hensei-web/src/lib/components/collection/WeaponEditPane.svelte
Justin Edmund df52b31f5d update weapon edit views for new ax skill types
- use AugmentSkill instead of SimpleAxSkill
- send modifier IDs on save instead of numeric indices
2025-12-31 19:54:19 -08:00

327 lines
8.9 KiB
Svelte

<script lang="ts">
/**
* WeaponEditPane - Edit component for collection weapons
*
* Provides edit controls for weapon customization:
* - Uncap level (editable UncapIndicator)
* - Transcendence step
* - Element (for element-changeable weapons)
* - Weapon keys (for Opus, Ultima, Draconic, Astral, Superlative)
* - AX skills (for weapons with AX support)
* - Awakening (for weapons with awakening support)
*/
import type { Weapon, Awakening } from '$lib/types/api/entities'
import type { AugmentSkill } from '$lib/types/api/weaponStatModifier'
import DetailsSection from '$lib/components/sidebar/details/DetailsSection.svelte'
import Select from '$lib/components/ui/Select.svelte'
import WeaponKeySelect from '$lib/components/sidebar/edit/WeaponKeySelect.svelte'
import AwakeningSelect from '$lib/components/sidebar/edit/AwakeningSelect.svelte'
import AxSkillSelect from '$lib/components/sidebar/edit/AxSkillSelect.svelte'
import UncapIndicator from '$lib/components/uncap/UncapIndicator.svelte'
import { getElementIcon } from '$lib/utils/images'
import { seriesHasWeaponKeys, getSeriesSlug } from '$lib/utils/weaponSeries'
export interface WeaponEditValues {
uncapLevel: number
transcendenceStep: number
element?: number
weaponKey1Id?: string
weaponKey2Id?: string
weaponKey3Id?: string
awakening?: {
type?: Awakening
level: number
} | null
axSkills: AugmentSkill[]
}
export interface WeaponEditUpdates {
uncapLevel?: number
transcendenceStep?: number
element?: number
weaponKey1Id?: string
weaponKey2Id?: string
weaponKey3Id?: string
weaponKey4Id?: string
awakening?: {
id: string
level: number
} | null
axModifier1Id?: string
axStrength1?: number
axModifier2Id?: string
axStrength2?: number
}
interface Props {
/** The base weapon data */
weaponData: Weapon | undefined
/** Current values for all edit fields */
currentValues: WeaponEditValues
/** Callback when save is clicked */
onSave?: (updates: WeaponEditUpdates) => void
}
let { weaponData, currentValues, onSave }: Props = $props()
// Internal state
let uncapLevel = $state(currentValues.uncapLevel)
let transcendenceStep = $state(currentValues.transcendenceStep)
let element = $state(currentValues.element ?? weaponData?.element ?? 0)
let weaponKey1 = $state<string | undefined>(currentValues.weaponKey1Id)
let weaponKey2 = $state<string | undefined>(currentValues.weaponKey2Id)
let weaponKey3 = $state<string | undefined>(currentValues.weaponKey3Id)
let selectedAwakening = $state<Awakening | undefined>(currentValues.awakening?.type)
let awakeningLevel = $state(currentValues.awakening?.level ?? 1)
let axSkills = $state<AugmentSkill[]>(currentValues.axSkills ?? [])
// Re-initialize when currentValues changes
$effect(() => {
uncapLevel = currentValues.uncapLevel
transcendenceStep = currentValues.transcendenceStep
element = currentValues.element ?? weaponData?.element ?? 0
weaponKey1 = currentValues.weaponKey1Id
weaponKey2 = currentValues.weaponKey2Id
weaponKey3 = currentValues.weaponKey3Id
selectedAwakening = currentValues.awakening?.type
awakeningLevel = currentValues.awakening?.level ?? 1
axSkills = currentValues.axSkills ?? []
})
// Derived conditions
const canChangeElement = $derived(weaponData?.element === 0)
const series = $derived(weaponData?.series)
const seriesSlug = $derived(getSeriesSlug(series))
// Weapon key slot configuration by series slug
const WEAPON_KEY_SLOTS: Record<string, number> = {
'dark-opus': 2,
'ultima': 3,
'draconic': 2,
'draconic-providence': 2,
'superlative': 2
}
// Check if series has weapon keys using the utility (handles both formats)
const hasWeaponKeys = $derived(seriesHasWeaponKeys(series))
const keySlotCount = $derived(seriesSlug ? (WEAPON_KEY_SLOTS[seriesSlug] ?? 2) : 0)
const hasAxSkills = $derived(weaponData?.ax === true)
const axType = $derived(weaponData?.axType ?? 1)
const hasAwakening = $derived((weaponData?.maxAwakeningLevel ?? 0) > 0)
const availableAwakenings = $derived(weaponData?.awakenings ?? [])
// Element name for theming
