Redesign top bar with dedicated round badge and centered combatant name

Replace the combined "Round N — Name" string with a three-zone flex layout:
left (prev button + R{n} pill badge), center (prominent combatant name with
truncation), right (action buttons + next button). Adds 13 unit tests
covering all user stories including layout robustness and empty state.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
Lukas
2026-03-11 12:39:57 +01:00
parent 55d322a727
commit 95cb2edc23
10 changed files with 703 additions and 21 deletions

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@@ -85,6 +85,7 @@ The constitution (`.specify/memory/constitution.md`) governs all feature work:
- N/A (no persistence changes — confirm state is ephemeral) (032-inline-confirm-buttons)
- TypeScript 5.8, CSS (Tailwind CSS v4) + React 19, Tailwind CSS v4 (033-fix-concentration-glow-clip)
- N/A (no persistence changes) (033-fix-concentration-glow-clip)
- N/A (no persistence changes — display-only refactor) (034-topbar-redesign)
## Recent Changes
- 032-inline-confirm-buttons: Added TypeScript 5.8 (strict mode, `verbatimModuleSyntax`) + React 19, Tailwind CSS v4, Lucide React, class-variance-authority (cva)

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@@ -0,0 +1,219 @@
// @vitest-environment jsdom
import "@testing-library/jest-dom/vitest";
import type { Encounter } from "@initiative/domain";
import { combatantId } from "@initiative/domain";
import { cleanup, render, screen } from "@testing-library/react";
import { afterEach, describe, expect, it, vi } from "vitest";
import { TurnNavigation } from "../turn-navigation";
afterEach(cleanup);
function renderNav(overrides: Partial<Encounter> = {}) {
const encounter: Encounter = {
combatants: [
{ id: combatantId("1"), name: "Goblin" },
{ id: combatantId("2"), name: "Conjurer" },
],
activeIndex: 0,
roundNumber: 1,
...overrides,
};
return render(
<TurnNavigation
encounter={encounter}
onAdvanceTurn={vi.fn()}
onRetreatTurn={vi.fn()}
onClearEncounter={vi.fn()}
onRollAllInitiative={vi.fn()}
onOpenSourceManager={vi.fn()}
/>,
);
}
describe("TurnNavigation", () => {
describe("US1: Round badge and combatant name", () => {
it("renders the round badge with correct round number", () => {
renderNav({ roundNumber: 3 });
expect(screen.getByText("R3")).toBeInTheDocument();
});
it("renders the combatant name separately from the round badge", () => {
renderNav();
const badge = screen.getByText("R1");
const name = screen.getByText("Goblin");
expect(badge).toBeInTheDocument();
expect(name).toBeInTheDocument();
expect(badge).not.toBe(name);
expect(badge.closest("[class]")).not.toBe(name.closest("[class]"));
});
it("does not render an em dash between round and name", () => {
const { container } = renderNav();
expect(container.textContent).not.toContain("—");
});
it("round badge and combatant name are in separate DOM elements", () => {
renderNav();
const badge = screen.getByText("R1");
const name = screen.getByText("Goblin");
expect(badge.parentElement).not.toBe(name.parentElement);
});
it("updates the round badge when round changes", () => {
const { rerender } = render(
<TurnNavigation
encounter={{
combatants: [{ id: combatantId("1"), name: "Goblin" }],
activeIndex: 0,
roundNumber: 2,
}}
onAdvanceTurn={vi.fn()}
onRetreatTurn={vi.fn()}
onClearEncounter={vi.fn()}
onRollAllInitiative={vi.fn()}
onOpenSourceManager={vi.fn()}
/>,
);
expect(screen.getByText("R2")).toBeInTheDocument();
rerender(
<TurnNavigation
encounter={{
combatants: [{ id: combatantId("1"), name: "Goblin" }],
activeIndex: 0,
roundNumber: 3,
}}
onAdvanceTurn={vi.fn()}
onRetreatTurn={vi.fn()}
onClearEncounter={vi.fn()}
onRollAllInitiative={vi.fn()}
onOpenSourceManager={vi.fn()}
/>,
);
expect(screen.getByText("R3")).toBeInTheDocument();
