2026-05-19 01:38:55 -04:00
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"""FTs for the My Sea standalone page sign-gate.
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Sprint 4b of [[project-my-sea-roadmap]]. The /gameboard/my-sea/ page is
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gated behind sig selection — when `user.significator` is None, render a
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2026-05-19 15:15:37 -04:00
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Look!-formatted Brief-style line w. FYI (→ /billboard/my-sign/) + NVM
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2026-05-19 01:38:55 -04:00
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(→ /gameboard/) instead of the draw UX. The My Sea applet on /gameboard/
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mirrors the gate hint in its empty-state slot.
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"""
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from selenium.webdriver.common.by import By
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from .base import FunctionalTest
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2026-05-19 14:22:49 -04:00
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from .sig_page import _assign_sig, _seed_earthman_sig_pile
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2026-05-19 01:38:55 -04:00
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from apps.applets.models import Applet
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2026-05-19 14:22:49 -04:00
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from apps.epic.models import personal_sig_cards
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from apps.lyric.models import User
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2026-05-20 14:53:05 -04:00
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def _count_filled_slots(picker):
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"""Count `.sea-card-slot--filled` elements inside a picker container.
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Module-level so multiple test classes can use it without inheriting."""
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return len(
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picker.find_elements(By.CSS_SELECTOR, ".sea-card-slot--filled")
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)
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2026-05-19 01:38:55 -04:00
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def _seed_gameboard_applets():
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"""My Sea + the rest of the gameboard applets so /gameboard/ renders
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without missing-applet errors during the applet-side assertions.
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Mirrors the migration seed (0003 + 0008) — every slug must have a
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matching _applet-<slug>.html partial under apps/gameboard/_partials/."""
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2026-05-19 01:38:55 -04:00
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for slug, name, cols, rows, ctx in [
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("my-sea", "My Sea", 12, 4, "gameboard"),
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("game-kit", "Game Kit", 4, 3, "gameboard"),
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("new-game", "New Game", 4, 3, "gameboard"),
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("my-games", "My Games", 4, 4, "gameboard"),
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]:
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Applet.objects.get_or_create(
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slug=slug,
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defaults={"name": name, "context": ctx,
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"default_visible": True, "grid_cols": cols, "grid_rows": rows},
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)
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class MySeaSignGateTest(FunctionalTest):
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"""Sign-gate UX on the standalone /gameboard/my-sea/ page + the
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/gameboard/ My Sea applet. User without a saved sig sees a Look!-
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2026-05-19 15:15:37 -04:00
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formatted nudge w. FYI to the picker + NVM to the gameboard."""
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def setUp(self):
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super().setUp()
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_seed_earthman_sig_pile()
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_seed_gameboard_applets()
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self.email = "sea@test.io"
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self.gamer = User.objects.create(email=self.email)
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sig_pile = personal_sig_cards(self.gamer)
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self.target_card = sig_pile[0] if sig_pile else None
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self.assertIsNotNone(
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self.target_card,
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"personal_sig_cards(user) returned no cards — check Earthman seed",
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)
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# ── Test 1 ───────────────────────────────────────────────────────────────
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def test_no_sig_renders_lookline_gate_on_standalone_page(self):
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feat: My Sea applet dynamic population + lay/leave POSITION_LABELS swap fix + My Sign applet stat-block + Brief-fied sign-gate + --duoUser olive on all four personal-data surfaces. Six visual+structural items batched across the dashboard/billboard/gameboard.
(1) **My Sea applet dynamic population.** Applet at `_applet-my-sea.html` was referencing an undefined `latest_draw_cards` template var — fell through to "No draws yet" even when the user had an active draw. New helpers in `apps/gameboard/models.py`: `DRAW_ORDER` + `POSITION_LABELS` constants (Python mirrors of the JS dicts in `my_sea.html:274-293`) + `latest_draw_slots(user)` builder that pairs each spread position w. its drawn card + display label + polarity. Wired through `gameboard()` + `toggle_game_applets()` views as `my_sea_slots`. Applet now renders all spread slots in DRAW_ORDER: filled = `.my-sea-slot--filled.my-sea-slot--{gravity,levity}` w. corner-tl + face (name + arcana) + corner-br (mirror) markup (same shape language as my_sign.html `.sig-stage-card`), empty = `.my-sea-slot--empty` w. `0.15rem dashed rgba(var(--terUser), 1)` border (matches the picker's `.sea-card-slot` style exactly so the applet reads as a true scaled-down twin). Container queries (`container-type: size` on `.my-sea-scroll`) lift `--slot-w` to fill the applet's vertical aperture (`min(100cqi, calc((100cqh - 1rem) * 5 / 8))` carves the label row). Position labels pulled tight against the slot's bottom border (`margin-top: -0.15rem` crosses the border line) + vertically stretched (`transform: scaleY(1.4)` mirroring `.sea-pos-label` in `_card-deck.scss:1671-1684`) — empty-slot labels keep the same `--secUser` ink as filled-slot labels for title cohesion across the row. Horizontal-scroll on multi-card spreads via mousewheel — `bindMySeaWheel()` in `gameboard.js` translates vertical wheel events to `scrollLeft += deltaY` (lifted verbatim from `bindPaletteWheel` in `dashboard.js:7-14`).
(2) **lay/leave POSITION_LABELS swap fix.** User caught in the Escape Velocity picker that LEFT slot read "Lay" + BOTTOM slot read "Leave" — opposite of traditional Celtic Cross semantics (LEFT = Behind/past, BOTTOM = Beneath/root). Root cause: POSITION_LABELS for both Waite-Smith + Escape Velocity had `lay`/`leave` slug→label assignments inverted vs the CSS grid's spatial mapping (`_card-deck.scss:1276-1279` puts slug `lay` at BOTTOM, slug `leave` at LEFT). Fix in 5 places: `my_sea.html:287,292` JS POSITION_LABELS (WS: lay→"Beneath", leave→"Behind"; EV: lay→"Lay", leave→"Leave"), `gameboard/models.py:44-47` Python mirror, `test_game_my_sea.py:618-619` FT label-assertion table, `_sea_overlay.html:28,53` annotated comments (`sea-pos-leave` → "Behind (past) — CC pos 6 / EV pos 4"; `sea-pos-lay` → "Beneath (root) — CC pos 4 / EV pos 3"). Slug-to-CSS mapping, DRAW_ORDER, + DB persistence unchanged → no migrations, no data invalidation. **Crucial for Voronoi mapping correctness** per user spec.
(3) **My Sign applet — stage-card layout + stat-block beside.** Applet card markup upgraded to mirror my_sign.html `.sig-stage-card`: corner-tl + face (name + arcana centred) + corner-br (mirror, rotated 180°). Sized to fill applet height via container queries (`--applet-card-w: min(48cqi, 62.5cqh)` — 48cqi caps the card at half the row to leave room for the stat-block). Sibling `.my-sign-applet-stat-block` partial added — emanation/reversal face label + keyword list (from `card.keywords_upright` / `keywords_reversed` keyed off `significator_reversed`), no SPIN/FYI buttons (applet is read-only). Styling cribbed from `.sig-stat-block` in `_card-deck.scss:595-607` — priUser-translucent bg + terUser border + matching `--applet-card-w` sizing.
(4) **My Sea sign-gate refactored to Brief banner.** Was an inline `.my-sea-sign-gate` div w. its own SCSS — broke from the project's `Brief.showBanner` portal pattern. Refactored to a shared `_my_sea_sign_gate_brief.html` partial that fires `Brief.showBanner` w. title="Sign required" + line_text="Look!—pick your sign before drawing the Sea." + post_url=`/billboard/my-sign/`. Brief portals to the page-level h2 anchor via `note.js`'s `_alignToH2` (gaussian-glass `.note-banner` shell, FYI button → my-sign picker, NVM dismisses). Modifier class `.my-sea-sign-gate-brief` added post-render for FT selector disambiguation. note.js load hoisted to gameboard.html `{% block scripts %}` + the top of `my_sea.html {% block content %}` (single load per page — note.js declares `const Brief = ...` at global scope, second load = SyntaxError). All `.my-sea-sign-gate{,--applet,__line,__actions,__back,__fyi}` SCSS deleted. FTs (`test_no_sig_renders_lookline_gate_on_standalone_page` + 5 siblings) + ITs (`test_my_sea_applet_fires_sign_gate_brief_for_user_without_sig` etc.) updated to assert `.note-banner.my-sea-sign-gate-brief` + the JS-rendered FYI/NVM buttons inside the Brief shell.
(5) **Levity card text invisibility fix.** My-sea applet levity slots (--secUser bg) rendered their corner-rank + suit-icon invisible because `.fan-card-corner` carries a global `color: rgba(var(--secUser), 0.75)` rule at `_card-deck.scss:312-319` (specificity 0,1,0) that out-specifics the slot's inherited `color: --priUser`. Same trap as the `.fan-card-name { color: --quiUser }` global. Fix at `_gameboard.scss` inside the levity rule: explicit `.fan-card-corner { color: rgba(var(--priUser), 1) }` + `.fan-card-name { color: rgba(var(--priUser), 1) }` + `.fan-card-arcana { color: rgba(var(--priUser), 0.7) }` overrides at (1,3,1) specificity — beats the globals without `!important`. **Trap captured in memory** — pattern repeats across game-kit, my-sign, my-sea so worth pinning.
(6) **--duoUser olive on all five personal-data surfaces.** Per user spec, the four "personal" applets (My Sign on billboard, My Sea on gameboard, My Sky on dashboard) + the standalone Dashsky page + the standalone My Sign page got `background-color: rgba(var(--duoUser), 1)` so they read as a unified olive-bg group across navigation surfaces. For Dashsky specifically, the form column also got the override (`.sky-page .sky-form-col { background: --duoUser }`) — the base `.sky-form-col { background: --priUser }` (`_sky.scss:137`, shared w. the in-room CAST SKY modal) was leaving the dashsky form column purple inside the otherwise-olive page. Scoped to `.sky-page` so the in-room modal's purple form-col stays intact (sits over --secUser room bg, needs that contrast). One detour caught: tried `body.page-sky { background-color: --duoUser }` to fill the gap below .sky-page's content-sized aperture but it bled to navbar + footer (which sit outside .container) — reverted.
**TDD coverage**: 3 new ITs in `apps/gameboard/tests/integrated/test_views.py` — `test_my_sea_applet_renders_drawn_cards_in_draw_order` (SAO 1-of-3 fills `lay` slot, cover/crown render as empty placeholders), `test_my_sea_applet_labels_match_locked_spread` (SAO labels exactly Situation/Action/Outcome), `test_my_sea_applet_waite_smith_labels_post_fix` (regression pin for the WS Cover/Cross/Crown/**Beneath**/Before/**Behind** sequence post-swap-fix). Existing my-sea applet ITs updated to match the new selector vocabulary (`.my-sea-slot--filled` instead of `.my-sea-card`, Brief script substring instead of `.my-sea-sign-gate--applet`). 6 my-sea FTs updated to the Brief-banner contract. 1214/1214 IT/UT green.
**.gitignore**: temporary entry for `src/apps/epic/static/apps/epic/images/cards-faces/minchiate-fiorentine/` until images get renamed — flagged for removal once the rename lands. (Per user's wget download of the Minchiate faces into the gameboard cards/ tree this session.)
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-22 15:19:34 -04:00
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"""User without significator → /gameboard/my-sea/ fires the Look!-
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formatted sign-gate Brief banner w. FYI + NVM controls (refactored
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2026-05-22 from inline `.my-sea-sign-gate` div to a `.note-banner`
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portaled via `Brief.showBanner`)."""
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2026-05-19 01:38:55 -04:00
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self.create_pre_authenticated_session(self.email)
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self.browser.get(self.live_server_url + "/gameboard/my-sea/")
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feat: My Sea applet dynamic population + lay/leave POSITION_LABELS swap fix + My Sign applet stat-block + Brief-fied sign-gate + --duoUser olive on all four personal-data surfaces. Six visual+structural items batched across the dashboard/billboard/gameboard.
(1) **My Sea applet dynamic population.** Applet at `_applet-my-sea.html` was referencing an undefined `latest_draw_cards` template var — fell through to "No draws yet" even when the user had an active draw. New helpers in `apps/gameboard/models.py`: `DRAW_ORDER` + `POSITION_LABELS` constants (Python mirrors of the JS dicts in `my_sea.html:274-293`) + `latest_draw_slots(user)` builder that pairs each spread position w. its drawn card + display label + polarity. Wired through `gameboard()` + `toggle_game_applets()` views as `my_sea_slots`. Applet now renders all spread slots in DRAW_ORDER: filled = `.my-sea-slot--filled.my-sea-slot--{gravity,levity}` w. corner-tl + face (name + arcana) + corner-br (mirror) markup (same shape language as my_sign.html `.sig-stage-card`), empty = `.my-sea-slot--empty` w. `0.15rem dashed rgba(var(--terUser), 1)` border (matches the picker's `.sea-card-slot` style exactly so the applet reads as a true scaled-down twin). Container queries (`container-type: size` on `.my-sea-scroll`) lift `--slot-w` to fill the applet's vertical aperture (`min(100cqi, calc((100cqh - 1rem) * 5 / 8))` carves the label row). Position labels pulled tight against the slot's bottom border (`margin-top: -0.15rem` crosses the border line) + vertically stretched (`transform: scaleY(1.4)` mirroring `.sea-pos-label` in `_card-deck.scss:1671-1684`) — empty-slot labels keep the same `--secUser` ink as filled-slot labels for title cohesion across the row. Horizontal-scroll on multi-card spreads via mousewheel — `bindMySeaWheel()` in `gameboard.js` translates vertical wheel events to `scrollLeft += deltaY` (lifted verbatim from `bindPaletteWheel` in `dashboard.js:7-14`).
(2) **lay/leave POSITION_LABELS swap fix.** User caught in the Escape Velocity picker that LEFT slot read "Lay" + BOTTOM slot read "Leave" — opposite of traditional Celtic Cross semantics (LEFT = Behind/past, BOTTOM = Beneath/root). Root cause: POSITION_LABELS for both Waite-Smith + Escape Velocity had `lay`/`leave` slug→label assignments inverted vs the CSS grid's spatial mapping (`_card-deck.scss:1276-1279` puts slug `lay` at BOTTOM, slug `leave` at LEFT). Fix in 5 places: `my_sea.html:287,292` JS POSITION_LABELS (WS: lay→"Beneath", leave→"Behind"; EV: lay→"Lay", leave→"Leave"), `gameboard/models.py:44-47` Python mirror, `test_game_my_sea.py:618-619` FT label-assertion table, `_sea_overlay.html:28,53` annotated comments (`sea-pos-leave` → "Behind (past) — CC pos 6 / EV pos 4"; `sea-pos-lay` → "Beneath (root) — CC pos 4 / EV pos 3"). Slug-to-CSS mapping, DRAW_ORDER, + DB persistence unchanged → no migrations, no data invalidation. **Crucial for Voronoi mapping correctness** per user spec.
(3) **My Sign applet — stage-card layout + stat-block beside.** Applet card markup upgraded to mirror my_sign.html `.sig-stage-card`: corner-tl + face (name + arcana centred) + corner-br (mirror, rotated 180°). Sized to fill applet height via container queries (`--applet-card-w: min(48cqi, 62.5cqh)` — 48cqi caps the card at half the row to leave room for the stat-block). Sibling `.my-sign-applet-stat-block` partial added — emanation/reversal face label + keyword list (from `card.keywords_upright` / `keywords_reversed` keyed off `significator_reversed`), no SPIN/FYI buttons (applet is read-only). Styling cribbed from `.sig-stat-block` in `_card-deck.scss:595-607` — priUser-translucent bg + terUser border + matching `--applet-card-w` sizing.
(4) **My Sea sign-gate refactored to Brief banner.** Was an inline `.my-sea-sign-gate` div w. its own SCSS — broke from the project's `Brief.showBanner` portal pattern. Refactored to a shared `_my_sea_sign_gate_brief.html` partial that fires `Brief.showBanner` w. title="Sign required" + line_text="Look!—pick your sign before drawing the Sea." + post_url=`/billboard/my-sign/`. Brief portals to the page-level h2 anchor via `note.js`'s `_alignToH2` (gaussian-glass `.note-banner` shell, FYI button → my-sign picker, NVM dismisses). Modifier class `.my-sea-sign-gate-brief` added post-render for FT selector disambiguation. note.js load hoisted to gameboard.html `{% block scripts %}` + the top of `my_sea.html {% block content %}` (single load per page — note.js declares `const Brief = ...` at global scope, second load = SyntaxError). All `.my-sea-sign-gate{,--applet,__line,__actions,__back,__fyi}` SCSS deleted. FTs (`test_no_sig_renders_lookline_gate_on_standalone_page` + 5 siblings) + ITs (`test_my_sea_applet_fires_sign_gate_brief_for_user_without_sig` etc.) updated to assert `.note-banner.my-sea-sign-gate-brief` + the JS-rendered FYI/NVM buttons inside the Brief shell.
(5) **Levity card text invisibility fix.** My-sea applet levity slots (--secUser bg) rendered their corner-rank + suit-icon invisible because `.fan-card-corner` carries a global `color: rgba(var(--secUser), 0.75)` rule at `_card-deck.scss:312-319` (specificity 0,1,0) that out-specifics the slot's inherited `color: --priUser`. Same trap as the `.fan-card-name { color: --quiUser }` global. Fix at `_gameboard.scss` inside the levity rule: explicit `.fan-card-corner { color: rgba(var(--priUser), 1) }` + `.fan-card-name { color: rgba(var(--priUser), 1) }` + `.fan-card-arcana { color: rgba(var(--priUser), 0.7) }` overrides at (1,3,1) specificity — beats the globals without `!important`. **Trap captured in memory** — pattern repeats across game-kit, my-sign, my-sea so worth pinning.
(6) **--duoUser olive on all five personal-data surfaces.** Per user spec, the four "personal" applets (My Sign on billboard, My Sea on gameboard, My Sky on dashboard) + the standalone Dashsky page + the standalone My Sign page got `background-color: rgba(var(--duoUser), 1)` so they read as a unified olive-bg group across navigation surfaces. For Dashsky specifically, the form column also got the override (`.sky-page .sky-form-col { background: --duoUser }`) — the base `.sky-form-col { background: --priUser }` (`_sky.scss:137`, shared w. the in-room CAST SKY modal) was leaving the dashsky form column purple inside the otherwise-olive page. Scoped to `.sky-page` so the in-room modal's purple form-col stays intact (sits over --secUser room bg, needs that contrast). One detour caught: tried `body.page-sky { background-color: --duoUser }` to fill the gap below .sky-page's content-sized aperture but it bled to navbar + footer (which sit outside .container) — reverted.
**TDD coverage**: 3 new ITs in `apps/gameboard/tests/integrated/test_views.py` — `test_my_sea_applet_renders_drawn_cards_in_draw_order` (SAO 1-of-3 fills `lay` slot, cover/crown render as empty placeholders), `test_my_sea_applet_labels_match_locked_spread` (SAO labels exactly Situation/Action/Outcome), `test_my_sea_applet_waite_smith_labels_post_fix` (regression pin for the WS Cover/Cross/Crown/**Beneath**/Before/**Behind** sequence post-swap-fix). Existing my-sea applet ITs updated to match the new selector vocabulary (`.my-sea-slot--filled` instead of `.my-sea-card`, Brief script substring instead of `.my-sea-sign-gate--applet`). 6 my-sea FTs updated to the Brief-banner contract. 1214/1214 IT/UT green.
**.gitignore**: temporary entry for `src/apps/epic/static/apps/epic/images/cards-faces/minchiate-fiorentine/` until images get renamed — flagged for removal once the rename lands. (Per user's wget download of the Minchiate faces into the gameboard cards/ tree this session.)
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-22 15:19:34 -04:00
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banner = self.wait_for(
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2026-05-19 01:38:55 -04:00
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lambda: self.browser.find_element(
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feat: My Sea applet dynamic population + lay/leave POSITION_LABELS swap fix + My Sign applet stat-block + Brief-fied sign-gate + --duoUser olive on all four personal-data surfaces. Six visual+structural items batched across the dashboard/billboard/gameboard.
(1) **My Sea applet dynamic population.** Applet at `_applet-my-sea.html` was referencing an undefined `latest_draw_cards` template var — fell through to "No draws yet" even when the user had an active draw. New helpers in `apps/gameboard/models.py`: `DRAW_ORDER` + `POSITION_LABELS` constants (Python mirrors of the JS dicts in `my_sea.html:274-293`) + `latest_draw_slots(user)` builder that pairs each spread position w. its drawn card + display label + polarity. Wired through `gameboard()` + `toggle_game_applets()` views as `my_sea_slots`. Applet now renders all spread slots in DRAW_ORDER: filled = `.my-sea-slot--filled.my-sea-slot--{gravity,levity}` w. corner-tl + face (name + arcana) + corner-br (mirror) markup (same shape language as my_sign.html `.sig-stage-card`), empty = `.my-sea-slot--empty` w. `0.15rem dashed rgba(var(--terUser), 1)` border (matches the picker's `.sea-card-slot` style exactly so the applet reads as a true scaled-down twin). Container queries (`container-type: size` on `.my-sea-scroll`) lift `--slot-w` to fill the applet's vertical aperture (`min(100cqi, calc((100cqh - 1rem) * 5 / 8))` carves the label row). Position labels pulled tight against the slot's bottom border (`margin-top: -0.15rem` crosses the border line) + vertically stretched (`transform: scaleY(1.4)` mirroring `.sea-pos-label` in `_card-deck.scss:1671-1684`) — empty-slot labels keep the same `--secUser` ink as filled-slot labels for title cohesion across the row. Horizontal-scroll on multi-card spreads via mousewheel — `bindMySeaWheel()` in `gameboard.js` translates vertical wheel events to `scrollLeft += deltaY` (lifted verbatim from `bindPaletteWheel` in `dashboard.js:7-14`).
(2) **lay/leave POSITION_LABELS swap fix.** User caught in the Escape Velocity picker that LEFT slot read "Lay" + BOTTOM slot read "Leave" — opposite of traditional Celtic Cross semantics (LEFT = Behind/past, BOTTOM = Beneath/root). Root cause: POSITION_LABELS for both Waite-Smith + Escape Velocity had `lay`/`leave` slug→label assignments inverted vs the CSS grid's spatial mapping (`_card-deck.scss:1276-1279` puts slug `lay` at BOTTOM, slug `leave` at LEFT). Fix in 5 places: `my_sea.html:287,292` JS POSITION_LABELS (WS: lay→"Beneath", leave→"Behind"; EV: lay→"Lay", leave→"Leave"), `gameboard/models.py:44-47` Python mirror, `test_game_my_sea.py:618-619` FT label-assertion table, `_sea_overlay.html:28,53` annotated comments (`sea-pos-leave` → "Behind (past) — CC pos 6 / EV pos 4"; `sea-pos-lay` → "Beneath (root) — CC pos 4 / EV pos 3"). Slug-to-CSS mapping, DRAW_ORDER, + DB persistence unchanged → no migrations, no data invalidation. **Crucial for Voronoi mapping correctness** per user spec.
(3) **My Sign applet — stage-card layout + stat-block beside.** Applet card markup upgraded to mirror my_sign.html `.sig-stage-card`: corner-tl + face (name + arcana centred) + corner-br (mirror, rotated 180°). Sized to fill applet height via container queries (`--applet-card-w: min(48cqi, 62.5cqh)` — 48cqi caps the card at half the row to leave room for the stat-block). Sibling `.my-sign-applet-stat-block` partial added — emanation/reversal face label + keyword list (from `card.keywords_upright` / `keywords_reversed` keyed off `significator_reversed`), no SPIN/FYI buttons (applet is read-only). Styling cribbed from `.sig-stat-block` in `_card-deck.scss:595-607` — priUser-translucent bg + terUser border + matching `--applet-card-w` sizing.
(4) **My Sea sign-gate refactored to Brief banner.** Was an inline `.my-sea-sign-gate` div w. its own SCSS — broke from the project's `Brief.showBanner` portal pattern. Refactored to a shared `_my_sea_sign_gate_brief.html` partial that fires `Brief.showBanner` w. title="Sign required" + line_text="Look!—pick your sign before drawing the Sea." + post_url=`/billboard/my-sign/`. Brief portals to the page-level h2 anchor via `note.js`'s `_alignToH2` (gaussian-glass `.note-banner` shell, FYI button → my-sign picker, NVM dismisses). Modifier class `.my-sea-sign-gate-brief` added post-render for FT selector disambiguation. note.js load hoisted to gameboard.html `{% block scripts %}` + the top of `my_sea.html {% block content %}` (single load per page — note.js declares `const Brief = ...` at global scope, second load = SyntaxError). All `.my-sea-sign-gate{,--applet,__line,__actions,__back,__fyi}` SCSS deleted. FTs (`test_no_sig_renders_lookline_gate_on_standalone_page` + 5 siblings) + ITs (`test_my_sea_applet_fires_sign_gate_brief_for_user_without_sig` etc.) updated to assert `.note-banner.my-sea-sign-gate-brief` + the JS-rendered FYI/NVM buttons inside the Brief shell.
