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python-tdd/src/apps/epic/views.py

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import json
from datetime import timedelta
from asgiref.sync import async_to_sync
from channels.layers import get_channel_layer
from django.contrib.auth.decorators import login_required
from django.db import transaction
from django.http import HttpResponse
from django.shortcuts import redirect, render
from django.utils import timezone
from apps.drama.models import GameEvent, record
from django.db.models import Case, IntegerField, Value, When
from apps.epic.models import (
GateSlot, Room, RoomInvite, SIG_SEAT_ORDER, SigReservation, TableSeat,
TarotCard, TarotDeck,
active_sig_seat, debit_token, levity_sig_cards, gravity_sig_cards,
select_token, sig_deck_cards,
)
from apps.lyric.models import Token
RESERVE_TIMEOUT = timedelta(seconds=60)
def _notify_gate_update(room_id):
async_to_sync(get_channel_layer().group_send)(
f'room_{room_id}',
{'type': 'gate_update'},
)
def _notify_turn_changed(room_id):
active_seat = TableSeat.objects.filter(
room_id=room_id, role__isnull=True
).order_by("slot_number").first()
active_slot = active_seat.slot_number if active_seat else None
starter_roles = list(
TableSeat.objects.filter(room_id=room_id, role__isnull=False)
.values_list("role", flat=True)
)
async_to_sync(get_channel_layer().group_send)(
f'room_{room_id}',
{'type': 'turn_changed', 'active_slot': active_slot, 'starter_roles': starter_roles},
)
pick_sigs view + cursor polarity groups; game kit gear menu; housekeeping roles_revealed WS event removed; select_role last pick now fires _notify_all_roles_filled() + stays in ROLE_SELECT; new pick_sigs view (POST /room/<uuid>/pick-sigs) transitions ROLE_SELECT→SIG_SELECT + broadcasts sig_select_started; room.html shows .pick-sigs-btn when all 6 roles filled; PICK SIGS btn absent during mid-selection; 11 new/modified ITs in SelectRoleViewTest + RoomViewAllRolesFilledTest + PickSigsViewTest consumer: LEVITY_ROLES {PC/NC/SC} + GRAVITY_ROLES {BC/EC/AC}; connects to per-polarity cursor group (cursors_{id}_levity/gravity); receive_json routes cursor_move to cursor group; new handlers all_roles_filled, sig_select_started, cursor_move; CursorMoveConsumerTest (TransactionTestCase, @tag channels): levity cursor reaches fellow levity player, does not reach gravity player game kit gear menu: #id_game_kit_menu registered in _applets.scss %applet-menu + fixed-position + landscape offset; id_gk_sections_container added to appletContainerIds in applets.js so OK submit dismisses menu; _game_kit_sections.html sections use entry.applet.grid_cols/grid_rows (was hardcoded 6); %applets-grid applied to #id_gk_sections_container (direct parent of sections, not outer wrapper); FT setUp seeds gk-* applets via get_or_create drama test reorg: integrated/test_views.py deleted (no drama views); two test classes moved to epic/tests/integrated/test_views.py + GameEvent import added; drama/tests/unit/test_models.py → drama/tests/integrated/test_models.py; unit/ dir removed login form: position:fixed + vertically centred in base styles across all breakpoints; 24rem width, text-align:center; landscape block reduced to left/right sidebar offsets; alert moved below h2; left-side position indicator slots 3/4/5 column order flipped via CSS data-slot selectors Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-04 14:33:35 -04:00
def _notify_all_roles_filled(room_id):
async_to_sync(get_channel_layer().group_send)(
f'room_{room_id}',