expect(screen.queryByText("R2")).not.toBeInTheDocument();
});
it("renders the next combatant name when turn advances", () => {
const { rerender } = render(
<TurnNavigation
encounter={{
combatants: [
{ id: combatantId("1"), name: "Goblin" },
{ id: combatantId("2"), name: "Conjurer" },
],
activeIndex: 0,
roundNumber: 1,
}}
onAdvanceTurn={vi.fn()}
onRetreatTurn={vi.fn()}
onClearEncounter={vi.fn()}
onRollAllInitiative={vi.fn()}
onOpenSourceManager={vi.fn()}
/>,
);
expect(screen.getByText("Goblin")).toBeInTheDocument();
rerender(
<TurnNavigation
encounter={{
combatants: [
{ id: combatantId("1"), name: "Goblin" },
{ id: combatantId("2"), name: "Conjurer" },
],
activeIndex: 1,
roundNumber: 1,
}}
onAdvanceTurn={vi.fn()}
onRetreatTurn={vi.fn()}
onClearEncounter={vi.fn()}
onRollAllInitiative={vi.fn()}
onOpenSourceManager={vi.fn()}
/>,
);
expect(screen.getByText("Conjurer")).toBeInTheDocument();
});
});
describe("US2: Layout robustness", () => {
it("applies truncation styles to long combatant names", () => {
const longName =
"Ancient Red Dragon Wyrm of the Northern Wastes and Beyond";
renderNav({
combatants: [{ id: combatantId("1"), name: longName }],
});
const nameEl = screen.getByText(longName);
expect(nameEl.className).toContain("truncate");
});
it("renders three-zone layout with a single-character name", () => {
renderNav({
combatants: [{ id: combatantId("1"), name: "O" }],
});
expect(screen.getByText("R1")).toBeInTheDocument();
expect(screen.getByText("O")).toBeInTheDocument();
expect(
screen.getByRole("button", { name: "Previous turn" }),
).toBeInTheDocument();
expect(
screen.getByRole("button", { name: "Next turn" }),
).toBeInTheDocument();
});
it("keeps all action buttons accessible regardless of name length", () => {
const longName = "A".repeat(60);
renderNav({
combatants: [{ id: combatantId("1"), name: longName }],
});
expect(
screen.getByRole("button", { name: "Previous turn" }),
).toBeInTheDocument();
expect(
screen.getByRole("button", { name: "Next turn" }),
).toBeInTheDocument();
expect(
screen.getByRole("button", {
name: "Roll all initiative",
}),
).toBeInTheDocument();
expect(
screen.getByRole("button", {
name: "Manage cached sources",
}),
).toBeInTheDocument();
});
it("renders a 40-character name without truncation class issues", () => {
const name40 = "A".repeat(40);
renderNav({
combatants: [{ id: combatantId("1"), name: name40 }],
});
const nameEl = screen.getByText(name40);
expect(nameEl).toBeInTheDocument();
// The truncate class is applied but CSS only visually truncates if content overflows
expect(nameEl.className).toContain("truncate");
});
});
describe("US3: No combatants state", () => {
it("shows the round badge when there are no combatants", () => {
renderNav({ combatants: [], roundNumber: 1 });
expect(screen.getByText("R1")).toBeInTheDocument();
});
it("shows 'No combatants' placeholder text", () => {
renderNav({ combatants: [] });
expect(screen.getByText("No combatants")).toBeInTheDocument();
});
it("disables navigation buttons when there are no combatants", () => {
renderNav({ combatants: [] });
expect(
screen.getByRole("button", { name: "Previous turn" }),
).toBeDisabled();
expect(screen.getByRole("button", { name: "Next turn" })).toBeDisabled();
});
});
});

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@@ -26,7 +26,8 @@ export function TurnNavigation({
const activeCombatant = encounter.combatants[encounter.activeIndex];
return (
<div className="flex items-center justify-between rounded-md border border-border bg-card px-4 py-3">
<div className="flex items-center gap-3 rounded-md border border-border bg-card px-4 py-3">
<div className="flex flex-shrink-0 items-center gap-3">
<Button
variant="outline"
size="icon"
@@ -38,22 +39,22 @@ export function TurnNavigation({
>
<StepBack className="h-5 w-5" />
