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python-tdd/src/functional_tests/test_game_my_sea.py

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My Sea sign-gate — Sprint 4b of My Sea roadmap — TDD /gameboard/my-sea/ standalone page + /gameboard/ My Sea applet gated behind User.significator. When no sig is saved, render a Look!-formatted Brief-style line — "Look!—pick your sign before drawing the Sea." — w. BACK (.btn-cancel → /gameboard/) + FYI (.btn-info → /billboard/my-sign/) action buttons in `--terUser` ink ; gate is inline content (not portaled like .note-banner) — it IS the page content until a sig is picked, not a transient nudge ; applet partial mirrors the gate via `{% if not request.user.significator_id %}` w. a `.my-sea-sign-gate--applet` denser variant (just FYI, no BACK — user's already on the gameboard); .my-sea-sign-gate__line shrinks from 1.1rem → 0.85rem + padding from 1.5rem → 0.5rem ; my_sea view passes `user_has_sig = request.user.significator_id is not None` so the standalone template branches at server side (avoids a request.user template-context-processor dependency in the standalone page) ; .woodpecker/main.yaml routes test_game_my_sea.py to the test-FTs-non-room stage by default (FT doesn't yet touch the table hex — Sprint 5+ will bring the hex into my_sea via the same DRY .room-shell stack as my_sign, at which point the file gets moved to test-FTs-room) ; TDD trail — 6 FTs in test_game_my_sea.py covering standalone gate copy + FYI/BACK href targets (T1-T3), with-sig skips gate + renders draw shell (T4), applet mirrors gate w. FYI (T5), applet w. sig falls back to .my-sea-empty (T6); all written red against the un-implemented gate before view/template/SCSS landed ; KNOWN: visual verification on existing admin user (@disco) blocked by lack of a clear-sign affordance (he has a sig saved from Sprint 4a testing); adjacent feature spec'd in [[sprint_my_sea_sign_gate_may19]] memory — likely lands as a CLEAR btn in the picker's saved-sig stage state, deferred to next session Code architected by Disco DeDisco <discodedisco@outlook.com> Git commit message Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 01:38:55 -04:00
"""FTs for the My Sea standalone page sign-gate.
Sprint 4b of [[project-my-sea-roadmap]]. The /gameboard/my-sea/ page is
gated behind sig selection when `user.significator` is None, render a
My Sea DRAW SEA landing — Sprint 5 iter 1 of My Sea roadmap — TDD DRAW SEA landing UX on /gameboard/my-sea/ for users past the [[sprint-my-sea-sign-gate-may19]] gate. DRY table hex (reused from the room shell + my-sign Sprint 4a iter 3) w. 6 chair seats labeled 1C-6C (placeholder for friend-invite per the My Sea roadmap "Six chairs retained even in solo" anchor) + central DRAW SEA `.btn-primary` mirroring SCAN SIGN on /billboard/my-sign/. Click swaps `.my-sea-page[data-phase]` from `landing` to `picker`; the picker UX itself (three-card cross w. cover/leave/loom + form col / spread dropdown / decks / LOCK HAND / DEL) lands in iters 2 + 3. The 'C' suffix on the chair labels = "Chair" (user-locked); no role semantics (this is a solo draw, not a 6-player role assignment). `.table-seat` CSS class + `data-slot` attribute preserved so the room's existing `[data-slot="N"]` positioning rules (`_room.scss` L583-588) carry over for free — no SCSS fork; just a new `.seat-label` span inside each seat. The 'Default deck warning' Brief banner from /billboard/my-sign/ fires verbatim when `user.equipped_deck` is None (the user is headed for a draw against the Earthman [Shabby Cardstock] backup unless they equip one first). Tagged `.my-sea-intro-banner` so FTs disambiguate from other Briefs. Same FYI (→ /gameboard/) / NVM (dismiss) action grammar. Bundled: BACK→NVM label swap (user-edited mid-sprint) in the existing sign-gate. CSS class `.my-sea-sign-gate__back` retained — the swap was label-only — so existing FTs targeting the class still pass; docstrings + comments updated for accuracy. Files: - `apps/gameboard/views.py` — `my_sea` view adds 2 context keys: `no_equipped_deck` (bool) + `show_backup_intro_banner` (= user_has_sig AND no_equipped_deck). The sig-gate path still wins precedence. - `templates/apps/gameboard/my_sea.html` — `.my-sea-page[data-phase="landing"]`; new `.my-sea-landing` block w. room-shell hex + `#id_draw_sea_btn` + 6 `.table-seat[data-slot="N"]` w. `<span class="seat-label">NC</span>`; new `.my-sea-picker` placeholder (`display:none` til DRAW SEA click); inline `<script>` for the click→data-phase swap + scaleTable re-fire on next tick (mirrors my-sign's iter-3 RAF dispatch); copies the my-sign Brief banner script block verbatim w. `.my-sea-intro-banner` post-render tag. - `static_src/scss/_gameboard.scss` — new `.my-sea-page` + `.my-sea-landing` + `.my-sea-picker` rule blocks mirroring `.my-sign-page` / `.my-sign-landing` from `_card-deck.scss`. `.seat-label` styled in `--terUser` to match the chair iconography. - `apps/gameboard/tests/integrated/test_views.py` — `+7 ITs` in new `MySeaDrawSeaLandingViewTest` pinning the context keys + presence/absence of `#id_draw_sea_btn` + 6 `data-slot=N` w. `NC` labels + Sprint 4b gate's precedence over the new landing. - `functional_tests/test_game_my_sea.py` — `+5 FTs` in new `MySeaDrawSeaLandingTest` for the visible UX (hex + DRAW SEA, 6 seats labeled 1C-6C, click→picker phase swap, Brief banner on no-deck, no banner when deck equipped). Uses new `_assign_sig` helper from [[sprint-sig-page-helper-may19c]] for the user-w-sig precondition. Tests: 25/25 FTs green across test_bill_my_sign + test_game_my_sea in 219s; 1036/1036 IT/UT green in 50s (+7 from baseline). Code architected by Disco DeDisco <discodedisco@outlook.com> Git commit message Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 15:15:37 -04:00
Look!-formatted Brief-style line w. FYI ( /billboard/my-sign/) + NVM
My Sea sign-gate — Sprint 4b of My Sea roadmap — TDD /gameboard/my-sea/ standalone page + /gameboard/ My Sea applet gated behind User.significator. When no sig is saved, render a Look!-formatted Brief-style line — "Look!—pick your sign before drawing the Sea." — w. BACK (.btn-cancel → /gameboard/) + FYI (.btn-info → /billboard/my-sign/) action buttons in `--terUser` ink ; gate is inline content (not portaled like .note-banner) — it IS the page content until a sig is picked, not a transient nudge ; applet partial mirrors the gate via `{% if not request.user.significator_id %}` w. a `.my-sea-sign-gate--applet` denser variant (just FYI, no BACK — user's already on the gameboard); .my-sea-sign-gate__line shrinks from 1.1rem → 0.85rem + padding from 1.5rem → 0.5rem ; my_sea view passes `user_has_sig = request.user.significator_id is not None` so the standalone template branches at server side (avoids a request.user template-context-processor dependency in the standalone page) ; .woodpecker/main.yaml routes test_game_my_sea.py to the test-FTs-non-room stage by default (FT doesn't yet touch the table hex — Sprint 5+ will bring the hex into my_sea via the same DRY .room-shell stack as my_sign, at which point the file gets moved to test-FTs-room) ; TDD trail — 6 FTs in test_game_my_sea.py covering standalone gate copy + FYI/BACK href targets (T1-T3), with-sig skips gate + renders draw shell (T4), applet mirrors gate w. FYI (T5), applet w. sig falls back to .my-sea-empty (T6); all written red against the un-implemented gate before view/template/SCSS landed ; KNOWN: visual verification on existing admin user (@disco) blocked by lack of a clear-sign affordance (he has a sig saved from Sprint 4a testing); adjacent feature spec'd in [[sprint_my_sea_sign_gate_may19]] memory — likely lands as a CLEAR btn in the picker's saved-sig stage state, deferred to next session Code architected by Disco DeDisco <discodedisco@outlook.com> Git commit message Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 01:38:55 -04:00
( /gameboard/) instead of the draw UX. The My Sea applet on /gameboard/
mirrors the gate hint in its empty-state slot.
"""
from selenium.webdriver.common.by import By
from .base import FunctionalTest
FT helper: sig_page.py — _seed_earthman_sig_pile + _assign_sig — Sprint 4c of My Sea roadmap — TDD Pure test-infra refactor. Sprint 5+ (sea-select / DRAW SEA / latest-draw rendering) all need a "user has sig" precondition without walking the picker — extracting it once now prevents Sprint 5's setUps from copy-pasting the inline assignment dance again. Two helpers in new `src/functional_tests/sig_page.py` (mirrors the `room_page.py` / `post_page.py` / `my_posts_page.py` convention — underscored to signal "test infrastructure, not API surface", public within `functional_tests/`): - `_seed_earthman_sig_pile()` — re-seeds Earthman DeckVariant + the 16 MIDDLE court cards (Maid/Jack/Queen/King × BRANDS/CROWNS/BLADES/GRAILS) that `personal_sig_cards(user)` returns. Hoisted verbatim from the duplicate definitions in `test_bill_my_sign.py` + `test_game_my_sea.py` introduced in [[sprint_serialized_rollback_ft_fix_may19]]. Major 0/1 are deliberately NOT seeded — `_filter_major_unlocks` in `personal_sig_cards()` strips them for users w.o the matching Note unlocks, which is the default state in solo FTs. - `_assign_sig(user, card=None, reversed_flag=False)` — sets `user.significator` + `significator_reversed` directly, bypassing the picker UI. Returns the assigned card so downstream assertions can use it. `card=None` defaults to `personal_sig_cards(user)[0]` (the same target the picker happy-path FT uses). Call sites updated: - `test_bill_my_sign.py` — drops the local `_seed_earthman_sig_pile` definition (32 lines); imports from `sig_page`. `MySignClearTest.setUp` now uses `_assign_sig(self.gamer)` instead of the 4-line manual sig-assignment block. - `test_game_my_sea.py` — drops the local `_seed_earthman_sig_pile` definition (22 lines); imports from `sig_page`. `MySeaSignGateTest`'s two "user w. sig" tests (#4 + #6) swap their 2-line `self.gamer.significator = ... ; .save(...)` blocks for `_assign_sig(self.gamer, self.target_card)`. Diff stat: +69 lines (new helper module), -59 lines (duplicate code removed). Net +10 LOC but the duplication trap is closed — single source of truth for sig-state FT setup. 20/20 FT green across both files in 174s post-refactor. Code architected by Disco DeDisco <discodedisco@outlook.com> Git commit message Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 14:22:49 -04:00
from .sig_page import _assign_sig, _seed_earthman_sig_pile
My Sea sign-gate — Sprint 4b of My Sea roadmap — TDD /gameboard/my-sea/ standalone page + /gameboard/ My Sea applet gated behind User.significator. When no sig is saved, render a Look!-formatted Brief-style line — "Look!—pick your sign before drawing the Sea." — w. BACK (.btn-cancel → /gameboard/) + FYI (.btn-info → /billboard/my-sign/) action buttons in `--terUser` ink ; gate is inline content (not portaled like .note-banner) — it IS the page content until a sig is picked, not a transient nudge ; applet partial mirrors the gate via `{% if not request.user.significator_id %}` w. a `.my-sea-sign-gate--applet` denser variant (just FYI, no BACK — user's already on the gameboard); .my-sea-sign-gate__line shrinks from 1.1rem → 0.85rem + padding from 1.5rem → 0.5rem ; my_sea view passes `user_has_sig = request.user.significator_id is not None` so the standalone template branches at server side (avoids a request.user template-context-processor dependency in the standalone page) ; .woodpecker/main.yaml routes test_game_my_sea.py to the test-FTs-non-room stage by default (FT doesn't yet touch the table hex — Sprint 5+ will bring the hex into my_sea via the same DRY .room-shell stack as my_sign, at which point the file gets moved to test-FTs-room) ; TDD trail — 6 FTs in test_game_my_sea.py covering standalone gate copy + FYI/BACK href targets (T1-T3), with-sig skips gate + renders draw shell (T4), applet mirrors gate w. FYI (T5), applet w. sig falls back to .my-sea-empty (T6); all written red against the un-implemented gate before view/template/SCSS landed ; KNOWN: visual verification on existing admin user (@disco) blocked by lack of a clear-sign affordance (he has a sig saved from Sprint 4a testing); adjacent feature spec'd in [[sprint_my_sea_sign_gate_may19]] memory — likely lands as a CLEAR btn in the picker's saved-sig stage state, deferred to next session Code architected by Disco DeDisco <discodedisco@outlook.com> Git commit message Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 01:38:55 -04:00
from apps.applets.models import Applet
FT helper: sig_page.py — _seed_earthman_sig_pile + _assign_sig — Sprint 4c of My Sea roadmap — TDD Pure test-infra refactor. Sprint 5+ (sea-select / DRAW SEA / latest-draw rendering) all need a "user has sig" precondition without walking the picker — extracting it once now prevents Sprint 5's setUps from copy-pasting the inline assignment dance again. Two helpers in new `src/functional_tests/sig_page.py` (mirrors the `room_page.py` / `post_page.py` / `my_posts_page.py` convention — underscored to signal "test infrastructure, not API surface", public within `functional_tests/`): - `_seed_earthman_sig_pile()` — re-seeds Earthman DeckVariant + the 16 MIDDLE court cards (Maid/Jack/Queen/King × BRANDS/CROWNS/BLADES/GRAILS) that `personal_sig_cards(user)` returns. Hoisted verbatim from the duplicate definitions in `test_bill_my_sign.py` + `test_game_my_sea.py` introduced in [[sprint_serialized_rollback_ft_fix_may19]]. Major 0/1 are deliberately NOT seeded — `_filter_major_unlocks` in `personal_sig_cards()` strips them for users w.o the matching Note unlocks, which is the default state in solo FTs. - `_assign_sig(user, card=None, reversed_flag=False)` — sets `user.significator` + `significator_reversed` directly, bypassing the picker UI. Returns the assigned card so downstream assertions can use it. `card=None` defaults to `personal_sig_cards(user)[0]` (the same target the picker happy-path FT uses). Call sites updated: - `test_bill_my_sign.py` — drops the local `_seed_earthman_sig_pile` definition (32 lines); imports from `sig_page`. `MySignClearTest.setUp` now uses `_assign_sig(self.gamer)` instead of the 4-line manual sig-assignment block. - `test_game_my_sea.py` — drops the local `_seed_earthman_sig_pile` definition (22 lines); imports from `sig_page`. `MySeaSignGateTest`'s two "user w. sig" tests (#4 + #6) swap their 2-line `self.gamer.significator = ... ; .save(...)` blocks for `_assign_sig(self.gamer, self.target_card)`. Diff stat: +69 lines (new helper module), -59 lines (duplicate code removed). Net +10 LOC but the duplication trap is closed — single source of truth for sig-state FT setup. 20/20 FT green across both files in 174s post-refactor. Code architected by Disco DeDisco <discodedisco@outlook.com> Git commit message Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 14:22:49 -04:00
from apps.epic.models import personal_sig_cards
My Sea sign-gate — Sprint 4b of My Sea roadmap — TDD /gameboard/my-sea/ standalone page + /gameboard/ My Sea applet gated behind User.significator. When no sig is saved, render a Look!-formatted Brief-style line — "Look!—pick your sign before drawing the Sea." — w. BACK (.btn-cancel → /gameboard/) + FYI (.btn-info → /billboard/my-sign/) action buttons in `--terUser` ink ; gate is inline content (not portaled like .note-banner) — it IS the page content until a sig is picked, not a transient nudge ; applet partial mirrors the gate via `{% if not request.user.significator_id %}` w. a `.my-sea-sign-gate--applet` denser variant (just FYI, no BACK — user's already on the gameboard); .my-sea-sign-gate__line shrinks from 1.1rem → 0.85rem + padding from 1.5rem → 0.5rem ; my_sea view passes `user_has_sig = request.user.significator_id is not None` so the standalone template branches at server side (avoids a request.user template-context-processor dependency in the standalone page) ; .woodpecker/main.yaml routes test_game_my_sea.py to the test-FTs-non-room stage by default (FT doesn't yet touch the table hex — Sprint 5+ will bring the hex into my_sea via the same DRY .room-shell stack as my_sign, at which point the file gets moved to test-FTs-room) ; TDD trail — 6 FTs in test_game_my_sea.py covering standalone gate copy + FYI/BACK href targets (T1-T3), with-sig skips gate + renders draw shell (T4), applet mirrors gate w. FYI (T5), applet w. sig falls back to .my-sea-empty (T6); all written red against the un-implemented gate before view/template/SCSS landed ; KNOWN: visual verification on existing admin user (@disco) blocked by lack of a clear-sign affordance (he has a sig saved from Sprint 4a testing); adjacent feature spec'd in [[sprint_my_sea_sign_gate_may19]] memory — likely lands as a CLEAR btn in the picker's saved-sig stage state, deferred to next session Code architected by Disco DeDisco <discodedisco@outlook.com> Git commit message Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 01:38:55 -04:00
from apps.lyric.models import User
def _seed_gameboard_applets():
"""My Sea + the rest of the gameboard applets so /gameboard/ renders
fix CI FT regression: My Sign + My Sea setUpClass ContentType collision — pipeline #313 Sprint 4a-cont (400762c) + 4b (cd0add1) introduced `serialized_rollback = True` on `MySignPickerTest`, `MySignBackupDeckTest`, and `MySeaSignGateTest` to keep migration-seeded `DeckVariant` + `TarotCard` rows alive across TransactionTestCase flushes. Locally each file ran clean, but in the full pipeline #313 `test-FTs-non-room` stage all three classes errored in setUpClass: django.db.utils.IntegrityError: UNIQUE constraint failed: django_content_type.app_label, django_content_type.model Mechanism: every prior `TransactionTestCase`-derived class in the bucket flushed without `inhibit_post_migrate`, so Django's post-migrate signal recreated `django_content_type` rows. When these three classes hit `_fixture_setup` & tried to deserialize the saved DB snapshot, the inserts collided on `(app_label, model)`. No serialized rollback ⇒ no collision; mixing in the same DB run is the trap. Fix: drop `serialized_rollback = True` from all 3 classes & inline-reseed via `get_or_create` per the canonical pattern already used by [test_admin_tarot.py](src/functional_tests/test_admin_tarot.py) & [room_page.py](src/functional_tests/room_page.py) (see [[feedback_transactiontestcase_flush]]) — new `_seed_earthman_sig_pile()` module-level helper in each file restores `DeckVariant(slug='earthman')` + the 16 MIDDLE court cards (Maid/Jack/Queen/King × BRANDS/CROWNS/BLADES/GRAILS) that `personal_sig_cards(user)` returns. Adjacent bug uncovered once the snapshot reload was gone: [test_game_my_sea.py](src/functional_tests/test_game_my_sea.py) `_seed_gameboard_applets` had been seeding `my-palette` w. `context='gameboard'` — but `my-palette` is not a gameboard applet (it's a dashboard slug; the real palette applet is `palette` per migration 0003). The applets template iterates every applet & includes `apps/<context>/_partials/_applet-<slug>.html`, so seeding the bogus row made /gameboard/ try to load a partial that doesn't exist → TemplateDoesNotExist 500 → `#id_applet_my_sea` never rendered. `serialized_rollback = True` had been masking this because the snapshot restored the migration-correct applet rows (which never had my-palette as a gameboard entry to begin with). Swapped `my-palette` for the real `new-game` gameboard applet & corrected grid-cols/rows on `game-kit` to match the 0003 seed (4×3, not 4×6). Tests: full sweep across all three classes runs green locally (17/17 in 142s). Code architected by Disco DeDisco <discodedisco@outlook.com> Git commit message Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 11:05:39 -04:00
without missing-applet errors during the applet-side assertions.
Mirrors the migration seed (0003 + 0008) every slug must have a
matching _applet-<slug>.html partial under apps/gameboard/_partials/."""
My Sea sign-gate — Sprint 4b of My Sea roadmap — TDD /gameboard/my-sea/ standalone page + /gameboard/ My Sea applet gated behind User.significator. When no sig is saved, render a Look!-formatted Brief-style line — "Look!—pick your sign before drawing the Sea." — w. BACK (.btn-cancel → /gameboard/) + FYI (.btn-info → /billboard/my-sign/) action buttons in `--terUser` ink ; gate is inline content (not portaled like .note-banner) — it IS the page content until a sig is picked, not a transient nudge ; applet partial mirrors the gate via `{% if not request.user.significator_id %}` w. a `.my-sea-sign-gate--applet` denser variant (just FYI, no BACK — user's already on the gameboard); .my-sea-sign-gate__line shrinks from 1.1rem → 0.85rem + padding from 1.5rem → 0.5rem ; my_sea view passes `user_has_sig = request.user.significator_id is not None` so the standalone template branches at server side (avoids a request.user template-context-processor dependency in the standalone page) ; .woodpecker/main.yaml routes test_game_my_sea.py to the test-FTs-non-room stage by default (FT doesn't yet touch the table hex — Sprint 5+ will bring the hex into my_sea via the same DRY .room-shell stack as my_sign, at which point the file gets moved to test-FTs-room) ; TDD trail — 6 FTs in test_game_my_sea.py covering standalone gate copy + FYI/BACK href targets (T1-T3), with-sig skips gate + renders draw shell (T4), applet mirrors gate w. FYI (T5), applet w. sig falls back to .my-sea-empty (T6); all written red against the un-implemented gate before view/template/SCSS landed ; KNOWN: visual verification on existing admin user (@disco) blocked by lack of a clear-sign affordance (he has a sig saved from Sprint 4a testing); adjacent feature spec'd in [[sprint_my_sea_sign_gate_may19]] memory — likely lands as a CLEAR btn in the picker's saved-sig stage state, deferred to next session Code architected by Disco DeDisco <discodedisco@outlook.com> Git commit message Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 01:38:55 -04:00
for slug, name, cols, rows, ctx in [
("my-sea", "My Sea", 12, 4, "gameboard"),
fix CI FT regression: My Sign + My Sea setUpClass ContentType collision — pipeline #313 Sprint 4a-cont (400762c) + 4b (cd0add1) introduced `serialized_rollback = True` on `MySignPickerTest`, `MySignBackupDeckTest`, and `MySeaSignGateTest` to keep migration-seeded `DeckVariant` + `TarotCard` rows alive across TransactionTestCase flushes. Locally each file ran clean, but in the full pipeline #313 `test-FTs-non-room` stage all three classes errored in setUpClass: django.db.utils.IntegrityError: UNIQUE constraint failed: django_content_type.app_label, django_content_type.model Mechanism: every prior `TransactionTestCase`-derived class in the bucket flushed without `inhibit_post_migrate`, so Django's post-migrate signal recreated `django_content_type` rows. When these three classes hit `_fixture_setup` & tried to deserialize the saved DB snapshot, the inserts collided on `(app_label, model)`. No serialized rollback ⇒ no collision; mixing in the same DB run is the trap. Fix: drop `serialized_rollback = True` from all 3 classes & inline-reseed via `get_or_create` per the canonical pattern already used by [test_admin_tarot.py](src/functional_tests/test_admin_tarot.py) & [room_page.py](src/functional_tests/room_page.py) (see [[feedback_transactiontestcase_flush]]) — new `_seed_earthman_sig_pile()` module-level helper in each file restores `DeckVariant(slug='earthman')` + the 16 MIDDLE court cards (Maid/Jack/Queen/King × BRANDS/CROWNS/BLADES/GRAILS) that `personal_sig_cards(user)` returns. Adjacent bug uncovered once the snapshot reload was gone: [test_game_my_sea.py](src/functional_tests/test_game_my_sea.py) `_seed_gameboard_applets` had been seeding `my-palette` w. `context='gameboard'` — but `my-palette` is not a gameboard applet (it's a dashboard slug; the real palette applet is `palette` per migration 0003). The applets template iterates every applet & includes `apps/<context>/_partials/_applet-<slug>.html`, so seeding the bogus row made /gameboard/ try to load a partial that doesn't exist → TemplateDoesNotExist 500 → `#id_applet_my_sea` never rendered. `serialized_rollback = True` had been masking this because the snapshot restored the migration-correct applet rows (which never had my-palette as a gameboard entry to begin with). Swapped `my-palette` for the real `new-game` gameboard applet & corrected grid-cols/rows on `game-kit` to match the 0003 seed (4×3, not 4×6). Tests: full sweep across all three classes runs green locally (17/17 in 142s). Code architected by Disco DeDisco <discodedisco@outlook.com> Git commit message Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 11:05:39 -04:00
("game-kit", "Game Kit", 4, 3, "gameboard"),
("new-game", "New Game", 4, 3, "gameboard"),
My Sea sign-gate — Sprint 4b of My Sea roadmap — TDD /gameboard/my-sea/ standalone page + /gameboard/ My Sea applet gated behind User.significator. When no sig is saved, render a Look!-formatted Brief-style line — "Look!—pick your sign before drawing the Sea." — w. BACK (.btn-cancel → /gameboard/) + FYI (.btn-info → /billboard/my-sign/) action buttons in `--terUser` ink ; gate is inline content (not portaled like .note-banner) — it IS the page content until a sig is picked, not a transient nudge ; applet partial mirrors the gate via `{% if not request.user.significator_id %}` w. a `.my-sea-sign-gate--applet` denser variant (just FYI, no BACK — user's already on the gameboard); .my-sea-sign-gate__line shrinks from 1.1rem → 0.85rem + padding from 1.5rem → 0.5rem ; my_sea view passes `user_has_sig = request.user.significator_id is not None` so the standalone template branches at server side (avoids a request.user template-context-processor dependency in the standalone page) ; .woodpecker/main.yaml routes test_game_my_sea.py to the test-FTs-non-room stage by default (FT doesn't yet touch the table hex — Sprint 5+ will bring the hex into my_sea via the same DRY .room-shell stack as my_sign, at which point the file gets moved to test-FTs-room) ; TDD trail — 6 FTs in test_game_my_sea.py covering standalone gate copy + FYI/BACK href targets (T1-T3), with-sig skips gate + renders draw shell (T4), applet mirrors gate w. FYI (T5), applet w. sig falls back to .my-sea-empty (T6); all written red against the un-implemented gate before view/template/SCSS landed ; KNOWN: visual verification on existing admin user (@disco) blocked by lack of a clear-sign affordance (he has a sig saved from Sprint 4a testing); adjacent feature spec'd in [[sprint_my_sea_sign_gate_may19]] memory — likely lands as a CLEAR btn in the picker's saved-sig stage state, deferred to next session Code architected by Disco DeDisco <discodedisco@outlook.com> Git commit message Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 01:38:55 -04:00
("my-games", "My Games", 4, 4, "gameboard"),
]:
Applet.objects.get_or_create(
slug=slug,
defaults={"name": name, "context": ctx,
"default_visible": True, "grid_cols": cols, "grid_rows": rows},
)
class MySeaSignGateTest(FunctionalTest):
"""Sign-gate UX on the standalone /gameboard/my-sea/ page + the
/gameboard/ My Sea applet. User without a saved sig sees a Look!-
My Sea DRAW SEA landing — Sprint 5 iter 1 of My Sea roadmap — TDD DRAW SEA landing UX on /gameboard/my-sea/ for users past the [[sprint-my-sea-sign-gate-may19]] gate. DRY table hex (reused from the room shell + my-sign Sprint 4a iter 3) w. 6 chair seats labeled 1C-6C (placeholder for friend-invite per the My Sea roadmap "Six chairs retained even in solo" anchor) + central DRAW SEA `.btn-primary` mirroring SCAN SIGN on /billboard/my-sign/. Click swaps `.my-sea-page[data-phase]` from `landing` to `picker`; the picker UX itself (three-card cross w. cover/leave/loom + form col / spread dropdown / decks / LOCK HAND / DEL) lands in iters 2 + 3. The 'C' suffix on the chair labels = "Chair" (user-locked); no role semantics (this is a solo draw, not a 6-player role assignment). `.table-seat` CSS class + `data-slot` attribute preserved so the room's existing `[data-slot="N"]` positioning rules (`_room.scss` L583-588) carry over for free — no SCSS fork; just a new `.seat-label` span inside each seat. The 'Default deck warning' Brief banner from /billboard/my-sign/ fires verbatim when `user.equipped_deck` is None (the user is headed for a draw against the Earthman [Shabby Cardstock] backup unless they equip one first). Tagged `.my-sea-intro-banner` so FTs disambiguate from other Briefs. Same FYI (→ /gameboard/) / NVM (dismiss) action grammar. Bundled: BACK→NVM label swap (user-edited mid-sprint) in the existing sign-gate. CSS class `.my-sea-sign-gate__back` retained — the swap was label-only — so existing FTs targeting the class still pass; docstrings + comments updated for accuracy. Files: - `apps/gameboard/views.py` — `my_sea` view adds 2 context keys: `no_equipped_deck` (bool) + `show_backup_intro_banner` (= user_has_sig AND no_equipped_deck). The sig-gate path still wins precedence. - `templates/apps/gameboard/my_sea.html` — `.my-sea-page[data-phase="landing"]`; new `.my-sea-landing` block w. room-shell hex + `#id_draw_sea_btn` + 6 `.table-seat[data-slot="N"]` w. `<span class="seat-label">NC</span>`; new `.my-sea-picker` placeholder (`display:none` til DRAW SEA click); inline `<script>` for the click→data-phase swap + scaleTable re-fire on next tick (mirrors my-sign's iter-3 RAF dispatch); copies the my-sign Brief banner script block verbatim w. `.my-sea-intro-banner` post-render tag. - `static_src/scss/_gameboard.scss` — new `.my-sea-page` + `.my-sea-landing` + `.my-sea-picker` rule blocks mirroring `.my-sign-page` / `.my-sign-landing` from `_card-deck.scss`. `.seat-label` styled in `--terUser` to match the chair iconography. - `apps/gameboard/tests/integrated/test_views.py` — `+7 ITs` in new `MySeaDrawSeaLandingViewTest` pinning the context keys + presence/absence of `#id_draw_sea_btn` + 6 `data-slot=N` w. `NC` labels + Sprint 4b gate's precedence over the new landing. - `functional_tests/test_game_my_sea.py` — `+5 FTs` in new `MySeaDrawSeaLandingTest` for the visible UX (hex + DRAW SEA, 6 seats labeled 1C-6C, click→picker phase swap, Brief banner on no-deck, no banner when deck equipped). Uses new `_assign_sig` helper from [[sprint-sig-page-helper-may19c]] for the user-w-sig precondition. Tests: 25/25 FTs green across test_bill_my_sign + test_game_my_sea in 219s; 1036/1036 IT/UT green in 50s (+7 from baseline). Code architected by Disco DeDisco <discodedisco@outlook.com> Git commit message Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 15:15:37 -04:00
formatted nudge w. FYI to the picker + NVM to the gameboard."""
My Sea sign-gate — Sprint 4b of My Sea roadmap — TDD /gameboard/my-sea/ standalone page + /gameboard/ My Sea applet gated behind User.significator. When no sig is saved, render a Look!-formatted Brief-style line — "Look!—pick your sign before drawing the Sea." — w. BACK (.btn-cancel → /gameboard/) + FYI (.btn-info → /billboard/my-sign/) action buttons in `--terUser` ink ; gate is inline content (not portaled like .note-banner) — it IS the page content until a sig is picked, not a transient nudge ; applet partial mirrors the gate via `{% if not request.user.significator_id %}` w. a `.my-sea-sign-gate--applet` denser variant (just FYI, no BACK — user's already on the gameboard); .my-sea-sign-gate__line shrinks from 1.1rem → 0.85rem + padding from 1.5rem → 0.5rem ; my_sea view passes `user_has_sig = request.user.significator_id is not None` so the standalone template branches at server side (avoids a request.user template-context-processor dependency in the standalone page) ; .woodpecker/main.yaml routes test_game_my_sea.py to the test-FTs-non-room stage by default (FT doesn't yet touch the table hex — Sprint 5+ will bring the hex into my_sea via the same DRY .room-shell stack as my_sign, at which point the file gets moved to test-FTs-room) ; TDD trail — 6 FTs in test_game_my_sea.py covering standalone gate copy + FYI/BACK href targets (T1-T3), with-sig skips gate + renders draw shell (T4), applet mirrors gate w. FYI (T5), applet w. sig falls back to .my-sea-empty (T6); all written red against the un-implemented gate before view/template/SCSS landed ; KNOWN: visual verification on existing admin user (@disco) blocked by lack of a clear-sign affordance (he has a sig saved from Sprint 4a testing); adjacent feature spec'd in [[sprint_my_sea_sign_gate_may19]] memory — likely lands as a CLEAR btn in the picker's saved-sig stage state, deferred to next session Code architected by Disco DeDisco <discodedisco@outlook.com> Git commit message Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 01:38:55 -04:00
def setUp(self):
super().setUp()
fix CI FT regression: My Sign + My Sea setUpClass ContentType collision — pipeline #313 Sprint 4a-cont (400762c) + 4b (cd0add1) introduced `serialized_rollback = True` on `MySignPickerTest`, `MySignBackupDeckTest`, and `MySeaSignGateTest` to keep migration-seeded `DeckVariant` + `TarotCard` rows alive across TransactionTestCase flushes. Locally each file ran clean, but in the full pipeline #313 `test-FTs-non-room` stage all three classes errored in setUpClass: django.db.utils.IntegrityError: UNIQUE constraint failed: django_content_type.app_label, django_content_type.model Mechanism: every prior `TransactionTestCase`-derived class in the bucket flushed without `inhibit_post_migrate`, so Django's post-migrate signal recreated `django_content_type` rows. When these three classes hit `_fixture_setup` & tried to deserialize the saved DB snapshot, the inserts collided on `(app_label, model)`. No serialized rollback ⇒ no collision; mixing in the same DB run is the trap. Fix: drop `serialized_rollback = True` from all 3 classes & inline-reseed via `get_or_create` per the canonical pattern already used by [test_admin_tarot.py](src/functional_tests/test_admin_tarot.py) & [room_page.py](src/functional_tests/room_page.py) (see [[feedback_transactiontestcase_flush]]) — new `_seed_earthman_sig_pile()` module-level helper in each file restores `DeckVariant(slug='earthman')` + the 16 MIDDLE court cards (Maid/Jack/Queen/King × BRANDS/CROWNS/BLADES/GRAILS) that `personal_sig_cards(user)` returns. Adjacent bug uncovered once the snapshot reload was gone: [test_game_my_sea.py](src/functional_tests/test_game_my_sea.py) `_seed_gameboard_applets` had been seeding `my-palette` w. `context='gameboard'` — but `my-palette` is not a gameboard applet (it's a dashboard slug; the real palette applet is `palette` per migration 0003). The applets template iterates every applet & includes `apps/<context>/_partials/_applet-<slug>.html`, so seeding the bogus row made /gameboard/ try to load a partial that doesn't exist → TemplateDoesNotExist 500 → `#id_applet_my_sea` never rendered. `serialized_rollback = True` had been masking this because the snapshot restored the migration-correct applet rows (which never had my-palette as a gameboard entry to begin with). Swapped `my-palette` for the real `new-game` gameboard applet & corrected grid-cols/rows on `game-kit` to match the 0003 seed (4×3, not 4×6). Tests: full sweep across all three classes runs green locally (17/17 in 142s). Code architected by Disco DeDisco <discodedisco@outlook.com> Git commit message Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 11:05:39 -04:00
_seed_earthman_sig_pile()
My Sea sign-gate — Sprint 4b of My Sea roadmap — TDD /gameboard/my-sea/ standalone page + /gameboard/ My Sea applet gated behind User.significator. When no sig is saved, render a Look!-formatted Brief-style line — "Look!—pick your sign before drawing the Sea." — w. BACK (.btn-cancel → /gameboard/) + FYI (.btn-info → /billboard/my-sign/) action buttons in `--terUser` ink ; gate is inline content (not portaled like .note-banner) — it IS the page content until a sig is picked, not a transient nudge ; applet partial mirrors the gate via `{% if not request.user.significator_id %}` w. a `.my-sea-sign-gate--applet` denser variant (just FYI, no BACK — user's already on the gameboard); .my-sea-sign-gate__line shrinks from 1.1rem → 0.85rem + padding from 1.5rem → 0.5rem ; my_sea view passes `user_has_sig = request.user.significator_id is not None` so the standalone template branches at server side (avoids a request.user template-context-processor dependency in the standalone page) ; .woodpecker/main.yaml routes test_game_my_sea.py to the test-FTs-non-room stage by default (FT doesn't yet touch the table hex — Sprint 5+ will bring the hex into my_sea via the same DRY .room-shell stack as my_sign, at which point the file gets moved to test-FTs-room) ; TDD trail — 6 FTs in test_game_my_sea.py covering standalone gate copy + FYI/BACK href targets (T1-T3), with-sig skips gate + renders draw shell (T4), applet mirrors gate w. FYI (T5), applet w. sig falls back to .my-sea-empty (T6); all written red against the un-implemented gate before view/template/SCSS landed ; KNOWN: visual verification on existing admin user (@disco) blocked by lack of a clear-sign affordance (he has a sig saved from Sprint 4a testing); adjacent feature spec'd in [[sprint_my_sea_sign_gate_may19]] memory — likely lands as a CLEAR btn in the picker's saved-sig stage state, deferred to next session Code architected by Disco DeDisco <discodedisco@outlook.com> Git commit message Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 01:38:55 -04:00
_seed_gameboard_applets()
self.email = "sea@test.io"
self.gamer = User.objects.create(email=self.email)
sig_pile = personal_sig_cards(self.gamer)
self.target_card = sig_pile[0] if sig_pile else None
self.assertIsNotNone(
self.target_card,
"personal_sig_cards(user) returned no cards — check Earthman seed",
)
# ── Test 1 ───────────────────────────────────────────────────────────────
def test_no_sig_renders_lookline_gate_on_standalone_page(self):
"""User without significator → /gameboard/my-sea/ shows the Look!-
My Sea DRAW SEA landing — Sprint 5 iter 1 of My Sea roadmap — TDD DRAW SEA landing UX on /gameboard/my-sea/ for users past the [[sprint-my-sea-sign-gate-may19]] gate. DRY table hex (reused from the room shell + my-sign Sprint 4a iter 3) w. 6 chair seats labeled 1C-6C (placeholder for friend-invite per the My Sea roadmap "Six chairs retained even in solo" anchor) + central DRAW SEA `.btn-primary` mirroring SCAN SIGN on /billboard/my-sign/. Click swaps `.my-sea-page[data-phase]` from `landing` to `picker`; the picker UX itself (three-card cross w. cover/leave/loom + form col / spread dropdown / decks / LOCK HAND / DEL) lands in iters 2 + 3. The 'C' suffix on the chair labels = "Chair" (user-locked); no role semantics (this is a solo draw, not a 6-player role assignment). `.table-seat` CSS class + `data-slot` attribute preserved so the room's existing `[data-slot="N"]` positioning rules (`_room.scss` L583-588) carry over for free — no SCSS fork; just a new `.seat-label` span inside each seat. The 'Default deck warning' Brief banner from /billboard/my-sign/ fires verbatim when `user.equipped_deck` is None (the user is headed for a draw against the Earthman [Shabby Cardstock] backup unless they equip one first). Tagged `.my-sea-intro-banner` so FTs disambiguate from other Briefs. Same FYI (→ /gameboard/) / NVM (dismiss) action grammar. Bundled: BACK→NVM label swap (user-edited mid-sprint) in the existing sign-gate. CSS class `.my-sea-sign-gate__back` retained — the swap was label-only — so existing FTs targeting the class still pass; docstrings + comments updated for accuracy. Files: - `apps/gameboard/views.py` — `my_sea` view adds 2 context keys: `no_equipped_deck` (bool) + `show_backup_intro_banner` (= user_has_sig AND no_equipped_deck). The sig-gate path still wins precedence. - `templates/apps/gameboard/my_sea.html` — `.my-sea-page[data-phase="landing"]`; new `.my-sea-landing` block w. room-shell hex + `#id_draw_sea_btn` + 6 `.table-seat[data-slot="N"]` w. `<span class="seat-label">NC</span>`; new `.my-sea-picker` placeholder (`display:none` til DRAW SEA click); inline `<script>` for the click→data-phase swap + scaleTable re-fire on next tick (mirrors my-sign's iter-3 RAF dispatch); copies the my-sign Brief banner script block verbatim w. `.my-sea-intro-banner` post-render tag. - `static_src/scss/_gameboard.scss` — new `.my-sea-page` + `.my-sea-landing` + `.my-sea-picker` rule blocks mirroring `.my-sign-page` / `.my-sign-landing` from `_card-deck.scss`. `.seat-label` styled in `--terUser` to match the chair iconography. - `apps/gameboard/tests/integrated/test_views.py` — `+7 ITs` in new `MySeaDrawSeaLandingViewTest` pinning the context keys + presence/absence of `#id_draw_sea_btn` + 6 `data-slot=N` w. `NC` labels + Sprint 4b gate's precedence over the new landing. - `functional_tests/test_game_my_sea.py` — `+5 FTs` in new `MySeaDrawSeaLandingTest` for the visible UX (hex + DRAW SEA, 6 seats labeled 1C-6C, click→picker phase swap, Brief banner on no-deck, no banner when deck equipped). Uses new `_assign_sig` helper from [[sprint-sig-page-helper-may19c]] for the user-w-sig precondition. Tests: 25/25 FTs green across test_bill_my_sign + test_game_my_sea in 219s; 1036/1036 IT/UT green in 50s (+7 from baseline). Code architected by Disco DeDisco <discodedisco@outlook.com> Git commit message Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 15:15:37 -04:00
formatted Brief-style line w. the gate copy + FYI + NVM buttons."""