(5) **Levity card text invisibility fix.** My-sea applet levity slots (--secUser bg) rendered their corner-rank + suit-icon invisible because `.fan-card-corner` carries a global `color: rgba(var(--secUser), 0.75)` rule at `_card-deck.scss:312-319` (specificity 0,1,0) that out-specifics the slot's inherited `color: --priUser`. Same trap as the `.fan-card-name { color: --quiUser }` global. Fix at `_gameboard.scss` inside the levity rule: explicit `.fan-card-corner { color: rgba(var(--priUser), 1) }` + `.fan-card-name { color: rgba(var(--priUser), 1) }` + `.fan-card-arcana { color: rgba(var(--priUser), 0.7) }` overrides at (1,3,1) specificity — beats the globals without `!important`. **Trap captured in memory** — pattern repeats across game-kit, my-sign, my-sea so worth pinning.
(6) **--duoUser olive on all five personal-data surfaces.** Per user spec, the four "personal" applets (My Sign on billboard, My Sea on gameboard, My Sky on dashboard) + the standalone Dashsky page + the standalone My Sign page got `background-color: rgba(var(--duoUser), 1)` so they read as a unified olive-bg group across navigation surfaces. For Dashsky specifically, the form column also got the override (`.sky-page .sky-form-col { background: --duoUser }`) — the base `.sky-form-col { background: --priUser }` (`_sky.scss:137`, shared w. the in-room CAST SKY modal) was leaving the dashsky form column purple inside the otherwise-olive page. Scoped to `.sky-page` so the in-room modal's purple form-col stays intact (sits over --secUser room bg, needs that contrast). One detour caught: tried `body.page-sky { background-color: --duoUser }` to fill the gap below .sky-page's content-sized aperture but it bled to navbar + footer (which sit outside .container) — reverted.
**TDD coverage**: 3 new ITs in `apps/gameboard/tests/integrated/test_views.py` — `test_my_sea_applet_renders_drawn_cards_in_draw_order` (SAO 1-of-3 fills `lay` slot, cover/crown render as empty placeholders), `test_my_sea_applet_labels_match_locked_spread` (SAO labels exactly Situation/Action/Outcome), `test_my_sea_applet_waite_smith_labels_post_fix` (regression pin for the WS Cover/Cross/Crown/**Beneath**/Before/**Behind** sequence post-swap-fix). Existing my-sea applet ITs updated to match the new selector vocabulary (`.my-sea-slot--filled` instead of `.my-sea-card`, Brief script substring instead of `.my-sea-sign-gate--applet`). 6 my-sea FTs updated to the Brief-banner contract. 1214/1214 IT/UT green.
**.gitignore**: temporary entry for `src/apps/epic/static/apps/epic/images/cards-faces/minchiate-fiorentine/` until images get renamed — flagged for removal once the rename lands. (Per user's wget download of the Minchiate faces into the gameboard cards/ tree this session.)
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-22 15:19:34 -04:00
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By.CSS_SELECTOR, ".note-banner.my-sea-sign-gate-brief"
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2026-05-19 01:38:55 -04:00
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)
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)
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feat: My Sea applet dynamic population + lay/leave POSITION_LABELS swap fix + My Sign applet stat-block + Brief-fied sign-gate + --duoUser olive on all four personal-data surfaces. Six visual+structural items batched across the dashboard/billboard/gameboard.
(1) **My Sea applet dynamic population.** Applet at `_applet-my-sea.html` was referencing an undefined `latest_draw_cards` template var — fell through to "No draws yet" even when the user had an active draw. New helpers in `apps/gameboard/models.py`: `DRAW_ORDER` + `POSITION_LABELS` constants (Python mirrors of the JS dicts in `my_sea.html:274-293`) + `latest_draw_slots(user)` builder that pairs each spread position w. its drawn card + display label + polarity. Wired through `gameboard()` + `toggle_game_applets()` views as `my_sea_slots`. Applet now renders all spread slots in DRAW_ORDER: filled = `.my-sea-slot--filled.my-sea-slot--{gravity,levity}` w. corner-tl + face (name + arcana) + corner-br (mirror) markup (same shape language as my_sign.html `.sig-stage-card`), empty = `.my-sea-slot--empty` w. `0.15rem dashed rgba(var(--terUser), 1)` border (matches the picker's `.sea-card-slot` style exactly so the applet reads as a true scaled-down twin). Container queries (`container-type: size` on `.my-sea-scroll`) lift `--slot-w` to fill the applet's vertical aperture (`min(100cqi, calc((100cqh - 1rem) * 5 / 8))` carves the label row). Position labels pulled tight against the slot's bottom border (`margin-top: -0.15rem` crosses the border line) + vertically stretched (`transform: scaleY(1.4)` mirroring `.sea-pos-label` in `_card-deck.scss:1671-1684`) — empty-slot labels keep the same `--secUser` ink as filled-slot labels for title cohesion across the row. Horizontal-scroll on multi-card spreads via mousewheel — `bindMySeaWheel()` in `gameboard.js` translates vertical wheel events to `scrollLeft += deltaY` (lifted verbatim from `bindPaletteWheel` in `dashboard.js:7-14`).
(2) **lay/leave POSITION_LABELS swap fix.** User caught in the Escape Velocity picker that LEFT slot read "Lay" + BOTTOM slot read "Leave" — opposite of traditional Celtic Cross semantics (LEFT = Behind/past, BOTTOM = Beneath/root). Root cause: POSITION_LABELS for both Waite-Smith + Escape Velocity had `lay`/`leave` slug→label assignments inverted vs the CSS grid's spatial mapping (`_card-deck.scss:1276-1279` puts slug `lay` at BOTTOM, slug `leave` at LEFT). Fix in 5 places: `my_sea.html:287,292` JS POSITION_LABELS (WS: lay→"Beneath", leave→"Behind"; EV: lay→"Lay", leave→"Leave"), `gameboard/models.py:44-47` Python mirror, `test_game_my_sea.py:618-619` FT label-assertion table, `_sea_overlay.html:28,53` annotated comments (`sea-pos-leave` → "Behind (past) — CC pos 6 / EV pos 4"; `sea-pos-lay` → "Beneath (root) — CC pos 4 / EV pos 3"). Slug-to-CSS mapping, DRAW_ORDER, + DB persistence unchanged → no migrations, no data invalidation. **Crucial for Voronoi mapping correctness** per user spec.
(3) **My Sign applet — stage-card layout + stat-block beside.** Applet card markup upgraded to mirror my_sign.html `.sig-stage-card`: corner-tl + face (name + arcana centred) + corner-br (mirror, rotated 180°). Sized to fill applet height via container queries (`--applet-card-w: min(48cqi, 62.5cqh)` — 48cqi caps the card at half the row to leave room for the stat-block). Sibling `.my-sign-applet-stat-block` partial added — emanation/reversal face label + keyword list (from `card.keywords_upright` / `keywords_reversed` keyed off `significator_reversed`), no SPIN/FYI buttons (applet is read-only). Styling cribbed from `.sig-stat-block` in `_card-deck.scss:595-607` — priUser-translucent bg + terUser border + matching `--applet-card-w` sizing.
(4) **My Sea sign-gate refactored to Brief banner.** Was an inline `.my-sea-sign-gate` div w. its own SCSS — broke from the project's `Brief.showBanner` portal pattern. Refactored to a shared `_my_sea_sign_gate_brief.html` partial that fires `Brief.showBanner` w. title="Sign required" + line_text="Look!—pick your sign before drawing the Sea." + post_url=`/billboard/my-sign/`. Brief portals to the page-level h2 anchor via `note.js`'s `_alignToH2` (gaussian-glass `.note-banner` shell, FYI button → my-sign picker, NVM dismisses). Modifier class `.my-sea-sign-gate-brief` added post-render for FT selector disambiguation. note.js load hoisted to gameboard.html `{% block scripts %}` + the top of `my_sea.html {% block content %}` (single load per page — note.js declares `const Brief = ...` at global scope, second load = SyntaxError). All `.my-sea-sign-gate{,--applet,__line,__actions,__back,__fyi}` SCSS deleted. FTs (`test_no_sig_renders_lookline_gate_on_standalone_page` + 5 siblings) + ITs (`test_my_sea_applet_fires_sign_gate_brief_for_user_without_sig` etc.) updated to assert `.note-banner.my-sea-sign-gate-brief` + the JS-rendered FYI/NVM buttons inside the Brief shell.
(5) **Levity card text invisibility fix.** My-sea applet levity slots (--secUser bg) rendered their corner-rank + suit-icon invisible because `.fan-card-corner` carries a global `color: rgba(var(--secUser), 0.75)` rule at `_card-deck.scss:312-319` (specificity 0,1,0) that out-specifics the slot's inherited `color: --priUser`. Same trap as the `.fan-card-name { color: --quiUser }` global. Fix at `_gameboard.scss` inside the levity rule: explicit `.fan-card-corner { color: rgba(var(--priUser), 1) }` + `.fan-card-name { color: rgba(var(--priUser), 1) }` + `.fan-card-arcana { color: rgba(var(--priUser), 0.7) }` overrides at (1,3,1) specificity — beats the globals without `!important`. **Trap captured in memory** — pattern repeats across game-kit, my-sign, my-sea so worth pinning.
(6) **--duoUser olive on all five personal-data surfaces.** Per user spec, the four "personal" applets (My Sign on billboard, My Sea on gameboard, My Sky on dashboard) + the standalone Dashsky page + the standalone My Sign page got `background-color: rgba(var(--duoUser), 1)` so they read as a unified olive-bg group across navigation surfaces. For Dashsky specifically, the form column also got the override (`.sky-page .sky-form-col { background: --duoUser }`) — the base `.sky-form-col { background: --priUser }` (`_sky.scss:137`, shared w. the in-room CAST SKY modal) was leaving the dashsky form column purple inside the otherwise-olive page. Scoped to `.sky-page` so the in-room modal's purple form-col stays intact (sits over --secUser room bg, needs that contrast). One detour caught: tried `body.page-sky { background-color: --duoUser }` to fill the gap below .sky-page's content-sized aperture but it bled to navbar + footer (which sit outside .container) — reverted.
**TDD coverage**: 3 new ITs in `apps/gameboard/tests/integrated/test_views.py` — `test_my_sea_applet_renders_drawn_cards_in_draw_order` (SAO 1-of-3 fills `lay` slot, cover/crown render as empty placeholders), `test_my_sea_applet_labels_match_locked_spread` (SAO labels exactly Situation/Action/Outcome), `test_my_sea_applet_waite_smith_labels_post_fix` (regression pin for the WS Cover/Cross/Crown/**Beneath**/Before/**Behind** sequence post-swap-fix). Existing my-sea applet ITs updated to match the new selector vocabulary (`.my-sea-slot--filled` instead of `.my-sea-card`, Brief script substring instead of `.my-sea-sign-gate--applet`). 6 my-sea FTs updated to the Brief-banner contract. 1214/1214 IT/UT green.
**.gitignore**: temporary entry for `src/apps/epic/static/apps/epic/images/cards-faces/minchiate-fiorentine/` until images get renamed — flagged for removal once the rename lands. (Per user's wget download of the Minchiate faces into the gameboard cards/ tree this session.)
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-22 15:19:34 -04:00
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text = banner.text
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2026-05-19 01:38:55 -04:00
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self.assertIn("Look!", text)
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self.assertIn("pick your sign", text.lower())
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self.assertIn("drawing the Sea", text)
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feat: My Sea applet dynamic population + lay/leave POSITION_LABELS swap fix + My Sign applet stat-block + Brief-fied sign-gate + --duoUser olive on all four personal-data surfaces. Six visual+structural items batched across the dashboard/billboard/gameboard.
(1) **My Sea applet dynamic population.** Applet at `_applet-my-sea.html` was referencing an undefined `latest_draw_cards` template var — fell through to "No draws yet" even when the user had an active draw. New helpers in `apps/gameboard/models.py`: `DRAW_ORDER` + `POSITION_LABELS` constants (Python mirrors of the JS dicts in `my_sea.html:274-293`) + `latest_draw_slots(user)` builder that pairs each spread position w. its drawn card + display label + polarity. Wired through `gameboard()` + `toggle_game_applets()` views as `my_sea_slots`. Applet now renders all spread slots in DRAW_ORDER: filled = `.my-sea-slot--filled.my-sea-slot--{gravity,levity}` w. corner-tl + face (name + arcana) + corner-br (mirror) markup (same shape language as my_sign.html `.sig-stage-card`), empty = `.my-sea-slot--empty` w. `0.15rem dashed rgba(var(--terUser), 1)` border (matches the picker's `.sea-card-slot` style exactly so the applet reads as a true scaled-down twin). Container queries (`container-type: size` on `.my-sea-scroll`) lift `--slot-w` to fill the applet's vertical aperture (`min(100cqi, calc((100cqh - 1rem) * 5 / 8))` carves the label row). Position labels pulled tight against the slot's bottom border (`margin-top: -0.15rem` crosses the border line) + vertically stretched (`transform: scaleY(1.4)` mirroring `.sea-pos-label` in `_card-deck.scss:1671-1684`) — empty-slot labels keep the same `--secUser` ink as filled-slot labels for title cohesion across the row. Horizontal-scroll on multi-card spreads via mousewheel — `bindMySeaWheel()` in `gameboard.js` translates vertical wheel events to `scrollLeft += deltaY` (lifted verbatim from `bindPaletteWheel` in `dashboard.js:7-14`).
(2) **lay/leave POSITION_LABELS swap fix.** User caught in the Escape Velocity picker that LEFT slot read "Lay" + BOTTOM slot read "Leave" — opposite of traditional Celtic Cross semantics (LEFT = Behind/past, BOTTOM = Beneath/root). Root cause: POSITION_LABELS for both Waite-Smith + Escape Velocity had `lay`/`leave` slug→label assignments inverted vs the CSS grid's spatial mapping (`_card-deck.scss:1276-1279` puts slug `lay` at BOTTOM, slug `leave` at LEFT). Fix in 5 places: `my_sea.html:287,292` JS POSITION_LABELS (WS: lay→"Beneath", leave→"Behind"; EV: lay→"Lay", leave→"Leave"), `gameboard/models.py:44-47` Python mirror, `test_game_my_sea.py:618-619` FT label-assertion table, `_sea_overlay.html:28,53` annotated comments (`sea-pos-leave` → "Behind (past) — CC pos 6 / EV pos 4"; `sea-pos-lay` → "Beneath (root) — CC pos 4 / EV pos 3"). Slug-to-CSS mapping, DRAW_ORDER, + DB persistence unchanged → no migrations, no data invalidation. **Crucial for Voronoi mapping correctness** per user spec.
(3) **My Sign applet — stage-card layout + stat-block beside.** Applet card markup upgraded to mirror my_sign.html `.sig-stage-card`: corner-tl + face (name + arcana centred) + corner-br (mirror, rotated 180°). Sized to fill applet height via container queries (`--applet-card-w: min(48cqi, 62.5cqh)` — 48cqi caps the card at half the row to leave room for the stat-block). Sibling `.my-sign-applet-stat-block` partial added — emanation/reversal face label + keyword list (from `card.keywords_upright` / `keywords_reversed` keyed off `significator_reversed`), no SPIN/FYI buttons (applet is read-only). Styling cribbed from `.sig-stat-block` in `_card-deck.scss:595-607` — priUser-translucent bg + terUser border + matching `--applet-card-w` sizing.
(4) **My Sea sign-gate refactored to Brief banner.** Was an inline `.my-sea-sign-gate` div w. its own SCSS — broke from the project's `Brief.showBanner` portal pattern. Refactored to a shared `_my_sea_sign_gate_brief.html` partial that fires `Brief.showBanner` w. title="Sign required" + line_text="Look!—pick your sign before drawing the Sea." + post_url=`/billboard/my-sign/`. Brief portals to the page-level h2 anchor via `note.js`'s `_alignToH2` (gaussian-glass `.note-banner` shell, FYI button → my-sign picker, NVM dismisses). Modifier class `.my-sea-sign-gate-brief` added post-render for FT selector disambiguation. note.js load hoisted to gameboard.html `{% block scripts %}` + the top of `my_sea.html {% block content %}` (single load per page — note.js declares `const Brief = ...` at global scope, second load = SyntaxError). All `.my-sea-sign-gate{,--applet,__line,__actions,__back,__fyi}` SCSS deleted. FTs (`test_no_sig_renders_lookline_gate_on_standalone_page` + 5 siblings) + ITs (`test_my_sea_applet_fires_sign_gate_brief_for_user_without_sig` etc.) updated to assert `.note-banner.my-sea-sign-gate-brief` + the JS-rendered FYI/NVM buttons inside the Brief shell.
(5) **Levity card text invisibility fix.** My-sea applet levity slots (--secUser bg) rendered their corner-rank + suit-icon invisible because `.fan-card-corner` carries a global `color: rgba(var(--secUser), 0.75)` rule at `_card-deck.scss:312-319` (specificity 0,1,0) that out-specifics the slot's inherited `color: --priUser`. Same trap as the `.fan-card-name { color: --quiUser }` global. Fix at `_gameboard.scss` inside the levity rule: explicit `.fan-card-corner { color: rgba(var(--priUser), 1) }` + `.fan-card-name { color: rgba(var(--priUser), 1) }` + `.fan-card-arcana { color: rgba(var(--priUser), 0.7) }` overrides at (1,3,1) specificity — beats the globals without `!important`. **Trap captured in memory** — pattern repeats across game-kit, my-sign, my-sea so worth pinning.
(6) **--duoUser olive on all five personal-data surfaces.** Per user spec, the four "personal" applets (My Sign on billboard, My Sea on gameboard, My Sky on dashboard) + the standalone Dashsky page + the standalone My Sign page got `background-color: rgba(var(--duoUser), 1)` so they read as a unified olive-bg group across navigation surfaces. For Dashsky specifically, the form column also got the override (`.sky-page .sky-form-col { background: --duoUser }`) — the base `.sky-form-col { background: --priUser }` (`_sky.scss:137`, shared w. the in-room CAST SKY modal) was leaving the dashsky form column purple inside the otherwise-olive page. Scoped to `.sky-page` so the in-room modal's purple form-col stays intact (sits over --secUser room bg, needs that contrast). One detour caught: tried `body.page-sky { background-color: --duoUser }` to fill the gap below .sky-page's content-sized aperture but it bled to navbar + footer (which sit outside .container) — reverted.
**TDD coverage**: 3 new ITs in `apps/gameboard/tests/integrated/test_views.py` — `test_my_sea_applet_renders_drawn_cards_in_draw_order` (SAO 1-of-3 fills `lay` slot, cover/crown render as empty placeholders), `test_my_sea_applet_labels_match_locked_spread` (SAO labels exactly Situation/Action/Outcome), `test_my_sea_applet_waite_smith_labels_post_fix` (regression pin for the WS Cover/Cross/Crown/**Beneath**/Before/**Behind** sequence post-swap-fix). Existing my-sea applet ITs updated to match the new selector vocabulary (`.my-sea-slot--filled` instead of `.my-sea-card`, Brief script substring instead of `.my-sea-sign-gate--applet`). 6 my-sea FTs updated to the Brief-banner contract. 1214/1214 IT/UT green.
**.gitignore**: temporary entry for `src/apps/epic/static/apps/epic/images/cards-faces/minchiate-fiorentine/` until images get renamed — flagged for removal once the rename lands. (Per user's wget download of the Minchiate faces into the gameboard cards/ tree this session.)
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-22 15:19:34 -04:00
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# FYI + NVM action buttons live inside the Brief shell (built-in).
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fyi = banner.find_element(By.CSS_SELECTOR, ".note-banner__fyi")
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2026-05-19 01:38:55 -04:00
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self.assertTrue(fyi.is_displayed())
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feat: My Sea applet dynamic population + lay/leave POSITION_LABELS swap fix + My Sign applet stat-block + Brief-fied sign-gate + --duoUser olive on all four personal-data surfaces. Six visual+structural items batched across the dashboard/billboard/gameboard.
(1) **My Sea applet dynamic population.** Applet at `_applet-my-sea.html` was referencing an undefined `latest_draw_cards` template var — fell through to "No draws yet" even when the user had an active draw. New helpers in `apps/gameboard/models.py`: `DRAW_ORDER` + `POSITION_LABELS` constants (Python mirrors of the JS dicts in `my_sea.html:274-293`) + `latest_draw_slots(user)` builder that pairs each spread position w. its drawn card + display label + polarity. Wired through `gameboard()` + `toggle_game_applets()` views as `my_sea_slots`. Applet now renders all spread slots in DRAW_ORDER: filled = `.my-sea-slot--filled.my-sea-slot--{gravity,levity}` w. corner-tl + face (name + arcana) + corner-br (mirror) markup (same shape language as my_sign.html `.sig-stage-card`), empty = `.my-sea-slot--empty` w. `0.15rem dashed rgba(var(--terUser), 1)` border (matches the picker's `.sea-card-slot` style exactly so the applet reads as a true scaled-down twin). Container queries (`container-type: size` on `.my-sea-scroll`) lift `--slot-w` to fill the applet's vertical aperture (`min(100cqi, calc((100cqh - 1rem) * 5 / 8))` carves the label row). Position labels pulled tight against the slot's bottom border (`margin-top: -0.15rem` crosses the border line) + vertically stretched (`transform: scaleY(1.4)` mirroring `.sea-pos-label` in `_card-deck.scss:1671-1684`) — empty-slot labels keep the same `--secUser` ink as filled-slot labels for title cohesion across the row. Horizontal-scroll on multi-card spreads via mousewheel — `bindMySeaWheel()` in `gameboard.js` translates vertical wheel events to `scrollLeft += deltaY` (lifted verbatim from `bindPaletteWheel` in `dashboard.js:7-14`).
(2) **lay/leave POSITION_LABELS swap fix.** User caught in the Escape Velocity picker that LEFT slot read "Lay" + BOTTOM slot read "Leave" — opposite of traditional Celtic Cross semantics (LEFT = Behind/past, BOTTOM = Beneath/root). Root cause: POSITION_LABELS for both Waite-Smith + Escape Velocity had `lay`/`leave` slug→label assignments inverted vs the CSS grid's spatial mapping (`_card-deck.scss:1276-1279` puts slug `lay` at BOTTOM, slug `leave` at LEFT). Fix in 5 places: `my_sea.html:287,292` JS POSITION_LABELS (WS: lay→"Beneath", leave→"Behind"; EV: lay→"Lay", leave→"Leave"), `gameboard/models.py:44-47` Python mirror, `test_game_my_sea.py:618-619` FT label-assertion table, `_sea_overlay.html:28,53` annotated comments (`sea-pos-leave` → "Behind (past) — CC pos 6 / EV pos 4"; `sea-pos-lay` → "Beneath (root) — CC pos 4 / EV pos 3"). Slug-to-CSS mapping, DRAW_ORDER, + DB persistence unchanged → no migrations, no data invalidation. **Crucial for Voronoi mapping correctness** per user spec.
(3) **My Sign applet — stage-card layout + stat-block beside.** Applet card markup upgraded to mirror my_sign.html `.sig-stage-card`: corner-tl + face (name + arcana centred) + corner-br (mirror, rotated 180°). Sized to fill applet height via container queries (`--applet-card-w: min(48cqi, 62.5cqh)` — 48cqi caps the card at half the row to leave room for the stat-block). Sibling `.my-sign-applet-stat-block` partial added — emanation/reversal face label + keyword list (from `card.keywords_upright` / `keywords_reversed` keyed off `significator_reversed`), no SPIN/FYI buttons (applet is read-only). Styling cribbed from `.sig-stat-block` in `_card-deck.scss:595-607` — priUser-translucent bg + terUser border + matching `--applet-card-w` sizing.
(4) **My Sea sign-gate refactored to Brief banner.** Was an inline `.my-sea-sign-gate` div w. its own SCSS — broke from the project's `Brief.showBanner` portal pattern. Refactored to a shared `_my_sea_sign_gate_brief.html` partial that fires `Brief.showBanner` w. title="Sign required" + line_text="Look!—pick your sign before drawing the Sea." + post_url=`/billboard/my-sign/`. Brief portals to the page-level h2 anchor via `note.js`'s `_alignToH2` (gaussian-glass `.note-banner` shell, FYI button → my-sign picker, NVM dismisses). Modifier class `.my-sea-sign-gate-brief` added post-render for FT selector disambiguation. note.js load hoisted to gameboard.html `{% block scripts %}` + the top of `my_sea.html {% block content %}` (single load per page — note.js declares `const Brief = ...` at global scope, second load = SyntaxError). All `.my-sea-sign-gate{,--applet,__line,__actions,__back,__fyi}` SCSS deleted. FTs (`test_no_sig_renders_lookline_gate_on_standalone_page` + 5 siblings) + ITs (`test_my_sea_applet_fires_sign_gate_brief_for_user_without_sig` etc.) updated to assert `.note-banner.my-sea-sign-gate-brief` + the JS-rendered FYI/NVM buttons inside the Brief shell.
