CUB-60: implement minion state machine and animation system

- Add MinionState type and MinionData model with four states (idle, walking, working, returning)
- Add MinionStateService with full state machine: spawn → walking → working → returning → idle
- Create MinionComponent with 16-bit pixel art CSS animations:
  - idle: banana-eating loop animation with gentle float
  - walking: 2s translate-right walk cycle with arm/leg swing
  - working: typing keyframe animation with laptop and progress bar
  - returning: 2s translate-left walk-back animation
- Add MinionState transition map with event-driven dispatch
- Create BreakroomPage demo with spawn/complete/error/reset controls
- Add /breakroom route for testing state transitions
- Touch-optimized: 48px min targets, responsive scaling
- Full reduced-motion accessibility support
- TypeScript strict: no any, all inputs typed
This commit is contained in:
cubecraft-agents[bot]
2026-04-26 03:44:56 +00:00
parent f490098af6
commit a02ab6b75f
10 changed files with 1793 additions and 0 deletions

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@@ -5,6 +5,7 @@ import { ProjectsPageComponent } from './pages/projects/projects-page.component'
import { SessionsPageComponent } from './pages/sessions/sessions-page.component';
import { LogsPageComponent } from './pages/logs/logs-page.component';
import { SettingsPageComponent } from './pages/settings/settings-page.component';
import { BreakroomPageComponent } from './pages/breakroom/breakroom-page.component';
export const routes: Routes = [
{
@@ -17,6 +18,7 @@ export const routes: Routes = [
{ path: 'sessions', component: SessionsPageComponent },
{ path: 'logs', component: LogsPageComponent },
{ path: 'settings', component: SettingsPageComponent },
{ path: 'breakroom', component: BreakroomPageComponent },
],
},
];

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@@ -0,0 +1,120 @@
<!-- ============================================================================
Minion Component Template — 16-bit Breakroom Minion
Per CUB-60: Minion State & Animation System
============================================================================ -->
<div
class="minion"
[ngClass]="[stateClass(), sideClass()]"
[style.--desk-index]="deskPosition()"
[attr.aria-label]="displayLabel() + ' ' + stateLabel()"
role="img"
>
<!-- Progress bar (only shown when working) -->
@if (showProgress()) {
<div class="minion__progress-bar">
<mat-progress-bar
mode="determinate"
[value]="currentProgress()"
[attr.aria-label]="'Task progress: ' + currentProgress() + '%'"
></mat-progress-bar>
</div>
}
<!-- Name label above the minion -->
<div class="minion__label">{{ displayLabel() }}</div>
<!-- Minion sprite container -->
<div
class="minion__sprite"
(animationend)="onAnimationEnd($event)"
>
<!-- Idle state: banana-eating / TV-watching minion -->
@if (currentState() === 'idle') {
<div class="minion__character minion__character--idle">
<div class="minion__body">
<div class="minion__head">
<div class="minion__eye minion__eye--left"></div>
<div class="minion__eye minion__eye--right"></div>
<div class="minion__mouth minion__mouth--smile"></div>
</div>
<div class="minion__torso"></div>
<div class="minion__arm minion__arm--left minion__arm--eating"></div>
<div class="minion__arm minion__arm--right"></div>
<div class="minion__leg minion__leg--left"></div>
<div class="minion__leg minion__leg--right"></div>
</div>
<!-- Banana in hand -->
<div class="minion__banana minion__banana--idle"></div>
</div>
}
<!-- Walking state: minion walking to desk -->
@if (currentState() === 'walking') {
<div class="minion__character minion__character--walking">
<div class="minion__body">
<div class="minion__head">
<div class="minion__eye minion__eye--left"></div>
<div class="minion__eye minion__eye--right"></div>
<div class="minion__mouth minion__mouth--determined"></div>
</div>
<div class="minion__torso"></div>
<div class="minion__arm minion__arm--left minion__arm--swing"></div>
<div class="minion__arm minion__arm--right minion__arm--swing minion__arm--swing-alt"></div>
<div class="minion__leg minion__leg--left minion__leg--walk"></div>
<div class="minion__leg minion__leg--right minion__leg--walk minion__leg--walk-alt"></div>
</div>
</div>
}
<!-- Working state: minion at desk typing -->
@if (currentState() === 'working') {
<div class="minion__character minion__character--working">
<div class="minion__body">
<div class="minion__head">
<div class="minion__eye minion__eye--left minion__eye--focused"></div>
<div class="minion__eye minion__eye--right minion__eye--focused"></div>
<div class="minion__mouth minion__mouth--focused"></div>
</div>
<div class="minion__torso"></div>
<div class="minion__arm minion__arm--left minion__arm--typing"></div>
<div class="minion__arm minion__arm--right minion__arm--typing minion__arm--typing-alt"></div>
</div>
<!-- Laptop -->
<div class="minion__laptop">
<div class="minion__laptop-screen">
<div class="minion__laptop-code minion__laptop-code--1"></div>
<div class="minion__laptop-code minion__laptop-code--2"></div>
<div class="minion__laptop-code minion__laptop-code--3"></div>
</div>
<div class="minion__laptop-base"></div>
</div>
</div>
}
<!-- Returning state: minion walking back to breakroom -->
@if (currentState() === 'returning') {
<div class="minion__character minion__character--returning">
<div class="minion__body">
<div class="minion__head">
<div class="minion__eye minion__eye--left"></div>
<div class="minion__eye minion__eye--right"></div>
<div class="minion__mouth minion__mouth--happy"></div>
</div>
<div class="minion__torso"></div>
<div class="minion__arm minion__arm--left minion__arm--swing minion__arm--swing-alt"></div>
<div class="minion__arm minion__arm--right minion__arm--swing"></div>