My Sea sign-gate — Sprint 4b of My Sea roadmap — TDD /gameboard/my-sea/ standalone page + /gameboard/ My Sea applet gated behind User.significator. When no sig is saved, render a Look!-formatted Brief-style line — "Look!—pick your sign before drawing the Sea." — w. BACK (.btn-cancel → /gameboard/) + FYI (.btn-info → /billboard/my-sign/) action buttons in `--terUser` ink ; gate is inline content (not portaled like .note-banner) — it IS the page content until a sig is picked, not a transient nudge ; applet partial mirrors the gate via `{% if not request.user.significator_id %}` w. a `.my-sea-sign-gate--applet` denser variant (just FYI, no BACK — user's already on the gameboard); .my-sea-sign-gate__line shrinks from 1.1rem → 0.85rem + padding from 1.5rem → 0.5rem ; my_sea view passes `user_has_sig = request.user.significator_id is not None` so the standalone template branches at server side (avoids a request.user template-context-processor dependency in the standalone page) ; .woodpecker/main.yaml routes test_game_my_sea.py to the test-FTs-non-room stage by default (FT doesn't yet touch the table hex — Sprint 5+ will bring the hex into my_sea via the same DRY .room-shell stack as my_sign, at which point the file gets moved to test-FTs-room) ; TDD trail — 6 FTs in test_game_my_sea.py covering standalone gate copy + FYI/BACK href targets (T1-T3), with-sig skips gate + renders draw shell (T4), applet mirrors gate w. FYI (T5), applet w. sig falls back to .my-sea-empty (T6); all written red against the un-implemented gate before view/template/SCSS landed ; KNOWN: visual verification on existing admin user (@disco) blocked by lack of a clear-sign affordance (he has a sig saved from Sprint 4a testing); adjacent feature spec'd in [[sprint_my_sea_sign_gate_may19]] memory — likely lands as a CLEAR btn in the picker's saved-sig stage state, deferred to next session Code architected by Disco DeDisco <discodedisco@outlook.com> Git commit message Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 01:38:55 -04:00
self.create_pre_authenticated_session(self.email)
self.browser.get(self.live_server_url + "/gameboard/my-sea/")
gate = self.wait_for(
lambda: self.browser.find_element(
By.CSS_SELECTOR, ".my-sea-sign-gate"
)
)
text = gate.text
self.assertIn("Look!", text)
self.assertIn("pick your sign", text.lower())
self.assertIn("drawing the Sea", text)
My Sea DRAW SEA landing — Sprint 5 iter 1 of My Sea roadmap — TDD DRAW SEA landing UX on /gameboard/my-sea/ for users past the [[sprint-my-sea-sign-gate-may19]] gate. DRY table hex (reused from the room shell + my-sign Sprint 4a iter 3) w. 6 chair seats labeled 1C-6C (placeholder for friend-invite per the My Sea roadmap "Six chairs retained even in solo" anchor) + central DRAW SEA `.btn-primary` mirroring SCAN SIGN on /billboard/my-sign/. Click swaps `.my-sea-page[data-phase]` from `landing` to `picker`; the picker UX itself (three-card cross w. cover/leave/loom + form col / spread dropdown / decks / LOCK HAND / DEL) lands in iters 2 + 3. The 'C' suffix on the chair labels = "Chair" (user-locked); no role semantics (this is a solo draw, not a 6-player role assignment). `.table-seat` CSS class + `data-slot` attribute preserved so the room's existing `[data-slot="N"]` positioning rules (`_room.scss` L583-588) carry over for free — no SCSS fork; just a new `.seat-label` span inside each seat. The 'Default deck warning' Brief banner from /billboard/my-sign/ fires verbatim when `user.equipped_deck` is None (the user is headed for a draw against the Earthman [Shabby Cardstock] backup unless they equip one first). Tagged `.my-sea-intro-banner` so FTs disambiguate from other Briefs. Same FYI (→ /gameboard/) / NVM (dismiss) action grammar. Bundled: BACK→NVM label swap (user-edited mid-sprint) in the existing sign-gate. CSS class `.my-sea-sign-gate__back` retained — the swap was label-only — so existing FTs targeting the class still pass; docstrings + comments updated for accuracy. Files: - `apps/gameboard/views.py` — `my_sea` view adds 2 context keys: `no_equipped_deck` (bool) + `show_backup_intro_banner` (= user_has_sig AND no_equipped_deck). The sig-gate path still wins precedence. - `templates/apps/gameboard/my_sea.html` — `.my-sea-page[data-phase="landing"]`; new `.my-sea-landing` block w. room-shell hex + `#id_draw_sea_btn` + 6 `.table-seat[data-slot="N"]` w. `<span class="seat-label">NC</span>`; new `.my-sea-picker` placeholder (`display:none` til DRAW SEA click); inline `<script>` for the click→data-phase swap + scaleTable re-fire on next tick (mirrors my-sign's iter-3 RAF dispatch); copies the my-sign Brief banner script block verbatim w. `.my-sea-intro-banner` post-render tag. - `static_src/scss/_gameboard.scss` — new `.my-sea-page` + `.my-sea-landing` + `.my-sea-picker` rule blocks mirroring `.my-sign-page` / `.my-sign-landing` from `_card-deck.scss`. `.seat-label` styled in `--terUser` to match the chair iconography. - `apps/gameboard/tests/integrated/test_views.py` — `+7 ITs` in new `MySeaDrawSeaLandingViewTest` pinning the context keys + presence/absence of `#id_draw_sea_btn` + 6 `data-slot=N` w. `NC` labels + Sprint 4b gate's precedence over the new landing. - `functional_tests/test_game_my_sea.py` — `+5 FTs` in new `MySeaDrawSeaLandingTest` for the visible UX (hex + DRAW SEA, 6 seats labeled 1C-6C, click→picker phase swap, Brief banner on no-deck, no banner when deck equipped). Uses new `_assign_sig` helper from [[sprint-sig-page-helper-may19c]] for the user-w-sig precondition. Tests: 25/25 FTs green across test_bill_my_sign + test_game_my_sea in 219s; 1036/1036 IT/UT green in 50s (+7 from baseline). Code architected by Disco DeDisco <discodedisco@outlook.com> Git commit message Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 15:15:37 -04:00
# FYI + NVM action buttons (class .my-sea-sign-gate__back retained
# post-relabel; the BACK→NVM swap was label-only).
My Sea sign-gate — Sprint 4b of My Sea roadmap — TDD /gameboard/my-sea/ standalone page + /gameboard/ My Sea applet gated behind User.significator. When no sig is saved, render a Look!-formatted Brief-style line — "Look!—pick your sign before drawing the Sea." — w. BACK (.btn-cancel → /gameboard/) + FYI (.btn-info → /billboard/my-sign/) action buttons in `--terUser` ink ; gate is inline content (not portaled like .note-banner) — it IS the page content until a sig is picked, not a transient nudge ; applet partial mirrors the gate via `{% if not request.user.significator_id %}` w. a `.my-sea-sign-gate--applet` denser variant (just FYI, no BACK — user's already on the gameboard); .my-sea-sign-gate__line shrinks from 1.1rem → 0.85rem + padding from 1.5rem → 0.5rem ; my_sea view passes `user_has_sig = request.user.significator_id is not None` so the standalone template branches at server side (avoids a request.user template-context-processor dependency in the standalone page) ; .woodpecker/main.yaml routes test_game_my_sea.py to the test-FTs-non-room stage by default (FT doesn't yet touch the table hex — Sprint 5+ will bring the hex into my_sea via the same DRY .room-shell stack as my_sign, at which point the file gets moved to test-FTs-room) ; TDD trail — 6 FTs in test_game_my_sea.py covering standalone gate copy + FYI/BACK href targets (T1-T3), with-sig skips gate + renders draw shell (T4), applet mirrors gate w. FYI (T5), applet w. sig falls back to .my-sea-empty (T6); all written red against the un-implemented gate before view/template/SCSS landed ; KNOWN: visual verification on existing admin user (@disco) blocked by lack of a clear-sign affordance (he has a sig saved from Sprint 4a testing); adjacent feature spec'd in [[sprint_my_sea_sign_gate_may19]] memory — likely lands as a CLEAR btn in the picker's saved-sig stage state, deferred to next session Code architected by Disco DeDisco <discodedisco@outlook.com> Git commit message Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 01:38:55 -04:00
fyi = gate.find_element(By.CSS_SELECTOR, ".my-sea-sign-gate__fyi")
self.assertTrue(fyi.is_displayed())
My Sea DRAW SEA landing — Sprint 5 iter 1 of My Sea roadmap — TDD DRAW SEA landing UX on /gameboard/my-sea/ for users past the [[sprint-my-sea-sign-gate-may19]] gate. DRY table hex (reused from the room shell + my-sign Sprint 4a iter 3) w. 6 chair seats labeled 1C-6C (placeholder for friend-invite per the My Sea roadmap "Six chairs retained even in solo" anchor) + central DRAW SEA `.btn-primary` mirroring SCAN SIGN on /billboard/my-sign/. Click swaps `.my-sea-page[data-phase]` from `landing` to `picker`; the picker UX itself (three-card cross w. cover/leave/loom + form col / spread dropdown / decks / LOCK HAND / DEL) lands in iters 2 + 3. The 'C' suffix on the chair labels = "Chair" (user-locked); no role semantics (this is a solo draw, not a 6-player role assignment). `.table-seat` CSS class + `data-slot` attribute preserved so the room's existing `[data-slot="N"]` positioning rules (`_room.scss` L583-588) carry over for free — no SCSS fork; just a new `.seat-label` span inside each seat. The 'Default deck warning' Brief banner from /billboard/my-sign/ fires verbatim when `user.equipped_deck` is None (the user is headed for a draw against the Earthman [Shabby Cardstock] backup unless they equip one first). Tagged `.my-sea-intro-banner` so FTs disambiguate from other Briefs. Same FYI (→ /gameboard/) / NVM (dismiss) action grammar. Bundled: BACK→NVM label swap (user-edited mid-sprint) in the existing sign-gate. CSS class `.my-sea-sign-gate__back` retained — the swap was label-only — so existing FTs targeting the class still pass; docstrings + comments updated for accuracy. Files: - `apps/gameboard/views.py` — `my_sea` view adds 2 context keys: `no_equipped_deck` (bool) + `show_backup_intro_banner` (= user_has_sig AND no_equipped_deck). The sig-gate path still wins precedence. - `templates/apps/gameboard/my_sea.html` — `.my-sea-page[data-phase="landing"]`; new `.my-sea-landing` block w. room-shell hex + `#id_draw_sea_btn` + 6 `.table-seat[data-slot="N"]` w. `<span class="seat-label">NC</span>`; new `.my-sea-picker` placeholder (`display:none` til DRAW SEA click); inline `<script>` for the click→data-phase swap + scaleTable re-fire on next tick (mirrors my-sign's iter-3 RAF dispatch); copies the my-sign Brief banner script block verbatim w. `.my-sea-intro-banner` post-render tag. - `static_src/scss/_gameboard.scss` — new `.my-sea-page` + `.my-sea-landing` + `.my-sea-picker` rule blocks mirroring `.my-sign-page` / `.my-sign-landing` from `_card-deck.scss`. `.seat-label` styled in `--terUser` to match the chair iconography. - `apps/gameboard/tests/integrated/test_views.py` — `+7 ITs` in new `MySeaDrawSeaLandingViewTest` pinning the context keys + presence/absence of `#id_draw_sea_btn` + 6 `data-slot=N` w. `NC` labels + Sprint 4b gate's precedence over the new landing. - `functional_tests/test_game_my_sea.py` — `+5 FTs` in new `MySeaDrawSeaLandingTest` for the visible UX (hex + DRAW SEA, 6 seats labeled 1C-6C, click→picker phase swap, Brief banner on no-deck, no banner when deck equipped). Uses new `_assign_sig` helper from [[sprint-sig-page-helper-may19c]] for the user-w-sig precondition. Tests: 25/25 FTs green across test_bill_my_sign + test_game_my_sea in 219s; 1036/1036 IT/UT green in 50s (+7 from baseline). Code architected by Disco DeDisco <discodedisco@outlook.com> Git commit message Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 15:15:37 -04:00
nvm = gate.find_element(By.CSS_SELECTOR, ".my-sea-sign-gate__back")
self.assertTrue(nvm.is_displayed())
My Sea sign-gate — Sprint 4b of My Sea roadmap — TDD /gameboard/my-sea/ standalone page + /gameboard/ My Sea applet gated behind User.significator. When no sig is saved, render a Look!-formatted Brief-style line — "Look!—pick your sign before drawing the Sea." — w. BACK (.btn-cancel → /gameboard/) + FYI (.btn-info → /billboard/my-sign/) action buttons in `--terUser` ink ; gate is inline content (not portaled like .note-banner) — it IS the page content until a sig is picked, not a transient nudge ; applet partial mirrors the gate via `{% if not request.user.significator_id %}` w. a `.my-sea-sign-gate--applet` denser variant (just FYI, no BACK — user's already on the gameboard); .my-sea-sign-gate__line shrinks from 1.1rem → 0.85rem + padding from 1.5rem → 0.5rem ; my_sea view passes `user_has_sig = request.user.significator_id is not None` so the standalone template branches at server side (avoids a request.user template-context-processor dependency in the standalone page) ; .woodpecker/main.yaml routes test_game_my_sea.py to the test-FTs-non-room stage by default (FT doesn't yet touch the table hex — Sprint 5+ will bring the hex into my_sea via the same DRY .room-shell stack as my_sign, at which point the file gets moved to test-FTs-room) ; TDD trail — 6 FTs in test_game_my_sea.py covering standalone gate copy + FYI/BACK href targets (T1-T3), with-sig skips gate + renders draw shell (T4), applet mirrors gate w. FYI (T5), applet w. sig falls back to .my-sea-empty (T6); all written red against the un-implemented gate before view/template/SCSS landed ; KNOWN: visual verification on existing admin user (@disco) blocked by lack of a clear-sign affordance (he has a sig saved from Sprint 4a testing); adjacent feature spec'd in [[sprint_my_sea_sign_gate_may19]] memory — likely lands as a CLEAR btn in the picker's saved-sig stage state, deferred to next session Code architected by Disco DeDisco <discodedisco@outlook.com> Git commit message Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 01:38:55 -04:00
# ── Test 2 ───────────────────────────────────────────────────────────────
def test_gate_fyi_links_to_my_sign_picker(self):
"""FYI button is an `<a href>` pointing at /billboard/my-sign/."""
self.create_pre_authenticated_session(self.email)
self.browser.get(self.live_server_url + "/gameboard/my-sea/")
fyi = self.wait_for(
lambda: self.browser.find_element(
By.CSS_SELECTOR, ".my-sea-sign-gate__fyi"
)
)
href = fyi.get_attribute("href") or ""
self.assertTrue(
href.endswith("/billboard/my-sign/"),
f"FYI should link to /billboard/my-sign/, got {href!r}",
)
# ── Test 3 ───────────────────────────────────────────────────────────────
def test_gate_back_links_to_gameboard(self):
My Sea DRAW SEA landing — Sprint 5 iter 1 of My Sea roadmap — TDD DRAW SEA landing UX on /gameboard/my-sea/ for users past the [[sprint-my-sea-sign-gate-may19]] gate. DRY table hex (reused from the room shell + my-sign Sprint 4a iter 3) w. 6 chair seats labeled 1C-6C (placeholder for friend-invite per the My Sea roadmap "Six chairs retained even in solo" anchor) + central DRAW SEA `.btn-primary` mirroring SCAN SIGN on /billboard/my-sign/. Click swaps `.my-sea-page[data-phase]` from `landing` to `picker`; the picker UX itself (three-card cross w. cover/leave/loom + form col / spread dropdown / decks / LOCK HAND / DEL) lands in iters 2 + 3. The 'C' suffix on the chair labels = "Chair" (user-locked); no role semantics (this is a solo draw, not a 6-player role assignment). `.table-seat` CSS class + `data-slot` attribute preserved so the room's existing `[data-slot="N"]` positioning rules (`_room.scss` L583-588) carry over for free — no SCSS fork; just a new `.seat-label` span inside each seat. The 'Default deck warning' Brief banner from /billboard/my-sign/ fires verbatim when `user.equipped_deck` is None (the user is headed for a draw against the Earthman [Shabby Cardstock] backup unless they equip one first). Tagged `.my-sea-intro-banner` so FTs disambiguate from other Briefs. Same FYI (→ /gameboard/) / NVM (dismiss) action grammar. Bundled: BACK→NVM label swap (user-edited mid-sprint) in the existing sign-gate. CSS class `.my-sea-sign-gate__back` retained — the swap was label-only — so existing FTs targeting the class still pass; docstrings + comments updated for accuracy. Files: - `apps/gameboard/views.py` — `my_sea` view adds 2 context keys: `no_equipped_deck` (bool) + `show_backup_intro_banner` (= user_has_sig AND no_equipped_deck). The sig-gate path still wins precedence. - `templates/apps/gameboard/my_sea.html` — `.my-sea-page[data-phase="landing"]`; new `.my-sea-landing` block w. room-shell hex + `#id_draw_sea_btn` + 6 `.table-seat[data-slot="N"]` w. `<span class="seat-label">NC</span>`; new `.my-sea-picker` placeholder (`display:none` til DRAW SEA click); inline `<script>` for the click→data-phase swap + scaleTable re-fire on next tick (mirrors my-sign's iter-3 RAF dispatch); copies the my-sign Brief banner script block verbatim w. `.my-sea-intro-banner` post-render tag. - `static_src/scss/_gameboard.scss` — new `.my-sea-page` + `.my-sea-landing` + `.my-sea-picker` rule blocks mirroring `.my-sign-page` / `.my-sign-landing` from `_card-deck.scss`. `.seat-label` styled in `--terUser` to match the chair iconography. - `apps/gameboard/tests/integrated/test_views.py` — `+7 ITs` in new `MySeaDrawSeaLandingViewTest` pinning the context keys + presence/absence of `#id_draw_sea_btn` + 6 `data-slot=N` w. `NC` labels + Sprint 4b gate's precedence over the new landing. - `functional_tests/test_game_my_sea.py` — `+5 FTs` in new `MySeaDrawSeaLandingTest` for the visible UX (hex + DRAW SEA, 6 seats labeled 1C-6C, click→picker phase swap, Brief banner on no-deck, no banner when deck equipped). Uses new `_assign_sig` helper from [[sprint-sig-page-helper-may19c]] for the user-w-sig precondition. Tests: 25/25 FTs green across test_bill_my_sign + test_game_my_sea in 219s; 1036/1036 IT/UT green in 50s (+7 from baseline). Code architected by Disco DeDisco <discodedisco@outlook.com> Git commit message Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 15:15:37 -04:00
"""NVM button is an `<a href>` pointing at /gameboard/. CSS class
`.my-sea-sign-gate__back` retained post BACKNVM label swap."""
My Sea sign-gate — Sprint 4b of My Sea roadmap — TDD /gameboard/my-sea/ standalone page + /gameboard/ My Sea applet gated behind User.significator. When no sig is saved, render a Look!-formatted Brief-style line — "Look!—pick your sign before drawing the Sea." — w. BACK (.btn-cancel → /gameboard/) + FYI (.btn-info → /billboard/my-sign/) action buttons in `--terUser` ink ; gate is inline content (not portaled like .note-banner) — it IS the page content until a sig is picked, not a transient nudge ; applet partial mirrors the gate via `{% if not request.user.significator_id %}` w. a `.my-sea-sign-gate--applet` denser variant (just FYI, no BACK — user's already on the gameboard); .my-sea-sign-gate__line shrinks from 1.1rem → 0.85rem + padding from 1.5rem → 0.5rem ; my_sea view passes `user_has_sig = request.user.significator_id is not None` so the standalone template branches at server side (avoids a request.user template-context-processor dependency in the standalone page) ; .woodpecker/main.yaml routes test_game_my_sea.py to the test-FTs-non-room stage by default (FT doesn't yet touch the table hex — Sprint 5+ will bring the hex into my_sea via the same DRY .room-shell stack as my_sign, at which point the file gets moved to test-FTs-room) ; TDD trail — 6 FTs in test_game_my_sea.py covering standalone gate copy + FYI/BACK href targets (T1-T3), with-sig skips gate + renders draw shell (T4), applet mirrors gate w. FYI (T5), applet w. sig falls back to .my-sea-empty (T6); all written red against the un-implemented gate before view/template/SCSS landed ; KNOWN: visual verification on existing admin user (@disco) blocked by lack of a clear-sign affordance (he has a sig saved from Sprint 4a testing); adjacent feature spec'd in [[sprint_my_sea_sign_gate_may19]] memory — likely lands as a CLEAR btn in the picker's saved-sig stage state, deferred to next session Code architected by Disco DeDisco <discodedisco@outlook.com> Git commit message Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 01:38:55 -04:00
self.create_pre_authenticated_session(self.email)
self.browser.get(self.live_server_url + "/gameboard/my-sea/")
My Sea DRAW SEA landing — Sprint 5 iter 1 of My Sea roadmap — TDD DRAW SEA landing UX on /gameboard/my-sea/ for users past the [[sprint-my-sea-sign-gate-may19]] gate. DRY table hex (reused from the room shell + my-sign Sprint 4a iter 3) w. 6 chair seats labeled 1C-6C (placeholder for friend-invite per the My Sea roadmap "Six chairs retained even in solo" anchor) + central DRAW SEA `.btn-primary` mirroring SCAN SIGN on /billboard/my-sign/. Click swaps `.my-sea-page[data-phase]` from `landing` to `picker`; the picker UX itself (three-card cross w. cover/leave/loom + form col / spread dropdown / decks / LOCK HAND / DEL) lands in iters 2 + 3. The 'C' suffix on the chair labels = "Chair" (user-locked); no role semantics (this is a solo draw, not a 6-player role assignment). `.table-seat` CSS class + `data-slot` attribute preserved so the room's existing `[data-slot="N"]` positioning rules (`_room.scss` L583-588) carry over for free — no SCSS fork; just a new `.seat-label` span inside each seat. The 'Default deck warning' Brief banner from /billboard/my-sign/ fires verbatim when `user.equipped_deck` is None (the user is headed for a draw against the Earthman [Shabby Cardstock] backup unless they equip one first). Tagged `.my-sea-intro-banner` so FTs disambiguate from other Briefs. Same FYI (→ /gameboard/) / NVM (dismiss) action grammar. Bundled: BACK→NVM label swap (user-edited mid-sprint) in the existing sign-gate. CSS class `.my-sea-sign-gate__back` retained — the swap was label-only — so existing FTs targeting the class still pass; docstrings + comments updated for accuracy. Files: - `apps/gameboard/views.py` — `my_sea` view adds 2 context keys: `no_equipped_deck` (bool) + `show_backup_intro_banner` (= user_has_sig AND no_equipped_deck). The sig-gate path still wins precedence. - `templates/apps/gameboard/my_sea.html` — `.my-sea-page[data-phase="landing"]`; new `.my-sea-landing` block w. room-shell hex + `#id_draw_sea_btn` + 6 `.table-seat[data-slot="N"]` w. `<span class="seat-label">NC</span>`; new `.my-sea-picker` placeholder (`display:none` til DRAW SEA click); inline `<script>` for the click→data-phase swap + scaleTable re-fire on next tick (mirrors my-sign's iter-3 RAF dispatch); copies the my-sign Brief banner script block verbatim w. `.my-sea-intro-banner` post-render tag. - `static_src/scss/_gameboard.scss` — new `.my-sea-page` + `.my-sea-landing` + `.my-sea-picker` rule blocks mirroring `.my-sign-page` / `.my-sign-landing` from `_card-deck.scss`. `.seat-label` styled in `--terUser` to match the chair iconography. - `apps/gameboard/tests/integrated/test_views.py` — `+7 ITs` in new `MySeaDrawSeaLandingViewTest` pinning the context keys + presence/absence of `#id_draw_sea_btn` + 6 `data-slot=N` w. `NC` labels + Sprint 4b gate's precedence over the new landing. - `functional_tests/test_game_my_sea.py` — `+5 FTs` in new `MySeaDrawSeaLandingTest` for the visible UX (hex + DRAW SEA, 6 seats labeled 1C-6C, click→picker phase swap, Brief banner on no-deck, no banner when deck equipped). Uses new `_assign_sig` helper from [[sprint-sig-page-helper-may19c]] for the user-w-sig precondition. Tests: 25/25 FTs green across test_bill_my_sign + test_game_my_sea in 219s; 1036/1036 IT/UT green in 50s (+7 from baseline). Code architected by Disco DeDisco <discodedisco@outlook.com> Git commit message Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 15:15:37 -04:00
nvm = self.wait_for(
My Sea sign-gate — Sprint 4b of My Sea roadmap — TDD /gameboard/my-sea/ standalone page + /gameboard/ My Sea applet gated behind User.significator. When no sig is saved, render a Look!-formatted Brief-style line — "Look!—pick your sign before drawing the Sea." — w. BACK (.btn-cancel → /gameboard/) + FYI (.btn-info → /billboard/my-sign/) action buttons in `--terUser` ink ; gate is inline content (not portaled like .note-banner) — it IS the page content until a sig is picked, not a transient nudge ; applet partial mirrors the gate via `{% if not request.user.significator_id %}` w. a `.my-sea-sign-gate--applet` denser variant (just FYI, no BACK — user's already on the gameboard); .my-sea-sign-gate__line shrinks from 1.1rem → 0.85rem + padding from 1.5rem → 0.5rem ; my_sea view passes `user_has_sig = request.user.significator_id is not None` so the standalone template branches at server side (avoids a request.user template-context-processor dependency in the standalone page) ; .woodpecker/main.yaml routes test_game_my_sea.py to the test-FTs-non-room stage by default (FT doesn't yet touch the table hex — Sprint 5+ will bring the hex into my_sea via the same DRY .room-shell stack as my_sign, at which point the file gets moved to test-FTs-room) ; TDD trail — 6 FTs in test_game_my_sea.py covering standalone gate copy + FYI/BACK href targets (T1-T3), with-sig skips gate + renders draw shell (T4), applet mirrors gate w. FYI (T5), applet w. sig falls back to .my-sea-empty (T6); all written red against the un-implemented gate before view/template/SCSS landed ; KNOWN: visual verification on existing admin user (@disco) blocked by lack of a clear-sign affordance (he has a sig saved from Sprint 4a testing); adjacent feature spec'd in [[sprint_my_sea_sign_gate_may19]] memory — likely lands as a CLEAR btn in the picker's saved-sig stage state, deferred to next session Code architected by Disco DeDisco <discodedisco@outlook.com> Git commit message Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 01:38:55 -04:00
lambda: self.browser.find_element(
By.CSS_SELECTOR, ".my-sea-sign-gate__back"
)
)
My Sea DRAW SEA landing — Sprint 5 iter 1 of My Sea roadmap — TDD DRAW SEA landing UX on /gameboard/my-sea/ for users past the [[sprint-my-sea-sign-gate-may19]] gate. DRY table hex (reused from the room shell + my-sign Sprint 4a iter 3) w. 6 chair seats labeled 1C-6C (placeholder for friend-invite per the My Sea roadmap "Six chairs retained even in solo" anchor) + central DRAW SEA `.btn-primary` mirroring SCAN SIGN on /billboard/my-sign/. Click swaps `.my-sea-page[data-phase]` from `landing` to `picker`; the picker UX itself (three-card cross w. cover/leave/loom + form col / spread dropdown / decks / LOCK HAND / DEL) lands in iters 2 + 3. The 'C' suffix on the chair labels = "Chair" (user-locked); no role semantics (this is a solo draw, not a 6-player role assignment). `.table-seat` CSS class + `data-slot` attribute preserved so the room's existing `[data-slot="N"]` positioning rules (`_room.scss` L583-588) carry over for free — no SCSS fork; just a new `.seat-label` span inside each seat. The 'Default deck warning' Brief banner from /billboard/my-sign/ fires verbatim when `user.equipped_deck` is None (the user is headed for a draw against the Earthman [Shabby Cardstock] backup unless they equip one first). Tagged `.my-sea-intro-banner` so FTs disambiguate from other Briefs. Same FYI (→ /gameboard/) / NVM (dismiss) action grammar. Bundled: BACK→NVM label swap (user-edited mid-sprint) in the existing sign-gate. CSS class `.my-sea-sign-gate__back` retained — the swap was label-only — so existing FTs targeting the class still pass; docstrings + comments updated for accuracy. Files: - `apps/gameboard/views.py` — `my_sea` view adds 2 context keys: `no_equipped_deck` (bool) + `show_backup_intro_banner` (= user_has_sig AND no_equipped_deck). The sig-gate path still wins precedence. - `templates/apps/gameboard/my_sea.html` — `.my-sea-page[data-phase="landing"]`; new `.my-sea-landing` block w. room-shell hex + `#id_draw_sea_btn` + 6 `.table-seat[data-slot="N"]` w. `<span class="seat-label">NC</span>`; new `.my-sea-picker` placeholder (`display:none` til DRAW SEA click); inline `<script>` for the click→data-phase swap + scaleTable re-fire on next tick (mirrors my-sign's iter-3 RAF dispatch); copies the my-sign Brief banner script block verbatim w. `.my-sea-intro-banner` post-render tag. - `static_src/scss/_gameboard.scss` — new `.my-sea-page` + `.my-sea-landing` + `.my-sea-picker` rule blocks mirroring `.my-sign-page` / `.my-sign-landing` from `_card-deck.scss`. `.seat-label` styled in `--terUser` to match the chair iconography. - `apps/gameboard/tests/integrated/test_views.py` — `+7 ITs` in new `MySeaDrawSeaLandingViewTest` pinning the context keys + presence/absence of `#id_draw_sea_btn` + 6 `data-slot=N` w. `NC` labels + Sprint 4b gate's precedence over the new landing. - `functional_tests/test_game_my_sea.py` — `+5 FTs` in new `MySeaDrawSeaLandingTest` for the visible UX (hex + DRAW SEA, 6 seats labeled 1C-6C, click→picker phase swap, Brief banner on no-deck, no banner when deck equipped). Uses new `_assign_sig` helper from [[sprint-sig-page-helper-may19c]] for the user-w-sig precondition. Tests: 25/25 FTs green across test_bill_my_sign + test_game_my_sea in 219s; 1036/1036 IT/UT green in 50s (+7 from baseline). Code architected by Disco DeDisco <discodedisco@outlook.com> Git commit message Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 15:15:37 -04:00
href = nvm.get_attribute("href") or ""
My Sea sign-gate — Sprint 4b of My Sea roadmap — TDD /gameboard/my-sea/ standalone page + /gameboard/ My Sea applet gated behind User.significator. When no sig is saved, render a Look!-formatted Brief-style line — "Look!—pick your sign before drawing the Sea." — w. BACK (.btn-cancel → /gameboard/) + FYI (.btn-info → /billboard/my-sign/) action buttons in `--terUser` ink ; gate is inline content (not portaled like .note-banner) — it IS the page content until a sig is picked, not a transient nudge ; applet partial mirrors the gate via `{% if not request.user.significator_id %}` w. a `.my-sea-sign-gate--applet` denser variant (just FYI, no BACK — user's already on the gameboard); .my-sea-sign-gate__line shrinks from 1.1rem → 0.85rem + padding from 1.5rem → 0.5rem ; my_sea view passes `user_has_sig = request.user.significator_id is not None` so the standalone template branches at server side (avoids a request.user template-context-processor dependency in the standalone page) ; .woodpecker/main.yaml routes test_game_my_sea.py to the test-FTs-non-room stage by default (FT doesn't yet touch the table hex — Sprint 5+ will bring the hex into my_sea via the same DRY .room-shell stack as my_sign, at which point the file gets moved to test-FTs-room) ; TDD trail — 6 FTs in test_game_my_sea.py covering standalone gate copy + FYI/BACK href targets (T1-T3), with-sig skips gate + renders draw shell (T4), applet mirrors gate w. FYI (T5), applet w. sig falls back to .my-sea-empty (T6); all written red against the un-implemented gate before view/template/SCSS landed ; KNOWN: visual verification on existing admin user (@disco) blocked by lack of a clear-sign affordance (he has a sig saved from Sprint 4a testing); adjacent feature spec'd in [[sprint_my_sea_sign_gate_may19]] memory — likely lands as a CLEAR btn in the picker's saved-sig stage state, deferred to next session Code architected by Disco DeDisco <discodedisco@outlook.com> Git commit message Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 01:38:55 -04:00
self.assertTrue(
href.endswith("/gameboard/"),
My Sea DRAW SEA landing — Sprint 5 iter 1 of My Sea roadmap — TDD DRAW SEA landing UX on /gameboard/my-sea/ for users past the [[sprint-my-sea-sign-gate-may19]] gate. DRY table hex (reused from the room shell + my-sign Sprint 4a iter 3) w. 6 chair seats labeled 1C-6C (placeholder for friend-invite per the My Sea roadmap "Six chairs retained even in solo" anchor) + central DRAW SEA `.btn-primary` mirroring SCAN SIGN on /billboard/my-sign/. Click swaps `.my-sea-page[data-phase]` from `landing` to `picker`; the picker UX itself (three-card cross w. cover/leave/loom + form col / spread dropdown / decks / LOCK HAND / DEL) lands in iters 2 + 3. The 'C' suffix on the chair labels = "Chair" (user-locked); no role semantics (this is a solo draw, not a 6-player role assignment). `.table-seat` CSS class + `data-slot` attribute preserved so the room's existing `[data-slot="N"]` positioning rules (`_room.scss` L583-588) carry over for free — no SCSS fork; just a new `.seat-label` span inside each seat. The 'Default deck warning' Brief banner from /billboard/my-sign/ fires verbatim when `user.equipped_deck` is None (the user is headed for a draw against the Earthman [Shabby Cardstock] backup unless they equip one first). Tagged `.my-sea-intro-banner` so FTs disambiguate from other Briefs. Same FYI (→ /gameboard/) / NVM (dismiss) action grammar. Bundled: BACK→NVM label swap (user-edited mid-sprint) in the existing sign-gate. CSS class `.my-sea-sign-gate__back` retained — the swap was label-only — so existing FTs targeting the class still pass; docstrings + comments updated for accuracy. Files: - `apps/gameboard/views.py` — `my_sea` view adds 2 context keys: `no_equipped_deck` (bool) + `show_backup_intro_banner` (= user_has_sig AND no_equipped_deck). The sig-gate path still wins precedence. - `templates/apps/gameboard/my_sea.html` — `.my-sea-page[data-phase="landing"]`; new `.my-sea-landing` block w. room-shell hex + `#id_draw_sea_btn` + 6 `.table-seat[data-slot="N"]` w. `<span class="seat-label">NC</span>`; new `.my-sea-picker` placeholder (`display:none` til DRAW SEA click); inline `<script>` for the click→data-phase swap + scaleTable re-fire on next tick (mirrors my-sign's iter-3 RAF dispatch); copies the my-sign Brief banner script block verbatim w. `.my-sea-intro-banner` post-render tag. - `static_src/scss/_gameboard.scss` — new `.my-sea-page` + `.my-sea-landing` + `.my-sea-picker` rule blocks mirroring `.my-sign-page` / `.my-sign-landing` from `_card-deck.scss`. `.seat-label` styled in `--terUser` to match the chair iconography. - `apps/gameboard/tests/integrated/test_views.py` — `+7 ITs` in new `MySeaDrawSeaLandingViewTest` pinning the context keys + presence/absence of `#id_draw_sea_btn` + 6 `data-slot=N` w. `NC` labels + Sprint 4b gate's precedence over the new landing. - `functional_tests/test_game_my_sea.py` — `+5 FTs` in new `MySeaDrawSeaLandingTest` for the visible UX (hex + DRAW SEA, 6 seats labeled 1C-6C, click→picker phase swap, Brief banner on no-deck, no banner when deck equipped). Uses new `_assign_sig` helper from [[sprint-sig-page-helper-may19c]] for the user-w-sig precondition. Tests: 25/25 FTs green across test_bill_my_sign + test_game_my_sea in 219s; 1036/1036 IT/UT green in 50s (+7 from baseline). Code architected by Disco DeDisco <discodedisco@outlook.com> Git commit message Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 15:15:37 -04:00
f"NVM should link to /gameboard/, got {href!r}",
My Sea sign-gate — Sprint 4b of My Sea roadmap — TDD /gameboard/my-sea/ standalone page + /gameboard/ My Sea applet gated behind User.significator. When no sig is saved, render a Look!-formatted Brief-style line — "Look!—pick your sign before drawing the Sea." — w. BACK (.btn-cancel → /gameboard/) + FYI (.btn-info → /billboard/my-sign/) action buttons in `--terUser` ink ; gate is inline content (not portaled like .note-banner) — it IS the page content until a sig is picked, not a transient nudge ; applet partial mirrors the gate via `{% if not request.user.significator_id %}` w. a `.my-sea-sign-gate--applet` denser variant (just FYI, no BACK — user's already on the gameboard); .my-sea-sign-gate__line shrinks from 1.1rem → 0.85rem + padding from 1.5rem → 0.5rem ; my_sea view passes `user_has_sig = request.user.significator_id is not None` so the standalone template branches at server side (avoids a request.user template-context-processor dependency in the standalone page) ; .woodpecker/main.yaml routes test_game_my_sea.py to the test-FTs-non-room stage by default (FT doesn't yet touch the table hex — Sprint 5+ will bring the hex into my_sea via the same DRY .room-shell stack as my_sign, at which point the file gets moved to test-FTs-room) ; TDD trail — 6 FTs in test_game_my_sea.py covering standalone gate copy + FYI/BACK href targets (T1-T3), with-sig skips gate + renders draw shell (T4), applet mirrors gate w. FYI (T5), applet w. sig falls back to .my-sea-empty (T6); all written red against the un-implemented gate before view/template/SCSS landed ; KNOWN: visual verification on existing admin user (@disco) blocked by lack of a clear-sign affordance (he has a sig saved from Sprint 4a testing); adjacent feature spec'd in [[sprint_my_sea_sign_gate_may19]] memory — likely lands as a CLEAR btn in the picker's saved-sig stage state, deferred to next session Code architected by Disco DeDisco <discodedisco@outlook.com> Git commit message Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 01:38:55 -04:00
)
# ── Test 4 ───────────────────────────────────────────────────────────────
def test_with_sig_skips_gate_and_renders_draw_shell(self):
"""User w. saved significator → no .my-sea-sign-gate on the page;
draw shell renders normally (Sprint 3 placeholder)."""
FT helper: sig_page.py — _seed_earthman_sig_pile + _assign_sig — Sprint 4c of My Sea roadmap — TDD Pure test-infra refactor. Sprint 5+ (sea-select / DRAW SEA / latest-draw rendering) all need a "user has sig" precondition without walking the picker — extracting it once now prevents Sprint 5's setUps from copy-pasting the inline assignment dance again. Two helpers in new `src/functional_tests/sig_page.py` (mirrors the `room_page.py` / `post_page.py` / `my_posts_page.py` convention — underscored to signal "test infrastructure, not API surface", public within `functional_tests/`): - `_seed_earthman_sig_pile()` — re-seeds Earthman DeckVariant + the 16 MIDDLE court cards (Maid/Jack/Queen/King × BRANDS/CROWNS/BLADES/GRAILS) that `personal_sig_cards(user)` returns. Hoisted verbatim from the duplicate definitions in `test_bill_my_sign.py` + `test_game_my_sea.py` introduced in [[sprint_serialized_rollback_ft_fix_may19]]. Major 0/1 are deliberately NOT seeded — `_filter_major_unlocks` in `personal_sig_cards()` strips them for users w.o the matching Note unlocks, which is the default state in solo FTs. - `_assign_sig(user, card=None, reversed_flag=False)` — sets `user.significator` + `significator_reversed` directly, bypassing the picker UI. Returns the assigned card so downstream assertions can use it. `card=None` defaults to `personal_sig_cards(user)[0]` (the same target the picker happy-path FT uses). Call sites updated: - `test_bill_my_sign.py` — drops the local `_seed_earthman_sig_pile` definition (32 lines); imports from `sig_page`. `MySignClearTest.setUp` now uses `_assign_sig(self.gamer)` instead of the 4-line manual sig-assignment block. - `test_game_my_sea.py` — drops the local `_seed_earthman_sig_pile` definition (22 lines); imports from `sig_page`. `MySeaSignGateTest`'s two "user w. sig" tests (#4 + #6) swap their 2-line `self.gamer.significator = ... ; .save(...)` blocks for `_assign_sig(self.gamer, self.target_card)`. Diff stat: +69 lines (new helper module), -59 lines (duplicate code removed). Net +10 LOC but the duplication trap is closed — single source of truth for sig-state FT setup. 20/20 FT green across both files in 174s post-refactor. Code architected by Disco DeDisco <discodedisco@outlook.com> Git commit message Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 14:22:49 -04:00
_assign_sig(self.gamer, self.target_card)
My Sea sign-gate — Sprint 4b of My Sea roadmap — TDD /gameboard/my-sea/ standalone page + /gameboard/ My Sea applet gated behind User.significator. When no sig is saved, render a Look!-formatted Brief-style line — "Look!—pick your sign before drawing the Sea." — w. BACK (.btn-cancel → /gameboard/) + FYI (.btn-info → /billboard/my-sign/) action buttons in `--terUser` ink ; gate is inline content (not portaled like .note-banner) — it IS the page content until a sig is picked, not a transient nudge ; applet partial mirrors the gate via `{% if not request.user.significator_id %}` w. a `.my-sea-sign-gate--applet` denser variant (just FYI, no BACK — user's already on the gameboard); .my-sea-sign-gate__line shrinks from 1.1rem → 0.85rem + padding from 1.5rem → 0.5rem ; my_sea view passes `user_has_sig = request.user.significator_id is not None` so the standalone template branches at server side (avoids a request.user template-context-processor dependency in the standalone page) ; .woodpecker/main.yaml routes test_game_my_sea.py to the test-FTs-non-room stage by default (FT doesn't yet touch the table hex — Sprint 5+ will bring the hex into my_sea via the same DRY .room-shell stack as my_sign, at which point the file gets moved to test-FTs-room) ; TDD trail — 6 FTs in test_game_my_sea.py covering standalone gate copy + FYI/BACK href targets (T1-T3), with-sig skips gate + renders draw shell (T4), applet mirrors gate w. FYI (T5), applet w. sig falls back to .my-sea-empty (T6); all written red against the un-implemented gate before view/template/SCSS landed ; KNOWN: visual verification on existing admin user (@disco) blocked by lack of a clear-sign affordance (he has a sig saved from Sprint 4a testing); adjacent feature spec'd in [[sprint_my_sea_sign_gate_may19]] memory — likely lands as a CLEAR btn in the picker's saved-sig stage state, deferred to next session Code architected by Disco DeDisco <discodedisco@outlook.com> Git commit message Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 01:38:55 -04:00
self.create_pre_authenticated_session(self.email)
self.browser.get(self.live_server_url + "/gameboard/my-sea/")
self.wait_for(
lambda: self.browser.find_element(By.CSS_SELECTOR, ".my-sea-page")
)
self.assertEqual(
len(self.browser.find_elements(By.CSS_SELECTOR, ".my-sea-sign-gate")),
0,
"Gate should not render when user has a saved significator",
)
# ── Test 5 ───────────────────────────────────────────────────────────────
def test_no_sig_applet_mirrors_gate_with_fyi_link(self):
"""On /gameboard/, the My Sea applet's empty state shows the same
Look!-formatted gate w. FYI link to /billboard/my-sign/ when the
user has no significator. Provides a consistent UX across surfaces."""
self.create_pre_authenticated_session(self.email)
self.browser.get(self.live_server_url + "/gameboard/")
applet_gate = self.wait_for(
lambda: self.browser.find_element(
By.CSS_SELECTOR, "#id_applet_my_sea .my-sea-sign-gate"
)
)
self.assertIn("Look!", applet_gate.text)
fyi = applet_gate.find_element(By.CSS_SELECTOR, ".my-sea-sign-gate__fyi")
href = fyi.get_attribute("href") or ""
self.assertTrue(href.endswith("/billboard/my-sign/"))
# ── Test 6 ───────────────────────────────────────────────────────────────
def test_with_sig_applet_renders_default_empty_state(self):
"""Applet w. saved sig → no gate, empty-state placeholder (until
Sprint 7 wires up the latest-draw rendering)."""