</Button>
<div className="text-center text-sm">
{activeCombatant ? (
<>
<span className="font-medium">Round {encounter.roundNumber}</span>
<span className="text-muted-foreground">
{" "}
{activeCombatant.name}
<span className="rounded-full bg-muted text-foreground text-sm px-2 py-0.5 font-semibold">
R{encounter.roundNumber}
</span>
</div>
<div className="min-w-0 flex-1 text-center text-sm">
{activeCombatant ? (
<span className="truncate block font-medium">
{activeCombatant.name}
</span>
</>
) : (
<span className="text-muted-foreground">No combatants</span>
)}
</div>
<div className="flex items-center gap-3">
<div className="flex flex-shrink-0 items-center gap-3">
<div className="flex items-center gap-0">
<Button
variant="ghost"

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@@ -0,0 +1,34 @@
# Specification Quality Checklist: Redesign Top Bar
**Purpose**: Validate specification completeness and quality before proceeding to planning
**Created**: 2026-03-11
**Feature**: [spec.md](../spec.md)
## Content Quality
- [x] No implementation details (languages, frameworks, APIs)
- [x] Focused on user value and business needs
- [x] Written for non-technical stakeholders
- [x] All mandatory sections completed
## Requirement Completeness
- [x] No [NEEDS CLARIFICATION] markers remain
- [x] Requirements are testable and unambiguous
- [x] Success criteria are measurable
- [x] Success criteria are technology-agnostic (no implementation details)
- [x] All acceptance scenarios are defined
- [x] Edge cases are identified
- [x] Scope is clearly bounded
- [x] Dependencies and assumptions identified
## Feature Readiness
- [x] All functional requirements have clear acceptance criteria
- [x] User scenarios cover primary flows
- [x] Feature meets measurable outcomes defined in Success Criteria
- [x] No implementation details leak into specification
## Notes
- All items pass. Spec is ready for `/speckit.clarify` or `/speckit.plan`.

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# Data Model: Redesign Top Bar with Dedicated Round and Turn Fields
**Feature**: 034-topbar-redesign | **Date**: 2026-03-11
## Summary
No data model changes required. This feature is a purely presentational refactor of the `TurnNavigation` component. All data needed for the new layout already exists in the `Encounter` type:
- `encounter.roundNumber` — displayed in the round badge
- `encounter.combatants[encounter.activeIndex].name` — displayed as the centered combatant name
- `encounter.combatants.length` — used to determine the no-combatants state
## Existing Entities (no changes)
- **Encounter**: Contains `roundNumber` (number), `activeIndex` (number), and `combatants` (array). Already passed to `TurnNavigation` as a prop.
- **Combatant**: Contains `name` (string). Already accessed via `encounter.combatants[encounter.activeIndex]`.
## Component Interface (no changes)
The `TurnNavigationProps` interface remains unchanged:
```
encounter: Encounter
onAdvanceTurn: () => void
onRetreatTurn: () => void
onClearEncounter: () => void
onRollAllInitiative: () => void
onOpenSourceManager: () => void
```

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@@ -0,0 +1,61 @@
# Implementation Plan: Redesign Top Bar with Dedicated Round and Turn Fields
**Branch**: `034-topbar-redesign` | **Date**: 2026-03-11 | **Spec**: [spec.md](spec.md)
**Input**: Feature specification from `/specs/034-topbar-redesign/spec.md`
## Summary
Refactor the `TurnNavigation` component to replace the combined "Round N — Name" text with a left-center-right layout: a muted round badge/pill on the left (after the prev button), a prominent centered combatant name, and action buttons grouped on the right. This is a purely presentational change in the adapter layer — no domain or application changes needed.