const ELEMENT_MAP: Record<number, 'wind' | 'fire' | 'water' | 'earth' | 'dark' | 'light'> = {
1: 'wind',
2: 'fire',
3: 'water',
4: 'earth',
5: 'dark',
6: 'light'
}
const weaponElement = $derived(element || weaponData?.element)
const elementName = $derived(weaponElement ? ELEMENT_MAP[weaponElement] : undefined)
// Element options
const elementOptions = [
{ value: 1, label: 'Wind', image: getElementIcon(1) },
{ value: 2, label: 'Fire', image: getElementIcon(2) },
{ value: 3, label: 'Water', image: getElementIcon(3) },
{ value: 4, label: 'Earth', image: getElementIcon(4) },
{ value: 5, label: 'Dark', image: getElementIcon(5) },
{ value: 6, label: 'Light', image: getElementIcon(6) }
]
// Awakening slug to UUID map
const AWAKENING_MAP: Record<string, string> = {
'weapon-balanced': 'a1b2c3d4-e5f6-7890-abcd-ef1234567890',
'weapon-atk': 'b2c3d4e5-f6a7-8901-bcde-f12345678901',
'weapon-def': 'c3d4e5f6-a7b8-9012-cdef-123456789012',
'weapon-multi': 'd4e5f6a7-b8c9-0123-def0-234567890123'
}
function handleUncapUpdate(newLevel: number) {
uncapLevel = newLevel
}
function handleTranscendenceUpdate(newStage: number) {
transcendenceStep = newStage
}
// Export save function so parent can call it from header button
export function save() {
const updates: WeaponEditUpdates = {
uncapLevel,
transcendenceStep
}
// Element for element-changeable weapons
if (canChangeElement) {
updates.element = element
}
// Weapon keys
if (hasWeaponKeys) {
if (weaponKey1) updates.weaponKey1Id = weaponKey1
if (weaponKey2) updates.weaponKey2Id = weaponKey2
if (weaponKey3) updates.weaponKey3Id = weaponKey3
}
// Awakening
if (hasAwakening) {
if (selectedAwakening?.slug) {
const awakeningId = AWAKENING_MAP[selectedAwakening.slug]
if (awakeningId) {
updates.awakening = {
id: awakeningId,
level: awakeningLevel
}
}
} else {
updates.awakening = null
}
}
// AX Skills
if (hasAxSkills) {
if (axSkills[0]?.modifier?.id) {
updates.axModifier1Id = axSkills[0].modifier.id
updates.axStrength1 = axSkills[0].strength
}
if (axSkills[1]?.modifier?.id) {
updates.axModifier2Id = axSkills[1].modifier.id
updates.axStrength2 = axSkills[1].strength
}
}
onSave?.(updates)
}
</script>
<div class="weapon-edit-pane">
<div class="edit-sections">
<DetailsSection title="Uncap Level">
<div class="section-content uncap-section">
<UncapIndicator
type="weapon"
{uncapLevel}
transcendenceStage={transcendenceStep}
flb={weaponData?.uncap?.flb}
ulb={weaponData?.uncap?.ulb}
transcendence={weaponData?.uncap?.transcendence}
editable={true}
updateUncap={handleUncapUpdate}
updateTranscendence={handleTranscendenceUpdate}
/>
</div>
</DetailsSection>
{#if canChangeElement}
<DetailsSection title="Element">
<div class="section-content">
<Select
options={elementOptions}
bind:value={element}
placeholder="Select element"
size="medium"
fullWidth
contained
/>
</div>
</DetailsSection>
{/if}
{#if hasWeaponKeys}
<DetailsSection title="Weapon Keys">
<div class="section-content key-selects">
{#if keySlotCount >= 1}
<WeaponKeySelect
{seriesSlug}
slot={0}
bind:value={weaponKey1}
{transcendenceStep}
/>
{/if}
{#if keySlotCount >= 2}
<WeaponKeySelect
{seriesSlug}
slot={1}
bind:value={weaponKey2}
{transcendenceStep}
/>
{/if}
{#if keySlotCount >= 3}
<WeaponKeySelect
{seriesSlug}
slot={2}
bind:value={weaponKey3}
{transcendenceStep}
/>
{/if}
</div>
</DetailsSection>
{/if}
{#if hasAxSkills}
<DetailsSection title="AX Skills">
<div class="section-content">
<AxSkillSelect
{axType}
currentSkills={axSkills}
onChange={(skills) => {
axSkills = skills
}}
/>
</div>
</DetailsSection>
{/if}
{#if hasAwakening && availableAwakenings.length > 0}
<DetailsSection title="Awakening">
<div class="section-content">
<AwakeningSelect
awakenings={availableAwakenings}
value={selectedAwakening}
level={awakeningLevel}
maxLevel={weaponData?.maxAwakeningLevel ?? 9}
onAwakeningChange={(awakening) => {
selectedAwakening = awakening
}}
onLevelChange={(level) => {
awakeningLevel = level
}}
/>
</div>
</DetailsSection>
{/if}
</div>
</div>
<style lang="scss">
@use '$src/themes/spacing' as spacing;
.weapon-edit-pane {
display: flex;
flex-direction: column;
height: 100%;
}
.edit-sections {
flex: 1;
display: flex;
flex-direction: column;
gap: spacing.$unit-3x;
overflow-y: auto;
}
.section-content {
padding: spacing.$unit;
}
.key-selects {
display: flex;
flex-direction: column;
gap: spacing.$unit-2x;
}
</style>