FT helper: sig_page.py — _seed_earthman_sig_pile + _assign_sig — Sprint 4c of My Sea roadmap — TDD Pure test-infra refactor. Sprint 5+ (sea-select / DRAW SEA / latest-draw rendering) all need a "user has sig" precondition without walking the picker — extracting it once now prevents Sprint 5's setUps from copy-pasting the inline assignment dance again. Two helpers in new `src/functional_tests/sig_page.py` (mirrors the `room_page.py` / `post_page.py` / `my_posts_page.py` convention — underscored to signal "test infrastructure, not API surface", public within `functional_tests/`): - `_seed_earthman_sig_pile()` — re-seeds Earthman DeckVariant + the 16 MIDDLE court cards (Maid/Jack/Queen/King × BRANDS/CROWNS/BLADES/GRAILS) that `personal_sig_cards(user)` returns. Hoisted verbatim from the duplicate definitions in `test_bill_my_sign.py` + `test_game_my_sea.py` introduced in [[sprint_serialized_rollback_ft_fix_may19]]. Major 0/1 are deliberately NOT seeded — `_filter_major_unlocks` in `personal_sig_cards()` strips them for users w.o the matching Note unlocks, which is the default state in solo FTs. - `_assign_sig(user, card=None, reversed_flag=False)` — sets `user.significator` + `significator_reversed` directly, bypassing the picker UI. Returns the assigned card so downstream assertions can use it. `card=None` defaults to `personal_sig_cards(user)[0]` (the same target the picker happy-path FT uses). Call sites updated: - `test_bill_my_sign.py` — drops the local `_seed_earthman_sig_pile` definition (32 lines); imports from `sig_page`. `MySignClearTest.setUp` now uses `_assign_sig(self.gamer)` instead of the 4-line manual sig-assignment block. - `test_game_my_sea.py` — drops the local `_seed_earthman_sig_pile` definition (22 lines); imports from `sig_page`. `MySeaSignGateTest`'s two "user w. sig" tests (#4 + #6) swap their 2-line `self.gamer.significator = ... ; .save(...)` blocks for `_assign_sig(self.gamer, self.target_card)`. Diff stat: +69 lines (new helper module), -59 lines (duplicate code removed). Net +10 LOC but the duplication trap is closed — single source of truth for sig-state FT setup. 20/20 FT green across both files in 174s post-refactor. Code architected by Disco DeDisco <discodedisco@outlook.com> Git commit message Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 14:22:49 -04:00
_assign_sig(self.gamer, self.target_card)
My Sea sign-gate — Sprint 4b of My Sea roadmap — TDD /gameboard/my-sea/ standalone page + /gameboard/ My Sea applet gated behind User.significator. When no sig is saved, render a Look!-formatted Brief-style line — "Look!—pick your sign before drawing the Sea." — w. BACK (.btn-cancel → /gameboard/) + FYI (.btn-info → /billboard/my-sign/) action buttons in `--terUser` ink ; gate is inline content (not portaled like .note-banner) — it IS the page content until a sig is picked, not a transient nudge ; applet partial mirrors the gate via `{% if not request.user.significator_id %}` w. a `.my-sea-sign-gate--applet` denser variant (just FYI, no BACK — user's already on the gameboard); .my-sea-sign-gate__line shrinks from 1.1rem → 0.85rem + padding from 1.5rem → 0.5rem ; my_sea view passes `user_has_sig = request.user.significator_id is not None` so the standalone template branches at server side (avoids a request.user template-context-processor dependency in the standalone page) ; .woodpecker/main.yaml routes test_game_my_sea.py to the test-FTs-non-room stage by default (FT doesn't yet touch the table hex — Sprint 5+ will bring the hex into my_sea via the same DRY .room-shell stack as my_sign, at which point the file gets moved to test-FTs-room) ; TDD trail — 6 FTs in test_game_my_sea.py covering standalone gate copy + FYI/BACK href targets (T1-T3), with-sig skips gate + renders draw shell (T4), applet mirrors gate w. FYI (T5), applet w. sig falls back to .my-sea-empty (T6); all written red against the un-implemented gate before view/template/SCSS landed ; KNOWN: visual verification on existing admin user (@disco) blocked by lack of a clear-sign affordance (he has a sig saved from Sprint 4a testing); adjacent feature spec'd in [[sprint_my_sea_sign_gate_may19]] memory — likely lands as a CLEAR btn in the picker's saved-sig stage state, deferred to next session Code architected by Disco DeDisco <discodedisco@outlook.com> Git commit message Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 01:38:55 -04:00
self.create_pre_authenticated_session(self.email)
self.browser.get(self.live_server_url + "/gameboard/")
self.wait_for(
lambda: self.browser.find_element(By.CSS_SELECTOR, "#id_applet_my_sea")
)
self.assertEqual(
len(self.browser.find_elements(
By.CSS_SELECTOR, "#id_applet_my_sea .my-sea-sign-gate"
)),
0,
)
My Sea DRAW SEA landing — Sprint 5 iter 1 of My Sea roadmap — TDD DRAW SEA landing UX on /gameboard/my-sea/ for users past the [[sprint-my-sea-sign-gate-may19]] gate. DRY table hex (reused from the room shell + my-sign Sprint 4a iter 3) w. 6 chair seats labeled 1C-6C (placeholder for friend-invite per the My Sea roadmap "Six chairs retained even in solo" anchor) + central DRAW SEA `.btn-primary` mirroring SCAN SIGN on /billboard/my-sign/. Click swaps `.my-sea-page[data-phase]` from `landing` to `picker`; the picker UX itself (three-card cross w. cover/leave/loom + form col / spread dropdown / decks / LOCK HAND / DEL) lands in iters 2 + 3. The 'C' suffix on the chair labels = "Chair" (user-locked); no role semantics (this is a solo draw, not a 6-player role assignment). `.table-seat` CSS class + `data-slot` attribute preserved so the room's existing `[data-slot="N"]` positioning rules (`_room.scss` L583-588) carry over for free — no SCSS fork; just a new `.seat-label` span inside each seat. The 'Default deck warning' Brief banner from /billboard/my-sign/ fires verbatim when `user.equipped_deck` is None (the user is headed for a draw against the Earthman [Shabby Cardstock] backup unless they equip one first). Tagged `.my-sea-intro-banner` so FTs disambiguate from other Briefs. Same FYI (→ /gameboard/) / NVM (dismiss) action grammar. Bundled: BACK→NVM label swap (user-edited mid-sprint) in the existing sign-gate. CSS class `.my-sea-sign-gate__back` retained — the swap was label-only — so existing FTs targeting the class still pass; docstrings + comments updated for accuracy. Files: - `apps/gameboard/views.py` — `my_sea` view adds 2 context keys: `no_equipped_deck` (bool) + `show_backup_intro_banner` (= user_has_sig AND no_equipped_deck). The sig-gate path still wins precedence. - `templates/apps/gameboard/my_sea.html` — `.my-sea-page[data-phase="landing"]`; new `.my-sea-landing` block w. room-shell hex + `#id_draw_sea_btn` + 6 `.table-seat[data-slot="N"]` w. `<span class="seat-label">NC</span>`; new `.my-sea-picker` placeholder (`display:none` til DRAW SEA click); inline `<script>` for the click→data-phase swap + scaleTable re-fire on next tick (mirrors my-sign's iter-3 RAF dispatch); copies the my-sign Brief banner script block verbatim w. `.my-sea-intro-banner` post-render tag. - `static_src/scss/_gameboard.scss` — new `.my-sea-page` + `.my-sea-landing` + `.my-sea-picker` rule blocks mirroring `.my-sign-page` / `.my-sign-landing` from `_card-deck.scss`. `.seat-label` styled in `--terUser` to match the chair iconography. - `apps/gameboard/tests/integrated/test_views.py` — `+7 ITs` in new `MySeaDrawSeaLandingViewTest` pinning the context keys + presence/absence of `#id_draw_sea_btn` + 6 `data-slot=N` w. `NC` labels + Sprint 4b gate's precedence over the new landing. - `functional_tests/test_game_my_sea.py` — `+5 FTs` in new `MySeaDrawSeaLandingTest` for the visible UX (hex + DRAW SEA, 6 seats labeled 1C-6C, click→picker phase swap, Brief banner on no-deck, no banner when deck equipped). Uses new `_assign_sig` helper from [[sprint-sig-page-helper-may19c]] for the user-w-sig precondition. Tests: 25/25 FTs green across test_bill_my_sign + test_game_my_sea in 219s; 1036/1036 IT/UT green in 50s (+7 from baseline). Code architected by Disco DeDisco <discodedisco@outlook.com> Git commit message Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 15:15:37 -04:00
class MySeaDrawSeaLandingTest(FunctionalTest):
My Sea FREE DRAW + seat-1C seated transition — Sprint 5 iter 1 follow-up — TDD Iter-1 follow-up after the user re-spec'd the FREE DRAW click behavior: - **Btn label** DRAW SEA → FREE DRAW (the 1/24h free-quota draw). Element ID `id_draw_sea_btn` retained — describes intent, not label, so a future sprint can conditionally swap the label back to DRAW SEA once the daily free has been used (at which point the btn calls the room gatekeeper partial for token-deposit per [[project-my-sea-roadmap]] Sprint 6). - **Chair seat markup** — each `.table-seat` now renders w. `.fa-chair` + `.seat-position-label` (1C-6C) + `.position-status-icon.fa-solid.fa-ban` mirroring the room's hex grammar from `_table_positions.html`. **`.seat-position-label`** (not `.seat-role-label`) because my-sea is the solo flow — no roles — and the existing room class carries role-grammar semantics that don't apply here. New class gets its own grid placement in `_gameboard.scss` (col 2 / row 1 default, col 1 for left-side seats 3/4/5 per the room's flip rule). - **FREE DRAW click flow** — (1) seat 1C immediately gains `.seated` class & its `.fa-ban` icon swaps to `.fa-circle-check`; (2) after 800ms (so the user sees the seat animation against `_room.scss`'s 0.6s `color`/`filter` transition on `.fa-chair`), `data-phase` swaps to `picker` & landing hides. Seat 1C-only because my-sea is single-user-per-page until friend-invite lands — the user always occupies the lowest-numeral seat. - **`.table-seat.seated` SCSS** in `_gameboard.scss` — `--terUser` chair color + `drop-shadow(--ninUser)` glow. Mirrors `_room.scss:626` `.table-seat.active .fa-chair` styling but uses a stable `.seated` class (semantically distinct: `.active` = current turn in a multi-user room, `.seated` = draw-locked occupant in the solo flow). Status icon green via the existing `_room.scss:616` `.position-status-icon.fa-circle-check` rule — no new color rule needed. - **FT/IT updates** — renamed `test_landing_renders_hex_with_draw_sea_btn` → `…_free_draw_btn` w. "FREE DRAW" label assertions; T2 extended to assert `.position-status-icon.fa-ban` on each seat at render time; T3 (formerly `…_transitions_to_picker_phase`) rewritten as `test_free_draw_click_seats_user_in_1C_then_swaps_phase` to pin the full click contract: 1C goes `.seated` + `.fa-circle-check`, seats 2-6 unchanged, picker phase swap after the delay. New IT `test_landing_renders_position_status_ban_icon_on_each_seat` asserts initial ban + `.seat-position-label` counts. **Substring trap caught** (worth a sticky note): bare class-name substrings (`fa-ban`, `position-status-icon`) appear ALSO in the inline JS handler's `classList.remove(…)` / `querySelector(…)` arg strings → `html.count("fa-ban") = 7`, not 6. Tightened IT assertions to match the full class attribute (`class="position-status-icon fa-solid fa-ban"`) — never count bare class names in `assertContains` / `html.count` when the same class is JS-manipulated client-side. Tests: 25/25 FT green across test_bill_my_sign + test_game_my_sea (165s); 1037/1037 IT/UT green (49s). Code architected by Disco DeDisco <discodedisco@outlook.com> Git commit message Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 15:48:07 -04:00
"""Sprint 5 iter 1 — FREE DRAW landing on /gameboard/my-sea/ for a
My Sea DRAW SEA landing — Sprint 5 iter 1 of My Sea roadmap — TDD DRAW SEA landing UX on /gameboard/my-sea/ for users past the [[sprint-my-sea-sign-gate-may19]] gate. DRY table hex (reused from the room shell + my-sign Sprint 4a iter 3) w. 6 chair seats labeled 1C-6C (placeholder for friend-invite per the My Sea roadmap "Six chairs retained even in solo" anchor) + central DRAW SEA `.btn-primary` mirroring SCAN SIGN on /billboard/my-sign/. Click swaps `.my-sea-page[data-phase]` from `landing` to `picker`; the picker UX itself (three-card cross w. cover/leave/loom + form col / spread dropdown / decks / LOCK HAND / DEL) lands in iters 2 + 3. The 'C' suffix on the chair labels = "Chair" (user-locked); no role semantics (this is a solo draw, not a 6-player role assignment). `.table-seat` CSS class + `data-slot` attribute preserved so the room's existing `[data-slot="N"]` positioning rules (`_room.scss` L583-588) carry over for free — no SCSS fork; just a new `.seat-label` span inside each seat. The 'Default deck warning' Brief banner from /billboard/my-sign/ fires verbatim when `user.equipped_deck` is None (the user is headed for a draw against the Earthman [Shabby Cardstock] backup unless they equip one first). Tagged `.my-sea-intro-banner` so FTs disambiguate from other Briefs. Same FYI (→ /gameboard/) / NVM (dismiss) action grammar. Bundled: BACK→NVM label swap (user-edited mid-sprint) in the existing sign-gate. CSS class `.my-sea-sign-gate__back` retained — the swap was label-only — so existing FTs targeting the class still pass; docstrings + comments updated for accuracy. Files: - `apps/gameboard/views.py` — `my_sea` view adds 2 context keys: `no_equipped_deck` (bool) + `show_backup_intro_banner` (= user_has_sig AND no_equipped_deck). The sig-gate path still wins precedence. - `templates/apps/gameboard/my_sea.html` — `.my-sea-page[data-phase="landing"]`; new `.my-sea-landing` block w. room-shell hex + `#id_draw_sea_btn` + 6 `.table-seat[data-slot="N"]` w. `<span class="seat-label">NC</span>`; new `.my-sea-picker` placeholder (`display:none` til DRAW SEA click); inline `<script>` for the click→data-phase swap + scaleTable re-fire on next tick (mirrors my-sign's iter-3 RAF dispatch); copies the my-sign Brief banner script block verbatim w. `.my-sea-intro-banner` post-render tag. - `static_src/scss/_gameboard.scss` — new `.my-sea-page` + `.my-sea-landing` + `.my-sea-picker` rule blocks mirroring `.my-sign-page` / `.my-sign-landing` from `_card-deck.scss`. `.seat-label` styled in `--terUser` to match the chair iconography. - `apps/gameboard/tests/integrated/test_views.py` — `+7 ITs` in new `MySeaDrawSeaLandingViewTest` pinning the context keys + presence/absence of `#id_draw_sea_btn` + 6 `data-slot=N` w. `NC` labels + Sprint 4b gate's precedence over the new landing. - `functional_tests/test_game_my_sea.py` — `+5 FTs` in new `MySeaDrawSeaLandingTest` for the visible UX (hex + DRAW SEA, 6 seats labeled 1C-6C, click→picker phase swap, Brief banner on no-deck, no banner when deck equipped). Uses new `_assign_sig` helper from [[sprint-sig-page-helper-may19c]] for the user-w-sig precondition. Tests: 25/25 FTs green across test_bill_my_sign + test_game_my_sea in 219s; 1036/1036 IT/UT green in 50s (+7 from baseline). Code architected by Disco DeDisco <discodedisco@outlook.com> Git commit message Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 15:15:37 -04:00
user w. a saved sig (past the [[sprint-my-sea-sign-gate-may19]] gate).
Landing renders a DRY table hex (parameterized from the room) w. 6
chair seats labeled 1C-6C (placeholders for the eventual friend-
invite feature per [[project-my-sea-roadmap]] architectural anchor
My Sea FREE DRAW + seat-1C seated transition — Sprint 5 iter 1 follow-up — TDD Iter-1 follow-up after the user re-spec'd the FREE DRAW click behavior: - **Btn label** DRAW SEA → FREE DRAW (the 1/24h free-quota draw). Element ID `id_draw_sea_btn` retained — describes intent, not label, so a future sprint can conditionally swap the label back to DRAW SEA once the daily free has been used (at which point the btn calls the room gatekeeper partial for token-deposit per [[project-my-sea-roadmap]] Sprint 6). - **Chair seat markup** — each `.table-seat` now renders w. `.fa-chair` + `.seat-position-label` (1C-6C) + `.position-status-icon.fa-solid.fa-ban` mirroring the room's hex grammar from `_table_positions.html`. **`.seat-position-label`** (not `.seat-role-label`) because my-sea is the solo flow — no roles — and the existing room class carries role-grammar semantics that don't apply here. New class gets its own grid placement in `_gameboard.scss` (col 2 / row 1 default, col 1 for left-side seats 3/4/5 per the room's flip rule). - **FREE DRAW click flow** — (1) seat 1C immediately gains `.seated` class & its `.fa-ban` icon swaps to `.fa-circle-check`; (2) after 800ms (so the user sees the seat animation against `_room.scss`'s 0.6s `color`/`filter` transition on `.fa-chair`), `data-phase` swaps to `picker` & landing hides. Seat 1C-only because my-sea is single-user-per-page until friend-invite lands — the user always occupies the lowest-numeral seat. - **`.table-seat.seated` SCSS** in `_gameboard.scss` — `--terUser` chair color + `drop-shadow(--ninUser)` glow. Mirrors `_room.scss:626` `.table-seat.active .fa-chair` styling but uses a stable `.seated` class (semantically distinct: `.active` = current turn in a multi-user room, `.seated` = draw-locked occupant in the solo flow). Status icon green via the existing `_room.scss:616` `.position-status-icon.fa-circle-check` rule — no new color rule needed. - **FT/IT updates** — renamed `test_landing_renders_hex_with_draw_sea_btn` → `…_free_draw_btn` w. "FREE DRAW" label assertions; T2 extended to assert `.position-status-icon.fa-ban` on each seat at render time; T3 (formerly `…_transitions_to_picker_phase`) rewritten as `test_free_draw_click_seats_user_in_1C_then_swaps_phase` to pin the full click contract: 1C goes `.seated` + `.fa-circle-check`, seats 2-6 unchanged, picker phase swap after the delay. New IT `test_landing_renders_position_status_ban_icon_on_each_seat` asserts initial ban + `.seat-position-label` counts. **Substring trap caught** (worth a sticky note): bare class-name substrings (`fa-ban`, `position-status-icon`) appear ALSO in the inline JS handler's `classList.remove(…)` / `querySelector(…)` arg strings → `html.count("fa-ban") = 7`, not 6. Tightened IT assertions to match the full class attribute (`class="position-status-icon fa-solid fa-ban"`) — never count bare class names in `assertContains` / `html.count` when the same class is JS-manipulated client-side. Tests: 25/25 FT green across test_bill_my_sign + test_game_my_sea (165s); 1037/1037 IT/UT green (49s). Code architected by Disco DeDisco <discodedisco@outlook.com> Git commit message Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 15:48:07 -04:00
"Six chairs retained even in solo") + a central FREE DRAW `.btn-
primary` mirroring SCAN SIGN on /billboard/my-sign/. Each chair seat
renders w. a red `.fa-ban` status icon (empty slot).
My Sea DRAW SEA landing — Sprint 5 iter 1 of My Sea roadmap — TDD DRAW SEA landing UX on /gameboard/my-sea/ for users past the [[sprint-my-sea-sign-gate-may19]] gate. DRY table hex (reused from the room shell + my-sign Sprint 4a iter 3) w. 6 chair seats labeled 1C-6C (placeholder for friend-invite per the My Sea roadmap "Six chairs retained even in solo" anchor) + central DRAW SEA `.btn-primary` mirroring SCAN SIGN on /billboard/my-sign/. Click swaps `.my-sea-page[data-phase]` from `landing` to `picker`; the picker UX itself (three-card cross w. cover/leave/loom + form col / spread dropdown / decks / LOCK HAND / DEL) lands in iters 2 + 3. The 'C' suffix on the chair labels = "Chair" (user-locked); no role semantics (this is a solo draw, not a 6-player role assignment). `.table-seat` CSS class + `data-slot` attribute preserved so the room's existing `[data-slot="N"]` positioning rules (`_room.scss` L583-588) carry over for free — no SCSS fork; just a new `.seat-label` span inside each seat. The 'Default deck warning' Brief banner from /billboard/my-sign/ fires verbatim when `user.equipped_deck` is None (the user is headed for a draw against the Earthman [Shabby Cardstock] backup unless they equip one first). Tagged `.my-sea-intro-banner` so FTs disambiguate from other Briefs. Same FYI (→ /gameboard/) / NVM (dismiss) action grammar. Bundled: BACK→NVM label swap (user-edited mid-sprint) in the existing sign-gate. CSS class `.my-sea-sign-gate__back` retained — the swap was label-only — so existing FTs targeting the class still pass; docstrings + comments updated for accuracy. Files: - `apps/gameboard/views.py` — `my_sea` view adds 2 context keys: `no_equipped_deck` (bool) + `show_backup_intro_banner` (= user_has_sig AND no_equipped_deck). The sig-gate path still wins precedence. - `templates/apps/gameboard/my_sea.html` — `.my-sea-page[data-phase="landing"]`; new `.my-sea-landing` block w. room-shell hex + `#id_draw_sea_btn` + 6 `.table-seat[data-slot="N"]` w. `<span class="seat-label">NC</span>`; new `.my-sea-picker` placeholder (`display:none` til DRAW SEA click); inline `<script>` for the click→data-phase swap + scaleTable re-fire on next tick (mirrors my-sign's iter-3 RAF dispatch); copies the my-sign Brief banner script block verbatim w. `.my-sea-intro-banner` post-render tag. - `static_src/scss/_gameboard.scss` — new `.my-sea-page` + `.my-sea-landing` + `.my-sea-picker` rule blocks mirroring `.my-sign-page` / `.my-sign-landing` from `_card-deck.scss`. `.seat-label` styled in `--terUser` to match the chair iconography. - `apps/gameboard/tests/integrated/test_views.py` — `+7 ITs` in new `MySeaDrawSeaLandingViewTest` pinning the context keys + presence/absence of `#id_draw_sea_btn` + 6 `data-slot=N` w. `NC` labels + Sprint 4b gate's precedence over the new landing. - `functional_tests/test_game_my_sea.py` — `+5 FTs` in new `MySeaDrawSeaLandingTest` for the visible UX (hex + DRAW SEA, 6 seats labeled 1C-6C, click→picker phase swap, Brief banner on no-deck, no banner when deck equipped). Uses new `_assign_sig` helper from [[sprint-sig-page-helper-may19c]] for the user-w-sig precondition. Tests: 25/25 FTs green across test_bill_my_sign + test_game_my_sea in 219s; 1036/1036 IT/UT green in 50s (+7 from baseline). Code architected by Disco DeDisco <discodedisco@outlook.com> Git commit message Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 15:15:37 -04:00
My Sea FREE DRAW + seat-1C seated transition — Sprint 5 iter 1 follow-up — TDD Iter-1 follow-up after the user re-spec'd the FREE DRAW click behavior: - **Btn label** DRAW SEA → FREE DRAW (the 1/24h free-quota draw). Element ID `id_draw_sea_btn` retained — describes intent, not label, so a future sprint can conditionally swap the label back to DRAW SEA once the daily free has been used (at which point the btn calls the room gatekeeper partial for token-deposit per [[project-my-sea-roadmap]] Sprint 6). - **Chair seat markup** — each `.table-seat` now renders w. `.fa-chair` + `.seat-position-label` (1C-6C) + `.position-status-icon.fa-solid.fa-ban` mirroring the room's hex grammar from `_table_positions.html`. **`.seat-position-label`** (not `.seat-role-label`) because my-sea is the solo flow — no roles — and the existing room class carries role-grammar semantics that don't apply here. New class gets its own grid placement in `_gameboard.scss` (col 2 / row 1 default, col 1 for left-side seats 3/4/5 per the room's flip rule). - **FREE DRAW click flow** — (1) seat 1C immediately gains `.seated` class & its `.fa-ban` icon swaps to `.fa-circle-check`; (2) after 800ms (so the user sees the seat animation against `_room.scss`'s 0.6s `color`/`filter` transition on `.fa-chair`), `data-phase` swaps to `picker` & landing hides. Seat 1C-only because my-sea is single-user-per-page until friend-invite lands — the user always occupies the lowest-numeral seat. - **`.table-seat.seated` SCSS** in `_gameboard.scss` — `--terUser` chair color + `drop-shadow(--ninUser)` glow. Mirrors `_room.scss:626` `.table-seat.active .fa-chair` styling but uses a stable `.seated` class (semantically distinct: `.active` = current turn in a multi-user room, `.seated` = draw-locked occupant in the solo flow). Status icon green via the existing `_room.scss:616` `.position-status-icon.fa-circle-check` rule — no new color rule needed. - **FT/IT updates** — renamed `test_landing_renders_hex_with_draw_sea_btn` → `…_free_draw_btn` w. "FREE DRAW" label assertions; T2 extended to assert `.position-status-icon.fa-ban` on each seat at render time; T3 (formerly `…_transitions_to_picker_phase`) rewritten as `test_free_draw_click_seats_user_in_1C_then_swaps_phase` to pin the full click contract: 1C goes `.seated` + `.fa-circle-check`, seats 2-6 unchanged, picker phase swap after the delay. New IT `test_landing_renders_position_status_ban_icon_on_each_seat` asserts initial ban + `.seat-position-label` counts. **Substring trap caught** (worth a sticky note): bare class-name substrings (`fa-ban`, `position-status-icon`) appear ALSO in the inline JS handler's `classList.remove(…)` / `querySelector(…)` arg strings → `html.count("fa-ban") = 7`, not 6. Tightened IT assertions to match the full class attribute (`class="position-status-icon fa-solid fa-ban"`) — never count bare class names in `assertContains` / `html.count` when the same class is JS-manipulated client-side. Tests: 25/25 FT green across test_bill_my_sign + test_game_my_sea (165s); 1037/1037 IT/UT green (49s). Code architected by Disco DeDisco <discodedisco@outlook.com> Git commit message Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 15:48:07 -04:00
Click flow: FREE DRAW seat 1C transitions to `.seated` state
(chair `--terUser` + drop-shadow glow + `.fa-ban` swap to `.fa-
circle-check` green) after a brief delay so the user sees the
animation, `data-phase` swaps to `picker` (picker content lands in
iter 2). The 'C' = "Chair" (user-locked vocabulary); no role
semantics in this solo flow.
"FREE DRAW" is the label for the 1/24h free quota draw a future
sprint will conditionally swap the label to "DRAW SEA" once the
free has been used, w. the DRAW SEA btn calling the room
gatekeeper partial for token-deposit.
The same Brief "Default deck warning" copy from my-sign fires when
the user has no equipped deck."""
My Sea DRAW SEA landing — Sprint 5 iter 1 of My Sea roadmap — TDD DRAW SEA landing UX on /gameboard/my-sea/ for users past the [[sprint-my-sea-sign-gate-may19]] gate. DRY table hex (reused from the room shell + my-sign Sprint 4a iter 3) w. 6 chair seats labeled 1C-6C (placeholder for friend-invite per the My Sea roadmap "Six chairs retained even in solo" anchor) + central DRAW SEA `.btn-primary` mirroring SCAN SIGN on /billboard/my-sign/. Click swaps `.my-sea-page[data-phase]` from `landing` to `picker`; the picker UX itself (three-card cross w. cover/leave/loom + form col / spread dropdown / decks / LOCK HAND / DEL) lands in iters 2 + 3. The 'C' suffix on the chair labels = "Chair" (user-locked); no role semantics (this is a solo draw, not a 6-player role assignment). `.table-seat` CSS class + `data-slot` attribute preserved so the room's existing `[data-slot="N"]` positioning rules (`_room.scss` L583-588) carry over for free — no SCSS fork; just a new `.seat-label` span inside each seat. The 'Default deck warning' Brief banner from /billboard/my-sign/ fires verbatim when `user.equipped_deck` is None (the user is headed for a draw against the Earthman [Shabby Cardstock] backup unless they equip one first). Tagged `.my-sea-intro-banner` so FTs disambiguate from other Briefs. Same FYI (→ /gameboard/) / NVM (dismiss) action grammar. Bundled: BACK→NVM label swap (user-edited mid-sprint) in the existing sign-gate. CSS class `.my-sea-sign-gate__back` retained — the swap was label-only — so existing FTs targeting the class still pass; docstrings + comments updated for accuracy. Files: - `apps/gameboard/views.py` — `my_sea` view adds 2 context keys: `no_equipped_deck` (bool) + `show_backup_intro_banner` (= user_has_sig AND no_equipped_deck). The sig-gate path still wins precedence. - `templates/apps/gameboard/my_sea.html` — `.my-sea-page[data-phase="landing"]`; new `.my-sea-landing` block w. room-shell hex + `#id_draw_sea_btn` + 6 `.table-seat[data-slot="N"]` w. `<span class="seat-label">NC</span>`; new `.my-sea-picker` placeholder (`display:none` til DRAW SEA click); inline `<script>` for the click→data-phase swap + scaleTable re-fire on next tick (mirrors my-sign's iter-3 RAF dispatch); copies the my-sign Brief banner script block verbatim w. `.my-sea-intro-banner` post-render tag. - `static_src/scss/_gameboard.scss` — new `.my-sea-page` + `.my-sea-landing` + `.my-sea-picker` rule blocks mirroring `.my-sign-page` / `.my-sign-landing` from `_card-deck.scss`. `.seat-label` styled in `--terUser` to match the chair iconography. - `apps/gameboard/tests/integrated/test_views.py` — `+7 ITs` in new `MySeaDrawSeaLandingViewTest` pinning the context keys + presence/absence of `#id_draw_sea_btn` + 6 `data-slot=N` w. `NC` labels + Sprint 4b gate's precedence over the new landing. - `functional_tests/test_game_my_sea.py` — `+5 FTs` in new `MySeaDrawSeaLandingTest` for the visible UX (hex + DRAW SEA, 6 seats labeled 1C-6C, click→picker phase swap, Brief banner on no-deck, no banner when deck equipped). Uses new `_assign_sig` helper from [[sprint-sig-page-helper-may19c]] for the user-w-sig precondition. Tests: 25/25 FTs green across test_bill_my_sign + test_game_my_sea in 219s; 1036/1036 IT/UT green in 50s (+7 from baseline). Code architected by Disco DeDisco <discodedisco@outlook.com> Git commit message Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 15:15:37 -04:00
def setUp(self):
super().setUp()
_seed_earthman_sig_pile()
_seed_gameboard_applets()
self.email = "draw@test.io"
self.gamer = User.objects.create(email=self.email)
# Assign a sig so the page passes the Sprint 4b gate + lands on
# the new DRAW SEA UX rather than the Look!-line gate.
self.target_card = _assign_sig(self.gamer)
# ── Test 1 ───────────────────────────────────────────────────────────────
My Sea FREE DRAW + seat-1C seated transition — Sprint 5 iter 1 follow-up — TDD Iter-1 follow-up after the user re-spec'd the FREE DRAW click behavior: - **Btn label** DRAW SEA → FREE DRAW (the 1/24h free-quota draw). Element ID `id_draw_sea_btn` retained — describes intent, not label, so a future sprint can conditionally swap the label back to DRAW SEA once the daily free has been used (at which point the btn calls the room gatekeeper partial for token-deposit per [[project-my-sea-roadmap]] Sprint 6). - **Chair seat markup** — each `.table-seat` now renders w. `.fa-chair` + `.seat-position-label` (1C-6C) + `.position-status-icon.fa-solid.fa-ban` mirroring the room's hex grammar from `_table_positions.html`. **`.seat-position-label`** (not `.seat-role-label`) because my-sea is the solo flow — no roles — and the existing room class carries role-grammar semantics that don't apply here. New class gets its own grid placement in `_gameboard.scss` (col 2 / row 1 default, col 1 for left-side seats 3/4/5 per the room's flip rule). - **FREE DRAW click flow** — (1) seat 1C immediately gains `.seated` class & its `.fa-ban` icon swaps to `.fa-circle-check`; (2) after 800ms (so the user sees the seat animation against `_room.scss`'s 0.6s `color`/`filter` transition on `.fa-chair`), `data-phase` swaps to `picker` & landing hides. Seat 1C-only because my-sea is single-user-per-page until friend-invite lands — the user always occupies the lowest-numeral seat. - **`.table-seat.seated` SCSS** in `_gameboard.scss` — `--terUser` chair color + `drop-shadow(--ninUser)` glow. Mirrors `_room.scss:626` `.table-seat.active .fa-chair` styling but uses a stable `.seated` class (semantically distinct: `.active` = current turn in a multi-user room, `.seated` = draw-locked occupant in the solo flow). Status icon green via the existing `_room.scss:616` `.position-status-icon.fa-circle-check` rule — no new color rule needed. - **FT/IT updates** — renamed `test_landing_renders_hex_with_draw_sea_btn` → `…_free_draw_btn` w. "FREE DRAW" label assertions; T2 extended to assert `.position-status-icon.fa-ban` on each seat at render time; T3 (formerly `…_transitions_to_picker_phase`) rewritten as `test_free_draw_click_seats_user_in_1C_then_swaps_phase` to pin the full click contract: 1C goes `.seated` + `.fa-circle-check`, seats 2-6 unchanged, picker phase swap after the delay. New IT `test_landing_renders_position_status_ban_icon_on_each_seat` asserts initial ban + `.seat-position-label` counts. **Substring trap caught** (worth a sticky note): bare class-name substrings (`fa-ban`, `position-status-icon`) appear ALSO in the inline JS handler's `classList.remove(…)` / `querySelector(…)` arg strings → `html.count("fa-ban") = 7`, not 6. Tightened IT assertions to match the full class attribute (`class="position-status-icon fa-solid fa-ban"`) — never count bare class names in `assertContains` / `html.count` when the same class is JS-manipulated client-side. Tests: 25/25 FT green across test_bill_my_sign + test_game_my_sea (165s); 1037/1037 IT/UT green (49s). Code architected by Disco DeDisco <discodedisco@outlook.com> Git commit message Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 15:48:07 -04:00
def test_landing_renders_hex_with_free_draw_btn(self):
My Sea DRAW SEA landing — Sprint 5 iter 1 of My Sea roadmap — TDD DRAW SEA landing UX on /gameboard/my-sea/ for users past the [[sprint-my-sea-sign-gate-may19]] gate. DRY table hex (reused from the room shell + my-sign Sprint 4a iter 3) w. 6 chair seats labeled 1C-6C (placeholder for friend-invite per the My Sea roadmap "Six chairs retained even in solo" anchor) + central DRAW SEA `.btn-primary` mirroring SCAN SIGN on /billboard/my-sign/. Click swaps `.my-sea-page[data-phase]` from `landing` to `picker`; the picker UX itself (three-card cross w. cover/leave/loom + form col / spread dropdown / decks / LOCK HAND / DEL) lands in iters 2 + 3. The 'C' suffix on the chair labels = "Chair" (user-locked); no role semantics (this is a solo draw, not a 6-player role assignment). `.table-seat` CSS class + `data-slot` attribute preserved so the room's existing `[data-slot="N"]` positioning rules (`_room.scss` L583-588) carry over for free — no SCSS fork; just a new `.seat-label` span inside each seat. The 'Default deck warning' Brief banner from /billboard/my-sign/ fires verbatim when `user.equipped_deck` is None (the user is headed for a draw against the Earthman [Shabby Cardstock] backup unless they equip one first). Tagged `.my-sea-intro-banner` so FTs disambiguate from other Briefs. Same FYI (→ /gameboard/) / NVM (dismiss) action grammar. Bundled: BACK→NVM label swap (user-edited mid-sprint) in the existing sign-gate. CSS class `.my-sea-sign-gate__back` retained — the swap was label-only — so existing FTs targeting the class still pass; docstrings + comments updated for accuracy. Files: - `apps/gameboard/views.py` — `my_sea` view adds 2 context keys: `no_equipped_deck` (bool) + `show_backup_intro_banner` (= user_has_sig AND no_equipped_deck). The sig-gate path still wins precedence. - `templates/apps/gameboard/my_sea.html` — `.my-sea-page[data-phase="landing"]`; new `.my-sea-landing` block w. room-shell hex + `#id_draw_sea_btn` + 6 `.table-seat[data-slot="N"]` w. `<span class="seat-label">NC</span>`; new `.my-sea-picker` placeholder (`display:none` til DRAW SEA click); inline `<script>` for the click→data-phase swap + scaleTable re-fire on next tick (mirrors my-sign's iter-3 RAF dispatch); copies the my-sign Brief banner script block verbatim w. `.my-sea-intro-banner` post-render tag. - `static_src/scss/_gameboard.scss` — new `.my-sea-page` + `.my-sea-landing` + `.my-sea-picker` rule blocks mirroring `.my-sign-page` / `.my-sign-landing` from `_card-deck.scss`. `.seat-label` styled in `--terUser` to match the chair iconography. - `apps/gameboard/tests/integrated/test_views.py` — `+7 ITs` in new `MySeaDrawSeaLandingViewTest` pinning the context keys + presence/absence of `#id_draw_sea_btn` + 6 `data-slot=N` w. `NC` labels + Sprint 4b gate's precedence over the new landing. - `functional_tests/test_game_my_sea.py` — `+5 FTs` in new `MySeaDrawSeaLandingTest` for the visible UX (hex + DRAW SEA, 6 seats labeled 1C-6C, click→picker phase swap, Brief banner on no-deck, no banner when deck equipped). Uses new `_assign_sig` helper from [[sprint-sig-page-helper-may19c]] for the user-w-sig precondition. Tests: 25/25 FTs green across test_bill_my_sign + test_game_my_sea in 219s; 1036/1036 IT/UT green in 50s (+7 from baseline). Code architected by Disco DeDisco <discodedisco@outlook.com> Git commit message Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 15:15:37 -04:00
"""User w. sig → /gameboard/my-sea/ shows the DRY table hex (re-
My Sea FREE DRAW + seat-1C seated transition — Sprint 5 iter 1 follow-up — TDD Iter-1 follow-up after the user re-spec'd the FREE DRAW click behavior: - **Btn label** DRAW SEA → FREE DRAW (the 1/24h free-quota draw). Element ID `id_draw_sea_btn` retained — describes intent, not label, so a future sprint can conditionally swap the label back to DRAW SEA once the daily free has been used (at which point the btn calls the room gatekeeper partial for token-deposit per [[project-my-sea-roadmap]] Sprint 6). - **Chair seat markup** — each `.table-seat` now renders w. `.fa-chair` + `.seat-position-label` (1C-6C) + `.position-status-icon.fa-solid.fa-ban` mirroring the room's hex grammar from `_table_positions.html`. **`.seat-position-label`** (not `.seat-role-label`) because my-sea is the solo flow — no roles — and the existing room class carries role-grammar semantics that don't apply here. New class gets its own grid placement in `_gameboard.scss` (col 2 / row 1 default, col 1 for left-side seats 3/4/5 per the room's flip rule). - **FREE DRAW click flow** — (1) seat 1C immediately gains `.seated` class & its `.fa-ban` icon swaps to `.fa-circle-check`; (2) after 800ms (so the user sees the seat animation against `_room.scss`'s 0.6s `color`/`filter` transition on `.fa-chair`), `data-phase` swaps to `picker` & landing hides. Seat 1C-only because my-sea is single-user-per-page until friend-invite lands — the user always occupies the lowest-numeral seat. - **`.table-seat.seated` SCSS** in `_gameboard.scss` — `--terUser` chair color + `drop-shadow(--ninUser)` glow. Mirrors `_room.scss:626` `.table-seat.active .fa-chair` styling but uses a stable `.seated` class (semantically distinct: `.active` = current turn in a multi-user room, `.seated` = draw-locked occupant in the solo flow). Status icon green via the existing `_room.scss:616` `.position-status-icon.fa-circle-check` rule — no new color rule needed. - **FT/IT updates** — renamed `test_landing_renders_hex_with_draw_sea_btn` → `…_free_draw_btn` w. "FREE DRAW" label assertions; T2 extended to assert `.position-status-icon.fa-ban` on each seat at render time; T3 (formerly `…_transitions_to_picker_phase`) rewritten as `test_free_draw_click_seats_user_in_1C_then_swaps_phase` to pin the full click contract: 1C goes `.seated` + `.fa-circle-check`, seats 2-6 unchanged, picker phase swap after the delay. New IT `test_landing_renders_position_status_ban_icon_on_each_seat` asserts initial ban + `.seat-position-label` counts. **Substring trap caught** (worth a sticky note): bare class-name substrings (`fa-ban`, `position-status-icon`) appear ALSO in the inline JS handler's `classList.remove(…)` / `querySelector(…)` arg strings → `html.count("fa-ban") = 7`, not 6. Tightened IT assertions to match the full class attribute (`class="position-status-icon fa-solid fa-ban"`) — never count bare class names in `assertContains` / `html.count` when the same class is JS-manipulated client-side. Tests: 25/25 FT green across test_bill_my_sign + test_game_my_sea (165s); 1037/1037 IT/UT green (49s). Code architected by Disco DeDisco <discodedisco@outlook.com> Git commit message Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 15:48:07 -04:00
used from my-sign / the room shell) w. a central FREE DRAW btn.
Element ID `id_draw_sea_btn` describes intent (the draw entry
point) a future sprint will conditionally swap the label to
DRAW SEA once the daily free has been used."""
