118 lines
4.6 KiB
Markdown
118 lines
4.6 KiB
Markdown
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---
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description: Character Sheet UI component - the Explorer's dossier combining stats, inventory, and skill tree
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globs: src/ui/components/CharacterSheet.js, src/ui/components/CharacterSheet.ts, src/types/CharacterSheet.ts
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alwaysApply: false
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---
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# **Character Sheet Rule**
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The Character Sheet is a 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.
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## **1. Visual Layout**
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Style: High-tech/Fantasy hybrid. Dark semi-transparent backgrounds with voxel-style borders.
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Container: Centered Modal (80% width/height).
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### **A. Header (The Identity)**
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- **Left:** Large 2D Portrait of the Unit
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- **Center:** Name, Class Title (e.g., "Vanguard"), and Level
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- **Bottom:** XP Bar (Gold progress fill). Displays "SP: [X]" badge if Skill Points are available
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- **Right:** "Close" button (X)
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### **B. Left Panel: Attributes (The Data)**
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- A vertical list of stats derived from `getEffectiveStat()`
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- **Primary:** Health (Bar), AP (Icons)
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- **Secondary:** Attack, Defense, Magic, Speed, Willpower, Tech
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- **Interaction:** Hovering a stat shows a Tooltip breaking down the value (Base + Gear + Buffs)
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### **C. Center Panel: Paper Doll (The Gear)**
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- **Visual:** The Unit's 3D model (or 2D silhouette) in the center
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- **Slots:** Four large square buttons arranged around the body:
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- **Left:** Primary Weapon
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- **Right:** Off-hand / Relic
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- **Body:** Armor
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- **Accessory:** Utility Device
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- **Interaction:** Clicking a slot opens the "Inventory Side-Panel" filtering for that slot type
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### **D. Right Panel: Tabs (The Management)**
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A tabbed container switching between:
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1. **Inventory:** Grid of unequipped items in the squad's backpack
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2. **Skills:** Embeds the **Skill Tree** component (Vertical Scrolling)
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3. **Mastery:** (Hub Only) Shows progress toward unlocking Tier 2 classes
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## **2. TypeScript Interfaces (Data Model)**
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```typescript
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// src/types/CharacterSheet.ts
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export interface CharacterSheetProps {
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unitId: string;
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readOnly: boolean; // True during enemy turn or restricted events
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}
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export interface CharacterSheetState {
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unit: Explorer; // The full object
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activeTab: 'INVENTORY' | 'SKILLS' | 'MASTERY';
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selectedSlot: 'WEAPON' | 'ARMOR' | 'RELIC' | 'UTILITY' | null;
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}
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export interface StatTooltip {
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label: string; // "Attack"
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total: number; // 15
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breakdown: { source: string, value: number }[]; // [{s: "Base", v: 10}, {s: "Rusty Blade", v: 5}]
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}
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```
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## **3. Conditions of Acceptance (CoA)**
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**CoA 1: Stat Rendering**
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- Stats must reflect the _effective_ value
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- If a unit has a "Weakness" debuff reducing Attack, the Attack number should appear Red. If buffed, Green
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**CoA 2: Equipment Swapping**
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- Clicking an Equipment Slot toggles the Right Panel to "Inventory" mode, filtered by that slot type
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- Clicking an item in the Inventory immediately equips it, swapping the old item back to the bag
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- Stats must verify/update immediately upon equip
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**CoA 3: Skill Interaction**
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- The Skill Tree tab must display the `SkillTreeUI` component we designed earlier
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- Spending an SP in the tree must subtract from the Unit's `skillPoints` and update the view immediately
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**CoA 4: Context Awareness**
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- In **Dungeon Mode**, the "Inventory" tab acts as the "Run Inventory" (temp loot)
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- In **Hub Mode**, the "Inventory" tab acts as the "Stash" (permanent items)
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## **4. Implementation Requirements**
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Create `src/ui/components/CharacterSheet.js` as a LitElement:
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1. **Layout:** Use CSS Grid to create the 3-column layout (Stats, Paper Doll, Tabs)
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2. **Props:** Accept a `unit` object. Watch for changes to re-render stats
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3. **Stats Column:** Implement a helper `_renderStat(label, value, breakdown)` that creates a hoverable div with a tooltip
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4. **Paper Doll:** Render 4 button slots. If slot is empty, show a ghost icon. If full, show the Item Icon
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5. **Tabs:** Implement simple switching logic
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- _Inventory Tab:_ Render a grid of `item-card` elements
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- _Skills Tab:_ Embed `<skill-tree-ui .unit=${this.unit}></skill-tree-ui>`
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6. **Events:** Dispatch `equip-item` events when dragging/clicking inventory items
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## **5. Integration Strategy**
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**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.
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**Trigger Points:**
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- **Combat:** Clicking the Unit Portrait in CombatHUD dispatches `open-character-sheet`
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- **Hub:** Clicking a unit card in the Barracks dispatches `open-character-sheet`
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- **Input:** Pressing 'C' (configured in InputManager) triggers it for the active unit
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