Player card — the Roles tab

#560. Ross: "lets put it on the hover card in 'Roles' but keep in mind that it might need to be a stand alone view somewhere as well" — #468's formation picker will want the same reading.

Everything below is computed from twenty-one real centre backs and the seeded roles. Change the phase, click a role to open its workings. The card chrome is schematic; the Roles tab is the proposal.

Mockup control, not part of the card You open a card on a player, so there is no player picker in the design — this one exists only so the drawing can be checked against more than one of them.
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Kim Min-Jae
D (C) · 29 · KOR
PromiseImportant Player
Wage£200K p/w
Ability★★★☆☆
✕
the card’s own phase switch and position chips, shared click a role for the workings
Role Suits him Against the squad Of 21 Overall What it asks that the others do not
The standard options — these ask for almost nothing the others do not, so there is no separate question to answer. He plays them at his general standard.

The decisions this drawing makes

Built as a control, not as a tab

Ross: "keep in mind that it might need to be a stand alone view somewhere as well... on the set formation issue (#468) we are going to need access to a number of screens anyway."

So the stack is a control plus a view model that take a player and a role set, and the Roles tab is its first host rather than its owner. Nothing in the drawing above depends on being inside the card: no card commands, no popup-relative bindings, and the phase switch is passed in rather than read from the card. A formation picker that needs "who suits this slot" hosts the same control against a different role set, and #468 gets it for free.

The arithmetic is already in that shape — it is a pure function of (player figures, role set), which is what made it testable in the first mockup. The thing to avoid is the presentation growing card-shaped assumptions: a fixed width, a dependency on the header band, or the phase switch reaching for PlayerCardVm.SelectedPhase.