<div class="minion__leg minion__leg--left minion__leg--walk minion__leg--walk-alt"></div>
<div class="minion__leg minion__leg--right minion__leg--walk"></div>
</div>
<!-- Banana (excited to be back!) -->
<div class="minion__banana minion__banana--carried"></div>
</div>
}
</div>
<!-- Task description (shown when working) -->
@if (currentState() === 'working' && currentTaskLabel()) {
<div class="minion__task-label">{{ currentTaskLabel() }}</div>
}
</div>

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@@ -0,0 +1,747 @@
// ============================================================================
// Minion Component Styles — 16-bit Breakroom Animation System
// Per CUB-60: Minion State & Animation System
// ============================================================================
// ---------------------------------------------------------------------------
// Pixel Art Scale & Dimensions
// ---------------------------------------------------------------------------
$pixel: 4px; // Base pixel unit for 16-bit aesthetic
$minion-width: 48px;
$minion-height: 64px;
$head-size: 24px;
$body-width: 32px;
$body-height: 24px;
$leg-width: 8px;
$leg-height: 16px;
$arm-width: 6px;
$arm-height: 16px;
// ---------------------------------------------------------------------------
// Colors — Retro Palette
// ---------------------------------------------------------------------------
$minion-skin: #FFD93D;
$minion-skin-shadow: #E6B800;
$minion-overalls: #4169E1;
$minion-overalls-shadow: #2E4FA0;
$minion-goggle: #C0C0C0;
$minion-goggle-strap: #333333;
$minion-eye: #FFFFFF;
$minion-pupil: #1A1A1A;
$minion-mouth: #8B0000;
$minion-banana: #FFE135;
$minion-banana-shadow: #DAA520;
$minion-laptop: #2D2D2D;
$minion-laptop-screen: #0A1628;
$minion-laptop-code: #38BDF8;
$walk-duration: 2s;
$type-duration: 0.4s;
$eat-duration: 1.2s;
$return-duration: 2s;
// ---------------------------------------------------------------------------
// Keyframe Animations
// ---------------------------------------------------------------------------
// Walking animation — bounce + translate right
@keyframes minionWalkRight {
0% {
transform: translateX(0) translateY(0);
}
12.5% {
transform: translateX(12.5%) translateY(-3px);
}
25% {
transform: translateX(25%) translateY(0);
}
37.5% {
transform: translateX(37.5%) translateY(-3px);
}
50% {
transform: translateX(50%) translateY(0);
}
62.5% {
transform: translateX(62.5%) translateY(-3px);
}
75% {
transform: translateX(75%) translateY(0);
}
87.5% {
transform: translateX(87.5%) translateY(-3px);
}
100% {
transform: translateX(100%) translateY(0);
}
}
// Returning animation — bounce + translate left
@keyframes minionWalkLeft {
0% {
transform: translateX(0) translateY(0);
}
12.5% {
transform: translateX(-12.5%) translateY(-3px);
}
25% {
transform: translateX(-25%) translateY(0);
}
37.5% {
transform: translateX(-37.5%) translateY(-3px);
}
50% {
transform: translateX(-50%) translateY(0);
}
62.5% {
transform: translateX(-62.5%) translateY(-3px);
}
75% {
transform: translateX(-75%) translateY(0);
}
87.5% {
transform: translateX(-87.5%) translateY(-3px);
}
100% {
transform: translateX(-100%) translateY(0);
}
}
// Typing animation — alternate arm bob
@keyframes minionType {
0%, 100% {
transform: translateY(0);
}
50% {
transform: translateY(-2px);
}
}
// Arm swing during walking
@keyframes armSwing {
0%, 100% {
transform: rotate(0deg);
}
25% {
transform: rotate(25deg);
}
75% {
transform: rotate(-25deg);
}
}
// Alternate arm swing (opposite phase)
@keyframes armSwingAlt {
0%, 100% {
transform: rotate(0deg);
}
25% {
transform: rotate(-25deg);
}
75% {
transform: rotate(25deg);
}
}
// Leg walk cycle
@keyframes legWalk {
0%, 100% {
transform: translateY(0);
}
50% {
transform: translateY(-4px);
}
}
// Alternate leg walk cycle
@keyframes legWalkAlt {
0%, 100% {
transform: translateY(-4px);
}
50% {
transform: translateY(0);
}
}
// Banana eating — arm to mouth bob
@keyframes bananaEat {
0%, 100% {
transform: rotate(-15deg) translateY(0);
}
50% {
transform: rotate(-15deg) translateY(-4px);
}
}
// Mouth chewing
@keyframes mouthChew {
0%, 40%, 100% {
transform: scaleY(1);
}
20% {
transform: scaleY(0.6);
}
}
// Happy mouth (returning)
@keyframes mouthHappy {
0%, 100% {
transform: scaleY(1);
}
50% {
transform: scaleY(1.15);
}
}
// Laptop code blink
@keyframes codeBlink {
0%, 40%, 100% {
opacity: 1;
}
50% {
opacity: 0.3;
}
}
// Determined face blink
@keyframes eyeBlink {
0%, 90%, 100% {
transform: scaleY(1);
}
95% {
transform: scaleY(0.1);
}
}
// Idle float (subtle bounce)
@keyframes idleFloat {
0%, 100% {
transform: translateY(0);
}
50% {
transform: translateY(-2px);
}
}
// ---------------------------------------------------------------------------
// Minion Root Container
// ---------------------------------------------------------------------------
.minion {
display: flex;
flex-direction: column;
align-items: center;
position: relative;
width: 80px;
image-rendering: pixelated;
}
// ---------------------------------------------------------------------------
// Progress Bar (above head)
// ---------------------------------------------------------------------------
.minion__progress-bar {
width: 60px;
margin-bottom: 4px;
.mat-mdc-progress-bar {
--mdc-linear-progress-active-indicator-color: var(--status-active);
--mdc-linear-progress-track-color: var(--cc-surface-container-high);
height: 4px;
border-radius: 2px;
}
}
// ---------------------------------------------------------------------------
// Name Label
// ---------------------------------------------------------------------------
.minion__label {
font-size: 11px;
font-weight: 600;
color: var(--cc-on-surface);
text-transform: uppercase;
letter-spacing: 0.05em;
margin-bottom: 2px;
white-space: nowrap;
text-overflow: ellipsis;
overflow: hidden;
max-width: 80px;
text-align: center;
}
