * FROM specialization_tree_rank_costs ORDER BY node_id,rank,resource_id')).all(),
(await database.prepare('SELECT * FROM specialization_combat_effects WHERE active=1 ORDER BY specialization_id,name COLLATE NOCASE')).all(),
(await database.prepare('SELECT * FROM specialization_tree_rank_combat_effects ORDER BY node_id,rank,effect_order')).all(),
(await database.prepare('SELECT * FROM specialization_tree_rank_combat_modifiers ORDER BY rank_combat_effect_id,modifier_order')).all(),
(await database.prepare("SELECT * FROM specialization_progression_config WHERE id='default'")).get(),
(await database.prepare('SELECT * FROM specialization_rank_cost_profiles ORDER BY rank')).all(),
(await database.prepare("SELECT * FROM calculation_revisions WHERE status='active' ORDER BY version DESC LIMIT 1")).get(),
(await database.prepare(`SELECT stage.* FROM calculation_stages stage
JOIN calculation_revisions revision ON revision.id=stage.revision_id
WHERE revision.status='active' ORDER BY stage.display_order`)).all(),
(await database.prepare(`SELECT profile.* FROM attribute_calculation_profiles profile
JOIN calculation_revisions revision ON revision.id=profile.revision_id
WHERE revision.status='active' ORDER BY profile.stage_key,profile.stat_attribute_id`)).all()
]);
const iconUrl = (type: 'talent' | 'brand_set' | 'os_protocol' | 'skill_chip' | 'specialization' | 'specialization_ability' | 'specialization_node', id: unknown) => {
const icon = icons.find((item) => item.entity_type === type && item.entity_id === id);
return icon ? gameDataIconUrl(type, String(id), icon.updated_at) : '';
};
const configuredTalents = talents.map((talent) => ({
...talent,
iconUrl: iconUrl('talent', talent.id),
template: talentTemplates.find((item) => item.talent_id === talent.id)?.template ?? '',
tiers: talentTiers.filter((tier) => tier.talent_id === talent.id).map((tier) => ({
...tier,
effects: talentEffects.filter((effect) => effect.talent_tier_id === tier.id)
}))
}));
return {
viewer: viewer ? { id: viewer.id, displayName: viewer.displayName } : null,
initialBuild,
attributes,
coreRanges,
gear: gear.map((item) => ({
...item,
brandIds: gearBrands.filter((link) => link.gear_id === item.id).map((link) => String(link.brand_set_id)),
talentIds: gearTalents.filter((link) => link.gear_id === item.id).map((link) => String(link.talent_id))
})),
gearAugments: gearAugments.map((augment) => ({
...augment,
costs: gearAugmentCosts.filter((cost) => cost.augment_id === augment.id)
})),
brands: brands.map((brand) => ({
...brand,
iconUrl: iconUrl('brand_set', brand.id),
effects: brandEffects.filter((effect) => effect.brand_set_id === brand.id)
})),
weapons: weapons.map((weapon) => ({
...weapon,
ranges: weaponRanges.filter((range) => range.weapon_id === weapon.id),
talent1Ids: weaponTalentOptions.filter((link) => link.weapon_id === weapon.id && Number(link.talent_slot) === 1).map((link) => String(link.talent_id)),
talent2Ids: weaponTalentOptions.filter((link) => link.weapon_id === weapon.id && Number(link.talent_slot) === 2).map((link) => String(link.talent_id)),
baseBonuses: weaponBonuses.filter((bonus) => bonus.weapon_id === weapon.id)
})),
talents: configuredTalents,
chipSets: chipSets.map((set) => {
const talent = chipTalents.find((item) => item.skill_chip_set_id === set.id);
return {
...set,
iconUrl: iconUrl('skill_chip', set.id),
twoPiece: chipTwoPiece.find((item) => item.skill_chip_set_id === set.id) ?? null,
primaryStatIds: chipPrimary.filter((item) => item.skill_chip_set_id === set.id).map((item) => String(item.stat_attribute_id)),
secondaryStatIds: chipSecondary.filter((item) => item.skill_chip_set_id === set.id).map((item) => String(item.stat_attribute_id)),
talent: talent ? { ...talent, effects: chipTalentEffects.filter((effect) => effect.talent_id === talent.id) } : null
};
}),
protocols: protocols.map((protocol) => {
const profile = protocolProfiles.find((item) => item.quality === protocol.quality && item.primary_attribute_type === protocol.primary_attribute_type);
const talent = protocolTalents.find((item) => item.protocol_id === protocol.id);
return {
...protocol,
