feat(combat): add CombatPageComponent and replace the combat/new placeholder route

Wires up the Slice 0.3 combat screen (player/monster HP bars, round
display, Angriff action, grouped German combat log, victory/defeat
panels) and replaces the Slice 0.2 combat/new placeholder route with
combat/:combatId loading CombatPageComponent.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
This commit is contained in:
Bastian Wagner
2026-08-19 16:53:59 +02:00
parent 4b1e7f034c
commit 1fd62cddde
6 changed files with 606 additions and 75 deletions

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<section class="combat-page" aria-label="Kampf">
@if (combatStore.combat(); as combat) {
<div class="combat-page__scene">
<div class="combat-page__combatant combat-page__combatant--player">
<img
class="combat-page__portrait"
src="/images/hud/runtime/CharacterIcon-128.png"
[alt]="combat.player.name"
/>
<div class="combat-page__info">
<span class="combat-page__name">{{ combat.player.name }}</span>
<div class="combat-page__hp" aria-label="Lebenspunkte">
<span>{{ combat.player.currentHp }} / {{ combat.player.maxHp }}</span>
<span class="combat-page__hp-track" aria-hidden="true">
<span class="combat-page__hp-value" [style.inline-size.%]="playerHpPercent()"></span>
</span>
</div>
</div>
</div>
<div class="combat-page__round" data-combat-round>Runde {{ combat.round }}</div>
<div class="combat-page__combatant combat-page__combatant--monster">
<picture>
@if (runtimeMonsterArtwork(combat.monster.artworkPath); as runtimeArtwork) {
<source [srcset]="runtimeArtwork" type="image/jpeg" />
}
<img
class="combat-page__portrait"
[src]="combat.monster.artworkPath"
[alt]="combat.monster.name"
/>
</picture>
<div class="combat-page__info">
<span class="combat-page__name">{{ combat.monster.name }}</span>
<span class="combat-page__level">Stufe {{ combat.monster.level }}</span>
<div class="combat-page__hp" aria-label="Lebenspunkte des Gegners">
<span>{{ combat.monster.currentHp }} / {{ combat.monster.maxHp }}</span>
<span class="combat-page__hp-track" aria-hidden="true">
<span
class="combat-page__hp-value combat-page__hp-value--monster"
[style.inline-size.%]="monsterHpPercent()"
></span>
</span>
</div>
</div>
</div>
</div>
<div class="combat-page__actions">
@if (combat.status === 'ACTIVE') {
<button
type="button"
class="combat-page__attack"
data-combat-attack
[disabled]="combatStore.actionPending()"
(click)="attack()"
>
Angriff
</button>
} @else if (combat.status === 'WON') {
<section class="combat-page__result combat-page__result--won" data-combat-result="WON">
<h2>Sieg</h2>
<p>{{ combat.monster.name }} wurde besiegt.</p>
<p class="combat-page__result-hint">Belohnungen werden im nächsten Schritt verarbeitet.</p>
<button type="button" data-combat-to-hunt (click)="goToHunt()">Zur Jagd</button>
</section>
} @else {
<section class="combat-page__result combat-page__result--lost" data-combat-result="LOST">
<h2>Niederlage</h2>
<p>{{ combat.player.name }} wurde im Kampf besiegt.</p>
<button type="button" data-combat-to-hunt (click)="goToHunt()">Zur Jagd</button>
</section>
}
</div>
<aside class="combat-page__log" aria-label="Kampfprotokoll">
@for (round of logRounds(); track round.round) {
<p class="combat-page__log-round">Runde {{ round.round }}</p>
@for (event of round.events; track event.sequence) {
<p class="combat-page__log-entry">{{ formatEvent(event) }}</p>
}
}
</aside>
} @else if (combatStore.loading()) {
<p class="combat-page__loading" role="status">Kampf wird geladen…</p>
}
@if (combatStore.error(); as error) {
<section class="combat-page__error" role="alert">
<p>{{ error }}</p>
<button type="button" data-combat-retry (click)="retry()">Erneut versuchen</button>
</section>
}
</section>

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:host {
display: block;
min-block-size: 100%;
}
.combat-page {
display: grid;
gap: var(--ar-space-4);
}
.combat-page__scene {
position: relative;
display: grid;
grid-template-columns: 1fr auto 1fr;
align-items: end;
gap: var(--ar-space-4);
min-block-size: clamp(18rem, 40vh, 26rem);
padding: var(--ar-space-5);
overflow: hidden;
border: 1px solid var(--ar-border);
background-color: #151718;
background-image: url('/images/backgrounds/Aschestrasse.png');