(5) **Levity card text invisibility fix.** My-sea applet levity slots (--secUser bg) rendered their corner-rank + suit-icon invisible because `.fan-card-corner` carries a global `color: rgba(var(--secUser), 0.75)` rule at `_card-deck.scss:312-319` (specificity 0,1,0) that out-specifics the slot's inherited `color: --priUser`. Same trap as the `.fan-card-name { color: --quiUser }` global. Fix at `_gameboard.scss` inside the levity rule: explicit `.fan-card-corner { color: rgba(var(--priUser), 1) }` + `.fan-card-name { color: rgba(var(--priUser), 1) }` + `.fan-card-arcana { color: rgba(var(--priUser), 0.7) }` overrides at (1,3,1) specificity — beats the globals without `!important`. **Trap captured in memory** — pattern repeats across game-kit, my-sign, my-sea so worth pinning.
(6) **--duoUser olive on all five personal-data surfaces.** Per user spec, the four "personal" applets (My Sign on billboard, My Sea on gameboard, My Sky on dashboard) + the standalone Dashsky page + the standalone My Sign page got `background-color: rgba(var(--duoUser), 1)` so they read as a unified olive-bg group across navigation surfaces. For Dashsky specifically, the form column also got the override (`.sky-page .sky-form-col { background: --duoUser }`) — the base `.sky-form-col { background: --priUser }` (`_sky.scss:137`, shared w. the in-room CAST SKY modal) was leaving the dashsky form column purple inside the otherwise-olive page. Scoped to `.sky-page` so the in-room modal's purple form-col stays intact (sits over --secUser room bg, needs that contrast). One detour caught: tried `body.page-sky { background-color: --duoUser }` to fill the gap below .sky-page's content-sized aperture but it bled to navbar + footer (which sit outside .container) — reverted.
**TDD coverage**: 3 new ITs in `apps/gameboard/tests/integrated/test_views.py` — `test_my_sea_applet_renders_drawn_cards_in_draw_order` (SAO 1-of-3 fills `lay` slot, cover/crown render as empty placeholders), `test_my_sea_applet_labels_match_locked_spread` (SAO labels exactly Situation/Action/Outcome), `test_my_sea_applet_waite_smith_labels_post_fix` (regression pin for the WS Cover/Cross/Crown/**Beneath**/Before/**Behind** sequence post-swap-fix). Existing my-sea applet ITs updated to match the new selector vocabulary (`.my-sea-slot--filled` instead of `.my-sea-card`, Brief script substring instead of `.my-sea-sign-gate--applet`). 6 my-sea FTs updated to the Brief-banner contract. 1214/1214 IT/UT green.
**.gitignore**: temporary entry for `src/apps/epic/static/apps/epic/images/cards-faces/minchiate-fiorentine/` until images get renamed — flagged for removal once the rename lands. (Per user's wget download of the Minchiate faces into the gameboard cards/ tree this session.)
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-22 15:19:34 -04:00
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nvm = banner.find_element(By.CSS_SELECTOR, ".note-banner__nvm")
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2026-05-19 15:15:37 -04:00
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self.assertTrue(nvm.is_displayed())
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2026-05-19 01:38:55 -04:00
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# ── Test 2 ───────────────────────────────────────────────────────────────
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def test_gate_fyi_links_to_my_sign_picker(self):
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feat: My Sea applet dynamic population + lay/leave POSITION_LABELS swap fix + My Sign applet stat-block + Brief-fied sign-gate + --duoUser olive on all four personal-data surfaces. Six visual+structural items batched across the dashboard/billboard/gameboard.
(1) **My Sea applet dynamic population.** Applet at `_applet-my-sea.html` was referencing an undefined `latest_draw_cards` template var — fell through to "No draws yet" even when the user had an active draw. New helpers in `apps/gameboard/models.py`: `DRAW_ORDER` + `POSITION_LABELS` constants (Python mirrors of the JS dicts in `my_sea.html:274-293`) + `latest_draw_slots(user)` builder that pairs each spread position w. its drawn card + display label + polarity. Wired through `gameboard()` + `toggle_game_applets()` views as `my_sea_slots`. Applet now renders all spread slots in DRAW_ORDER: filled = `.my-sea-slot--filled.my-sea-slot--{gravity,levity}` w. corner-tl + face (name + arcana) + corner-br (mirror) markup (same shape language as my_sign.html `.sig-stage-card`), empty = `.my-sea-slot--empty` w. `0.15rem dashed rgba(var(--terUser), 1)` border (matches the picker's `.sea-card-slot` style exactly so the applet reads as a true scaled-down twin). Container queries (`container-type: size` on `.my-sea-scroll`) lift `--slot-w` to fill the applet's vertical aperture (`min(100cqi, calc((100cqh - 1rem) * 5 / 8))` carves the label row). Position labels pulled tight against the slot's bottom border (`margin-top: -0.15rem` crosses the border line) + vertically stretched (`transform: scaleY(1.4)` mirroring `.sea-pos-label` in `_card-deck.scss:1671-1684`) — empty-slot labels keep the same `--secUser` ink as filled-slot labels for title cohesion across the row. Horizontal-scroll on multi-card spreads via mousewheel — `bindMySeaWheel()` in `gameboard.js` translates vertical wheel events to `scrollLeft += deltaY` (lifted verbatim from `bindPaletteWheel` in `dashboard.js:7-14`).
(2) **lay/leave POSITION_LABELS swap fix.** User caught in the Escape Velocity picker that LEFT slot read "Lay" + BOTTOM slot read "Leave" — opposite of traditional Celtic Cross semantics (LEFT = Behind/past, BOTTOM = Beneath/root). Root cause: POSITION_LABELS for both Waite-Smith + Escape Velocity had `lay`/`leave` slug→label assignments inverted vs the CSS grid's spatial mapping (`_card-deck.scss:1276-1279` puts slug `lay` at BOTTOM, slug `leave` at LEFT). Fix in 5 places: `my_sea.html:287,292` JS POSITION_LABELS (WS: lay→"Beneath", leave→"Behind"; EV: lay→"Lay", leave→"Leave"), `gameboard/models.py:44-47` Python mirror, `test_game_my_sea.py:618-619` FT label-assertion table, `_sea_overlay.html:28,53` annotated comments (`sea-pos-leave` → "Behind (past) — CC pos 6 / EV pos 4"; `sea-pos-lay` → "Beneath (root) — CC pos 4 / EV pos 3"). Slug-to-CSS mapping, DRAW_ORDER, + DB persistence unchanged → no migrations, no data invalidation. **Crucial for Voronoi mapping correctness** per user spec.
(3) **My Sign applet — stage-card layout + stat-block beside.** Applet card markup upgraded to mirror my_sign.html `.sig-stage-card`: corner-tl + face (name + arcana centred) + corner-br (mirror, rotated 180°). Sized to fill applet height via container queries (`--applet-card-w: min(48cqi, 62.5cqh)` — 48cqi caps the card at half the row to leave room for the stat-block). Sibling `.my-sign-applet-stat-block` partial added — emanation/reversal face label + keyword list (from `card.keywords_upright` / `keywords_reversed` keyed off `significator_reversed`), no SPIN/FYI buttons (applet is read-only). Styling cribbed from `.sig-stat-block` in `_card-deck.scss:595-607` — priUser-translucent bg + terUser border + matching `--applet-card-w` sizing.
(4) **My Sea sign-gate refactored to Brief banner.** Was an inline `.my-sea-sign-gate` div w. its own SCSS — broke from the project's `Brief.showBanner` portal pattern. Refactored to a shared `_my_sea_sign_gate_brief.html` partial that fires `Brief.showBanner` w. title="Sign required" + line_text="Look!—pick your sign before drawing the Sea." + post_url=`/billboard/my-sign/`. Brief portals to the page-level h2 anchor via `note.js`'s `_alignToH2` (gaussian-glass `.note-banner` shell, FYI button → my-sign picker, NVM dismisses). Modifier class `.my-sea-sign-gate-brief` added post-render for FT selector disambiguation. note.js load hoisted to gameboard.html `{% block scripts %}` + the top of `my_sea.html {% block content %}` (single load per page — note.js declares `const Brief = ...` at global scope, second load = SyntaxError). All `.my-sea-sign-gate{,--applet,__line,__actions,__back,__fyi}` SCSS deleted. FTs (`test_no_sig_renders_lookline_gate_on_standalone_page` + 5 siblings) + ITs (`test_my_sea_applet_fires_sign_gate_brief_for_user_without_sig` etc.) updated to assert `.note-banner.my-sea-sign-gate-brief` + the JS-rendered FYI/NVM buttons inside the Brief shell.
(5) **Levity card text invisibility fix.** My-sea applet levity slots (--secUser bg) rendered their corner-rank + suit-icon invisible because `.fan-card-corner` carries a global `color: rgba(var(--secUser), 0.75)` rule at `_card-deck.scss:312-319` (specificity 0,1,0) that out-specifics the slot's inherited `color: --priUser`. Same trap as the `.fan-card-name { color: --quiUser }` global. Fix at `_gameboard.scss` inside the levity rule: explicit `.fan-card-corner { color: rgba(var(--priUser), 1) }` + `.fan-card-name { color: rgba(var(--priUser), 1) }` + `.fan-card-arcana { color: rgba(var(--priUser), 0.7) }` overrides at (1,3,1) specificity — beats the globals without `!important`. **Trap captured in memory** — pattern repeats across game-kit, my-sign, my-sea so worth pinning.
(6) **--duoUser olive on all five personal-data surfaces.** Per user spec, the four "personal" applets (My Sign on billboard, My Sea on gameboard, My Sky on dashboard) + the standalone Dashsky page + the standalone My Sign page got `background-color: rgba(var(--duoUser), 1)` so they read as a unified olive-bg group across navigation surfaces. For Dashsky specifically, the form column also got the override (`.sky-page .sky-form-col { background: --duoUser }`) — the base `.sky-form-col { background: --priUser }` (`_sky.scss:137`, shared w. the in-room CAST SKY modal) was leaving the dashsky form column purple inside the otherwise-olive page. Scoped to `.sky-page` so the in-room modal's purple form-col stays intact (sits over --secUser room bg, needs that contrast). One detour caught: tried `body.page-sky { background-color: --duoUser }` to fill the gap below .sky-page's content-sized aperture but it bled to navbar + footer (which sit outside .container) — reverted.
**TDD coverage**: 3 new ITs in `apps/gameboard/tests/integrated/test_views.py` — `test_my_sea_applet_renders_drawn_cards_in_draw_order` (SAO 1-of-3 fills `lay` slot, cover/crown render as empty placeholders), `test_my_sea_applet_labels_match_locked_spread` (SAO labels exactly Situation/Action/Outcome), `test_my_sea_applet_waite_smith_labels_post_fix` (regression pin for the WS Cover/Cross/Crown/**Beneath**/Before/**Behind** sequence post-swap-fix). Existing my-sea applet ITs updated to match the new selector vocabulary (`.my-sea-slot--filled` instead of `.my-sea-card`, Brief script substring instead of `.my-sea-sign-gate--applet`). 6 my-sea FTs updated to the Brief-banner contract. 1214/1214 IT/UT green.
**.gitignore**: temporary entry for `src/apps/epic/static/apps/epic/images/cards-faces/minchiate-fiorentine/` until images get renamed — flagged for removal once the rename lands. (Per user's wget download of the Minchiate faces into the gameboard cards/ tree this session.)
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-22 15:19:34 -04:00
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"""FYI button on the Brief is an `<a href>` pointing at /billboard/
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my-sign/. Carries the standard `.note-banner__fyi` class."""
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2026-05-19 01:38:55 -04:00
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self.create_pre_authenticated_session(self.email)
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self.browser.get(self.live_server_url + "/gameboard/my-sea/")
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fyi = self.wait_for(
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lambda: self.browser.find_element(
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feat: My Sea applet dynamic population + lay/leave POSITION_LABELS swap fix + My Sign applet stat-block + Brief-fied sign-gate + --duoUser olive on all four personal-data surfaces. Six visual+structural items batched across the dashboard/billboard/gameboard.
(1) **My Sea applet dynamic population.** Applet at `_applet-my-sea.html` was referencing an undefined `latest_draw_cards` template var — fell through to "No draws yet" even when the user had an active draw. New helpers in `apps/gameboard/models.py`: `DRAW_ORDER` + `POSITION_LABELS` constants (Python mirrors of the JS dicts in `my_sea.html:274-293`) + `latest_draw_slots(user)` builder that pairs each spread position w. its drawn card + display label + polarity. Wired through `gameboard()` + `toggle_game_applets()` views as `my_sea_slots`. Applet now renders all spread slots in DRAW_ORDER: filled = `.my-sea-slot--filled.my-sea-slot--{gravity,levity}` w. corner-tl + face (name + arcana) + corner-br (mirror) markup (same shape language as my_sign.html `.sig-stage-card`), empty = `.my-sea-slot--empty` w. `0.15rem dashed rgba(var(--terUser), 1)` border (matches the picker's `.sea-card-slot` style exactly so the applet reads as a true scaled-down twin). Container queries (`container-type: size` on `.my-sea-scroll`) lift `--slot-w` to fill the applet's vertical aperture (`min(100cqi, calc((100cqh - 1rem) * 5 / 8))` carves the label row). Position labels pulled tight against the slot's bottom border (`margin-top: -0.15rem` crosses the border line) + vertically stretched (`transform: scaleY(1.4)` mirroring `.sea-pos-label` in `_card-deck.scss:1671-1684`) — empty-slot labels keep the same `--secUser` ink as filled-slot labels for title cohesion across the row. Horizontal-scroll on multi-card spreads via mousewheel — `bindMySeaWheel()` in `gameboard.js` translates vertical wheel events to `scrollLeft += deltaY` (lifted verbatim from `bindPaletteWheel` in `dashboard.js:7-14`).
(2) **lay/leave POSITION_LABELS swap fix.** User caught in the Escape Velocity picker that LEFT slot read "Lay" + BOTTOM slot read "Leave" — opposite of traditional Celtic Cross semantics (LEFT = Behind/past, BOTTOM = Beneath/root). Root cause: POSITION_LABELS for both Waite-Smith + Escape Velocity had `lay`/`leave` slug→label assignments inverted vs the CSS grid's spatial mapping (`_card-deck.scss:1276-1279` puts slug `lay` at BOTTOM, slug `leave` at LEFT). Fix in 5 places: `my_sea.html:287,292` JS POSITION_LABELS (WS: lay→"Beneath", leave→"Behind"; EV: lay→"Lay", leave→"Leave"), `gameboard/models.py:44-47` Python mirror, `test_game_my_sea.py:618-619` FT label-assertion table, `_sea_overlay.html:28,53` annotated comments (`sea-pos-leave` → "Behind (past) — CC pos 6 / EV pos 4"; `sea-pos-lay` → "Beneath (root) — CC pos 4 / EV pos 3"). Slug-to-CSS mapping, DRAW_ORDER, + DB persistence unchanged → no migrations, no data invalidation. **Crucial for Voronoi mapping correctness** per user spec.
(3) **My Sign applet — stage-card layout + stat-block beside.** Applet card markup upgraded to mirror my_sign.html `.sig-stage-card`: corner-tl + face (name + arcana centred) + corner-br (mirror, rotated 180°). Sized to fill applet height via container queries (`--applet-card-w: min(48cqi, 62.5cqh)` — 48cqi caps the card at half the row to leave room for the stat-block). Sibling `.my-sign-applet-stat-block` partial added — emanation/reversal face label + keyword list (from `card.keywords_upright` / `keywords_reversed` keyed off `significator_reversed`), no SPIN/FYI buttons (applet is read-only). Styling cribbed from `.sig-stat-block` in `_card-deck.scss:595-607` — priUser-translucent bg + terUser border + matching `--applet-card-w` sizing.
(4) **My Sea sign-gate refactored to Brief banner.** Was an inline `.my-sea-sign-gate` div w. its own SCSS — broke from the project's `Brief.showBanner` portal pattern. Refactored to a shared `_my_sea_sign_gate_brief.html` partial that fires `Brief.showBanner` w. title="Sign required" + line_text="Look!—pick your sign before drawing the Sea." + post_url=`/billboard/my-sign/`. Brief portals to the page-level h2 anchor via `note.js`'s `_alignToH2` (gaussian-glass `.note-banner` shell, FYI button → my-sign picker, NVM dismisses). Modifier class `.my-sea-sign-gate-brief` added post-render for FT selector disambiguation. note.js load hoisted to gameboard.html `{% block scripts %}` + the top of `my_sea.html {% block content %}` (single load per page — note.js declares `const Brief = ...` at global scope, second load = SyntaxError). All `.my-sea-sign-gate{,--applet,__line,__actions,__back,__fyi}` SCSS deleted. FTs (`test_no_sig_renders_lookline_gate_on_standalone_page` + 5 siblings) + ITs (`test_my_sea_applet_fires_sign_gate_brief_for_user_without_sig` etc.) updated to assert `.note-banner.my-sea-sign-gate-brief` + the JS-rendered FYI/NVM buttons inside the Brief shell.
(5) **Levity card text invisibility fix.** My-sea applet levity slots (--secUser bg) rendered their corner-rank + suit-icon invisible because `.fan-card-corner` carries a global `color: rgba(var(--secUser), 0.75)` rule at `_card-deck.scss:312-319` (specificity 0,1,0) that out-specifics the slot's inherited `color: --priUser`. Same trap as the `.fan-card-name { color: --quiUser }` global. Fix at `_gameboard.scss` inside the levity rule: explicit `.fan-card-corner { color: rgba(var(--priUser), 1) }` + `.fan-card-name { color: rgba(var(--priUser), 1) }` + `.fan-card-arcana { color: rgba(var(--priUser), 0.7) }` overrides at (1,3,1) specificity — beats the globals without `!important`. **Trap captured in memory** — pattern repeats across game-kit, my-sign, my-sea so worth pinning.
(6) **--duoUser olive on all five personal-data surfaces.** Per user spec, the four "personal" applets (My Sign on billboard, My Sea on gameboard, My Sky on dashboard) + the standalone Dashsky page + the standalone My Sign page got `background-color: rgba(var(--duoUser), 1)` so they read as a unified olive-bg group across navigation surfaces. For Dashsky specifically, the form column also got the override (`.sky-page .sky-form-col { background: --duoUser }`) — the base `.sky-form-col { background: --priUser }` (`_sky.scss:137`, shared w. the in-room CAST SKY modal) was leaving the dashsky form column purple inside the otherwise-olive page. Scoped to `.sky-page` so the in-room modal's purple form-col stays intact (sits over --secUser room bg, needs that contrast). One detour caught: tried `body.page-sky { background-color: --duoUser }` to fill the gap below .sky-page's content-sized aperture but it bled to navbar + footer (which sit outside .container) — reverted.
**TDD coverage**: 3 new ITs in `apps/gameboard/tests/integrated/test_views.py` — `test_my_sea_applet_renders_drawn_cards_in_draw_order` (SAO 1-of-3 fills `lay` slot, cover/crown render as empty placeholders), `test_my_sea_applet_labels_match_locked_spread` (SAO labels exactly Situation/Action/Outcome), `test_my_sea_applet_waite_smith_labels_post_fix` (regression pin for the WS Cover/Cross/Crown/**Beneath**/Before/**Behind** sequence post-swap-fix). Existing my-sea applet ITs updated to match the new selector vocabulary (`.my-sea-slot--filled` instead of `.my-sea-card`, Brief script substring instead of `.my-sea-sign-gate--applet`). 6 my-sea FTs updated to the Brief-banner contract. 1214/1214 IT/UT green.
**.gitignore**: temporary entry for `src/apps/epic/static/apps/epic/images/cards-faces/minchiate-fiorentine/` until images get renamed — flagged for removal once the rename lands. (Per user's wget download of the Minchiate faces into the gameboard cards/ tree this session.)
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-22 15:19:34 -04:00
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By.CSS_SELECTOR, ".my-sea-sign-gate-brief .note-banner__fyi"
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2026-05-19 01:38:55 -04:00
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)
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)
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href = fyi.get_attribute("href") or ""
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self.assertTrue(
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href.endswith("/billboard/my-sign/"),
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f"FYI should link to /billboard/my-sign/, got {href!r}",
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)
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# ── Test 3 ───────────────────────────────────────────────────────────────
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feat: My Sea applet dynamic population + lay/leave POSITION_LABELS swap fix + My Sign applet stat-block + Brief-fied sign-gate + --duoUser olive on all four personal-data surfaces. Six visual+structural items batched across the dashboard/billboard/gameboard.
(1) **My Sea applet dynamic population.** Applet at `_applet-my-sea.html` was referencing an undefined `latest_draw_cards` template var — fell through to "No draws yet" even when the user had an active draw. New helpers in `apps/gameboard/models.py`: `DRAW_ORDER` + `POSITION_LABELS` constants (Python mirrors of the JS dicts in `my_sea.html:274-293`) + `latest_draw_slots(user)` builder that pairs each spread position w. its drawn card + display label + polarity. Wired through `gameboard()` + `toggle_game_applets()` views as `my_sea_slots`. Applet now renders all spread slots in DRAW_ORDER: filled = `.my-sea-slot--filled.my-sea-slot--{gravity,levity}` w. corner-tl + face (name + arcana) + corner-br (mirror) markup (same shape language as my_sign.html `.sig-stage-card`), empty = `.my-sea-slot--empty` w. `0.15rem dashed rgba(var(--terUser), 1)` border (matches the picker's `.sea-card-slot` style exactly so the applet reads as a true scaled-down twin). Container queries (`container-type: size` on `.my-sea-scroll`) lift `--slot-w` to fill the applet's vertical aperture (`min(100cqi, calc((100cqh - 1rem) * 5 / 8))` carves the label row). Position labels pulled tight against the slot's bottom border (`margin-top: -0.15rem` crosses the border line) + vertically stretched (`transform: scaleY(1.4)` mirroring `.sea-pos-label` in `_card-deck.scss:1671-1684`) — empty-slot labels keep the same `--secUser` ink as filled-slot labels for title cohesion across the row. Horizontal-scroll on multi-card spreads via mousewheel — `bindMySeaWheel()` in `gameboard.js` translates vertical wheel events to `scrollLeft += deltaY` (lifted verbatim from `bindPaletteWheel` in `dashboard.js:7-14`).
(2) **lay/leave POSITION_LABELS swap fix.** User caught in the Escape Velocity picker that LEFT slot read "Lay" + BOTTOM slot read "Leave" — opposite of traditional Celtic Cross semantics (LEFT = Behind/past, BOTTOM = Beneath/root). Root cause: POSITION_LABELS for both Waite-Smith + Escape Velocity had `lay`/`leave` slug→label assignments inverted vs the CSS grid's spatial mapping (`_card-deck.scss:1276-1279` puts slug `lay` at BOTTOM, slug `leave` at LEFT). Fix in 5 places: `my_sea.html:287,292` JS POSITION_LABELS (WS: lay→"Beneath", leave→"Behind"; EV: lay→"Lay", leave→"Leave"), `gameboard/models.py:44-47` Python mirror, `test_game_my_sea.py:618-619` FT label-assertion table, `_sea_overlay.html:28,53` annotated comments (`sea-pos-leave` → "Behind (past) — CC pos 6 / EV pos 4"; `sea-pos-lay` → "Beneath (root) — CC pos 4 / EV pos 3"). Slug-to-CSS mapping, DRAW_ORDER, + DB persistence unchanged → no migrations, no data invalidation. **Crucial for Voronoi mapping correctness** per user spec.
(3) **My Sign applet — stage-card layout + stat-block beside.** Applet card markup upgraded to mirror my_sign.html `.sig-stage-card`: corner-tl + face (name + arcana centred) + corner-br (mirror, rotated 180°). Sized to fill applet height via container queries (`--applet-card-w: min(48cqi, 62.5cqh)` — 48cqi caps the card at half the row to leave room for the stat-block). Sibling `.my-sign-applet-stat-block` partial added — emanation/reversal face label + keyword list (from `card.keywords_upright` / `keywords_reversed` keyed off `significator_reversed`), no SPIN/FYI buttons (applet is read-only). Styling cribbed from `.sig-stat-block` in `_card-deck.scss:595-607` — priUser-translucent bg + terUser border + matching `--applet-card-w` sizing.
(4) **My Sea sign-gate refactored to Brief banner.** Was an inline `.my-sea-sign-gate` div w. its own SCSS — broke from the project's `Brief.showBanner` portal pattern. Refactored to a shared `_my_sea_sign_gate_brief.html` partial that fires `Brief.showBanner` w. title="Sign required" + line_text="Look!—pick your sign before drawing the Sea." + post_url=`/billboard/my-sign/`. Brief portals to the page-level h2 anchor via `note.js`'s `_alignToH2` (gaussian-glass `.note-banner` shell, FYI button → my-sign picker, NVM dismisses). Modifier class `.my-sea-sign-gate-brief` added post-render for FT selector disambiguation. note.js load hoisted to gameboard.html `{% block scripts %}` + the top of `my_sea.html {% block content %}` (single load per page — note.js declares `const Brief = ...` at global scope, second load = SyntaxError). All `.my-sea-sign-gate{,--applet,__line,__actions,__back,__fyi}` SCSS deleted. FTs (`test_no_sig_renders_lookline_gate_on_standalone_page` + 5 siblings) + ITs (`test_my_sea_applet_fires_sign_gate_brief_for_user_without_sig` etc.) updated to assert `.note-banner.my-sea-sign-gate-brief` + the JS-rendered FYI/NVM buttons inside the Brief shell.