My Sea DRAW SEA landing — Sprint 5 iter 1 of My Sea roadmap — TDD DRAW SEA landing UX on /gameboard/my-sea/ for users past the [[sprint-my-sea-sign-gate-may19]] gate. DRY table hex (reused from the room shell + my-sign Sprint 4a iter 3) w. 6 chair seats labeled 1C-6C (placeholder for friend-invite per the My Sea roadmap "Six chairs retained even in solo" anchor) + central DRAW SEA `.btn-primary` mirroring SCAN SIGN on /billboard/my-sign/. Click swaps `.my-sea-page[data-phase]` from `landing` to `picker`; the picker UX itself (three-card cross w. cover/leave/loom + form col / spread dropdown / decks / LOCK HAND / DEL) lands in iters 2 + 3. The 'C' suffix on the chair labels = "Chair" (user-locked); no role semantics (this is a solo draw, not a 6-player role assignment). `.table-seat` CSS class + `data-slot` attribute preserved so the room's existing `[data-slot="N"]` positioning rules (`_room.scss` L583-588) carry over for free — no SCSS fork; just a new `.seat-label` span inside each seat. The 'Default deck warning' Brief banner from /billboard/my-sign/ fires verbatim when `user.equipped_deck` is None (the user is headed for a draw against the Earthman [Shabby Cardstock] backup unless they equip one first). Tagged `.my-sea-intro-banner` so FTs disambiguate from other Briefs. Same FYI (→ /gameboard/) / NVM (dismiss) action grammar. Bundled: BACK→NVM label swap (user-edited mid-sprint) in the existing sign-gate. CSS class `.my-sea-sign-gate__back` retained — the swap was label-only — so existing FTs targeting the class still pass; docstrings + comments updated for accuracy. Files: - `apps/gameboard/views.py` — `my_sea` view adds 2 context keys: `no_equipped_deck` (bool) + `show_backup_intro_banner` (= user_has_sig AND no_equipped_deck). The sig-gate path still wins precedence. - `templates/apps/gameboard/my_sea.html` — `.my-sea-page[data-phase="landing"]`; new `.my-sea-landing` block w. room-shell hex + `#id_draw_sea_btn` + 6 `.table-seat[data-slot="N"]` w. `<span class="seat-label">NC</span>`; new `.my-sea-picker` placeholder (`display:none` til DRAW SEA click); inline `<script>` for the click→data-phase swap + scaleTable re-fire on next tick (mirrors my-sign's iter-3 RAF dispatch); copies the my-sign Brief banner script block verbatim w. `.my-sea-intro-banner` post-render tag. - `static_src/scss/_gameboard.scss` — new `.my-sea-page` + `.my-sea-landing` + `.my-sea-picker` rule blocks mirroring `.my-sign-page` / `.my-sign-landing` from `_card-deck.scss`. `.seat-label` styled in `--terUser` to match the chair iconography. - `apps/gameboard/tests/integrated/test_views.py` — `+7 ITs` in new `MySeaDrawSeaLandingViewTest` pinning the context keys + presence/absence of `#id_draw_sea_btn` + 6 `data-slot=N` w. `NC` labels + Sprint 4b gate's precedence over the new landing. - `functional_tests/test_game_my_sea.py` — `+5 FTs` in new `MySeaDrawSeaLandingTest` for the visible UX (hex + DRAW SEA, 6 seats labeled 1C-6C, click→picker phase swap, Brief banner on no-deck, no banner when deck equipped). Uses new `_assign_sig` helper from [[sprint-sig-page-helper-may19c]] for the user-w-sig precondition. Tests: 25/25 FTs green across test_bill_my_sign + test_game_my_sea in 219s; 1036/1036 IT/UT green in 50s (+7 from baseline). Code architected by Disco DeDisco <discodedisco@outlook.com> Git commit message Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 15:15:37 -04:00
self.create_pre_authenticated_session(self.email)
self.browser.get(self.live_server_url + "/gameboard/my-sea/")
# data-phase=landing on the page wrapper
page = self.wait_for(
lambda: self.browser.find_element(By.CSS_SELECTOR, ".my-sea-page[data-phase='landing']")
)
# Hex shell present
page.find_element(By.CSS_SELECTOR, ".room-shell .table-hex")
My Sea FREE DRAW + seat-1C seated transition — Sprint 5 iter 1 follow-up — TDD Iter-1 follow-up after the user re-spec'd the FREE DRAW click behavior: - **Btn label** DRAW SEA → FREE DRAW (the 1/24h free-quota draw). Element ID `id_draw_sea_btn` retained — describes intent, not label, so a future sprint can conditionally swap the label back to DRAW SEA once the daily free has been used (at which point the btn calls the room gatekeeper partial for token-deposit per [[project-my-sea-roadmap]] Sprint 6). - **Chair seat markup** — each `.table-seat` now renders w. `.fa-chair` + `.seat-position-label` (1C-6C) + `.position-status-icon.fa-solid.fa-ban` mirroring the room's hex grammar from `_table_positions.html`. **`.seat-position-label`** (not `.seat-role-label`) because my-sea is the solo flow — no roles — and the existing room class carries role-grammar semantics that don't apply here. New class gets its own grid placement in `_gameboard.scss` (col 2 / row 1 default, col 1 for left-side seats 3/4/5 per the room's flip rule). - **FREE DRAW click flow** — (1) seat 1C immediately gains `.seated` class & its `.fa-ban` icon swaps to `.fa-circle-check`; (2) after 800ms (so the user sees the seat animation against `_room.scss`'s 0.6s `color`/`filter` transition on `.fa-chair`), `data-phase` swaps to `picker` & landing hides. Seat 1C-only because my-sea is single-user-per-page until friend-invite lands — the user always occupies the lowest-numeral seat. - **`.table-seat.seated` SCSS** in `_gameboard.scss` — `--terUser` chair color + `drop-shadow(--ninUser)` glow. Mirrors `_room.scss:626` `.table-seat.active .fa-chair` styling but uses a stable `.seated` class (semantically distinct: `.active` = current turn in a multi-user room, `.seated` = draw-locked occupant in the solo flow). Status icon green via the existing `_room.scss:616` `.position-status-icon.fa-circle-check` rule — no new color rule needed. - **FT/IT updates** — renamed `test_landing_renders_hex_with_draw_sea_btn` → `…_free_draw_btn` w. "FREE DRAW" label assertions; T2 extended to assert `.position-status-icon.fa-ban` on each seat at render time; T3 (formerly `…_transitions_to_picker_phase`) rewritten as `test_free_draw_click_seats_user_in_1C_then_swaps_phase` to pin the full click contract: 1C goes `.seated` + `.fa-circle-check`, seats 2-6 unchanged, picker phase swap after the delay. New IT `test_landing_renders_position_status_ban_icon_on_each_seat` asserts initial ban + `.seat-position-label` counts. **Substring trap caught** (worth a sticky note): bare class-name substrings (`fa-ban`, `position-status-icon`) appear ALSO in the inline JS handler's `classList.remove(…)` / `querySelector(…)` arg strings → `html.count("fa-ban") = 7`, not 6. Tightened IT assertions to match the full class attribute (`class="position-status-icon fa-solid fa-ban"`) — never count bare class names in `assertContains` / `html.count` when the same class is JS-manipulated client-side. Tests: 25/25 FT green across test_bill_my_sign + test_game_my_sea (165s); 1037/1037 IT/UT green (49s). Code architected by Disco DeDisco <discodedisco@outlook.com> Git commit message Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 15:48:07 -04:00
# FREE DRAW btn in hex center
My Sea DRAW SEA landing — Sprint 5 iter 1 of My Sea roadmap — TDD DRAW SEA landing UX on /gameboard/my-sea/ for users past the [[sprint-my-sea-sign-gate-may19]] gate. DRY table hex (reused from the room shell + my-sign Sprint 4a iter 3) w. 6 chair seats labeled 1C-6C (placeholder for friend-invite per the My Sea roadmap "Six chairs retained even in solo" anchor) + central DRAW SEA `.btn-primary` mirroring SCAN SIGN on /billboard/my-sign/. Click swaps `.my-sea-page[data-phase]` from `landing` to `picker`; the picker UX itself (three-card cross w. cover/leave/loom + form col / spread dropdown / decks / LOCK HAND / DEL) lands in iters 2 + 3. The 'C' suffix on the chair labels = "Chair" (user-locked); no role semantics (this is a solo draw, not a 6-player role assignment). `.table-seat` CSS class + `data-slot` attribute preserved so the room's existing `[data-slot="N"]` positioning rules (`_room.scss` L583-588) carry over for free — no SCSS fork; just a new `.seat-label` span inside each seat. The 'Default deck warning' Brief banner from /billboard/my-sign/ fires verbatim when `user.equipped_deck` is None (the user is headed for a draw against the Earthman [Shabby Cardstock] backup unless they equip one first). Tagged `.my-sea-intro-banner` so FTs disambiguate from other Briefs. Same FYI (→ /gameboard/) / NVM (dismiss) action grammar. Bundled: BACK→NVM label swap (user-edited mid-sprint) in the existing sign-gate. CSS class `.my-sea-sign-gate__back` retained — the swap was label-only — so existing FTs targeting the class still pass; docstrings + comments updated for accuracy. Files: - `apps/gameboard/views.py` — `my_sea` view adds 2 context keys: `no_equipped_deck` (bool) + `show_backup_intro_banner` (= user_has_sig AND no_equipped_deck). The sig-gate path still wins precedence. - `templates/apps/gameboard/my_sea.html` — `.my-sea-page[data-phase="landing"]`; new `.my-sea-landing` block w. room-shell hex + `#id_draw_sea_btn` + 6 `.table-seat[data-slot="N"]` w. `<span class="seat-label">NC</span>`; new `.my-sea-picker` placeholder (`display:none` til DRAW SEA click); inline `<script>` for the click→data-phase swap + scaleTable re-fire on next tick (mirrors my-sign's iter-3 RAF dispatch); copies the my-sign Brief banner script block verbatim w. `.my-sea-intro-banner` post-render tag. - `static_src/scss/_gameboard.scss` — new `.my-sea-page` + `.my-sea-landing` + `.my-sea-picker` rule blocks mirroring `.my-sign-page` / `.my-sign-landing` from `_card-deck.scss`. `.seat-label` styled in `--terUser` to match the chair iconography. - `apps/gameboard/tests/integrated/test_views.py` — `+7 ITs` in new `MySeaDrawSeaLandingViewTest` pinning the context keys + presence/absence of `#id_draw_sea_btn` + 6 `data-slot=N` w. `NC` labels + Sprint 4b gate's precedence over the new landing. - `functional_tests/test_game_my_sea.py` — `+5 FTs` in new `MySeaDrawSeaLandingTest` for the visible UX (hex + DRAW SEA, 6 seats labeled 1C-6C, click→picker phase swap, Brief banner on no-deck, no banner when deck equipped). Uses new `_assign_sig` helper from [[sprint-sig-page-helper-may19c]] for the user-w-sig precondition. Tests: 25/25 FTs green across test_bill_my_sign + test_game_my_sea in 219s; 1036/1036 IT/UT green in 50s (+7 from baseline). Code architected by Disco DeDisco <discodedisco@outlook.com> Git commit message Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 15:15:37 -04:00
btn = page.find_element(By.CSS_SELECTOR, "#id_draw_sea_btn")
self.assertTrue(btn.is_displayed())
My Sea FREE DRAW + seat-1C seated transition — Sprint 5 iter 1 follow-up — TDD Iter-1 follow-up after the user re-spec'd the FREE DRAW click behavior: - **Btn label** DRAW SEA → FREE DRAW (the 1/24h free-quota draw). Element ID `id_draw_sea_btn` retained — describes intent, not label, so a future sprint can conditionally swap the label back to DRAW SEA once the daily free has been used (at which point the btn calls the room gatekeeper partial for token-deposit per [[project-my-sea-roadmap]] Sprint 6). - **Chair seat markup** — each `.table-seat` now renders w. `.fa-chair` + `.seat-position-label` (1C-6C) + `.position-status-icon.fa-solid.fa-ban` mirroring the room's hex grammar from `_table_positions.html`. **`.seat-position-label`** (not `.seat-role-label`) because my-sea is the solo flow — no roles — and the existing room class carries role-grammar semantics that don't apply here. New class gets its own grid placement in `_gameboard.scss` (col 2 / row 1 default, col 1 for left-side seats 3/4/5 per the room's flip rule). - **FREE DRAW click flow** — (1) seat 1C immediately gains `.seated` class & its `.fa-ban` icon swaps to `.fa-circle-check`; (2) after 800ms (so the user sees the seat animation against `_room.scss`'s 0.6s `color`/`filter` transition on `.fa-chair`), `data-phase` swaps to `picker` & landing hides. Seat 1C-only because my-sea is single-user-per-page until friend-invite lands — the user always occupies the lowest-numeral seat. - **`.table-seat.seated` SCSS** in `_gameboard.scss` — `--terUser` chair color + `drop-shadow(--ninUser)` glow. Mirrors `_room.scss:626` `.table-seat.active .fa-chair` styling but uses a stable `.seated` class (semantically distinct: `.active` = current turn in a multi-user room, `.seated` = draw-locked occupant in the solo flow). Status icon green via the existing `_room.scss:616` `.position-status-icon.fa-circle-check` rule — no new color rule needed. - **FT/IT updates** — renamed `test_landing_renders_hex_with_draw_sea_btn` → `…_free_draw_btn` w. "FREE DRAW" label assertions; T2 extended to assert `.position-status-icon.fa-ban` on each seat at render time; T3 (formerly `…_transitions_to_picker_phase`) rewritten as `test_free_draw_click_seats_user_in_1C_then_swaps_phase` to pin the full click contract: 1C goes `.seated` + `.fa-circle-check`, seats 2-6 unchanged, picker phase swap after the delay. New IT `test_landing_renders_position_status_ban_icon_on_each_seat` asserts initial ban + `.seat-position-label` counts. **Substring trap caught** (worth a sticky note): bare class-name substrings (`fa-ban`, `position-status-icon`) appear ALSO in the inline JS handler's `classList.remove(…)` / `querySelector(…)` arg strings → `html.count("fa-ban") = 7`, not 6. Tightened IT assertions to match the full class attribute (`class="position-status-icon fa-solid fa-ban"`) — never count bare class names in `assertContains` / `html.count` when the same class is JS-manipulated client-side. Tests: 25/25 FT green across test_bill_my_sign + test_game_my_sea (165s); 1037/1037 IT/UT green (49s). Code architected by Disco DeDisco <discodedisco@outlook.com> Git commit message Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 15:48:07 -04:00
self.assertIn("FREE", btn.text.upper())
My Sea DRAW SEA landing — Sprint 5 iter 1 of My Sea roadmap — TDD DRAW SEA landing UX on /gameboard/my-sea/ for users past the [[sprint-my-sea-sign-gate-may19]] gate. DRY table hex (reused from the room shell + my-sign Sprint 4a iter 3) w. 6 chair seats labeled 1C-6C (placeholder for friend-invite per the My Sea roadmap "Six chairs retained even in solo" anchor) + central DRAW SEA `.btn-primary` mirroring SCAN SIGN on /billboard/my-sign/. Click swaps `.my-sea-page[data-phase]` from `landing` to `picker`; the picker UX itself (three-card cross w. cover/leave/loom + form col / spread dropdown / decks / LOCK HAND / DEL) lands in iters 2 + 3. The 'C' suffix on the chair labels = "Chair" (user-locked); no role semantics (this is a solo draw, not a 6-player role assignment). `.table-seat` CSS class + `data-slot` attribute preserved so the room's existing `[data-slot="N"]` positioning rules (`_room.scss` L583-588) carry over for free — no SCSS fork; just a new `.seat-label` span inside each seat. The 'Default deck warning' Brief banner from /billboard/my-sign/ fires verbatim when `user.equipped_deck` is None (the user is headed for a draw against the Earthman [Shabby Cardstock] backup unless they equip one first). Tagged `.my-sea-intro-banner` so FTs disambiguate from other Briefs. Same FYI (→ /gameboard/) / NVM (dismiss) action grammar. Bundled: BACK→NVM label swap (user-edited mid-sprint) in the existing sign-gate. CSS class `.my-sea-sign-gate__back` retained — the swap was label-only — so existing FTs targeting the class still pass; docstrings + comments updated for accuracy. Files: - `apps/gameboard/views.py` — `my_sea` view adds 2 context keys: `no_equipped_deck` (bool) + `show_backup_intro_banner` (= user_has_sig AND no_equipped_deck). The sig-gate path still wins precedence. - `templates/apps/gameboard/my_sea.html` — `.my-sea-page[data-phase="landing"]`; new `.my-sea-landing` block w. room-shell hex + `#id_draw_sea_btn` + 6 `.table-seat[data-slot="N"]` w. `<span class="seat-label">NC</span>`; new `.my-sea-picker` placeholder (`display:none` til DRAW SEA click); inline `<script>` for the click→data-phase swap + scaleTable re-fire on next tick (mirrors my-sign's iter-3 RAF dispatch); copies the my-sign Brief banner script block verbatim w. `.my-sea-intro-banner` post-render tag. - `static_src/scss/_gameboard.scss` — new `.my-sea-page` + `.my-sea-landing` + `.my-sea-picker` rule blocks mirroring `.my-sign-page` / `.my-sign-landing` from `_card-deck.scss`. `.seat-label` styled in `--terUser` to match the chair iconography. - `apps/gameboard/tests/integrated/test_views.py` — `+7 ITs` in new `MySeaDrawSeaLandingViewTest` pinning the context keys + presence/absence of `#id_draw_sea_btn` + 6 `data-slot=N` w. `NC` labels + Sprint 4b gate's precedence over the new landing. - `functional_tests/test_game_my_sea.py` — `+5 FTs` in new `MySeaDrawSeaLandingTest` for the visible UX (hex + DRAW SEA, 6 seats labeled 1C-6C, click→picker phase swap, Brief banner on no-deck, no banner when deck equipped). Uses new `_assign_sig` helper from [[sprint-sig-page-helper-may19c]] for the user-w-sig precondition. Tests: 25/25 FTs green across test_bill_my_sign + test_game_my_sea in 219s; 1036/1036 IT/UT green in 50s (+7 from baseline). Code architected by Disco DeDisco <discodedisco@outlook.com> Git commit message Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 15:15:37 -04:00
self.assertIn("DRAW", btn.text.upper())
self.assertIn("btn-primary", btn.get_attribute("class"))
# ── Test 2 ───────────────────────────────────────────────────────────────
def test_landing_renders_six_chair_seats_labeled_1C_to_6C(self):
"""All 6 chair positions render w. labels 1C-6C (placeholder for
friend-invite). CSS class `.table-seat` is preserved so the SCSS
My Sea FREE DRAW + seat-1C seated transition — Sprint 5 iter 1 follow-up — TDD Iter-1 follow-up after the user re-spec'd the FREE DRAW click behavior: - **Btn label** DRAW SEA → FREE DRAW (the 1/24h free-quota draw). Element ID `id_draw_sea_btn` retained — describes intent, not label, so a future sprint can conditionally swap the label back to DRAW SEA once the daily free has been used (at which point the btn calls the room gatekeeper partial for token-deposit per [[project-my-sea-roadmap]] Sprint 6). - **Chair seat markup** — each `.table-seat` now renders w. `.fa-chair` + `.seat-position-label` (1C-6C) + `.position-status-icon.fa-solid.fa-ban` mirroring the room's hex grammar from `_table_positions.html`. **`.seat-position-label`** (not `.seat-role-label`) because my-sea is the solo flow — no roles — and the existing room class carries role-grammar semantics that don't apply here. New class gets its own grid placement in `_gameboard.scss` (col 2 / row 1 default, col 1 for left-side seats 3/4/5 per the room's flip rule). - **FREE DRAW click flow** — (1) seat 1C immediately gains `.seated` class & its `.fa-ban` icon swaps to `.fa-circle-check`; (2) after 800ms (so the user sees the seat animation against `_room.scss`'s 0.6s `color`/`filter` transition on `.fa-chair`), `data-phase` swaps to `picker` & landing hides. Seat 1C-only because my-sea is single-user-per-page until friend-invite lands — the user always occupies the lowest-numeral seat. - **`.table-seat.seated` SCSS** in `_gameboard.scss` — `--terUser` chair color + `drop-shadow(--ninUser)` glow. Mirrors `_room.scss:626` `.table-seat.active .fa-chair` styling but uses a stable `.seated` class (semantically distinct: `.active` = current turn in a multi-user room, `.seated` = draw-locked occupant in the solo flow). Status icon green via the existing `_room.scss:616` `.position-status-icon.fa-circle-check` rule — no new color rule needed. - **FT/IT updates** — renamed `test_landing_renders_hex_with_draw_sea_btn` → `…_free_draw_btn` w. "FREE DRAW" label assertions; T2 extended to assert `.position-status-icon.fa-ban` on each seat at render time; T3 (formerly `…_transitions_to_picker_phase`) rewritten as `test_free_draw_click_seats_user_in_1C_then_swaps_phase` to pin the full click contract: 1C goes `.seated` + `.fa-circle-check`, seats 2-6 unchanged, picker phase swap after the delay. New IT `test_landing_renders_position_status_ban_icon_on_each_seat` asserts initial ban + `.seat-position-label` counts. **Substring trap caught** (worth a sticky note): bare class-name substrings (`fa-ban`, `position-status-icon`) appear ALSO in the inline JS handler's `classList.remove(…)` / `querySelector(…)` arg strings → `html.count("fa-ban") = 7`, not 6. Tightened IT assertions to match the full class attribute (`class="position-status-icon fa-solid fa-ban"`) — never count bare class names in `assertContains` / `html.count` when the same class is JS-manipulated client-side. Tests: 25/25 FT green across test_bill_my_sign + test_game_my_sea (165s); 1037/1037 IT/UT green (49s). Code architected by Disco DeDisco <discodedisco@outlook.com> Git commit message Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 15:48:07 -04:00
positioning rules (data-slot=N) carry over from the room shell.
Each seat starts w. a red `.fa-ban` status icon (empty)."""
My Sea DRAW SEA landing — Sprint 5 iter 1 of My Sea roadmap — TDD DRAW SEA landing UX on /gameboard/my-sea/ for users past the [[sprint-my-sea-sign-gate-may19]] gate. DRY table hex (reused from the room shell + my-sign Sprint 4a iter 3) w. 6 chair seats labeled 1C-6C (placeholder for friend-invite per the My Sea roadmap "Six chairs retained even in solo" anchor) + central DRAW SEA `.btn-primary` mirroring SCAN SIGN on /billboard/my-sign/. Click swaps `.my-sea-page[data-phase]` from `landing` to `picker`; the picker UX itself (three-card cross w. cover/leave/loom + form col / spread dropdown / decks / LOCK HAND / DEL) lands in iters 2 + 3. The 'C' suffix on the chair labels = "Chair" (user-locked); no role semantics (this is a solo draw, not a 6-player role assignment). `.table-seat` CSS class + `data-slot` attribute preserved so the room's existing `[data-slot="N"]` positioning rules (`_room.scss` L583-588) carry over for free — no SCSS fork; just a new `.seat-label` span inside each seat. The 'Default deck warning' Brief banner from /billboard/my-sign/ fires verbatim when `user.equipped_deck` is None (the user is headed for a draw against the Earthman [Shabby Cardstock] backup unless they equip one first). Tagged `.my-sea-intro-banner` so FTs disambiguate from other Briefs. Same FYI (→ /gameboard/) / NVM (dismiss) action grammar. Bundled: BACK→NVM label swap (user-edited mid-sprint) in the existing sign-gate. CSS class `.my-sea-sign-gate__back` retained — the swap was label-only — so existing FTs targeting the class still pass; docstrings + comments updated for accuracy. Files: - `apps/gameboard/views.py` — `my_sea` view adds 2 context keys: `no_equipped_deck` (bool) + `show_backup_intro_banner` (= user_has_sig AND no_equipped_deck). The sig-gate path still wins precedence. - `templates/apps/gameboard/my_sea.html` — `.my-sea-page[data-phase="landing"]`; new `.my-sea-landing` block w. room-shell hex + `#id_draw_sea_btn` + 6 `.table-seat[data-slot="N"]` w. `<span class="seat-label">NC</span>`; new `.my-sea-picker` placeholder (`display:none` til DRAW SEA click); inline `<script>` for the click→data-phase swap + scaleTable re-fire on next tick (mirrors my-sign's iter-3 RAF dispatch); copies the my-sign Brief banner script block verbatim w. `.my-sea-intro-banner` post-render tag. - `static_src/scss/_gameboard.scss` — new `.my-sea-page` + `.my-sea-landing` + `.my-sea-picker` rule blocks mirroring `.my-sign-page` / `.my-sign-landing` from `_card-deck.scss`. `.seat-label` styled in `--terUser` to match the chair iconography. - `apps/gameboard/tests/integrated/test_views.py` — `+7 ITs` in new `MySeaDrawSeaLandingViewTest` pinning the context keys + presence/absence of `#id_draw_sea_btn` + 6 `data-slot=N` w. `NC` labels + Sprint 4b gate's precedence over the new landing. - `functional_tests/test_game_my_sea.py` — `+5 FTs` in new `MySeaDrawSeaLandingTest` for the visible UX (hex + DRAW SEA, 6 seats labeled 1C-6C, click→picker phase swap, Brief banner on no-deck, no banner when deck equipped). Uses new `_assign_sig` helper from [[sprint-sig-page-helper-may19c]] for the user-w-sig precondition. Tests: 25/25 FTs green across test_bill_my_sign + test_game_my_sea in 219s; 1036/1036 IT/UT green in 50s (+7 from baseline). Code architected by Disco DeDisco <discodedisco@outlook.com> Git commit message Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 15:15:37 -04:00
self.create_pre_authenticated_session(self.email)
self.browser.get(self.live_server_url + "/gameboard/my-sea/")
seats = self.wait_for(
lambda: self._six_seats()
)
self.assertEqual(len(seats), 6)
My Sea FREE DRAW + seat-1C seated transition — Sprint 5 iter 1 follow-up — TDD Iter-1 follow-up after the user re-spec'd the FREE DRAW click behavior: - **Btn label** DRAW SEA → FREE DRAW (the 1/24h free-quota draw). Element ID `id_draw_sea_btn` retained — describes intent, not label, so a future sprint can conditionally swap the label back to DRAW SEA once the daily free has been used (at which point the btn calls the room gatekeeper partial for token-deposit per [[project-my-sea-roadmap]] Sprint 6). - **Chair seat markup** — each `.table-seat` now renders w. `.fa-chair` + `.seat-position-label` (1C-6C) + `.position-status-icon.fa-solid.fa-ban` mirroring the room's hex grammar from `_table_positions.html`. **`.seat-position-label`** (not `.seat-role-label`) because my-sea is the solo flow — no roles — and the existing room class carries role-grammar semantics that don't apply here. New class gets its own grid placement in `_gameboard.scss` (col 2 / row 1 default, col 1 for left-side seats 3/4/5 per the room's flip rule). - **FREE DRAW click flow** — (1) seat 1C immediately gains `.seated` class & its `.fa-ban` icon swaps to `.fa-circle-check`; (2) after 800ms (so the user sees the seat animation against `_room.scss`'s 0.6s `color`/`filter` transition on `.fa-chair`), `data-phase` swaps to `picker` & landing hides. Seat 1C-only because my-sea is single-user-per-page until friend-invite lands — the user always occupies the lowest-numeral seat. - **`.table-seat.seated` SCSS** in `_gameboard.scss` — `--terUser` chair color + `drop-shadow(--ninUser)` glow. Mirrors `_room.scss:626` `.table-seat.active .fa-chair` styling but uses a stable `.seated` class (semantically distinct: `.active` = current turn in a multi-user room, `.seated` = draw-locked occupant in the solo flow). Status icon green via the existing `_room.scss:616` `.position-status-icon.fa-circle-check` rule — no new color rule needed. - **FT/IT updates** — renamed `test_landing_renders_hex_with_draw_sea_btn` → `…_free_draw_btn` w. "FREE DRAW" label assertions; T2 extended to assert `.position-status-icon.fa-ban` on each seat at render time; T3 (formerly `…_transitions_to_picker_phase`) rewritten as `test_free_draw_click_seats_user_in_1C_then_swaps_phase` to pin the full click contract: 1C goes `.seated` + `.fa-circle-check`, seats 2-6 unchanged, picker phase swap after the delay. New IT `test_landing_renders_position_status_ban_icon_on_each_seat` asserts initial ban + `.seat-position-label` counts. **Substring trap caught** (worth a sticky note): bare class-name substrings (`fa-ban`, `position-status-icon`) appear ALSO in the inline JS handler's `classList.remove(…)` / `querySelector(…)` arg strings → `html.count("fa-ban") = 7`, not 6. Tightened IT assertions to match the full class attribute (`class="position-status-icon fa-solid fa-ban"`) — never count bare class names in `assertContains` / `html.count` when the same class is JS-manipulated client-side. Tests: 25/25 FT green across test_bill_my_sign + test_game_my_sea (165s); 1037/1037 IT/UT green (49s). Code architected by Disco DeDisco <discodedisco@outlook.com> Git commit message Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 15:48:07 -04:00
for n, seat in enumerate(seats, start=1):
My Sea DRAW SEA landing — Sprint 5 iter 1 of My Sea roadmap — TDD DRAW SEA landing UX on /gameboard/my-sea/ for users past the [[sprint-my-sea-sign-gate-may19]] gate. DRY table hex (reused from the room shell + my-sign Sprint 4a iter 3) w. 6 chair seats labeled 1C-6C (placeholder for friend-invite per the My Sea roadmap "Six chairs retained even in solo" anchor) + central DRAW SEA `.btn-primary` mirroring SCAN SIGN on /billboard/my-sign/. Click swaps `.my-sea-page[data-phase]` from `landing` to `picker`; the picker UX itself (three-card cross w. cover/leave/loom + form col / spread dropdown / decks / LOCK HAND / DEL) lands in iters 2 + 3. The 'C' suffix on the chair labels = "Chair" (user-locked); no role semantics (this is a solo draw, not a 6-player role assignment). `.table-seat` CSS class + `data-slot` attribute preserved so the room's existing `[data-slot="N"]` positioning rules (`_room.scss` L583-588) carry over for free — no SCSS fork; just a new `.seat-label` span inside each seat. The 'Default deck warning' Brief banner from /billboard/my-sign/ fires verbatim when `user.equipped_deck` is None (the user is headed for a draw against the Earthman [Shabby Cardstock] backup unless they equip one first). Tagged `.my-sea-intro-banner` so FTs disambiguate from other Briefs. Same FYI (→ /gameboard/) / NVM (dismiss) action grammar. Bundled: BACK→NVM label swap (user-edited mid-sprint) in the existing sign-gate. CSS class `.my-sea-sign-gate__back` retained — the swap was label-only — so existing FTs targeting the class still pass; docstrings + comments updated for accuracy. Files: - `apps/gameboard/views.py` — `my_sea` view adds 2 context keys: `no_equipped_deck` (bool) + `show_backup_intro_banner` (= user_has_sig AND no_equipped_deck). The sig-gate path still wins precedence. - `templates/apps/gameboard/my_sea.html` — `.my-sea-page[data-phase="landing"]`; new `.my-sea-landing` block w. room-shell hex + `#id_draw_sea_btn` + 6 `.table-seat[data-slot="N"]` w. `<span class="seat-label">NC</span>`; new `.my-sea-picker` placeholder (`display:none` til DRAW SEA click); inline `<script>` for the click→data-phase swap + scaleTable re-fire on next tick (mirrors my-sign's iter-3 RAF dispatch); copies the my-sign Brief banner script block verbatim w. `.my-sea-intro-banner` post-render tag. - `static_src/scss/_gameboard.scss` — new `.my-sea-page` + `.my-sea-landing` + `.my-sea-picker` rule blocks mirroring `.my-sign-page` / `.my-sign-landing` from `_card-deck.scss`. `.seat-label` styled in `--terUser` to match the chair iconography. - `apps/gameboard/tests/integrated/test_views.py` — `+7 ITs` in new `MySeaDrawSeaLandingViewTest` pinning the context keys + presence/absence of `#id_draw_sea_btn` + 6 `data-slot=N` w. `NC` labels + Sprint 4b gate's precedence over the new landing. - `functional_tests/test_game_my_sea.py` — `+5 FTs` in new `MySeaDrawSeaLandingTest` for the visible UX (hex + DRAW SEA, 6 seats labeled 1C-6C, click→picker phase swap, Brief banner on no-deck, no banner when deck equipped). Uses new `_assign_sig` helper from [[sprint-sig-page-helper-may19c]] for the user-w-sig precondition. Tests: 25/25 FTs green across test_bill_my_sign + test_game_my_sea in 219s; 1036/1036 IT/UT green in 50s (+7 from baseline). Code architected by Disco DeDisco <discodedisco@outlook.com> Git commit message Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 15:15:37 -04:00
with self.subTest(slot=n):
My Sea FREE DRAW + seat-1C seated transition — Sprint 5 iter 1 follow-up — TDD Iter-1 follow-up after the user re-spec'd the FREE DRAW click behavior: - **Btn label** DRAW SEA → FREE DRAW (the 1/24h free-quota draw). Element ID `id_draw_sea_btn` retained — describes intent, not label, so a future sprint can conditionally swap the label back to DRAW SEA once the daily free has been used (at which point the btn calls the room gatekeeper partial for token-deposit per [[project-my-sea-roadmap]] Sprint 6). - **Chair seat markup** — each `.table-seat` now renders w. `.fa-chair` + `.seat-position-label` (1C-6C) + `.position-status-icon.fa-solid.fa-ban` mirroring the room's hex grammar from `_table_positions.html`. **`.seat-position-label`** (not `.seat-role-label`) because my-sea is the solo flow — no roles — and the existing room class carries role-grammar semantics that don't apply here. New class gets its own grid placement in `_gameboard.scss` (col 2 / row 1 default, col 1 for left-side seats 3/4/5 per the room's flip rule). - **FREE DRAW click flow** — (1) seat 1C immediately gains `.seated` class & its `.fa-ban` icon swaps to `.fa-circle-check`; (2) after 800ms (so the user sees the seat animation against `_room.scss`'s 0.6s `color`/`filter` transition on `.fa-chair`), `data-phase` swaps to `picker` & landing hides. Seat 1C-only because my-sea is single-user-per-page until friend-invite lands — the user always occupies the lowest-numeral seat. - **`.table-seat.seated` SCSS** in `_gameboard.scss` — `--terUser` chair color + `drop-shadow(--ninUser)` glow. Mirrors `_room.scss:626` `.table-seat.active .fa-chair` styling but uses a stable `.seated` class (semantically distinct: `.active` = current turn in a multi-user room, `.seated` = draw-locked occupant in the solo flow). Status icon green via the existing `_room.scss:616` `.position-status-icon.fa-circle-check` rule — no new color rule needed. - **FT/IT updates** — renamed `test_landing_renders_hex_with_draw_sea_btn` → `…_free_draw_btn` w. "FREE DRAW" label assertions; T2 extended to assert `.position-status-icon.fa-ban` on each seat at render time; T3 (formerly `…_transitions_to_picker_phase`) rewritten as `test_free_draw_click_seats_user_in_1C_then_swaps_phase` to pin the full click contract: 1C goes `.seated` + `.fa-circle-check`, seats 2-6 unchanged, picker phase swap after the delay. New IT `test_landing_renders_position_status_ban_icon_on_each_seat` asserts initial ban + `.seat-position-label` counts. **Substring trap caught** (worth a sticky note): bare class-name substrings (`fa-ban`, `position-status-icon`) appear ALSO in the inline JS handler's `classList.remove(…)` / `querySelector(…)` arg strings → `html.count("fa-ban") = 7`, not 6. Tightened IT assertions to match the full class attribute (`class="position-status-icon fa-solid fa-ban"`) — never count bare class names in `assertContains` / `html.count` when the same class is JS-manipulated client-side. Tests: 25/25 FT green across test_bill_my_sign + test_game_my_sea (165s); 1037/1037 IT/UT green (49s). Code architected by Disco DeDisco <discodedisco@outlook.com> Git commit message Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 15:48:07 -04:00
label = "".join(seat.text.upper().split())
self.assertIn(f"{n}C", label)
# Each seat carries the red ban status icon initially.
seat.find_element(
By.CSS_SELECTOR, ".position-status-icon.fa-ban"
)
My Sea DRAW SEA landing — Sprint 5 iter 1 of My Sea roadmap — TDD DRAW SEA landing UX on /gameboard/my-sea/ for users past the [[sprint-my-sea-sign-gate-may19]] gate. DRY table hex (reused from the room shell + my-sign Sprint 4a iter 3) w. 6 chair seats labeled 1C-6C (placeholder for friend-invite per the My Sea roadmap "Six chairs retained even in solo" anchor) + central DRAW SEA `.btn-primary` mirroring SCAN SIGN on /billboard/my-sign/. Click swaps `.my-sea-page[data-phase]` from `landing` to `picker`; the picker UX itself (three-card cross w. cover/leave/loom + form col / spread dropdown / decks / LOCK HAND / DEL) lands in iters 2 + 3. The 'C' suffix on the chair labels = "Chair" (user-locked); no role semantics (this is a solo draw, not a 6-player role assignment). `.table-seat` CSS class + `data-slot` attribute preserved so the room's existing `[data-slot="N"]` positioning rules (`_room.scss` L583-588) carry over for free — no SCSS fork; just a new `.seat-label` span inside each seat. The 'Default deck warning' Brief banner from /billboard/my-sign/ fires verbatim when `user.equipped_deck` is None (the user is headed for a draw against the Earthman [Shabby Cardstock] backup unless they equip one first). Tagged `.my-sea-intro-banner` so FTs disambiguate from other Briefs. Same FYI (→ /gameboard/) / NVM (dismiss) action grammar. Bundled: BACK→NVM label swap (user-edited mid-sprint) in the existing sign-gate. CSS class `.my-sea-sign-gate__back` retained — the swap was label-only — so existing FTs targeting the class still pass; docstrings + comments updated for accuracy. Files: - `apps/gameboard/views.py` — `my_sea` view adds 2 context keys: `no_equipped_deck` (bool) + `show_backup_intro_banner` (= user_has_sig AND no_equipped_deck). The sig-gate path still wins precedence. - `templates/apps/gameboard/my_sea.html` — `.my-sea-page[data-phase="landing"]`; new `.my-sea-landing` block w. room-shell hex + `#id_draw_sea_btn` + 6 `.table-seat[data-slot="N"]` w. `<span class="seat-label">NC</span>`; new `.my-sea-picker` placeholder (`display:none` til DRAW SEA click); inline `<script>` for the click→data-phase swap + scaleTable re-fire on next tick (mirrors my-sign's iter-3 RAF dispatch); copies the my-sign Brief banner script block verbatim w. `.my-sea-intro-banner` post-render tag. - `static_src/scss/_gameboard.scss` — new `.my-sea-page` + `.my-sea-landing` + `.my-sea-picker` rule blocks mirroring `.my-sign-page` / `.my-sign-landing` from `_card-deck.scss`. `.seat-label` styled in `--terUser` to match the chair iconography. - `apps/gameboard/tests/integrated/test_views.py` — `+7 ITs` in new `MySeaDrawSeaLandingViewTest` pinning the context keys + presence/absence of `#id_draw_sea_btn` + 6 `data-slot=N` w. `NC` labels + Sprint 4b gate's precedence over the new landing. - `functional_tests/test_game_my_sea.py` — `+5 FTs` in new `MySeaDrawSeaLandingTest` for the visible UX (hex + DRAW SEA, 6 seats labeled 1C-6C, click→picker phase swap, Brief banner on no-deck, no banner when deck equipped). Uses new `_assign_sig` helper from [[sprint-sig-page-helper-may19c]] for the user-w-sig precondition. Tests: 25/25 FTs green across test_bill_my_sign + test_game_my_sea in 219s; 1036/1036 IT/UT green in 50s (+7 from baseline). Code architected by Disco DeDisco <discodedisco@outlook.com> Git commit message Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 15:15:37 -04:00
def _six_seats(self):
seats = self.browser.find_elements(
By.CSS_SELECTOR, ".my-sea-page[data-phase='landing'] .table-seat"
)
if len(seats) != 6:
raise AssertionError(f"expected 6 seats, got {len(seats)}")
return seats
# ── Test 3 ───────────────────────────────────────────────────────────────
My Sea FREE DRAW + seat-1C seated transition — Sprint 5 iter 1 follow-up — TDD Iter-1 follow-up after the user re-spec'd the FREE DRAW click behavior: - **Btn label** DRAW SEA → FREE DRAW (the 1/24h free-quota draw). Element ID `id_draw_sea_btn` retained — describes intent, not label, so a future sprint can conditionally swap the label back to DRAW SEA once the daily free has been used (at which point the btn calls the room gatekeeper partial for token-deposit per [[project-my-sea-roadmap]] Sprint 6). - **Chair seat markup** — each `.table-seat` now renders w. `.fa-chair` + `.seat-position-label` (1C-6C) + `.position-status-icon.fa-solid.fa-ban` mirroring the room's hex grammar from `_table_positions.html`. **`.seat-position-label`** (not `.seat-role-label`) because my-sea is the solo flow — no roles — and the existing room class carries role-grammar semantics that don't apply here. New class gets its own grid placement in `_gameboard.scss` (col 2 / row 1 default, col 1 for left-side seats 3/4/5 per the room's flip rule). - **FREE DRAW click flow** — (1) seat 1C immediately gains `.seated` class & its `.fa-ban` icon swaps to `.fa-circle-check`; (2) after 800ms (so the user sees the seat animation against `_room.scss`'s 0.6s `color`/`filter` transition on `.fa-chair`), `data-phase` swaps to `picker` & landing hides. Seat 1C-only because my-sea is single-user-per-page until friend-invite lands — the user always occupies the lowest-numeral seat. - **`.table-seat.seated` SCSS** in `_gameboard.scss` — `--terUser` chair color + `drop-shadow(--ninUser)` glow. Mirrors `_room.scss:626` `.table-seat.active .fa-chair` styling but uses a stable `.seated` class (semantically distinct: `.active` = current turn in a multi-user room, `.seated` = draw-locked occupant in the solo flow). Status icon green via the existing `_room.scss:616` `.position-status-icon.fa-circle-check` rule — no new color rule needed. - **FT/IT updates** — renamed `test_landing_renders_hex_with_draw_sea_btn` → `…_free_draw_btn` w. "FREE DRAW" label assertions; T2 extended to assert `.position-status-icon.fa-ban` on each seat at render time; T3 (formerly `…_transitions_to_picker_phase`) rewritten as `test_free_draw_click_seats_user_in_1C_then_swaps_phase` to pin the full click contract: 1C goes `.seated` + `.fa-circle-check`, seats 2-6 unchanged, picker phase swap after the delay. New IT `test_landing_renders_position_status_ban_icon_on_each_seat` asserts initial ban + `.seat-position-label` counts. **Substring trap caught** (worth a sticky note): bare class-name substrings (`fa-ban`, `position-status-icon`) appear ALSO in the inline JS handler's `classList.remove(…)` / `querySelector(…)` arg strings → `html.count("fa-ban") = 7`, not 6. Tightened IT assertions to match the full class attribute (`class="position-status-icon fa-solid fa-ban"`) — never count bare class names in `assertContains` / `html.count` when the same class is JS-manipulated client-side. Tests: 25/25 FT green across test_bill_my_sign + test_game_my_sea (165s); 1037/1037 IT/UT green (49s). Code architected by Disco DeDisco <discodedisco@outlook.com> Git commit message Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 15:48:07 -04:00
def test_free_draw_click_seats_user_in_1C_then_swaps_phase(self):
"""Click FREE DRAW → seat 1C transitions to `.seated` w. fa-ban
swapped for fa-circle-check (visible to the user during the
~800ms animation delay); other seats remain empty; then the
page's data-phase swaps to 'picker' so iter 2's content can
take over. Single-user instance for now user always gets the
lowest-numeral seat (1C)."""
