hensei-api/docs/plans/artifacts-implementation-plan.md
Justin Edmund ef7c158736 add implementation plans for artifacts, character series, weapon series
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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2025-12-13 20:54:48 -08:00

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# Artifacts Implementation Plan
## Overview
This document outlines the implementation plan for adding Artifacts to the hensei-api. Artifacts are equipment items that can be attached to characters, providing four skill bonuses. They have element and proficiency requirements that must match the equipped character.
## Key Design Decisions
Based on requirements discussion:
1. **Skill definitions**: Hardcoded in model constants (similar to rings)
2. **Base entity**: Create `artifacts` table for the 30 standard + 5 quirk artifact types
3. **User input**: Direct value input with validation against valid formulas
4. **Collection model**: Multiple artifacts of same type allowed per user
5. **Grid linkage**: GridArtifact belongs_to GridCharacter
6. **Quirk skills**: Not stored in database - frontend handles display based on artifact name
7. **Naming**: Add optional nickname field to collection_artifacts
---
## Data Model
### 1. `artifacts` Table (Base Entity)
Stores the 35 artifact types (30 standard + 5 quirk). This is static reference data.
```ruby
create_table :artifacts, id: :uuid do |t|
t.string :granblue_id, null: false # Game's internal ID
t.string :name_en, null: false # English name
t.string :name_jp # Japanese name
t.integer :proficiency, null: false # 1-10 (sabre, dagger, spear, axe, staff, gun, melee, bow, harp, katana)
t.integer :rarity, null: false # 0 = standard, 1 = quirk
t.integer :style # 1-3 for standard artifacts (Ominous/Saint/Jinyao style)
# No timestamps - static reference data
end
add_index :artifacts, :granblue_id, unique: true
add_index :artifacts, :proficiency
add_index :artifacts, :rarity
```
**Notes:**
- Standard artifacts have 3 styles per proficiency (30 total)
- Quirk artifacts (5 total) have `rarity: 1` and `style: nil`
- Images will be stored on CDN, derived from granblue_id
### 2. `collection_artifacts` Table
User's artifact inventory. Unlike other collection items, users can own multiple artifacts of the same type.
```ruby
create_table :collection_artifacts, id: :uuid do |t|
t.references :user, type: :uuid, null: false, foreign_key: true
t.references :artifact, type: :uuid, null: false, foreign_key: true
# Artifact properties
t.integer :element, null: false # 1-6 (fire, water, earth, wind, light, dark)
t.integer :level, null: false, default: 1 # 1-5 for standard, always 1 for quirk
t.string :nickname # Optional user label
# Skills (JSONB) - each contains: { modifier: int, strength: value, level: int }
# For standard artifacts: modifier = skill ID, strength = level 1 base value, level = 1-5
# For quirk artifacts: these are nil (skills are fixed and determined by artifact name)
t.jsonb :skill1, default: {}, null: false # Group I skill
t.jsonb :skill2, default: {}, null: false # Group I skill
t.jsonb :skill3, default: {}, null: false # Group II skill
t.jsonb :skill4, default: {}, null: false # Group III skill
t.timestamps
end
add_index :collection_artifacts, :user_id
add_index :collection_artifacts, [:user_id, :artifact_id]
add_index :collection_artifacts, :element
```
**Skill JSONB Structure:**
```json
{
"modifier": 1, // Skill type ID within the group
"strength": 1320, // Level 1 base value (one of 5 valid values per skill)
"level": 3 // Skill level 1-5
}
```
**Constraint:** Sum of all 4 skill levels must equal (artifact_level + 3). At level 1, all skills are level 1 (sum=4). At level 5, skills sum to 8.
### 3. `grid_artifacts` Table
Artifacts equipped to characters within a party.
```ruby
create_table :grid_artifacts, id: :uuid do |t|
t.references :grid_character, type: :uuid, null: false, foreign_key: true
t.references :artifact, type: :uuid, null: false, foreign_key: true
# Artifact properties (same as collection_artifacts)
t.integer :element, null: false
t.integer :level, null: false, default: 1
t.jsonb :skill1, default: {}, null: false
t.jsonb :skill2, default: {}, null: false
t.jsonb :skill3, default: {}, null: false
t.jsonb :skill4, default: {}, null: false
t.timestamps
end
add_index :grid_artifacts, :grid_character_id, unique: true # One artifact per character
add_index :grid_artifacts, :artifact_id
```
**Validation:** The artifact's element and proficiency must match the character's element and one of their proficiencies.