background-position: center;
background-repeat: no-repeat;
background-size: cover;
box-shadow: var(--ar-shadow-raised);
}
@supports (
background-image: image-set(
url('/images/backgrounds/runtime/Aschestrasse-960.jpg') type('image/jpeg') 1x
)
) {
.combat-page__scene {
background-image: image-set(
url('/images/backgrounds/runtime/Aschestrasse-960.jpg') type('image/jpeg') 1x
);
}
}
.combat-page__scene::before {
position: absolute;
z-index: 0;
inset: 0;
content: '';
background: linear-gradient(180deg, rgb(4 6 8 / 0.15), rgb(4 6 8 / 0.6));
pointer-events: none;
}
.combat-page__combatant {
position: relative;
z-index: 1;
display: grid;
gap: var(--ar-space-2);
justify-items: center;
text-align: center;
}
.combat-page__combatant--player {
justify-self: start;
}
.combat-page__combatant--monster {
justify-self: end;
}
.combat-page__portrait {
inline-size: clamp(6rem, 14vw, 10rem);
block-size: clamp(6rem, 14vw, 10rem);
object-fit: cover;
border: 2px solid var(--ar-border-highlight);
border-radius: var(--ar-radius-md);
box-shadow: var(--ar-shadow-raised);
}
.combat-page__info {
display: grid;
gap: var(--ar-space-1);
min-inline-size: 10rem;
color: var(--ar-text);
text-shadow: 0 0.1rem 0.4rem rgb(0 0 0 / 0.85);
}
.combat-page__name {
font-family: Georgia, 'Times New Roman', serif;
font-size: 1.15rem;
}
.combat-page__level {
color: var(--ar-gold);
font-size: var(--ar-font-sm);
letter-spacing: 0.06em;
text-transform: uppercase;
}
.combat-page__hp {
display: grid;
gap: var(--ar-space-1);
font-size: var(--ar-font-sm);
}
.combat-page__hp-track {
display: block;
inline-size: 100%;
block-size: 0.5rem;
overflow: hidden;
border: 1px solid var(--ar-border);
border-radius: var(--ar-radius-sm);
background: rgb(0 0 0 / 0.5);
}
.combat-page__hp-value {
display: block;
block-size: 100%;
background: var(--ar-success);
}
.combat-page__hp-value--monster {
background: var(--ar-danger);
}
.combat-page__round {
position: relative;
z-index: 1;
align-self: start;
justify-self: center;
padding: var(--ar-space-1) var(--ar-space-3);
border: 1px solid var(--ar-border-highlight);
border-radius: var(--ar-radius-sm);
color: var(--ar-gold);
background: rgb(9 11 13 / 0.75);
font-family: Georgia, 'Times New Roman', serif;
letter-spacing: 0.08em;
text-transform: uppercase;
}
.combat-page__actions {
display: grid;
justify-items: center;
}
.combat-page__attack {
padding: var(--ar-space-3) var(--ar-space-6);
border: 1px solid var(--ar-border-highlight);
border-radius: var(--ar-radius-sm);
color: var(--ar-text);
background: linear-gradient(180deg, #263b4b, #17232d);
cursor: pointer;
font-family: Georgia, 'Times New Roman', serif;
font-size: 1.1rem;
letter-spacing: 0.03em;
}
.combat-page__attack:hover:not(:disabled) {
border-color: #d6b26b;
background: linear-gradient(180deg, #315067, #1a2c3a);
}
.combat-page__attack:disabled {
cursor: not-allowed;
opacity: 0.6;
}
.combat-page__result {
display: grid;
gap: var(--ar-space-2);
max-inline-size: 30rem;
padding: var(--ar-space-5);
border: 1px solid var(--ar-border-highlight);
background: var(--ar-panel);
box-shadow: var(--ar-shadow-raised);
text-align: center;
}
.combat-page__result h2 {
margin: 0;
font-family: Georgia, 'Times New Roman', serif;
font-size: 1.6rem;
font-weight: 400;
}
.combat-page__result--won h2 {
color: var(--ar-success);
}
.combat-page__result--lost h2 {
color: var(--ar-danger);
}
.combat-page__result-hint {
color: var(--ar-text-muted);
font-size: var(--ar-font-sm);
font-style: italic;
}
.combat-page__log {
display: grid;
gap: var(--ar-space-1);
max-block-size: 16rem;
padding: var(--ar-space-4);
overflow-y: auto;
border: 1px solid var(--ar-border);
background: var(--ar-panel-muted);
box-shadow: var(--ar-shadow-raised);
}
.combat-page__log-round {
margin: var(--ar-space-2) 0 0;
color: var(--ar-gold);
font-size: var(--ar-font-sm);
letter-spacing: 0.06em;
text-transform: uppercase;
}
.combat-page__log-entry {
margin: 0;
color: var(--ar-text-muted);
}
.combat-page__loading,
.combat-page__error {
padding: var(--ar-space-4);
border: 1px solid var(--ar-border);
background: var(--ar-panel);
box-shadow: var(--ar-shadow-raised);
}
.combat-page__error {
display: flex;
align-items: center;
justify-content: space-between;
gap: var(--ar-space-4);
border-color: var(--ar-danger);