pick_sigs view + cursor polarity groups; game kit gear menu; housekeeping roles_revealed WS event removed; select_role last pick now fires _notify_all_roles_filled() + stays in ROLE_SELECT; new pick_sigs view (POST /room/<uuid>/pick-sigs) transitions ROLE_SELECT→SIG_SELECT + broadcasts sig_select_started; room.html shows .pick-sigs-btn when all 6 roles filled; PICK SIGS btn absent during mid-selection; 11 new/modified ITs in SelectRoleViewTest + RoomViewAllRolesFilledTest + PickSigsViewTest consumer: LEVITY_ROLES {PC/NC/SC} + GRAVITY_ROLES {BC/EC/AC}; connects to per-polarity cursor group (cursors_{id}_levity/gravity); receive_json routes cursor_move to cursor group; new handlers all_roles_filled, sig_select_started, cursor_move; CursorMoveConsumerTest (TransactionTestCase, @tag channels): levity cursor reaches fellow levity player, does not reach gravity player game kit gear menu: #id_game_kit_menu registered in _applets.scss %applet-menu + fixed-position + landscape offset; id_gk_sections_container added to appletContainerIds in applets.js so OK submit dismisses menu; _game_kit_sections.html sections use entry.applet.grid_cols/grid_rows (was hardcoded 6); %applets-grid applied to #id_gk_sections_container (direct parent of sections, not outer wrapper); FT setUp seeds gk-* applets via get_or_create drama test reorg: integrated/test_views.py deleted (no drama views); two test classes moved to epic/tests/integrated/test_views.py + GameEvent import added; drama/tests/unit/test_models.py → drama/tests/integrated/test_models.py; unit/ dir removed login form: position:fixed + vertically centred in base styles across all breakpoints; 24rem width, text-align:center; landscape block reduced to left/right sidebar offsets; alert moved below h2; left-side position indicator slots 3/4/5 column order flipped via CSS data-slot selectors Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-04 14:33:35 -04:00
{'type': 'all_roles_filled'},
)
def _notify_sig_select_started(room_id):
async_to_sync(get_channel_layer().group_send)(
f'room_{room_id}',
{'type': 'sig_select_started'},
)
def _notify_role_select_start(room_id):
slot_order = list(
GateSlot.objects.filter(room_id=room_id, status=GateSlot.FILLED)
.order_by("slot_number")
.values_list("slot_number", flat=True)
)
async_to_sync(get_channel_layer().group_send)(
f'room_{room_id}',
{'type': 'role_select_start', 'slot_order': slot_order},
)
def _notify_sig_selected(room_id, card_id, role, deck_type='levity'):
async_to_sync(get_channel_layer().group_send)(
f'room_{room_id}',
{'type': 'sig_selected', 'card_id': str(card_id), 'role': role, 'deck_type': deck_type},
)
_LEVITY_ROLES = {'PC', 'NC', 'SC'}
_GRAVITY_ROLES = {'BC', 'EC', 'AC'}
def _notify_sig_reserved(room_id, card_id, role, reserved):
"""Broadcast a sig_reserved event to the matching polarity cursor group."""
polarity = 'levity' if role in _LEVITY_ROLES else 'gravity'
async_to_sync(get_channel_layer().group_send)(
f'cursors_{room_id}_{polarity}',
{'type': 'sig_reserved', 'card_id': str(card_id) if card_id else None,
'role': role, 'reserved': reserved},
)
SLOT_ROLE_LABELS = {1: "PC", 2: "NC", 3: "EC", 4: "SC", 5: "AC", 6: "BC"}
_SIG_SEAT_ORDERING = Case(
*[When(role=r, then=Value(i)) for i, r in enumerate(SIG_SEAT_ORDER)],
default=Value(99),
output_field=IntegerField(),
)
def _canonical_user_seat(room, user):
"""Return the user's seat whose role comes first in PC→NC→EC→SC→AC→BC order.
In normal play (one user = one seat) this is equivalent to .first().
For Carte Blanche (one user = all seats) it returns the PC seat, ensuring
sig-select cursor placement is seat-based, not position/slot-based.
"""
return room.table_seats.filter(gamer=user).order_by(_SIG_SEAT_ORDERING).first()
_ROLE_SCRAWL_NAMES = {
"PC": "Player", "NC": "Narrator", "EC": "Economist",
"SC": "Shepherd", "AC": "Alchemist", "BC": "Builder",
}
def _gate_positions(room):
"""Return list of dicts [{slot, role_label, role_assigned}] for _table_positions.html."""