---
## Skill Groups Definition
Hardcoded in model as constants. Each skill has:
- `name`: Display name
- `base_values`: Array of 5 valid level 1 values
- `growth`: Amount added per level
- `value_type`: `:integer`, `:percent`, or `:percent_decimal` (for values like 0.5%)
### Group I Skills (Slots 1 & 2)
| ID | Name | Base Values | Growth | Type |
|----|------|-------------|--------|------|
| 1 | ATK | 1320, 1440, 1560, 1680, 1800 | +300 | integer |
| 2 | HP | 660, 720, 780, 840, 900 | +150 | integer |
| 3 | C.A. DMG | 13.2, 14.4, 15.6, 16.8, 18.0 | +3 | percent |
| 4 | Skill DMG | 13.2, 14.4, 15.6, 16.8, 18.0 | +3 | percent |
| 5 | Elemental ATK | 8.8, 9.6, 10.4, 11.2, 12.0 | +2 | percent |
| 6 | Critical Hit Rate | 13.2, 14.4, 15.6, 16.8, 18.0 | +3 | percent |
| 7 | Double Attack Rate | 6.6, 7.2, 7.8, 8.4, 9.0 | +1.5 | percent |
| 8 | Triple Attack Rate | 4.4, 4.8, 5.2, 5.6, 6.0 | +1 | percent |
| 9 | DEF | 8.8, 9.6, 10.4, 11.2, 12.0 | +2 | percent |
| 10 | Superior Element Reduction | 4.4, 4.8, 5.2, 5.6, 6.0 | +1 | percent |
| 11 | Dodge Rate | 4.4, 4.8, 5.2, 5.6, 6.0 | +1 | percent |
| 12 | Healing | 13.2, 14.4, 15.6, 16.8, 18.0 | +3 | percent |
| 13 | Debuff Success Rate | 6.6, 7.2, 7.8, 8.4, 9.0 | +1.5 | percent |
| 14 | Debuff Resistance | 6.6, 7.2, 7.8, 8.4, 9.0 | +1.5 | percent |
### Group II Skills (Slot 3)
| ID | Name | Base Values | Growth | Type |
|----|------|-------------|--------|------|
| 1 | N.A. DMG Cap | 2.2, 2.4, 2.6, 2.8, 3.0 | +0.5 | percent |
| 2 | Skill DMG Cap | 8.8, 9.6, 10.4, 11.2, 12.0 | +2 | percent |
| 3 | C.A. DMG Cap | 6.6, 7.2, 7.8, 8.4, 9.0 | +1.5 | percent |
| 4 | Special C.A. DMG Cap | 4.4, 4.8, 5.2, 5.6, 6.0 | +1 | percent |
| 5 | Boost DMG cap for critical hits | 2.2, 2.4, 2.6, 2.8, 3.0 | +0.5 | percent |
| 6 | N.A. DMG cap boost (80%/60% penalty) | 4.4, 4.8, 5.2, 5.6, 6.0 | +1 | percent |
| 7 | Skill DMG cap boost (20%/60% penalty) | 17.6, 19.2, 20.8, 22.4, 24.0 | +4 | percent |
| 8 | C.A. DMG cap boost (20%/80% penalty) | 13.2, 14.4, 15.6, 16.8, 18.0 | +3 | percent |
| 9 | Supplemental N.A. DMG | 8800, 9600, 10400, 11200, 12000 | +2000 | integer |
| 10 | Supplemental Skill DMG | 11000, 12000, 13000, 14000, 15000 | +2500 | integer |
| 11 | Supplemental C.A. DMG | 110000, 120000, 130000, 140000, 150000 | +25000 | integer |
| 12 | Chain DMG Amplify | 6.6, 7.2, 7.8, 8.4, 9.0 | +1.5 | percent |
| 13 | Boost TA rate when ≥50% HP | 6.6, 7.2, 7.8, 8.4, 9.0 | +1.5 | percent |
| 14 | Amplify DMG at 100% HP | 2.2, 2.4, 2.6, 2.8, 3.0 | +0.5 | percent |
| 15 | Max HP boost (70% DEF penalty) | 8.8, 9.6, 10.4, 11.2, 12.0 | +2 | percent |