// ---------------------------------------------------------------------------
// Sprite Container
// ---------------------------------------------------------------------------
.minion__sprite {
position: relative;
width: $minion-width;
height: $minion-height;
overflow: visible;
}
// ---------------------------------------------------------------------------
// Character Base
// ---------------------------------------------------------------------------
.minion__character {
position: absolute;
width: $minion-width;
height: $minion-height;
}
// ---------------------------------------------------------------------------
// Idle State — Banana eating, gentle bounce
// ---------------------------------------------------------------------------
.minion__character--idle {
animation: idleFloat 3s ease-in-out infinite;
.minion__body {
animation: idleFloat 3s ease-in-out infinite;
}
}
// ---------------------------------------------------------------------------
// Walking State — Move right to desk
// ---------------------------------------------------------------------------
.minion__character--walking {
animation: minionWalkRight $walk-duration ease-in-out forwards;
}
// ---------------------------------------------------------------------------
// Working State — At desk, typing
// ---------------------------------------------------------------------------
.minion__character--working {
// No movement animation — static at desk
}
// ---------------------------------------------------------------------------
// Returning State — Move left back to breakroom
// ---------------------------------------------------------------------------
.minion__character--returning {
animation: minionWalkLeft $return-duration ease-in-out forwards;
}
// ---------------------------------------------------------------------------
// Body Parts — 16-bit Pixel Art
// ---------------------------------------------------------------------------
.minion__body {
position: relative;
width: $minion-width;
height: $minion-height;
}
// Head — yellow capsule with goggles
.minion__head {
position: absolute;
top: 0;
left: 50%;
transform: translateX(-50%);
width: $head-size;
height: $head-size;
background-color: $minion-skin;
border-radius: 50% 50% 40% 40%;
border: 2px solid $minion-skin-shadow;
overflow: hidden;
z-index: 2;
// Goggle strap
&::before {
content: '';
position: absolute;
top: 30%;
left: -2px;
right: -2px;
height: 10px;
background-color: $minion-goggle-strap;
border-radius: 2px;
}
}
// Eyes (inside goggle area)
.minion__eye {
position: absolute;
top: 35%;
width: 8px;
height: 8px;
background-color: $minion-eye;
border-radius: 50%;
border: 1px solid #666;
z-index: 3;
&::after {
content: '';
position: absolute;
top: 50%;
left: 50%;
transform: translate(-50%, -50%);
width: 4px;
height: 4px;
background-color: $minion-pupil;
border-radius: 50%;
}
&--left {
left: 3px;
}
&--right {
right: 3px;
}
// Focused eyes (squint) for working state
&--focused {
height: 6px;
animation: eyeBlink 4s step-end infinite;
}
}
// Mouth expressions
.minion__mouth {
position: absolute;
bottom: 4px;
left: 50%;
transform: translateX(-50%);
width: 8px;
height: 4px;
border-radius: 0 0 4px 4px;
z-index: 3;
&--smile {
background-color: $minion-mouth;
border-radius: 0 0 50% 50%;
animation: mouthChew $eat-duration ease-in-out infinite;
}
&--determined {
background-color: $minion-mouth;
width: 10px;
height: 3px;
border-radius: 0;
}
&--focused {
background-color: $minion-mouth;
width: 6px;
height: 3px;
border-radius: 0;
}
&--happy {
background-color: $minion-mouth;
width: 10px;
height: 5px;
border-radius: 0 0 50% 50%;
animation: mouthHappy 1.5s ease-in-out infinite;
}
}
// Torso / Overalls
.minion__torso {
position: absolute;
top: $head-size - 4px;
left: 50%;
transform: translateX(-50%);
width: $body-width;
height: $body-height;
background-color: $minion-overalls;
border: 2px solid $minion-overalls-shadow;
border-radius: 4px 4px 2px 2px;
z-index: 1;
// Overall strap left
&::before {
content: '';
position: absolute;
top: -4px;
left: 6px;
width: 3px;
height: 8px;
background-color: $minion-overalls;
border-radius: 1px;
}
// Overall strap right
&::after {
content: '';
position: absolute;
top: -4px;
right: 6px;
width: 3px;
height: 8px;
background-color: $minion-overalls;
border-radius: 1px;
}
}
// Arms
.minion__arm {
position: absolute;
top: $head-size;
width: $arm-width;
height: $arm-height;
background-color: $minion-skin;
border: 1px solid $minion-skin-shadow;
border-radius: 3px;
z-index: 0;
transform-origin: top center;
&--left {
left: 2px;
}
&--right {
right: 2px;
}
// Arm swing during walking
&--swing {
animation: armSwing $walk-duration * 0.5 ease-in-out infinite;
}
&--swing-alt {
animation: armSwingAlt $walk-duration * 0.5 ease-in-out infinite;
}
// Arm raised for eating banana
&--eating {
transform: rotate(-15deg);
animation: bananaEat $eat-duration ease-in-out infinite;
}
// Arms typing on laptop
&--typing {
transform: rotate(10deg) translateY(2px);
&.minion__arm--typing-alt {
transform: rotate(-10deg) translateY(2px);
animation: minionType $type-duration ease-in-out infinite;
}
}
}
// Legs
.minion__leg {
position: absolute;
bottom: 0;
width: $leg-width;
height: $leg-height;
background-color: $minion-overalls;
border: 1px solid $minion-overalls-shadow;
border-radius: 2px 2px 3px 3px;
z-index: 0;
&--left {
left: calc(50% - #{$leg-width} - 2px);
}
&--right {
right: calc(50% - #{$leg-width} - 2px);
}
// Walking cycle
&--walk {
animation: legWalk $walk-duration * 0.25 ease-in-out infinite;
&.minion__leg--walk-alt {
animation: legWalkAlt $walk-duration * 0.25 ease-in-out infinite;
}
}
}
// ---------------------------------------------------------------------------
// Banana
// ---------------------------------------------------------------------------