(5) **Levity card text invisibility fix.** My-sea applet levity slots (--secUser bg) rendered their corner-rank + suit-icon invisible because `.fan-card-corner` carries a global `color: rgba(var(--secUser), 0.75)` rule at `_card-deck.scss:312-319` (specificity 0,1,0) that out-specifics the slot's inherited `color: --priUser`. Same trap as the `.fan-card-name { color: --quiUser }` global. Fix at `_gameboard.scss` inside the levity rule: explicit `.fan-card-corner { color: rgba(var(--priUser), 1) }` + `.fan-card-name { color: rgba(var(--priUser), 1) }` + `.fan-card-arcana { color: rgba(var(--priUser), 0.7) }` overrides at (1,3,1) specificity — beats the globals without `!important`. **Trap captured in memory** — pattern repeats across game-kit, my-sign, my-sea so worth pinning.
(6) **--duoUser olive on all five personal-data surfaces.** Per user spec, the four "personal" applets (My Sign on billboard, My Sea on gameboard, My Sky on dashboard) + the standalone Dashsky page + the standalone My Sign page got `background-color: rgba(var(--duoUser), 1)` so they read as a unified olive-bg group across navigation surfaces. For Dashsky specifically, the form column also got the override (`.sky-page .sky-form-col { background: --duoUser }`) — the base `.sky-form-col { background: --priUser }` (`_sky.scss:137`, shared w. the in-room CAST SKY modal) was leaving the dashsky form column purple inside the otherwise-olive page. Scoped to `.sky-page` so the in-room modal's purple form-col stays intact (sits over --secUser room bg, needs that contrast). One detour caught: tried `body.page-sky { background-color: --duoUser }` to fill the gap below .sky-page's content-sized aperture but it bled to navbar + footer (which sit outside .container) — reverted.
**TDD coverage**: 3 new ITs in `apps/gameboard/tests/integrated/test_views.py` — `test_my_sea_applet_renders_drawn_cards_in_draw_order` (SAO 1-of-3 fills `lay` slot, cover/crown render as empty placeholders), `test_my_sea_applet_labels_match_locked_spread` (SAO labels exactly Situation/Action/Outcome), `test_my_sea_applet_waite_smith_labels_post_fix` (regression pin for the WS Cover/Cross/Crown/**Beneath**/Before/**Behind** sequence post-swap-fix). Existing my-sea applet ITs updated to match the new selector vocabulary (`.my-sea-slot--filled` instead of `.my-sea-card`, Brief script substring instead of `.my-sea-sign-gate--applet`). 6 my-sea FTs updated to the Brief-banner contract. 1214/1214 IT/UT green.
**.gitignore**: temporary entry for `src/apps/epic/static/apps/epic/images/cards-faces/minchiate-fiorentine/` until images get renamed — flagged for removal once the rename lands. (Per user's wget download of the Minchiate faces into the gameboard cards/ tree this session.)
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-22 15:19:34 -04:00
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def test_gate_nvm_dismisses_brief(self):
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"""NVM button on the Brief dismisses the banner (built into
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`Brief.showBanner`'s nvm handler — `banner.remove()`)."""
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2026-05-19 01:38:55 -04:00
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self.create_pre_authenticated_session(self.email)
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self.browser.get(self.live_server_url + "/gameboard/my-sea/")
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2026-05-19 15:15:37 -04:00
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nvm = self.wait_for(
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2026-05-19 01:38:55 -04:00
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lambda: self.browser.find_element(
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feat: My Sea applet dynamic population + lay/leave POSITION_LABELS swap fix + My Sign applet stat-block + Brief-fied sign-gate + --duoUser olive on all four personal-data surfaces. Six visual+structural items batched across the dashboard/billboard/gameboard.
(1) **My Sea applet dynamic population.** Applet at `_applet-my-sea.html` was referencing an undefined `latest_draw_cards` template var — fell through to "No draws yet" even when the user had an active draw. New helpers in `apps/gameboard/models.py`: `DRAW_ORDER` + `POSITION_LABELS` constants (Python mirrors of the JS dicts in `my_sea.html:274-293`) + `latest_draw_slots(user)` builder that pairs each spread position w. its drawn card + display label + polarity. Wired through `gameboard()` + `toggle_game_applets()` views as `my_sea_slots`. Applet now renders all spread slots in DRAW_ORDER: filled = `.my-sea-slot--filled.my-sea-slot--{gravity,levity}` w. corner-tl + face (name + arcana) + corner-br (mirror) markup (same shape language as my_sign.html `.sig-stage-card`), empty = `.my-sea-slot--empty` w. `0.15rem dashed rgba(var(--terUser), 1)` border (matches the picker's `.sea-card-slot` style exactly so the applet reads as a true scaled-down twin). Container queries (`container-type: size` on `.my-sea-scroll`) lift `--slot-w` to fill the applet's vertical aperture (`min(100cqi, calc((100cqh - 1rem) * 5 / 8))` carves the label row). Position labels pulled tight against the slot's bottom border (`margin-top: -0.15rem` crosses the border line) + vertically stretched (`transform: scaleY(1.4)` mirroring `.sea-pos-label` in `_card-deck.scss:1671-1684`) — empty-slot labels keep the same `--secUser` ink as filled-slot labels for title cohesion across the row. Horizontal-scroll on multi-card spreads via mousewheel — `bindMySeaWheel()` in `gameboard.js` translates vertical wheel events to `scrollLeft += deltaY` (lifted verbatim from `bindPaletteWheel` in `dashboard.js:7-14`).
(2) **lay/leave POSITION_LABELS swap fix.** User caught in the Escape Velocity picker that LEFT slot read "Lay" + BOTTOM slot read "Leave" — opposite of traditional Celtic Cross semantics (LEFT = Behind/past, BOTTOM = Beneath/root). Root cause: POSITION_LABELS for both Waite-Smith + Escape Velocity had `lay`/`leave` slug→label assignments inverted vs the CSS grid's spatial mapping (`_card-deck.scss:1276-1279` puts slug `lay` at BOTTOM, slug `leave` at LEFT). Fix in 5 places: `my_sea.html:287,292` JS POSITION_LABELS (WS: lay→"Beneath", leave→"Behind"; EV: lay→"Lay", leave→"Leave"), `gameboard/models.py:44-47` Python mirror, `test_game_my_sea.py:618-619` FT label-assertion table, `_sea_overlay.html:28,53` annotated comments (`sea-pos-leave` → "Behind (past) — CC pos 6 / EV pos 4"; `sea-pos-lay` → "Beneath (root) — CC pos 4 / EV pos 3"). Slug-to-CSS mapping, DRAW_ORDER, + DB persistence unchanged → no migrations, no data invalidation. **Crucial for Voronoi mapping correctness** per user spec.
(3) **My Sign applet — stage-card layout + stat-block beside.** Applet card markup upgraded to mirror my_sign.html `.sig-stage-card`: corner-tl + face (name + arcana centred) + corner-br (mirror, rotated 180°). Sized to fill applet height via container queries (`--applet-card-w: min(48cqi, 62.5cqh)` — 48cqi caps the card at half the row to leave room for the stat-block). Sibling `.my-sign-applet-stat-block` partial added — emanation/reversal face label + keyword list (from `card.keywords_upright` / `keywords_reversed` keyed off `significator_reversed`), no SPIN/FYI buttons (applet is read-only). Styling cribbed from `.sig-stat-block` in `_card-deck.scss:595-607` — priUser-translucent bg + terUser border + matching `--applet-card-w` sizing.
(4) **My Sea sign-gate refactored to Brief banner.** Was an inline `.my-sea-sign-gate` div w. its own SCSS — broke from the project's `Brief.showBanner` portal pattern. Refactored to a shared `_my_sea_sign_gate_brief.html` partial that fires `Brief.showBanner` w. title="Sign required" + line_text="Look!—pick your sign before drawing the Sea." + post_url=`/billboard/my-sign/`. Brief portals to the page-level h2 anchor via `note.js`'s `_alignToH2` (gaussian-glass `.note-banner` shell, FYI button → my-sign picker, NVM dismisses). Modifier class `.my-sea-sign-gate-brief` added post-render for FT selector disambiguation. note.js load hoisted to gameboard.html `{% block scripts %}` + the top of `my_sea.html {% block content %}` (single load per page — note.js declares `const Brief = ...` at global scope, second load = SyntaxError). All `.my-sea-sign-gate{,--applet,__line,__actions,__back,__fyi}` SCSS deleted. FTs (`test_no_sig_renders_lookline_gate_on_standalone_page` + 5 siblings) + ITs (`test_my_sea_applet_fires_sign_gate_brief_for_user_without_sig` etc.) updated to assert `.note-banner.my-sea-sign-gate-brief` + the JS-rendered FYI/NVM buttons inside the Brief shell.
(5) **Levity card text invisibility fix.** My-sea applet levity slots (--secUser bg) rendered their corner-rank + suit-icon invisible because `.fan-card-corner` carries a global `color: rgba(var(--secUser), 0.75)` rule at `_card-deck.scss:312-319` (specificity 0,1,0) that out-specifics the slot's inherited `color: --priUser`. Same trap as the `.fan-card-name { color: --quiUser }` global. Fix at `_gameboard.scss` inside the levity rule: explicit `.fan-card-corner { color: rgba(var(--priUser), 1) }` + `.fan-card-name { color: rgba(var(--priUser), 1) }` + `.fan-card-arcana { color: rgba(var(--priUser), 0.7) }` overrides at (1,3,1) specificity — beats the globals without `!important`. **Trap captured in memory** — pattern repeats across game-kit, my-sign, my-sea so worth pinning.
(6) **--duoUser olive on all five personal-data surfaces.** Per user spec, the four "personal" applets (My Sign on billboard, My Sea on gameboard, My Sky on dashboard) + the standalone Dashsky page + the standalone My Sign page got `background-color: rgba(var(--duoUser), 1)` so they read as a unified olive-bg group across navigation surfaces. For Dashsky specifically, the form column also got the override (`.sky-page .sky-form-col { background: --duoUser }`) — the base `.sky-form-col { background: --priUser }` (`_sky.scss:137`, shared w. the in-room CAST SKY modal) was leaving the dashsky form column purple inside the otherwise-olive page. Scoped to `.sky-page` so the in-room modal's purple form-col stays intact (sits over --secUser room bg, needs that contrast). One detour caught: tried `body.page-sky { background-color: --duoUser }` to fill the gap below .sky-page's content-sized aperture but it bled to navbar + footer (which sit outside .container) — reverted.
**TDD coverage**: 3 new ITs in `apps/gameboard/tests/integrated/test_views.py` — `test_my_sea_applet_renders_drawn_cards_in_draw_order` (SAO 1-of-3 fills `lay` slot, cover/crown render as empty placeholders), `test_my_sea_applet_labels_match_locked_spread` (SAO labels exactly Situation/Action/Outcome), `test_my_sea_applet_waite_smith_labels_post_fix` (regression pin for the WS Cover/Cross/Crown/**Beneath**/Before/**Behind** sequence post-swap-fix). Existing my-sea applet ITs updated to match the new selector vocabulary (`.my-sea-slot--filled` instead of `.my-sea-card`, Brief script substring instead of `.my-sea-sign-gate--applet`). 6 my-sea FTs updated to the Brief-banner contract. 1214/1214 IT/UT green.
**.gitignore**: temporary entry for `src/apps/epic/static/apps/epic/images/cards-faces/minchiate-fiorentine/` until images get renamed — flagged for removal once the rename lands. (Per user's wget download of the Minchiate faces into the gameboard cards/ tree this session.)
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-22 15:19:34 -04:00
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By.CSS_SELECTOR, ".my-sea-sign-gate-brief .note-banner__nvm"
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2026-05-19 01:38:55 -04:00
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)
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)
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feat: My Sea applet dynamic population + lay/leave POSITION_LABELS swap fix + My Sign applet stat-block + Brief-fied sign-gate + --duoUser olive on all four personal-data surfaces. Six visual+structural items batched across the dashboard/billboard/gameboard.
(1) **My Sea applet dynamic population.** Applet at `_applet-my-sea.html` was referencing an undefined `latest_draw_cards` template var — fell through to "No draws yet" even when the user had an active draw. New helpers in `apps/gameboard/models.py`: `DRAW_ORDER` + `POSITION_LABELS` constants (Python mirrors of the JS dicts in `my_sea.html:274-293`) + `latest_draw_slots(user)` builder that pairs each spread position w. its drawn card + display label + polarity. Wired through `gameboard()` + `toggle_game_applets()` views as `my_sea_slots`. Applet now renders all spread slots in DRAW_ORDER: filled = `.my-sea-slot--filled.my-sea-slot--{gravity,levity}` w. corner-tl + face (name + arcana) + corner-br (mirror) markup (same shape language as my_sign.html `.sig-stage-card`), empty = `.my-sea-slot--empty` w. `0.15rem dashed rgba(var(--terUser), 1)` border (matches the picker's `.sea-card-slot` style exactly so the applet reads as a true scaled-down twin). Container queries (`container-type: size` on `.my-sea-scroll`) lift `--slot-w` to fill the applet's vertical aperture (`min(100cqi, calc((100cqh - 1rem) * 5 / 8))` carves the label row). Position labels pulled tight against the slot's bottom border (`margin-top: -0.15rem` crosses the border line) + vertically stretched (`transform: scaleY(1.4)` mirroring `.sea-pos-label` in `_card-deck.scss:1671-1684`) — empty-slot labels keep the same `--secUser` ink as filled-slot labels for title cohesion across the row. Horizontal-scroll on multi-card spreads via mousewheel — `bindMySeaWheel()` in `gameboard.js` translates vertical wheel events to `scrollLeft += deltaY` (lifted verbatim from `bindPaletteWheel` in `dashboard.js:7-14`).
(2) **lay/leave POSITION_LABELS swap fix.** User caught in the Escape Velocity picker that LEFT slot read "Lay" + BOTTOM slot read "Leave" — opposite of traditional Celtic Cross semantics (LEFT = Behind/past, BOTTOM = Beneath/root). Root cause: POSITION_LABELS for both Waite-Smith + Escape Velocity had `lay`/`leave` slug→label assignments inverted vs the CSS grid's spatial mapping (`_card-deck.scss:1276-1279` puts slug `lay` at BOTTOM, slug `leave` at LEFT). Fix in 5 places: `my_sea.html:287,292` JS POSITION_LABELS (WS: lay→"Beneath", leave→"Behind"; EV: lay→"Lay", leave→"Leave"), `gameboard/models.py:44-47` Python mirror, `test_game_my_sea.py:618-619` FT label-assertion table, `_sea_overlay.html:28,53` annotated comments (`sea-pos-leave` → "Behind (past) — CC pos 6 / EV pos 4"; `sea-pos-lay` → "Beneath (root) — CC pos 4 / EV pos 3"). Slug-to-CSS mapping, DRAW_ORDER, + DB persistence unchanged → no migrations, no data invalidation. **Crucial for Voronoi mapping correctness** per user spec.
(3) **My Sign applet — stage-card layout + stat-block beside.** Applet card markup upgraded to mirror my_sign.html `.sig-stage-card`: corner-tl + face (name + arcana centred) + corner-br (mirror, rotated 180°). Sized to fill applet height via container queries (`--applet-card-w: min(48cqi, 62.5cqh)` — 48cqi caps the card at half the row to leave room for the stat-block). Sibling `.my-sign-applet-stat-block` partial added — emanation/reversal face label + keyword list (from `card.keywords_upright` / `keywords_reversed` keyed off `significator_reversed`), no SPIN/FYI buttons (applet is read-only). Styling cribbed from `.sig-stat-block` in `_card-deck.scss:595-607` — priUser-translucent bg + terUser border + matching `--applet-card-w` sizing.
(4) **My Sea sign-gate refactored to Brief banner.** Was an inline `.my-sea-sign-gate` div w. its own SCSS — broke from the project's `Brief.showBanner` portal pattern. Refactored to a shared `_my_sea_sign_gate_brief.html` partial that fires `Brief.showBanner` w. title="Sign required" + line_text="Look!—pick your sign before drawing the Sea." + post_url=`/billboard/my-sign/`. Brief portals to the page-level h2 anchor via `note.js`'s `_alignToH2` (gaussian-glass `.note-banner` shell, FYI button → my-sign picker, NVM dismisses). Modifier class `.my-sea-sign-gate-brief` added post-render for FT selector disambiguation. note.js load hoisted to gameboard.html `{% block scripts %}` + the top of `my_sea.html {% block content %}` (single load per page — note.js declares `const Brief = ...` at global scope, second load = SyntaxError). All `.my-sea-sign-gate{,--applet,__line,__actions,__back,__fyi}` SCSS deleted. FTs (`test_no_sig_renders_lookline_gate_on_standalone_page` + 5 siblings) + ITs (`test_my_sea_applet_fires_sign_gate_brief_for_user_without_sig` etc.) updated to assert `.note-banner.my-sea-sign-gate-brief` + the JS-rendered FYI/NVM buttons inside the Brief shell.
(5) **Levity card text invisibility fix.** My-sea applet levity slots (--secUser bg) rendered their corner-rank + suit-icon invisible because `.fan-card-corner` carries a global `color: rgba(var(--secUser), 0.75)` rule at `_card-deck.scss:312-319` (specificity 0,1,0) that out-specifics the slot's inherited `color: --priUser`. Same trap as the `.fan-card-name { color: --quiUser }` global. Fix at `_gameboard.scss` inside the levity rule: explicit `.fan-card-corner { color: rgba(var(--priUser), 1) }` + `.fan-card-name { color: rgba(var(--priUser), 1) }` + `.fan-card-arcana { color: rgba(var(--priUser), 0.7) }` overrides at (1,3,1) specificity — beats the globals without `!important`. **Trap captured in memory** — pattern repeats across game-kit, my-sign, my-sea so worth pinning.
(6) **--duoUser olive on all five personal-data surfaces.** Per user spec, the four "personal" applets (My Sign on billboard, My Sea on gameboard, My Sky on dashboard) + the standalone Dashsky page + the standalone My Sign page got `background-color: rgba(var(--duoUser), 1)` so they read as a unified olive-bg group across navigation surfaces. For Dashsky specifically, the form column also got the override (`.sky-page .sky-form-col { background: --duoUser }`) — the base `.sky-form-col { background: --priUser }` (`_sky.scss:137`, shared w. the in-room CAST SKY modal) was leaving the dashsky form column purple inside the otherwise-olive page. Scoped to `.sky-page` so the in-room modal's purple form-col stays intact (sits over --secUser room bg, needs that contrast). One detour caught: tried `body.page-sky { background-color: --duoUser }` to fill the gap below .sky-page's content-sized aperture but it bled to navbar + footer (which sit outside .container) — reverted.
**TDD coverage**: 3 new ITs in `apps/gameboard/tests/integrated/test_views.py` — `test_my_sea_applet_renders_drawn_cards_in_draw_order` (SAO 1-of-3 fills `lay` slot, cover/crown render as empty placeholders), `test_my_sea_applet_labels_match_locked_spread` (SAO labels exactly Situation/Action/Outcome), `test_my_sea_applet_waite_smith_labels_post_fix` (regression pin for the WS Cover/Cross/Crown/**Beneath**/Before/**Behind** sequence post-swap-fix). Existing my-sea applet ITs updated to match the new selector vocabulary (`.my-sea-slot--filled` instead of `.my-sea-card`, Brief script substring instead of `.my-sea-sign-gate--applet`). 6 my-sea FTs updated to the Brief-banner contract. 1214/1214 IT/UT green.
**.gitignore**: temporary entry for `src/apps/epic/static/apps/epic/images/cards-faces/minchiate-fiorentine/` until images get renamed — flagged for removal once the rename lands. (Per user's wget download of the Minchiate faces into the gameboard cards/ tree this session.)
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-22 15:19:34 -04:00
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nvm.click()
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self.wait_for(
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lambda: self.assertEqual(
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len(self.browser.find_elements(
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By.CSS_SELECTOR, ".my-sea-sign-gate-brief"
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)),
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0,
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"NVM should remove the gate Brief from the DOM",
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)
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2026-05-19 01:38:55 -04:00
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)
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# ── Test 4 ───────────────────────────────────────────────────────────────
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def test_with_sig_skips_gate_and_renders_draw_shell(self):
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feat: My Sea applet dynamic population + lay/leave POSITION_LABELS swap fix + My Sign applet stat-block + Brief-fied sign-gate + --duoUser olive on all four personal-data surfaces. Six visual+structural items batched across the dashboard/billboard/gameboard.
(1) **My Sea applet dynamic population.** Applet at `_applet-my-sea.html` was referencing an undefined `latest_draw_cards` template var — fell through to "No draws yet" even when the user had an active draw. New helpers in `apps/gameboard/models.py`: `DRAW_ORDER` + `POSITION_LABELS` constants (Python mirrors of the JS dicts in `my_sea.html:274-293`) + `latest_draw_slots(user)` builder that pairs each spread position w. its drawn card + display label + polarity. Wired through `gameboard()` + `toggle_game_applets()` views as `my_sea_slots`. Applet now renders all spread slots in DRAW_ORDER: filled = `.my-sea-slot--filled.my-sea-slot--{gravity,levity}` w. corner-tl + face (name + arcana) + corner-br (mirror) markup (same shape language as my_sign.html `.sig-stage-card`), empty = `.my-sea-slot--empty` w. `0.15rem dashed rgba(var(--terUser), 1)` border (matches the picker's `.sea-card-slot` style exactly so the applet reads as a true scaled-down twin). Container queries (`container-type: size` on `.my-sea-scroll`) lift `--slot-w` to fill the applet's vertical aperture (`min(100cqi, calc((100cqh - 1rem) * 5 / 8))` carves the label row). Position labels pulled tight against the slot's bottom border (`margin-top: -0.15rem` crosses the border line) + vertically stretched (`transform: scaleY(1.4)` mirroring `.sea-pos-label` in `_card-deck.scss:1671-1684`) — empty-slot labels keep the same `--secUser` ink as filled-slot labels for title cohesion across the row. Horizontal-scroll on multi-card spreads via mousewheel — `bindMySeaWheel()` in `gameboard.js` translates vertical wheel events to `scrollLeft += deltaY` (lifted verbatim from `bindPaletteWheel` in `dashboard.js:7-14`).
(2) **lay/leave POSITION_LABELS swap fix.** User caught in the Escape Velocity picker that LEFT slot read "Lay" + BOTTOM slot read "Leave" — opposite of traditional Celtic Cross semantics (LEFT = Behind/past, BOTTOM = Beneath/root). Root cause: POSITION_LABELS for both Waite-Smith + Escape Velocity had `lay`/`leave` slug→label assignments inverted vs the CSS grid's spatial mapping (`_card-deck.scss:1276-1279` puts slug `lay` at BOTTOM, slug `leave` at LEFT). Fix in 5 places: `my_sea.html:287,292` JS POSITION_LABELS (WS: lay→"Beneath", leave→"Behind"; EV: lay→"Lay", leave→"Leave"), `gameboard/models.py:44-47` Python mirror, `test_game_my_sea.py:618-619` FT label-assertion table, `_sea_overlay.html:28,53` annotated comments (`sea-pos-leave` → "Behind (past) — CC pos 6 / EV pos 4"; `sea-pos-lay` → "Beneath (root) — CC pos 4 / EV pos 3"). Slug-to-CSS mapping, DRAW_ORDER, + DB persistence unchanged → no migrations, no data invalidation. **Crucial for Voronoi mapping correctness** per user spec.
(3) **My Sign applet — stage-card layout + stat-block beside.** Applet card markup upgraded to mirror my_sign.html `.sig-stage-card`: corner-tl + face (name + arcana centred) + corner-br (mirror, rotated 180°). Sized to fill applet height via container queries (`--applet-card-w: min(48cqi, 62.5cqh)` — 48cqi caps the card at half the row to leave room for the stat-block). Sibling `.my-sign-applet-stat-block` partial added — emanation/reversal face label + keyword list (from `card.keywords_upright` / `keywords_reversed` keyed off `significator_reversed`), no SPIN/FYI buttons (applet is read-only). Styling cribbed from `.sig-stat-block` in `_card-deck.scss:595-607` — priUser-translucent bg + terUser border + matching `--applet-card-w` sizing.