# Circles disappear in turn order (slot 1 first, slot 2 second, …) regardless
# of which role each gamer chose — so use count, not role matching.
assigned_count = room.table_seats.exclude(role__isnull=True).count()
return [
{
"slot": slot,
"role_label": SLOT_ROLE_LABELS.get(slot.slot_number, ""),
"role_assigned": slot.slot_number <= assigned_count,
}
for slot in room.gate_slots.order_by("slot_number")
]
def _expire_reserved_slots(room):
cutoff = timezone.now() - RESERVE_TIMEOUT
room.gate_slots.filter(
status=GateSlot.RESERVED,
reserved_at__lt=cutoff,
).update(status=GateSlot.EMPTY, gamer=None, reserved_at=None)
def _gate_context(room, user):
_expire_reserved_slots(room)
slots = room.gate_slots.order_by("slot_number")
pending_slot = slots.filter(status=GateSlot.RESERVED).first()
user_reserved_slot = None
user_filled_slot = None
carte_token = None
carte_slots_claimed = 0
carte_nvm_slot_number = None
carte_next_slot_number = None
if user.is_authenticated:
user_reserved_slot = slots.filter(gamer=user, status=GateSlot.RESERVED).first()
user_filled_slot = slots.filter(gamer=user, status=GateSlot.FILLED).first()
carte_token = user.tokens.filter(
token_type=Token.CARTE, current_room=room
).first()
if carte_token:
carte_slots_claimed = carte_token.slots_claimed
# NVM shown on the highest-numbered slot this user filled via CARTE
nvm_slot = slots.filter(
debited_token_type=Token.CARTE, gamer=user, status=GateSlot.FILLED
).order_by("-slot_number").first()
if nvm_slot:
carte_nvm_slot_number = nvm_slot.slot_number
# Only the very next empty slot gets an OK button
next_slot = slots.filter(status=GateSlot.EMPTY).order_by("slot_number").first()
if next_slot:
carte_next_slot_number = next_slot.slot_number
carte_active = carte_token is not None
eligible = (
user.is_authenticated
and pending_slot is None
and user_reserved_slot is None
and user_filled_slot is None
and not carte_active
)
token_depleted = eligible and select_token(user) is None
can_drop = eligible and not token_depleted
is_last_slot = (
user_reserved_slot is not None
and slots.filter(status=GateSlot.EMPTY).count() == 0
)
user_can_reject = user_reserved_slot is not None or user_filled_slot is not None or carte_active
return {
"slots": slots,
"pending_slot": pending_slot,
"user_reserved_slot": user_reserved_slot,
"user_filled_slot": user_filled_slot,
"can_drop": can_drop,
"token_depleted": token_depleted,
"is_last_slot": is_last_slot,
"user_can_reject": user_can_reject,
"carte_active": carte_active,
"carte_slots_claimed": carte_slots_claimed,
"carte_nvm_slot_number": carte_nvm_slot_number,
"carte_next_slot_number": carte_next_slot_number,
"gate_positions": _gate_positions(room),
"starter_roles": [],
}
def _role_select_context(room, user):
user_seat = None
active_seat = None
unassigned = room.table_seats.filter(role__isnull=True).order_by("slot_number")
if unassigned.exists():
# Normal path — TableSeats present
active_seat = unassigned.first()
user_seat = None
if user.is_authenticated:
user_seat = room.table_seats.filter(gamer=user, role__isnull=True).order_by("slot_number").first()
if user_seat and user_seat.slot_number == active_seat.slot_number:
card_stack_state = "eligible"
else:
card_stack_state = "ineligible"
else:
# Fallback — no TableSeats yet; use GateSlot drop order
active_slot = room.gate_slots.filter(
status=GateSlot.FILLED
).order_by("slot_number").first()
if active_slot is None:
card_stack_state = None
elif user.is_authenticated and active_slot.gamer == user:
card_stack_state = "eligible"
else:
card_stack_state = "ineligible"
starter_roles = list(
room.table_seats.exclude(role__isnull=True).values_list("role", flat=True)