My Sea DRAW SEA landing — Sprint 5 iter 1 of My Sea roadmap — TDD DRAW SEA landing UX on /gameboard/my-sea/ for users past the [[sprint-my-sea-sign-gate-may19]] gate. DRY table hex (reused from the room shell + my-sign Sprint 4a iter 3) w. 6 chair seats labeled 1C-6C (placeholder for friend-invite per the My Sea roadmap "Six chairs retained even in solo" anchor) + central DRAW SEA `.btn-primary` mirroring SCAN SIGN on /billboard/my-sign/. Click swaps `.my-sea-page[data-phase]` from `landing` to `picker`; the picker UX itself (three-card cross w. cover/leave/loom + form col / spread dropdown / decks / LOCK HAND / DEL) lands in iters 2 + 3. The 'C' suffix on the chair labels = "Chair" (user-locked); no role semantics (this is a solo draw, not a 6-player role assignment). `.table-seat` CSS class + `data-slot` attribute preserved so the room's existing `[data-slot="N"]` positioning rules (`_room.scss` L583-588) carry over for free — no SCSS fork; just a new `.seat-label` span inside each seat. The 'Default deck warning' Brief banner from /billboard/my-sign/ fires verbatim when `user.equipped_deck` is None (the user is headed for a draw against the Earthman [Shabby Cardstock] backup unless they equip one first). Tagged `.my-sea-intro-banner` so FTs disambiguate from other Briefs. Same FYI (→ /gameboard/) / NVM (dismiss) action grammar. Bundled: BACK→NVM label swap (user-edited mid-sprint) in the existing sign-gate. CSS class `.my-sea-sign-gate__back` retained — the swap was label-only — so existing FTs targeting the class still pass; docstrings + comments updated for accuracy. Files: - `apps/gameboard/views.py` — `my_sea` view adds 2 context keys: `no_equipped_deck` (bool) + `show_backup_intro_banner` (= user_has_sig AND no_equipped_deck). The sig-gate path still wins precedence. - `templates/apps/gameboard/my_sea.html` — `.my-sea-page[data-phase="landing"]`; new `.my-sea-landing` block w. room-shell hex + `#id_draw_sea_btn` + 6 `.table-seat[data-slot="N"]` w. `<span class="seat-label">NC</span>`; new `.my-sea-picker` placeholder (`display:none` til DRAW SEA click); inline `<script>` for the click→data-phase swap + scaleTable re-fire on next tick (mirrors my-sign's iter-3 RAF dispatch); copies the my-sign Brief banner script block verbatim w. `.my-sea-intro-banner` post-render tag. - `static_src/scss/_gameboard.scss` — new `.my-sea-page` + `.my-sea-landing` + `.my-sea-picker` rule blocks mirroring `.my-sign-page` / `.my-sign-landing` from `_card-deck.scss`. `.seat-label` styled in `--terUser` to match the chair iconography. - `apps/gameboard/tests/integrated/test_views.py` — `+7 ITs` in new `MySeaDrawSeaLandingViewTest` pinning the context keys + presence/absence of `#id_draw_sea_btn` + 6 `data-slot=N` w. `NC` labels + Sprint 4b gate's precedence over the new landing. - `functional_tests/test_game_my_sea.py` — `+5 FTs` in new `MySeaDrawSeaLandingTest` for the visible UX (hex + DRAW SEA, 6 seats labeled 1C-6C, click→picker phase swap, Brief banner on no-deck, no banner when deck equipped). Uses new `_assign_sig` helper from [[sprint-sig-page-helper-may19c]] for the user-w-sig precondition. Tests: 25/25 FTs green across test_bill_my_sign + test_game_my_sea in 219s; 1036/1036 IT/UT green in 50s (+7 from baseline). Code architected by Disco DeDisco <discodedisco@outlook.com> Git commit message Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 15:15:37 -04:00
self.create_pre_authenticated_session(self.email)
self.browser.get(self.live_server_url + "/gameboard/my-sea/")
btn = self.wait_for(
lambda: self.browser.find_element(By.CSS_SELECTOR, "#id_draw_sea_btn")
)
btn.click()
My Sea FREE DRAW + seat-1C seated transition — Sprint 5 iter 1 follow-up — TDD Iter-1 follow-up after the user re-spec'd the FREE DRAW click behavior: - **Btn label** DRAW SEA → FREE DRAW (the 1/24h free-quota draw). Element ID `id_draw_sea_btn` retained — describes intent, not label, so a future sprint can conditionally swap the label back to DRAW SEA once the daily free has been used (at which point the btn calls the room gatekeeper partial for token-deposit per [[project-my-sea-roadmap]] Sprint 6). - **Chair seat markup** — each `.table-seat` now renders w. `.fa-chair` + `.seat-position-label` (1C-6C) + `.position-status-icon.fa-solid.fa-ban` mirroring the room's hex grammar from `_table_positions.html`. **`.seat-position-label`** (not `.seat-role-label`) because my-sea is the solo flow — no roles — and the existing room class carries role-grammar semantics that don't apply here. New class gets its own grid placement in `_gameboard.scss` (col 2 / row 1 default, col 1 for left-side seats 3/4/5 per the room's flip rule). - **FREE DRAW click flow** — (1) seat 1C immediately gains `.seated` class & its `.fa-ban` icon swaps to `.fa-circle-check`; (2) after 800ms (so the user sees the seat animation against `_room.scss`'s 0.6s `color`/`filter` transition on `.fa-chair`), `data-phase` swaps to `picker` & landing hides. Seat 1C-only because my-sea is single-user-per-page until friend-invite lands — the user always occupies the lowest-numeral seat. - **`.table-seat.seated` SCSS** in `_gameboard.scss` — `--terUser` chair color + `drop-shadow(--ninUser)` glow. Mirrors `_room.scss:626` `.table-seat.active .fa-chair` styling but uses a stable `.seated` class (semantically distinct: `.active` = current turn in a multi-user room, `.seated` = draw-locked occupant in the solo flow). Status icon green via the existing `_room.scss:616` `.position-status-icon.fa-circle-check` rule — no new color rule needed. - **FT/IT updates** — renamed `test_landing_renders_hex_with_draw_sea_btn` → `…_free_draw_btn` w. "FREE DRAW" label assertions; T2 extended to assert `.position-status-icon.fa-ban` on each seat at render time; T3 (formerly `…_transitions_to_picker_phase`) rewritten as `test_free_draw_click_seats_user_in_1C_then_swaps_phase` to pin the full click contract: 1C goes `.seated` + `.fa-circle-check`, seats 2-6 unchanged, picker phase swap after the delay. New IT `test_landing_renders_position_status_ban_icon_on_each_seat` asserts initial ban + `.seat-position-label` counts. **Substring trap caught** (worth a sticky note): bare class-name substrings (`fa-ban`, `position-status-icon`) appear ALSO in the inline JS handler's `classList.remove(…)` / `querySelector(…)` arg strings → `html.count("fa-ban") = 7`, not 6. Tightened IT assertions to match the full class attribute (`class="position-status-icon fa-solid fa-ban"`) — never count bare class names in `assertContains` / `html.count` when the same class is JS-manipulated client-side. Tests: 25/25 FT green across test_bill_my_sign + test_game_my_sea (165s); 1037/1037 IT/UT green (49s). Code architected by Disco DeDisco <discodedisco@outlook.com> Git commit message Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 15:48:07 -04:00
# Seat 1C goes seated + icon swaps. Other seats unchanged.
seat1 = self.wait_for(
lambda: self.browser.find_element(
By.CSS_SELECTOR, ".table-seat[data-slot='1'].seated"
)
)
seat1.find_element(By.CSS_SELECTOR, ".position-status-icon.fa-circle-check")
# Seats 2-6 retain the .fa-ban icon (still empty).
for n in range(2, 7):
with self.subTest(slot=n):
other = self.browser.find_element(
By.CSS_SELECTOR, f".table-seat[data-slot='{n}']"
)
self.assertNotIn("seated", other.get_attribute("class"))
other.find_element(By.CSS_SELECTOR, ".position-status-icon.fa-ban")
# After the seat animation, data-phase swaps to picker + landing hides.
My Sea DRAW SEA landing — Sprint 5 iter 1 of My Sea roadmap — TDD DRAW SEA landing UX on /gameboard/my-sea/ for users past the [[sprint-my-sea-sign-gate-may19]] gate. DRY table hex (reused from the room shell + my-sign Sprint 4a iter 3) w. 6 chair seats labeled 1C-6C (placeholder for friend-invite per the My Sea roadmap "Six chairs retained even in solo" anchor) + central DRAW SEA `.btn-primary` mirroring SCAN SIGN on /billboard/my-sign/. Click swaps `.my-sea-page[data-phase]` from `landing` to `picker`; the picker UX itself (three-card cross w. cover/leave/loom + form col / spread dropdown / decks / LOCK HAND / DEL) lands in iters 2 + 3. The 'C' suffix on the chair labels = "Chair" (user-locked); no role semantics (this is a solo draw, not a 6-player role assignment). `.table-seat` CSS class + `data-slot` attribute preserved so the room's existing `[data-slot="N"]` positioning rules (`_room.scss` L583-588) carry over for free — no SCSS fork; just a new `.seat-label` span inside each seat. The 'Default deck warning' Brief banner from /billboard/my-sign/ fires verbatim when `user.equipped_deck` is None (the user is headed for a draw against the Earthman [Shabby Cardstock] backup unless they equip one first). Tagged `.my-sea-intro-banner` so FTs disambiguate from other Briefs. Same FYI (→ /gameboard/) / NVM (dismiss) action grammar. Bundled: BACK→NVM label swap (user-edited mid-sprint) in the existing sign-gate. CSS class `.my-sea-sign-gate__back` retained — the swap was label-only — so existing FTs targeting the class still pass; docstrings + comments updated for accuracy. Files: - `apps/gameboard/views.py` — `my_sea` view adds 2 context keys: `no_equipped_deck` (bool) + `show_backup_intro_banner` (= user_has_sig AND no_equipped_deck). The sig-gate path still wins precedence. - `templates/apps/gameboard/my_sea.html` — `.my-sea-page[data-phase="landing"]`; new `.my-sea-landing` block w. room-shell hex + `#id_draw_sea_btn` + 6 `.table-seat[data-slot="N"]` w. `<span class="seat-label">NC</span>`; new `.my-sea-picker` placeholder (`display:none` til DRAW SEA click); inline `<script>` for the click→data-phase swap + scaleTable re-fire on next tick (mirrors my-sign's iter-3 RAF dispatch); copies the my-sign Brief banner script block verbatim w. `.my-sea-intro-banner` post-render tag. - `static_src/scss/_gameboard.scss` — new `.my-sea-page` + `.my-sea-landing` + `.my-sea-picker` rule blocks mirroring `.my-sign-page` / `.my-sign-landing` from `_card-deck.scss`. `.seat-label` styled in `--terUser` to match the chair iconography. - `apps/gameboard/tests/integrated/test_views.py` — `+7 ITs` in new `MySeaDrawSeaLandingViewTest` pinning the context keys + presence/absence of `#id_draw_sea_btn` + 6 `data-slot=N` w. `NC` labels + Sprint 4b gate's precedence over the new landing. - `functional_tests/test_game_my_sea.py` — `+5 FTs` in new `MySeaDrawSeaLandingTest` for the visible UX (hex + DRAW SEA, 6 seats labeled 1C-6C, click→picker phase swap, Brief banner on no-deck, no banner when deck equipped). Uses new `_assign_sig` helper from [[sprint-sig-page-helper-may19c]] for the user-w-sig precondition. Tests: 25/25 FTs green across test_bill_my_sign + test_game_my_sea in 219s; 1036/1036 IT/UT green in 50s (+7 from baseline). Code architected by Disco DeDisco <discodedisco@outlook.com> Git commit message Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 15:15:37 -04:00
self.wait_for(
lambda: self.browser.find_element(
By.CSS_SELECTOR, ".my-sea-page[data-phase='picker']"
)
)
landing = self.browser.find_element(By.CSS_SELECTOR, ".my-sea-landing")
self.assertFalse(landing.is_displayed())
# ── Test 4 ───────────────────────────────────────────────────────────────
def test_brief_banner_renders_when_no_deck_equipped(self):
"""No equipped deck → the same 'Default deck warning' Brief
banner from my-sign fires (lifted verbatim). Tagged w. a my-sea-
specific class so FTs can disambiguate from any other Briefs."""
self.gamer.equipped_deck = None
self.gamer.save(update_fields=["equipped_deck"])
self.create_pre_authenticated_session(self.email)
self.browser.get(self.live_server_url + "/gameboard/my-sea/")
banner = self.wait_for(
lambda: self.browser.find_element(
By.CSS_SELECTOR, ".my-sea-intro-banner"
)
)
self.assertIn("Default deck warning", banner.text)
self.assertIn("no deck is equipped", banner.text)
self.assertIn("Shabby Cardstock", banner.text)
# ── Test 5 ───────────────────────────────────────────────────────────────
def test_no_brief_banner_when_deck_equipped(self):
"""User w. an equipped deck → no Default-deck-warning Brief on
landing. Auto-equip via the User post_save signal handles this
for fresh users; assertion guards against accidental render of
the banner when the condition shouldn't fire."""
self.create_pre_authenticated_session(self.email)
self.browser.get(self.live_server_url + "/gameboard/my-sea/")
self.wait_for(
lambda: self.browser.find_element(By.CSS_SELECTOR, "#id_draw_sea_btn")
)
self.assertEqual(
len(self.browser.find_elements(By.CSS_SELECTOR, ".my-sea-intro-banner")),
0,
)
My Sea picker phase: three-card cross (sig + cover/leave/loom) — Sprint 5 iter 2 of My Sea roadmap — TDD After the FREE DRAW click on iter 1's landing swaps `data-phase` to `picker`, the picker now renders a stripped Celtic Cross: user's saved significator pinned in `.sea-pos-core`, three drawn-card drop zones around it — cover (overlaid on sig), leave (left of core), loom (right of core). Crown / lay / cross from the gameroom's 6-position spread are deliberately forsaken (user-locked spec). DRY w. the gameroom sea-overlay: reuses `.sea-cards-col` + `.sea-cross` + `.sea-crucifix-cell` + `.sea-pos-*` + `.sea-card-slot--empty` + `.sea-sig-card` classes & their _card-deck.scss styling (1181-1331). Only divergence from the room: a `.my-sea-cross` modifier in `_gameboard.scss` overrides `grid-template-areas` from the room's `". crown . / leave core loom / . lay ."` 3×3 to a single-row `"leave core loom"` — drops the crown + lay rows since those positions are forsaken. Cover stays nested inside `.sea-pos-core` so the absolute-overlay rules from _card-deck.scss line 1310-1331 carry over for free. Picker bg = `rgba(var(--duoUser), 1)` on `.my-sea-page[data-phase="picker"]` — parallels `.my-sign-page[data-phase="picker"]` from _card-deck.scss line 704, so the landing→picker swap reads as a continuous surface (hex face → felt) like on /billboard/my-sign/. The sig card renders w. `data-card-id="{{ significator.id }}"` + `.fan-corner-rank` + `.fa-solid {suit-icon}` (mirrors the gameroom's `.sea-sig-card` minimal markup at `_sea_overlay.html` line 33-39). Full card-face / FYI / SPIN wiring deferred — iter 3 lands the form col + interactive draw flow. View context: `my_sea` now passes `significator` (FK pass-through) + `significator_reversed` so the template can render the corner rank + suit icon at render time without re-fetching. - 3 FTs in new `MySeaPickerPhaseTest`: sig card w. `data-card-id` matching `user.significator.id` in `.sea-pos-core`; cover/leave/loom empty drop zones render; crown/lay/cross absent. Shared `_enter_picker_phase()` helper polls for `data-phase='picker'` after the ~800ms seat-1C animation delay. - 4 ITs in new `MySeaPickerPhaseTemplateTest`: server-render contract for sig in core + cover/leave/loom classes + forsaken-positions-absent + picker entirely absent when user has no sig (4b gate precedence). Tests: 28/28 FT green across test_bill_my_sign + test_game_my_sea (~219s); 1041/1041 IT/UT green (53s). Code architected by Disco DeDisco <discodedisco@outlook.com> Git commit message Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 16:06:14 -04:00
class MySeaPickerPhaseTest(FunctionalTest):
"""Sprint 5 iter 2 — picker phase content on /gameboard/my-sea/ after
FREE DRAW click swaps `data-phase` to `picker`. Three-card spread:
user's saved significator pinned in the center (`.sea-pos-core`) +
three drawn-card positions surrounding it cover (overlaid on sig),
leave (left of center), loom (right of center). Crown / lay / cross
from the gameroom's 6-position Celtic Cross are deliberately omitted
(user-locked spec). Empty drop-zones are visible actual card-draw
wiring lands in iter 3 alongside the form col (spread dropdown /
decks / LOCK HAND / DEL)."""
def setUp(self):
super().setUp()
_seed_earthman_sig_pile()
_seed_gameboard_applets()
self.email = "picker@test.io"
self.gamer = User.objects.create(email=self.email)
self.target_card = _assign_sig(self.gamer)
def _enter_picker_phase(self):
"""Common nav: load /gameboard/my-sea/, click FREE DRAW, wait for
the page wrapper's data-phase to swap to `picker` (which happens
~800ms after click per the seat-1C animation delay in the inline
JS)."""
self.create_pre_authenticated_session(self.email)
self.browser.get(self.live_server_url + "/gameboard/my-sea/")
btn = self.wait_for(
lambda: self.browser.find_element(By.CSS_SELECTOR, "#id_draw_sea_btn")
)
btn.click()
return self.wait_for(
lambda: self.browser.find_element(
By.CSS_SELECTOR, ".my-sea-page[data-phase='picker']"
)
)
# ── Test 1 ───────────────────────────────────────────────────────────────
def test_picker_renders_significator_card_in_core_cell(self):
"""User's saved significator pins the `.sea-pos-core` cell — the
center of the three-card cross. Card data attribute reflects the
actual TarotCard.id so future iters can wire FYI / SPIN onto it."""
self._enter_picker_phase()
core = self.browser.find_element(
By.CSS_SELECTOR, ".my-sea-picker .sea-pos-core .sea-sig-card"
)
self.assertEqual(
core.get_attribute("data-card-id"), str(self.target_card.id)
)
# ── Test 2 ───────────────────────────────────────────────────────────────
def test_picker_renders_cover_leave_loom_positions(self):
"""The three drawn-card positions (cover/leave/loom) render as
empty `.sea-card-slot--empty` drop zones. Cover is overlaid on
the sig card via `.sea-pos-core > .sea-pos-cover` nesting; leave
+ loom sit in their own grid cells flanking core."""
picker = self._enter_picker_phase()
# Cover lives nested inside .sea-pos-core (overlaid on sig)
picker.find_element(
By.CSS_SELECTOR, ".sea-pos-core .sea-pos-cover .sea-card-slot--empty"
)
picker.find_element(
By.CSS_SELECTOR, ".sea-pos-leave .sea-card-slot--empty"
)
picker.find_element(
By.CSS_SELECTOR, ".sea-pos-loom .sea-card-slot--empty"
)
# ── Test 3 ───────────────────────────────────────────────────────────────
My Sea per-spread positions + draw-order JS config + position labels — Sprint 5 iter 3 follow-up — TDD User-locked spec 2026-05-19: each three-card spread uses a DIFFERENT 3-position subset of the 6 surrounding positions, in its own draw order. Replaces the iter-3 binary `data-spread-shape="three-card|six-card"` model w. per-spread `data-spread="<value>"`. Closes iter 3 cleanly + scaffolds the draw-order data iter 4 will consume. Position subsets (per spread): PPF → leave (1) · cover (2) · loom (3) SAO → lay (1) · cover (2) · crown (3) MBS → crown (1) · lay (2) · loom (3) DOS → loom (1) · cross (2) · cover (3) Waite-Smith → all 6 surrounding (cover · cross · crown · lay · loom · leave) Escape Velocity → all 6 surrounding (cover · cross · lay · leave · crown · loom) All 6 cells continue to render in DOM unconditionally — `.my-sea-cross[data-spread="<value>"]` SCSS rules hide inactive positions per spread via `display: none`. Cover/cross live nested inside `.sea-pos-core` so their absolute-overlay positioning rules from `_card-deck.scss:1310-1331` carry over for free. **Position labels** (re-appropriated `.sea-stack-name` typography per user) — `.sea-pos-label` inside each empty `.sea-card-slot--empty` carries the per-spread caption. Server-renders SAO's labels by default (lay=Situation, cover=Action, crown=Outcome); JS swaps labels via `POSITION_LABELS[spread]` lookup on combobox change. Inactive-for-spread positions render their span w. empty `textContent` so JS only has to set text, never toggle visibility. Celtic Cross variants share the gameroom's existing position vocabulary (Crown/Beneath/Cover/Cross/Before/Behind). **DRAW_ORDER JS const** baked into the inline picker IIFE — array of position names per spread, ready for iter 4's deck-click-deposit logic to consume. Exposed via `window._mySeaDrawOrder` so iter-4 click handlers can `window._mySeaDrawOrder[currentSpread][nextSlotIdx]` to resolve the target position. No click handlers wired yet — iter 4 territory. **Selenium trap caught**: the combobox click-twice-on-the-toggle bug — re-clicking the combobox while `aria-expanded='true'` closes the dropdown (combobox.js's toggle behavior). Test 3's spread-cycling iterates through 6 spreads, each needs the dropdown OPEN before clicking a new option; added a `_pick(value)` helper that checks `aria-expanded` first. Files: - `templates/apps/gameboard/my_sea.html` — `.my-sea-cross[data-spread]` w. server-rendered default; each empty slot wraps a `<span class="sea-pos-label" data-position="<name>">` (SAO labels seeded inline, others empty initially); inline IIFE adds `DRAW_ORDER` + `POSITION_LABELS` consts + `syncLabels()` that swaps captions on `change`. - `static_src/scss/_gameboard.scss` — drops the `data-spread-shape="three-card"|"six-card"` rules; adds 4 per-spread visibility rules (PPF/SAO/MBS/DOS). Celtic Cross variants inherit the gameroom's full 3×3 grid w. no overrides. `.sea-pos-label` style mirrors `.sea-stack-name` from _card-deck.scss line 1557 (small-uppercase-letter-spaced-scaleY) sans the polarity color — these aren't deck identifiers, just spread-position captions. - `apps/gameboard/tests/integrated/test_views.py` — IT `test_cross_carries_initial_three_card_spread_shape` renamed + retargeted to `data-spread="situation-action-outcome"`; new IT `test_template_renders_sao_position_labels_on_default` pins the seeded SAO labels + empty spans for inactive positions. - `functional_tests/test_game_my_sea.py` — iter-2's `test_picker_hides_six_card_only_positions_by_default` renamed to `test_picker_renders_sao_default_position_subset` w. SAO-specific visibility expectations (lay/cover/crown visible; leave/loom/cross hidden). iter-3's `test_picking_celtic_cross_reveals_six_card_positions` rewritten + expanded to `test_picking_spread_swaps_data_spread_and_position_visibility` — cycles through all 6 spreads, asserts `data-spread` attribute + per-position `is_displayed()` for each. New `test_per_spread_position_labels_render_and_update` cycles through 5 spreads (SAO default + 4 switches) asserting captions match the spec. Tests: 33/33 FT green across test_bill_my_sign + test_game_my_sea; 1049/1049 IT/UT green in 52s. Code architected by Disco DeDisco <discodedisco@outlook.com> Git commit message Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 19:38:53 -04:00
def test_picker_renders_sao_default_position_subset(self):
"""Default spread = Situation/Action/Outcome (SAO) → only lay
(Situation) + cover (Action) + crown (Outcome) visible from the
6 surrounding positions; leave / loom / cross hidden. All 6
cells render in DOM so spread-switching never re-mutates the
cross structure per-spread visibility lives in SCSS via
`.my-sea-cross[data-spread="..."]` rules."""
My Sea picker phase: three-card cross (sig + cover/leave/loom) — Sprint 5 iter 2 of My Sea roadmap — TDD After the FREE DRAW click on iter 1's landing swaps `data-phase` to `picker`, the picker now renders a stripped Celtic Cross: user's saved significator pinned in `.sea-pos-core`, three drawn-card drop zones around it — cover (overlaid on sig), leave (left of core), loom (right of core). Crown / lay / cross from the gameroom's 6-position spread are deliberately forsaken (user-locked spec). DRY w. the gameroom sea-overlay: reuses `.sea-cards-col` + `.sea-cross` + `.sea-crucifix-cell` + `.sea-pos-*` + `.sea-card-slot--empty` + `.sea-sig-card` classes & their _card-deck.scss styling (1181-1331). Only divergence from the room: a `.my-sea-cross` modifier in `_gameboard.scss` overrides `grid-template-areas` from the room's `". crown . / leave core loom / . lay ."` 3×3 to a single-row `"leave core loom"` — drops the crown + lay rows since those positions are forsaken. Cover stays nested inside `.sea-pos-core` so the absolute-overlay rules from _card-deck.scss line 1310-1331 carry over for free. Picker bg = `rgba(var(--duoUser), 1)` on `.my-sea-page[data-phase="picker"]` — parallels `.my-sign-page[data-phase="picker"]` from _card-deck.scss line 704, so the landing→picker swap reads as a continuous surface (hex face → felt) like on /billboard/my-sign/. The sig card renders w. `data-card-id="{{ significator.id }}"` + `.fan-corner-rank` + `.fa-solid {suit-icon}` (mirrors the gameroom's `.sea-sig-card` minimal markup at `_sea_overlay.html` line 33-39). Full card-face / FYI / SPIN wiring deferred — iter 3 lands the form col + interactive draw flow. View context: `my_sea` now passes `significator` (FK pass-through) + `significator_reversed` so the template can render the corner rank + suit icon at render time without re-fetching. - 3 FTs in new `MySeaPickerPhaseTest`: sig card w. `data-card-id` matching `user.significator.id` in `.sea-pos-core`; cover/leave/loom empty drop zones render; crown/lay/cross absent. Shared `_enter_picker_phase()` helper polls for `data-phase='picker'` after the ~800ms seat-1C animation delay. - 4 ITs in new `MySeaPickerPhaseTemplateTest`: server-render contract for sig in core + cover/leave/loom classes + forsaken-positions-absent + picker entirely absent when user has no sig (4b gate precedence). Tests: 28/28 FT green across test_bill_my_sign + test_game_my_sea (~219s); 1041/1041 IT/UT green (53s). Code architected by Disco DeDisco <discodedisco@outlook.com> Git commit message Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 16:06:14 -04:00
picker = self._enter_picker_phase()
My Sea per-spread positions + draw-order JS config + position labels — Sprint 5 iter 3 follow-up — TDD User-locked spec 2026-05-19: each three-card spread uses a DIFFERENT 3-position subset of the 6 surrounding positions, in its own draw order. Replaces the iter-3 binary `data-spread-shape="three-card|six-card"` model w. per-spread `data-spread="<value>"`. Closes iter 3 cleanly + scaffolds the draw-order data iter 4 will consume. Position subsets (per spread): PPF → leave (1) · cover (2) · loom (3) SAO → lay (1) · cover (2) · crown (3) MBS → crown (1) · lay (2) · loom (3) DOS → loom (1) · cross (2) · cover (3) Waite-Smith → all 6 surrounding (cover · cross · crown · lay · loom · leave) Escape Velocity → all 6 surrounding (cover · cross · lay · leave · crown · loom) All 6 cells continue to render in DOM unconditionally — `.my-sea-cross[data-spread="<value>"]` SCSS rules hide inactive positions per spread via `display: none`. Cover/cross live nested inside `.sea-pos-core` so their absolute-overlay positioning rules from `_card-deck.scss:1310-1331` carry over for free. **Position labels** (re-appropriated `.sea-stack-name` typography per user) — `.sea-pos-label` inside each empty `.sea-card-slot--empty` carries the per-spread caption. Server-renders SAO's labels by default (lay=Situation, cover=Action, crown=Outcome); JS swaps labels via `POSITION_LABELS[spread]` lookup on combobox change. Inactive-for-spread positions render their span w. empty `textContent` so JS only has to set text, never toggle visibility. Celtic Cross variants share the gameroom's existing position vocabulary (Crown/Beneath/Cover/Cross/Before/Behind). **DRAW_ORDER JS const** baked into the inline picker IIFE — array of position names per spread, ready for iter 4's deck-click-deposit logic to consume. Exposed via `window._mySeaDrawOrder` so iter-4 click handlers can `window._mySeaDrawOrder[currentSpread][nextSlotIdx]` to resolve the target position. No click handlers wired yet — iter 4 territory. **Selenium trap caught**: the combobox click-twice-on-the-toggle bug — re-clicking the combobox while `aria-expanded='true'` closes the dropdown (combobox.js's toggle behavior). Test 3's spread-cycling iterates through 6 spreads, each needs the dropdown OPEN before clicking a new option; added a `_pick(value)` helper that checks `aria-expanded` first. Files: - `templates/apps/gameboard/my_sea.html` — `.my-sea-cross[data-spread]` w. server-rendered default; each empty slot wraps a `<span class="sea-pos-label" data-position="<name>">` (SAO labels seeded inline, others empty initially); inline IIFE adds `DRAW_ORDER` + `POSITION_LABELS` consts + `syncLabels()` that swaps captions on `change`. - `static_src/scss/_gameboard.scss` — drops the `data-spread-shape="three-card"|"six-card"` rules; adds 4 per-spread visibility rules (PPF/SAO/MBS/DOS). Celtic Cross variants inherit the gameroom's full 3×3 grid w. no overrides. `.sea-pos-label` style mirrors `.sea-stack-name` from _card-deck.scss line 1557 (small-uppercase-letter-spaced-scaleY) sans the polarity color — these aren't deck identifiers, just spread-position captions. - `apps/gameboard/tests/integrated/test_views.py` — IT `test_cross_carries_initial_three_card_spread_shape` renamed + retargeted to `data-spread="situation-action-outcome"`; new IT `test_template_renders_sao_position_labels_on_default` pins the seeded SAO labels + empty spans for inactive positions. - `functional_tests/test_game_my_sea.py` — iter-2's `test_picker_hides_six_card_only_positions_by_default` renamed to `test_picker_renders_sao_default_position_subset` w. SAO-specific visibility expectations (lay/cover/crown visible; leave/loom/cross hidden). iter-3's `test_picking_celtic_cross_reveals_six_card_positions` rewritten + expanded to `test_picking_spread_swaps_data_spread_and_position_visibility` — cycles through all 6 spreads, asserts `data-spread` attribute + per-position `is_displayed()` for each. New `test_per_spread_position_labels_render_and_update` cycles through 5 spreads (SAO default + 4 switches) asserting captions match the spec. Tests: 33/33 FT green across test_bill_my_sign + test_game_my_sea; 1049/1049 IT/UT green in 52s. Code architected by Disco DeDisco <discodedisco@outlook.com> Git commit message Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 19:38:53 -04:00
visible = {".sea-pos-lay", ".sea-pos-cover", ".sea-pos-crown"}
hidden = {".sea-pos-leave", ".sea-pos-loom", ".sea-pos-cross"}
for pos in visible | hidden:
with self.subTest(position=pos):
elements = picker.find_elements(By.CSS_SELECTOR, pos)
self.assertEqual(len(elements), 1, f"{pos} should render in DOM")
expected_visible = pos in visible
My Sea picker phase: three-card cross (sig + cover/leave/loom) — Sprint 5 iter 2 of My Sea roadmap — TDD After the FREE DRAW click on iter 1's landing swaps `data-phase` to `picker`, the picker now renders a stripped Celtic Cross: user's saved significator pinned in `.sea-pos-core`, three drawn-card drop zones around it — cover (overlaid on sig), leave (left of core), loom (right of core). Crown / lay / cross from the gameroom's 6-position spread are deliberately forsaken (user-locked spec). DRY w. the gameroom sea-overlay: reuses `.sea-cards-col` + `.sea-cross` + `.sea-crucifix-cell` + `.sea-pos-*` + `.sea-card-slot--empty` + `.sea-sig-card` classes & their _card-deck.scss styling (1181-1331). Only divergence from the room: a `.my-sea-cross` modifier in `_gameboard.scss` overrides `grid-template-areas` from the room's `". crown . / leave core loom / . lay ."` 3×3 to a single-row `"leave core loom"` — drops the crown + lay rows since those positions are forsaken. Cover stays nested inside `.sea-pos-core` so the absolute-overlay rules from _card-deck.scss line 1310-1331 carry over for free. Picker bg = `rgba(var(--duoUser), 1)` on `.my-sea-page[data-phase="picker"]` — parallels `.my-sign-page[data-phase="picker"]` from _card-deck.scss line 704, so the landing→picker swap reads as a continuous surface (hex face → felt) like on /billboard/my-sign/. The sig card renders w. `data-card-id="{{ significator.id }}"` + `.fan-corner-rank` + `.fa-solid {suit-icon}` (mirrors the gameroom's `.sea-sig-card` minimal markup at `_sea_overlay.html` line 33-39). Full card-face / FYI / SPIN wiring deferred — iter 3 lands the form col + interactive draw flow. View context: `my_sea` now passes `significator` (FK pass-through) + `significator_reversed` so the template can render the corner rank + suit icon at render time without re-fetching. - 3 FTs in new `MySeaPickerPhaseTest`: sig card w. `data-card-id` matching `user.significator.id` in `.sea-pos-core`; cover/leave/loom empty drop zones render; crown/lay/cross absent. Shared `_enter_picker_phase()` helper polls for `data-phase='picker'` after the ~800ms seat-1C animation delay. - 4 ITs in new `MySeaPickerPhaseTemplateTest`: server-render contract for sig in core + cover/leave/loom classes + forsaken-positions-absent + picker entirely absent when user has no sig (4b gate precedence). Tests: 28/28 FT green across test_bill_my_sign + test_game_my_sea (~219s); 1041/1041 IT/UT green (53s). Code architected by Disco DeDisco <discodedisco@outlook.com> Git commit message Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 16:06:14 -04:00
self.assertEqual(
My Sea per-spread positions + draw-order JS config + position labels — Sprint 5 iter 3 follow-up — TDD User-locked spec 2026-05-19: each three-card spread uses a DIFFERENT 3-position subset of the 6 surrounding positions, in its own draw order. Replaces the iter-3 binary `data-spread-shape="three-card|six-card"` model w. per-spread `data-spread="<value>"`. Closes iter 3 cleanly + scaffolds the draw-order data iter 4 will consume. Position subsets (per spread): PPF → leave (1) · cover (2) · loom (3) SAO → lay (1) · cover (2) · crown (3) MBS → crown (1) · lay (2) · loom (3) DOS → loom (1) · cross (2) · cover (3) Waite-Smith → all 6 surrounding (cover · cross · crown · lay · loom · leave) Escape Velocity → all 6 surrounding (cover · cross · lay · leave · crown · loom) All 6 cells continue to render in DOM unconditionally — `.my-sea-cross[data-spread="<value>"]` SCSS rules hide inactive positions per spread via `display: none`. Cover/cross live nested inside `.sea-pos-core` so their absolute-overlay positioning rules from `_card-deck.scss:1310-1331` carry over for free. **Position labels** (re-appropriated `.sea-stack-name` typography per user) — `.sea-pos-label` inside each empty `.sea-card-slot--empty` carries the per-spread caption. Server-renders SAO's labels by default (lay=Situation, cover=Action, crown=Outcome); JS swaps labels via `POSITION_LABELS[spread]` lookup on combobox change. Inactive-for-spread positions render their span w. empty `textContent` so JS only has to set text, never toggle visibility. Celtic Cross variants share the gameroom's existing position vocabulary (Crown/Beneath/Cover/Cross/Before/Behind). **DRAW_ORDER JS const** baked into the inline picker IIFE — array of position names per spread, ready for iter 4's deck-click-deposit logic to consume. Exposed via `window._mySeaDrawOrder` so iter-4 click handlers can `window._mySeaDrawOrder[currentSpread][nextSlotIdx]` to resolve the target position. No click handlers wired yet — iter 4 territory. **Selenium trap caught**: the combobox click-twice-on-the-toggle bug — re-clicking the combobox while `aria-expanded='true'` closes the dropdown (combobox.js's toggle behavior). Test 3's spread-cycling iterates through 6 spreads, each needs the dropdown OPEN before clicking a new option; added a `_pick(value)` helper that checks `aria-expanded` first. Files: - `templates/apps/gameboard/my_sea.html` — `.my-sea-cross[data-spread]` w. server-rendered default; each empty slot wraps a `<span class="sea-pos-label" data-position="<name>">` (SAO labels seeded inline, others empty initially); inline IIFE adds `DRAW_ORDER` + `POSITION_LABELS` consts + `syncLabels()` that swaps captions on `change`. - `static_src/scss/_gameboard.scss` — drops the `data-spread-shape="three-card"|"six-card"` rules; adds 4 per-spread visibility rules (PPF/SAO/MBS/DOS). Celtic Cross variants inherit the gameroom's full 3×3 grid w. no overrides. `.sea-pos-label` style mirrors `.sea-stack-name` from _card-deck.scss line 1557 (small-uppercase-letter-spaced-scaleY) sans the polarity color — these aren't deck identifiers, just spread-position captions. - `apps/gameboard/tests/integrated/test_views.py` — IT `test_cross_carries_initial_three_card_spread_shape` renamed + retargeted to `data-spread="situation-action-outcome"`; new IT `test_template_renders_sao_position_labels_on_default` pins the seeded SAO labels + empty spans for inactive positions. - `functional_tests/test_game_my_sea.py` — iter-2's `test_picker_hides_six_card_only_positions_by_default` renamed to `test_picker_renders_sao_default_position_subset` w. SAO-specific visibility expectations (lay/cover/crown visible; leave/loom/cross hidden). iter-3's `test_picking_celtic_cross_reveals_six_card_positions` rewritten + expanded to `test_picking_spread_swaps_data_spread_and_position_visibility` — cycles through all 6 spreads, asserts `data-spread` attribute + per-position `is_displayed()` for each. New `test_per_spread_position_labels_render_and_update` cycles through 5 spreads (SAO default + 4 switches) asserting captions match the spec. Tests: 33/33 FT green across test_bill_my_sign + test_game_my_sea; 1049/1049 IT/UT green in 52s. Code architected by Disco DeDisco <discodedisco@outlook.com> Git commit message Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 19:38:53 -04:00
elements[0].is_displayed(), expected_visible,
f"{pos} visibility wrong for SAO default; expected {expected_visible}",
My Sea form col + SPREAD dropdown w. 3-card/6-card section dividers — Sprint 5 iter 3 of My Sea roadmap — TDD Picker phase form col: SPREAD combobox w. 6 spread options under 2 horizontal section dividers ("3-card spreads" / "6-card spreads"), reversal-% caption, GRAVITY + LEVITY deck swatches, LOCK HAND + DEL btns. Default = Situation, Action, Outcome (a 3-card spread). Selecting a 6-card spread (Celtic Cross Waite-Smith or Escape Velocity) swaps `.my-sea-cross[data-spread-shape]` from `three-card` to `six-card` — revealing the crown / lay / cross cells that the default 3-card variants hide. Naming correction (user-locked): the spread itself is a "three-card spread" not a "three-card cross" — "cross" stays scoped to the Celtic Cross variants (6-card spreads). CSS class `.my-sea-cross` carries grid-container semantics regardless of which spread shape is active; the spread-vs-cross distinction lives at the spread-name layer only. - **View** (gameboard/views.py): `my_sea` adds `default_spread = "situation-action-outcome"` + `reversals_pct = 25` context keys. - **Template** (my_sea.html): renders all 7 cross cells (crown/leave/core+cover+cross/loom/lay) unconditionally + adds `data-spread-shape="three-card"` to `.my-sea-cross`. Form col DRY-reuses gameroom `_sea_overlay.html`'s `.sea-form-col` shape — `.sea-form-main` w. `.sea-field` (SPREAD label + reversal hint + custom combobox) + `.sea-stacks` (GRAVITY + LEVITY swatches) + `.sea-form-actions` (LOCK HAND + DEL). 6 options + 2 dividers in the combobox `<ul>`; dividers are `role="presentation"` so `combobox.js` skips them naturally. Inline IIFE listens for the hidden `<input id="id_sea_spread">`'s `change` event + sets `.my-sea-cross`'s `data-spread-shape` based on whether the value is in `['waite-smith', 'escape-velocity']`. No new combobox.js wiring — the existing module's `change`-bubbling contract feeds straight in. - **SCSS** (_gameboard.scss): - `.my-sea-cross[data-spread-shape="three-card"]` — single-row `"leave core loom"` grid + `display: none` on crown/lay/cross. - `.my-sea-cross[data-spread-shape="six-card"]` — inherits the gameroom `.sea-cross`'s 3×3 grid + reveals all cells. - `.sea-select-divider` — section header style mirrors `.kit-bag-label`'s small-uppercase-underlined-letter-spaced --quaUser/0.75 treatment but HORIZONTAL (kit-bag uses `writing-mode: vertical-rl`; dropdown menus are flat). `pointer-events: none` belt-and-braces against accidental click/hover. - `.my-sea-form-col` — width-constrains the form col so the picker's cross + form sit side-by-side. **Iter-2 contract updated** (cells in DOM, hidden via CSS for 3-card default): - FT `test_picker_does_not_render_forsaken_positions` → renamed to `test_picker_hides_six_card_only_positions_by_default` — asserts the 3 cells are in the DOM but `is_displayed() == False` so iter-3's spread switch can reveal them via CSS without re-rendering. - IT `test_picker_does_not_render_forsaken_positions` → renamed to `test_picker_renders_six_card_only_positions_for_spread_switch` — assertContains the classes (server now renders them unconditionally). **Tests**: - 4 FTs in new `MySeaSpreadFormTest`: combobox renders 6 options + 2 dividers w. correct labels, default is Situation/Action/Outcome (hidden input value + visible current-label span + cross's data-spread-shape), picking Celtic Cross flips data-spread-shape to six-card + reveals crown/lay/cross, form col carries DECKS swatches + LOCK HAND + DEL + reversal-% caption. Combobox `<li>` options are inside `aria-expanded='false'` listbox → use `get_attribute("textContent")` not `.text` (which returns "" for Selenium-hidden elements). - 7 ITs in new `MySeaSpreadFormTemplateTest`: default_spread + reversals_pct context keys, all 6 options + both labels render, 2 dividers render w. expected text, default option carries aria-selected="true", cross's initial data-spread-shape="three-card", form col DECKS + buttons + reversal hint render. Tests: 32/32 FT green across test_bill_my_sign + test_game_my_sea; 1048/1048 IT/UT green in 52s. Card-draw mechanics (clicking a deck swatch deposits a card into the next empty slot; LOCK HAND commits the draw) defer to iter 4 — this iter ships the spread-selection + layout-shape switch UI; the buttons are stubs (LOCK HAND starts disabled, DEL is a placeholder). Code architected by Disco DeDisco <discodedisco@outlook.com> Git commit message Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 17:23:25 -04:00
)
class MySeaSpreadFormTest(FunctionalTest):
"""Sprint 5 iter 3 — form col on the picker phase: SPREAD dropdown
(custom combobox w. 6 options + 2 horizontal section dividers for
"3-card spreads" / "6-card spreads"), reversal-rate caption, two
DECKS swatches (GRAVITY + LEVITY), LOCK HAND + DEL btns. Selecting
a 6-card spread (Celtic Cross variants) swaps `.my-sea-cross[data-
spread-shape]` from `three-card` to `six-card`, revealing the
crown / lay / cross positions hidden by default.
Card-draw mechanics clicking a deck swatch to deposit a card into
the next empty slot defers to iter 4."""
def setUp(self):
super().setUp()
_seed_earthman_sig_pile()
_seed_gameboard_applets()
self.email = "spread@test.io"
self.gamer = User.objects.create(email=self.email)
self.target_card = _assign_sig(self.gamer)
def _enter_picker_phase(self):
self.create_pre_authenticated_session(self.email)
self.browser.get(self.live_server_url + "/gameboard/my-sea/")
btn = self.wait_for(
lambda: self.browser.find_element(By.CSS_SELECTOR, "#id_draw_sea_btn")
)
btn.click()
return self.wait_for(
lambda: self.browser.find_element(
By.CSS_SELECTOR, ".my-sea-page[data-phase='picker']"
)
)
# ── Test 1 ───────────────────────────────────────────────────────────────
def test_spread_dropdown_renders_six_options_and_two_dividers(self):
"""SPREAD combobox has 4 three-card options + 2 six-card
options + 2 horizontal section dividers labelled "3-card
spreads" / "6-card spreads". Dividers are `role=presentation`
+ `.sea-select-divider` so combobox.js skips them.