| 16 | DMG reduction when ≤50% HP | 8.8, 9.6, 10.4, 11.2, 12.0 | +2 | percent |
| 17 | Regeneration | 440, 480, 520, 560, 600 | +100 | integer |
| 18 | Turn-Based DMG Reduction | 8.8, 9.6, 10.4, 11.2, 12.0 | +2 | percent |
| 19 | Chance to remove 1 debuff | 20 | +20 | percent |
| 20 | Chance to cancel dispels | 20 | +20 | percent |
**Note:** Skills 19 and 20 have only one base value (20%), not 5.
### Group III Skills (Slot 4)
Group III has ~25+ skills with varied mechanics. The growth values can be positive or negative (e.g., "after using skills x times" decreases the required count with levels).
| ID | Name | Base Value | Growth | Notes |
|----|------|------------|--------|-------|
| 1 | Battle start: DMG Mitigation | 1000 | +1000 | integer |
| 2 | Battle start: Random buff(s) | 1 | +1 | count |
| 3 | HP consumed + DMG Cap after 3T | 10 | +10 | percent |
| 4 | On knockout: Ally buffs | 1 | +1 | count |
| 5 | On switch to main: DMG Amplified | 3 | +3 | percent |
| 6 | Foe ≤50% HP: Restore HP | 2000 | +2000 | integer |
| 7 | Skill 1 CD cut + HP consume | 30 | -6 | percent (decreasing) |
| 8 | Debuff skill: Amplify foe DMG taken | 4 | +4 | percent |
| 9 | Healing skill: Bonus DMG to next ally | 4 | +4 | percent |
| 10 | DMG Cap stackable after X skills | 5 | -1 | count (decreasing) |
| 11 | After 10+ turn skill: DMG Amplified | 2 | +2 | percent |
| 12 | Linked skill CD cut after X uses | 8 | -1 | count (decreasing) |
| 13 | Supplemental DMG based on charge bar | 5000 | +5000 | integer |
| 14 | No attack: Random stackable buff(s) | 1 | +1 | count |
| 15 | Chance to remove foe buffs | 1 | +1 | percent |
| 16 | Chance to progress turn by 5 | 0.2 | +0.2 | percent |
| 17 | Shield every 5 turns | 1000 | +500 | integer |
| 18 | Chance for 6-hit Flurry | 1 | +1 | percent |
| 19 | Bonus DMG after X enemy hits | 7 | -1 | count (decreasing) |
| 20 | 3-hit Flurry after X hits | 200 | -25 | count (decreasing) |
| 21 | Plain DMG based on HP lost | 10 | +10 | multiplier |
| 22 | Supplemental Skill DMG after X skill DMG | 40000000 | -5000000 | integer (decreasing) |
| 23 | Single attack: Random buff(s) | 1 | +1 | count |
| 24 | Potion use: Fated Chain boost | 3 | +3 | percent |
| 25 | Foe ≤3 debuffs: Armored | 5 | +5 | percent |
| 26 | Sub ally: Debuff foes every X turns | 7 | -1 | count (decreasing) |
| 27 | Boost EXP earned | 1 | +1 | percent |
| 28 | Boost item drop rate | 0.5 | +0.5 | percent |
| 29 | Chance to find earrings | ? | ? | unknown |
---
## Model Implementation
### Artifact Model
```ruby
# app/models/artifact.rb
class Artifact < ApplicationRecord
# Enums
enum :proficiency, {
sabre: 1, dagger: 2, spear: 3, axe: 4, staff: 5,
gun: 6, melee: 7, bow: 8, harp: 9, katana: 10
}
enum :rarity, { standard: 0, quirk: 1 }
# Associations
has_many :collection_artifacts, dependent: :restrict_with_error
has_many :grid_artifacts, dependent: :restrict_with_error
# Validations
validates :granblue_id, presence: true, uniqueness: true
validates :name_en, presence: true
validates :proficiency, presence: true
validates :rarity, presence: true
validates :style, presence: true, inclusion: { in: 1..3 }, if: :standard?
validates :style, absence: true, if: :quirk?