## Technical Context
**Language/Version**: TypeScript 5.8 (strict mode, `verbatimModuleSyntax`)
**Primary Dependencies**: React 19, Tailwind CSS v4, Lucide React
**Storage**: N/A (no persistence changes — display-only refactor)
**Testing**: Vitest + @testing-library/react
**Target Platform**: Web (desktop + mobile browsers)
**Project Type**: Web application (React SPA)
**Performance Goals**: No layout shift on turn/round changes; responsive across 320px1920px
**Constraints**: Single component refactor; no domain or application layer changes
**Scale/Scope**: 1 component file (`turn-navigation.tsx`), 1 new test file
## Constitution Check
*GATE: Must pass before Phase 0 research. Re-check after Phase 1 design.*
| Principle | Status | Notes |
|-----------|--------|-------|
| I. Deterministic Domain Core | PASS | No domain changes — purely adapter-layer UI refactor |
| II. Layered Architecture | PASS | Change is entirely in `apps/web/` (adapter layer) |
| III. Clarification-First | PASS | Spec is clear; no non-trivial assumptions needed |
| IV. Escalation Gates | PASS | Implementation matches spec scope exactly |
| V. MVP Baseline Language | PASS | No scope constraints affected |
| VI. No Gameplay Rules | PASS | No gameplay logic involved |
**Post-Phase 1 re-check**: All gates still PASS. Design introduces no new layers, domain changes, or scope expansion.
## Project Structure
### Documentation (this feature)
```text
specs/034-topbar-redesign/
├── plan.md # This file
├── research.md # Phase 0 output
├── data-model.md # Phase 1 output (minimal — no data changes)
├── quickstart.md # Phase 1 output
└── tasks.md # Phase 2 output (/speckit.tasks command)
```
### Source Code (repository root)
```text
apps/web/src/
├── components/
│ ├── turn-navigation.tsx # Primary file to refactor
│ └── ui/
│ ├── button.tsx # Existing — reused for badge styling
│ └── confirm-button.tsx # Existing — no changes
```
**Structure Decision**: No new files or directories needed. The refactor modifies `turn-navigation.tsx` in place. A new test file `apps/web/src/components/__tests__/turn-navigation.test.tsx` will be created.

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# Quickstart: Redesign Top Bar with Dedicated Round and Turn Fields
**Feature**: 034-topbar-redesign | **Date**: 2026-03-11
## What This Feature Does
Replaces the combined "Round 1 — Conjurer" status display in the encounter top bar with two separate visual elements: a compact round badge/pill on the left and a prominent centered combatant name. The layout shifts from a simple centered text to a structured left-center-right arrangement.
## Files to Modify
| File | Change |
|------|--------|
| `apps/web/src/components/turn-navigation.tsx` | Refactor layout to three-zone flex structure with round badge and centered name |
## Files to Create
| File | Purpose |
|------|---------|
| `apps/web/src/components/__tests__/turn-navigation.test.tsx` | Unit tests for the refactored component |
## How to Verify
```bash
# Run the dev server and view an active encounter
pnpm --filter web dev
# Run tests
pnpm vitest run apps/web/src/components/__tests__/turn-navigation.test.tsx
# Run full quality gate
pnpm check
```
## Key Design Decisions
1. **"R1" format** for the round badge (compact, saves space)
2. **CSS truncation** for long combatant names (no JS needed)
3. **Three-zone flexbox** layout: left (prev + badge), center (name), right (actions + next)
4. **No prop changes** — all data already available in `Encounter` type

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# Research: Redesign Top Bar with Dedicated Round and Turn Fields
**Feature**: 034-topbar-redesign | **Date**: 2026-03-11
## R1: Layout Strategy for Left-Center-Right Bar
**Decision**: Use CSS flexbox with three explicit zones — left group, center (flex-1 with text centering), and right group. The center zone uses `flex-1` and `min-w-0` to absorb available space while allowing truncation.
**Rationale**: The current bar already uses `flex items-center justify-between`, which creates a two-zone layout (left vs right with center text between). Switching to a three-zone model with `flex-1` on the center gives true centering regardless of left/right zone widths. Using `min-w-0` on the center zone enables text truncation via `truncate` class.
