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

View File

@@ -0,0 +1,92 @@
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);
}
}
}