(4) **My Sea sign-gate refactored to Brief banner.** Was an inline `.my-sea-sign-gate` div w. its own SCSS — broke from the project's `Brief.showBanner` portal pattern. Refactored to a shared `_my_sea_sign_gate_brief.html` partial that fires `Brief.showBanner` w. title="Sign required" + line_text="Look!—pick your sign before drawing the Sea." + post_url=`/billboard/my-sign/`. Brief portals to the page-level h2 anchor via `note.js`'s `_alignToH2` (gaussian-glass `.note-banner` shell, FYI button → my-sign picker, NVM dismisses). Modifier class `.my-sea-sign-gate-brief` added post-render for FT selector disambiguation. note.js load hoisted to gameboard.html `{% block scripts %}` + the top of `my_sea.html {% block content %}` (single load per page — note.js declares `const Brief = ...` at global scope, second load = SyntaxError). All `.my-sea-sign-gate{,--applet,__line,__actions,__back,__fyi}` SCSS deleted. FTs (`test_no_sig_renders_lookline_gate_on_standalone_page` + 5 siblings) + ITs (`test_my_sea_applet_fires_sign_gate_brief_for_user_without_sig` etc.) updated to assert `.note-banner.my-sea-sign-gate-brief` + the JS-rendered FYI/NVM buttons inside the Brief shell.
(5) **Levity card text invisibility fix.** My-sea applet levity slots (--secUser bg) rendered their corner-rank + suit-icon invisible because `.fan-card-corner` carries a global `color: rgba(var(--secUser), 0.75)` rule at `_card-deck.scss:312-319` (specificity 0,1,0) that out-specifics the slot's inherited `color: --priUser`. Same trap as the `.fan-card-name { color: --quiUser }` global. Fix at `_gameboard.scss` inside the levity rule: explicit `.fan-card-corner { color: rgba(var(--priUser), 1) }` + `.fan-card-name { color: rgba(var(--priUser), 1) }` + `.fan-card-arcana { color: rgba(var(--priUser), 0.7) }` overrides at (1,3,1) specificity — beats the globals without `!important`. **Trap captured in memory** — pattern repeats across game-kit, my-sign, my-sea so worth pinning.
(6) **--duoUser olive on all five personal-data surfaces.** Per user spec, the four "personal" applets (My Sign on billboard, My Sea on gameboard, My Sky on dashboard) + the standalone Dashsky page + the standalone My Sign page got `background-color: rgba(var(--duoUser), 1)` so they read as a unified olive-bg group across navigation surfaces. For Dashsky specifically, the form column also got the override (`.sky-page .sky-form-col { background: --duoUser }`) — the base `.sky-form-col { background: --priUser }` (`_sky.scss:137`, shared w. the in-room CAST SKY modal) was leaving the dashsky form column purple inside the otherwise-olive page. Scoped to `.sky-page` so the in-room modal's purple form-col stays intact (sits over --secUser room bg, needs that contrast). One detour caught: tried `body.page-sky { background-color: --duoUser }` to fill the gap below .sky-page's content-sized aperture but it bled to navbar + footer (which sit outside .container) — reverted.
**TDD coverage**: 3 new ITs in `apps/gameboard/tests/integrated/test_views.py` — `test_my_sea_applet_renders_drawn_cards_in_draw_order` (SAO 1-of-3 fills `lay` slot, cover/crown render as empty placeholders), `test_my_sea_applet_labels_match_locked_spread` (SAO labels exactly Situation/Action/Outcome), `test_my_sea_applet_waite_smith_labels_post_fix` (regression pin for the WS Cover/Cross/Crown/**Beneath**/Before/**Behind** sequence post-swap-fix). Existing my-sea applet ITs updated to match the new selector vocabulary (`.my-sea-slot--filled` instead of `.my-sea-card`, Brief script substring instead of `.my-sea-sign-gate--applet`). 6 my-sea FTs updated to the Brief-banner contract. 1214/1214 IT/UT green.
**.gitignore**: temporary entry for `src/apps/epic/static/apps/epic/images/cards-faces/minchiate-fiorentine/` until images get renamed — flagged for removal once the rename lands. (Per user's wget download of the Minchiate faces into the gameboard cards/ tree this session.)
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-22 15:19:34 -04:00
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"""User w. saved significator → no sign-gate Brief on the page;
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draw shell renders normally."""
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2026-05-19 14:22:49 -04:00
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_assign_sig(self.gamer, self.target_card)
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2026-05-19 01:38:55 -04:00
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self.create_pre_authenticated_session(self.email)
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self.browser.get(self.live_server_url + "/gameboard/my-sea/")
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self.wait_for(
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lambda: self.browser.find_element(By.CSS_SELECTOR, ".my-sea-page")
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)
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self.assertEqual(
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feat: My Sea applet dynamic population + lay/leave POSITION_LABELS swap fix + My Sign applet stat-block + Brief-fied sign-gate + --duoUser olive on all four personal-data surfaces. Six visual+structural items batched across the dashboard/billboard/gameboard.
(1) **My Sea applet dynamic population.** Applet at `_applet-my-sea.html` was referencing an undefined `latest_draw_cards` template var — fell through to "No draws yet" even when the user had an active draw. New helpers in `apps/gameboard/models.py`: `DRAW_ORDER` + `POSITION_LABELS` constants (Python mirrors of the JS dicts in `my_sea.html:274-293`) + `latest_draw_slots(user)` builder that pairs each spread position w. its drawn card + display label + polarity. Wired through `gameboard()` + `toggle_game_applets()` views as `my_sea_slots`. Applet now renders all spread slots in DRAW_ORDER: filled = `.my-sea-slot--filled.my-sea-slot--{gravity,levity}` w. corner-tl + face (name + arcana) + corner-br (mirror) markup (same shape language as my_sign.html `.sig-stage-card`), empty = `.my-sea-slot--empty` w. `0.15rem dashed rgba(var(--terUser), 1)` border (matches the picker's `.sea-card-slot` style exactly so the applet reads as a true scaled-down twin). Container queries (`container-type: size` on `.my-sea-scroll`) lift `--slot-w` to fill the applet's vertical aperture (`min(100cqi, calc((100cqh - 1rem) * 5 / 8))` carves the label row). Position labels pulled tight against the slot's bottom border (`margin-top: -0.15rem` crosses the border line) + vertically stretched (`transform: scaleY(1.4)` mirroring `.sea-pos-label` in `_card-deck.scss:1671-1684`) — empty-slot labels keep the same `--secUser` ink as filled-slot labels for title cohesion across the row. Horizontal-scroll on multi-card spreads via mousewheel — `bindMySeaWheel()` in `gameboard.js` translates vertical wheel events to `scrollLeft += deltaY` (lifted verbatim from `bindPaletteWheel` in `dashboard.js:7-14`).
(2) **lay/leave POSITION_LABELS swap fix.** User caught in the Escape Velocity picker that LEFT slot read "Lay" + BOTTOM slot read "Leave" — opposite of traditional Celtic Cross semantics (LEFT = Behind/past, BOTTOM = Beneath/root). Root cause: POSITION_LABELS for both Waite-Smith + Escape Velocity had `lay`/`leave` slug→label assignments inverted vs the CSS grid's spatial mapping (`_card-deck.scss:1276-1279` puts slug `lay` at BOTTOM, slug `leave` at LEFT). Fix in 5 places: `my_sea.html:287,292` JS POSITION_LABELS (WS: lay→"Beneath", leave→"Behind"; EV: lay→"Lay", leave→"Leave"), `gameboard/models.py:44-47` Python mirror, `test_game_my_sea.py:618-619` FT label-assertion table, `_sea_overlay.html:28,53` annotated comments (`sea-pos-leave` → "Behind (past) — CC pos 6 / EV pos 4"; `sea-pos-lay` → "Beneath (root) — CC pos 4 / EV pos 3"). Slug-to-CSS mapping, DRAW_ORDER, + DB persistence unchanged → no migrations, no data invalidation. **Crucial for Voronoi mapping correctness** per user spec.
(3) **My Sign applet — stage-card layout + stat-block beside.** Applet card markup upgraded to mirror my_sign.html `.sig-stage-card`: corner-tl + face (name + arcana centred) + corner-br (mirror, rotated 180°). Sized to fill applet height via container queries (`--applet-card-w: min(48cqi, 62.5cqh)` — 48cqi caps the card at half the row to leave room for the stat-block). Sibling `.my-sign-applet-stat-block` partial added — emanation/reversal face label + keyword list (from `card.keywords_upright` / `keywords_reversed` keyed off `significator_reversed`), no SPIN/FYI buttons (applet is read-only). Styling cribbed from `.sig-stat-block` in `_card-deck.scss:595-607` — priUser-translucent bg + terUser border + matching `--applet-card-w` sizing.
(4) **My Sea sign-gate refactored to Brief banner.** Was an inline `.my-sea-sign-gate` div w. its own SCSS — broke from the project's `Brief.showBanner` portal pattern. Refactored to a shared `_my_sea_sign_gate_brief.html` partial that fires `Brief.showBanner` w. title="Sign required" + line_text="Look!—pick your sign before drawing the Sea." + post_url=`/billboard/my-sign/`. Brief portals to the page-level h2 anchor via `note.js`'s `_alignToH2` (gaussian-glass `.note-banner` shell, FYI button → my-sign picker, NVM dismisses). Modifier class `.my-sea-sign-gate-brief` added post-render for FT selector disambiguation. note.js load hoisted to gameboard.html `{% block scripts %}` + the top of `my_sea.html {% block content %}` (single load per page — note.js declares `const Brief = ...` at global scope, second load = SyntaxError). All `.my-sea-sign-gate{,--applet,__line,__actions,__back,__fyi}` SCSS deleted. FTs (`test_no_sig_renders_lookline_gate_on_standalone_page` + 5 siblings) + ITs (`test_my_sea_applet_fires_sign_gate_brief_for_user_without_sig` etc.) updated to assert `.note-banner.my-sea-sign-gate-brief` + the JS-rendered FYI/NVM buttons inside the Brief shell.
(5) **Levity card text invisibility fix.** My-sea applet levity slots (--secUser bg) rendered their corner-rank + suit-icon invisible because `.fan-card-corner` carries a global `color: rgba(var(--secUser), 0.75)` rule at `_card-deck.scss:312-319` (specificity 0,1,0) that out-specifics the slot's inherited `color: --priUser`. Same trap as the `.fan-card-name { color: --quiUser }` global. Fix at `_gameboard.scss` inside the levity rule: explicit `.fan-card-corner { color: rgba(var(--priUser), 1) }` + `.fan-card-name { color: rgba(var(--priUser), 1) }` + `.fan-card-arcana { color: rgba(var(--priUser), 0.7) }` overrides at (1,3,1) specificity — beats the globals without `!important`. **Trap captured in memory** — pattern repeats across game-kit, my-sign, my-sea so worth pinning.
(6) **--duoUser olive on all five personal-data surfaces.** Per user spec, the four "personal" applets (My Sign on billboard, My Sea on gameboard, My Sky on dashboard) + the standalone Dashsky page + the standalone My Sign page got `background-color: rgba(var(--duoUser), 1)` so they read as a unified olive-bg group across navigation surfaces. For Dashsky specifically, the form column also got the override (`.sky-page .sky-form-col { background: --duoUser }`) — the base `.sky-form-col { background: --priUser }` (`_sky.scss:137`, shared w. the in-room CAST SKY modal) was leaving the dashsky form column purple inside the otherwise-olive page. Scoped to `.sky-page` so the in-room modal's purple form-col stays intact (sits over --secUser room bg, needs that contrast). One detour caught: tried `body.page-sky { background-color: --duoUser }` to fill the gap below .sky-page's content-sized aperture but it bled to navbar + footer (which sit outside .container) — reverted.
**TDD coverage**: 3 new ITs in `apps/gameboard/tests/integrated/test_views.py` — `test_my_sea_applet_renders_drawn_cards_in_draw_order` (SAO 1-of-3 fills `lay` slot, cover/crown render as empty placeholders), `test_my_sea_applet_labels_match_locked_spread` (SAO labels exactly Situation/Action/Outcome), `test_my_sea_applet_waite_smith_labels_post_fix` (regression pin for the WS Cover/Cross/Crown/**Beneath**/Before/**Behind** sequence post-swap-fix). Existing my-sea applet ITs updated to match the new selector vocabulary (`.my-sea-slot--filled` instead of `.my-sea-card`, Brief script substring instead of `.my-sea-sign-gate--applet`). 6 my-sea FTs updated to the Brief-banner contract. 1214/1214 IT/UT green.
**.gitignore**: temporary entry for `src/apps/epic/static/apps/epic/images/cards-faces/minchiate-fiorentine/` until images get renamed — flagged for removal once the rename lands. (Per user's wget download of the Minchiate faces into the gameboard cards/ tree this session.)
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-22 15:19:34 -04:00
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len(self.browser.find_elements(
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By.CSS_SELECTOR, ".my-sea-sign-gate-brief")),
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2026-05-19 01:38:55 -04:00
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0,
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feat: My Sea applet dynamic population + lay/leave POSITION_LABELS swap fix + My Sign applet stat-block + Brief-fied sign-gate + --duoUser olive on all four personal-data surfaces. Six visual+structural items batched across the dashboard/billboard/gameboard.
(1) **My Sea applet dynamic population.** Applet at `_applet-my-sea.html` was referencing an undefined `latest_draw_cards` template var — fell through to "No draws yet" even when the user had an active draw. New helpers in `apps/gameboard/models.py`: `DRAW_ORDER` + `POSITION_LABELS` constants (Python mirrors of the JS dicts in `my_sea.html:274-293`) + `latest_draw_slots(user)` builder that pairs each spread position w. its drawn card + display label + polarity. Wired through `gameboard()` + `toggle_game_applets()` views as `my_sea_slots`. Applet now renders all spread slots in DRAW_ORDER: filled = `.my-sea-slot--filled.my-sea-slot--{gravity,levity}` w. corner-tl + face (name + arcana) + corner-br (mirror) markup (same shape language as my_sign.html `.sig-stage-card`), empty = `.my-sea-slot--empty` w. `0.15rem dashed rgba(var(--terUser), 1)` border (matches the picker's `.sea-card-slot` style exactly so the applet reads as a true scaled-down twin). Container queries (`container-type: size` on `.my-sea-scroll`) lift `--slot-w` to fill the applet's vertical aperture (`min(100cqi, calc((100cqh - 1rem) * 5 / 8))` carves the label row). Position labels pulled tight against the slot's bottom border (`margin-top: -0.15rem` crosses the border line) + vertically stretched (`transform: scaleY(1.4)` mirroring `.sea-pos-label` in `_card-deck.scss:1671-1684`) — empty-slot labels keep the same `--secUser` ink as filled-slot labels for title cohesion across the row. Horizontal-scroll on multi-card spreads via mousewheel — `bindMySeaWheel()` in `gameboard.js` translates vertical wheel events to `scrollLeft += deltaY` (lifted verbatim from `bindPaletteWheel` in `dashboard.js:7-14`).
(2) **lay/leave POSITION_LABELS swap fix.** User caught in the Escape Velocity picker that LEFT slot read "Lay" + BOTTOM slot read "Leave" — opposite of traditional Celtic Cross semantics (LEFT = Behind/past, BOTTOM = Beneath/root). Root cause: POSITION_LABELS for both Waite-Smith + Escape Velocity had `lay`/`leave` slug→label assignments inverted vs the CSS grid's spatial mapping (`_card-deck.scss:1276-1279` puts slug `lay` at BOTTOM, slug `leave` at LEFT). Fix in 5 places: `my_sea.html:287,292` JS POSITION_LABELS (WS: lay→"Beneath", leave→"Behind"; EV: lay→"Lay", leave→"Leave"), `gameboard/models.py:44-47` Python mirror, `test_game_my_sea.py:618-619` FT label-assertion table, `_sea_overlay.html:28,53` annotated comments (`sea-pos-leave` → "Behind (past) — CC pos 6 / EV pos 4"; `sea-pos-lay` → "Beneath (root) — CC pos 4 / EV pos 3"). Slug-to-CSS mapping, DRAW_ORDER, + DB persistence unchanged → no migrations, no data invalidation. **Crucial for Voronoi mapping correctness** per user spec.
(3) **My Sign applet — stage-card layout + stat-block beside.** Applet card markup upgraded to mirror my_sign.html `.sig-stage-card`: corner-tl + face (name + arcana centred) + corner-br (mirror, rotated 180°). Sized to fill applet height via container queries (`--applet-card-w: min(48cqi, 62.5cqh)` — 48cqi caps the card at half the row to leave room for the stat-block). Sibling `.my-sign-applet-stat-block` partial added — emanation/reversal face label + keyword list (from `card.keywords_upright` / `keywords_reversed` keyed off `significator_reversed`), no SPIN/FYI buttons (applet is read-only). Styling cribbed from `.sig-stat-block` in `_card-deck.scss:595-607` — priUser-translucent bg + terUser border + matching `--applet-card-w` sizing.
(4) **My Sea sign-gate refactored to Brief banner.** Was an inline `.my-sea-sign-gate` div w. its own SCSS — broke from the project's `Brief.showBanner` portal pattern. Refactored to a shared `_my_sea_sign_gate_brief.html` partial that fires `Brief.showBanner` w. title="Sign required" + line_text="Look!—pick your sign before drawing the Sea." + post_url=`/billboard/my-sign/`. Brief portals to the page-level h2 anchor via `note.js`'s `_alignToH2` (gaussian-glass `.note-banner` shell, FYI button → my-sign picker, NVM dismisses). Modifier class `.my-sea-sign-gate-brief` added post-render for FT selector disambiguation. note.js load hoisted to gameboard.html `{% block scripts %}` + the top of `my_sea.html {% block content %}` (single load per page — note.js declares `const Brief = ...` at global scope, second load = SyntaxError). All `.my-sea-sign-gate{,--applet,__line,__actions,__back,__fyi}` SCSS deleted. FTs (`test_no_sig_renders_lookline_gate_on_standalone_page` + 5 siblings) + ITs (`test_my_sea_applet_fires_sign_gate_brief_for_user_without_sig` etc.) updated to assert `.note-banner.my-sea-sign-gate-brief` + the JS-rendered FYI/NVM buttons inside the Brief shell.
(5) **Levity card text invisibility fix.** My-sea applet levity slots (--secUser bg) rendered their corner-rank + suit-icon invisible because `.fan-card-corner` carries a global `color: rgba(var(--secUser), 0.75)` rule at `_card-deck.scss:312-319` (specificity 0,1,0) that out-specifics the slot's inherited `color: --priUser`. Same trap as the `.fan-card-name { color: --quiUser }` global. Fix at `_gameboard.scss` inside the levity rule: explicit `.fan-card-corner { color: rgba(var(--priUser), 1) }` + `.fan-card-name { color: rgba(var(--priUser), 1) }` + `.fan-card-arcana { color: rgba(var(--priUser), 0.7) }` overrides at (1,3,1) specificity — beats the globals without `!important`. **Trap captured in memory** — pattern repeats across game-kit, my-sign, my-sea so worth pinning.
(6) **--duoUser olive on all five personal-data surfaces.** Per user spec, the four "personal" applets (My Sign on billboard, My Sea on gameboard, My Sky on dashboard) + the standalone Dashsky page + the standalone My Sign page got `background-color: rgba(var(--duoUser), 1)` so they read as a unified olive-bg group across navigation surfaces. For Dashsky specifically, the form column also got the override (`.sky-page .sky-form-col { background: --duoUser }`) — the base `.sky-form-col { background: --priUser }` (`_sky.scss:137`, shared w. the in-room CAST SKY modal) was leaving the dashsky form column purple inside the otherwise-olive page. Scoped to `.sky-page` so the in-room modal's purple form-col stays intact (sits over --secUser room bg, needs that contrast). One detour caught: tried `body.page-sky { background-color: --duoUser }` to fill the gap below .sky-page's content-sized aperture but it bled to navbar + footer (which sit outside .container) — reverted.
**TDD coverage**: 3 new ITs in `apps/gameboard/tests/integrated/test_views.py` — `test_my_sea_applet_renders_drawn_cards_in_draw_order` (SAO 1-of-3 fills `lay` slot, cover/crown render as empty placeholders), `test_my_sea_applet_labels_match_locked_spread` (SAO labels exactly Situation/Action/Outcome), `test_my_sea_applet_waite_smith_labels_post_fix` (regression pin for the WS Cover/Cross/Crown/**Beneath**/Before/**Behind** sequence post-swap-fix). Existing my-sea applet ITs updated to match the new selector vocabulary (`.my-sea-slot--filled` instead of `.my-sea-card`, Brief script substring instead of `.my-sea-sign-gate--applet`). 6 my-sea FTs updated to the Brief-banner contract. 1214/1214 IT/UT green.
**.gitignore**: temporary entry for `src/apps/epic/static/apps/epic/images/cards-faces/minchiate-fiorentine/` until images get renamed — flagged for removal once the rename lands. (Per user's wget download of the Minchiate faces into the gameboard cards/ tree this session.)
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-22 15:19:34 -04:00
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"Gate Brief should not render when user has a saved significator",
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2026-05-19 01:38:55 -04:00
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)
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# ── Test 5 ───────────────────────────────────────────────────────────────
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def test_no_sig_applet_mirrors_gate_with_fyi_link(self):
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feat: My Sea applet dynamic population + lay/leave POSITION_LABELS swap fix + My Sign applet stat-block + Brief-fied sign-gate + --duoUser olive on all four personal-data surfaces. Six visual+structural items batched across the dashboard/billboard/gameboard.
(1) **My Sea applet dynamic population.** Applet at `_applet-my-sea.html` was referencing an undefined `latest_draw_cards` template var — fell through to "No draws yet" even when the user had an active draw. New helpers in `apps/gameboard/models.py`: `DRAW_ORDER` + `POSITION_LABELS` constants (Python mirrors of the JS dicts in `my_sea.html:274-293`) + `latest_draw_slots(user)` builder that pairs each spread position w. its drawn card + display label + polarity. Wired through `gameboard()` + `toggle_game_applets()` views as `my_sea_slots`. Applet now renders all spread slots in DRAW_ORDER: filled = `.my-sea-slot--filled.my-sea-slot--{gravity,levity}` w. corner-tl + face (name + arcana) + corner-br (mirror) markup (same shape language as my_sign.html `.sig-stage-card`), empty = `.my-sea-slot--empty` w. `0.15rem dashed rgba(var(--terUser), 1)` border (matches the picker's `.sea-card-slot` style exactly so the applet reads as a true scaled-down twin). Container queries (`container-type: size` on `.my-sea-scroll`) lift `--slot-w` to fill the applet's vertical aperture (`min(100cqi, calc((100cqh - 1rem) * 5 / 8))` carves the label row). Position labels pulled tight against the slot's bottom border (`margin-top: -0.15rem` crosses the border line) + vertically stretched (`transform: scaleY(1.4)` mirroring `.sea-pos-label` in `_card-deck.scss:1671-1684`) — empty-slot labels keep the same `--secUser` ink as filled-slot labels for title cohesion across the row. Horizontal-scroll on multi-card spreads via mousewheel — `bindMySeaWheel()` in `gameboard.js` translates vertical wheel events to `scrollLeft += deltaY` (lifted verbatim from `bindPaletteWheel` in `dashboard.js:7-14`).
(2) **lay/leave POSITION_LABELS swap fix.** User caught in the Escape Velocity picker that LEFT slot read "Lay" + BOTTOM slot read "Leave" — opposite of traditional Celtic Cross semantics (LEFT = Behind/past, BOTTOM = Beneath/root). Root cause: POSITION_LABELS for both Waite-Smith + Escape Velocity had `lay`/`leave` slug→label assignments inverted vs the CSS grid's spatial mapping (`_card-deck.scss:1276-1279` puts slug `lay` at BOTTOM, slug `leave` at LEFT). Fix in 5 places: `my_sea.html:287,292` JS POSITION_LABELS (WS: lay→"Beneath", leave→"Behind"; EV: lay→"Lay", leave→"Leave"), `gameboard/models.py:44-47` Python mirror, `test_game_my_sea.py:618-619` FT label-assertion table, `_sea_overlay.html:28,53` annotated comments (`sea-pos-leave` → "Behind (past) — CC pos 6 / EV pos 4"; `sea-pos-lay` → "Beneath (root) — CC pos 4 / EV pos 3"). Slug-to-CSS mapping, DRAW_ORDER, + DB persistence unchanged → no migrations, no data invalidation. **Crucial for Voronoi mapping correctness** per user spec.
(3) **My Sign applet — stage-card layout + stat-block beside.** Applet card markup upgraded to mirror my_sign.html `.sig-stage-card`: corner-tl + face (name + arcana centred) + corner-br (mirror, rotated 180°). Sized to fill applet height via container queries (`--applet-card-w: min(48cqi, 62.5cqh)` — 48cqi caps the card at half the row to leave room for the stat-block). Sibling `.my-sign-applet-stat-block` partial added — emanation/reversal face label + keyword list (from `card.keywords_upright` / `keywords_reversed` keyed off `significator_reversed`), no SPIN/FYI buttons (applet is read-only). Styling cribbed from `.sig-stat-block` in `_card-deck.scss:595-607` — priUser-translucent bg + terUser border + matching `--applet-card-w` sizing.