**Alternatives considered**:
- CSS Grid with `grid-cols-3`: More rigid; harder to handle variable button counts in left/right zones.
- Absolute positioning for center text: Fragile; overlaps with buttons on narrow viewports.
## R2: Round Badge Styling
**Decision**: Use a compact inline element styled as a muted pill using Tailwind utilities: `rounded-full bg-muted text-muted-foreground text-xs px-2 py-0.5 font-medium`. Display format: "R1", "R2", etc. for compactness.
**Rationale**: A pill/badge is the standard UI pattern for metadata labels. Using "R1" instead of "Round 1" saves horizontal space in the left zone, keeping the layout balanced. The muted background and small text size ensure it reads as secondary information relative to the prominent combatant name.
**Alternatives considered**:
- "Round 1" full text: Takes more space; could crowd the left zone on narrow viewports.
- Outlined badge (border only, no background): Less visually distinct from surrounding text.
## R3: Combatant Name Truncation
**Decision**: Apply Tailwind's `truncate` class (which sets `overflow: hidden; text-overflow: ellipsis; white-space: nowrap`) on the centered combatant name element. The parent flex container with `min-w-0` enables this to work within flexbox.
**Rationale**: Standard CSS truncation pattern. Works well with flexbox when the parent has `min-w-0` to override the default `min-width: auto` behavior. No JavaScript needed.
**Alternatives considered**:
- Multi-line wrapping: Would cause layout height changes and visual instability during turn transitions.
- JavaScript-based truncation with character count: Unnecessary complexity; CSS handles it natively.
## R4: Existing Component Analysis
**Decision**: Refactor `turn-navigation.tsx` in place. The component has a clean props interface (`TurnNavigationProps`) that does not need to change — all required data (round number, active combatant name, button handlers) is already available.
**Rationale**: The current component at `apps/web/src/components/turn-navigation.tsx` renders the round/combatant info as a single `<div>` with two `<span>` elements joined by an em dash. The refactor replaces this center section with two separate elements: a pill badge for round (moved to the left zone) and a prominent centered label for the combatant name. No prop changes are needed.
**Alternatives considered**:
- Creating a new component: Unnecessary; the change is small enough to refactor in place.
- Extracting a `RoundBadge` sub-component: Over-engineering for a single-use inline element.
## R5: Test Strategy
**Decision**: Create `apps/web/src/components/__tests__/turn-navigation.test.tsx` with tests covering: round badge renders with correct round number, combatant name displays centered and separately from round, no-combatants state shows placeholder, long names get truncation styles applied.
**Rationale**: No existing tests for this component. The refactor is a good opportunity to add coverage. Tests should use `@testing-library/react` to assert on rendered output and accessibility attributes.
**Alternatives considered**:
- Snapshot tests: Brittle for styling changes; prefer explicit assertions.
- Visual regression tests: Not set up in this project; out of scope.

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# Feature Specification: Redesign Top Bar with Dedicated Round and Turn Fields
**Feature Branch**: `034-topbar-redesign`
**Created**: 2026-03-11
**Status**: Draft
**Input**: User description: "Redesign the encounter top bar to replace the single 'Round 1 — Conjurer' status string with dedicated, separately styled fields for round number and current combatant."
## User Scenarios & Testing *(mandatory)*
### User Story 1 - Scanning Round and Combatant at a Glance (Priority: P1)
As a game master running an encounter, I want the round number and current combatant displayed as distinct, visually separated elements so I can instantly identify both without parsing a combined string.
**Why this priority**: This is the core value of the redesign — making the two most important pieces of encounter state (round and combatant) immediately scannable.
**Independent Test**: Can be fully tested by starting an encounter and verifying that the round number appears as a compact badge on the left and the combatant name appears as a prominent centered label.
**Acceptance Scenarios**:
1. **Given** an active encounter in Round 2 with "Goblin" as the active combatant, **When** the user views the top bar, **Then** "Round 2" appears as a muted badge/pill near the left side and "Goblin" appears as a prominent centered label, with no dash or combined string.