# Scopes
scope :standard_artifacts, -> { where(rarity: :standard) }
scope :quirk_artifacts, -> { where(rarity: :quirk) }
scope :by_proficiency, ->(prof) { where(proficiency: prof) }
end
```
### CollectionArtifact Model
```ruby
# app/models/collection_artifact.rb
class CollectionArtifact < ApplicationRecord
include ArtifactSkillValidations
# Associations
belongs_to :user
belongs_to :artifact
# Enums
enum :element, {
fire: 1, water: 2, earth: 3, wind: 4, light: 5, dark: 6
}
# Validations
validates :element, presence: true
validates :level, presence: true, inclusion: { in: 1..5 }
validates :nickname, length: { maximum: 50 }, allow_blank: true
validate :validate_skill_levels_sum
validate :validate_skills_for_standard_artifacts
validate :validate_quirk_artifact_constraints
# Scopes
scope :by_element, ->(el) { where(element: el) }
scope :by_artifact, ->(artifact_id) { where(artifact_id: artifact_id) }
scope :by_proficiency, ->(prof) { joins(:artifact).where(artifacts: { proficiency: prof }) }
private
def validate_skill_levels_sum
return if artifact&.quirk?
total = [skill1, skill2, skill3, skill4].sum { |s| s['level'].to_i }
expected = level + 3
unless total == expected
errors.add(:base, "Skill levels must sum to #{expected} for artifact level #{level}")
end
end
def validate_quirk_artifact_constraints
return unless artifact&.quirk?
errors.add(:level, "must be 1 for quirk artifacts") unless level == 1
# Quirk artifacts don't store skills
[skill1, skill2, skill3, skill4].each_with_index do |skill, idx|
unless skill.blank? || skill == {}
errors.add(:"skill#{idx + 1}", "must be empty for quirk artifacts")
end
end
end
end
```
### GridArtifact Model
```ruby
# app/models/grid_artifact.rb
class GridArtifact < ApplicationRecord
include ArtifactSkillValidations
# Associations
belongs_to :grid_character
belongs_to :artifact
has_one :party, through: :grid_character
has_one :character, through: :grid_character
# Enums
enum :element, {
fire: 1, water: 2, earth: 3, wind: 4, light: 5, dark: 6
}
# Validations
validates :element, presence: true
validates :level, presence: true, inclusion: { in: 1..5 }
validates :grid_character_id, uniqueness: { message: "already has an artifact equipped" }
validate :validate_skill_levels_sum
validate :validate_character_compatibility
validate :validate_quirk_artifact_constraints
private
def validate_character_compatibility
return unless grid_character&.character && artifact
char = grid_character.character
# Check element compatibility (skip for characters with variable elements like Lyria)
unless char.any_element?
unless char.element == element
errors.add(:element, "must match character's element")
end
end
# Check proficiency compatibility
char_proficiencies = [char.proficiency1, char.proficiency2].compact
unless char_proficiencies.include?(artifact.proficiency)
errors.add(:artifact, "proficiency must match one of the character's proficiencies")
end
end
end
```
### Shared Skill Validation Concern
```ruby
# app/models/concerns/artifact_skill_validations.rb
module ArtifactSkillValidations
extend ActiveSupport::Concern
ELEMENT_ENUM = { fire: 1, water: 2, earth: 3, wind: 4, light: 5, dark: 6 }.freeze
# Group I skills (slots 1 & 2)
GROUP_I_SKILLS = {
1 => { name: 'ATK', base_values: [1320, 1440, 1560, 1680, 1800], growth: 300, type: :integer },