(4) **My Sea sign-gate refactored to Brief banner.** Was an inline `.my-sea-sign-gate` div w. its own SCSS — broke from the project's `Brief.showBanner` portal pattern. Refactored to a shared `_my_sea_sign_gate_brief.html` partial that fires `Brief.showBanner` w. title="Sign required" + line_text="Look!—pick your sign before drawing the Sea." + post_url=`/billboard/my-sign/`. Brief portals to the page-level h2 anchor via `note.js`'s `_alignToH2` (gaussian-glass `.note-banner` shell, FYI button → my-sign picker, NVM dismisses). Modifier class `.my-sea-sign-gate-brief` added post-render for FT selector disambiguation. note.js load hoisted to gameboard.html `{% block scripts %}` + the top of `my_sea.html {% block content %}` (single load per page — note.js declares `const Brief = ...` at global scope, second load = SyntaxError). All `.my-sea-sign-gate{,--applet,__line,__actions,__back,__fyi}` SCSS deleted. FTs (`test_no_sig_renders_lookline_gate_on_standalone_page` + 5 siblings) + ITs (`test_my_sea_applet_fires_sign_gate_brief_for_user_without_sig` etc.) updated to assert `.note-banner.my-sea-sign-gate-brief` + the JS-rendered FYI/NVM buttons inside the Brief shell.
(5) **Levity card text invisibility fix.** My-sea applet levity slots (--secUser bg) rendered their corner-rank + suit-icon invisible because `.fan-card-corner` carries a global `color: rgba(var(--secUser), 0.75)` rule at `_card-deck.scss:312-319` (specificity 0,1,0) that out-specifics the slot's inherited `color: --priUser`. Same trap as the `.fan-card-name { color: --quiUser }` global. Fix at `_gameboard.scss` inside the levity rule: explicit `.fan-card-corner { color: rgba(var(--priUser), 1) }` + `.fan-card-name { color: rgba(var(--priUser), 1) }` + `.fan-card-arcana { color: rgba(var(--priUser), 0.7) }` overrides at (1,3,1) specificity — beats the globals without `!important`. **Trap captured in memory** — pattern repeats across game-kit, my-sign, my-sea so worth pinning.
(6) **--duoUser olive on all five personal-data surfaces.** Per user spec, the four "personal" applets (My Sign on billboard, My Sea on gameboard, My Sky on dashboard) + the standalone Dashsky page + the standalone My Sign page got `background-color: rgba(var(--duoUser), 1)` so they read as a unified olive-bg group across navigation surfaces. For Dashsky specifically, the form column also got the override (`.sky-page .sky-form-col { background: --duoUser }`) — the base `.sky-form-col { background: --priUser }` (`_sky.scss:137`, shared w. the in-room CAST SKY modal) was leaving the dashsky form column purple inside the otherwise-olive page. Scoped to `.sky-page` so the in-room modal's purple form-col stays intact (sits over --secUser room bg, needs that contrast). One detour caught: tried `body.page-sky { background-color: --duoUser }` to fill the gap below .sky-page's content-sized aperture but it bled to navbar + footer (which sit outside .container) — reverted.
**TDD coverage**: 3 new ITs in `apps/gameboard/tests/integrated/test_views.py` — `test_my_sea_applet_renders_drawn_cards_in_draw_order` (SAO 1-of-3 fills `lay` slot, cover/crown render as empty placeholders), `test_my_sea_applet_labels_match_locked_spread` (SAO labels exactly Situation/Action/Outcome), `test_my_sea_applet_waite_smith_labels_post_fix` (regression pin for the WS Cover/Cross/Crown/**Beneath**/Before/**Behind** sequence post-swap-fix). Existing my-sea applet ITs updated to match the new selector vocabulary (`.my-sea-slot--filled` instead of `.my-sea-card`, Brief script substring instead of `.my-sea-sign-gate--applet`). 6 my-sea FTs updated to the Brief-banner contract. 1214/1214 IT/UT green.
**.gitignore**: temporary entry for `src/apps/epic/static/apps/epic/images/cards-faces/minchiate-fiorentine/` until images get renamed — flagged for removal once the rename lands. (Per user's wget download of the Minchiate faces into the gameboard cards/ tree this session.)
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-22 15:19:34 -04:00
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"""On /gameboard/, the My Sea applet fires the same sign-gate
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Brief w. FYI link to /billboard/my-sign/ when the user has no
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significator. Provides a consistent UX across surfaces."""
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2026-05-19 01:38:55 -04:00
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self.create_pre_authenticated_session(self.email)
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self.browser.get(self.live_server_url + "/gameboard/")
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feat: My Sea applet dynamic population + lay/leave POSITION_LABELS swap fix + My Sign applet stat-block + Brief-fied sign-gate + --duoUser olive on all four personal-data surfaces. Six visual+structural items batched across the dashboard/billboard/gameboard.
(1) **My Sea applet dynamic population.** Applet at `_applet-my-sea.html` was referencing an undefined `latest_draw_cards` template var — fell through to "No draws yet" even when the user had an active draw. New helpers in `apps/gameboard/models.py`: `DRAW_ORDER` + `POSITION_LABELS` constants (Python mirrors of the JS dicts in `my_sea.html:274-293`) + `latest_draw_slots(user)` builder that pairs each spread position w. its drawn card + display label + polarity. Wired through `gameboard()` + `toggle_game_applets()` views as `my_sea_slots`. Applet now renders all spread slots in DRAW_ORDER: filled = `.my-sea-slot--filled.my-sea-slot--{gravity,levity}` w. corner-tl + face (name + arcana) + corner-br (mirror) markup (same shape language as my_sign.html `.sig-stage-card`), empty = `.my-sea-slot--empty` w. `0.15rem dashed rgba(var(--terUser), 1)` border (matches the picker's `.sea-card-slot` style exactly so the applet reads as a true scaled-down twin). Container queries (`container-type: size` on `.my-sea-scroll`) lift `--slot-w` to fill the applet's vertical aperture (`min(100cqi, calc((100cqh - 1rem) * 5 / 8))` carves the label row). Position labels pulled tight against the slot's bottom border (`margin-top: -0.15rem` crosses the border line) + vertically stretched (`transform: scaleY(1.4)` mirroring `.sea-pos-label` in `_card-deck.scss:1671-1684`) — empty-slot labels keep the same `--secUser` ink as filled-slot labels for title cohesion across the row. Horizontal-scroll on multi-card spreads via mousewheel — `bindMySeaWheel()` in `gameboard.js` translates vertical wheel events to `scrollLeft += deltaY` (lifted verbatim from `bindPaletteWheel` in `dashboard.js:7-14`).
(2) **lay/leave POSITION_LABELS swap fix.** User caught in the Escape Velocity picker that LEFT slot read "Lay" + BOTTOM slot read "Leave" — opposite of traditional Celtic Cross semantics (LEFT = Behind/past, BOTTOM = Beneath/root). Root cause: POSITION_LABELS for both Waite-Smith + Escape Velocity had `lay`/`leave` slug→label assignments inverted vs the CSS grid's spatial mapping (`_card-deck.scss:1276-1279` puts slug `lay` at BOTTOM, slug `leave` at LEFT). Fix in 5 places: `my_sea.html:287,292` JS POSITION_LABELS (WS: lay→"Beneath", leave→"Behind"; EV: lay→"Lay", leave→"Leave"), `gameboard/models.py:44-47` Python mirror, `test_game_my_sea.py:618-619` FT label-assertion table, `_sea_overlay.html:28,53` annotated comments (`sea-pos-leave` → "Behind (past) — CC pos 6 / EV pos 4"; `sea-pos-lay` → "Beneath (root) — CC pos 4 / EV pos 3"). Slug-to-CSS mapping, DRAW_ORDER, + DB persistence unchanged → no migrations, no data invalidation. **Crucial for Voronoi mapping correctness** per user spec.
(3) **My Sign applet — stage-card layout + stat-block beside.** Applet card markup upgraded to mirror my_sign.html `.sig-stage-card`: corner-tl + face (name + arcana centred) + corner-br (mirror, rotated 180°). Sized to fill applet height via container queries (`--applet-card-w: min(48cqi, 62.5cqh)` — 48cqi caps the card at half the row to leave room for the stat-block). Sibling `.my-sign-applet-stat-block` partial added — emanation/reversal face label + keyword list (from `card.keywords_upright` / `keywords_reversed` keyed off `significator_reversed`), no SPIN/FYI buttons (applet is read-only). Styling cribbed from `.sig-stat-block` in `_card-deck.scss:595-607` — priUser-translucent bg + terUser border + matching `--applet-card-w` sizing.
(4) **My Sea sign-gate refactored to Brief banner.** Was an inline `.my-sea-sign-gate` div w. its own SCSS — broke from the project's `Brief.showBanner` portal pattern. Refactored to a shared `_my_sea_sign_gate_brief.html` partial that fires `Brief.showBanner` w. title="Sign required" + line_text="Look!—pick your sign before drawing the Sea." + post_url=`/billboard/my-sign/`. Brief portals to the page-level h2 anchor via `note.js`'s `_alignToH2` (gaussian-glass `.note-banner` shell, FYI button → my-sign picker, NVM dismisses). Modifier class `.my-sea-sign-gate-brief` added post-render for FT selector disambiguation. note.js load hoisted to gameboard.html `{% block scripts %}` + the top of `my_sea.html {% block content %}` (single load per page — note.js declares `const Brief = ...` at global scope, second load = SyntaxError). All `.my-sea-sign-gate{,--applet,__line,__actions,__back,__fyi}` SCSS deleted. FTs (`test_no_sig_renders_lookline_gate_on_standalone_page` + 5 siblings) + ITs (`test_my_sea_applet_fires_sign_gate_brief_for_user_without_sig` etc.) updated to assert `.note-banner.my-sea-sign-gate-brief` + the JS-rendered FYI/NVM buttons inside the Brief shell.
(5) **Levity card text invisibility fix.** My-sea applet levity slots (--secUser bg) rendered their corner-rank + suit-icon invisible because `.fan-card-corner` carries a global `color: rgba(var(--secUser), 0.75)` rule at `_card-deck.scss:312-319` (specificity 0,1,0) that out-specifics the slot's inherited `color: --priUser`. Same trap as the `.fan-card-name { color: --quiUser }` global. Fix at `_gameboard.scss` inside the levity rule: explicit `.fan-card-corner { color: rgba(var(--priUser), 1) }` + `.fan-card-name { color: rgba(var(--priUser), 1) }` + `.fan-card-arcana { color: rgba(var(--priUser), 0.7) }` overrides at (1,3,1) specificity — beats the globals without `!important`. **Trap captured in memory** — pattern repeats across game-kit, my-sign, my-sea so worth pinning.
(6) **--duoUser olive on all five personal-data surfaces.** Per user spec, the four "personal" applets (My Sign on billboard, My Sea on gameboard, My Sky on dashboard) + the standalone Dashsky page + the standalone My Sign page got `background-color: rgba(var(--duoUser), 1)` so they read as a unified olive-bg group across navigation surfaces. For Dashsky specifically, the form column also got the override (`.sky-page .sky-form-col { background: --duoUser }`) — the base `.sky-form-col { background: --priUser }` (`_sky.scss:137`, shared w. the in-room CAST SKY modal) was leaving the dashsky form column purple inside the otherwise-olive page. Scoped to `.sky-page` so the in-room modal's purple form-col stays intact (sits over --secUser room bg, needs that contrast). One detour caught: tried `body.page-sky { background-color: --duoUser }` to fill the gap below .sky-page's content-sized aperture but it bled to navbar + footer (which sit outside .container) — reverted.
**TDD coverage**: 3 new ITs in `apps/gameboard/tests/integrated/test_views.py` — `test_my_sea_applet_renders_drawn_cards_in_draw_order` (SAO 1-of-3 fills `lay` slot, cover/crown render as empty placeholders), `test_my_sea_applet_labels_match_locked_spread` (SAO labels exactly Situation/Action/Outcome), `test_my_sea_applet_waite_smith_labels_post_fix` (regression pin for the WS Cover/Cross/Crown/**Beneath**/Before/**Behind** sequence post-swap-fix). Existing my-sea applet ITs updated to match the new selector vocabulary (`.my-sea-slot--filled` instead of `.my-sea-card`, Brief script substring instead of `.my-sea-sign-gate--applet`). 6 my-sea FTs updated to the Brief-banner contract. 1214/1214 IT/UT green.
**.gitignore**: temporary entry for `src/apps/epic/static/apps/epic/images/cards-faces/minchiate-fiorentine/` until images get renamed — flagged for removal once the rename lands. (Per user's wget download of the Minchiate faces into the gameboard cards/ tree this session.)
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-22 15:19:34 -04:00
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banner = self.wait_for(
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2026-05-19 01:38:55 -04:00
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lambda: self.browser.find_element(
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feat: My Sea applet dynamic population + lay/leave POSITION_LABELS swap fix + My Sign applet stat-block + Brief-fied sign-gate + --duoUser olive on all four personal-data surfaces. Six visual+structural items batched across the dashboard/billboard/gameboard.
(1) **My Sea applet dynamic population.** Applet at `_applet-my-sea.html` was referencing an undefined `latest_draw_cards` template var — fell through to "No draws yet" even when the user had an active draw. New helpers in `apps/gameboard/models.py`: `DRAW_ORDER` + `POSITION_LABELS` constants (Python mirrors of the JS dicts in `my_sea.html:274-293`) + `latest_draw_slots(user)` builder that pairs each spread position w. its drawn card + display label + polarity. Wired through `gameboard()` + `toggle_game_applets()` views as `my_sea_slots`. Applet now renders all spread slots in DRAW_ORDER: filled = `.my-sea-slot--filled.my-sea-slot--{gravity,levity}` w. corner-tl + face (name + arcana) + corner-br (mirror) markup (same shape language as my_sign.html `.sig-stage-card`), empty = `.my-sea-slot--empty` w. `0.15rem dashed rgba(var(--terUser), 1)` border (matches the picker's `.sea-card-slot` style exactly so the applet reads as a true scaled-down twin). Container queries (`container-type: size` on `.my-sea-scroll`) lift `--slot-w` to fill the applet's vertical aperture (`min(100cqi, calc((100cqh - 1rem) * 5 / 8))` carves the label row). Position labels pulled tight against the slot's bottom border (`margin-top: -0.15rem` crosses the border line) + vertically stretched (`transform: scaleY(1.4)` mirroring `.sea-pos-label` in `_card-deck.scss:1671-1684`) — empty-slot labels keep the same `--secUser` ink as filled-slot labels for title cohesion across the row. Horizontal-scroll on multi-card spreads via mousewheel — `bindMySeaWheel()` in `gameboard.js` translates vertical wheel events to `scrollLeft += deltaY` (lifted verbatim from `bindPaletteWheel` in `dashboard.js:7-14`).
(2) **lay/leave POSITION_LABELS swap fix.** User caught in the Escape Velocity picker that LEFT slot read "Lay" + BOTTOM slot read "Leave" — opposite of traditional Celtic Cross semantics (LEFT = Behind/past, BOTTOM = Beneath/root). Root cause: POSITION_LABELS for both Waite-Smith + Escape Velocity had `lay`/`leave` slug→label assignments inverted vs the CSS grid's spatial mapping (`_card-deck.scss:1276-1279` puts slug `lay` at BOTTOM, slug `leave` at LEFT). Fix in 5 places: `my_sea.html:287,292` JS POSITION_LABELS (WS: lay→"Beneath", leave→"Behind"; EV: lay→"Lay", leave→"Leave"), `gameboard/models.py:44-47` Python mirror, `test_game_my_sea.py:618-619` FT label-assertion table, `_sea_overlay.html:28,53` annotated comments (`sea-pos-leave` → "Behind (past) — CC pos 6 / EV pos 4"; `sea-pos-lay` → "Beneath (root) — CC pos 4 / EV pos 3"). Slug-to-CSS mapping, DRAW_ORDER, + DB persistence unchanged → no migrations, no data invalidation. **Crucial for Voronoi mapping correctness** per user spec.
(3) **My Sign applet — stage-card layout + stat-block beside.** Applet card markup upgraded to mirror my_sign.html `.sig-stage-card`: corner-tl + face (name + arcana centred) + corner-br (mirror, rotated 180°). Sized to fill applet height via container queries (`--applet-card-w: min(48cqi, 62.5cqh)` — 48cqi caps the card at half the row to leave room for the stat-block). Sibling `.my-sign-applet-stat-block` partial added — emanation/reversal face label + keyword list (from `card.keywords_upright` / `keywords_reversed` keyed off `significator_reversed`), no SPIN/FYI buttons (applet is read-only). Styling cribbed from `.sig-stat-block` in `_card-deck.scss:595-607` — priUser-translucent bg + terUser border + matching `--applet-card-w` sizing.
(4) **My Sea sign-gate refactored to Brief banner.** Was an inline `.my-sea-sign-gate` div w. its own SCSS — broke from the project's `Brief.showBanner` portal pattern. Refactored to a shared `_my_sea_sign_gate_brief.html` partial that fires `Brief.showBanner` w. title="Sign required" + line_text="Look!—pick your sign before drawing the Sea." + post_url=`/billboard/my-sign/`. Brief portals to the page-level h2 anchor via `note.js`'s `_alignToH2` (gaussian-glass `.note-banner` shell, FYI button → my-sign picker, NVM dismisses). Modifier class `.my-sea-sign-gate-brief` added post-render for FT selector disambiguation. note.js load hoisted to gameboard.html `{% block scripts %}` + the top of `my_sea.html {% block content %}` (single load per page — note.js declares `const Brief = ...` at global scope, second load = SyntaxError). All `.my-sea-sign-gate{,--applet,__line,__actions,__back,__fyi}` SCSS deleted. FTs (`test_no_sig_renders_lookline_gate_on_standalone_page` + 5 siblings) + ITs (`test_my_sea_applet_fires_sign_gate_brief_for_user_without_sig` etc.) updated to assert `.note-banner.my-sea-sign-gate-brief` + the JS-rendered FYI/NVM buttons inside the Brief shell.
(5) **Levity card text invisibility fix.** My-sea applet levity slots (--secUser bg) rendered their corner-rank + suit-icon invisible because `.fan-card-corner` carries a global `color: rgba(var(--secUser), 0.75)` rule at `_card-deck.scss:312-319` (specificity 0,1,0) that out-specifics the slot's inherited `color: --priUser`. Same trap as the `.fan-card-name { color: --quiUser }` global. Fix at `_gameboard.scss` inside the levity rule: explicit `.fan-card-corner { color: rgba(var(--priUser), 1) }` + `.fan-card-name { color: rgba(var(--priUser), 1) }` + `.fan-card-arcana { color: rgba(var(--priUser), 0.7) }` overrides at (1,3,1) specificity — beats the globals without `!important`. **Trap captured in memory** — pattern repeats across game-kit, my-sign, my-sea so worth pinning.
(6) **--duoUser olive on all five personal-data surfaces.** Per user spec, the four "personal" applets (My Sign on billboard, My Sea on gameboard, My Sky on dashboard) + the standalone Dashsky page + the standalone My Sign page got `background-color: rgba(var(--duoUser), 1)` so they read as a unified olive-bg group across navigation surfaces. For Dashsky specifically, the form column also got the override (`.sky-page .sky-form-col { background: --duoUser }`) — the base `.sky-form-col { background: --priUser }` (`_sky.scss:137`, shared w. the in-room CAST SKY modal) was leaving the dashsky form column purple inside the otherwise-olive page. Scoped to `.sky-page` so the in-room modal's purple form-col stays intact (sits over --secUser room bg, needs that contrast). One detour caught: tried `body.page-sky { background-color: --duoUser }` to fill the gap below .sky-page's content-sized aperture but it bled to navbar + footer (which sit outside .container) — reverted.
**TDD coverage**: 3 new ITs in `apps/gameboard/tests/integrated/test_views.py` — `test_my_sea_applet_renders_drawn_cards_in_draw_order` (SAO 1-of-3 fills `lay` slot, cover/crown render as empty placeholders), `test_my_sea_applet_labels_match_locked_spread` (SAO labels exactly Situation/Action/Outcome), `test_my_sea_applet_waite_smith_labels_post_fix` (regression pin for the WS Cover/Cross/Crown/**Beneath**/Before/**Behind** sequence post-swap-fix). Existing my-sea applet ITs updated to match the new selector vocabulary (`.my-sea-slot--filled` instead of `.my-sea-card`, Brief script substring instead of `.my-sea-sign-gate--applet`). 6 my-sea FTs updated to the Brief-banner contract. 1214/1214 IT/UT green.
**.gitignore**: temporary entry for `src/apps/epic/static/apps/epic/images/cards-faces/minchiate-fiorentine/` until images get renamed — flagged for removal once the rename lands. (Per user's wget download of the Minchiate faces into the gameboard cards/ tree this session.)
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-22 15:19:34 -04:00
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By.CSS_SELECTOR, ".note-banner.my-sea-sign-gate-brief"
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2026-05-19 01:38:55 -04:00
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)
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)
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feat: My Sea applet dynamic population + lay/leave POSITION_LABELS swap fix + My Sign applet stat-block + Brief-fied sign-gate + --duoUser olive on all four personal-data surfaces. Six visual+structural items batched across the dashboard/billboard/gameboard.
(1) **My Sea applet dynamic population.** Applet at `_applet-my-sea.html` was referencing an undefined `latest_draw_cards` template var — fell through to "No draws yet" even when the user had an active draw. New helpers in `apps/gameboard/models.py`: `DRAW_ORDER` + `POSITION_LABELS` constants (Python mirrors of the JS dicts in `my_sea.html:274-293`) + `latest_draw_slots(user)` builder that pairs each spread position w. its drawn card + display label + polarity. Wired through `gameboard()` + `toggle_game_applets()` views as `my_sea_slots`. Applet now renders all spread slots in DRAW_ORDER: filled = `.my-sea-slot--filled.my-sea-slot--{gravity,levity}` w. corner-tl + face (name + arcana) + corner-br (mirror) markup (same shape language as my_sign.html `.sig-stage-card`), empty = `.my-sea-slot--empty` w. `0.15rem dashed rgba(var(--terUser), 1)` border (matches the picker's `.sea-card-slot` style exactly so the applet reads as a true scaled-down twin). Container queries (`container-type: size` on `.my-sea-scroll`) lift `--slot-w` to fill the applet's vertical aperture (`min(100cqi, calc((100cqh - 1rem) * 5 / 8))` carves the label row). Position labels pulled tight against the slot's bottom border (`margin-top: -0.15rem` crosses the border line) + vertically stretched (`transform: scaleY(1.4)` mirroring `.sea-pos-label` in `_card-deck.scss:1671-1684`) — empty-slot labels keep the same `--secUser` ink as filled-slot labels for title cohesion across the row. Horizontal-scroll on multi-card spreads via mousewheel — `bindMySeaWheel()` in `gameboard.js` translates vertical wheel events to `scrollLeft += deltaY` (lifted verbatim from `bindPaletteWheel` in `dashboard.js:7-14`).
(2) **lay/leave POSITION_LABELS swap fix.** User caught in the Escape Velocity picker that LEFT slot read "Lay" + BOTTOM slot read "Leave" — opposite of traditional Celtic Cross semantics (LEFT = Behind/past, BOTTOM = Beneath/root). Root cause: POSITION_LABELS for both Waite-Smith + Escape Velocity had `lay`/`leave` slug→label assignments inverted vs the CSS grid's spatial mapping (`_card-deck.scss:1276-1279` puts slug `lay` at BOTTOM, slug `leave` at LEFT). Fix in 5 places: `my_sea.html:287,292` JS POSITION_LABELS (WS: lay→"Beneath", leave→"Behind"; EV: lay→"Lay", leave→"Leave"), `gameboard/models.py:44-47` Python mirror, `test_game_my_sea.py:618-619` FT label-assertion table, `_sea_overlay.html:28,53` annotated comments (`sea-pos-leave` → "Behind (past) — CC pos 6 / EV pos 4"; `sea-pos-lay` → "Beneath (root) — CC pos 4 / EV pos 3"). Slug-to-CSS mapping, DRAW_ORDER, + DB persistence unchanged → no migrations, no data invalidation. **Crucial for Voronoi mapping correctness** per user spec.
(3) **My Sign applet — stage-card layout + stat-block beside.** Applet card markup upgraded to mirror my_sign.html `.sig-stage-card`: corner-tl + face (name + arcana centred) + corner-br (mirror, rotated 180°). Sized to fill applet height via container queries (`--applet-card-w: min(48cqi, 62.5cqh)` — 48cqi caps the card at half the row to leave room for the stat-block). Sibling `.my-sign-applet-stat-block` partial added — emanation/reversal face label + keyword list (from `card.keywords_upright` / `keywords_reversed` keyed off `significator_reversed`), no SPIN/FYI buttons (applet is read-only). Styling cribbed from `.sig-stat-block` in `_card-deck.scss:595-607` — priUser-translucent bg + terUser border + matching `--applet-card-w` sizing.