.minion__banana {
position: absolute;
width: 8px;
height: 5px;
z-index: 4;
&::before {
content: '';
position: absolute;
width: 8px;
height: 5px;
background-color: $minion-banana;
border: 1px solid $minion-banana-shadow;
border-radius: 50% 50% 20% 20%;
}
// Banana in hand during idle
&--idle {
top: $head-size - 2px;
right: 0;
}
// Banana carried while returning
&--carried {
top: 8px;
left: -2px;
transform: rotate(20deg);
}
}
// ---------------------------------------------------------------------------
// Laptop (working state)
// ---------------------------------------------------------------------------
.minion__laptop {
position: absolute;
bottom: 0;
left: 50%;
transform: translateX(-50%);
width: 40px;
z-index: 2;
}
.minion__laptop-screen {
width: 36px;
height: 20px;
background-color: $minion-laptop-screen;
border: 2px solid $minion-laptop;
border-radius: 3px 3px 0 0;
margin: 0 auto;
overflow: hidden;
display: flex;
flex-direction: column;
justify-content: center;
gap: 2px;
padding: 3px;
}
.minion__laptop-code {
height: 2px;
background-color: $minion-laptop-code;
border-radius: 1px;
opacity: 0.8;
&--1 {
width: 80%;
animation: codeBlink 2s ease-in-out infinite;
}
&--2 {
width: 60%;
animation: codeBlink 2s ease-in-out infinite 0.3s;
}
&--3 {
width: 70%;
animation: codeBlink 2s ease-in-out infinite 0.6s;
}
}
.minion__laptop-base {
width: 40px;
height: 3px;
background-color: $minion-laptop;
border-radius: 0 0 2px 2px;
margin: 0 auto;
}
// ---------------------------------------------------------------------------
// Task Label (below minion)
// ---------------------------------------------------------------------------
.minion__task-label {
font-size: 9px;
color: var(--cc-on-surface-variant);
text-align: center;
max-width: 80px;
white-space: nowrap;
overflow: hidden;
text-overflow: ellipsis;
margin-top: 2px;
font-family: var(--cc-font-mono);
}
// ---------------------------------------------------------------------------
// Side-specific adjustments
// ---------------------------------------------------------------------------
// Dev minions face right (walk right to desk)
.minion--dev .minion__character--walking {
animation-name: minionWalkRight;
}
// Business minions face left (walk left to desk)
.minion--business .minion__character--walking {
animation-name: minionWalkRight;
transform: scaleX(-1);
}
// Returning always walks back toward breakroom
.minion--dev .minion__character--returning {
animation-name: minionWalkLeft;
}
.minion--business .minion__character--returning {
animation-name: minionWalkLeft;
transform: scaleX(-1);
}
// ---------------------------------------------------------------------------
// Walking sprite shows walking animation
// ---------------------------------------------------------------------------
.minion--walking .minion__sprite {
animation: minionWalkRight $walk-duration ease-in-out forwards;
}
.minion--returning .minion__sprite {
animation: minionWalkLeft $return-duration ease-in-out forwards;
}
// ---------------------------------------------------------------------------
// Accessibility: Reduced Motion
// ---------------------------------------------------------------------------
@media (prefers-reduced-motion: reduce) {
.minion__character--idle,
.minion__character--walking,
.minion__character--returning,
.minion--walking .minion__sprite,
.minion--returning .minion__sprite {
animation: none;
}
.minion__arm--swing,
.minion__arm--swing-alt,
.minion__arm--eating,
.minion__arm--typing.minion__arm--typing-alt,
.minion__leg--walk,
.minion__leg--walk-alt,
.minion__mouth--smile,
.minion__mouth--happy,
.minion__eye--focused,
.minion__laptop-code--1,
.minion__laptop-code--2,
.minion__laptop-code--3 {
animation: none;
}
}
// ---------------------------------------------------------------------------
// Touch-friendly sizing
// ---------------------------------------------------------------------------
.minion {
min-width: 80px;
min-height: 100px;
// Ensure touch targets are at least 48px
.minion__sprite {
min-width: 48px;
min-height: 48px;
}
}
// ---------------------------------------------------------------------------
// Responsive: Smaller on mobile
// ---------------------------------------------------------------------------
@media (max-width: 599px) {
$mobile-scale: 0.85;
.minion {
width: 68px;
}
.minion__sprite {
transform: scale($mobile-scale);
transform-origin: top center;
}
.minion__label {
font-size: 10px;
}
}

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@@ -0,0 +1,182 @@
// ============================================================================
// Minion Component — 16-bit Breakroom Minion with State Animations
// Per CUB-60: Minion State & Animation System
// ============================================================================
import {
ChangeDetectionStrategy,
Component,
OnDestroy,
OnInit,
input,
output,
signal,
computed,
effect,
inject,
} from '@angular/core';
import { CommonModule } from '@angular/common';
import { MatIconModule } from '@angular/material/icon';
import { MatProgressBarModule } from '@angular/material/progress-bar';
import { MatTooltipModule } from '@angular/material/tooltip';
import { MinionState, MinionSide } from '../../models/minion.model';
import { MinionStateService } from '../../services/minion-state.service';
/**
* MinionComponent renders a single 16-bit minion character with four visual states:
* - idle: In breakroom — eating bananas, watching TV
* - walking: Moving from breakroom to desk (2s animation, then auto → working)
* - working: At desk — typing on laptop, progress bar overhead
* - returning: Walking back to breakroom (2s animation, then auto → idle)
*
* The component reads its state from MinionStateService and emits events
* when animations complete so the service can advance the state machine.