}
.combat-page__error button {
flex: 0 0 auto;
padding: var(--ar-space-2) var(--ar-space-3);
border: 1px solid var(--ar-border-highlight);
border-radius: var(--ar-radius-sm);
color: var(--ar-text);
background: #1a2023;
cursor: pointer;
}
@media (prefers-reduced-motion: no-preference) {
.combat-page__hp-value {
transition: inline-size var(--ar-motion-base);
}
}
@media (width < 720px) {
.combat-page__scene {
grid-template-columns: 1fr;
justify-items: center;
text-align: center;
}
.combat-page__combatant--player,
.combat-page__combatant--monster {
justify-self: center;
}
}

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import { signal } from '@angular/core';
import { TestBed } from '@angular/core/testing';
import { ActivatedRoute, convertToParamMap, Router, provideRouter } from '@angular/router';
import { vi } from 'vitest';
import type { Combat } from '../../../core/api/game-api.models';
import { CombatStore } from '../combat.store';
import { CombatPageComponent } from './combat-page.component';
const activeCombat: Combat = {
id: 'combat-1',
status: 'ACTIVE',
round: 2,
player: { name: 'Aric Duskwalker', maxHp: 100, currentHp: 95 },
monster: {
key: 'ash-rat',
name: 'Aschenratte',
level: 1,
maxHp: 45,
currentHp: 31,
artworkPath: '/images/monsters/ash-rat.png',
},
events: [
{ round: 1, sequence: 1, type: 'DAMAGE', source: 'PLAYER', target: 'MONSTER', amount: 14 },
{ round: 1, sequence: 2, type: 'DAMAGE', source: 'MONSTER', target: 'PLAYER', amount: 5 },
],
};
describe('CombatPageComponent', () => {
let combatStore: {
combat: ReturnType<typeof signal<Combat | null>>;
loading: ReturnType<typeof signal<boolean>>;
actionPending: ReturnType<typeof signal<boolean>>;
error: ReturnType<typeof signal<string | null>>;
loadCombat: ReturnType<typeof vi.fn>;
attack: ReturnType<typeof vi.fn>;
};
let router: Router;
async function setup(combat: Combat | null) {
combatStore = {
combat: signal(combat),
loading: signal(false),
actionPending: signal(false),
error: signal<string | null>(null),
loadCombat: vi.fn(() => Promise.resolve()),
attack: vi.fn(() => Promise.resolve()),
};
await TestBed.configureTestingModule({
imports: [CombatPageComponent],
providers: [
provideRouter([]),
{ provide: CombatStore, useValue: combatStore },
{
provide: ActivatedRoute,
useValue: { snapshot: { paramMap: convertToParamMap({ combatId: 'combat-1' }) } },
},
],
}).compileComponents();
router = TestBed.inject(Router);
vi.spyOn(router, 'navigate').mockResolvedValue(true);
const fixture = TestBed.createComponent(CombatPageComponent);
fixture.detectChanges();
return fixture;
}
it('loads the combat from the route param on init', async () => {
await setup(activeCombat);
expect(combatStore.loadCombat).toHaveBeenCalledWith('combat-1');
});
it('shows the player, monster, HP bars, round, and the Angriff action', async () => {
const fixture = await setup(activeCombat);
const element = fixture.nativeElement as HTMLElement;
expect(element.textContent).toContain('Aric Duskwalker');
expect(element.textContent).toContain('95 / 100');
expect(element.textContent).toContain('Aschenratte');
expect(element.textContent).toContain('31 / 45');
expect(element.querySelector('[data-combat-round]')?.textContent).toContain('Runde 2');
expect(element.querySelector('[data-combat-attack]')).toBeTruthy();
});
it('renders the structured events as readable German combat-log entries', async () => {
const fixture = await setup(activeCombat);
const element = fixture.nativeElement as HTMLElement;
expect(element.textContent).toContain('Aric Duskwalker trifft Aschenratte für 14 Schaden.');
expect(element.textContent).toContain('Aschenratte trifft Aric Duskwalker für 5 Schaden.');
});
it('calls combatStore.attack() when Angriff is clicked', async () => {
const fixture = await setup(activeCombat);
const element = fixture.nativeElement as HTMLElement;
element.querySelector<HTMLButtonElement>('[data-combat-attack]')?.click();
expect(combatStore.attack).toHaveBeenCalledOnce();
});
it('disables Angriff while an action is pending', async () => {
const fixture = await setup(activeCombat);
combatStore.actionPending.set(true);
fixture.detectChanges();
const element = fixture.nativeElement as HTMLElement;
