# **Hub UI Specification: The Forward Operating Base**

This document defines the architecture, visuals, and integration logic for the **Hub Screen**. This is the persistent "Main Menu" of the campaign where the player manages resources, units, and mission selection.

## **1. Integration Architecture**

The HubScreen is a **View** that consumes data from the **GameStateManager** singleton.

### **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).

## **2. 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.

## **3. TypeScript Interfaces**

// 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;  
}

## **4. 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.

## **5. Implementation Prompt**

"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'