)
if len(starter_roles) == 6:
card_stack_state = None
_action_order = {r: i for i, r in enumerate(["PC", "NC", "EC", "SC", "AC", "BC"])}
assigned_seats = (
sorted(
room.table_seats.filter(gamer=user, role__isnull=False),
key=lambda s: _action_order.get(s.role, 99),
)
if user.is_authenticated else []
)
active_slot = active_seat.slot_number if active_seat else None
_my_role = assigned_seats[0].role if assigned_seats else None
ctx = {
"card_stack_state": card_stack_state,
"starter_roles": starter_roles,
"assigned_seats": assigned_seats,
"my_tray_role": _my_role,
"my_tray_scrawl_static_path": (
f"apps/epic/icons/cards-roles/starter-role-{_ROLE_SCRAWL_NAMES[_my_role]}.svg"
if _my_role else None
),
"user_seat": user_seat,
"user_slots": list(
room.table_seats.filter(gamer=user, role__isnull=True)
.order_by("slot_number")
.values_list("slot_number", flat=True)
) if user.is_authenticated else [],
"active_slot": active_slot,
"gate_positions": _gate_positions(room),
"slots": room.gate_slots.order_by("slot_number"),
}
if room.table_status == Room.SIG_SELECT:
user_seat = _canonical_user_seat(room, user) if user.is_authenticated else None
user_role = user_seat.role if user_seat else None
user_polarity = None
if user_role in _LEVITY_ROLES:
user_polarity = 'levity'
elif user_role in _GRAVITY_ROLES:
user_polarity = 'gravity'
ctx["user_seat"] = user_seat
ctx["user_polarity"] = user_polarity
ctx["sig_reserve_url"] = f"/gameboard/room/{room.id}/sig-reserve"
# Pre-load existing reservations for this polarity so JS can restore
# grabbed state on page load/refresh. Keyed by str(card_id) → role.
if user_polarity:
polarity_const = SigReservation.LEVITY if user_polarity == 'levity' else SigReservation.GRAVITY
reservations = {
str(res.card_id): res.role
for res in room.sig_reservations.filter(polarity=polarity_const)
}
else:
reservations = {}
ctx["sig_reservations_json"] = json.dumps(reservations)
if user_polarity == 'levity':
ctx["sig_cards"] = levity_sig_cards(room)
elif user_polarity == 'gravity':
ctx["sig_cards"] = gravity_sig_cards(room)
else:
ctx["sig_cards"] = []
return ctx
@login_required
def create_room(request):
if request.method == "POST":
name = request.POST.get("name", "").strip()
if name:
room = Room.objects.create(name=name, owner=request.user)
return redirect("epic:gatekeeper", room_id=room.id)
return redirect("/gameboard/")
def gatekeeper(request, room_id):
room = Room.objects.get(id=room_id)
if room.table_status:
return redirect("epic:room", room_id=room_id)
ctx = _gate_context(room, request.user)
ctx["room"] = room
ctx["page_class"] = "page-gameboard"
return render(request, "apps/gameboard/room.html", ctx)
def room_view(request, room_id):
room = Room.objects.get(id=room_id)
ctx = _role_select_context(room, request.user)
ctx["room"] = room
ctx["page_class"] = "page-gameboard"
return render(request, "apps/gameboard/room.html", ctx)
@login_required
def drop_token(request, room_id):
if request.method == "POST":
room = Room.objects.get(id=room_id)
token_id = request.POST.get("token_id")
if token_id:
token = request.user.tokens.filter(id=token_id).first()
else:
token = select_token(request.user)
if token is None:
return HttpResponse(status=402)
if token.token_type == Token.CARTE:
# CARTE enters the machine without reserving a slot — all slots
# become individually claimable via .drop-token-btn
token.current_room = room
token.save()
request.session["kit_token_id"] = str(token.id)
_notify_gate_update(room_id)
return redirect("epic:gatekeeper", room_id=room_id)
if room.gate_slots.filter(status=GateSlot.RESERVED).exists():
return redirect("epic:gatekeeper", room_id=room_id)
