Files
ashen-realms/apps/web/src/app/features/combat/combat-page/combat-page.component.html
2026-08-20 09:34:21 +02:00

157 lines
5.8 KiB
HTML

<section class="combat" aria-label="Kampf">
@if (combat(); as combat) {
<div class="combat__stage">
<header class="combat__status">
<div class="fighter fighter--player">
<img class="fighter__icon" [src]="playerIcon" alt="" />
<div class="fighter__meter">
<p class="fighter__name">{{ combat.player.name }}</p>
<div
class="bar bar--player"
role="progressbar"
[attr.aria-label]="'Lebenspunkte ' + combat.player.name"
[attr.aria-valuenow]="combat.player.currentHp"
[attr.aria-valuemin]="0"
[attr.aria-valuemax]="combat.player.maxHp"
>
<span class="bar__fill" [style.inline-size.%]="playerHpPercent()"></span>
<span class="bar__text">{{ combat.player.currentHp }} / {{ combat.player.maxHp }}</span>
</div>
</div>
</div>
<p class="combat__round" data-combat-round>Runde {{ combat.round }}</p>
<div class="fighter fighter--monster">
<div class="fighter__meter">
<p class="fighter__name">
{{ combat.monster.name }}
<span class="fighter__level">Stufe {{ combat.monster.level }}</span>
</p>
<div
class="bar bar--monster"
role="progressbar"
[attr.aria-label]="'Lebenspunkte ' + combat.monster.name"
[attr.aria-valuenow]="combat.monster.currentHp"
[attr.aria-valuemin]="0"
[attr.aria-valuemax]="combat.monster.maxHp"
>
<span class="bar__fill" [style.inline-size.%]="monsterHpPercent()"></span>
<span class="bar__text">{{ combat.monster.currentHp }} / {{ combat.monster.maxHp }}</span>
</div>
</div>
<img
class="fighter__icon"
[src]="monsterIcon(combat.monster.key, combat.monster.artworkPath)"
alt=""
/>
</div>
</header>
<div class="combat__field">
<div
class="sprite sprite--player"
[class.sprite--attacking]="phase() === 'attacking'"
[class.sprite--hit]="phase() === 'hit'"
role="img"
[attr.aria-label]="combat.player.name"
></div>
<img
class="sprite sprite--monster"
[style.--sprite-scale]="monsterSpriteScale(combat.monster.key)"
[src]="monsterSprite(combat.monster.key, combat.monster.artworkPath)"
[alt]="combat.monster.name"
/>
</div>
<footer class="combat__actions">
@if (combat.status === 'ACTIVE') {
<button
type="button"
class="action"
data-combat-attack
[disabled]="busy()"
(click)="attack()"
>
<img class="action__icon" src="/images/hud/runtime/AttackIcon-96.png" alt="" />
<span class="action__label">Angriff</span>
<span class="action__key">1</span>
</button>
}
</footer>
@if (combat.status === 'WON') {
<div class="outcome outcome--won" data-combat-result="WON">
<h2 class="outcome__title">Sieg</h2>
<p>{{ combat.monster.name }} wurde besiegt.</p>
@if (combat.rewards; as rewards) {
<section class="rewards" data-combat-rewards aria-label="Belohnungen">
<h3 class="rewards__title">Belohnungen</h3>
<dl class="rewards__currencies">
<div class="rewards__currency" data-reward-experience>
<dt>Erfahrung</dt>
<dd>+{{ rewards.experience }} XP</dd>
</div>
<div class="rewards__currency" data-reward-silver>
<dt>Silber</dt>
<dd>+{{ rewards.silver }}</dd>
</div>
</dl>
@if (rewards.items.length) {
<h3 class="rewards__title">Beute</h3>
<ul class="rewards__loot">
@for (reward of rewards.items; track reward.characterItemId) {
<li>
<app-item-card [item]="reward.item" [quantity]="reward.quantity" />
</li>
}
</ul>
} @else {
<p class="outcome__hint" data-reward-empty>Keine besondere Beute gefunden.</p>
}
</section>
}
<button type="button" class="outcome__button" data-combat-to-hunt (click)="goToHunt()">
Zur Jagd
</button>
</div>
} @else if (combat.status === 'LOST') {
<div class="outcome outcome--lost" data-combat-result="LOST">
<h2 class="outcome__title">Niederlage</h2>
<p>{{ combat.player.name }} wurde im Kampf besiegt.</p>
<button type="button" class="outcome__button" data-combat-to-hunt (click)="goToHunt()">
Zur Jagd
</button>
</div>
}
</div>
<aside class="combat__log" aria-label="Kampfprotokoll">
<h2 class="combat__log-title">Kampflog</h2>
<div class="combat__log-body">
@for (round of logRounds(); track round.round) {
<p class="combat__log-round">Runde {{ round.round }}</p>
@for (event of round.events; track event.sequence) {
<p class="combat__log-entry" [class.combat__log-entry--player]="event.source === 'PLAYER'">
{{ formatEvent(event) }}
</p>
}
}
</div>
</aside>
} @else if (combatStore.loading()) {
<p class="combat__notice" role="status">Kampf wird geladen…</p>
}
@if (combatStore.error(); as error) {
<section class="combat__notice combat__notice--error" role="alert">
<p>{{ error }}</p>
<button type="button" data-combat-retry (click)="retry()">Erneut versuchen</button>
</section>
}
</section>