*/
@Component({
selector: 'app-minion',
standalone: true,
imports: [
CommonModule,
MatIconModule,
MatProgressBarModule,
MatTooltipModule,
],
templateUrl: './minion.component.html',
styleUrl: './minion.component.scss',
changeDetection: ChangeDetectionStrategy.OnPush,
})
export class MinionComponent implements OnInit, OnDestroy {
/** Agent name — used to look up state from MinionStateService */
readonly agentName = input.required<string>();
/** Which side of the office: dev or business */
readonly side = input<MinionSide>('dev');
/** Desk index on the assigned side (0-based) */
readonly deskIndex = input<number>(0);
/** Override state (for standalone demo use, otherwise read from service) */
readonly state = input<MinionState>('idle');
/** Override progress (for standalone demo use) */
readonly progress = input<number>(0);
/** Override display name (for standalone demo use) */
readonly displayName = input<string>('');
/** Override task description (for standalone demo use) */
readonly currentTask = input<string>('');
/** Emits when the walking animation completes */
readonly walkingComplete = output<string>();
/** Emits when the returning animation completes */
readonly returningComplete = output<string>();
private readonly minionStateService = inject(MinionStateService);
/** Track whether to use service data or input data */
private readonly useServiceData = signal(false);
/** Animation state — tracks which animation is active */
readonly animationState = signal<MinionState | 'none'>('none');
/** Computed: current state (from service if available, otherwise input) */
readonly currentState = computed<MinionState>(() => {
if (this.useServiceData()) {
const minion = this.minionStateService.getMinion(this.agentName());
return minion?.state ?? this.state();
}
return this.state();
});
/** Computed: current progress */
readonly currentProgress = computed(() => {
if (this.useServiceData()) {
const minion = this.minionStateService.getMinion(this.agentName());
return minion?.progress ?? this.progress();
}
return this.progress();
});
/** Computed: display name */
readonly displayLabel = computed(() => {
if (this.useServiceData()) {
const minion = this.minionStateService.getMinion(this.agentName());
return minion?.displayName ?? this.displayName() ?? this.agentName();
}
return this.displayName() || this.agentName();
});
/** Computed: current task */
readonly currentTaskLabel = computed(() => {
if (this.useServiceData()) {
const minion = this.minionStateService.getMinion(this.agentName());
return minion?.currentTask ?? this.currentTask() ?? '';
}
return this.currentTask();
});
/** Computed: CSS class based on current state */
readonly stateClass = computed(() => `minion--${this.currentState()}`);
/** Computed: whether to show the progress bar */
readonly showProgress = computed(() => this.currentState() === 'working' && this.currentProgress() > 0);
/** Computed: side class */
readonly sideClass = computed(() => `minion--${this.side()}`);
/** Computed: position style for desk assignment */
readonly deskPosition = computed(() => this.deskIndex());
/** Computed: human-readable state label */
readonly stateLabel = computed(() => {
const labels: Record<MinionState, string> = {
idle: 'On Break',
walking: 'Heading to Desk',
working: 'Working',
returning: 'Returning to Breakroom',
};
return labels[this.currentState()];
});
ngOnInit(): void {
// If the service has data for this agent, use it
const minion = this.minionStateService.getMinion(this.agentName());
if (minion) {
this.useServiceData.set(true);
}
// Sync animation state with current state
this.animationState.set(this.currentState());
}
/**
* Handle animation end events from CSS animations.
* Only fires for walking/returning which have finite durations.
*/
onAnimationEnd(event: AnimationEvent): void {
const state = this.currentState();
if (state === 'walking' && event.animationName === 'minionWalkRight') {
this.walkingComplete.emit(this.agentName());
// Auto-transition walking → working via service
if (this.useServiceData()) {
this.minionStateService.onWalkingComplete(this.agentName());
}
this.animationState.set('working');
}
if (state === 'returning' && event.animationName === 'minionWalkLeft') {
this.returningComplete.emit(this.agentName());
// Auto-transition returning → idle via service
if (this.useServiceData()) {
this.minionStateService.onReturningComplete(this.agentName());
}
this.animationState.set('idle');
}
}
ngOnDestroy(): void {
// Cleanup handled by service if needed
}
}

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@@ -1,2 +1,3 @@
export * from './agent.model';
export * from './minion.model';
export * from './nav.model';

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@@ -0,0 +1,81 @@
// ============================================================================
// Minion State & Animation Types
// Per CUB-60: Minion State & Animation System
// ============================================================================
/**
* The four minion states in the breakroom UI state machine.
*
* State transitions:
* idle → walking → working → returning → idle
*
* idle: In breakroom — eating bananas, watching TV
* walking: Moving from breakroom to desk
* working: At desk — typing on laptop, progress bar overhead
* returning: Walking back to breakroom after task completion
*/
export type MinionState = 'idle' | 'walking' | 'working' | 'returning';
/**
* Which side of the office the minion belongs to.
* Dev minions walk to dev desks, Business minions to business desks.
*/
export type MinionSide = 'dev' | 'business';
/**
* Event types that trigger state transitions in the MinionStateService.
*/
export type MinionEvent = 'spawn' | 'task_complete' | 'task_error' | 'reset';
/**
* Represents the full state of a single minion in the breakroom.
*/
export interface MinionData {
/** Unique agent name, e.g., "otto", "rex" */
agentName: string;
/** Current minion state */
state: MinionState;
/** Task progress percentage (0100), only meaningful when state === 'working' */
progress: number;
/** Which side of the office: dev or business */
side: MinionSide;
/** Desk index on the assigned side (0-based) */
deskIndex: number;
/** Display name for the minion, e.g., "Otto" */
displayName: string;
/** Current task description */
currentTask?: string;
/** Timestamp of last state transition */
lastTransition: Date;
}
/**
* State machine transition map.
* Defines valid transitions: current state → event → next state.