if room.gate_slots.filter(gamer=request.user, status=GateSlot.FILLED).exists():
return redirect("epic:gatekeeper", room_id=room_id)
slot = room.gate_slots.filter(
status=GateSlot.EMPTY
).order_by("slot_number").first()
if slot:
slot.gamer = request.user
slot.status = GateSlot.RESERVED
slot.reserved_at = timezone.now()
slot.save()
request.session["kit_token_id"] = str(token.id)
_notify_gate_update(room_id)
return redirect("epic:gatekeeper", room_id=room_id)
@login_required
def confirm_token(request, room_id):
if request.method == "POST":
room = Room.objects.get(id=room_id)
slot_number = request.POST.get("slot_number")
if slot_number:
# CARTE per-slot fill: directly fill the requested slot
carte = request.user.tokens.filter(
token_type=Token.CARTE, current_room=room
).first()
if carte:
slot = room.gate_slots.filter(
slot_number=slot_number, status=GateSlot.EMPTY
).first()
if slot:
debit_token(request.user, slot, carte)
# slots_claimed is the high-water mark — advance if beyond current
if int(slot_number) > carte.slots_claimed:
carte.slots_claimed = int(slot_number)
carte.save()
record(room, GameEvent.SLOT_FILLED, actor=request.user,
slot_number=int(slot_number), token_type=Token.CARTE,
token_display=carte.get_token_type_display(),
renewal_days=(room.renewal_period.days if room.renewal_period else 7))
_notify_gate_update(room_id)
else:
slot = room.gate_slots.filter(
gamer=request.user, status=GateSlot.RESERVED
).first()
if slot:
token_id = request.session.pop("kit_token_id", None)
token = None
if token_id:
token = request.user.tokens.filter(id=token_id).first()
if not token:
token = select_token(request.user)
if token:
debit_token(request.user, slot, token)
record(room, GameEvent.SLOT_FILLED, actor=request.user,
slot_number=slot.slot_number, token_type=token.token_type,
token_display=token.get_token_type_display(),
renewal_days=(room.renewal_period.days if room.renewal_period else 7))
_notify_gate_update(room_id)
return redirect("epic:gatekeeper", room_id=room_id)
@login_required
def return_token(request, room_id):
if request.method == "POST":
room = Room.objects.get(id=room_id)
# CARTE full return: reset token + all CARTE-debited slots
carte = request.user.tokens.filter(
token_type=Token.CARTE, current_room=room
).first()
if carte:
room.gate_slots.filter(
debited_token_type=Token.CARTE, gamer=request.user
).update(
gamer=None, status=GateSlot.EMPTY, filled_at=None,
debited_token_type=None, debited_token_expires_at=None,
)
carte.current_room = None
carte.slots_claimed = 0
carte.save()
request.session.pop("kit_token_id", None)
_notify_gate_update(room_id)
return redirect("epic:gatekeeper", room_id=room_id)
slot = room.gate_slots.filter(
gamer=request.user,
status__in=[GateSlot.RESERVED, GateSlot.FILLED],
).first()
if slot:
if slot.status == GateSlot.FILLED:
if slot.debited_token_type == Token.COIN:
coin = request.user.tokens.filter(
token_type=Token.COIN, current_room=room
).first()
if coin:
coin.current_room = None
coin.next_ready_at = None
coin.save()
elif slot.debited_token_type in (Token.FREE, Token.TITHE):
Token.objects.create(
user=request.user,
token_type=slot.debited_token_type,
expires_at=slot.debited_token_expires_at,
)
request.session.pop("kit_token_id", None)
slot.gamer = None
slot.status = GateSlot.EMPTY
slot.reserved_at = None
slot.filled_at = None
slot.debited_token_type = None
slot.debited_token_expires_at = None
slot.save()
_notify_gate_update(room_id)
return redirect("epic:gatekeeper", room_id=room_id)
@login_required
def release_slot(request, room_id):
"""Un-fill a single CARTE-claimed slot without returning the CARTE itself."""