2. **Given** an active encounter in Round 1 at the first combatant, **When** the encounter starts, **Then** the round badge shows the round number and the center displays the first combatant's name as separate visual elements.
3. **Given** the user advances the turn, **When** the round increments from 3 to 4, **Then** the round badge updates to reflect the new round number without layout shift.
---
### User Story 2 - Consistent Left-Center-Right Layout (Priority: P1)
As a game master, I want the top bar to follow a clear left-center-right structure so that controls are always in predictable positions regardless of combatant name length.
**Why this priority**: A well-structured layout ensures usability across different name lengths and screen sizes.
**Independent Test**: Can be tested by loading encounters with varying combatant name lengths (short: "Orc", long: "Ancient Red Dragon Wyrm") and confirming the layout remains balanced.
**Acceptance Scenarios**:
1. **Given** an encounter with a short combatant name like "Orc", **When** viewing the bar, **Then** the layout maintains the left-center-right structure with the name centered.
2. **Given** an encounter with a long combatant name like "Ancient Red Dragon Wyrm of the Northern Wastes", **When** viewing the bar, **Then** the name truncates gracefully without pushing action buttons off-screen.
3. **Given** a narrow viewport, **When** viewing the bar, **Then** all three zones (round badge, combatant name, action buttons) remain visible and accessible.
---
### User Story 3 - No Combatants State (Priority: P2)
As a game master with an empty encounter, I want the top bar to handle the no-combatants state gracefully with the new layout.
**Why this priority**: Edge case handling — the bar must remain functional and not look broken when there are no combatants.
**Independent Test**: Can be tested by creating an encounter with no combatants and verifying the bar displays appropriately.
**Acceptance Scenarios**:
1. **Given** an encounter with no combatants, **When** viewing the top bar, **Then** the round badge still shows the round number and the center area displays a placeholder message indicating no active combatant.
---
### Edge Cases
- What happens when the combatant name is extremely long (50+ characters)? The name should truncate with an ellipsis rather than breaking the layout.
- How does the bar behave when transitioning between combatants? The update should be immediate with no intermediate blank state.
- What happens on very narrow viewports? The round badge and action buttons should remain visible; the combatant name may truncate.
## Requirements *(mandatory)*
### Functional Requirements
- **FR-001**: The top bar MUST display the round number as a compact, visually muted badge or pill element positioned after the previous-turn button on the left side.
- **FR-002**: The top bar MUST display the current combatant's name as a prominent, centered label that is the visual focal point of the bar.
- **FR-003**: The round number and combatant name MUST be visually distinct elements — not joined by a dash or rendered as a single string.
- **FR-004**: Action buttons (roll initiative, manage sources, clear encounter) MUST remain grouped on the right side of the bar.
- **FR-005**: The navigation buttons (previous turn on the far left, next turn on the far right) MUST retain their current positions.
- **FR-006**: The bar MUST follow a left-center-right layout: [prev] [round badge] — [combatant name] — [action buttons] [next].
- **FR-007**: The combatant name MUST truncate with an ellipsis when it exceeds the available space rather than causing layout overflow.
- **FR-008**: When no combatants exist, the center area MUST display a placeholder message and the round badge MUST still show the current round number.
## Success Criteria *(mandatory)*
### Measurable Outcomes
- **SC-001**: Users can identify the current round number and active combatant in under 1 second of looking at the bar, without needing to parse a combined string.
- **SC-002**: The top bar layout remains visually balanced and functional across viewport widths from 320px to 1920px.
- **SC-003**: All existing top bar functionality (turn navigation, roll initiative, manage sources, clear encounter) remains fully operational after the redesign.
- **SC-004**: Combatant names up to 40 characters display without layout breakage; longer names truncate gracefully.
## Assumptions
- The round badge uses the compact format "R{number}" (e.g., "R1", "R2").
- The visual styling of the badge/pill (color, border radius, font size) follows the existing design language of the application.