*/
export const MINION_TRANSITIONS: Record<MinionState, Partial<Record<MinionEvent, MinionState>>> = {
idle: {
spawn: 'walking',
},
walking: {
// walking → working happens automatically via animation end
task_error: 'idle',
reset: 'idle',
},
working: {
task_complete: 'returning',
task_error: 'returning',
reset: 'idle',
},
returning: {
// returning → idle happens automatically via animation end
reset: 'idle',
},
};

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<!-- ============================================================================
Breakroom Page — Demo/Test for Minion State & Animation
Per CUB-60: Validation page with spawn/transition/reset controls
============================================================================ -->
<div class="breakroom">
<!-- Breakroom area (idle minions) -->
<section class="breakroom__zone breakroom__zone--breakroom">
<h2 class="breakroom__zone-title">
<mat-icon>weekend</mat-icon>
Breakroom
</h2>
<div class="breakroom__minions breakroom__minions--idle">
@for (minion of minions(); track minion.agentName) {
@if (minion.state === 'idle') {
<app-minion
[agentName]="minion.agentName"
[side]="minion.side"
[deskIndex]="minion.deskIndex"
[state]="minion.state"
[progress]="minion.progress"
[displayName]="minion.displayName"
/>
}
}
</div>
</section>
<!-- Office area (working desks) -->
<section class="breakroom__zone breakroom__zone--office">
<div class="breakroom__office-header">
<h2 class="breakroom__zone-title">
<mat-icon>computer</mat-icon>
Office
</h2>
</div>
<!-- Dev side -->
<div class="breakroom__desk-row">
<h3 class="breakroom__desk-label">Dev Desks</h3>
<div class="breakroom__desks">
@for (minion of minions(); track minion.agentName) {
@if (minion.side === 'dev' && (minion.state === 'working' || minion.state === 'walking')) {
<div class="breakroom__desk" [style.--desk-index]="minion.deskIndex">
<app-minion
[agentName]="minion.agentName"
[side]="minion.side"
[deskIndex]="minion.deskIndex"
[state]="minion.state"
[progress]="minion.progress"
[displayName]="minion.displayName"
[currentTask]="minion.currentTask ?? ''"
/>
</div>
}
}
</div>
</div>
<!-- Business side -->
<div class="breakroom__desk-row">
<h3 class="breakroom__desk-label">Business Desks</h3>
<div class="breakroom__desks">
@for (minion of minions(); track minion.agentName) {
@if (minion.side === 'business' && (minion.state === 'working' || minion.state === 'walking')) {
<div class="breakroom__desk" [style.--desk-index]="minion.deskIndex">
<app-minion
[agentName]="minion.agentName"
[side]="minion.side"
[deskIndex]="minion.deskIndex"
[state]="minion.state"
[progress]="minion.progress"
[displayName]="minion.displayName"
/>
</div>
}
}
</div>
</div>
</section>
<!-- Control panel for testing -->
<section class="breakroom__controls">
<h2 class="breakroom__zone-title">
<mat-icon>gamepad</mat-icon>
Controls
</h2>
<p class="breakroom__controls-hint">Spawn minions and control their state transitions</p>
<div class="breakroom__button-grid">
@for (demo of demoMinions; track demo.agentName) {
<div class="breakroom__control-row">
<span class="breakroom__agent-name">{{ demo.displayName }}</span>
@if (!isSpawned(demo.agentName)) {
<button mat-raised-button color="primary" (click)="spawnMinion(demo)">
<mat-icon>play_arrow</mat-icon>
Spawn
</button>
} @else {
<span class="breakroom__state-chip">{{ getStateLabel(demo.agentName) }}</span>
<button mat-stroked-button
[disabled]="!minionStateService.getMinion(demo.agentName) || minionStateService.getMinion(demo.agentName)!.state !== 'working'"
(click)="completeTask(demo.agentName)">
<mat-icon>check_circle</mat-icon>
Complete
</button>
<button mat-stroked-button
[disabled]="!minionStateService.getMinion(demo.agentName) || minionStateService.getMinion(demo.agentName)!.state !== 'working'"
(click)="taskError(demo.agentName)">
<mat-icon>error</mat-icon>
Error
</button>
<button mat-stroked-button
[disabled]="!minionStateService.getMinion(demo.agentName) || minionStateService.getMinion(demo.agentName)!.state !== 'working'"
(click)="bumpProgress(demo.agentName)">
<mat-icon>trending_up</mat-icon>
+15%
</button>
<button mat-stroked-button color="warn" (click)="resetMinion(demo.agentName)">
<mat-icon>replay</mat-icon>
Reset
</button>
<button mat-icon-button color="warn" (click)="removeMinion(demo.agentName)">
<mat-icon>close</mat-icon>
</button>
}
</div>
}
</div>
</section>
</div>

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@@ -0,0 +1,209 @@
// ============================================================================
// Breakroom Page Styles
// Per CUB-60: Demo/test page for minion state & animation
// ============================================================================
.breakroom {
display: flex;
flex-direction: column;
gap: 24px;
padding: var(--cc-section-padding, 24px);
min-height: 100%;
}
// ---------------------------------------------------------------------------
// Zone (breakroom or office area)
// ---------------------------------------------------------------------------
.breakroom__zone {
background-color: var(--cc-surface-container);
border-radius: var(--cc-card-border-radius, 16px);
padding: var(--cc-card-padding, 20px);
}
.breakroom__zone-title {
display: flex;
align-items: center;
gap: 8px;
margin: 0 0 16px;
font-size: 18px;
font-weight: 600;
color: var(--cc-on-surface);
.mat-icon {
font-size: 20px;
width: 20px;
height: 20px;
}
}
// ---------------------------------------------------------------------------
// Breakroom zone (idle minions)
// ---------------------------------------------------------------------------
.breakroom__zone--breakroom {
background: linear-gradient(
135deg,
var(--cc-surface-container) 0%,
rgba(45, 212, 191, 0.06) 100%
);
min-height: 120px;
}
.breakroom__minions--idle {
display: flex;
flex-wrap: wrap;
gap: 16px;
justify-content: center;
min-height: 80px;
align-items: flex-end;
&:empty::after {
content: 'No minions on break 🍌';
color: var(--cc-on-surface-variant);
font-size: 14px;
text-align: center;
padding: 20px;
display: block;
}
}
// ---------------------------------------------------------------------------
// Office zone (working minions)
// ---------------------------------------------------------------------------
.breakroom__zone--office {
background: linear-gradient(
135deg,
var(--cc-surface-container) 0%,
rgba(56, 189, 248, 0.06) 100%
);
}
.breakroom__desk-row {
margin-bottom: 16px;
}
.breakroom__desk-label {
font-size: 13px;
font-weight: 600;
text-transform: uppercase;