if request.method == "POST":
room = Room.objects.get(id=room_id)
slot_number = request.POST.get("slot_number")
if slot_number:
slot = room.gate_slots.filter(
slot_number=slot_number,
debited_token_type=Token.CARTE,
gamer=request.user,
status=GateSlot.FILLED,
).first()
if slot:
slot.gamer = None
slot.status = GateSlot.EMPTY
slot.filled_at = None
slot.debited_token_type = None
slot.debited_token_expires_at = None
slot.save()
if room.gate_status == Room.OPEN:
room.gate_status = Room.GATHERING
room.save()
_notify_gate_update(room_id)
return redirect("epic:gatekeeper", room_id=room_id)
@login_required
def select_role(request, room_id):
if request.method == "POST":
room = Room.objects.get(id=room_id)
if room.table_status != Room.ROLE_SELECT:
return redirect(
"epic:room" if room.table_status else "epic:gatekeeper",
room_id=room_id,
)
role = request.POST.get("role")
valid_roles = [code for code, _ in TableSeat.ROLE_CHOICES]
if not role or role not in valid_roles:
return redirect("epic:room", room_id=room_id)
with transaction.atomic():
active_seat = room.table_seats.select_for_update().filter(
role__isnull=True
).order_by("slot_number").first()
if not active_seat or active_seat.gamer != request.user:
return redirect("epic:room", room_id=room_id)
if room.table_seats.filter(role=role).exists():
return HttpResponse(status=409)
active_seat.role = role
active_seat.save()
record(room, GameEvent.ROLE_SELECTED, actor=request.user,
role=role, slot_number=active_seat.slot_number,
role_display=dict(TableSeat.ROLE_CHOICES).get(role, role))
if room.table_seats.filter(role__isnull=True).exists():
_notify_turn_changed(room_id)
else:
pick_sigs view + cursor polarity groups; game kit gear menu; housekeeping roles_revealed WS event removed; select_role last pick now fires _notify_all_roles_filled() + stays in ROLE_SELECT; new pick_sigs view (POST /room/<uuid>/pick-sigs) transitions ROLE_SELECT→SIG_SELECT + broadcasts sig_select_started; room.html shows .pick-sigs-btn when all 6 roles filled; PICK SIGS btn absent during mid-selection; 11 new/modified ITs in SelectRoleViewTest + RoomViewAllRolesFilledTest + PickSigsViewTest consumer: LEVITY_ROLES {PC/NC/SC} + GRAVITY_ROLES {BC/EC/AC}; connects to per-polarity cursor group (cursors_{id}_levity/gravity); receive_json routes cursor_move to cursor group; new handlers all_roles_filled, sig_select_started, cursor_move; CursorMoveConsumerTest (TransactionTestCase, @tag channels): levity cursor reaches fellow levity player, does not reach gravity player game kit gear menu: #id_game_kit_menu registered in _applets.scss %applet-menu + fixed-position + landscape offset; id_gk_sections_container added to appletContainerIds in applets.js so OK submit dismisses menu; _game_kit_sections.html sections use entry.applet.grid_cols/grid_rows (was hardcoded 6); %applets-grid applied to #id_gk_sections_container (direct parent of sections, not outer wrapper); FT setUp seeds gk-* applets via get_or_create drama test reorg: integrated/test_views.py deleted (no drama views); two test classes moved to epic/tests/integrated/test_views.py + GameEvent import added; drama/tests/unit/test_models.py → drama/tests/integrated/test_models.py; unit/ dir removed login form: position:fixed + vertically centred in base styles across all breakpoints; 24rem width, text-align:center; landscape block reduced to left/right sidebar offsets; alert moved below h2; left-side position indicator slots 3/4/5 column order flipped via CSS data-slot selectors Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-04 14:33:35 -04:00
_notify_all_roles_filled(room_id)
return HttpResponse(status=200)
return redirect("epic:room", room_id=room_id)
@login_required
def pick_sigs(request, room_id):
if request.method == "POST":
room = Room.objects.get(id=room_id)