expect(element.querySelector<HTMLButtonElement>('[data-combat-attack]')?.disabled).toBe(true);
});
it('shows the victory state and hides Angriff when the combat is WON', async () => {
const fixture = await setup({ ...activeCombat, status: 'WON' });
const element = fixture.nativeElement as HTMLElement;
expect(element.querySelector('[data-combat-result="WON"]')).toBeTruthy();
expect(element.textContent).toContain('Sieg');
expect(element.querySelector('[data-combat-attack]')).toBeNull();
});
it('shows the defeat state and hides Angriff when the combat is LOST', async () => {
const fixture = await setup({ ...activeCombat, status: 'LOST' });
const element = fixture.nativeElement as HTMLElement;
expect(element.querySelector('[data-combat-result="LOST"]')).toBeTruthy();
expect(element.textContent).toContain('Niederlage');
expect(element.querySelector('[data-combat-attack]')).toBeNull();
});
it('navigates to /hunt from the victory screen', async () => {
const fixture = await setup({ ...activeCombat, status: 'WON' });
const element = fixture.nativeElement as HTMLElement;
element.querySelector<HTMLButtonElement>('[data-combat-to-hunt]')?.click();
expect(router.navigate).toHaveBeenCalledWith(['/hunt']);
});
it('shows an error and retries loading the combat', async () => {
const fixture = await setup(null);
combatStore.error.set('Dieser Kampf wurde nicht gefunden.');
fixture.detectChanges();
const element = fixture.nativeElement as HTMLElement;
expect(element.querySelector('[role="alert"]')?.textContent).toContain(
'Dieser Kampf wurde nicht gefunden.',
);
element.querySelector<HTMLButtonElement>('[data-combat-retry]')?.click();
expect(combatStore.loadCombat).toHaveBeenCalledTimes(2);
});
});

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import { Component, OnInit, inject } from '@angular/core';
import { ActivatedRoute, Router } from '@angular/router';
import type { CombatEvent } from '../../../core/api/game-api.models';
import { runtimeMonsterArtworkPath } from '../../../shared/monster-artwork';
import { CombatStore } from '../combat.store';
interface CombatLogRound {
round: number;
events: CombatEvent[];
}
@Component({
selector: 'app-combat-page',
templateUrl: './combat-page.component.html',
styleUrl: './combat-page.component.scss',
})
export class CombatPageComponent implements OnInit {
protected readonly combatStore = inject(CombatStore);
private readonly route = inject(ActivatedRoute);
private readonly router = inject(Router);
ngOnInit(): void {
this.loadFromRoute();
}
protected attack(): void {
void this.combatStore.attack();
}
protected retry(): void {
this.loadFromRoute();
}
protected goToHunt(): void {
void this.router.navigate(['/hunt']);
}
protected runtimeMonsterArtwork(artworkPath: string): string | undefined {
return runtimeMonsterArtworkPath(artworkPath);
}
protected playerHpPercent(): number {
const combat = this.combatStore.combat();
return combat ? (combat.player.currentHp / combat.player.maxHp) * 100 : 0;
}
protected monsterHpPercent(): number {
const combat = this.combatStore.combat();
return combat ? (combat.monster.currentHp / combat.monster.maxHp) * 100 : 0;
}
protected logRounds(): CombatLogRound[] {
const combat = this.combatStore.combat();
if (!combat) {
return [];
}
const rounds = new Map<number, CombatEvent[]>();
for (const event of combat.events) {
const events = rounds.get(event.round) ?? [];
events.push(event);
rounds.set(event.round, events);
}
return [...rounds.entries()].sort(([a], [b]) => a - b).map(([round, events]) => ({ round, events }));
}
protected formatEvent(event: CombatEvent): string {
const combat = this.combatStore.combat();
const playerName = combat?.player.name ?? 'Du';
const monsterName = combat?.monster.name ?? 'Der Gegner';
if (event.type === 'DAMAGE') {
const attacker = event.source === 'PLAYER' ? playerName : monsterName;
const defender = event.target === 'PLAYER' ? playerName : monsterName;
return `${attacker} trifft ${defender} für ${event.amount} Schaden.`;
}
if (event.type === 'COMBAT_WON') {
return `${monsterName} wurde besiegt.`;
}
return `${playerName} wurde im Kampf besiegt.`;
}
private loadFromRoute(): void {
const combatId = this.route.snapshot.paramMap.get('combatId');
if (combatId) {
void this.combatStore.loadCombat(combatId);
}
}
}