---
description: Architecture, visuals, and integration logic for the HubScreen component - the persistent main menu of the campaign
globs: src/ui/screens/HubScreen.js
alwaysApply: false
---

# **HubScreen Component Rule**

The HubScreen is the persistent "Main Menu" of the campaign where the player manages resources, units, and mission selection. It is a **View** that consumes data from the **GameStateManager** singleton.

## **Integration Architecture**

### **Data Sources**

- **Wallet:** `gameStateManager.persistence.loadProfile().currency` (or similar cached state)
- **Roster:** `gameStateManager.rosterManager.getDeployableUnits()`
- **Unlocks:** Derived from `gameStateManager.missionManager.completedMissions`

### **Navigation Flow**

1. **Entry:** GameStateManager switches state to `STATE_META_HUB`. `index.html` mounts `<hub-screen>`
2. **Mission Selection:**
   - User clicks "Mission Board"
   - `<hub-screen>` mounts `<mission-board>` overlay
   - `<mission-board>` emits `mission-selected`
3. **Squad Assembly:**
   - `<hub-screen>` catches event
   - Transitions to `STATE_TEAM_BUILDER` (passing the selected Mission ID)
4. **Deployment:**
   - TeamBuilder emits `embark`
   - GameStateManager handles embark (starts GameLoop)

## **Visual Layout (The "Dusk Camp")**

Style: 2.5D Parallax or Static Art background with UI overlays.  
Theme: A makeshift military camp at twilight. Torches, magical lanterns, supplies piled high.

### **A. The Stage (Background)**

- **Image:** `assets/images/ui/hub_bg_dusk.png` covers 100% width/height
- **Hotspots:** Invisible, clickable divs positioned absolutely over key art elements
  - _The Tent (Barracks):_ `top: 40%, left: 10%, width: 20%`. Hover: Glows Blue
  - _The Table (Missions):_ `top: 60%, left: 40%, width: 20%`. Hover: Glows Gold
  - _The Wagon (Market):_ `top: 50%, left: 80%, width: 15%`. Hover: Glows Green

### **B. Top Bar (Status)**

- **Left:** Game Logo
- **Right:** Resource Strip
  - `[💎 450 Shards] [⚙️ 12 Cores] [Day 4]`

### **C. Bottom Dock (Navigation)**

- A row of large, labeled buttons acting as redundant navigation
- `[BARRACKS] [MISSIONS] [MARKET] [RESEARCH] [SYSTEM]`
- **State:** Buttons are disabled/greyed out if the facility is locked

### **D. Overlay Container (Modal Layer)**

- A centralized div with a semi-transparent backdrop (`rgba(0,0,0,0.8)`) where sub-screens (Barracks, MissionBoard) are rendered without leaving the Hub

## **TypeScript Interfaces**

```typescript
// src/types/HubInterfaces.ts

export interface HubState {
  wallet: {
    aetherShards: number;
    ancientCores: number;
  };
  rosterSummary: {
    total: number;
    ready: number;
    injured: number;
  };
  unlocks: {
    market: boolean;
    research: boolean;
  };
  activeOverlay: "NONE" | "BARRACKS" | "MISSIONS" | "MARKET" | "SYSTEM";
}

export interface HubEvents {
  // Dispatched when the player wants to leave the Hub context entirely
  "request-team-builder": {
    detail: { missionId: string };
  };
  "save-and-quit": void;
}
```

## **Implementation Requirements**

### **Component Structure**

Create `src/ui/screens/HubScreen.js` as a LitElement:

1. **Imports:** Import `gameStateManager` singleton and `html`, `css`, `LitElement`
2. **State:** Define properties for `wallet`, `unlocks`, and `activeOverlay`
3. **Lifecycle:** In `connectedCallback`, read `gameStateManager.persistence` to populate wallet/unlocks
4. **Layout:**
   - Background img covering host
   - Absolute divs for Hotspots
   - Flexbox header for Resources
   - Flexbox footer for Dock Buttons
   - Centered div for Overlays
5. **Logic:**
   - `_openOverlay(type)`: Sets state
   - `_closeOverlay()`: Sets state to NONE
   - `_onMissionSelected(e)`: Dispatches `request-team-builder` to window/parent
6. **Lazy Loading:** Use dynamic imports inside the `render()` method

## **Conditions of Acceptance (CoA)**

**CoA 1: Live Data Binding**

- On mount (`connectedCallback`), the component must fetch wallet and roster data from `gameStateManager`
- The Top Bar must display the correct currency values

**CoA 2: Hotspot & Dock Sync**

- Clicking the "Mission Table" hotspot OR the "Missions" dock button must perform the same action: setting `activeOverlay = 'MISSIONS'`

**CoA 3: Overlay Management**

- When `activeOverlay` is `'MISSIONS'`, the `<mission-board>` component must be rendered in the Overlay Container
- Clicking "Close" or "Back" inside an overlay must set `activeOverlay = 'NONE'`

**CoA 4: Mission Handoff**

- Selecting a mission in the Mission Board must dispatch an event that causes the Hub to dispatch `request-team-builder`, effectively handing control back to the App Router

## **Event-Driven Architecture**

- HubScreen must **never** directly call GameLoop or GameStateManager write operations
- All state changes must be communicated via CustomEvents
- Use `this.dispatchEvent(new CustomEvent('request-team-builder', { detail: { missionId } }))` for navigation