if room.table_status == Room.ROLE_SELECT:
room.table_status = Room.SIG_SELECT
room.save()
pick_sigs view + cursor polarity groups; game kit gear menu; housekeeping roles_revealed WS event removed; select_role last pick now fires _notify_all_roles_filled() + stays in ROLE_SELECT; new pick_sigs view (POST /room/<uuid>/pick-sigs) transitions ROLE_SELECT→SIG_SELECT + broadcasts sig_select_started; room.html shows .pick-sigs-btn when all 6 roles filled; PICK SIGS btn absent during mid-selection; 11 new/modified ITs in SelectRoleViewTest + RoomViewAllRolesFilledTest + PickSigsViewTest consumer: LEVITY_ROLES {PC/NC/SC} + GRAVITY_ROLES {BC/EC/AC}; connects to per-polarity cursor group (cursors_{id}_levity/gravity); receive_json routes cursor_move to cursor group; new handlers all_roles_filled, sig_select_started, cursor_move; CursorMoveConsumerTest (TransactionTestCase, @tag channels): levity cursor reaches fellow levity player, does not reach gravity player game kit gear menu: #id_game_kit_menu registered in _applets.scss %applet-menu + fixed-position + landscape offset; id_gk_sections_container added to appletContainerIds in applets.js so OK submit dismisses menu; _game_kit_sections.html sections use entry.applet.grid_cols/grid_rows (was hardcoded 6); %applets-grid applied to #id_gk_sections_container (direct parent of sections, not outer wrapper); FT setUp seeds gk-* applets via get_or_create drama test reorg: integrated/test_views.py deleted (no drama views); two test classes moved to epic/tests/integrated/test_views.py + GameEvent import added; drama/tests/unit/test_models.py → drama/tests/integrated/test_models.py; unit/ dir removed login form: position:fixed + vertically centred in base styles across all breakpoints; 24rem width, text-align:center; landscape block reduced to left/right sidebar offsets; alert moved below h2; left-side position indicator slots 3/4/5 column order flipped via CSS data-slot selectors Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-04 14:33:35 -04:00
_notify_sig_select_started(room_id)
return redirect("epic:room", room_id=room_id)
@login_required
def pick_roles(request, room_id):
if request.method == "POST":
room = Room.objects.get(id=room_id)
if room.gate_status == Room.OPEN and room.table_status is None:
room.table_status = Room.ROLE_SELECT
room.save()
for slot in room.gate_slots.filter(status=GateSlot.FILLED).order_by("slot_number"):
TableSeat.objects.create(
room=room,
gamer=slot.gamer,
slot_number=slot.slot_number,
)
_notify_role_select_start(room_id)
return redirect("epic:room", room_id=room_id)
@login_required
def invite_gamer(request, room_id):
if request.method == "POST":
room = Room.objects.get(id=room_id)
email = request.POST.get("invitee_email", "").strip()
if email:
RoomInvite.objects.get_or_create(
room=room,
inviter=request.user,
invitee_email=email,
defaults={"status": RoomInvite.PENDING}
)
return redirect("epic:gatekeeper", room_id=room_id)
@login_required
def delete_room(request, room_id):
if request.method == "POST":
room = Room.objects.get(id=room_id)
if request.user == room.owner:
room.delete()
return redirect("/gameboard/")
@login_required
def abandon_room(request, room_id):
if request.method == "POST":
room = Room.objects.get(id=room_id)
room.gate_slots.filter(gamer=request.user).update(
gamer=None, status="EMPTY", filled_at=None
)
room.invites.filter(
invitee_email=request.user.email,
status=RoomInvite.PENDING
).delete()
return redirect("/gameboard/")
def gate_status(request, room_id):
room = Room.objects.get(id=room_id)
ctx = _gate_context(room, request.user)
ctx["room"] = room
return render(request, "apps/gameboard/_partials/_gatekeeper.html", ctx)
@login_required
def sig_reserve(request, room_id):
"""Provisional card hold (OK / NVM) during SIG_SELECT.
