feat(web): add the local location view at /location

The screen a player stands on between activities: name, region, scene
artwork with hotspots pinned by percentage, a four-button action bar and
a context sidebar covering identity, danger, encounters, interactions and
rewards.

It owns no knowledge of any particular place. Hotspots and actions are
routed by interaction type: HUNT and MAP hand off to the existing hunt
and map screens, and everything that reveals text goes through the
server-authoritative interaction endpoint. A second location therefore
renders by supplying different content, which the Südtor case in the page
spec exercises.

The shell drops its generic area rail on /location, where the screen's
own sidebar says the same thing better, and Ort joins the navigation as
its first entry. Root and unknown routes now land on the location rather
than the map: arriving somewhere should mean arriving at a place.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
Bastian Wagner
2026-08-20 10:51:08 +02:00
parent c7e7e97252
commit 6f0020137b
28 changed files with 1784 additions and 12 deletions

View File

@@ -19,9 +19,18 @@ import { TopBarComponent } from '../top-bar/top-bar.component';
styleUrl: './app-shell.component.scss',
})
export class AppShellComponent {
private readonly router = inject(Router);
protected readonly worldStore = inject(WorldStore);
// The fight has its own log rail and wants the width, and the area info
// belongs to the world view anyway, so the rail is dropped during combat.
protected readonly inCombat = isActive('/combat', inject(Router));
private readonly inCombat = isActive('/combat', this.router);
// The location view brings its own, far richer context sidebar. Showing the
// shell's generic area panel next to it would say the same thing twice and
// squeeze the artwork the screen is built around.
private readonly atLocation = isActive('/location', this.router);
protected readonly showContextPanel = () => !this.inCombat() && !this.atLocation();
}