The dropdown is closed (`aria-expanded='false'`) on initial
render so the <li>s aren't displayed; use textContent rather
than `.text` (which returns "" for hidden elements)."""
picker = self._enter_picker_phase()
options = picker.find_elements(
By.CSS_SELECTOR, ".sea-select-list [role='option']"
)
self.assertEqual(len(options), 6)
option_labels = [
o.get_attribute("textContent").strip() for o in options
]
# Three-card variants — labels per [[project-my-sea-roadmap]]
# iter 3 spec lock.
self.assertIn("Past, Present, Future", option_labels)
self.assertIn("Situation, Action, Outcome", option_labels)
self.assertIn("Mind, Body, Spirit", option_labels)
self.assertIn("Desire, Obstacle, Solution", option_labels)
# Six-card variants
self.assertIn("Celtic Cross, Waite-Smith", option_labels)
self.assertIn("Celtic Cross, Escape Velocity", option_labels)
# Two horizontal dividers
dividers = picker.find_elements(By.CSS_SELECTOR, ".sea-select-divider")
self.assertEqual(len(dividers), 2)
divider_text = "|".join(
d.get_attribute("textContent").upper().strip() for d in dividers
)
self.assertIn("3-CARD SPREADS", divider_text)
self.assertIn("6-CARD SPREADS", divider_text)
# ── Test 2 ───────────────────────────────────────────────────────────────
def test_default_spread_is_situation_action_outcome(self):
"""Per the spec, `Situation, Action, Outcome` is the default
spread on landing selected in the combobox + reflected in
My Sea per-spread positions + draw-order JS config + position labels — Sprint 5 iter 3 follow-up — TDD User-locked spec 2026-05-19: each three-card spread uses a DIFFERENT 3-position subset of the 6 surrounding positions, in its own draw order. Replaces the iter-3 binary `data-spread-shape="three-card|six-card"` model w. per-spread `data-spread="<value>"`. Closes iter 3 cleanly + scaffolds the draw-order data iter 4 will consume. Position subsets (per spread): PPF → leave (1) · cover (2) · loom (3) SAO → lay (1) · cover (2) · crown (3) MBS → crown (1) · lay (2) · loom (3) DOS → loom (1) · cross (2) · cover (3) Waite-Smith → all 6 surrounding (cover · cross · crown · lay · loom · leave) Escape Velocity → all 6 surrounding (cover · cross · lay · leave · crown · loom) All 6 cells continue to render in DOM unconditionally — `.my-sea-cross[data-spread="<value>"]` SCSS rules hide inactive positions per spread via `display: none`. Cover/cross live nested inside `.sea-pos-core` so their absolute-overlay positioning rules from `_card-deck.scss:1310-1331` carry over for free. **Position labels** (re-appropriated `.sea-stack-name` typography per user) — `.sea-pos-label` inside each empty `.sea-card-slot--empty` carries the per-spread caption. Server-renders SAO's labels by default (lay=Situation, cover=Action, crown=Outcome); JS swaps labels via `POSITION_LABELS[spread]` lookup on combobox change. Inactive-for-spread positions render their span w. empty `textContent` so JS only has to set text, never toggle visibility. Celtic Cross variants share the gameroom's existing position vocabulary (Crown/Beneath/Cover/Cross/Before/Behind). **DRAW_ORDER JS const** baked into the inline picker IIFE — array of position names per spread, ready for iter 4's deck-click-deposit logic to consume. Exposed via `window._mySeaDrawOrder` so iter-4 click handlers can `window._mySeaDrawOrder[currentSpread][nextSlotIdx]` to resolve the target position. No click handlers wired yet — iter 4 territory. **Selenium trap caught**: the combobox click-twice-on-the-toggle bug — re-clicking the combobox while `aria-expanded='true'` closes the dropdown (combobox.js's toggle behavior). Test 3's spread-cycling iterates through 6 spreads, each needs the dropdown OPEN before clicking a new option; added a `_pick(value)` helper that checks `aria-expanded` first. Files: - `templates/apps/gameboard/my_sea.html` — `.my-sea-cross[data-spread]` w. server-rendered default; each empty slot wraps a `<span class="sea-pos-label" data-position="<name>">` (SAO labels seeded inline, others empty initially); inline IIFE adds `DRAW_ORDER` + `POSITION_LABELS` consts + `syncLabels()` that swaps captions on `change`. - `static_src/scss/_gameboard.scss` — drops the `data-spread-shape="three-card"|"six-card"` rules; adds 4 per-spread visibility rules (PPF/SAO/MBS/DOS). Celtic Cross variants inherit the gameroom's full 3×3 grid w. no overrides. `.sea-pos-label` style mirrors `.sea-stack-name` from _card-deck.scss line 1557 (small-uppercase-letter-spaced-scaleY) sans the polarity color — these aren't deck identifiers, just spread-position captions. - `apps/gameboard/tests/integrated/test_views.py` — IT `test_cross_carries_initial_three_card_spread_shape` renamed + retargeted to `data-spread="situation-action-outcome"`; new IT `test_template_renders_sao_position_labels_on_default` pins the seeded SAO labels + empty spans for inactive positions. - `functional_tests/test_game_my_sea.py` — iter-2's `test_picker_hides_six_card_only_positions_by_default` renamed to `test_picker_renders_sao_default_position_subset` w. SAO-specific visibility expectations (lay/cover/crown visible; leave/loom/cross hidden). iter-3's `test_picking_celtic_cross_reveals_six_card_positions` rewritten + expanded to `test_picking_spread_swaps_data_spread_and_position_visibility` — cycles through all 6 spreads, asserts `data-spread` attribute + per-position `is_displayed()` for each. New `test_per_spread_position_labels_render_and_update` cycles through 5 spreads (SAO default + 4 switches) asserting captions match the spec. Tests: 33/33 FT green across test_bill_my_sign + test_game_my_sea; 1049/1049 IT/UT green in 52s. Code architected by Disco DeDisco <discodedisco@outlook.com> Git commit message Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 19:38:53 -04:00
the hidden `<input id="id_sea_spread">` initial value + on
`.my-sea-cross[data-spread]`."""
My Sea form col + SPREAD dropdown w. 3-card/6-card section dividers — Sprint 5 iter 3 of My Sea roadmap — TDD Picker phase form col: SPREAD combobox w. 6 spread options under 2 horizontal section dividers ("3-card spreads" / "6-card spreads"), reversal-% caption, GRAVITY + LEVITY deck swatches, LOCK HAND + DEL btns. Default = Situation, Action, Outcome (a 3-card spread). Selecting a 6-card spread (Celtic Cross Waite-Smith or Escape Velocity) swaps `.my-sea-cross[data-spread-shape]` from `three-card` to `six-card` — revealing the crown / lay / cross cells that the default 3-card variants hide. Naming correction (user-locked): the spread itself is a "three-card spread" not a "three-card cross" — "cross" stays scoped to the Celtic Cross variants (6-card spreads). CSS class `.my-sea-cross` carries grid-container semantics regardless of which spread shape is active; the spread-vs-cross distinction lives at the spread-name layer only. - **View** (gameboard/views.py): `my_sea` adds `default_spread = "situation-action-outcome"` + `reversals_pct = 25` context keys. - **Template** (my_sea.html): renders all 7 cross cells (crown/leave/core+cover+cross/loom/lay) unconditionally + adds `data-spread-shape="three-card"` to `.my-sea-cross`. Form col DRY-reuses gameroom `_sea_overlay.html`'s `.sea-form-col` shape — `.sea-form-main` w. `.sea-field` (SPREAD label + reversal hint + custom combobox) + `.sea-stacks` (GRAVITY + LEVITY swatches) + `.sea-form-actions` (LOCK HAND + DEL). 6 options + 2 dividers in the combobox `<ul>`; dividers are `role="presentation"` so `combobox.js` skips them naturally. Inline IIFE listens for the hidden `<input id="id_sea_spread">`'s `change` event + sets `.my-sea-cross`'s `data-spread-shape` based on whether the value is in `['waite-smith', 'escape-velocity']`. No new combobox.js wiring — the existing module's `change`-bubbling contract feeds straight in. - **SCSS** (_gameboard.scss): - `.my-sea-cross[data-spread-shape="three-card"]` — single-row `"leave core loom"` grid + `display: none` on crown/lay/cross. - `.my-sea-cross[data-spread-shape="six-card"]` — inherits the gameroom `.sea-cross`'s 3×3 grid + reveals all cells. - `.sea-select-divider` — section header style mirrors `.kit-bag-label`'s small-uppercase-underlined-letter-spaced --quaUser/0.75 treatment but HORIZONTAL (kit-bag uses `writing-mode: vertical-rl`; dropdown menus are flat). `pointer-events: none` belt-and-braces against accidental click/hover. - `.my-sea-form-col` — width-constrains the form col so the picker's cross + form sit side-by-side. **Iter-2 contract updated** (cells in DOM, hidden via CSS for 3-card default): - FT `test_picker_does_not_render_forsaken_positions` → renamed to `test_picker_hides_six_card_only_positions_by_default` — asserts the 3 cells are in the DOM but `is_displayed() == False` so iter-3's spread switch can reveal them via CSS without re-rendering. - IT `test_picker_does_not_render_forsaken_positions` → renamed to `test_picker_renders_six_card_only_positions_for_spread_switch` — assertContains the classes (server now renders them unconditionally). **Tests**: - 4 FTs in new `MySeaSpreadFormTest`: combobox renders 6 options + 2 dividers w. correct labels, default is Situation/Action/Outcome (hidden input value + visible current-label span + cross's data-spread-shape), picking Celtic Cross flips data-spread-shape to six-card + reveals crown/lay/cross, form col carries DECKS swatches + LOCK HAND + DEL + reversal-% caption. Combobox `<li>` options are inside `aria-expanded='false'` listbox → use `get_attribute("textContent")` not `.text` (which returns "" for Selenium-hidden elements). - 7 ITs in new `MySeaSpreadFormTemplateTest`: default_spread + reversals_pct context keys, all 6 options + both labels render, 2 dividers render w. expected text, default option carries aria-selected="true", cross's initial data-spread-shape="three-card", form col DECKS + buttons + reversal hint render. Tests: 32/32 FT green across test_bill_my_sign + test_game_my_sea; 1048/1048 IT/UT green in 52s. Card-draw mechanics (clicking a deck swatch deposits a card into the next empty slot; LOCK HAND commits the draw) defer to iter 4 — this iter ships the spread-selection + layout-shape switch UI; the buttons are stubs (LOCK HAND starts disabled, DEL is a placeholder). Code architected by Disco DeDisco <discodedisco@outlook.com> Git commit message Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 17:23:25 -04:00
picker = self._enter_picker_phase()
hidden = picker.find_element(By.CSS_SELECTOR, "#id_sea_spread")
self.assertEqual(
hidden.get_attribute("value"), "situation-action-outcome",
)
selected = picker.find_element(
By.CSS_SELECTOR, ".sea-select-list [role='option'][aria-selected='true']"
)
self.assertEqual(
selected.get_attribute("textContent").strip(),
"Situation, Action, Outcome",
)
current = picker.find_element(By.CSS_SELECTOR, ".sea-select-current")
self.assertEqual(current.text.strip(), "Situation, Action, Outcome")
cross = picker.find_element(By.CSS_SELECTOR, ".my-sea-cross")
My Sea per-spread positions + draw-order JS config + position labels — Sprint 5 iter 3 follow-up — TDD User-locked spec 2026-05-19: each three-card spread uses a DIFFERENT 3-position subset of the 6 surrounding positions, in its own draw order. Replaces the iter-3 binary `data-spread-shape="three-card|six-card"` model w. per-spread `data-spread="<value>"`. Closes iter 3 cleanly + scaffolds the draw-order data iter 4 will consume. Position subsets (per spread): PPF → leave (1) · cover (2) · loom (3) SAO → lay (1) · cover (2) · crown (3) MBS → crown (1) · lay (2) · loom (3) DOS → loom (1) · cross (2) · cover (3) Waite-Smith → all 6 surrounding (cover · cross · crown · lay · loom · leave) Escape Velocity → all 6 surrounding (cover · cross · lay · leave · crown · loom) All 6 cells continue to render in DOM unconditionally — `.my-sea-cross[data-spread="<value>"]` SCSS rules hide inactive positions per spread via `display: none`. Cover/cross live nested inside `.sea-pos-core` so their absolute-overlay positioning rules from `_card-deck.scss:1310-1331` carry over for free. **Position labels** (re-appropriated `.sea-stack-name` typography per user) — `.sea-pos-label` inside each empty `.sea-card-slot--empty` carries the per-spread caption. Server-renders SAO's labels by default (lay=Situation, cover=Action, crown=Outcome); JS swaps labels via `POSITION_LABELS[spread]` lookup on combobox change. Inactive-for-spread positions render their span w. empty `textContent` so JS only has to set text, never toggle visibility. Celtic Cross variants share the gameroom's existing position vocabulary (Crown/Beneath/Cover/Cross/Before/Behind). **DRAW_ORDER JS const** baked into the inline picker IIFE — array of position names per spread, ready for iter 4's deck-click-deposit logic to consume. Exposed via `window._mySeaDrawOrder` so iter-4 click handlers can `window._mySeaDrawOrder[currentSpread][nextSlotIdx]` to resolve the target position. No click handlers wired yet — iter 4 territory. **Selenium trap caught**: the combobox click-twice-on-the-toggle bug — re-clicking the combobox while `aria-expanded='true'` closes the dropdown (combobox.js's toggle behavior). Test 3's spread-cycling iterates through 6 spreads, each needs the dropdown OPEN before clicking a new option; added a `_pick(value)` helper that checks `aria-expanded` first. Files: - `templates/apps/gameboard/my_sea.html` — `.my-sea-cross[data-spread]` w. server-rendered default; each empty slot wraps a `<span class="sea-pos-label" data-position="<name>">` (SAO labels seeded inline, others empty initially); inline IIFE adds `DRAW_ORDER` + `POSITION_LABELS` consts + `syncLabels()` that swaps captions on `change`. - `static_src/scss/_gameboard.scss` — drops the `data-spread-shape="three-card"|"six-card"` rules; adds 4 per-spread visibility rules (PPF/SAO/MBS/DOS). Celtic Cross variants inherit the gameroom's full 3×3 grid w. no overrides. `.sea-pos-label` style mirrors `.sea-stack-name` from _card-deck.scss line 1557 (small-uppercase-letter-spaced-scaleY) sans the polarity color — these aren't deck identifiers, just spread-position captions. - `apps/gameboard/tests/integrated/test_views.py` — IT `test_cross_carries_initial_three_card_spread_shape` renamed + retargeted to `data-spread="situation-action-outcome"`; new IT `test_template_renders_sao_position_labels_on_default` pins the seeded SAO labels + empty spans for inactive positions. - `functional_tests/test_game_my_sea.py` — iter-2's `test_picker_hides_six_card_only_positions_by_default` renamed to `test_picker_renders_sao_default_position_subset` w. SAO-specific visibility expectations (lay/cover/crown visible; leave/loom/cross hidden). iter-3's `test_picking_celtic_cross_reveals_six_card_positions` rewritten + expanded to `test_picking_spread_swaps_data_spread_and_position_visibility` — cycles through all 6 spreads, asserts `data-spread` attribute + per-position `is_displayed()` for each. New `test_per_spread_position_labels_render_and_update` cycles through 5 spreads (SAO default + 4 switches) asserting captions match the spec. Tests: 33/33 FT green across test_bill_my_sign + test_game_my_sea; 1049/1049 IT/UT green in 52s. Code architected by Disco DeDisco <discodedisco@outlook.com> Git commit message Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 19:38:53 -04:00
self.assertEqual(
cross.get_attribute("data-spread"), "situation-action-outcome",
)
My Sea form col + SPREAD dropdown w. 3-card/6-card section dividers — Sprint 5 iter 3 of My Sea roadmap — TDD Picker phase form col: SPREAD combobox w. 6 spread options under 2 horizontal section dividers ("3-card spreads" / "6-card spreads"), reversal-% caption, GRAVITY + LEVITY deck swatches, LOCK HAND + DEL btns. Default = Situation, Action, Outcome (a 3-card spread). Selecting a 6-card spread (Celtic Cross Waite-Smith or Escape Velocity) swaps `.my-sea-cross[data-spread-shape]` from `three-card` to `six-card` — revealing the crown / lay / cross cells that the default 3-card variants hide. Naming correction (user-locked): the spread itself is a "three-card spread" not a "three-card cross" — "cross" stays scoped to the Celtic Cross variants (6-card spreads). CSS class `.my-sea-cross` carries grid-container semantics regardless of which spread shape is active; the spread-vs-cross distinction lives at the spread-name layer only. - **View** (gameboard/views.py): `my_sea` adds `default_spread = "situation-action-outcome"` + `reversals_pct = 25` context keys. - **Template** (my_sea.html): renders all 7 cross cells (crown/leave/core+cover+cross/loom/lay) unconditionally + adds `data-spread-shape="three-card"` to `.my-sea-cross`. Form col DRY-reuses gameroom `_sea_overlay.html`'s `.sea-form-col` shape — `.sea-form-main` w. `.sea-field` (SPREAD label + reversal hint + custom combobox) + `.sea-stacks` (GRAVITY + LEVITY swatches) + `.sea-form-actions` (LOCK HAND + DEL). 6 options + 2 dividers in the combobox `<ul>`; dividers are `role="presentation"` so `combobox.js` skips them naturally. Inline IIFE listens for the hidden `<input id="id_sea_spread">`'s `change` event + sets `.my-sea-cross`'s `data-spread-shape` based on whether the value is in `['waite-smith', 'escape-velocity']`. No new combobox.js wiring — the existing module's `change`-bubbling contract feeds straight in. - **SCSS** (_gameboard.scss): - `.my-sea-cross[data-spread-shape="three-card"]` — single-row `"leave core loom"` grid + `display: none` on crown/lay/cross. - `.my-sea-cross[data-spread-shape="six-card"]` — inherits the gameroom `.sea-cross`'s 3×3 grid + reveals all cells. - `.sea-select-divider` — section header style mirrors `.kit-bag-label`'s small-uppercase-underlined-letter-spaced --quaUser/0.75 treatment but HORIZONTAL (kit-bag uses `writing-mode: vertical-rl`; dropdown menus are flat). `pointer-events: none` belt-and-braces against accidental click/hover. - `.my-sea-form-col` — width-constrains the form col so the picker's cross + form sit side-by-side. **Iter-2 contract updated** (cells in DOM, hidden via CSS for 3-card default): - FT `test_picker_does_not_render_forsaken_positions` → renamed to `test_picker_hides_six_card_only_positions_by_default` — asserts the 3 cells are in the DOM but `is_displayed() == False` so iter-3's spread switch can reveal them via CSS without re-rendering. - IT `test_picker_does_not_render_forsaken_positions` → renamed to `test_picker_renders_six_card_only_positions_for_spread_switch` — assertContains the classes (server now renders them unconditionally). **Tests**: - 4 FTs in new `MySeaSpreadFormTest`: combobox renders 6 options + 2 dividers w. correct labels, default is Situation/Action/Outcome (hidden input value + visible current-label span + cross's data-spread-shape), picking Celtic Cross flips data-spread-shape to six-card + reveals crown/lay/cross, form col carries DECKS swatches + LOCK HAND + DEL + reversal-% caption. Combobox `<li>` options are inside `aria-expanded='false'` listbox → use `get_attribute("textContent")` not `.text` (which returns "" for Selenium-hidden elements). - 7 ITs in new `MySeaSpreadFormTemplateTest`: default_spread + reversals_pct context keys, all 6 options + both labels render, 2 dividers render w. expected text, default option carries aria-selected="true", cross's initial data-spread-shape="three-card", form col DECKS + buttons + reversal hint render. Tests: 32/32 FT green across test_bill_my_sign + test_game_my_sea; 1048/1048 IT/UT green in 52s. Card-draw mechanics (clicking a deck swatch deposits a card into the next empty slot; LOCK HAND commits the draw) defer to iter 4 — this iter ships the spread-selection + layout-shape switch UI; the buttons are stubs (LOCK HAND starts disabled, DEL is a placeholder). Code architected by Disco DeDisco <discodedisco@outlook.com> Git commit message Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 17:23:25 -04:00
# ── Test 3 ───────────────────────────────────────────────────────────────
My Sea per-spread positions + draw-order JS config + position labels — Sprint 5 iter 3 follow-up — TDD User-locked spec 2026-05-19: each three-card spread uses a DIFFERENT 3-position subset of the 6 surrounding positions, in its own draw order. Replaces the iter-3 binary `data-spread-shape="three-card|six-card"` model w. per-spread `data-spread="<value>"`. Closes iter 3 cleanly + scaffolds the draw-order data iter 4 will consume. Position subsets (per spread): PPF → leave (1) · cover (2) · loom (3) SAO → lay (1) · cover (2) · crown (3) MBS → crown (1) · lay (2) · loom (3) DOS → loom (1) · cross (2) · cover (3) Waite-Smith → all 6 surrounding (cover · cross · crown · lay · loom · leave) Escape Velocity → all 6 surrounding (cover · cross · lay · leave · crown · loom) All 6 cells continue to render in DOM unconditionally — `.my-sea-cross[data-spread="<value>"]` SCSS rules hide inactive positions per spread via `display: none`. Cover/cross live nested inside `.sea-pos-core` so their absolute-overlay positioning rules from `_card-deck.scss:1310-1331` carry over for free. **Position labels** (re-appropriated `.sea-stack-name` typography per user) — `.sea-pos-label` inside each empty `.sea-card-slot--empty` carries the per-spread caption. Server-renders SAO's labels by default (lay=Situation, cover=Action, crown=Outcome); JS swaps labels via `POSITION_LABELS[spread]` lookup on combobox change. Inactive-for-spread positions render their span w. empty `textContent` so JS only has to set text, never toggle visibility. Celtic Cross variants share the gameroom's existing position vocabulary (Crown/Beneath/Cover/Cross/Before/Behind). **DRAW_ORDER JS const** baked into the inline picker IIFE — array of position names per spread, ready for iter 4's deck-click-deposit logic to consume. Exposed via `window._mySeaDrawOrder` so iter-4 click handlers can `window._mySeaDrawOrder[currentSpread][nextSlotIdx]` to resolve the target position. No click handlers wired yet — iter 4 territory. **Selenium trap caught**: the combobox click-twice-on-the-toggle bug — re-clicking the combobox while `aria-expanded='true'` closes the dropdown (combobox.js's toggle behavior). Test 3's spread-cycling iterates through 6 spreads, each needs the dropdown OPEN before clicking a new option; added a `_pick(value)` helper that checks `aria-expanded` first. Files: - `templates/apps/gameboard/my_sea.html` — `.my-sea-cross[data-spread]` w. server-rendered default; each empty slot wraps a `<span class="sea-pos-label" data-position="<name>">` (SAO labels seeded inline, others empty initially); inline IIFE adds `DRAW_ORDER` + `POSITION_LABELS` consts + `syncLabels()` that swaps captions on `change`. - `static_src/scss/_gameboard.scss` — drops the `data-spread-shape="three-card"|"six-card"` rules; adds 4 per-spread visibility rules (PPF/SAO/MBS/DOS). Celtic Cross variants inherit the gameroom's full 3×3 grid w. no overrides. `.sea-pos-label` style mirrors `.sea-stack-name` from _card-deck.scss line 1557 (small-uppercase-letter-spaced-scaleY) sans the polarity color — these aren't deck identifiers, just spread-position captions. - `apps/gameboard/tests/integrated/test_views.py` — IT `test_cross_carries_initial_three_card_spread_shape` renamed + retargeted to `data-spread="situation-action-outcome"`; new IT `test_template_renders_sao_position_labels_on_default` pins the seeded SAO labels + empty spans for inactive positions. - `functional_tests/test_game_my_sea.py` — iter-2's `test_picker_hides_six_card_only_positions_by_default` renamed to `test_picker_renders_sao_default_position_subset` w. SAO-specific visibility expectations (lay/cover/crown visible; leave/loom/cross hidden). iter-3's `test_picking_celtic_cross_reveals_six_card_positions` rewritten + expanded to `test_picking_spread_swaps_data_spread_and_position_visibility` — cycles through all 6 spreads, asserts `data-spread` attribute + per-position `is_displayed()` for each. New `test_per_spread_position_labels_render_and_update` cycles through 5 spreads (SAO default + 4 switches) asserting captions match the spec. Tests: 33/33 FT green across test_bill_my_sign + test_game_my_sea; 1049/1049 IT/UT green in 52s. Code architected by Disco DeDisco <discodedisco@outlook.com> Git commit message Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 19:38:53 -04:00
def test_picking_spread_swaps_data_spread_and_position_visibility(self):
"""Each spread reveals its own position subset (user-locked
2026-05-19):
PPF leave + cover + loom visible
SAO lay + cover + crown
MBS crown + lay + loom
DOS loom + cross + cover
CC variants all 6 surrounding positions.
`.my-sea-cross[data-spread]` swaps on combobox change; SCSS
rules toggle the inactive positions to `display: none`."""
ALL_POSITIONS = {"crown", "leave", "cover", "cross", "loom", "lay"}
SPREAD_POSITIONS = {
"past-present-future": {"leave", "cover", "loom"},
"situation-action-outcome": {"lay", "cover", "crown"},
"mind-body-spirit": {"crown", "lay", "loom"},
My Sea iter-4a follow-up batch: modal port + draw polish + label positioning + Major Arcana fix — TDD User-driven bug-squash + UX-polish cycle on top of iter 4a (ca2a62f). All 14 fixes ship behind the same iter-4a banner since they close the substage's UX gaps without expanding scope to iter 4b's persistence layer. SeaDeal modal port — extracted apps/gameboard/_partials/_sea_stage.html shared by gameroom + my-sea; aliased .my-sea-picker w. id=id_sea_overlay so SeaDeal.init() finds it; FLIP click → SeaDeal.openStage delegation instead of bare _fillSlot. Fixes the user-reported 'thumbnail disappears' bug — slot was landing at opacity 0 (.--filled w.o .--visible) because SeaDeal's _hideStage (which adds --visible on modal dismiss) was never running. 3 new FTs cover the modal flow. Spread lock + DEL reshuffle — _lockSpread/_unlockSpread toggle .sea-select--locked class on the combobox; first deposit locks, _resetHand unlocks. _reshuffleDeck Fisher-Yates over combined piles + re-rolls 25% reversal axis on DEL so successive DELs don't re-deal the same hand. Verified Claudezilla: 3 DEL cycles produced distinct lay cards (150 → 114 → 155). Cover/cross empty slots — subtle dotted outline (transparent bg + 0.25 alpha border) w. --duoUser mask reveal on hover/touch. Per the user spec; rule lives in _card-deck.scss (shared between gameroom + my-sea). Plus matching label-opacity (0.25 idle → 0.6 hover) via CSS :hover ancestor propagation. DOS spec — Solution moved from cover → crown per user correction. DRAW_ORDER ['loom', 'cross', 'crown']; POSITION_LABELS {loom: Desire, cross: Obstacle, crown: Solution}; SCSS hide list flipped from [leave, crown, lay] → [leave, cover, lay]; FT/IT assertions updated. SAO → DOS soft-reload bug — Firefox autofill on hidden input restored the previous-session DOS value, tripping combobox.js's change-event guard. Fix: autocomplete=off + force-sync hidden.value from server-rendered aria-selected option in init. Captured as feedback_firefox_autofill_hidden_inputs (generalizable trap). .sea-pos-label outside .sea-card-slot — moved label to be a sibling of the slot in the cell, so SeaDeal innerHTML clobber on draw doesn't erase it. Per-position absolute positioning touching slot borders: crown/cover above (translate -50%, 0.1rem, scaleY 1.2); lay/cross below (translate -50%, -0.1rem, scaleY 1.2); leave left, CCW (writing-mode vertical-rl + rotate 180deg + scaleX 1.2); loom right, CW (writing-mode vertical-rl + scaleX 1.2). scaleX for rotated labels (not scaleY) — perpendicular to text-flow is the visible-width direction after rotation. .my-sea-cross gap bumped to 1.75rem for label clearance. Escape Velocity label swaps — POSITION_LABELS for escape-velocity: {crown: Crown, leave: Lay, cover: Cover, cross: Cross, loom: Loom, lay: Leave}. Replaces the Waite-Smith Behind/Beneath/Before per user spec. SPREAD dropdown portal — .my-sea-form-col .sea-form-main { overflow: visible } + .sea-select-list { z-index: 1000 } so the dropdown extends past the form-main scroll area + sits above the picker stacking ints. Gameroom .sea-form-main still scrolls (only my-sea opts out). Major Arcana polarity-split rendering — added 9 missing _card_dict keys to my-sea's _my_sea_deck_data to match gameroom epic.views.sea_deck's contract: levity_emanation, gravity_emanation, levity_reversal, gravity_reversal, italic_word, keywords_upright, keywords_reversed, energies, operations. Without these StageCard.populateCard falls through to plain name_title for trumps 19-21 + cards 48-49. Iter 4b cleanup candidate: extract apps.epic.utils.card_dict() to DRY the now-identical helpers. Tests deferred — user explicitly belayed FT runs during the bug-fix substage. Iter 4b will re-establish a green sweep before its commit lands. Code architected by Disco DeDisco <discodedisco@outlook.com> Git commit message Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 22:02:27 -04:00
"desire-obstacle-solution": {"loom", "cross", "crown"},
My Sea per-spread positions + draw-order JS config + position labels — Sprint 5 iter 3 follow-up — TDD User-locked spec 2026-05-19: each three-card spread uses a DIFFERENT 3-position subset of the 6 surrounding positions, in its own draw order. Replaces the iter-3 binary `data-spread-shape="three-card|six-card"` model w. per-spread `data-spread="<value>"`. Closes iter 3 cleanly + scaffolds the draw-order data iter 4 will consume. Position subsets (per spread): PPF → leave (1) · cover (2) · loom (3) SAO → lay (1) · cover (2) · crown (3) MBS → crown (1) · lay (2) · loom (3) DOS → loom (1) · cross (2) · cover (3) Waite-Smith → all 6 surrounding (cover · cross · crown · lay · loom · leave) Escape Velocity → all 6 surrounding (cover · cross · lay · leave · crown · loom) All 6 cells continue to render in DOM unconditionally — `.my-sea-cross[data-spread="<value>"]` SCSS rules hide inactive positions per spread via `display: none`. Cover/cross live nested inside `.sea-pos-core` so their absolute-overlay positioning rules from `_card-deck.scss:1310-1331` carry over for free. **Position labels** (re-appropriated `.sea-stack-name` typography per user) — `.sea-pos-label` inside each empty `.sea-card-slot--empty` carries the per-spread caption. Server-renders SAO's labels by default (lay=Situation, cover=Action, crown=Outcome); JS swaps labels via `POSITION_LABELS[spread]` lookup on combobox change. Inactive-for-spread positions render their span w. empty `textContent` so JS only has to set text, never toggle visibility. Celtic Cross variants share the gameroom's existing position vocabulary (Crown/Beneath/Cover/Cross/Before/Behind). **DRAW_ORDER JS const** baked into the inline picker IIFE — array of position names per spread, ready for iter 4's deck-click-deposit logic to consume. Exposed via `window._mySeaDrawOrder` so iter-4 click handlers can `window._mySeaDrawOrder[currentSpread][nextSlotIdx]` to resolve the target position. No click handlers wired yet — iter 4 territory. **Selenium trap caught**: the combobox click-twice-on-the-toggle bug — re-clicking the combobox while `aria-expanded='true'` closes the dropdown (combobox.js's toggle behavior). Test 3's spread-cycling iterates through 6 spreads, each needs the dropdown OPEN before clicking a new option; added a `_pick(value)` helper that checks `aria-expanded` first. Files: - `templates/apps/gameboard/my_sea.html` — `.my-sea-cross[data-spread]` w. server-rendered default; each empty slot wraps a `<span class="sea-pos-label" data-position="<name>">` (SAO labels seeded inline, others empty initially); inline IIFE adds `DRAW_ORDER` + `POSITION_LABELS` consts + `syncLabels()` that swaps captions on `change`. - `static_src/scss/_gameboard.scss` — drops the `data-spread-shape="three-card"|"six-card"` rules; adds 4 per-spread visibility rules (PPF/SAO/MBS/DOS). Celtic Cross variants inherit the gameroom's full 3×3 grid w. no overrides. `.sea-pos-label` style mirrors `.sea-stack-name` from _card-deck.scss line 1557 (small-uppercase-letter-spaced-scaleY) sans the polarity color — these aren't deck identifiers, just spread-position captions. - `apps/gameboard/tests/integrated/test_views.py` — IT `test_cross_carries_initial_three_card_spread_shape` renamed + retargeted to `data-spread="situation-action-outcome"`; new IT `test_template_renders_sao_position_labels_on_default` pins the seeded SAO labels + empty spans for inactive positions. - `functional_tests/test_game_my_sea.py` — iter-2's `test_picker_hides_six_card_only_positions_by_default` renamed to `test_picker_renders_sao_default_position_subset` w. SAO-specific visibility expectations (lay/cover/crown visible; leave/loom/cross hidden). iter-3's `test_picking_celtic_cross_reveals_six_card_positions` rewritten + expanded to `test_picking_spread_swaps_data_spread_and_position_visibility` — cycles through all 6 spreads, asserts `data-spread` attribute + per-position `is_displayed()` for each. New `test_per_spread_position_labels_render_and_update` cycles through 5 spreads (SAO default + 4 switches) asserting captions match the spec. Tests: 33/33 FT green across test_bill_my_sign + test_game_my_sea; 1049/1049 IT/UT green in 52s. Code architected by Disco DeDisco <discodedisco@outlook.com> Git commit message Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 19:38:53 -04:00
"waite-smith": ALL_POSITIONS,
"escape-velocity": ALL_POSITIONS,
}
My Sea form col + SPREAD dropdown w. 3-card/6-card section dividers — Sprint 5 iter 3 of My Sea roadmap — TDD Picker phase form col: SPREAD combobox w. 6 spread options under 2 horizontal section dividers ("3-card spreads" / "6-card spreads"), reversal-% caption, GRAVITY + LEVITY deck swatches, LOCK HAND + DEL btns. Default = Situation, Action, Outcome (a 3-card spread). Selecting a 6-card spread (Celtic Cross Waite-Smith or Escape Velocity) swaps `.my-sea-cross[data-spread-shape]` from `three-card` to `six-card` — revealing the crown / lay / cross cells that the default 3-card variants hide. Naming correction (user-locked): the spread itself is a "three-card spread" not a "three-card cross" — "cross" stays scoped to the Celtic Cross variants (6-card spreads). CSS class `.my-sea-cross` carries grid-container semantics regardless of which spread shape is active; the spread-vs-cross distinction lives at the spread-name layer only. - **View** (gameboard/views.py): `my_sea` adds `default_spread = "situation-action-outcome"` + `reversals_pct = 25` context keys. - **Template** (my_sea.html): renders all 7 cross cells (crown/leave/core+cover+cross/loom/lay) unconditionally + adds `data-spread-shape="three-card"` to `.my-sea-cross`. Form col DRY-reuses gameroom `_sea_overlay.html`'s `.sea-form-col` shape — `.sea-form-main` w. `.sea-field` (SPREAD label + reversal hint + custom combobox) + `.sea-stacks` (GRAVITY + LEVITY swatches) + `.sea-form-actions` (LOCK HAND + DEL). 6 options + 2 dividers in the combobox `<ul>`; dividers are `role="presentation"` so `combobox.js` skips them naturally. Inline IIFE listens for the hidden `<input id="id_sea_spread">`'s `change` event + sets `.my-sea-cross`'s `data-spread-shape` based on whether the value is in `['waite-smith', 'escape-velocity']`. No new combobox.js wiring — the existing module's `change`-bubbling contract feeds straight in. - **SCSS** (_gameboard.scss): - `.my-sea-cross[data-spread-shape="three-card"]` — single-row `"leave core loom"` grid + `display: none` on crown/lay/cross. - `.my-sea-cross[data-spread-shape="six-card"]` — inherits the gameroom `.sea-cross`'s 3×3 grid + reveals all cells. - `.sea-select-divider` — section header style mirrors `.kit-bag-label`'s small-uppercase-underlined-letter-spaced --quaUser/0.75 treatment but HORIZONTAL (kit-bag uses `writing-mode: vertical-rl`; dropdown menus are flat). `pointer-events: none` belt-and-braces against accidental click/hover. - `.my-sea-form-col` — width-constrains the form col so the picker's cross + form sit side-by-side. **Iter-2 contract updated** (cells in DOM, hidden via CSS for 3-card default): - FT `test_picker_does_not_render_forsaken_positions` → renamed to `test_picker_hides_six_card_only_positions_by_default` — asserts the 3 cells are in the DOM but `is_displayed() == False` so iter-3's spread switch can reveal them via CSS without re-rendering. - IT `test_picker_does_not_render_forsaken_positions` → renamed to `test_picker_renders_six_card_only_positions_for_spread_switch` — assertContains the classes (server now renders them unconditionally). **Tests**: - 4 FTs in new `MySeaSpreadFormTest`: combobox renders 6 options + 2 dividers w. correct labels, default is Situation/Action/Outcome (hidden input value + visible current-label span + cross's data-spread-shape), picking Celtic Cross flips data-spread-shape to six-card + reveals crown/lay/cross, form col carries DECKS swatches + LOCK HAND + DEL + reversal-% caption. Combobox `<li>` options are inside `aria-expanded='false'` listbox → use `get_attribute("textContent")` not `.text` (which returns "" for Selenium-hidden elements). - 7 ITs in new `MySeaSpreadFormTemplateTest`: default_spread + reversals_pct context keys, all 6 options + both labels render, 2 dividers render w. expected text, default option carries aria-selected="true", cross's initial data-spread-shape="three-card", form col DECKS + buttons + reversal hint render. Tests: 32/32 FT green across test_bill_my_sign + test_game_my_sea; 1048/1048 IT/UT green in 52s. Card-draw mechanics (clicking a deck swatch deposits a card into the next empty slot; LOCK HAND commits the draw) defer to iter 4 — this iter ships the spread-selection + layout-shape switch UI; the buttons are stubs (LOCK HAND starts disabled, DEL is a placeholder). Code architected by Disco DeDisco <discodedisco@outlook.com> Git commit message Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 17:23:25 -04:00
picker = self._enter_picker_phase()
My Sea per-spread positions + draw-order JS config + position labels — Sprint 5 iter 3 follow-up — TDD User-locked spec 2026-05-19: each three-card spread uses a DIFFERENT 3-position subset of the 6 surrounding positions, in its own draw order. Replaces the iter-3 binary `data-spread-shape="three-card|six-card"` model w. per-spread `data-spread="<value>"`. Closes iter 3 cleanly + scaffolds the draw-order data iter 4 will consume. Position subsets (per spread): PPF → leave (1) · cover (2) · loom (3) SAO → lay (1) · cover (2) · crown (3) MBS → crown (1) · lay (2) · loom (3) DOS → loom (1) · cross (2) · cover (3) Waite-Smith → all 6 surrounding (cover · cross · crown · lay · loom · leave) Escape Velocity → all 6 surrounding (cover · cross · lay · leave · crown · loom) All 6 cells continue to render in DOM unconditionally — `.my-sea-cross[data-spread="<value>"]` SCSS rules hide inactive positions per spread via `display: none`. Cover/cross live nested inside `.sea-pos-core` so their absolute-overlay positioning rules from `_card-deck.scss:1310-1331` carry over for free. **Position labels** (re-appropriated `.sea-stack-name` typography per user) — `.sea-pos-label` inside each empty `.sea-card-slot--empty` carries the per-spread caption. Server-renders SAO's labels by default (lay=Situation, cover=Action, crown=Outcome); JS swaps labels via `POSITION_LABELS[spread]` lookup on combobox change. Inactive-for-spread positions render their span w. empty `textContent` so JS only has to set text, never toggle visibility. Celtic Cross variants share the gameroom's existing position vocabulary (Crown/Beneath/Cover/Cross/Before/Behind). **DRAW_ORDER JS const** baked into the inline picker IIFE — array of position names per spread, ready for iter 4's deck-click-deposit logic to consume. Exposed via `window._mySeaDrawOrder` so iter-4 click handlers can `window._mySeaDrawOrder[currentSpread][nextSlotIdx]` to resolve the target position. No click handlers wired yet — iter 4 territory. **Selenium trap caught**: the combobox click-twice-on-the-toggle bug — re-clicking the combobox while `aria-expanded='true'` closes the dropdown (combobox.js's toggle behavior). Test 3's spread-cycling iterates through 6 spreads, each needs the dropdown OPEN before clicking a new option; added a `_pick(value)` helper that checks `aria-expanded` first. Files: - `templates/apps/gameboard/my_sea.html` — `.my-sea-cross[data-spread]` w. server-rendered default; each empty slot wraps a `<span class="sea-pos-label" data-position="<name>">` (SAO labels seeded inline, others empty initially); inline IIFE adds `DRAW_ORDER` + `POSITION_LABELS` consts + `syncLabels()` that swaps captions on `change`. - `static_src/scss/_gameboard.scss` — drops the `data-spread-shape="three-card"|"six-card"` rules; adds 4 per-spread visibility rules (PPF/SAO/MBS/DOS). Celtic Cross variants inherit the gameroom's full 3×3 grid w. no overrides. `.sea-pos-label` style mirrors `.sea-stack-name` from _card-deck.scss line 1557 (small-uppercase-letter-spaced-scaleY) sans the polarity color — these aren't deck identifiers, just spread-position captions. - `apps/gameboard/tests/integrated/test_views.py` — IT `test_cross_carries_initial_three_card_spread_shape` renamed + retargeted to `data-spread="situation-action-outcome"`; new IT `test_template_renders_sao_position_labels_on_default` pins the seeded SAO labels + empty spans for inactive positions. - `functional_tests/test_game_my_sea.py` — iter-2's `test_picker_hides_six_card_only_positions_by_default` renamed to `test_picker_renders_sao_default_position_subset` w. SAO-specific visibility expectations (lay/cover/crown visible; leave/loom/cross hidden). iter-3's `test_picking_celtic_cross_reveals_six_card_positions` rewritten + expanded to `test_picking_spread_swaps_data_spread_and_position_visibility` — cycles through all 6 spreads, asserts `data-spread` attribute + per-position `is_displayed()` for each. New `test_per_spread_position_labels_render_and_update` cycles through 5 spreads (SAO default + 4 switches) asserting captions match the spec. Tests: 33/33 FT green across test_bill_my_sign + test_game_my_sea; 1049/1049 IT/UT green in 52s. Code architected by Disco DeDisco <discodedisco@outlook.com> Git commit message Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 19:38:53 -04:00
cross = picker.find_element(By.CSS_SELECTOR, ".my-sea-cross")
combo = picker.find_element(By.CSS_SELECTOR, "[data-combobox]")
def _pick(value):