POST body: card_id=<uuid>, action=reserve|release
"""
if request.method != "POST":
return HttpResponse(status=405)
room = Room.objects.get(id=room_id)
if room.table_status != Room.SIG_SELECT:
return HttpResponse(status=400)
user_seat = _canonical_user_seat(room, request.user)
if not user_seat or not user_seat.role:
return HttpResponse(status=403)
action = request.POST.get("action", "reserve")
if action == "release":
existing = SigReservation.objects.filter(room=room, gamer=request.user).first()
released_card_id = existing.card_id if existing else None
SigReservation.objects.filter(room=room, gamer=request.user).delete()
_notify_sig_reserved(room_id, released_card_id, user_seat.role, reserved=False)
return HttpResponse(status=200)
# Reserve action
card_id = request.POST.get("card_id")
try:
card = TarotCard.objects.get(pk=card_id)
except TarotCard.DoesNotExist:
return HttpResponse(status=400)
polarity = SigReservation.LEVITY if user_seat.role in _LEVITY_ROLES else SigReservation.GRAVITY
# Block if another gamer in the same polarity already holds this card
if SigReservation.objects.filter(
room=room, card=card, polarity=polarity
).exclude(gamer=request.user).exists():
return HttpResponse(status=409)
# Block if this gamer already holds a *different* card — must NVM first
existing = SigReservation.objects.filter(room=room, gamer=request.user).first()
if existing and existing.card != card:
return HttpResponse(status=409)
# Idempotent: already holding the same card
if existing:
return HttpResponse(status=200)
SigReservation.objects.create(
room=room, gamer=request.user, card=card,
seat=user_seat, role=user_seat.role, polarity=polarity,
)
_notify_sig_reserved(room_id, card.pk, user_seat.role, reserved=True)
return HttpResponse(status=200)
@login_required
def select_sig(request, room_id):
if request.method != "POST":
return redirect("epic:gatekeeper", room_id=room_id)
room = Room.objects.get(id=room_id)
if room.table_status != Room.SIG_SELECT:
return redirect(
"epic:room" if room.table_status else "epic:gatekeeper",
room_id=room_id,
)
active_seat = active_sig_seat(room)
if active_seat is None or active_seat.gamer != request.user:
return HttpResponse(status=403)
card_id = request.POST.get("card_id")
try:
card = TarotCard.objects.get(pk=card_id)
except TarotCard.DoesNotExist:
return HttpResponse(status=400)
sig_card_ids = {c.pk for c in sig_deck_cards(room)}
if card.pk not in sig_card_ids:
return HttpResponse(status=400)
if room.table_seats.filter(significator=card).exists():
return HttpResponse(status=409)
active_seat.significator = card
active_seat.save()
deck_type = request.POST.get('deck_type', 'levity')
_notify_sig_selected(room_id, card.pk, active_seat.role, deck_type)
return HttpResponse(status=200)
@login_required
def tarot_deck(request, room_id):
room = Room.objects.get(id=room_id)
deck_variant = request.user.equipped_deck
deck, _ = TarotDeck.objects.get_or_create(
room=room,
defaults={"deck_variant": deck_variant},
)
return render(request, "apps/gameboard/tarot_deck.html", {
"room": room,
"deck": deck,
"remaining": deck.remaining_count,
})
@login_required
def tarot_deal(request, room_id):
if request.method != "POST":
return redirect("epic:tarot_deck", room_id=room_id)
room = Room.objects.get(id=room_id)
deck = TarotDeck.objects.get(room=room)
drawn = deck.draw(6) # Celtic Cross: 6 cross positions; 4 staff filled via gameplay
positions = [
{
"card": card,
"reversed": is_reversed,
"orientation": "Reversed" if is_reversed else "Upright",
"position": i + 1,
}
for i, (card, is_reversed) in enumerate(drawn)
]
return render(request, "apps/gameboard/tarot_deck.html", {
"room": room,
"deck": deck,
"remaining": deck.remaining_count,
"positions": positions,
})