2 => { name: 'HP', base_values: [660, 720, 780, 840, 900], growth: 150, type: :integer },
3 => { name: 'C.A. DMG', base_values: [13.2, 14.4, 15.6, 16.8, 18.0], growth: 3, type: :percent },
4 => { name: 'Skill DMG', base_values: [13.2, 14.4, 15.6, 16.8, 18.0], growth: 3, type: :percent },
5 => { name: 'Elemental ATK', base_values: [8.8, 9.6, 10.4, 11.2, 12.0], growth: 2, type: :percent },
6 => { name: 'Critical Hit Rate', base_values: [13.2, 14.4, 15.6, 16.8, 18.0], growth: 3, type: :percent },
7 => { name: 'Double Attack Rate', base_values: [6.6, 7.2, 7.8, 8.4, 9.0], growth: 1.5, type: :percent },
8 => { name: 'Triple Attack Rate', base_values: [4.4, 4.8, 5.2, 5.6, 6.0], growth: 1, type: :percent },
9 => { name: 'DEF', base_values: [8.8, 9.6, 10.4, 11.2, 12.0], growth: 2, type: :percent },
10 => { name: 'Superior Element Reduction', base_values: [4.4, 4.8, 5.2, 5.6, 6.0], growth: 1, type: :percent },
11 => { name: 'Dodge Rate', base_values: [4.4, 4.8, 5.2, 5.6, 6.0], growth: 1, type: :percent },
12 => { name: 'Healing', base_values: [13.2, 14.4, 15.6, 16.8, 18.0], growth: 3, type: :percent },
13 => { name: 'Debuff Success Rate', base_values: [6.6, 7.2, 7.8, 8.4, 9.0], growth: 1.5, type: :percent },
14 => { name: 'Debuff Resistance', base_values: [6.6, 7.2, 7.8, 8.4, 9.0], growth: 1.5, type: :percent }
}.freeze
# Group II skills (slot 3)
GROUP_II_SKILLS = {
1 => { name: 'N.A. DMG Cap', base_values: [2.2, 2.4, 2.6, 2.8, 3.0], growth: 0.5, type: :percent },
2 => { name: 'Skill DMG Cap', base_values: [8.8, 9.6, 10.4, 11.2, 12.0], growth: 2, type: :percent },
3 => { name: 'C.A. DMG Cap', base_values: [6.6, 7.2, 7.8, 8.4, 9.0], growth: 1.5, type: :percent },
4 => { name: 'Special C.A. DMG Cap', base_values: [4.4, 4.8, 5.2, 5.6, 6.0], growth: 1, type: :percent },
5 => { name: 'Boost DMG cap for critical hits', base_values: [2.2, 2.4, 2.6, 2.8, 3.0], growth: 0.5, type: :percent },
6 => { name: 'N.A. DMG cap boost (penalty)', base_values: [4.4, 4.8, 5.2, 5.6, 6.0], growth: 1, type: :percent },
7 => { name: 'Skill DMG cap boost (penalty)', base_values: [17.6, 19.2, 20.8, 22.4, 24.0], growth: 4, type: :percent },
8 => { name: 'C.A. DMG cap boost (penalty)', base_values: [13.2, 14.4, 15.6, 16.8, 18.0], growth: 3, type: :percent },
9 => { name: 'Supplemental N.A. DMG', base_values: [8800, 9600, 10400, 11200, 12000], growth: 2000, type: :integer },
10 => { name: 'Supplemental Skill DMG', base_values: [11000, 12000, 13000, 14000, 15000], growth: 2500, type: :integer },
11 => { name: 'Supplemental C.A. DMG', base_values: [110000, 120000, 130000, 140000, 150000], growth: 25000, type: :integer },
12 => { name: 'Chain DMG Amplify', base_values: [6.6, 7.2, 7.8, 8.4, 9.0], growth: 1.5, type: :percent },
13 => { name: 'Boost TA rate when ≥50% HP', base_values: [6.6, 7.2, 7.8, 8.4, 9.0], growth: 1.5, type: :percent },
14 => { name: 'Amplify DMG at 100% HP', base_values: [2.2, 2.4, 2.6, 2.8, 3.0], growth: 0.5, type: :percent },
15 => { name: 'Max HP boost (DEF penalty)', base_values: [8.8, 9.6, 10.4, 11.2, 12.0], growth: 2, type: :percent },
16 => { name: 'DMG reduction when ≤50% HP', base_values: [8.8, 9.6, 10.4, 11.2, 12.0], growth: 2, type: :percent },
17 => { name: 'Regeneration', base_values: [440, 480, 520, 560, 600], growth: 100, type: :integer },
18 => { name: 'Turn-Based DMG Reduction', base_values: [8.8, 9.6, 10.4, 11.2, 12.0], growth: 2, type: :percent },
