# **Character Sheet Specification: The Explorer's Dossier**

This document defines the UI component used to view and manage an Explorer unit. It combines Stat visualization, Inventory management (Paper Doll), and Skill Tree progression into a single tabbed interface.

## **1. Visual Layout**

Style: High-tech/Fantasy hybrid. Dark semi-transparent backgrounds with voxel-style borders.  
Container: Centered Modal (80% width/height).

### **A. Header (The Identity)**

- **Left:** Large 2D Portrait of the Unit.
- **Center:** Name, Class Title (e.g., "Vanguard"), and Level.
- **Bottom:** XP Bar (Gold progress fill). Displays "SP: [X]" badge if Skill Points are available.
- **Right:** "Close" button (X).

### **B. Left Panel: Attributes (The Data)**

- A vertical list of stats derived from getEffectiveStat().
- **Primary:** Health (Bar), AP (Icons).
- **Secondary:** Attack, Defense, Magic, Speed, Willpower, Tech.
- **Interaction:** Hovering a stat shows a Tooltip breaking down the value (Base + Gear + Buffs).

### **C. Center Panel: Paper Doll (The Gear)**

- **Visual:** The Unit's 3D model (or 2D silhouette) in the center.
- **Slots:** Four large square buttons arranged around the body:
  - **Left:** Primary Weapon.
  - **Right:** Off-hand / Relic.
  - **Body:** Armor.
  - **Accessory:** Utility Device.
- **Interaction:** Clicking a slot opens the "Inventory Side-Panel" filtering for that slot type.

### **D. Right Panel: Tabs (The Management)**

A tabbed container switching between:

1. **Inventory:** Grid of unequipped items in the squad's backpack.
2. **Skills:** Embeds the **Skill Tree** component (Vertical Scrolling).
3. **Mastery:** (Hub Only) Shows progress toward unlocking Tier 2 classes.

## **2. TypeScript Interfaces (Data Model)**

// src/types/CharacterSheet.ts

export interface CharacterSheetProps {  
 unitId: string;  
 readOnly: boolean; // True during enemy turn or restricted events  
}

export interface CharacterSheetState {  
 unit: Explorer; // The full object  
 activeTab: 'INVENTORY' | 'SKILLS' | 'MASTERY';  
 selectedSlot: 'WEAPON' | 'ARMOR' | 'RELIC' | 'UTILITY' | null;  
}

export interface StatTooltip {  
 label: string; // "Attack"  
 total: number; // 15  
 breakdown: { source: string, value: number }[]; // [{s: "Base", v: 10}, {s: "Rusty Blade", v: 5}]  
}

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

**CoA 1: Stat Rendering**

- Stats must reflect the _effective_ value.
- If a unit has a "Weakness" debuff reducing Attack, the Attack number should appear Red. If buffed, Green.

**CoA 2: Equipment Swapping**

- Clicking an Equipment Slot toggles the Right Panel to "Inventory" mode, filtered by that slot type.
- Clicking an item in the Inventory immediately equips it, swapping the old item back to the bag.
- Stats must verify/update immediately upon equip.

**CoA 3: Skill Interaction**

- The Skill Tree tab must display the `SkillTreeUI` component we designed earlier.
- Spending an SP in the tree must subtract from the Unit's `skillPoints` and update the view immediately.

**CoA 4: Context Awareness**

- In **Dungeon Mode**, the "Inventory" tab acts as the "Run Inventory" (temp loot).
- In **Hub Mode**, the "Inventory" tab acts as the "Stash" (permanent items).

---

## **4. Prompt for Coding Agent**

"Create `src/ui/components/CharacterSheet.js` as a LitElement.

1. **Layout:** Use CSS Grid to create the 3-column layout (Stats, Paper Doll, Tabs).
2. **Props:** Accept a `unit` object. Watch for changes to re-render stats.
3. **Stats Column:** Implement a helper `_renderStat(label, value, breakdown)` that creates a hoverable div with a tooltip.
4. **Paper Doll:** Render 4 button slots. If slot is empty, show a ghost icon. If full, show the Item Icon.
5. **Tabs:** Implement simple switching logic.

- _Inventory Tab:_ Render a grid of `item-card` elements.
- _Skills Tab:_ Embed `<skill-tree-ui .unit=${this.unit}></skill-tree-ui>`.

6. **Events:** Dispatch `equip-item` events when dragging/clicking inventory items."

## **5. Integration Strategy**

**Context:** The Character Sheet is a modal that sits above all other UI (CombatHUD, Hub, TeamBuilder). It should be mounted to the #ui-layer when triggered and removed when closed.

**Trigger Points:**

- **Combat:** Clicking the Unit Portrait in CombatHUD dispatches open-character-sheet.
- **Hub:** Clicking a unit card in the Barracks dispatches open-character-sheet.
- **Input:** Pressing 'C' (configured in InputManager) triggers it for the active unit.