letter-spacing: 0.08em;
color: var(--cc-on-surface-variant);
margin: 0 0 8px;
}
.breakroom__desks {
display: flex;
flex-wrap: wrap;
gap: 20px;
min-height: 100px;
padding: 12px;
border: 2px dashed var(--cc-outline);
border-radius: 12px;
background-color: rgba(0, 0, 0, 0.1);
align-items: flex-end;
&:empty::after {
content: 'No minions at their desks 💻';
color: var(--cc-on-surface-variant);
font-size: 14px;
text-align: center;
padding: 20px;
display: block;
width: 100%;
}
}
.breakroom__desk {
display: flex;
flex-direction: column;
align-items: center;
justify-content: flex-end;
min-width: 90px;
min-height: 110px;
background-color: var(--cc-surface-container-high);
border-radius: 8px;
padding: 8px 4px 4px;
border: 1px solid var(--cc-outline);
}
// ---------------------------------------------------------------------------
// Controls section
// ---------------------------------------------------------------------------
.breakroom__controls {
background-color: var(--cc-surface-container);
border-radius: var(--cc-card-border-radius, 16px);
padding: var(--cc-card-padding, 20px);
}
.breakroom__controls-hint {
font-size: 13px;
color: var(--cc-on-surface-variant);
margin: 0 0 16px;
}
.breakroom__button-grid {
display: flex;
flex-direction: column;
gap: 12px;
}
.breakroom__control-row {
display: flex;
align-items: center;
gap: 8px;
flex-wrap: wrap;
padding: 8px 12px;
background-color: var(--cc-surface);
border-radius: 8px;
min-height: 48px;
}
.breakroom__agent-name {
font-weight: 600;
font-size: 14px;
min-width: 60px;
color: var(--cc-on-surface);
}
.breakroom__state-chip {
font-size: 12px;
font-family: var(--cc-font-mono);
padding: 4px 10px;
border-radius: 12px;
background-color: var(--cc-surface-container-high);
color: var(--cc-on-surface-variant);
border: 1px solid var(--cc-outline);
}
// Button sizing for touch
.breakroom__control-row .mat-mdc-raised-button,
.breakroom__control-row .mat-mdc-outlined-button {
min-height: 40px;
min-width: 48px;
font-size: 13px;
.mat-icon {
font-size: 18px;
width: 18px;
height: 18px;
margin-right: 4px;
}
}
// ---------------------------------------------------------------------------
// Responsive
// ---------------------------------------------------------------------------
@media (max-width: 599px) {
.breakroom {
padding: 16px;
gap: 16px;
}
.breakroom__control-row {
flex-wrap: wrap;
gap: 6px;
}
.breakroom__agent-name {
min-width: 50px;
}
}

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// ============================================================================
// Breakroom Page — Demo/Test Page for Minion State & Animation
// Per CUB-60: Validation page with spawn/transition/reset controls
// ============================================================================
import { ChangeDetectionStrategy, Component, inject } from '@angular/core';
import { CommonModule } from '@angular/common';
import { MatButtonModule } from '@angular/material/button';
import { MatIconModule } from '@angular/material/icon';
import { MatChipsModule } from '@angular/material/chips';
import { MinionComponent } from '../../components/minion/minion.component';
import { MinionStateService } from '../../services/minion-state.service';
import { MinionData } from '../../models/minion.model';
interface DemoMinion {
agentName: string;
displayName: string;
side: 'dev' | 'business';
deskIndex: number;
}
@Component({
selector: 'app-breakroom-page',
standalone: true,
imports: [
CommonModule,
MatButtonModule,
MatIconModule,
MatChipsModule,
MinionComponent,
],
templateUrl: './breakroom-page.component.html',
styleUrl: './breakroom-page.component.scss',
changeDetection: ChangeDetectionStrategy.OnPush,
})
export class BreakroomPageComponent {
protected readonly minionStateService = inject(MinionStateService);
/** Predefined demo minions */
readonly demoMinions: DemoMinion[] = [
{ agentName: 'otto', displayName: 'Otto', side: 'dev', deskIndex: 0 },
{ agentName: 'rex', displayName: 'Rex', side: 'dev', deskIndex: 1 },
{ agentName: 'dex', displayName: 'Dex', side: 'dev', deskIndex: 2 },
{ agentName: 'hex', displayName: 'Hex', side: 'dev', deskIndex: 3 },
{ agentName: 'pip', displayName: 'Pip', side: 'business', deskIndex: 0 },
{ agentName: 'nano', displayName: 'Nano', side: 'business', deskIndex: 1 },
{ agentName: 'flip', displayName: 'Flip', side: 'business', deskIndex: 2 },
];
/** All minions currently in the state service */
readonly minions = this.minionStateService.minionList;
/** Spawn a demo minion (idle → walking → working) */
spawnMinion(demo: DemoMinion): void {
this.minionStateService.spawn(demo.agentName, demo.displayName, demo.side, demo.deskIndex);
}
/** Complete a minion's task (working → returning → idle) */
completeTask(agentName: string): void {
this.minionStateService.completeTask(agentName);
}
/** Simulate a task error (working → returning → idle) */
taskError(agentName: string): void {
this.minionStateService.taskError(agentName);
}
/** Reset a minion to idle */
resetMinion(agentName: string): void {
this.minionStateService.resetMinion(agentName);
}
/** Remove a minion entirely */
removeMinion(agentName: string): void {
this.minionStateService.removeMinion(agentName);
}
/** Update progress (simulate for testing) */
bumpProgress(agentName: string): void {
const minion = this.minionStateService.getMinion(agentName);
if (minion) {
this.minionStateService.updateProgress(agentName, Math.min(100, minion.progress + 15));
}
}
/** Get state label for a minion */
getStateLabel(agentName: string): string {
const minion = this.minionStateService.getMinion(agentName);
if (!minion) return '—';
const labels: Record<string, string> = {
idle: '🍌 Idle',
walking: '🚶 Walking',
working: '💻 Working',
returning: '🔙 Returning',
};
return labels[minion.state] ?? minion.state;
}
/** Check if a minion is spawned */
isSpawned(agentName: string): boolean {
return !!this.minionStateService.getMinion(agentName);
}
}

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// ============================================================================
// Minion State Service
// Per CUB-60: State machine managing minion transitions
// idle → walking → working → returning → idle
// ============================================================================
import { Injectable, signal, computed } from '@angular/core';
import {
MinionData,
MinionEvent,
MinionState,
MINION_TRANSITIONS,
} from '../models/minion.model';
/**
* Manages the state machine for all minions in the breakroom.