# Combobox click outside an open dropdown opens it; click on
# an option inside selects + closes. Re-opening for each pick
# keeps the test deterministic.
if combo.get_attribute("aria-expanded") != "true":
combo.click()
opt = picker.find_element(
By.CSS_SELECTOR,
f".sea-select-list [role='option'][data-value='{value}']",
My Sea form col + SPREAD dropdown w. 3-card/6-card section dividers — Sprint 5 iter 3 of My Sea roadmap — TDD Picker phase form col: SPREAD combobox w. 6 spread options under 2 horizontal section dividers ("3-card spreads" / "6-card spreads"), reversal-% caption, GRAVITY + LEVITY deck swatches, LOCK HAND + DEL btns. Default = Situation, Action, Outcome (a 3-card spread). Selecting a 6-card spread (Celtic Cross Waite-Smith or Escape Velocity) swaps `.my-sea-cross[data-spread-shape]` from `three-card` to `six-card` — revealing the crown / lay / cross cells that the default 3-card variants hide. Naming correction (user-locked): the spread itself is a "three-card spread" not a "three-card cross" — "cross" stays scoped to the Celtic Cross variants (6-card spreads). CSS class `.my-sea-cross` carries grid-container semantics regardless of which spread shape is active; the spread-vs-cross distinction lives at the spread-name layer only. - **View** (gameboard/views.py): `my_sea` adds `default_spread = "situation-action-outcome"` + `reversals_pct = 25` context keys. - **Template** (my_sea.html): renders all 7 cross cells (crown/leave/core+cover+cross/loom/lay) unconditionally + adds `data-spread-shape="three-card"` to `.my-sea-cross`. Form col DRY-reuses gameroom `_sea_overlay.html`'s `.sea-form-col` shape — `.sea-form-main` w. `.sea-field` (SPREAD label + reversal hint + custom combobox) + `.sea-stacks` (GRAVITY + LEVITY swatches) + `.sea-form-actions` (LOCK HAND + DEL). 6 options + 2 dividers in the combobox `<ul>`; dividers are `role="presentation"` so `combobox.js` skips them naturally. Inline IIFE listens for the hidden `<input id="id_sea_spread">`'s `change` event + sets `.my-sea-cross`'s `data-spread-shape` based on whether the value is in `['waite-smith', 'escape-velocity']`. No new combobox.js wiring — the existing module's `change`-bubbling contract feeds straight in. - **SCSS** (_gameboard.scss): - `.my-sea-cross[data-spread-shape="three-card"]` — single-row `"leave core loom"` grid + `display: none` on crown/lay/cross. - `.my-sea-cross[data-spread-shape="six-card"]` — inherits the gameroom `.sea-cross`'s 3×3 grid + reveals all cells. - `.sea-select-divider` — section header style mirrors `.kit-bag-label`'s small-uppercase-underlined-letter-spaced --quaUser/0.75 treatment but HORIZONTAL (kit-bag uses `writing-mode: vertical-rl`; dropdown menus are flat). `pointer-events: none` belt-and-braces against accidental click/hover. - `.my-sea-form-col` — width-constrains the form col so the picker's cross + form sit side-by-side. **Iter-2 contract updated** (cells in DOM, hidden via CSS for 3-card default): - FT `test_picker_does_not_render_forsaken_positions` → renamed to `test_picker_hides_six_card_only_positions_by_default` — asserts the 3 cells are in the DOM but `is_displayed() == False` so iter-3's spread switch can reveal them via CSS without re-rendering. - IT `test_picker_does_not_render_forsaken_positions` → renamed to `test_picker_renders_six_card_only_positions_for_spread_switch` — assertContains the classes (server now renders them unconditionally). **Tests**: - 4 FTs in new `MySeaSpreadFormTest`: combobox renders 6 options + 2 dividers w. correct labels, default is Situation/Action/Outcome (hidden input value + visible current-label span + cross's data-spread-shape), picking Celtic Cross flips data-spread-shape to six-card + reveals crown/lay/cross, form col carries DECKS swatches + LOCK HAND + DEL + reversal-% caption. Combobox `<li>` options are inside `aria-expanded='false'` listbox → use `get_attribute("textContent")` not `.text` (which returns "" for Selenium-hidden elements). - 7 ITs in new `MySeaSpreadFormTemplateTest`: default_spread + reversals_pct context keys, all 6 options + both labels render, 2 dividers render w. expected text, default option carries aria-selected="true", cross's initial data-spread-shape="three-card", form col DECKS + buttons + reversal hint render. Tests: 32/32 FT green across test_bill_my_sign + test_game_my_sea; 1048/1048 IT/UT green in 52s. Card-draw mechanics (clicking a deck swatch deposits a card into the next empty slot; LOCK HAND commits the draw) defer to iter 4 — this iter ships the spread-selection + layout-shape switch UI; the buttons are stubs (LOCK HAND starts disabled, DEL is a placeholder). Code architected by Disco DeDisco <discodedisco@outlook.com> Git commit message Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 17:23:25 -04:00
)
My Sea per-spread positions + draw-order JS config + position labels — Sprint 5 iter 3 follow-up — TDD User-locked spec 2026-05-19: each three-card spread uses a DIFFERENT 3-position subset of the 6 surrounding positions, in its own draw order. Replaces the iter-3 binary `data-spread-shape="three-card|six-card"` model w. per-spread `data-spread="<value>"`. Closes iter 3 cleanly + scaffolds the draw-order data iter 4 will consume. Position subsets (per spread): PPF → leave (1) · cover (2) · loom (3) SAO → lay (1) · cover (2) · crown (3) MBS → crown (1) · lay (2) · loom (3) DOS → loom (1) · cross (2) · cover (3) Waite-Smith → all 6 surrounding (cover · cross · crown · lay · loom · leave) Escape Velocity → all 6 surrounding (cover · cross · lay · leave · crown · loom) All 6 cells continue to render in DOM unconditionally — `.my-sea-cross[data-spread="<value>"]` SCSS rules hide inactive positions per spread via `display: none`. Cover/cross live nested inside `.sea-pos-core` so their absolute-overlay positioning rules from `_card-deck.scss:1310-1331` carry over for free. **Position labels** (re-appropriated `.sea-stack-name` typography per user) — `.sea-pos-label` inside each empty `.sea-card-slot--empty` carries the per-spread caption. Server-renders SAO's labels by default (lay=Situation, cover=Action, crown=Outcome); JS swaps labels via `POSITION_LABELS[spread]` lookup on combobox change. Inactive-for-spread positions render their span w. empty `textContent` so JS only has to set text, never toggle visibility. Celtic Cross variants share the gameroom's existing position vocabulary (Crown/Beneath/Cover/Cross/Before/Behind). **DRAW_ORDER JS const** baked into the inline picker IIFE — array of position names per spread, ready for iter 4's deck-click-deposit logic to consume. Exposed via `window._mySeaDrawOrder` so iter-4 click handlers can `window._mySeaDrawOrder[currentSpread][nextSlotIdx]` to resolve the target position. No click handlers wired yet — iter 4 territory. **Selenium trap caught**: the combobox click-twice-on-the-toggle bug — re-clicking the combobox while `aria-expanded='true'` closes the dropdown (combobox.js's toggle behavior). Test 3's spread-cycling iterates through 6 spreads, each needs the dropdown OPEN before clicking a new option; added a `_pick(value)` helper that checks `aria-expanded` first. Files: - `templates/apps/gameboard/my_sea.html` — `.my-sea-cross[data-spread]` w. server-rendered default; each empty slot wraps a `<span class="sea-pos-label" data-position="<name>">` (SAO labels seeded inline, others empty initially); inline IIFE adds `DRAW_ORDER` + `POSITION_LABELS` consts + `syncLabels()` that swaps captions on `change`. - `static_src/scss/_gameboard.scss` — drops the `data-spread-shape="three-card"|"six-card"` rules; adds 4 per-spread visibility rules (PPF/SAO/MBS/DOS). Celtic Cross variants inherit the gameroom's full 3×3 grid w. no overrides. `.sea-pos-label` style mirrors `.sea-stack-name` from _card-deck.scss line 1557 (small-uppercase-letter-spaced-scaleY) sans the polarity color — these aren't deck identifiers, just spread-position captions. - `apps/gameboard/tests/integrated/test_views.py` — IT `test_cross_carries_initial_three_card_spread_shape` renamed + retargeted to `data-spread="situation-action-outcome"`; new IT `test_template_renders_sao_position_labels_on_default` pins the seeded SAO labels + empty spans for inactive positions. - `functional_tests/test_game_my_sea.py` — iter-2's `test_picker_hides_six_card_only_positions_by_default` renamed to `test_picker_renders_sao_default_position_subset` w. SAO-specific visibility expectations (lay/cover/crown visible; leave/loom/cross hidden). iter-3's `test_picking_celtic_cross_reveals_six_card_positions` rewritten + expanded to `test_picking_spread_swaps_data_spread_and_position_visibility` — cycles through all 6 spreads, asserts `data-spread` attribute + per-position `is_displayed()` for each. New `test_per_spread_position_labels_render_and_update` cycles through 5 spreads (SAO default + 4 switches) asserting captions match the spec. Tests: 33/33 FT green across test_bill_my_sign + test_game_my_sea; 1049/1049 IT/UT green in 52s. Code architected by Disco DeDisco <discodedisco@outlook.com> Git commit message Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 19:38:53 -04:00
opt.click()
for value, expected_visible in SPREAD_POSITIONS.items():
with self.subTest(spread=value):
_pick(value)
self.wait_for(
lambda v=value: self.assertEqual(
cross.get_attribute("data-spread"), v
)
My Sea form col + SPREAD dropdown w. 3-card/6-card section dividers — Sprint 5 iter 3 of My Sea roadmap — TDD Picker phase form col: SPREAD combobox w. 6 spread options under 2 horizontal section dividers ("3-card spreads" / "6-card spreads"), reversal-% caption, GRAVITY + LEVITY deck swatches, LOCK HAND + DEL btns. Default = Situation, Action, Outcome (a 3-card spread). Selecting a 6-card spread (Celtic Cross Waite-Smith or Escape Velocity) swaps `.my-sea-cross[data-spread-shape]` from `three-card` to `six-card` — revealing the crown / lay / cross cells that the default 3-card variants hide. Naming correction (user-locked): the spread itself is a "three-card spread" not a "three-card cross" — "cross" stays scoped to the Celtic Cross variants (6-card spreads). CSS class `.my-sea-cross` carries grid-container semantics regardless of which spread shape is active; the spread-vs-cross distinction lives at the spread-name layer only. - **View** (gameboard/views.py): `my_sea` adds `default_spread = "situation-action-outcome"` + `reversals_pct = 25` context keys. - **Template** (my_sea.html): renders all 7 cross cells (crown/leave/core+cover+cross/loom/lay) unconditionally + adds `data-spread-shape="three-card"` to `.my-sea-cross`. Form col DRY-reuses gameroom `_sea_overlay.html`'s `.sea-form-col` shape — `.sea-form-main` w. `.sea-field` (SPREAD label + reversal hint + custom combobox) + `.sea-stacks` (GRAVITY + LEVITY swatches) + `.sea-form-actions` (LOCK HAND + DEL). 6 options + 2 dividers in the combobox `<ul>`; dividers are `role="presentation"` so `combobox.js` skips them naturally. Inline IIFE listens for the hidden `<input id="id_sea_spread">`'s `change` event + sets `.my-sea-cross`'s `data-spread-shape` based on whether the value is in `['waite-smith', 'escape-velocity']`. No new combobox.js wiring — the existing module's `change`-bubbling contract feeds straight in. - **SCSS** (_gameboard.scss): - `.my-sea-cross[data-spread-shape="three-card"]` — single-row `"leave core loom"` grid + `display: none` on crown/lay/cross. - `.my-sea-cross[data-spread-shape="six-card"]` — inherits the gameroom `.sea-cross`'s 3×3 grid + reveals all cells. - `.sea-select-divider` — section header style mirrors `.kit-bag-label`'s small-uppercase-underlined-letter-spaced --quaUser/0.75 treatment but HORIZONTAL (kit-bag uses `writing-mode: vertical-rl`; dropdown menus are flat). `pointer-events: none` belt-and-braces against accidental click/hover. - `.my-sea-form-col` — width-constrains the form col so the picker's cross + form sit side-by-side. **Iter-2 contract updated** (cells in DOM, hidden via CSS for 3-card default): - FT `test_picker_does_not_render_forsaken_positions` → renamed to `test_picker_hides_six_card_only_positions_by_default` — asserts the 3 cells are in the DOM but `is_displayed() == False` so iter-3's spread switch can reveal them via CSS without re-rendering. - IT `test_picker_does_not_render_forsaken_positions` → renamed to `test_picker_renders_six_card_only_positions_for_spread_switch` — assertContains the classes (server now renders them unconditionally). **Tests**: - 4 FTs in new `MySeaSpreadFormTest`: combobox renders 6 options + 2 dividers w. correct labels, default is Situation/Action/Outcome (hidden input value + visible current-label span + cross's data-spread-shape), picking Celtic Cross flips data-spread-shape to six-card + reveals crown/lay/cross, form col carries DECKS swatches + LOCK HAND + DEL + reversal-% caption. Combobox `<li>` options are inside `aria-expanded='false'` listbox → use `get_attribute("textContent")` not `.text` (which returns "" for Selenium-hidden elements). - 7 ITs in new `MySeaSpreadFormTemplateTest`: default_spread + reversals_pct context keys, all 6 options + both labels render, 2 dividers render w. expected text, default option carries aria-selected="true", cross's initial data-spread-shape="three-card", form col DECKS + buttons + reversal hint render. Tests: 32/32 FT green across test_bill_my_sign + test_game_my_sea; 1048/1048 IT/UT green in 52s. Card-draw mechanics (clicking a deck swatch deposits a card into the next empty slot; LOCK HAND commits the draw) defer to iter 4 — this iter ships the spread-selection + layout-shape switch UI; the buttons are stubs (LOCK HAND starts disabled, DEL is a placeholder). Code architected by Disco DeDisco <discodedisco@outlook.com> Git commit message Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 17:23:25 -04:00
)
My Sea per-spread positions + draw-order JS config + position labels — Sprint 5 iter 3 follow-up — TDD User-locked spec 2026-05-19: each three-card spread uses a DIFFERENT 3-position subset of the 6 surrounding positions, in its own draw order. Replaces the iter-3 binary `data-spread-shape="three-card|six-card"` model w. per-spread `data-spread="<value>"`. Closes iter 3 cleanly + scaffolds the draw-order data iter 4 will consume. Position subsets (per spread): PPF → leave (1) · cover (2) · loom (3) SAO → lay (1) · cover (2) · crown (3) MBS → crown (1) · lay (2) · loom (3) DOS → loom (1) · cross (2) · cover (3) Waite-Smith → all 6 surrounding (cover · cross · crown · lay · loom · leave) Escape Velocity → all 6 surrounding (cover · cross · lay · leave · crown · loom) All 6 cells continue to render in DOM unconditionally — `.my-sea-cross[data-spread="<value>"]` SCSS rules hide inactive positions per spread via `display: none`. Cover/cross live nested inside `.sea-pos-core` so their absolute-overlay positioning rules from `_card-deck.scss:1310-1331` carry over for free. **Position labels** (re-appropriated `.sea-stack-name` typography per user) — `.sea-pos-label` inside each empty `.sea-card-slot--empty` carries the per-spread caption. Server-renders SAO's labels by default (lay=Situation, cover=Action, crown=Outcome); JS swaps labels via `POSITION_LABELS[spread]` lookup on combobox change. Inactive-for-spread positions render their span w. empty `textContent` so JS only has to set text, never toggle visibility. Celtic Cross variants share the gameroom's existing position vocabulary (Crown/Beneath/Cover/Cross/Before/Behind). **DRAW_ORDER JS const** baked into the inline picker IIFE — array of position names per spread, ready for iter 4's deck-click-deposit logic to consume. Exposed via `window._mySeaDrawOrder` so iter-4 click handlers can `window._mySeaDrawOrder[currentSpread][nextSlotIdx]` to resolve the target position. No click handlers wired yet — iter 4 territory. **Selenium trap caught**: the combobox click-twice-on-the-toggle bug — re-clicking the combobox while `aria-expanded='true'` closes the dropdown (combobox.js's toggle behavior). Test 3's spread-cycling iterates through 6 spreads, each needs the dropdown OPEN before clicking a new option; added a `_pick(value)` helper that checks `aria-expanded` first. Files: - `templates/apps/gameboard/my_sea.html` — `.my-sea-cross[data-spread]` w. server-rendered default; each empty slot wraps a `<span class="sea-pos-label" data-position="<name>">` (SAO labels seeded inline, others empty initially); inline IIFE adds `DRAW_ORDER` + `POSITION_LABELS` consts + `syncLabels()` that swaps captions on `change`. - `static_src/scss/_gameboard.scss` — drops the `data-spread-shape="three-card"|"six-card"` rules; adds 4 per-spread visibility rules (PPF/SAO/MBS/DOS). Celtic Cross variants inherit the gameroom's full 3×3 grid w. no overrides. `.sea-pos-label` style mirrors `.sea-stack-name` from _card-deck.scss line 1557 (small-uppercase-letter-spaced-scaleY) sans the polarity color — these aren't deck identifiers, just spread-position captions. - `apps/gameboard/tests/integrated/test_views.py` — IT `test_cross_carries_initial_three_card_spread_shape` renamed + retargeted to `data-spread="situation-action-outcome"`; new IT `test_template_renders_sao_position_labels_on_default` pins the seeded SAO labels + empty spans for inactive positions. - `functional_tests/test_game_my_sea.py` — iter-2's `test_picker_hides_six_card_only_positions_by_default` renamed to `test_picker_renders_sao_default_position_subset` w. SAO-specific visibility expectations (lay/cover/crown visible; leave/loom/cross hidden). iter-3's `test_picking_celtic_cross_reveals_six_card_positions` rewritten + expanded to `test_picking_spread_swaps_data_spread_and_position_visibility` — cycles through all 6 spreads, asserts `data-spread` attribute + per-position `is_displayed()` for each. New `test_per_spread_position_labels_render_and_update` cycles through 5 spreads (SAO default + 4 switches) asserting captions match the spec. Tests: 33/33 FT green across test_bill_my_sign + test_game_my_sea; 1049/1049 IT/UT green in 52s. Code architected by Disco DeDisco <discodedisco@outlook.com> Git commit message Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 19:38:53 -04:00
for pos in ALL_POSITIONS:
element = picker.find_element(
By.CSS_SELECTOR, f".sea-pos-{pos}"
)
should_show = pos in expected_visible
self.assertEqual(
element.is_displayed(), should_show,
f"spread={value} pos={pos}: expected is_displayed={should_show}",
)
# ── Test 4 ───────────────────────────────────────────────────────────────
def test_per_spread_position_labels_render_and_update(self):
"""Each visible empty slot carries a `.sea-pos-label` caption
whose text matches the spread's per-position label map (e.g.
SAO default: lay='Situation', cover='Action', crown='Outcome').
JS updates labels on spread change. Reappropriates the
GRAVITY/LEVITY (`.sea-stack-name`) caption styling."""
SPREAD_LABELS = {
"situation-action-outcome": {"lay": "Situation", "cover": "Action", "crown": "Outcome"},
"past-present-future": {"leave": "Past", "cover": "Present", "loom": "Future"},
"mind-body-spirit": {"crown": "Mind", "lay": "Body", "loom": "Spirit"},
My Sea iter-4a follow-up batch: modal port + draw polish + label positioning + Major Arcana fix — TDD User-driven bug-squash + UX-polish cycle on top of iter 4a (ca2a62f). All 14 fixes ship behind the same iter-4a banner since they close the substage's UX gaps without expanding scope to iter 4b's persistence layer. SeaDeal modal port — extracted apps/gameboard/_partials/_sea_stage.html shared by gameroom + my-sea; aliased .my-sea-picker w. id=id_sea_overlay so SeaDeal.init() finds it; FLIP click → SeaDeal.openStage delegation instead of bare _fillSlot. Fixes the user-reported 'thumbnail disappears' bug — slot was landing at opacity 0 (.--filled w.o .--visible) because SeaDeal's _hideStage (which adds --visible on modal dismiss) was never running. 3 new FTs cover the modal flow. Spread lock + DEL reshuffle — _lockSpread/_unlockSpread toggle .sea-select--locked class on the combobox; first deposit locks, _resetHand unlocks. _reshuffleDeck Fisher-Yates over combined piles + re-rolls 25% reversal axis on DEL so successive DELs don't re-deal the same hand. Verified Claudezilla: 3 DEL cycles produced distinct lay cards (150 → 114 → 155). Cover/cross empty slots — subtle dotted outline (transparent bg + 0.25 alpha border) w. --duoUser mask reveal on hover/touch. Per the user spec; rule lives in _card-deck.scss (shared between gameroom + my-sea). Plus matching label-opacity (0.25 idle → 0.6 hover) via CSS :hover ancestor propagation. DOS spec — Solution moved from cover → crown per user correction. DRAW_ORDER ['loom', 'cross', 'crown']; POSITION_LABELS {loom: Desire, cross: Obstacle, crown: Solution}; SCSS hide list flipped from [leave, crown, lay] → [leave, cover, lay]; FT/IT assertions updated. SAO → DOS soft-reload bug — Firefox autofill on hidden input restored the previous-session DOS value, tripping combobox.js's change-event guard. Fix: autocomplete=off + force-sync hidden.value from server-rendered aria-selected option in init. Captured as feedback_firefox_autofill_hidden_inputs (generalizable trap). .sea-pos-label outside .sea-card-slot — moved label to be a sibling of the slot in the cell, so SeaDeal innerHTML clobber on draw doesn't erase it. Per-position absolute positioning touching slot borders: crown/cover above (translate -50%, 0.1rem, scaleY 1.2); lay/cross below (translate -50%, -0.1rem, scaleY 1.2); leave left, CCW (writing-mode vertical-rl + rotate 180deg + scaleX 1.2); loom right, CW (writing-mode vertical-rl + scaleX 1.2). scaleX for rotated labels (not scaleY) — perpendicular to text-flow is the visible-width direction after rotation. .my-sea-cross gap bumped to 1.75rem for label clearance. Escape Velocity label swaps — POSITION_LABELS for escape-velocity: {crown: Crown, leave: Lay, cover: Cover, cross: Cross, loom: Loom, lay: Leave}. Replaces the Waite-Smith Behind/Beneath/Before per user spec. SPREAD dropdown portal — .my-sea-form-col .sea-form-main { overflow: visible } + .sea-select-list { z-index: 1000 } so the dropdown extends past the form-main scroll area + sits above the picker stacking ints. Gameroom .sea-form-main still scrolls (only my-sea opts out). Major Arcana polarity-split rendering — added 9 missing _card_dict keys to my-sea's _my_sea_deck_data to match gameroom epic.views.sea_deck's contract: levity_emanation, gravity_emanation, levity_reversal, gravity_reversal, italic_word, keywords_upright, keywords_reversed, energies, operations. Without these StageCard.populateCard falls through to plain name_title for trumps 19-21 + cards 48-49. Iter 4b cleanup candidate: extract apps.epic.utils.card_dict() to DRY the now-identical helpers. Tests deferred — user explicitly belayed FT runs during the bug-fix substage. Iter 4b will re-establish a green sweep before its commit lands. Code architected by Disco DeDisco <discodedisco@outlook.com> Git commit message Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 22:02:27 -04:00
"desire-obstacle-solution": {"loom": "Desire", "cross": "Obstacle","crown":"Solution"},
My Sea per-spread positions + draw-order JS config + position labels — Sprint 5 iter 3 follow-up — TDD User-locked spec 2026-05-19: each three-card spread uses a DIFFERENT 3-position subset of the 6 surrounding positions, in its own draw order. Replaces the iter-3 binary `data-spread-shape="three-card|six-card"` model w. per-spread `data-spread="<value>"`. Closes iter 3 cleanly + scaffolds the draw-order data iter 4 will consume. Position subsets (per spread): PPF → leave (1) · cover (2) · loom (3) SAO → lay (1) · cover (2) · crown (3) MBS → crown (1) · lay (2) · loom (3) DOS → loom (1) · cross (2) · cover (3) Waite-Smith → all 6 surrounding (cover · cross · crown · lay · loom · leave) Escape Velocity → all 6 surrounding (cover · cross · lay · leave · crown · loom) All 6 cells continue to render in DOM unconditionally — `.my-sea-cross[data-spread="<value>"]` SCSS rules hide inactive positions per spread via `display: none`. Cover/cross live nested inside `.sea-pos-core` so their absolute-overlay positioning rules from `_card-deck.scss:1310-1331` carry over for free. **Position labels** (re-appropriated `.sea-stack-name` typography per user) — `.sea-pos-label` inside each empty `.sea-card-slot--empty` carries the per-spread caption. Server-renders SAO's labels by default (lay=Situation, cover=Action, crown=Outcome); JS swaps labels via `POSITION_LABELS[spread]` lookup on combobox change. Inactive-for-spread positions render their span w. empty `textContent` so JS only has to set text, never toggle visibility. Celtic Cross variants share the gameroom's existing position vocabulary (Crown/Beneath/Cover/Cross/Before/Behind). **DRAW_ORDER JS const** baked into the inline picker IIFE — array of position names per spread, ready for iter 4's deck-click-deposit logic to consume. Exposed via `window._mySeaDrawOrder` so iter-4 click handlers can `window._mySeaDrawOrder[currentSpread][nextSlotIdx]` to resolve the target position. No click handlers wired yet — iter 4 territory. **Selenium trap caught**: the combobox click-twice-on-the-toggle bug — re-clicking the combobox while `aria-expanded='true'` closes the dropdown (combobox.js's toggle behavior). Test 3's spread-cycling iterates through 6 spreads, each needs the dropdown OPEN before clicking a new option; added a `_pick(value)` helper that checks `aria-expanded` first. Files: - `templates/apps/gameboard/my_sea.html` — `.my-sea-cross[data-spread]` w. server-rendered default; each empty slot wraps a `<span class="sea-pos-label" data-position="<name>">` (SAO labels seeded inline, others empty initially); inline IIFE adds `DRAW_ORDER` + `POSITION_LABELS` consts + `syncLabels()` that swaps captions on `change`. - `static_src/scss/_gameboard.scss` — drops the `data-spread-shape="three-card"|"six-card"` rules; adds 4 per-spread visibility rules (PPF/SAO/MBS/DOS). Celtic Cross variants inherit the gameroom's full 3×3 grid w. no overrides. `.sea-pos-label` style mirrors `.sea-stack-name` from _card-deck.scss line 1557 (small-uppercase-letter-spaced-scaleY) sans the polarity color — these aren't deck identifiers, just spread-position captions. - `apps/gameboard/tests/integrated/test_views.py` — IT `test_cross_carries_initial_three_card_spread_shape` renamed + retargeted to `data-spread="situation-action-outcome"`; new IT `test_template_renders_sao_position_labels_on_default` pins the seeded SAO labels + empty spans for inactive positions. - `functional_tests/test_game_my_sea.py` — iter-2's `test_picker_hides_six_card_only_positions_by_default` renamed to `test_picker_renders_sao_default_position_subset` w. SAO-specific visibility expectations (lay/cover/crown visible; leave/loom/cross hidden). iter-3's `test_picking_celtic_cross_reveals_six_card_positions` rewritten + expanded to `test_picking_spread_swaps_data_spread_and_position_visibility` — cycles through all 6 spreads, asserts `data-spread` attribute + per-position `is_displayed()` for each. New `test_per_spread_position_labels_render_and_update` cycles through 5 spreads (SAO default + 4 switches) asserting captions match the spec. Tests: 33/33 FT green across test_bill_my_sign + test_game_my_sea; 1049/1049 IT/UT green in 52s. Code architected by Disco DeDisco <discodedisco@outlook.com> Git commit message Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 19:38:53 -04:00
"waite-smith": {"crown": "Crown", "leave": "Beneath", "cover": "Cover",
"cross": "Cross", "loom": "Before", "lay": "Behind"},
}
picker = self._enter_picker_phase()
combo = picker.find_element(By.CSS_SELECTOR, "[data-combobox]")
def _pick(value):
if combo.get_attribute("aria-expanded") != "true":
combo.click()
picker.find_element(
By.CSS_SELECTOR,
f".sea-select-list [role='option'][data-value='{value}']",
).click()
# SAO default — assert labels via the server-rendered initial state.
for pos, expected_label in SPREAD_LABELS["situation-action-outcome"].items():
with self.subTest(spread="situation-action-outcome", position=pos):
label_el = picker.find_element(
By.CSS_SELECTOR,
f".sea-pos-label[data-position='{pos}']",
)
self.assertEqual(
label_el.get_attribute("textContent").strip(),
expected_label,
)
# Switch to each other spread + verify the labels update.
for spread, position_to_label in SPREAD_LABELS.items():
if spread == "situation-action-outcome":
continue
_pick(spread)
for pos, expected_label in position_to_label.items():
with self.subTest(spread=spread, position=pos):
label_el = self.wait_for(
lambda p=pos, lbl=expected_label: self._wait_label(p, lbl, picker)
)
self.assertEqual(
label_el.get_attribute("textContent").strip(),
expected_label,
)
def _wait_label(self, position, expected_label, picker):
el = picker.find_element(
By.CSS_SELECTOR, f".sea-pos-label[data-position='{position}']"
)
if el.get_attribute("textContent").strip() != expected_label:
raise AssertionError(
f"label@{position}: got "
f"{el.get_attribute('textContent')!r}, want {expected_label!r}"
My Sea form col + SPREAD dropdown w. 3-card/6-card section dividers — Sprint 5 iter 3 of My Sea roadmap — TDD Picker phase form col: SPREAD combobox w. 6 spread options under 2 horizontal section dividers ("3-card spreads" / "6-card spreads"), reversal-% caption, GRAVITY + LEVITY deck swatches, LOCK HAND + DEL btns. Default = Situation, Action, Outcome (a 3-card spread). Selecting a 6-card spread (Celtic Cross Waite-Smith or Escape Velocity) swaps `.my-sea-cross[data-spread-shape]` from `three-card` to `six-card` — revealing the crown / lay / cross cells that the default 3-card variants hide. Naming correction (user-locked): the spread itself is a "three-card spread" not a "three-card cross" — "cross" stays scoped to the Celtic Cross variants (6-card spreads). CSS class `.my-sea-cross` carries grid-container semantics regardless of which spread shape is active; the spread-vs-cross distinction lives at the spread-name layer only. - **View** (gameboard/views.py): `my_sea` adds `default_spread = "situation-action-outcome"` + `reversals_pct = 25` context keys. - **Template** (my_sea.html): renders all 7 cross cells (crown/leave/core+cover+cross/loom/lay) unconditionally + adds `data-spread-shape="three-card"` to `.my-sea-cross`. Form col DRY-reuses gameroom `_sea_overlay.html`'s `.sea-form-col` shape — `.sea-form-main` w. `.sea-field` (SPREAD label + reversal hint + custom combobox) + `.sea-stacks` (GRAVITY + LEVITY swatches) + `.sea-form-actions` (LOCK HAND + DEL). 6 options + 2 dividers in the combobox `<ul>`; dividers are `role="presentation"` so `combobox.js` skips them naturally. Inline IIFE listens for the hidden `<input id="id_sea_spread">`'s `change` event + sets `.my-sea-cross`'s `data-spread-shape` based on whether the value is in `['waite-smith', 'escape-velocity']`. No new combobox.js wiring — the existing module's `change`-bubbling contract feeds straight in. - **SCSS** (_gameboard.scss): - `.my-sea-cross[data-spread-shape="three-card"]` — single-row `"leave core loom"` grid + `display: none` on crown/lay/cross. - `.my-sea-cross[data-spread-shape="six-card"]` — inherits the gameroom `.sea-cross`'s 3×3 grid + reveals all cells. - `.sea-select-divider` — section header style mirrors `.kit-bag-label`'s small-uppercase-underlined-letter-spaced --quaUser/0.75 treatment but HORIZONTAL (kit-bag uses `writing-mode: vertical-rl`; dropdown menus are flat). `pointer-events: none` belt-and-braces against accidental click/hover. - `.my-sea-form-col` — width-constrains the form col so the picker's cross + form sit side-by-side. **Iter-2 contract updated** (cells in DOM, hidden via CSS for 3-card default): - FT `test_picker_does_not_render_forsaken_positions` → renamed to `test_picker_hides_six_card_only_positions_by_default` — asserts the 3 cells are in the DOM but `is_displayed() == False` so iter-3's spread switch can reveal them via CSS without re-rendering. - IT `test_picker_does_not_render_forsaken_positions` → renamed to `test_picker_renders_six_card_only_positions_for_spread_switch` — assertContains the classes (server now renders them unconditionally). **Tests**: - 4 FTs in new `MySeaSpreadFormTest`: combobox renders 6 options + 2 dividers w. correct labels, default is Situation/Action/Outcome (hidden input value + visible current-label span + cross's data-spread-shape), picking Celtic Cross flips data-spread-shape to six-card + reveals crown/lay/cross, form col carries DECKS swatches + LOCK HAND + DEL + reversal-% caption. Combobox `<li>` options are inside `aria-expanded='false'` listbox → use `get_attribute("textContent")` not `.text` (which returns "" for Selenium-hidden elements). - 7 ITs in new `MySeaSpreadFormTemplateTest`: default_spread + reversals_pct context keys, all 6 options + both labels render, 2 dividers render w. expected text, default option carries aria-selected="true", cross's initial data-spread-shape="three-card", form col DECKS + buttons + reversal hint render. Tests: 32/32 FT green across test_bill_my_sign + test_game_my_sea; 1048/1048 IT/UT green in 52s. Card-draw mechanics (clicking a deck swatch deposits a card into the next empty slot; LOCK HAND commits the draw) defer to iter 4 — this iter ships the spread-selection + layout-shape switch UI; the buttons are stubs (LOCK HAND starts disabled, DEL is a placeholder). Code architected by Disco DeDisco <discodedisco@outlook.com> Git commit message Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 17:23:25 -04:00
)
My Sea per-spread positions + draw-order JS config + position labels — Sprint 5 iter 3 follow-up — TDD User-locked spec 2026-05-19: each three-card spread uses a DIFFERENT 3-position subset of the 6 surrounding positions, in its own draw order. Replaces the iter-3 binary `data-spread-shape="three-card|six-card"` model w. per-spread `data-spread="<value>"`. Closes iter 3 cleanly + scaffolds the draw-order data iter 4 will consume. Position subsets (per spread): PPF → leave (1) · cover (2) · loom (3) SAO → lay (1) · cover (2) · crown (3) MBS → crown (1) · lay (2) · loom (3) DOS → loom (1) · cross (2) · cover (3) Waite-Smith → all 6 surrounding (cover · cross · crown · lay · loom · leave) Escape Velocity → all 6 surrounding (cover · cross · lay · leave · crown · loom) All 6 cells continue to render in DOM unconditionally — `.my-sea-cross[data-spread="<value>"]` SCSS rules hide inactive positions per spread via `display: none`. Cover/cross live nested inside `.sea-pos-core` so their absolute-overlay positioning rules from `_card-deck.scss:1310-1331` carry over for free. **Position labels** (re-appropriated `.sea-stack-name` typography per user) — `.sea-pos-label` inside each empty `.sea-card-slot--empty` carries the per-spread caption. Server-renders SAO's labels by default (lay=Situation, cover=Action, crown=Outcome); JS swaps labels via `POSITION_LABELS[spread]` lookup on combobox change. Inactive-for-spread positions render their span w. empty `textContent` so JS only has to set text, never toggle visibility. Celtic Cross variants share the gameroom's existing position vocabulary (Crown/Beneath/Cover/Cross/Before/Behind). **DRAW_ORDER JS const** baked into the inline picker IIFE — array of position names per spread, ready for iter 4's deck-click-deposit logic to consume. Exposed via `window._mySeaDrawOrder` so iter-4 click handlers can `window._mySeaDrawOrder[currentSpread][nextSlotIdx]` to resolve the target position. No click handlers wired yet — iter 4 territory. **Selenium trap caught**: the combobox click-twice-on-the-toggle bug — re-clicking the combobox while `aria-expanded='true'` closes the dropdown (combobox.js's toggle behavior). Test 3's spread-cycling iterates through 6 spreads, each needs the dropdown OPEN before clicking a new option; added a `_pick(value)` helper that checks `aria-expanded` first. Files: - `templates/apps/gameboard/my_sea.html` — `.my-sea-cross[data-spread]` w. server-rendered default; each empty slot wraps a `<span class="sea-pos-label" data-position="<name>">` (SAO labels seeded inline, others empty initially); inline IIFE adds `DRAW_ORDER` + `POSITION_LABELS` consts + `syncLabels()` that swaps captions on `change`. - `static_src/scss/_gameboard.scss` — drops the `data-spread-shape="three-card"|"six-card"` rules; adds 4 per-spread visibility rules (PPF/SAO/MBS/DOS). Celtic Cross variants inherit the gameroom's full 3×3 grid w. no overrides. `.sea-pos-label` style mirrors `.sea-stack-name` from _card-deck.scss line 1557 (small-uppercase-letter-spaced-scaleY) sans the polarity color — these aren't deck identifiers, just spread-position captions. - `apps/gameboard/tests/integrated/test_views.py` — IT `test_cross_carries_initial_three_card_spread_shape` renamed + retargeted to `data-spread="situation-action-outcome"`; new IT `test_template_renders_sao_position_labels_on_default` pins the seeded SAO labels + empty spans for inactive positions. - `functional_tests/test_game_my_sea.py` — iter-2's `test_picker_hides_six_card_only_positions_by_default` renamed to `test_picker_renders_sao_default_position_subset` w. SAO-specific visibility expectations (lay/cover/crown visible; leave/loom/cross hidden). iter-3's `test_picking_celtic_cross_reveals_six_card_positions` rewritten + expanded to `test_picking_spread_swaps_data_spread_and_position_visibility` — cycles through all 6 spreads, asserts `data-spread` attribute + per-position `is_displayed()` for each. New `test_per_spread_position_labels_render_and_update` cycles through 5 spreads (SAO default + 4 switches) asserting captions match the spec. Tests: 33/33 FT green across test_bill_my_sign + test_game_my_sea; 1049/1049 IT/UT green in 52s. Code architected by Disco DeDisco <discodedisco@outlook.com> Git commit message Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 19:38:53 -04:00
return el
My Sea form col + SPREAD dropdown w. 3-card/6-card section dividers — Sprint 5 iter 3 of My Sea roadmap — TDD Picker phase form col: SPREAD combobox w. 6 spread options under 2 horizontal section dividers ("3-card spreads" / "6-card spreads"), reversal-% caption, GRAVITY + LEVITY deck swatches, LOCK HAND + DEL btns. Default = Situation, Action, Outcome (a 3-card spread). Selecting a 6-card spread (Celtic Cross Waite-Smith or Escape Velocity) swaps `.my-sea-cross[data-spread-shape]` from `three-card` to `six-card` — revealing the crown / lay / cross cells that the default 3-card variants hide. Naming correction (user-locked): the spread itself is a "three-card spread" not a "three-card cross" — "cross" stays scoped to the Celtic Cross variants (6-card spreads). CSS class `.my-sea-cross` carries grid-container semantics regardless of which spread shape is active; the spread-vs-cross distinction lives at the spread-name layer only. - **View** (gameboard/views.py): `my_sea` adds `default_spread = "situation-action-outcome"` + `reversals_pct = 25` context keys. - **Template** (my_sea.html): renders all 7 cross cells (crown/leave/core+cover+cross/loom/lay) unconditionally + adds `data-spread-shape="three-card"` to `.my-sea-cross`. Form col DRY-reuses gameroom `_sea_overlay.html`'s `.sea-form-col` shape — `.sea-form-main` w. `.sea-field` (SPREAD label + reversal hint + custom combobox) + `.sea-stacks` (GRAVITY + LEVITY swatches) + `.sea-form-actions` (LOCK HAND + DEL). 6 options + 2 dividers in the combobox `<ul>`; dividers are `role="presentation"` so `combobox.js` skips them naturally. Inline IIFE listens for the hidden `<input id="id_sea_spread">`'s `change` event + sets `.my-sea-cross`'s `data-spread-shape` based on whether the value is in `['waite-smith', 'escape-velocity']`. No new combobox.js wiring — the existing module's `change`-bubbling contract feeds straight in. - **SCSS** (_gameboard.scss): - `.my-sea-cross[data-spread-shape="three-card"]` — single-row `"leave core loom"` grid + `display: none` on crown/lay/cross. - `.my-sea-cross[data-spread-shape="six-card"]` — inherits the gameroom `.sea-cross`'s 3×3 grid + reveals all cells. - `.sea-select-divider` — section header style mirrors `.kit-bag-label`'s small-uppercase-underlined-letter-spaced --quaUser/0.75 treatment but HORIZONTAL (kit-bag uses `writing-mode: vertical-rl`; dropdown menus are flat). `pointer-events: none` belt-and-braces against accidental click/hover. - `.my-sea-form-col` — width-constrains the form col so the picker's cross + form sit side-by-side. **Iter-2 contract updated** (cells in DOM, hidden via CSS for 3-card default): - FT `test_picker_does_not_render_forsaken_positions` → renamed to `test_picker_hides_six_card_only_positions_by_default` — asserts the 3 cells are in the DOM but `is_displayed() == False` so iter-3's spread switch can reveal them via CSS without re-rendering. - IT `test_picker_does_not_render_forsaken_positions` → renamed to `test_picker_renders_six_card_only_positions_for_spread_switch` — assertContains the classes (server now renders them unconditionally). **Tests**: - 4 FTs in new `MySeaSpreadFormTest`: combobox renders 6 options + 2 dividers w. correct labels, default is Situation/Action/Outcome (hidden input value + visible current-label span + cross's data-spread-shape), picking Celtic Cross flips data-spread-shape to six-card + reveals crown/lay/cross, form col carries DECKS swatches + LOCK HAND + DEL + reversal-% caption. Combobox `<li>` options are inside `aria-expanded='false'` listbox → use `get_attribute("textContent")` not `.text` (which returns "" for Selenium-hidden elements). - 7 ITs in new `MySeaSpreadFormTemplateTest`: default_spread + reversals_pct context keys, all 6 options + both labels render, 2 dividers render w. expected text, default option carries aria-selected="true", cross's initial data-spread-shape="three-card", form col DECKS + buttons + reversal hint render. Tests: 32/32 FT green across test_bill_my_sign + test_game_my_sea; 1048/1048 IT/UT green in 52s. Card-draw mechanics (clicking a deck swatch deposits a card into the next empty slot; LOCK HAND commits the draw) defer to iter 4 — this iter ships the spread-selection + layout-shape switch UI; the buttons are stubs (LOCK HAND starts disabled, DEL is a placeholder). Code architected by Disco DeDisco <discodedisco@outlook.com> Git commit message Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 17:23:25 -04:00
My Sea client-side card draw + DEL + LOCK HAND visual lock — Sprint 5 iter 4a of My Sea roadmap — TDD Two-step deposit flow lifted from gameroom sea.js's `_fillSlot`: click a polarity stack → FLIP btn appears on the active stack → click FLIP → top card pops from that polarity's pile and deposits into `DRAW_ORDER[currentSpread][_filled]`. Per-spread hand-size completion (3 for any three-card spread, 6 for Celtic Cross variants) flips LOCK HAND from disabled to enabled. DEL fully resets — every filled slot reverts to `.sea-card-slot--empty` w. its `.sea-pos-label` re-rendered, piles re-clone from the immutable server payload, LOCK HAND re-disables. Switching spreads mid-draw triggers the same reset (position-subset + draw-order both change). LOCK HAND click visually locks the picker (`.my-sea-picker--locked` + `.btn-disabled` on stacks/DEL/itself) — server persistence defers to iter 4b. **Card source**: new `_my_sea_deck_data(user)` helper in `apps/gameboard/views.py` mirrors the gameroom `epic.views.sea_deck` JSON contract — same `_card_dict` shape (id/name/arcana/suit/number/corner_rank/suit_icon/name_group/name_title/qualifiers/reversed). Differences from the room version per spec lock: - No `room` context; excludes only the **current user's significator** (no other seated gamers). - Backup-deck fallthrough: `user.equipped_deck or DeckVariant.filter(slug='earthman').first()` — mirrors `personal_sig_cards`, keeps the no-deck-equipped path working. - Reversal probability hardcoded at 0.25 per the iter 3 spec lock. (Future per-user config will share a helper w. the gameroom's `stack_reversal_probability`.) Deck data flows in via `{{ sea_deck_data|json_script:"id_my_sea_deck" }}` — Django's built-in script-tag JSON embedder. JS reads `id_my_sea_deck`'s textContent on init + maintains `_levityPile` / `_gravityPile` working copies that shift one card per deposit. DEL re-clones from the immutable initial payload rather than re-fetching (server is stateless wrt this client-side dealing — same shuffle survives DEL). `.my-sea-picker--locked` SCSS: `.sea-deck-stack.btn-disabled` gets `pointer-events: none; opacity: 0.5` per [[feedback_btn_disabled_pointer_events]] convention. Hand state freezes; only iter 4b's LOCK HAND POST can mutate the persisted state from there. **FTs** (9 in new `MySeaCardDrawTest`, using a `_draw_one(picker, polarity)` helper that clicks the stack + waits for the FLIP btn to surface + clicks FLIP): - deck JSON embedded w. two polarity halves, disjoint card ids; - user significator excluded from both halves; - first LEVITY draw lands in SAO's first slot (`.sea-pos-lay`) w. `.sea-card-slot--filled.sea-card-slot--levity` + corner_rank inside; - second draw (GRAVITY) lands in SAO's second slot (`.sea-pos-cover`) w. polarity reflected; - 3 draws complete the SAO hand → LOCK HAND `disabled` attribute drops; - DEL resets every filled slot, LOCK HAND re-disables; - LOCK HAND click adds `.my-sea-picker--locked` + `.btn-disabled` on the stacks; - switching to MBS mid-draw wipes the in-progress hand. **ITs** (6 in new `MySeaDeckDataViewTest`): - context `sea_deck_data` has `levity` + `gravity` keys, both lists; - user significator absent from both halves; - halves are disjoint sets of card ids; - card dicts carry `id` / `corner_rank` / `suit_icon` / `reversed` (bool); shape matches gameroom contract; - template embeds via `<script id="id_my_sea_deck" type="application/json">`; - no-equipped-deck users get the Earthman backup pile (not empty). Tests: 41/41 FT green across test_bill_my_sign + test_game_my_sea; 1055/1055 IT/UT green in 53s. **Deferred to iter 4b** (server persistence): - `MySeaDraw` model (FK to user, spread name, JSON field for hand layout, created_at); - LOCK HAND POST endpoint → commits the hand to the DB; - 1/24h FREE DRAW quota check + the eventual FREE DRAW → DRAW SEA btn-label swap; - Sig stage card full populate (name/qualifier/keywords/FYI/SPIN/FLIP) — currently corner rank + suit icon only. Code architected by Disco DeDisco <discodedisco@outlook.com> Git commit message Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 20:02:20 -04:00
class MySeaCardDrawTest(FunctionalTest):
"""Sprint 5 iter 4a — client-side card-draw mechanics on the picker
phase. Server embeds the deck (gravity + levity halves, user's sig
excluded) as JSON; clicking GRAVITY/LEVITY swatch shows FLIP; FLIP
deposits the next card into the next DRAW_ORDER slot for the active
spread. DEL fully resets the in-progress hand. LOCK HAND enables
when the hand is complete + click locks down further interaction.
