aether-shards/.agent/rules/ui/HubScreen/RULE.md

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---
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