19 => { name: 'Chance to remove 1 debuff', base_values: [20], growth: 20, type: :percent },
20 => { name: 'Chance to cancel dispels', base_values: [20], growth: 20, type: :percent }
}.freeze
# Group III skills (slot 4) - simplified, full list in implementation
GROUP_III_SKILLS = {
1 => { name: 'Battle start: DMG Mitigation', base_values: [1000], growth: 1000, type: :integer },
2 => { name: 'Battle start: Random buff(s)', base_values: [1], growth: 1, type: :count },
3 => { name: 'HP consumed + DMG Cap after 3T', base_values: [10], growth: 10, type: :percent },
4 => { name: 'On knockout: Ally buffs', base_values: [1], growth: 1, type: :count },
5 => { name: 'On switch to main: DMG Amplified', base_values: [3], growth: 3, type: :percent },
6 => { name: 'Foe ≤50% HP: Restore HP', base_values: [2000], growth: 2000, type: :integer },
7 => { name: 'Skill 1 CD cut + HP consume', base_values: [30], growth: -6, type: :percent },
8 => { name: 'Debuff skill: Amplify foe DMG taken', base_values: [4], growth: 4, type: :percent },
9 => { name: 'Healing skill: Bonus DMG to next ally', base_values: [4], growth: 4, type: :percent },
10 => { name: 'DMG Cap stackable after X skills', base_values: [5], growth: -1, type: :count },
11 => { name: 'After 10+ turn skill: DMG Amplified', base_values: [2], growth: 2, type: :percent },
12 => { name: 'Linked skill CD cut after X uses', base_values: [8], growth: -1, type: :count },
13 => { name: 'Supplemental DMG based on charge bar', base_values: [5000], growth: 5000, type: :integer },
14 => { name: 'No attack: Random stackable buff(s)', base_values: [1], growth: 1, type: :count },
15 => { name: 'Chance to remove foe buffs', base_values: [1], growth: 1, type: :percent },
16 => { name: 'Chance to progress turn by 5', base_values: [0.2], growth: 0.2, type: :percent },
17 => { name: 'Shield every 5 turns', base_values: [1000], growth: 500, type: :integer },
18 => { name: 'Chance for 6-hit Flurry', base_values: [1], growth: 1, type: :percent },
19 => { name: 'Bonus DMG after X enemy hits', base_values: [7], growth: -1, type: :count },
20 => { name: '3-hit Flurry after X hits', base_values: [200], growth: -25, type: :count },
21 => { name: 'Plain DMG based on HP lost', base_values: [10], growth: 10, type: :multiplier },
22 => { name: 'Supplemental Skill DMG after X skill DMG', base_values: [40000000], growth: -5000000, type: :integer },
23 => { name: 'Single attack: Random buff(s)', base_values: [1], growth: 1, type: :count },
24 => { name: 'Potion use: Fated Chain boost', base_values: [3], growth: 3, type: :percent },
25 => { name: 'Foe ≤3 debuffs: Armored', base_values: [5], growth: 5, type: :percent },
26 => { name: 'Sub ally: Debuff foes every X turns', base_values: [7], growth: -1, type: :count },
27 => { name: 'Boost EXP earned', base_values: [1], growth: 1, type: :percent },
28 => { name: 'Boost item drop rate', base_values: [0.5], growth: 0.5, type: :percent },
29 => { name: 'Chance to find earrings', base_values: [nil], growth: nil, type: :unknown }
}.freeze
included do
validate :validate_skill1_group_i
validate :validate_skill2_group_i
validate :validate_skill3_group_ii
validate :validate_skill4_group_iii
end
private
def validate_skill_in_group(skill_data, group, slot_name)
return if skill_data.blank? || skill_data == {}
return if artifact&.quirk?