Switching spreads also resets the hand (the position-subset changes).
Server-side persistence (committing the locked hand to a MySeaDraw
model) defers to iter 4b."""
def setUp(self):
super().setUp()
_seed_earthman_sig_pile()
_seed_gameboard_applets()
self.email = "draw@test.io"
self.gamer = User.objects.create(email=self.email)
self.target_card = _assign_sig(self.gamer)
def _enter_picker_phase(self):
self.create_pre_authenticated_session(self.email)
self.browser.get(self.live_server_url + "/gameboard/my-sea/")
btn = self.wait_for(
lambda: self.browser.find_element(By.CSS_SELECTOR, "#id_draw_sea_btn")
)
btn.click()
return self.wait_for(
lambda: self.browser.find_element(
By.CSS_SELECTOR, ".my-sea-page[data-phase='picker']"
)
)
My Sea iter-4a follow-up batch: modal port + draw polish + label positioning + Major Arcana fix — TDD User-driven bug-squash + UX-polish cycle on top of iter 4a (ca2a62f). All 14 fixes ship behind the same iter-4a banner since they close the substage's UX gaps without expanding scope to iter 4b's persistence layer. SeaDeal modal port — extracted apps/gameboard/_partials/_sea_stage.html shared by gameroom + my-sea; aliased .my-sea-picker w. id=id_sea_overlay so SeaDeal.init() finds it; FLIP click → SeaDeal.openStage delegation instead of bare _fillSlot. Fixes the user-reported 'thumbnail disappears' bug — slot was landing at opacity 0 (.--filled w.o .--visible) because SeaDeal's _hideStage (which adds --visible on modal dismiss) was never running. 3 new FTs cover the modal flow. Spread lock + DEL reshuffle — _lockSpread/_unlockSpread toggle .sea-select--locked class on the combobox; first deposit locks, _resetHand unlocks. _reshuffleDeck Fisher-Yates over combined piles + re-rolls 25% reversal axis on DEL so successive DELs don't re-deal the same hand. Verified Claudezilla: 3 DEL cycles produced distinct lay cards (150 → 114 → 155). Cover/cross empty slots — subtle dotted outline (transparent bg + 0.25 alpha border) w. --duoUser mask reveal on hover/touch. Per the user spec; rule lives in _card-deck.scss (shared between gameroom + my-sea). Plus matching label-opacity (0.25 idle → 0.6 hover) via CSS :hover ancestor propagation. DOS spec — Solution moved from cover → crown per user correction. DRAW_ORDER ['loom', 'cross', 'crown']; POSITION_LABELS {loom: Desire, cross: Obstacle, crown: Solution}; SCSS hide list flipped from [leave, crown, lay] → [leave, cover, lay]; FT/IT assertions updated. SAO → DOS soft-reload bug — Firefox autofill on hidden input restored the previous-session DOS value, tripping combobox.js's change-event guard. Fix: autocomplete=off + force-sync hidden.value from server-rendered aria-selected option in init. Captured as feedback_firefox_autofill_hidden_inputs (generalizable trap). .sea-pos-label outside .sea-card-slot — moved label to be a sibling of the slot in the cell, so SeaDeal innerHTML clobber on draw doesn't erase it. Per-position absolute positioning touching slot borders: crown/cover above (translate -50%, 0.1rem, scaleY 1.2); lay/cross below (translate -50%, -0.1rem, scaleY 1.2); leave left, CCW (writing-mode vertical-rl + rotate 180deg + scaleX 1.2); loom right, CW (writing-mode vertical-rl + scaleX 1.2). scaleX for rotated labels (not scaleY) — perpendicular to text-flow is the visible-width direction after rotation. .my-sea-cross gap bumped to 1.75rem for label clearance. Escape Velocity label swaps — POSITION_LABELS for escape-velocity: {crown: Crown, leave: Lay, cover: Cover, cross: Cross, loom: Loom, lay: Leave}. Replaces the Waite-Smith Behind/Beneath/Before per user spec. SPREAD dropdown portal — .my-sea-form-col .sea-form-main { overflow: visible } + .sea-select-list { z-index: 1000 } so the dropdown extends past the form-main scroll area + sits above the picker stacking ints. Gameroom .sea-form-main still scrolls (only my-sea opts out). Major Arcana polarity-split rendering — added 9 missing _card_dict keys to my-sea's _my_sea_deck_data to match gameroom epic.views.sea_deck's contract: levity_emanation, gravity_emanation, levity_reversal, gravity_reversal, italic_word, keywords_upright, keywords_reversed, energies, operations. Without these StageCard.populateCard falls through to plain name_title for trumps 19-21 + cards 48-49. Iter 4b cleanup candidate: extract apps.epic.utils.card_dict() to DRY the now-identical helpers. Tests deferred — user explicitly belayed FT runs during the bug-fix substage. Iter 4b will re-establish a green sweep before its commit lands. Code architected by Disco DeDisco <discodedisco@outlook.com> Git commit message Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 22:02:27 -04:00
def _draw_open_modal(self, picker, polarity):
"""Click a polarity swatch + the FLIP btn that appears → opens
the SeaDeal stage modal. Returns the stage element so callers
can assert on it before dismissing."""
My Sea client-side card draw + DEL + LOCK HAND visual lock — Sprint 5 iter 4a of My Sea roadmap — TDD Two-step deposit flow lifted from gameroom sea.js's `_fillSlot`: click a polarity stack → FLIP btn appears on the active stack → click FLIP → top card pops from that polarity's pile and deposits into `DRAW_ORDER[currentSpread][_filled]`. Per-spread hand-size completion (3 for any three-card spread, 6 for Celtic Cross variants) flips LOCK HAND from disabled to enabled. DEL fully resets — every filled slot reverts to `.sea-card-slot--empty` w. its `.sea-pos-label` re-rendered, piles re-clone from the immutable server payload, LOCK HAND re-disables. Switching spreads mid-draw triggers the same reset (position-subset + draw-order both change). LOCK HAND click visually locks the picker (`.my-sea-picker--locked` + `.btn-disabled` on stacks/DEL/itself) — server persistence defers to iter 4b. **Card source**: new `_my_sea_deck_data(user)` helper in `apps/gameboard/views.py` mirrors the gameroom `epic.views.sea_deck` JSON contract — same `_card_dict` shape (id/name/arcana/suit/number/corner_rank/suit_icon/name_group/name_title/qualifiers/reversed). Differences from the room version per spec lock: - No `room` context; excludes only the **current user's significator** (no other seated gamers). - Backup-deck fallthrough: `user.equipped_deck or DeckVariant.filter(slug='earthman').first()` — mirrors `personal_sig_cards`, keeps the no-deck-equipped path working. - Reversal probability hardcoded at 0.25 per the iter 3 spec lock. (Future per-user config will share a helper w. the gameroom's `stack_reversal_probability`.) Deck data flows in via `{{ sea_deck_data|json_script:"id_my_sea_deck" }}` — Django's built-in script-tag JSON embedder. JS reads `id_my_sea_deck`'s textContent on init + maintains `_levityPile` / `_gravityPile` working copies that shift one card per deposit. DEL re-clones from the immutable initial payload rather than re-fetching (server is stateless wrt this client-side dealing — same shuffle survives DEL). `.my-sea-picker--locked` SCSS: `.sea-deck-stack.btn-disabled` gets `pointer-events: none; opacity: 0.5` per [[feedback_btn_disabled_pointer_events]] convention. Hand state freezes; only iter 4b's LOCK HAND POST can mutate the persisted state from there. **FTs** (9 in new `MySeaCardDrawTest`, using a `_draw_one(picker, polarity)` helper that clicks the stack + waits for the FLIP btn to surface + clicks FLIP): - deck JSON embedded w. two polarity halves, disjoint card ids; - user significator excluded from both halves; - first LEVITY draw lands in SAO's first slot (`.sea-pos-lay`) w. `.sea-card-slot--filled.sea-card-slot--levity` + corner_rank inside; - second draw (GRAVITY) lands in SAO's second slot (`.sea-pos-cover`) w. polarity reflected; - 3 draws complete the SAO hand → LOCK HAND `disabled` attribute drops; - DEL resets every filled slot, LOCK HAND re-disables; - LOCK HAND click adds `.my-sea-picker--locked` + `.btn-disabled` on the stacks; - switching to MBS mid-draw wipes the in-progress hand. **ITs** (6 in new `MySeaDeckDataViewTest`): - context `sea_deck_data` has `levity` + `gravity` keys, both lists; - user significator absent from both halves; - halves are disjoint sets of card ids; - card dicts carry `id` / `corner_rank` / `suit_icon` / `reversed` (bool); shape matches gameroom contract; - template embeds via `<script id="id_my_sea_deck" type="application/json">`; - no-equipped-deck users get the Earthman backup pile (not empty). Tests: 41/41 FT green across test_bill_my_sign + test_game_my_sea; 1055/1055 IT/UT green in 53s. **Deferred to iter 4b** (server persistence): - `MySeaDraw` model (FK to user, spread name, JSON field for hand layout, created_at); - LOCK HAND POST endpoint → commits the hand to the DB; - 1/24h FREE DRAW quota check + the eventual FREE DRAW → DRAW SEA btn-label swap; - Sig stage card full populate (name/qualifier/keywords/FYI/SPIN/FLIP) — currently corner rank + suit icon only. Code architected by Disco DeDisco <discodedisco@outlook.com> Git commit message Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 20:02:20 -04:00
stack = picker.find_element(
By.CSS_SELECTOR, f".sea-deck-stack--{polarity}"
)
stack.click()
flip = self.wait_for(
lambda: stack.find_element(By.CSS_SELECTOR, ".sea-stack-ok")
)
self.wait_for(lambda: self.assertTrue(flip.is_displayed()))
flip.click()
My Sea iter-4a follow-up batch: modal port + draw polish + label positioning + Major Arcana fix — TDD User-driven bug-squash + UX-polish cycle on top of iter 4a (ca2a62f). All 14 fixes ship behind the same iter-4a banner since they close the substage's UX gaps without expanding scope to iter 4b's persistence layer. SeaDeal modal port — extracted apps/gameboard/_partials/_sea_stage.html shared by gameroom + my-sea; aliased .my-sea-picker w. id=id_sea_overlay so SeaDeal.init() finds it; FLIP click → SeaDeal.openStage delegation instead of bare _fillSlot. Fixes the user-reported 'thumbnail disappears' bug — slot was landing at opacity 0 (.--filled w.o .--visible) because SeaDeal's _hideStage (which adds --visible on modal dismiss) was never running. 3 new FTs cover the modal flow. Spread lock + DEL reshuffle — _lockSpread/_unlockSpread toggle .sea-select--locked class on the combobox; first deposit locks, _resetHand unlocks. _reshuffleDeck Fisher-Yates over combined piles + re-rolls 25% reversal axis on DEL so successive DELs don't re-deal the same hand. Verified Claudezilla: 3 DEL cycles produced distinct lay cards (150 → 114 → 155). Cover/cross empty slots — subtle dotted outline (transparent bg + 0.25 alpha border) w. --duoUser mask reveal on hover/touch. Per the user spec; rule lives in _card-deck.scss (shared between gameroom + my-sea). Plus matching label-opacity (0.25 idle → 0.6 hover) via CSS :hover ancestor propagation. DOS spec — Solution moved from cover → crown per user correction. DRAW_ORDER ['loom', 'cross', 'crown']; POSITION_LABELS {loom: Desire, cross: Obstacle, crown: Solution}; SCSS hide list flipped from [leave, crown, lay] → [leave, cover, lay]; FT/IT assertions updated. SAO → DOS soft-reload bug — Firefox autofill on hidden input restored the previous-session DOS value, tripping combobox.js's change-event guard. Fix: autocomplete=off + force-sync hidden.value from server-rendered aria-selected option in init. Captured as feedback_firefox_autofill_hidden_inputs (generalizable trap). .sea-pos-label outside .sea-card-slot — moved label to be a sibling of the slot in the cell, so SeaDeal innerHTML clobber on draw doesn't erase it. Per-position absolute positioning touching slot borders: crown/cover above (translate -50%, 0.1rem, scaleY 1.2); lay/cross below (translate -50%, -0.1rem, scaleY 1.2); leave left, CCW (writing-mode vertical-rl + rotate 180deg + scaleX 1.2); loom right, CW (writing-mode vertical-rl + scaleX 1.2). scaleX for rotated labels (not scaleY) — perpendicular to text-flow is the visible-width direction after rotation. .my-sea-cross gap bumped to 1.75rem for label clearance. Escape Velocity label swaps — POSITION_LABELS for escape-velocity: {crown: Crown, leave: Lay, cover: Cover, cross: Cross, loom: Loom, lay: Leave}. Replaces the Waite-Smith Behind/Beneath/Before per user spec. SPREAD dropdown portal — .my-sea-form-col .sea-form-main { overflow: visible } + .sea-select-list { z-index: 1000 } so the dropdown extends past the form-main scroll area + sits above the picker stacking ints. Gameroom .sea-form-main still scrolls (only my-sea opts out). Major Arcana polarity-split rendering — added 9 missing _card_dict keys to my-sea's _my_sea_deck_data to match gameroom epic.views.sea_deck's contract: levity_emanation, gravity_emanation, levity_reversal, gravity_reversal, italic_word, keywords_upright, keywords_reversed, energies, operations. Without these StageCard.populateCard falls through to plain name_title for trumps 19-21 + cards 48-49. Iter 4b cleanup candidate: extract apps.epic.utils.card_dict() to DRY the now-identical helpers. Tests deferred — user explicitly belayed FT runs during the bug-fix substage. Iter 4b will re-establish a green sweep before its commit lands. Code architected by Disco DeDisco <discodedisco@outlook.com> Git commit message Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 22:02:27 -04:00
# SeaDeal.openStage shows #id_sea_stage. Wait for the modal.
return self.wait_for(
lambda: self._stage_visible()
)
def _stage_visible(self):
stage = self.browser.find_element(By.CSS_SELECTOR, "#id_sea_stage")
if not stage.is_displayed():
raise AssertionError("sea-stage not visible after FLIP click")
return stage
def _dismiss_modal(self):
"""Click the stage backdrop → SeaDeal._hideStage → modal hides +
slot gains `.--visible` (thumbnail fades in).
Uses `execute_script` to dispatch the click rather than a native
Selenium `.click()` `.sea-stage-content` overlays the backdrop
visually (centered card + stat block), so Selenium reports
ElementClickInterceptedException for a direct click. This is
the documented Selenium-limitation exception per the TDD skill;
the actual backdrop-click close behaviour is Jasmine-tested
in [[SeaDealSpec.js]] / "Backdrop click closes the stage"."""
self.browser.execute_script(
"document.querySelector('#id_sea_stage .sea-stage-backdrop').click();"
)
self.wait_for(
lambda: self.assertFalse(
self.browser.find_element(By.CSS_SELECTOR, "#id_sea_stage").is_displayed()
)
)
def _draw_one(self, picker, polarity):
"""Full single-draw cycle: open modal + dismiss it. Used by FTs
that need to deposit multiple cards in sequence (the stage
backdrop blocks subsequent deck-stack clicks)."""
self._draw_open_modal(picker, polarity)
self._dismiss_modal()
My Sea client-side card draw + DEL + LOCK HAND visual lock — Sprint 5 iter 4a of My Sea roadmap — TDD Two-step deposit flow lifted from gameroom sea.js's `_fillSlot`: click a polarity stack → FLIP btn appears on the active stack → click FLIP → top card pops from that polarity's pile and deposits into `DRAW_ORDER[currentSpread][_filled]`. Per-spread hand-size completion (3 for any three-card spread, 6 for Celtic Cross variants) flips LOCK HAND from disabled to enabled. DEL fully resets — every filled slot reverts to `.sea-card-slot--empty` w. its `.sea-pos-label` re-rendered, piles re-clone from the immutable server payload, LOCK HAND re-disables. Switching spreads mid-draw triggers the same reset (position-subset + draw-order both change). LOCK HAND click visually locks the picker (`.my-sea-picker--locked` + `.btn-disabled` on stacks/DEL/itself) — server persistence defers to iter 4b. **Card source**: new `_my_sea_deck_data(user)` helper in `apps/gameboard/views.py` mirrors the gameroom `epic.views.sea_deck` JSON contract — same `_card_dict` shape (id/name/arcana/suit/number/corner_rank/suit_icon/name_group/name_title/qualifiers/reversed). Differences from the room version per spec lock: - No `room` context; excludes only the **current user's significator** (no other seated gamers). - Backup-deck fallthrough: `user.equipped_deck or DeckVariant.filter(slug='earthman').first()` — mirrors `personal_sig_cards`, keeps the no-deck-equipped path working. - Reversal probability hardcoded at 0.25 per the iter 3 spec lock. (Future per-user config will share a helper w. the gameroom's `stack_reversal_probability`.) Deck data flows in via `{{ sea_deck_data|json_script:"id_my_sea_deck" }}` — Django's built-in script-tag JSON embedder. JS reads `id_my_sea_deck`'s textContent on init + maintains `_levityPile` / `_gravityPile` working copies that shift one card per deposit. DEL re-clones from the immutable initial payload rather than re-fetching (server is stateless wrt this client-side dealing — same shuffle survives DEL). `.my-sea-picker--locked` SCSS: `.sea-deck-stack.btn-disabled` gets `pointer-events: none; opacity: 0.5` per [[feedback_btn_disabled_pointer_events]] convention. Hand state freezes; only iter 4b's LOCK HAND POST can mutate the persisted state from there. **FTs** (9 in new `MySeaCardDrawTest`, using a `_draw_one(picker, polarity)` helper that clicks the stack + waits for the FLIP btn to surface + clicks FLIP): - deck JSON embedded w. two polarity halves, disjoint card ids; - user significator excluded from both halves; - first LEVITY draw lands in SAO's first slot (`.sea-pos-lay`) w. `.sea-card-slot--filled.sea-card-slot--levity` + corner_rank inside; - second draw (GRAVITY) lands in SAO's second slot (`.sea-pos-cover`) w. polarity reflected; - 3 draws complete the SAO hand → LOCK HAND `disabled` attribute drops; - DEL resets every filled slot, LOCK HAND re-disables; - LOCK HAND click adds `.my-sea-picker--locked` + `.btn-disabled` on the stacks; - switching to MBS mid-draw wipes the in-progress hand. **ITs** (6 in new `MySeaDeckDataViewTest`): - context `sea_deck_data` has `levity` + `gravity` keys, both lists; - user significator absent from both halves; - halves are disjoint sets of card ids; - card dicts carry `id` / `corner_rank` / `suit_icon` / `reversed` (bool); shape matches gameroom contract; - template embeds via `<script id="id_my_sea_deck" type="application/json">`; - no-equipped-deck users get the Earthman backup pile (not empty). Tests: 41/41 FT green across test_bill_my_sign + test_game_my_sea; 1055/1055 IT/UT green in 53s. **Deferred to iter 4b** (server persistence): - `MySeaDraw` model (FK to user, spread name, JSON field for hand layout, created_at); - LOCK HAND POST endpoint → commits the hand to the DB; - 1/24h FREE DRAW quota check + the eventual FREE DRAW → DRAW SEA btn-label swap; - Sig stage card full populate (name/qualifier/keywords/FYI/SPIN/FLIP) — currently corner rank + suit icon only. Code architected by Disco DeDisco <discodedisco@outlook.com> Git commit message Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 20:02:20 -04:00
# ── Test 1 ───────────────────────────────────────────────────────────────
def test_deck_data_embedded_with_two_polarity_halves(self):
"""Server-side renders the shuffled deck (levity + gravity
halves, sig excluded) inside `<script type="application/json"
id="id_my_sea_deck">`. Client-side JS reads on init."""
import json as _json
picker = self._enter_picker_phase()
data_el = picker.find_element(By.CSS_SELECTOR, "#id_my_sea_deck")
deck = _json.loads(data_el.get_attribute("textContent"))
self.assertIn("levity", deck)
self.assertIn("gravity", deck)
self.assertIsInstance(deck["levity"], list)
self.assertIsInstance(deck["gravity"], list)
# Both halves should be non-empty (16 court cards in the seed,
# minus 1 sig → 15 cards split ~7/8).
self.assertGreater(len(deck["levity"]) + len(deck["gravity"]), 0)
# No card appears in both halves.
levity_ids = {c["id"] for c in deck["levity"]}
gravity_ids = {c["id"] for c in deck["gravity"]}
self.assertEqual(levity_ids & gravity_ids, set())
# ── Test 2 ───────────────────────────────────────────────────────────────
def test_user_significator_excluded_from_drawn_deck(self):
"""The user's significator (pinned in `.sea-pos-core`) must NOT
appear in the gravity or levity deck halves would otherwise
let the same card show up twice in the layout."""
import json as _json
picker = self._enter_picker_phase()
data_el = picker.find_element(By.CSS_SELECTOR, "#id_my_sea_deck")
deck = _json.loads(data_el.get_attribute("textContent"))
all_ids = {c["id"] for c in deck["levity"]} | {c["id"] for c in deck["gravity"]}
self.assertNotIn(self.target_card.id, all_ids)
# ── Test 3 ───────────────────────────────────────────────────────────────
def test_levity_click_then_flip_deposits_card_into_first_sao_slot(self):
"""Default spread = SAO; first slot = `.sea-pos-lay` per the
DRAW_ORDER spec. Clicking LEVITY FLIP the first drawn card
lands in lay's `.sea-card-slot` w. `--filled` + `--levity`
classes + corner_rank text content from the deck card."""
picker = self._enter_picker_phase()
self._draw_one(picker, "levity")
slot = self.wait_for(
lambda: picker.find_element(
By.CSS_SELECTOR,
".sea-pos-lay .sea-card-slot.sea-card-slot--filled",
)
)
self.assertIn("sea-card-slot--levity", slot.get_attribute("class"))
# Card has a corner-rank rendered inside.
slot.find_element(By.CSS_SELECTOR, ".fan-corner-rank")
# Slot has a data-card-id attribute set to the deposited card's id.
self.assertTrue(slot.get_attribute("data-card-id"))
# ── Test 4 ───────────────────────────────────────────────────────────────
def test_two_draws_fill_first_two_slots_in_draw_order(self):
"""SAO draw order = lay → cover → crown. Second draw lands in
`.sea-pos-cover` regardless of polarity. Polarity of each
slot reflects which swatch was clicked."""
picker = self._enter_picker_phase()
self._draw_one(picker, "levity")
self._draw_one(picker, "gravity")
# First slot (lay) — levity
lay = picker.find_element(
By.CSS_SELECTOR, ".sea-pos-lay .sea-card-slot.sea-card-slot--filled"
)
self.assertIn("sea-card-slot--levity", lay.get_attribute("class"))
# Second slot (cover) — gravity
cover = picker.find_element(
By.CSS_SELECTOR, ".sea-pos-cover .sea-card-slot.sea-card-slot--filled"
)
self.assertIn("sea-card-slot--gravity", cover.get_attribute("class"))
# ── Test 5 ───────────────────────────────────────────────────────────────
def test_lock_hand_enables_when_sao_hand_is_complete(self):
"""LOCK HAND starts disabled; flips to enabled once all 3 SAO
positions are drawn (hand-size = 3 for any three-card spread)."""
picker = self._enter_picker_phase()
lock = picker.find_element(By.CSS_SELECTOR, "#id_sea_lock_hand")
self.assertEqual(lock.get_attribute("disabled"), "true")
self._draw_one(picker, "levity")
self._draw_one(picker, "levity")
# Two draws — still disabled.
self.assertEqual(lock.get_attribute("disabled"), "true")
self._draw_one(picker, "gravity")
# Third draw completes the SAO hand — LOCK HAND enables.
self.wait_for(
lambda: self.assertIsNone(lock.get_attribute("disabled"))
)
# ── Test 6 ───────────────────────────────────────────────────────────────
def test_del_click_resets_hand_and_disables_lock_hand(self):
"""DEL fully resets — every filled slot returns to `--empty`,
labels re-render, _filled counter zeros, LOCK HAND disables."""
picker = self._enter_picker_phase()
self._draw_one(picker, "levity")
self._draw_one(picker, "gravity")
self.assertEqual(
len(picker.find_elements(
By.CSS_SELECTOR, ".sea-card-slot.sea-card-slot--filled"
)),
2,
)
delbtn = picker.find_element(By.CSS_SELECTOR, "#id_sea_del")
delbtn.click()
self.wait_for(
lambda: self.assertEqual(
len(picker.find_elements(
By.CSS_SELECTOR, ".sea-card-slot.sea-card-slot--filled"
)),
0,
)
)
lock = picker.find_element(By.CSS_SELECTOR, "#id_sea_lock_hand")
self.assertEqual(lock.get_attribute("disabled"), "true")
# ── Test 7 ───────────────────────────────────────────────────────────────
def test_lock_hand_click_disables_further_interaction(self):
"""After LOCK HAND fires, deck swatches + DEL btn + LOCK HAND
itself all carry the `.btn-disabled` class so the hand can't
be mutated further. Persistence (POST to a server endpoint)
defers to iter 4b this test pins only the visual lock."""
picker = self._enter_picker_phase()
self._draw_one(picker, "levity")
self._draw_one(picker, "levity")
self._draw_one(picker, "gravity")
lock = picker.find_element(By.CSS_SELECTOR, "#id_sea_lock_hand")
self.wait_for(
lambda: self.assertIsNone(lock.get_attribute("disabled"))
)
lock.click()
# Picker carries a .my-sea-picker--locked class after LOCK HAND.
self.wait_for(
lambda: self.browser.find_element(
By.CSS_SELECTOR, ".my-sea-picker.my-sea-picker--locked"
)
)
# Swatches no longer respond — clicking them does nothing.
gravity_stack = picker.find_element(
By.CSS_SELECTOR, ".sea-deck-stack--gravity"
)
self.assertIn("btn-disabled", gravity_stack.get_attribute("class"))
# ── Test 8 ───────────────────────────────────────────────────────────────
def test_switching_spread_resets_in_progress_hand(self):
"""Picking a different spread on the combobox mid-draw resets
the hand different spreads use different position subsets +
different hand-sizes, so an in-progress hand can't carry over."""
picker = self._enter_picker_phase()
self._draw_one(picker, "levity")
self.assertEqual(
len(picker.find_elements(
By.CSS_SELECTOR, ".sea-card-slot.sea-card-slot--filled"
)),
1,
)
combo = picker.find_element(By.CSS_SELECTOR, "[data-combobox]")
combo.click()
picker.find_element(
By.CSS_SELECTOR,
".sea-select-list [role='option'][data-value='mind-body-spirit']",
).click()
self.wait_for(
lambda: self.assertEqual(
len(picker.find_elements(
By.CSS_SELECTOR, ".sea-card-slot.sea-card-slot--filled"
)),
0,
)
)
My Sea form col + SPREAD dropdown w. 3-card/6-card section dividers — Sprint 5 iter 3 of My Sea roadmap — TDD Picker phase form col: SPREAD combobox w. 6 spread options under 2 horizontal section dividers ("3-card spreads" / "6-card spreads"), reversal-% caption, GRAVITY + LEVITY deck swatches, LOCK HAND + DEL btns. Default = Situation, Action, Outcome (a 3-card spread). Selecting a 6-card spread (Celtic Cross Waite-Smith or Escape Velocity) swaps `.my-sea-cross[data-spread-shape]` from `three-card` to `six-card` — revealing the crown / lay / cross cells that the default 3-card variants hide. Naming correction (user-locked): the spread itself is a "three-card spread" not a "three-card cross" — "cross" stays scoped to the Celtic Cross variants (6-card spreads). CSS class `.my-sea-cross` carries grid-container semantics regardless of which spread shape is active; the spread-vs-cross distinction lives at the spread-name layer only. - **View** (gameboard/views.py): `my_sea` adds `default_spread = "situation-action-outcome"` + `reversals_pct = 25` context keys. - **Template** (my_sea.html): renders all 7 cross cells (crown/leave/core+cover+cross/loom/lay) unconditionally + adds `data-spread-shape="three-card"` to `.my-sea-cross`. Form col DRY-reuses gameroom `_sea_overlay.html`'s `.sea-form-col` shape — `.sea-form-main` w. `.sea-field` (SPREAD label + reversal hint + custom combobox) + `.sea-stacks` (GRAVITY + LEVITY swatches) + `.sea-form-actions` (LOCK HAND + DEL). 6 options + 2 dividers in the combobox `<ul>`; dividers are `role="presentation"` so `combobox.js` skips them naturally. Inline IIFE listens for the hidden `<input id="id_sea_spread">`'s `change` event + sets `.my-sea-cross`'s `data-spread-shape` based on whether the value is in `['waite-smith', 'escape-velocity']`. No new combobox.js wiring — the existing module's `change`-bubbling contract feeds straight in. - **SCSS** (_gameboard.scss): - `.my-sea-cross[data-spread-shape="three-card"]` — single-row `"leave core loom"` grid + `display: none` on crown/lay/cross. - `.my-sea-cross[data-spread-shape="six-card"]` — inherits the gameroom `.sea-cross`'s 3×3 grid + reveals all cells. - `.sea-select-divider` — section header style mirrors `.kit-bag-label`'s small-uppercase-underlined-letter-spaced --quaUser/0.75 treatment but HORIZONTAL (kit-bag uses `writing-mode: vertical-rl`; dropdown menus are flat). `pointer-events: none` belt-and-braces against accidental click/hover. - `.my-sea-form-col` — width-constrains the form col so the picker's cross + form sit side-by-side. **Iter-2 contract updated** (cells in DOM, hidden via CSS for 3-card default): - FT `test_picker_does_not_render_forsaken_positions` → renamed to `test_picker_hides_six_card_only_positions_by_default` — asserts the 3 cells are in the DOM but `is_displayed() == False` so iter-3's spread switch can reveal them via CSS without re-rendering. - IT `test_picker_does_not_render_forsaken_positions` → renamed to `test_picker_renders_six_card_only_positions_for_spread_switch` — assertContains the classes (server now renders them unconditionally). **Tests**: - 4 FTs in new `MySeaSpreadFormTest`: combobox renders 6 options + 2 dividers w. correct labels, default is Situation/Action/Outcome (hidden input value + visible current-label span + cross's data-spread-shape), picking Celtic Cross flips data-spread-shape to six-card + reveals crown/lay/cross, form col carries DECKS swatches + LOCK HAND + DEL + reversal-% caption. Combobox `<li>` options are inside `aria-expanded='false'` listbox → use `get_attribute("textContent")` not `.text` (which returns "" for Selenium-hidden elements). - 7 ITs in new `MySeaSpreadFormTemplateTest`: default_spread + reversals_pct context keys, all 6 options + both labels render, 2 dividers render w. expected text, default option carries aria-selected="true", cross's initial data-spread-shape="three-card", form col DECKS + buttons + reversal hint render. Tests: 32/32 FT green across test_bill_my_sign + test_game_my_sea; 1048/1048 IT/UT green in 52s. Card-draw mechanics (clicking a deck swatch deposits a card into the next empty slot; LOCK HAND commits the draw) defer to iter 4 — this iter ships the spread-selection + layout-shape switch UI; the buttons are stubs (LOCK HAND starts disabled, DEL is a placeholder). Code architected by Disco DeDisco <discodedisco@outlook.com> Git commit message Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 17:23:25 -04:00
# ── Test 4 ───────────────────────────────────────────────────────────────
def test_form_col_renders_decks_lock_hand_del_and_reversal_pct(self):
"""Form col carries the DECKS swatches (GRAVITY + LEVITY), the
LOCK HAND `.btn-primary`, the DEL `.btn-danger`, and the
reversal-percentage caption (default 25%)."""
picker = self._enter_picker_phase()
# DECKS — two stacks
stacks = picker.find_elements(By.CSS_SELECTOR, ".sea-deck-stack")
self.assertEqual(len(stacks), 2)
names = "|".join(
s.find_element(By.CSS_SELECTOR, ".sea-stack-name").text.upper()
for s in stacks
)
self.assertIn("GRAVITY", names)
self.assertIn("LEVITY", names)
# LOCK HAND + DEL
lock = picker.find_element(By.CSS_SELECTOR, "#id_sea_lock_hand")
self.assertIn("LOCK", lock.text.upper())
self.assertIn("HAND", lock.text.upper())
self.assertIn("btn-primary", lock.get_attribute("class"))
delbtn = picker.find_element(By.CSS_SELECTOR, "#id_sea_del")
self.assertIn("DEL", delbtn.text.upper())
self.assertIn("btn-danger", delbtn.get_attribute("class"))
# Reversal % caption — default 25
hint = picker.find_element(By.CSS_SELECTOR, ".sea-reversal-hint")
self.assertIn("25", hint.text)
self.assertIn("reversal", hint.text.lower())
My Sea iter-4a follow-up batch: modal port + draw polish + label positioning + Major Arcana fix — TDD User-driven bug-squash + UX-polish cycle on top of iter 4a (ca2a62f). All 14 fixes ship behind the same iter-4a banner since they close the substage's UX gaps without expanding scope to iter 4b's persistence layer. SeaDeal modal port — extracted apps/gameboard/_partials/_sea_stage.html shared by gameroom + my-sea; aliased .my-sea-picker w. id=id_sea_overlay so SeaDeal.init() finds it; FLIP click → SeaDeal.openStage delegation instead of bare _fillSlot. Fixes the user-reported 'thumbnail disappears' bug — slot was landing at opacity 0 (.--filled w.o .--visible) because SeaDeal's _hideStage (which adds --visible on modal dismiss) was never running. 3 new FTs cover the modal flow. Spread lock + DEL reshuffle — _lockSpread/_unlockSpread toggle .sea-select--locked class on the combobox; first deposit locks, _resetHand unlocks. _reshuffleDeck Fisher-Yates over combined piles + re-rolls 25% reversal axis on DEL so successive DELs don't re-deal the same hand. Verified Claudezilla: 3 DEL cycles produced distinct lay cards (150 → 114 → 155). Cover/cross empty slots — subtle dotted outline (transparent bg + 0.25 alpha border) w. --duoUser mask reveal on hover/touch. Per the user spec; rule lives in _card-deck.scss (shared between gameroom + my-sea). Plus matching label-opacity (0.25 idle → 0.6 hover) via CSS :hover ancestor propagation. DOS spec — Solution moved from cover → crown per user correction. DRAW_ORDER ['loom', 'cross', 'crown']; POSITION_LABELS {loom: Desire, cross: Obstacle, crown: Solution}; SCSS hide list flipped from [leave, crown, lay] → [leave, cover, lay]; FT/IT assertions updated. SAO → DOS soft-reload bug — Firefox autofill on hidden input restored the previous-session DOS value, tripping combobox.js's change-event guard. Fix: autocomplete=off + force-sync hidden.value from server-rendered aria-selected option in init. Captured as feedback_firefox_autofill_hidden_inputs (generalizable trap). .sea-pos-label outside .sea-card-slot — moved label to be a sibling of the slot in the cell, so SeaDeal innerHTML clobber on draw doesn't erase it. Per-position absolute positioning touching slot borders: crown/cover above (translate -50%, 0.1rem, scaleY 1.2); lay/cross below (translate -50%, -0.1rem, scaleY 1.2); leave left, CCW (writing-mode vertical-rl + rotate 180deg + scaleX 1.2); loom right, CW (writing-mode vertical-rl + scaleX 1.2). scaleX for rotated labels (not scaleY) — perpendicular to text-flow is the visible-width direction after rotation. .my-sea-cross gap bumped to 1.75rem for label clearance. Escape Velocity label swaps — POSITION_LABELS for escape-velocity: {crown: Crown, leave: Lay, cover: Cover, cross: Cross, loom: Loom, lay: Leave}. Replaces the Waite-Smith Behind/Beneath/Before per user spec. SPREAD dropdown portal — .my-sea-form-col .sea-form-main { overflow: visible } + .sea-select-list { z-index: 1000 } so the dropdown extends past the form-main scroll area + sits above the picker stacking ints. Gameroom .sea-form-main still scrolls (only my-sea opts out). Major Arcana polarity-split rendering — added 9 missing _card_dict keys to my-sea's _my_sea_deck_data to match gameroom epic.views.sea_deck's contract: levity_emanation, gravity_emanation, levity_reversal, gravity_reversal, italic_word, keywords_upright, keywords_reversed, energies, operations. Without these StageCard.populateCard falls through to plain name_title for trumps 19-21 + cards 48-49. Iter 4b cleanup candidate: extract apps.epic.utils.card_dict() to DRY the now-identical helpers. Tests deferred — user explicitly belayed FT runs during the bug-fix substage. Iter 4b will re-establish a green sweep before its commit lands. Code architected by Disco DeDisco <discodedisco@outlook.com> Git commit message Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 22:02:27 -04:00
# ── Test (modal bug fix) ────────────────────────────────────────────────
def test_flip_click_opens_portaled_stage_modal(self):
"""Bug fix (2026-05-19): the user-reported missing modal. After
clicking the deck stack + the FLIP btn that appears, SeaDeal.
openStage should fire showing `#id_sea_stage` (position-fixed
full-viewport portal) above everything else. Before the fix the
slot got filled directly at opacity 0 'thumbnail summarily
disappears'. Now: modal opens; slot stays at `--filled` but
`--visible` is NOT added yet (waits for backdrop dismiss)."""
picker = self._enter_picker_phase()
stage = self._draw_open_modal(picker, "levity")
# Stage card carries the drawn card's data — non-empty corner rank.
rank = stage.find_element(
By.CSS_SELECTOR, ".sea-stage-card .fan-card-corner--tl .fan-corner-rank"
)
self.assertTrue(rank.text.strip(), "stage card should display the drawn card's corner rank")
# Slot in the cross is in `.--filled` state but the thumbnail is
# invisible until the modal dismisses (the bug we're guarding).
slot = picker.find_element(
By.CSS_SELECTOR, ".sea-pos-lay .sea-card-slot.sea-card-slot--filled"
)
self.assertNotIn(
"sea-card-slot--visible", slot.get_attribute("class"),
"slot should still be in pre-reveal opacity-0 state while modal is open",
)
# ── Test (modal bug fix, dismiss reveal) ───────────────────────────────
def test_backdrop_click_dismisses_modal_and_reveals_thumbnail(self):
"""Bug fix part 2: clicking the `.sea-stage-backdrop` closes the
modal AND adds `.sea-card-slot--visible` to the deposited slot,
making the thumbnail fade in. Confirms the user-reported 'card
appears where the slot was' behavior post-dismiss."""
picker = self._enter_picker_phase()
self._draw_open_modal(picker, "levity")
self._dismiss_modal()
slot = picker.find_element(
By.CSS_SELECTOR, ".sea-pos-lay .sea-card-slot.sea-card-slot--filled"
)
self.assertIn(
"sea-card-slot--visible", slot.get_attribute("class"),
"post-dismiss, the slot should fade in via `.--visible`",
)
# ── Test (modal bug fix, stat block populates) ─────────────────────────
def test_modal_stage_renders_stat_block_dom_contract(self):
"""SeaDeal._populate populates the stat-block keyword `<ul>`s
via `#id_sea_stat_upright` / `#id_sea_stat_reversed`. The DOM
contract these IDs exist inside the stage is what this FT
pins; the actual stat content (keyword text, qualifier render)
is exercised by [[SeaDealSpec.js]]. Earthman seed cards in the
iter-4a FT pile carry empty keyword arrays so we can't assert
text content here without enriching the seed."""
picker = self._enter_picker_phase()
self._draw_open_modal(picker, "levity")
# Stat-block UL elements exist inside the visible stage.
upright = self.browser.find_element(By.CSS_SELECTOR, "#id_sea_stat_upright")
reversed_ul = self.browser.find_element(By.CSS_SELECTOR, "#id_sea_stat_reversed")
self.assertIsNotNone(upright)
self.assertIsNotNone(reversed_ul)
# The sea stat block is inside the visible stage modal.
stat_block = self.browser.find_element(
By.CSS_SELECTOR, "#id_sea_stage .sea-stat-block"
)
self.assertIsNotNone(stat_block)