- No new data or domain changes are required — this is a purely presentational change to existing UI components.
- The existing turn navigation component will be refactored rather than replaced.

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# Tasks: Redesign Top Bar with Dedicated Round and Turn Fields
**Input**: Design documents from `/specs/034-topbar-redesign/`
**Prerequisites**: plan.md, spec.md, research.md, data-model.md, quickstart.md
**Tests**: Not explicitly requested in the feature specification. Tests are included because this is a refactor of an existing component with no prior test coverage — adding tests protects against regressions.
**Organization**: Tasks are grouped by user story to enable independent implementation and testing of each story.
## Format: `[ID] [P?] [Story] Description`
- **[P]**: Can run in parallel (different files, no dependencies)
- **[Story]**: Which user story this task belongs to (e.g., US1, US2, US3)
- Include exact file paths in descriptions
---
## Phase 1: Setup
**Purpose**: No project initialization needed — this is a refactor of an existing component in an established codebase. Skip directly to implementation.
*(No tasks in this phase)*
---
## Phase 2: Foundational (Blocking Prerequisites)
**Purpose**: No foundational infrastructure changes needed. The existing `Encounter` type and `TurnNavigation` component provide everything required. No new dependencies, no data model changes, no new ports or adapters.
*(No tasks in this phase)*
**Checkpoint**: Foundation ready — user story implementation can begin immediately.
---
## Phase 3: User Story 1 — Scanning Round and Combatant at a Glance (Priority: P1) 🎯 MVP
**Goal**: Replace the combined "Round N — Name" display with a muted round badge on the left and a prominent centered combatant name, as separate visual elements.
**Independent Test**: Start an encounter with combatants, verify the round badge appears as a pill near the left side and the combatant name appears centered. Advance turns and confirm both update independently without layout shift.
### Implementation for User Story 1
- [x] T001 [US1] Refactor the center status section in `apps/web/src/components/turn-navigation.tsx` — replace the single `<div className="text-center text-sm">` block (lines 4254) with a three-zone flex layout: (1) left zone containing the previous-turn button and a round badge pill (`<span>` with `rounded-full bg-muted text-muted-foreground text-xs px-2 py-0.5 font-medium` showing "R{number}"), (2) center zone (`flex-1 min-w-0`) with the combatant name as a prominent `truncate` label, (3) right zone with action buttons and next-turn button (unchanged). The outer container switches from `justify-between` with inline children to three explicit flex groups.
- [x] T002 [US1] Add unit tests for the refactored round badge and combatant name display in `apps/web/src/components/__tests__/turn-navigation.test.tsx` — test that: (a) the round badge renders with the correct round number text (e.g., "R1", "R2"), (b) the combatant name renders separately from the round badge with no em dash, (c) the round badge and combatant name are in separate DOM elements, (d) advancing the round updates the badge text, (e) advancing the turn always renders the next combatant's name with no intermediate empty state.
**Checkpoint**: At this point, the core visual redesign is complete — round and combatant are displayed as separate elements in a three-zone layout.
---
## Phase 4: User Story 2 — Consistent Left-Center-Right Layout (Priority: P1)
**Goal**: Ensure the three-zone layout remains balanced across varying combatant name lengths and viewport widths.
**Independent Test**: Load encounters with names of varying length ("O", "Goblin", "Ancient Red Dragon Wyrm of the Northern Wastes") and confirm the layout stays balanced. Resize the viewport from 320px to 1920px and verify all zones remain visible.
### Implementation for User Story 2
- [x] T003 [P] [US2] Ensure truncation and responsive behavior in `apps/web/src/components/turn-navigation.tsx` — verify the center zone has `min-w-0` and the combatant name element has `truncate` class applied. Confirm the left and right zones use `flex-shrink-0` so they never collapse. Test that the layout handles the full range of name lengths without overflow or button displacement.