modifier = skill_data['modifier']
strength = skill_data['strength']
level = skill_data['level']
unless modifier && strength && level
errors.add(slot_name, "must have modifier, strength, and level")
return
end
skill_def = group[modifier]
unless skill_def
errors.add(slot_name, "has invalid modifier #{modifier}")
return
end
unless (1..5).include?(level)
errors.add(slot_name, "level must be between 1 and 5")
return
end
# Validate strength is a valid base value for this skill
unless skill_def[:base_values].include?(strength) || skill_def[:base_values] == [nil]
errors.add(slot_name, "has invalid base strength #{strength}")
end
end
def validate_skill1_group_i
validate_skill_in_group(skill1, GROUP_I_SKILLS, :skill1)
end
def validate_skill2_group_i
validate_skill_in_group(skill2, GROUP_I_SKILLS, :skill2)
end
def validate_skill3_group_ii
validate_skill_in_group(skill3, GROUP_II_SKILLS, :skill3)
end
def validate_skill4_group_iii
validate_skill_in_group(skill4, GROUP_III_SKILLS, :skill4)
end
end
```
---
## API Endpoints
### Artifacts (Base Entity - Read Only)
```
GET /api/v1/artifacts # List all artifact types
GET /api/v1/artifacts/:id # Get single artifact type
```
### Collection Artifacts
```
GET /api/v1/users/:user_id/collection/artifacts # List user's artifacts
POST /api/v1/users/:user_id/collection/artifacts # Add artifact to collection
GET /api/v1/collection/artifacts/:id # Get single collection artifact
PATCH /api/v1/collection/artifacts/:id # Update collection artifact
DELETE /api/v1/collection/artifacts/:id # Remove from collection
# Batch operations
POST /api/v1/users/:user_id/collection/artifacts/batch # Add multiple artifacts
```
### Grid Artifacts (via Grid Characters)
```
POST /api/v1/parties/:party_id/characters/:character_id/artifact # Equip artifact
PATCH /api/v1/parties/:party_id/characters/:character_id/artifact # Update equipped artifact
DELETE /api/v1/parties/:party_id/characters/:character_id/artifact # Unequip artifact
```
---
## Implementation Order
### Phase 1: Database & Models
1. Create migration for `artifacts` table
2. Create migration for `collection_artifacts` table
3. Create migration for `grid_artifacts` table
4. Implement `Artifact` model
5. Implement `ArtifactSkillValidations` concern
6. Implement `CollectionArtifact` model
7. Implement `GridArtifact` model
8. Add associations to `User` and `GridCharacter` models
9. Seed artifact data (30 standard + 5 quirk)
### Phase 2: Blueprints
1. Create `ArtifactBlueprint`
2. Create `CollectionArtifactBlueprint`
3. Create `GridArtifactBlueprint`
4. Update `GridCharacterBlueprint` to include artifact
5. Update `PartyBlueprint` to include artifacts
### Phase 3: Controllers
1. Create `ArtifactsController` (index, show)
2. Create `CollectionArtifactsController` (full CRUD + batch)
3. Update `GridCharactersController` to handle artifact operations
4. Add routes
### Phase 4: Testing
1. Model specs for all new models
2. Request specs for all new endpoints
3. Validation specs for skill constraints
---
## Seed Data
### Standard Artifacts (30 total)
| Proficiency | Style 1 (Ominous) | Style 2 (Saint) | Style 3 (Jinyao) |
|-------------|-------------------|-----------------|------------------|
| Sabre | Ominous Amulet | Couronne Sainte | Jinyao Yushi |
| Dagger | Ominous Ring | Jaseron Saint | Jinyao Mianju |
| Spear | Ominous Goblet | Casque Saint | Jinyao Qizhi |
| Axe | Ominous Horn | Armure Sainte | Jinyao Yaodai |
| Staff | Ominous Totem | Robe Sainte | Jinyao Mingjing |
| Gun | Ominous Pendant | Lunettes Saintes | Jinyao Wangjing |
| Melee | Ominous Bangle | Bottes Saintes | Jinyao Mianzhao |
| Bow | Ominous Pheon | Chapeau Saint | Jinyao Xiongjia |
| Harp | Ominous Whistle | Boite a Musique Sainte | Jinyao Tongluo |
| Katana | Ominous Stone | Capuchon Saint | Jinyao Xianglu |
### Quirk Artifacts (5 total)
| Name | Skills (handled by frontend) |
|------|------------------------------|
| Fantosmik Creste | Crest-based damage amplification |
| Fantosmik Fengtooth | CA-focused with HP consumption |
| Fantosmik Gemme | Shield and Guts mechanics |
| Fantosmik Lanterne | Universal weapon skill compatibility |
| Fantosmik Maylet | Random stat changes |
---
## Open Questions / Future Considerations
1. **Character any_element flag**: Need to verify how this is currently stored in Character model for Lyria-type characters
2. **Image URLs**: Confirm CDN path pattern for artifact images
3. **Granblue IDs**: Need to determine the actual game IDs for each artifact type
4. **Frontend coordination**: Quirk artifact skill display will need frontend implementation
5. **Migration strategy**: Consider data_migrate for seeding artifacts to ensure proper ordering