(4) **My Sea sign-gate refactored to Brief banner.** Was an inline `.my-sea-sign-gate` div w. its own SCSS — broke from the project's `Brief.showBanner` portal pattern. Refactored to a shared `_my_sea_sign_gate_brief.html` partial that fires `Brief.showBanner` w. title="Sign required" + line_text="Look!—pick your sign before drawing the Sea." + post_url=`/billboard/my-sign/`. Brief portals to the page-level h2 anchor via `note.js`'s `_alignToH2` (gaussian-glass `.note-banner` shell, FYI button → my-sign picker, NVM dismisses). Modifier class `.my-sea-sign-gate-brief` added post-render for FT selector disambiguation. note.js load hoisted to gameboard.html `{% block scripts %}` + the top of `my_sea.html {% block content %}` (single load per page — note.js declares `const Brief = ...` at global scope, second load = SyntaxError). All `.my-sea-sign-gate{,--applet,__line,__actions,__back,__fyi}` SCSS deleted. FTs (`test_no_sig_renders_lookline_gate_on_standalone_page` + 5 siblings) + ITs (`test_my_sea_applet_fires_sign_gate_brief_for_user_without_sig` etc.) updated to assert `.note-banner.my-sea-sign-gate-brief` + the JS-rendered FYI/NVM buttons inside the Brief shell.
(5) **Levity card text invisibility fix.** My-sea applet levity slots (--secUser bg) rendered their corner-rank + suit-icon invisible because `.fan-card-corner` carries a global `color: rgba(var(--secUser), 0.75)` rule at `_card-deck.scss:312-319` (specificity 0,1,0) that out-specifics the slot's inherited `color: --priUser`. Same trap as the `.fan-card-name { color: --quiUser }` global. Fix at `_gameboard.scss` inside the levity rule: explicit `.fan-card-corner { color: rgba(var(--priUser), 1) }` + `.fan-card-name { color: rgba(var(--priUser), 1) }` + `.fan-card-arcana { color: rgba(var(--priUser), 0.7) }` overrides at (1,3,1) specificity — beats the globals without `!important`. **Trap captured in memory** — pattern repeats across game-kit, my-sign, my-sea so worth pinning.
(6) **--duoUser olive on all five personal-data surfaces.** Per user spec, the four "personal" applets (My Sign on billboard, My Sea on gameboard, My Sky on dashboard) + the standalone Dashsky page + the standalone My Sign page got `background-color: rgba(var(--duoUser), 1)` so they read as a unified olive-bg group across navigation surfaces. For Dashsky specifically, the form column also got the override (`.sky-page .sky-form-col { background: --duoUser }`) — the base `.sky-form-col { background: --priUser }` (`_sky.scss:137`, shared w. the in-room CAST SKY modal) was leaving the dashsky form column purple inside the otherwise-olive page. Scoped to `.sky-page` so the in-room modal's purple form-col stays intact (sits over --secUser room bg, needs that contrast). One detour caught: tried `body.page-sky { background-color: --duoUser }` to fill the gap below .sky-page's content-sized aperture but it bled to navbar + footer (which sit outside .container) — reverted.
**TDD coverage**: 3 new ITs in `apps/gameboard/tests/integrated/test_views.py` — `test_my_sea_applet_renders_drawn_cards_in_draw_order` (SAO 1-of-3 fills `lay` slot, cover/crown render as empty placeholders), `test_my_sea_applet_labels_match_locked_spread` (SAO labels exactly Situation/Action/Outcome), `test_my_sea_applet_waite_smith_labels_post_fix` (regression pin for the WS Cover/Cross/Crown/**Beneath**/Before/**Behind** sequence post-swap-fix). Existing my-sea applet ITs updated to match the new selector vocabulary (`.my-sea-slot--filled` instead of `.my-sea-card`, Brief script substring instead of `.my-sea-sign-gate--applet`). 6 my-sea FTs updated to the Brief-banner contract. 1214/1214 IT/UT green.
**.gitignore**: temporary entry for `src/apps/epic/static/apps/epic/images/cards-faces/minchiate-fiorentine/` until images get renamed — flagged for removal once the rename lands. (Per user's wget download of the Minchiate faces into the gameboard cards/ tree this session.)
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-22 15:19:34 -04:00
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self.assertIn("Look!", banner.text)
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fyi = banner.find_element(By.CSS_SELECTOR, ".note-banner__fyi")
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2026-05-19 01:38:55 -04:00
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href = fyi.get_attribute("href") or ""
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self.assertTrue(href.endswith("/billboard/my-sign/"))
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# ── Test 6 ───────────────────────────────────────────────────────────────
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def test_with_sig_applet_renders_default_empty_state(self):
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feat: My Sea applet dynamic population + lay/leave POSITION_LABELS swap fix + My Sign applet stat-block + Brief-fied sign-gate + --duoUser olive on all four personal-data surfaces. Six visual+structural items batched across the dashboard/billboard/gameboard.
(1) **My Sea applet dynamic population.** Applet at `_applet-my-sea.html` was referencing an undefined `latest_draw_cards` template var — fell through to "No draws yet" even when the user had an active draw. New helpers in `apps/gameboard/models.py`: `DRAW_ORDER` + `POSITION_LABELS` constants (Python mirrors of the JS dicts in `my_sea.html:274-293`) + `latest_draw_slots(user)` builder that pairs each spread position w. its drawn card + display label + polarity. Wired through `gameboard()` + `toggle_game_applets()` views as `my_sea_slots`. Applet now renders all spread slots in DRAW_ORDER: filled = `.my-sea-slot--filled.my-sea-slot--{gravity,levity}` w. corner-tl + face (name + arcana) + corner-br (mirror) markup (same shape language as my_sign.html `.sig-stage-card`), empty = `.my-sea-slot--empty` w. `0.15rem dashed rgba(var(--terUser), 1)` border (matches the picker's `.sea-card-slot` style exactly so the applet reads as a true scaled-down twin). Container queries (`container-type: size` on `.my-sea-scroll`) lift `--slot-w` to fill the applet's vertical aperture (`min(100cqi, calc((100cqh - 1rem) * 5 / 8))` carves the label row). Position labels pulled tight against the slot's bottom border (`margin-top: -0.15rem` crosses the border line) + vertically stretched (`transform: scaleY(1.4)` mirroring `.sea-pos-label` in `_card-deck.scss:1671-1684`) — empty-slot labels keep the same `--secUser` ink as filled-slot labels for title cohesion across the row. Horizontal-scroll on multi-card spreads via mousewheel — `bindMySeaWheel()` in `gameboard.js` translates vertical wheel events to `scrollLeft += deltaY` (lifted verbatim from `bindPaletteWheel` in `dashboard.js:7-14`).
(2) **lay/leave POSITION_LABELS swap fix.** User caught in the Escape Velocity picker that LEFT slot read "Lay" + BOTTOM slot read "Leave" — opposite of traditional Celtic Cross semantics (LEFT = Behind/past, BOTTOM = Beneath/root). Root cause: POSITION_LABELS for both Waite-Smith + Escape Velocity had `lay`/`leave` slug→label assignments inverted vs the CSS grid's spatial mapping (`_card-deck.scss:1276-1279` puts slug `lay` at BOTTOM, slug `leave` at LEFT). Fix in 5 places: `my_sea.html:287,292` JS POSITION_LABELS (WS: lay→"Beneath", leave→"Behind"; EV: lay→"Lay", leave→"Leave"), `gameboard/models.py:44-47` Python mirror, `test_game_my_sea.py:618-619` FT label-assertion table, `_sea_overlay.html:28,53` annotated comments (`sea-pos-leave` → "Behind (past) — CC pos 6 / EV pos 4"; `sea-pos-lay` → "Beneath (root) — CC pos 4 / EV pos 3"). Slug-to-CSS mapping, DRAW_ORDER, + DB persistence unchanged → no migrations, no data invalidation. **Crucial for Voronoi mapping correctness** per user spec.
(3) **My Sign applet — stage-card layout + stat-block beside.** Applet card markup upgraded to mirror my_sign.html `.sig-stage-card`: corner-tl + face (name + arcana centred) + corner-br (mirror, rotated 180°). Sized to fill applet height via container queries (`--applet-card-w: min(48cqi, 62.5cqh)` — 48cqi caps the card at half the row to leave room for the stat-block). Sibling `.my-sign-applet-stat-block` partial added — emanation/reversal face label + keyword list (from `card.keywords_upright` / `keywords_reversed` keyed off `significator_reversed`), no SPIN/FYI buttons (applet is read-only). Styling cribbed from `.sig-stat-block` in `_card-deck.scss:595-607` — priUser-translucent bg + terUser border + matching `--applet-card-w` sizing.
(4) **My Sea sign-gate refactored to Brief banner.** Was an inline `.my-sea-sign-gate` div w. its own SCSS — broke from the project's `Brief.showBanner` portal pattern. Refactored to a shared `_my_sea_sign_gate_brief.html` partial that fires `Brief.showBanner` w. title="Sign required" + line_text="Look!—pick your sign before drawing the Sea." + post_url=`/billboard/my-sign/`. Brief portals to the page-level h2 anchor via `note.js`'s `_alignToH2` (gaussian-glass `.note-banner` shell, FYI button → my-sign picker, NVM dismisses). Modifier class `.my-sea-sign-gate-brief` added post-render for FT selector disambiguation. note.js load hoisted to gameboard.html `{% block scripts %}` + the top of `my_sea.html {% block content %}` (single load per page — note.js declares `const Brief = ...` at global scope, second load = SyntaxError). All `.my-sea-sign-gate{,--applet,__line,__actions,__back,__fyi}` SCSS deleted. FTs (`test_no_sig_renders_lookline_gate_on_standalone_page` + 5 siblings) + ITs (`test_my_sea_applet_fires_sign_gate_brief_for_user_without_sig` etc.) updated to assert `.note-banner.my-sea-sign-gate-brief` + the JS-rendered FYI/NVM buttons inside the Brief shell.
(5) **Levity card text invisibility fix.** My-sea applet levity slots (--secUser bg) rendered their corner-rank + suit-icon invisible because `.fan-card-corner` carries a global `color: rgba(var(--secUser), 0.75)` rule at `_card-deck.scss:312-319` (specificity 0,1,0) that out-specifics the slot's inherited `color: --priUser`. Same trap as the `.fan-card-name { color: --quiUser }` global. Fix at `_gameboard.scss` inside the levity rule: explicit `.fan-card-corner { color: rgba(var(--priUser), 1) }` + `.fan-card-name { color: rgba(var(--priUser), 1) }` + `.fan-card-arcana { color: rgba(var(--priUser), 0.7) }` overrides at (1,3,1) specificity — beats the globals without `!important`. **Trap captured in memory** — pattern repeats across game-kit, my-sign, my-sea so worth pinning.
(6) **--duoUser olive on all five personal-data surfaces.** Per user spec, the four "personal" applets (My Sign on billboard, My Sea on gameboard, My Sky on dashboard) + the standalone Dashsky page + the standalone My Sign page got `background-color: rgba(var(--duoUser), 1)` so they read as a unified olive-bg group across navigation surfaces. For Dashsky specifically, the form column also got the override (`.sky-page .sky-form-col { background: --duoUser }`) — the base `.sky-form-col { background: --priUser }` (`_sky.scss:137`, shared w. the in-room CAST SKY modal) was leaving the dashsky form column purple inside the otherwise-olive page. Scoped to `.sky-page` so the in-room modal's purple form-col stays intact (sits over --secUser room bg, needs that contrast). One detour caught: tried `body.page-sky { background-color: --duoUser }` to fill the gap below .sky-page's content-sized aperture but it bled to navbar + footer (which sit outside .container) — reverted.
**TDD coverage**: 3 new ITs in `apps/gameboard/tests/integrated/test_views.py` — `test_my_sea_applet_renders_drawn_cards_in_draw_order` (SAO 1-of-3 fills `lay` slot, cover/crown render as empty placeholders), `test_my_sea_applet_labels_match_locked_spread` (SAO labels exactly Situation/Action/Outcome), `test_my_sea_applet_waite_smith_labels_post_fix` (regression pin for the WS Cover/Cross/Crown/**Beneath**/Before/**Behind** sequence post-swap-fix). Existing my-sea applet ITs updated to match the new selector vocabulary (`.my-sea-slot--filled` instead of `.my-sea-card`, Brief script substring instead of `.my-sea-sign-gate--applet`). 6 my-sea FTs updated to the Brief-banner contract. 1214/1214 IT/UT green.
**.gitignore**: temporary entry for `src/apps/epic/static/apps/epic/images/cards-faces/minchiate-fiorentine/` until images get renamed — flagged for removal once the rename lands. (Per user's wget download of the Minchiate faces into the gameboard cards/ tree this session.)
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-22 15:19:34 -04:00
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"""Applet w. saved sig → no gate Brief, empty-state placeholder
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("No draws yet.") inside the applet body."""
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2026-05-19 14:22:49 -04:00
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_assign_sig(self.gamer, self.target_card)
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2026-05-19 01:38:55 -04:00
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self.create_pre_authenticated_session(self.email)
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self.browser.get(self.live_server_url + "/gameboard/")
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self.wait_for(
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lambda: self.browser.find_element(By.CSS_SELECTOR, "#id_applet_my_sea")
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)
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self.assertEqual(
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len(self.browser.find_elements(
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feat: My Sea applet dynamic population + lay/leave POSITION_LABELS swap fix + My Sign applet stat-block + Brief-fied sign-gate + --duoUser olive on all four personal-data surfaces. Six visual+structural items batched across the dashboard/billboard/gameboard.
(1) **My Sea applet dynamic population.** Applet at `_applet-my-sea.html` was referencing an undefined `latest_draw_cards` template var — fell through to "No draws yet" even when the user had an active draw. New helpers in `apps/gameboard/models.py`: `DRAW_ORDER` + `POSITION_LABELS` constants (Python mirrors of the JS dicts in `my_sea.html:274-293`) + `latest_draw_slots(user)` builder that pairs each spread position w. its drawn card + display label + polarity. Wired through `gameboard()` + `toggle_game_applets()` views as `my_sea_slots`. Applet now renders all spread slots in DRAW_ORDER: filled = `.my-sea-slot--filled.my-sea-slot--{gravity,levity}` w. corner-tl + face (name + arcana) + corner-br (mirror) markup (same shape language as my_sign.html `.sig-stage-card`), empty = `.my-sea-slot--empty` w. `0.15rem dashed rgba(var(--terUser), 1)` border (matches the picker's `.sea-card-slot` style exactly so the applet reads as a true scaled-down twin). Container queries (`container-type: size` on `.my-sea-scroll`) lift `--slot-w` to fill the applet's vertical aperture (`min(100cqi, calc((100cqh - 1rem) * 5 / 8))` carves the label row). Position labels pulled tight against the slot's bottom border (`margin-top: -0.15rem` crosses the border line) + vertically stretched (`transform: scaleY(1.4)` mirroring `.sea-pos-label` in `_card-deck.scss:1671-1684`) — empty-slot labels keep the same `--secUser` ink as filled-slot labels for title cohesion across the row. Horizontal-scroll on multi-card spreads via mousewheel — `bindMySeaWheel()` in `gameboard.js` translates vertical wheel events to `scrollLeft += deltaY` (lifted verbatim from `bindPaletteWheel` in `dashboard.js:7-14`).
(2) **lay/leave POSITION_LABELS swap fix.** User caught in the Escape Velocity picker that LEFT slot read "Lay" + BOTTOM slot read "Leave" — opposite of traditional Celtic Cross semantics (LEFT = Behind/past, BOTTOM = Beneath/root). Root cause: POSITION_LABELS for both Waite-Smith + Escape Velocity had `lay`/`leave` slug→label assignments inverted vs the CSS grid's spatial mapping (`_card-deck.scss:1276-1279` puts slug `lay` at BOTTOM, slug `leave` at LEFT). Fix in 5 places: `my_sea.html:287,292` JS POSITION_LABELS (WS: lay→"Beneath", leave→"Behind"; EV: lay→"Lay", leave→"Leave"), `gameboard/models.py:44-47` Python mirror, `test_game_my_sea.py:618-619` FT label-assertion table, `_sea_overlay.html:28,53` annotated comments (`sea-pos-leave` → "Behind (past) — CC pos 6 / EV pos 4"; `sea-pos-lay` → "Beneath (root) — CC pos 4 / EV pos 3"). Slug-to-CSS mapping, DRAW_ORDER, + DB persistence unchanged → no migrations, no data invalidation. **Crucial for Voronoi mapping correctness** per user spec.
(3) **My Sign applet — stage-card layout + stat-block beside.** Applet card markup upgraded to mirror my_sign.html `.sig-stage-card`: corner-tl + face (name + arcana centred) + corner-br (mirror, rotated 180°). Sized to fill applet height via container queries (`--applet-card-w: min(48cqi, 62.5cqh)` — 48cqi caps the card at half the row to leave room for the stat-block). Sibling `.my-sign-applet-stat-block` partial added — emanation/reversal face label + keyword list (from `card.keywords_upright` / `keywords_reversed` keyed off `significator_reversed`), no SPIN/FYI buttons (applet is read-only). Styling cribbed from `.sig-stat-block` in `_card-deck.scss:595-607` — priUser-translucent bg + terUser border + matching `--applet-card-w` sizing.
(4) **My Sea sign-gate refactored to Brief banner.** Was an inline `.my-sea-sign-gate` div w. its own SCSS — broke from the project's `Brief.showBanner` portal pattern. Refactored to a shared `_my_sea_sign_gate_brief.html` partial that fires `Brief.showBanner` w. title="Sign required" + line_text="Look!—pick your sign before drawing the Sea." + post_url=`/billboard/my-sign/`. Brief portals to the page-level h2 anchor via `note.js`'s `_alignToH2` (gaussian-glass `.note-banner` shell, FYI button → my-sign picker, NVM dismisses). Modifier class `.my-sea-sign-gate-brief` added post-render for FT selector disambiguation. note.js load hoisted to gameboard.html `{% block scripts %}` + the top of `my_sea.html {% block content %}` (single load per page — note.js declares `const Brief = ...` at global scope, second load = SyntaxError). All `.my-sea-sign-gate{,--applet,__line,__actions,__back,__fyi}` SCSS deleted. FTs (`test_no_sig_renders_lookline_gate_on_standalone_page` + 5 siblings) + ITs (`test_my_sea_applet_fires_sign_gate_brief_for_user_without_sig` etc.) updated to assert `.note-banner.my-sea-sign-gate-brief` + the JS-rendered FYI/NVM buttons inside the Brief shell.
(5) **Levity card text invisibility fix.** My-sea applet levity slots (--secUser bg) rendered their corner-rank + suit-icon invisible because `.fan-card-corner` carries a global `color: rgba(var(--secUser), 0.75)` rule at `_card-deck.scss:312-319` (specificity 0,1,0) that out-specifics the slot's inherited `color: --priUser`. Same trap as the `.fan-card-name { color: --quiUser }` global. Fix at `_gameboard.scss` inside the levity rule: explicit `.fan-card-corner { color: rgba(var(--priUser), 1) }` + `.fan-card-name { color: rgba(var(--priUser), 1) }` + `.fan-card-arcana { color: rgba(var(--priUser), 0.7) }` overrides at (1,3,1) specificity — beats the globals without `!important`. **Trap captured in memory** — pattern repeats across game-kit, my-sign, my-sea so worth pinning.
(6) **--duoUser olive on all five personal-data surfaces.** Per user spec, the four "personal" applets (My Sign on billboard, My Sea on gameboard, My Sky on dashboard) + the standalone Dashsky page + the standalone My Sign page got `background-color: rgba(var(--duoUser), 1)` so they read as a unified olive-bg group across navigation surfaces. For Dashsky specifically, the form column also got the override (`.sky-page .sky-form-col { background: --duoUser }`) — the base `.sky-form-col { background: --priUser }` (`_sky.scss:137`, shared w. the in-room CAST SKY modal) was leaving the dashsky form column purple inside the otherwise-olive page. Scoped to `.sky-page` so the in-room modal's purple form-col stays intact (sits over --secUser room bg, needs that contrast). One detour caught: tried `body.page-sky { background-color: --duoUser }` to fill the gap below .sky-page's content-sized aperture but it bled to navbar + footer (which sit outside .container) — reverted.
**TDD coverage**: 3 new ITs in `apps/gameboard/tests/integrated/test_views.py` — `test_my_sea_applet_renders_drawn_cards_in_draw_order` (SAO 1-of-3 fills `lay` slot, cover/crown render as empty placeholders), `test_my_sea_applet_labels_match_locked_spread` (SAO labels exactly Situation/Action/Outcome), `test_my_sea_applet_waite_smith_labels_post_fix` (regression pin for the WS Cover/Cross/Crown/**Beneath**/Before/**Behind** sequence post-swap-fix). Existing my-sea applet ITs updated to match the new selector vocabulary (`.my-sea-slot--filled` instead of `.my-sea-card`, Brief script substring instead of `.my-sea-sign-gate--applet`). 6 my-sea FTs updated to the Brief-banner contract. 1214/1214 IT/UT green.
**.gitignore**: temporary entry for `src/apps/epic/static/apps/epic/images/cards-faces/minchiate-fiorentine/` until images get renamed — flagged for removal once the rename lands. (Per user's wget download of the Minchiate faces into the gameboard cards/ tree this session.)
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-22 15:19:34 -04:00
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By.CSS_SELECTOR, ".my-sea-sign-gate-brief"
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2026-05-19 01:38:55 -04:00
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)),
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0,
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)
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2026-05-19 15:15:37 -04:00
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class MySeaDrawSeaLandingTest(FunctionalTest):
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"""Sprint 5 iter 1 — FREE DRAW landing on /gameboard/my-sea/ for a
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2026-05-19 15:15:37 -04:00
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user w. a saved sig (past the [[sprint-my-sea-sign-gate-may19]] gate).
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Landing renders a DRY table hex (parameterized from the room) w. 6
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chair seats labeled 1C-6C (placeholders for the eventual friend-
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invite feature per [[project-my-sea-roadmap]] architectural anchor
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2026-05-19 15:48:07 -04:00
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"Six chairs retained even in solo") + a central FREE DRAW `.btn-
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primary` mirroring SCAN SIGN on /billboard/my-sign/. Each chair seat
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renders w. a red `.fa-ban` status icon (empty slot).
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2026-05-19 15:48:07 -04:00
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Click flow: FREE DRAW → seat 1C transitions to `.seated` state
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(chair `--terUser` + drop-shadow glow + `.fa-ban` swap to `.fa-
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circle-check` green) → after a brief delay so the user sees the
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animation, `data-phase` swaps to `picker` (picker content lands in
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iter 2). The 'C' = "Chair" (user-locked vocabulary); no role
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semantics in this solo flow.
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"FREE DRAW" is the label for the 1/24h free quota draw — a future
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sprint will conditionally swap the label to "DRAW SEA" once the
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free has been used, w. the DRAW SEA btn calling the room
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gatekeeper partial for token-deposit.
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The same Brief "Default deck warning" copy from my-sign fires when
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the user has no equipped deck."""
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def setUp(self):
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super().setUp()
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_seed_earthman_sig_pile()
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_seed_gameboard_applets()
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self.email = "draw@test.io"
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self.gamer = User.objects.create(email=self.email)
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# Assign a sig so the page passes the Sprint 4b gate + lands on
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# the new DRAW SEA UX rather than the Look!-line gate.
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self.target_card = _assign_sig(self.gamer)
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# ── Test 1 ───────────────────────────────────────────────────────────────
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def test_landing_renders_hex_with_free_draw_btn(self):
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"""User w. sig → /gameboard/my-sea/ shows the DRY table hex (re-
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2026-05-19 15:48:07 -04:00
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used from my-sign / the room shell) w. a central FREE DRAW btn.
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Element ID `id_draw_sea_btn` describes intent (the draw entry
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2026-05-20 11:56:09 -04:00
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point); the hex-center btn is a 3-way state machine:
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- FREE DRAW (`#id_draw_sea_btn`) — fresh user (no active row, no
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deposit). Pinned here.
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- PAID DRAW (`#id_my_sea_paid_draw_btn`) — deposit reserved.
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Pinned by `MySeaLandingPaidDrawTest`.
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- GATE VIEW (`#id_my_sea_gate_view_btn`) — quota spent, no
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deposit (post-DEL). Pinned by
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`MySeaDeleteDrawAndGuardPortalTest` (the DEL-confirm flow).
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The three IDs are mutually exclusive — only one renders at a
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time. This test pins the fresh-user side of that exclusion
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(FREE DRAW present, the other two absent); the deposit + post-
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DEL sides have their own dedicated FTs that pin the same
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invariant from the other directions."""