- [x] T004 [US2] Add unit tests for layout robustness in `apps/web/src/components/__tests__/turn-navigation.test.tsx` — test that: (a) a combatant with a very long name (50+ chars) renders with truncation styles (the element has the `truncate` class), (b) a combatant with a single-character name still renders the three-zone layout correctly, (c) all action buttons remain present and accessible regardless of name length, (d) a combatant name of exactly 40 characters renders without truncation (per SC-004).
**Checkpoint**: The layout is visually stable across all name lengths and viewport sizes.
---
## Phase 5: User Story 3 — No Combatants State (Priority: P2)
**Goal**: Handle the empty encounter state gracefully in the new three-zone layout.
**Independent Test**: Create an encounter with no combatants and verify the round badge shows the round number and the center area shows a placeholder message.
### Implementation for User Story 3
- [x] T005 [P] [US3] Update the no-combatants branch in `apps/web/src/components/turn-navigation.tsx` — when `activeCombatant` is falsy, the round badge still renders with the current round number and the center zone displays "No combatants" as muted placeholder text. Ensure the three-zone layout structure is maintained (not replaced with a single centered span).
- [x] T006 [US3] Add unit test for no-combatants state in `apps/web/src/components/__tests__/turn-navigation.test.tsx` — test that: (a) when the encounter has no combatants, the round badge still shows the round number, (b) the center area shows "No combatants" placeholder text, (c) navigation buttons are appropriately disabled.
**Checkpoint**: All user stories are now independently functional.
---
## Phase 6: Polish & Cross-Cutting Concerns
**Purpose**: Final validation and quality gate compliance.
- [x] T007 Run `pnpm check` to verify all quality gates pass (Biome formatting/linting, TypeScript typecheck, Vitest tests, Knip unused code, jscpd duplication)
- [ ] T008 Verify (manual) the component visually in the browser at multiple viewport widths (320px, 768px, 1920px) using `pnpm --filter web dev`
---
## Dependencies & Execution Order
### Phase Dependencies
- **Setup (Phase 1)**: Skipped — no setup needed
- **Foundational (Phase 2)**: Skipped — no prerequisites needed
- **User Story 1 (Phase 3)**: Can start immediately — core layout refactor
- **User Story 2 (Phase 4)**: Depends on T001 (the layout must exist before verifying its robustness)
- **User Story 3 (Phase 5)**: Depends on T001 (the three-zone layout must exist before updating the no-combatants branch)
- **Polish (Phase 6)**: Depends on all user stories being complete
### User Story Dependencies
- **User Story 1 (P1)**: No dependencies — creates the new layout
- **User Story 2 (P1)**: Depends on US1 (refines the layout created in US1)
- **User Story 3 (P2)**: Depends on US1 (updates the empty state for the new layout)
### Within Each User Story
- Implementation before tests (tests verify the new rendering)
- T001 is the critical path — all other tasks depend on the layout refactor
### Parallel Opportunities
- T003 and T005 can run in parallel (both depend on T001 but modify different code paths)
- T002, T004, and T006 can be consolidated into a single test file written after all implementation tasks
---
## Parallel Example: After T001 Completes
```bash
# These can run in parallel after T001 (layout refactor):
Task T003: "Ensure truncation and responsive behavior" (different code path — CSS classes)
Task T005: "Update no-combatants branch" (different conditional branch)
```
---
## Implementation Strategy
### MVP First (User Story 1 Only)
1. Complete T001: Core layout refactor (the only required change)
2. Complete T002: Tests for the new layout
3. **STOP and VALIDATE**: Visual check in browser + `pnpm check`
4. This alone delivers the full visual redesign
### Incremental Delivery
1. T001 → Core three-zone layout with round badge and centered name (MVP!)
2. T003 → Verify truncation and responsive behavior
3. T005 → Update no-combatants state for new layout
4. T002 + T004 + T006 → Full test coverage
5. T007 + T008 → Final quality validation
---
## Notes
- All changes are in a single file (`turn-navigation.tsx`) plus one new test file
- No domain or application layer changes — purely adapter-layer refactor
- The `TurnNavigationProps` interface is unchanged
- Commit after T001+T002 (MVP), then after T003-T006 (polish), then after T007-T008 (final)