Files
ashen-realms/apps/web/src/app/features/inventory/inventory-detail-panel.component.html
Bastian Wagner cedd87f648 Merge branch 'master' into worktree-playable-slice-0.6.5-renown-reputation
Reconciles Slice 0.6.5 (Renown & Reputation Foundation) against master's
persistent-HP-and-regeneration slice, which landed independently and
touches several of the same files (Character entity, CombatService,
EquipmentService, the inventory detail panel).

Conflict resolutions:
- CharacterStatsService/EquipmentService constructor wiring: kept
  master's CharacterVitalsService injection, which this branch's
  version of the same files didn't have yet.
- CombatService.performAction: kept master's HP-guard logic
  (characterTooWounded, vitals pause-on-enter) alongside this branch's
  multi-line calculate() call style.
- Inventory detail panel (.html/.ts/.scss/.spec.ts): master had
  redesigned the panel (wrapping section, rarity styling, flavour
  text, a shared inventory.labels.ts) on top of the OLD level-gated
  component, since this branch's removal of the level gate (R4, Task
  8/14) hadn't reached master yet. Kept master's visual redesign in
  full, but with the level-gate concept removed throughout: no
  requiredLevel stat block, no meetsLevelRequirement() branch in the
  equip button, no now-dead .detail__value--unmet SCSS rule. Kept both
  branches' independent tests (non-equippable-item, flavour-text).
- inventory-page.component.ts: dropped master's dead characterLevel
  computed (nothing in the template read it, and the level concept is
  gone); kept its independent bagCells/bagUsed/bagCapacity grid
  feature, which has nothing to do with renown or level.

Post-merge fixture repairs (three files failed the Angular bundle
compile because they predate master's hpRegenPerSecond/hpRegenSince
fields or master's item description field, neither conflict-marked
since git considered them non-overlapping edits):
- app.spec.ts: a 'renders loaded character values' test added on
  master after this branch forked still used the abolished level/
  experience fields on its decoy fixture -- retargeted to renown.
- inventory-detail-panel.component.spec.ts: the ashPelt fixture added
  by this branch's final-review follow-up predates master's required
  description field.
- top-bar.component.spec.ts: this branch's fixture predates master's
  required hpRegenPerSecond/hpRegenSince fields.

No database migration touches the same column: master's
1792000000000-AddHpRegeneration only adds characters.hp_regen_since,
independent of this slice's 1791000000000-CreateRenownAndReputation.
Timestamp ordering between the two was already correct with no rename
needed.

Verified: API 288/288 (267 from this slice + 21 from master), API
build zero errors, web 237/237 (230 from this slice + 7 from master).

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-21 19:23:10 +02:00

69 lines
2.3 KiB
HTML

<section class="ar-panel detail" aria-label="Gewählter Gegenstand">
<h2 class="ar-panel__title">Gewählter Gegenstand</h2>
@if (item(); as item) {
<article
class="detail__body"
[class.detail__body--rare]="item.item.rarity === 'RARE'"
[class.detail__body--epic]="item.item.rarity === 'EPIC'"
>
<header class="detail__head">
<span class="detail__portrait">
<img [src]="item.item.iconPath" [alt]="item.item.name" />
</span>
<div class="detail__ident">
<h3 class="detail__name" data-detail-name>{{ item.item.name }}</h3>
<p class="detail__rarity" data-detail-rarity>{{ rarityLabel() }}</p>
<p class="detail__slot">{{ slotLabel() ?? typeLabel() }}</p>
</div>
</header>
@if (statRows().length) {
<dl class="detail__stats" data-detail-stats>
@for (row of statRows(); track row.label) {
<div class="detail__stat">
<dt>{{ row.label }}</dt>
<dd>
<span class="detail__value">{{ row.value }}</span>
@if (row.diff !== null && row.diff !== 0) {
<span
class="detail__diff"
[class.detail__diff--positive]="row.diff > 0"
[class.detail__diff--negative]="row.diff < 0"
>
({{ row.diff > 0 ? '+' : '' }}{{ row.diff }})
</span>
}
</dd>
</div>
}
</dl>
}
@if (item.item.description) {
<p class="detail__flavour">{{ item.item.description }}</p>
}
<div class="detail__actions">
@if (item.equipped) {
<span class="detail__equipped" data-detail-equipped>Ausgerüstet</span>
} @else if (!isEquippable()) {
<span class="detail__note">Nicht ausrüstbar</span>
} @else {
<button
type="button"
class="detail__equip"
data-detail-equip
[disabled]="busy()"
(click)="onEquip()"
>
Ausrüsten
</button>
}
</div>
</article>
} @else {
<p class="detail__empty" data-detail-empty>Wähle einen Gegenstand aus deinem Inventar.</p>
}
</section>