aether-shards/specs/Skill_Tree.spec.md

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# **Skill Tree UI Specification**
This document defines the technical implementation for the SkillTreeUI component. This component renders the interactive progression tree for a specific Explorer.
## **1. Visual Architecture**
**Style:** "Voxel-Web". We will use **CSS 3D Transforms** to render the nodes as rotating cubes, keeping the UI lightweight but consistent with the game's aesthetic.
### **A. The Tree Container (Scroll View)**
- **Layout:** A vertical flex container.
- **Tiers:** Each "Rank" (Novice, Apprentice, etc.) is a horizontal row (Flexbox).
- **Connections:** An <svg> overlay sits behind the nodes to draw connecting lines (cables).
### **B. The Node (CSS Voxel)**
- **Structure:** A div with preserve-3d containing 6 faces.
- **Animation:**
- _Locked:_ Static grey cube.
- _Available:_ Slowly bobbing, pulsing color.
- _Unlocked:_ Rotating slowly, emitting a glow (box-shadow).
- **Content:** An icon (<img> or FontAwesome) is mapped to the Front face.
### **C. The Inspector (Footer)**
- A slide-up panel showing details for the _selected_ node.
- Contains the "Unlock" button.
## **2. TypeScript Interfaces (Data Model)**
// src/types/SkillTreeUI.ts
export interface SkillTreeProps {
/** The Unit object (source of state) \*/
unit: Explorer;
/** The Tree Definition (source of layout) \*/
treeDef: SkillTreeDefinition;
}
export interface SkillNodeState {
id: string;
def: SkillNodeDefinition;
status: 'LOCKED' | 'AVAILABLE' | 'UNLOCKED';
/\*_ Calculated position for drawing lines _/
domRect?: DOMRect;
}
export interface SkillTreeEvents {
/\*_ Dispatched when user attempts to spend SP _/
'unlock-request': {
nodeId: string;
cost: number;
};
}
**3. Interaction Logic**
### **A. Node Status Calculation**
The UI must determine the state of every node on render:
1. **UNLOCKED:** `unit.classMastery.unlockedNodes.includes(node.id)`
2. **AVAILABLE:** Not unlocked AND `parent` is Unlocked AND `unit.level >= node.req`.
3. **LOCKED:** Everything else.
### **B. Connection Drawing**
Since nodes are DOM elements, we need a `ResizeObserver` to track their positions.
- **Logic:** Calculate center `(x, y)` of Parent Node and Child Node relative to the Container.
- **Drawing:** Draw a `<path>` or `<line>` in the SVG layer with a "Circuit Board" style (90-degree bends).
- **Styling:**
- If Child is Unlocked: Line is **Bright Blue/Gold** (Neon).
- If Child is Available: Line is **Dim**.
- If Child is Locked: Line is **Dark Grey**.
---
## **4. Conditions of Acceptance (CoA)**
**CoA 1: Dynamic Rendering**
- The Tree must handle variable depths (Tier 1 to Tier 5).
- Nodes must visibly update state immediately when `unit` prop changes (e.g., after unlocking).
**CoA 2: Validation Feedback**
- Clicking a "LOCKED" node should show the inspector but disable the button with a reason (e.g., "Requires: Shield Bash").
- Clicking an "AVAILABLE" node with 0 SP should show "Insufficient Points".
**CoA 3: Responsive Lines**
- If the window resizes, the SVG connecting lines must redraw to connect the centers of the cubes accurately.
**CoA 4: Scroll Position**
- On open, the view should automatically scroll to center on the _highest tier_ that has an "Available" node, so the player sees their next step.
---
## **5. Prompt for Coding Agent**
"Create `src/ui/components/SkillTreeUI.js` as a LitElement.
1. **CSS 3D:** Implement a `.voxel-node` class using `transform-style: preserve-3d` to create a cube. Use keyframes for rotation.
2. **Layout:** Render the tree tiers using `flex-direction: column-reverse` (Tier 1 at bottom).
3. **SVG Lines:** Implement a `_updateConnections()` method that uses `getBoundingClientRect()` to draw lines between nodes in an absolute-positioned `<svg>`. Call this on resize and first render.
4. **Interactivity:** Clicking a node selects it. Show details in a fixed footer.
5. **Logic:** Calculate `LOCKED/AVAILABLE/UNLOCKED` state based on `this.unit.unlockedNodes`."