*
* Each minion follows: idle → walking → working → returning → idle
* Transitions are triggered by events (spawn, task_complete, task_error, reset)
* or automatically when walking/returning animations complete.
*
* Usage:
* service.spawn('otto', 'Otto', 'dev', 0); // idle → walking → working
* service.completeTask('otto'); // working → returning → idle
* service.dispatch('otto', 'reset'); // any → idle
*/
@Injectable({ providedIn: 'root' })
export class MinionStateService {
/** Internal map of agent name → minion data */
private readonly _minions = signal<Map<string, MinionData>>(new Map());
/** Readonly map of all minions */
readonly minions = this._minions.asReadonly();
/** Computed array of minions sorted by desk position */
readonly minionList = computed(() => {
const map = this._minions();
return Array.from(map.values()).sort((a, b) => {
if (a.side !== b.side) return a.side.localeCompare(b.side);
return a.deskIndex - b.deskIndex;
});
});
/** Get a single minion by agent name */
getMinion(agentName: string): MinionData | undefined {
return this._minions().get(agentName);
}
/**
* Spawn a minion: creates entry in 'idle' state, then immediately
* transitions to 'walking' (which auto-transitions to 'working').
*/
spawn(agentName: string, displayName: string, side: 'dev' | 'business', deskIndex: number): void {
const minion: MinionData = {
agentName,
displayName,
state: 'idle',
progress: 0,
side,
deskIndex,
lastTransition: new Date(),
};
this._minions.update(map => {
const next = new Map(map);
next.set(agentName, minion);
return next;
});
// Immediately transition idle → walking
this.dispatch(agentName, 'spawn');
}
/**
* Dispatch an event to transition a minion's state.
* Follows the MINION_TRANSITIONS map. Invalid transitions are ignored.
*/
dispatch(agentName: string, event: MinionEvent): void {
this._minions.update(map => {
const minion = map.get(agentName);
if (!minion) return map;
const validTransitions = MINION_TRANSITIONS[minion.state];
const nextState = validTransitions[event];
if (!nextState) return map; // Invalid transition — ignore
const updated: MinionData = {
...minion,
state: nextState,
lastTransition: new Date(),
};
const next = new Map(map);
next.set(agentName, updated);
return next;
});
}
/**
* Complete a task: transitions working → returning.
* After returning animation, the minion auto-transitions to idle.
*/
completeTask(agentName: string): void {
this.dispatch(agentName, 'task_complete');
}
/**
* Report a task error: transitions working → returning (same visual, different reason).
* After returning animation, the minion auto-transitions to idle.
*/
taskError(agentName: string): void {
this.dispatch(agentName, 'task_error');
}
/**
* Called by the MinionComponent when the walking animation completes.
* Transitions walking → working and sets initial progress to 0.
*/
onWalkingComplete(agentName: string): void {
this._minions.update(map => {
const minion = map.get(agentName);
if (!minion || minion.state !== 'walking') return map;
const updated: MinionData = {
...minion,
state: 'working',
progress: 0,
lastTransition: new Date(),
};
const next = new Map(map);
next.set(agentName, updated);
return next;
});
}
/**
* Called by the MinionComponent when the returning animation completes.
* Transitions returning → idle.
*/
onReturningComplete(agentName: string): void {
this._minions.update(map => {
const minion = map.get(agentName);
if (!minion || minion.state !== 'returning') return map;
const updated: MinionData = {
...minion,
state: 'idle',
progress: 0,
currentTask: undefined,
lastTransition: new Date(),
};
const next = new Map(map);
next.set(agentName, updated);
return next;
});
}
/**
* Update task progress for a working minion.
*/
updateProgress(agentName: string, progress: number): void {
this._minions.update(map => {
const minion = map.get(agentName);
if (!minion || minion.state !== 'working') return map;
const updated: MinionData = {
...minion,
progress: Math.min(100, Math.max(0, progress)),
lastTransition: new Date(),
};
const next = new Map(map);
next.set(agentName, updated);
return next;
});
}
/**
* Update the current task description for a minion.
*/
updateTask(agentName: string, taskDescription: string): void {
this._minions.update(map => {
const minion = map.get(agentName);
if (!minion) return map;
const updated: MinionData = {
...minion,
currentTask: taskDescription,
};
const next = new Map(map);
next.set(agentName, updated);
return next;
});
}
/**
* Remove a minion entirely from the state map.
*/
removeMinion(agentName: string): void {
this._minions.update(map => {
const next = new Map(map);
next.delete(agentName);
return next;
});
}
/**
* Reset a minion back to idle state.
*/
resetMinion(agentName: string): void {
this.dispatch(agentName, 'reset');
}
}