iconUrl: iconUrl('os_protocol', protocol.id),
primaryEffect: protocolPrimary.find((item) => item.protocol_id === protocol.id) ?? null,
secondaryEffects: profile ? protocolSecondary.filter((effect) => effect.profile_id === profile.id) : [],
talent: talent ? { ...talent, effects: protocolTalentEffects.filter((effect) => effect.talent_id === talent.id) } : null
};
}),
specializations: specializations.map((specialization) => ({
...specialization,
iconUrl: iconUrl('specialization', specialization.id),
focuses: specializationFocuses.filter((focus) => focus.specialization_id === specialization.id).map((focus) => {
const assignedAbilities = focusAbilities.filter((link) => link.focus_id === focus.id)
.sort((left, right) => Number(left.ability_slot) - Number(right.ability_slot))
.map((link) => {
const ability = specializationAbilities.find((item) => item.id === link.ability_id);
return ability ? {
...ability,
slot: Number(link.ability_slot),
iconUrl: iconUrl('specialization_ability', ability.id)
} : null;
}).filter(Boolean);
const nodes = specializationNodes.filter((node) => node.focus_id === focus.id).map((node) => ({
...node,
iconUrl: iconUrl('specialization_node', node.id),
ranks: specializationRanks.filter((rank) => rank.node_id === node.id).map((rank) => ({
...rank,
effects: specializationRankEffects.filter((effect) => effect.node_id === node.id && Number(effect.rank) === Number(rank.rank)),
costs: specializationRankCosts.filter((cost) => cost.node_id === node.id && Number(cost.rank) === Number(rank.rank)),
combatEffects: specializationRankCombatEffects
.filter((effect) => effect.node_id === node.id && Number(effect.rank) === Number(rank.rank))
.map((effect) => ({
...effect,
definition: specializationCombatEffects.find((definition) => definition.id === effect.combat_effect_id),
modifiers: specializationCombatModifiers.filter((modifier) => modifier.rank_combat_effect_id === effect.id)
}))
}))
}));
return { ...focus, abilities: assignedAbilities, nodes };
})
})),
specializationProgression: {
...progression,
availablePoints: Number(progression?.xp_points ?? 30) + Number(progression?.shd_cache_points ?? 19),
rankProfiles
},
calculation: {
revision: activeCalculationRevision,
stages: calculationStages,
profiles: calculationProfiles
}
};
};
export const actions: Actions = {
save: async ({ cookies, request }) => {
const user = await getSessionUser(cookies);
if (!user) return fail(401, { buildError: 'Sign in to save and share this loadout.' });
const formData = await request.formData();
const loadout = parseLoadout(formData.get('loadout'));
const visibility = String(formData.get('visibility') ?? 'private');
const id = String(formData.get('id') ?? '').trim();
if (!loadout) return fail(400, { buildError: 'The loadout data is invalid. Refresh the builder and try again.' });
const title = loadout.buildName.trim();
if (title.length < 2 || title.length > 100) return fail(400, { buildError: 'Build names must be between 2 and 100 characters.' });
if (!validVisibility.has(visibility)) return fail(400, { buildError: 'Choose a valid build visibility.' });
const database = await getDatabase();
const now = new Date().toISOString();
let buildId = id;
let slug = '';
if (buildId) {
const existing = await (await database.prepare('SELECT id,slug FROM builds WHERE id=? AND owner_id=?')).get(buildId, user.id);
if (!existing) return fail(404, { buildError: 'This saved build could not be found.' });
slug = String(existing.slug);
await (await database.prepare(
'UPDATE builds SET title=?,visibility=?,loadout_json=?,updated_at=? WHERE id=? AND owner_id=?'
)).run(title, visibility, JSON.stringify(loadout), now, buildId, user.id);
} else {
buildId = randomUUID();
slug = `${slugify(title)}-${buildId.slice(0, 8)}`;
await (await database.prepare(
`INSERT INTO builds(id,owner_id,title,slug,visibility,loadout_json,created_at,updated_at)
VALUES(?,?,?,?,?,?,?,?)`
)).run(buildId, user.id, title, slug, visibility, JSON.stringify(loadout), now, now);
}
return {
buildSaved: true,
buildToken: randomUUID(),
savedBuild: { id: buildId, slug, visibility, title }
};
}
};