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self.create_pre_authenticated_session(self.email)
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self.browser.get(self.live_server_url + "/gameboard/my-sea/")
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# data-phase=landing on the page wrapper
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page = self.wait_for(
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lambda: self.browser.find_element(By.CSS_SELECTOR, ".my-sea-page[data-phase='landing']")
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)
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# Hex shell present
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page.find_element(By.CSS_SELECTOR, ".room-shell .table-hex")
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# FREE DRAW btn in hex center
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btn = page.find_element(By.CSS_SELECTOR, "#id_draw_sea_btn")
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self.assertTrue(btn.is_displayed())
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self.assertIn("FREE", btn.text.upper())
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self.assertIn("DRAW", btn.text.upper())
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self.assertIn("btn-primary", btn.get_attribute("class"))
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# Mutual exclusion: PAID DRAW + GATE VIEW must NOT also render.
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self.assertEqual(
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len(page.find_elements(By.CSS_SELECTOR, "#id_my_sea_paid_draw_btn")),
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0,
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"PAID DRAW btn must not render when no deposit is reserved",
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)
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self.assertEqual(
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len(page.find_elements(By.CSS_SELECTOR, "#id_my_sea_gate_view_btn")),
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0,
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"GATE VIEW btn must not render when no active draw row exists",
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)
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# ── Test 2 ───────────────────────────────────────────────────────────────
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def test_landing_renders_six_chair_seats_labeled_1C_to_6C(self):
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"""All 6 chair positions render w. labels 1C-6C (placeholder for
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friend-invite). CSS class `.table-seat` is preserved so the SCSS
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positioning rules (data-slot=N) carry over from the room shell.
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Each seat starts w. a red `.fa-ban` status icon (empty)."""
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self.create_pre_authenticated_session(self.email)
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self.browser.get(self.live_server_url + "/gameboard/my-sea/")
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seats = self.wait_for(
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lambda: self._six_seats()
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)
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self.assertEqual(len(seats), 6)
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for n, seat in enumerate(seats, start=1):
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with self.subTest(slot=n):
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label = "".join(seat.text.upper().split())
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self.assertIn(f"{n}C", label)
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# Each seat carries the red ban status icon initially.
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seat.find_element(
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By.CSS_SELECTOR, ".position-status-icon.fa-ban"
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)
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def _six_seats(self):
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seats = self.browser.find_elements(
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By.CSS_SELECTOR, ".my-sea-page[data-phase='landing'] .table-seat"
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)
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if len(seats) != 6:
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raise AssertionError(f"expected 6 seats, got {len(seats)}")
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return seats
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# ── Test 3 ───────────────────────────────────────────────────────────────
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def test_free_draw_click_seats_user_in_1C_then_swaps_phase(self):
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"""Click FREE DRAW → seat 1C transitions to `.seated` w. fa-ban
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swapped for fa-circle-check (visible to the user during the
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~800ms animation delay); other seats remain empty; then the
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page's data-phase swaps to 'picker' so iter 2's content can
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take over. Single-user instance for now → user always gets the
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lowest-numeral seat (1C)."""
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self.create_pre_authenticated_session(self.email)
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self.browser.get(self.live_server_url + "/gameboard/my-sea/")
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btn = self.wait_for(
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lambda: self.browser.find_element(By.CSS_SELECTOR, "#id_draw_sea_btn")
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)
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btn.click()
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# Seat 1C goes seated + icon swaps. Other seats unchanged.
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seat1 = self.wait_for(
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lambda: self.browser.find_element(
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By.CSS_SELECTOR, ".table-seat[data-slot='1'].seated"
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)
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)
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seat1.find_element(By.CSS_SELECTOR, ".position-status-icon.fa-circle-check")
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# Seats 2-6 retain the .fa-ban icon (still empty).
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for n in range(2, 7):
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with self.subTest(slot=n):
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other = self.browser.find_element(
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By.CSS_SELECTOR, f".table-seat[data-slot='{n}']"
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)
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self.assertNotIn("seated", other.get_attribute("class"))
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other.find_element(By.CSS_SELECTOR, ".position-status-icon.fa-ban")
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# After the seat animation, data-phase swaps to picker + landing hides.
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self.wait_for(
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lambda: self.browser.find_element(
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By.CSS_SELECTOR, ".my-sea-page[data-phase='picker']"
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)
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)
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landing = self.browser.find_element(By.CSS_SELECTOR, ".my-sea-landing")
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self.assertFalse(landing.is_displayed())
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# ── Test 4 ───────────────────────────────────────────────────────────────
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def test_brief_banner_renders_when_no_deck_equipped(self):
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"""No equipped deck → the same 'Default deck warning' Brief
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banner from my-sign fires (lifted verbatim). Tagged w. a my-sea-
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specific class so FTs can disambiguate from any other Briefs."""
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self.gamer.equipped_deck = None
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self.gamer.save(update_fields=["equipped_deck"])
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self.create_pre_authenticated_session(self.email)
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self.browser.get(self.live_server_url + "/gameboard/my-sea/")
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banner = self.wait_for(
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lambda: self.browser.find_element(
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By.CSS_SELECTOR, ".my-sea-intro-banner"
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)
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)
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self.assertIn("Default deck warning", banner.text)
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self.assertIn("no deck is equipped", banner.text)
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self.assertIn("Shabby Cardstock", banner.text)
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# ── Test 5 ───────────────────────────────────────────────────────────────
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def test_no_brief_banner_when_deck_equipped(self):
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"""User w. an equipped deck → no Default-deck-warning Brief on
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landing. Auto-equip via the User post_save signal handles this
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for fresh users; assertion guards against accidental render of
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the banner when the condition shouldn't fire."""
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self.create_pre_authenticated_session(self.email)
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self.browser.get(self.live_server_url + "/gameboard/my-sea/")
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self.wait_for(
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lambda: self.browser.find_element(By.CSS_SELECTOR, "#id_draw_sea_btn")
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)
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self.assertEqual(
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len(self.browser.find_elements(By.CSS_SELECTOR, ".my-sea-intro-banner")),
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0,
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)
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2026-05-19 16:06:14 -04:00
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class MySeaPickerPhaseTest(FunctionalTest):
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"""Sprint 5 iter 2 — picker phase content on /gameboard/my-sea/ after
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FREE DRAW click swaps `data-phase` to `picker`. Three-card spread:
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user's saved significator pinned in the center (`.sea-pos-core`) +
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three drawn-card positions surrounding it — cover (overlaid on sig),
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leave (left of center), loom (right of center). Crown / lay / cross
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from the gameroom's 6-position Celtic Cross are deliberately omitted
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(user-locked spec). Empty drop-zones are visible — actual card-draw
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wiring lands in iter 3 alongside the form col (spread dropdown /
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decks / LOCK HAND / DEL)."""
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def setUp(self):
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super().setUp()
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_seed_earthman_sig_pile()
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_seed_gameboard_applets()
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self.email = "picker@test.io"
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self.gamer = User.objects.create(email=self.email)
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self.target_card = _assign_sig(self.gamer)
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def _enter_picker_phase(self):
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"""Common nav: load /gameboard/my-sea/, click FREE DRAW, wait for
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the page wrapper's data-phase to swap to `picker` (which happens
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~800ms after click per the seat-1C animation delay in the inline
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JS)."""
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self.create_pre_authenticated_session(self.email)
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self.browser.get(self.live_server_url + "/gameboard/my-sea/")
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btn = self.wait_for(
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lambda: self.browser.find_element(By.CSS_SELECTOR, "#id_draw_sea_btn")
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)
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btn.click()
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return self.wait_for(
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lambda: self.browser.find_element(
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By.CSS_SELECTOR, ".my-sea-page[data-phase='picker']"
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)
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)
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# ── Test 1 ───────────────────────────────────────────────────────────────
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def test_picker_renders_significator_card_in_core_cell(self):
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"""User's saved significator pins the `.sea-pos-core` cell — the
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center of the three-card cross. Card data attribute reflects the
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actual TarotCard.id so future iters can wire FYI / SPIN onto it."""
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self._enter_picker_phase()
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core = self.browser.find_element(
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By.CSS_SELECTOR, ".my-sea-picker .sea-pos-core .sea-sig-card"
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)
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self.assertEqual(
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core.get_attribute("data-card-id"), str(self.target_card.id)
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)
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# ── Test 2 ───────────────────────────────────────────────────────────────
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def test_picker_renders_cover_leave_loom_positions(self):
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|
"""The three drawn-card positions (cover/leave/loom) render as
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empty `.sea-card-slot--empty` drop zones. Cover is overlaid on
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the sig card via `.sea-pos-core > .sea-pos-cover` nesting; leave
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+ loom sit in their own grid cells flanking core."""
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picker = self._enter_picker_phase()
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# Cover lives nested inside .sea-pos-core (overlaid on sig)
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picker.find_element(
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By.CSS_SELECTOR, ".sea-pos-core .sea-pos-cover .sea-card-slot--empty"
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)
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picker.find_element(
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By.CSS_SELECTOR, ".sea-pos-leave .sea-card-slot--empty"
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)
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picker.find_element(
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By.CSS_SELECTOR, ".sea-pos-loom .sea-card-slot--empty"
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)
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# ── Test 3 ───────────────────────────────────────────────────────────────
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2026-05-19 19:38:53 -04:00
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def test_picker_renders_sao_default_position_subset(self):
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"""Default spread = Situation/Action/Outcome (SAO) → only lay
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(Situation) + cover (Action) + crown (Outcome) visible from the
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6 surrounding positions; leave / loom / cross hidden. All 6
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cells render in DOM so spread-switching never re-mutates the
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cross structure — per-spread visibility lives in SCSS via
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`.my-sea-cross[data-spread="..."]` rules."""
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2026-05-19 16:06:14 -04:00
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picker = self._enter_picker_phase()
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visible = {".sea-pos-lay", ".sea-pos-cover", ".sea-pos-crown"}
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hidden = {".sea-pos-leave", ".sea-pos-loom", ".sea-pos-cross"}
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for pos in visible | hidden:
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with self.subTest(position=pos):
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elements = picker.find_elements(By.CSS_SELECTOR, pos)
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self.assertEqual(len(elements), 1, f"{pos} should render in DOM")
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expected_visible = pos in visible
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self.assertEqual(
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elements[0].is_displayed(), expected_visible,
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f"{pos} visibility wrong for SAO default; expected {expected_visible}",
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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
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)
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class MySeaSpreadFormTest(FunctionalTest):
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"""Sprint 5 iter 3 — form col on the picker phase: SPREAD dropdown
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(custom combobox w. 6 options + 2 horizontal section dividers for
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"3-card spreads" / "6-card spreads"), reversal-rate caption, two
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DECKS swatches (GRAVITY + LEVITY), LOCK HAND + DEL btns. Selecting
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a 6-card spread (Celtic Cross variants) swaps `.my-sea-cross[data-
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spread-shape]` from `three-card` to `six-card`, revealing the
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crown / lay / cross positions hidden by default.
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Card-draw mechanics — clicking a deck swatch to deposit a card into
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the next empty slot — defers to iter 4."""
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def setUp(self):
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super().setUp()
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_seed_earthman_sig_pile()
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_seed_gameboard_applets()
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self.email = "spread@test.io"
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self.gamer = User.objects.create(email=self.email)
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self.target_card = _assign_sig(self.gamer)
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def _enter_picker_phase(self):
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self.create_pre_authenticated_session(self.email)
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self.browser.get(self.live_server_url + "/gameboard/my-sea/")
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btn = self.wait_for(
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lambda: self.browser.find_element(By.CSS_SELECTOR, "#id_draw_sea_btn")
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)
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btn.click()
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return self.wait_for(
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lambda: self.browser.find_element(
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By.CSS_SELECTOR, ".my-sea-page[data-phase='picker']"
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)
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)
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# ── Test 1 ───────────────────────────────────────────────────────────────
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def test_spread_dropdown_renders_six_options_and_two_dividers(self):
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"""SPREAD combobox has 4 three-card options + 2 six-card
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options + 2 horizontal section dividers labelled "3-card
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spreads" / "6-card spreads". Dividers are `role=presentation`
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+ `.sea-select-divider` so combobox.js skips them.
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The dropdown is closed (`aria-expanded='false'`) on initial
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render so the <li>s aren't displayed; use textContent rather
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than `.text` (which returns "" for hidden elements)."""
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picker = self._enter_picker_phase()
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options = picker.find_elements(
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By.CSS_SELECTOR, ".sea-select-list [role='option']"
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)
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self.assertEqual(len(options), 6)
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option_labels = [
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o.get_attribute("textContent").strip() for o in options
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]
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# Three-card variants — labels per [[project-my-sea-roadmap]]
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# iter 3 spec lock.
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self.assertIn("Past, Present, Future", option_labels)
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self.assertIn("Situation, Action, Outcome", option_labels)
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self.assertIn("Mind, Body, Spirit", option_labels)
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self.assertIn("Desire, Obstacle, Solution", option_labels)
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# Six-card variants
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self.assertIn("Celtic Cross, Waite-Smith", option_labels)
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self.assertIn("Celtic Cross, Escape Velocity", option_labels)
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# Two horizontal dividers
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dividers = picker.find_elements(By.CSS_SELECTOR, ".sea-select-divider")
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self.assertEqual(len(dividers), 2)
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divider_text = "|".join(
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d.get_attribute("textContent").upper().strip() for d in dividers
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)
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self.assertIn("3-CARD SPREADS", divider_text)
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self.assertIn("6-CARD SPREADS", divider_text)
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# ── Test 2 ───────────────────────────────────────────────────────────────
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def test_default_spread_is_situation_action_outcome(self):
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"""Per the spec, `Situation, Action, Outcome` is the default
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spread on landing — selected in the combobox + reflected in
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2026-05-19 19:38:53 -04:00
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the hidden `<input id="id_sea_spread">` initial value + on
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`.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
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picker = self._enter_picker_phase()
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hidden = picker.find_element(By.CSS_SELECTOR, "#id_sea_spread")
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self.assertEqual(
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hidden.get_attribute("value"), "situation-action-outcome",
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)
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selected = picker.find_element(
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By.CSS_SELECTOR, ".sea-select-list [role='option'][aria-selected='true']"
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)
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self.assertEqual(
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selected.get_attribute("textContent").strip(),
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"Situation, Action, Outcome",
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)
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current = picker.find_element(By.CSS_SELECTOR, ".sea-select-current")
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self.assertEqual(current.text.strip(), "Situation, Action, Outcome")
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cross = picker.find_element(By.CSS_SELECTOR, ".my-sea-cross")
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2026-05-19 19:38:53 -04:00
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self.assertEqual(
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cross.get_attribute("data-spread"), "situation-action-outcome",
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)
|
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
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# ── Test 3 ───────────────────────────────────────────────────────────────
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2026-05-19 19:38:53 -04:00
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def test_picking_spread_swaps_data_spread_and_position_visibility(self):
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"""Each spread reveals its own position subset (user-locked
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2026-05-19):
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PPF → leave + cover + loom visible
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SAO → lay + cover + crown
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MBS → crown + lay + loom
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DOS → loom + cross + cover
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CC variants → all 6 surrounding positions.
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`.my-sea-cross[data-spread]` swaps on combobox change; SCSS
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rules toggle the inactive positions to `display: none`."""
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ALL_POSITIONS = {"crown", "leave", "cover", "cross", "loom", "lay"}
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SPREAD_POSITIONS = {
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"past-present-future": {"leave", "cover", "loom"},
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"situation-action-outcome": {"lay", "cover", "crown"},
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"mind-body-spirit": {"crown", "lay", "loom"},
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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
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"desire-obstacle-solution": {"loom", "cross", "crown"},
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2026-05-19 19:38:53 -04:00
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"waite-smith": ALL_POSITIONS,
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"escape-velocity": ALL_POSITIONS,
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}
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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
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picker = self._enter_picker_phase()
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2026-05-19 19:38:53 -04:00
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cross = picker.find_element(By.CSS_SELECTOR, ".my-sea-cross")
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combo = picker.find_element(By.CSS_SELECTOR, "[data-combobox]")
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def _pick(value):
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# Combobox click outside an open dropdown opens it; click on
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# an option inside selects + closes. Re-opening for each pick
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# keeps the test deterministic.
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if combo.get_attribute("aria-expanded") != "true":
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combo.click()
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opt = picker.find_element(
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By.CSS_SELECTOR,
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f".sea-select-list [role='option'][data-value='{value}']",
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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
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)
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2026-05-19 19:38:53 -04:00
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opt.click()
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for value, expected_visible in SPREAD_POSITIONS.items():
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with self.subTest(spread=value):
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_pick(value)
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self.wait_for(
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lambda v=value: self.assertEqual(
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cross.get_attribute("data-spread"), v
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)
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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
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)
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2026-05-19 19:38:53 -04:00
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for pos in ALL_POSITIONS:
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element = picker.find_element(
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By.CSS_SELECTOR, f".sea-pos-{pos}"
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)
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should_show = pos in expected_visible
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self.assertEqual(
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element.is_displayed(), should_show,
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f"spread={value} pos={pos}: expected is_displayed={should_show}",
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)
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# ── Test 4 ───────────────────────────────────────────────────────────────
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def test_per_spread_position_labels_render_and_update(self):
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"""Each visible empty slot carries a `.sea-pos-label` caption
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whose text matches the spread's per-position label map (e.g.
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SAO default: lay='Situation', cover='Action', crown='Outcome').
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JS updates labels on spread change. Reappropriates the
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GRAVITY/LEVITY (`.sea-stack-name`) caption styling."""
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SPREAD_LABELS = {
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"situation-action-outcome": {"lay": "Situation", "cover": "Action", "crown": "Outcome"},
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"past-present-future": {"leave": "Past", "cover": "Present", "loom": "Future"},
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"mind-body-spirit": {"crown": "Mind", "lay": "Body", "loom": "Spirit"},
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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
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"desire-obstacle-solution": {"loom": "Desire", "cross": "Obstacle","crown":"Solution"},
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feat: My Sea applet dynamic population + lay/leave POSITION_LABELS swap fix + My Sign applet stat-block + Brief-fied sign-gate + --duoUser olive on all four personal-data surfaces. Six visual+structural items batched across the dashboard/billboard/gameboard.
(1) **My Sea applet dynamic population.** Applet at `_applet-my-sea.html` was referencing an undefined `latest_draw_cards` template var — fell through to "No draws yet" even when the user had an active draw. New helpers in `apps/gameboard/models.py`: `DRAW_ORDER` + `POSITION_LABELS` constants (Python mirrors of the JS dicts in `my_sea.html:274-293`) + `latest_draw_slots(user)` builder that pairs each spread position w. its drawn card + display label + polarity. Wired through `gameboard()` + `toggle_game_applets()` views as `my_sea_slots`. Applet now renders all spread slots in DRAW_ORDER: filled = `.my-sea-slot--filled.my-sea-slot--{gravity,levity}` w. corner-tl + face (name + arcana) + corner-br (mirror) markup (same shape language as my_sign.html `.sig-stage-card`), empty = `.my-sea-slot--empty` w. `0.15rem dashed rgba(var(--terUser), 1)` border (matches the picker's `.sea-card-slot` style exactly so the applet reads as a true scaled-down twin). Container queries (`container-type: size` on `.my-sea-scroll`) lift `--slot-w` to fill the applet's vertical aperture (`min(100cqi, calc((100cqh - 1rem) * 5 / 8))` carves the label row). Position labels pulled tight against the slot's bottom border (`margin-top: -0.15rem` crosses the border line) + vertically stretched (`transform: scaleY(1.4)` mirroring `.sea-pos-label` in `_card-deck.scss:1671-1684`) — empty-slot labels keep the same `--secUser` ink as filled-slot labels for title cohesion across the row. Horizontal-scroll on multi-card spreads via mousewheel — `bindMySeaWheel()` in `gameboard.js` translates vertical wheel events to `scrollLeft += deltaY` (lifted verbatim from `bindPaletteWheel` in `dashboard.js:7-14`).
(2) **lay/leave POSITION_LABELS swap fix.** User caught in the Escape Velocity picker that LEFT slot read "Lay" + BOTTOM slot read "Leave" — opposite of traditional Celtic Cross semantics (LEFT = Behind/past, BOTTOM = Beneath/root). Root cause: POSITION_LABELS for both Waite-Smith + Escape Velocity had `lay`/`leave` slug→label assignments inverted vs the CSS grid's spatial mapping (`_card-deck.scss:1276-1279` puts slug `lay` at BOTTOM, slug `leave` at LEFT). Fix in 5 places: `my_sea.html:287,292` JS POSITION_LABELS (WS: lay→"Beneath", leave→"Behind"; EV: lay→"Lay", leave→"Leave"), `gameboard/models.py:44-47` Python mirror, `test_game_my_sea.py:618-619` FT label-assertion table, `_sea_overlay.html:28,53` annotated comments (`sea-pos-leave` → "Behind (past) — CC pos 6 / EV pos 4"; `sea-pos-lay` → "Beneath (root) — CC pos 4 / EV pos 3"). Slug-to-CSS mapping, DRAW_ORDER, + DB persistence unchanged → no migrations, no data invalidation. **Crucial for Voronoi mapping correctness** per user spec.
(3) **My Sign applet — stage-card layout + stat-block beside.** Applet card markup upgraded to mirror my_sign.html `.sig-stage-card`: corner-tl + face (name + arcana centred) + corner-br (mirror, rotated 180°). Sized to fill applet height via container queries (`--applet-card-w: min(48cqi, 62.5cqh)` — 48cqi caps the card at half the row to leave room for the stat-block). Sibling `.my-sign-applet-stat-block` partial added — emanation/reversal face label + keyword list (from `card.keywords_upright` / `keywords_reversed` keyed off `significator_reversed`), no SPIN/FYI buttons (applet is read-only). Styling cribbed from `.sig-stat-block` in `_card-deck.scss:595-607` — priUser-translucent bg + terUser border + matching `--applet-card-w` sizing.
(4) **My Sea sign-gate refactored to Brief banner.** Was an inline `.my-sea-sign-gate` div w. its own SCSS — broke from the project's `Brief.showBanner` portal pattern. Refactored to a shared `_my_sea_sign_gate_brief.html` partial that fires `Brief.showBanner` w. title="Sign required" + line_text="Look!—pick your sign before drawing the Sea." + post_url=`/billboard/my-sign/`. Brief portals to the page-level h2 anchor via `note.js`'s `_alignToH2` (gaussian-glass `.note-banner` shell, FYI button → my-sign picker, NVM dismisses). Modifier class `.my-sea-sign-gate-brief` added post-render for FT selector disambiguation. note.js load hoisted to gameboard.html `{% block scripts %}` + the top of `my_sea.html {% block content %}` (single load per page — note.js declares `const Brief = ...` at global scope, second load = SyntaxError). All `.my-sea-sign-gate{,--applet,__line,__actions,__back,__fyi}` SCSS deleted. FTs (`test_no_sig_renders_lookline_gate_on_standalone_page` + 5 siblings) + ITs (`test_my_sea_applet_fires_sign_gate_brief_for_user_without_sig` etc.) updated to assert `.note-banner.my-sea-sign-gate-brief` + the JS-rendered FYI/NVM buttons inside the Brief shell.
(5) **Levity card text invisibility fix.** My-sea applet levity slots (--secUser bg) rendered their corner-rank + suit-icon invisible because `.fan-card-corner` carries a global `color: rgba(var(--secUser), 0.75)` rule at `_card-deck.scss:312-319` (specificity 0,1,0) that out-specifics the slot's inherited `color: --priUser`. Same trap as the `.fan-card-name { color: --quiUser }` global. Fix at `_gameboard.scss` inside the levity rule: explicit `.fan-card-corner { color: rgba(var(--priUser), 1) }` + `.fan-card-name { color: rgba(var(--priUser), 1) }` + `.fan-card-arcana { color: rgba(var(--priUser), 0.7) }` overrides at (1,3,1) specificity — beats the globals without `!important`. **Trap captured in memory** — pattern repeats across game-kit, my-sign, my-sea so worth pinning.
(6) **--duoUser olive on all five personal-data surfaces.** Per user spec, the four "personal" applets (My Sign on billboard, My Sea on gameboard, My Sky on dashboard) + the standalone Dashsky page + the standalone My Sign page got `background-color: rgba(var(--duoUser), 1)` so they read as a unified olive-bg group across navigation surfaces. For Dashsky specifically, the form column also got the override (`.sky-page .sky-form-col { background: --duoUser }`) — the base `.sky-form-col { background: --priUser }` (`_sky.scss:137`, shared w. the in-room CAST SKY modal) was leaving the dashsky form column purple inside the otherwise-olive page. Scoped to `.sky-page` so the in-room modal's purple form-col stays intact (sits over --secUser room bg, needs that contrast). One detour caught: tried `body.page-sky { background-color: --duoUser }` to fill the gap below .sky-page's content-sized aperture but it bled to navbar + footer (which sit outside .container) — reverted.
**TDD coverage**: 3 new ITs in `apps/gameboard/tests/integrated/test_views.py` — `test_my_sea_applet_renders_drawn_cards_in_draw_order` (SAO 1-of-3 fills `lay` slot, cover/crown render as empty placeholders), `test_my_sea_applet_labels_match_locked_spread` (SAO labels exactly Situation/Action/Outcome), `test_my_sea_applet_waite_smith_labels_post_fix` (regression pin for the WS Cover/Cross/Crown/**Beneath**/Before/**Behind** sequence post-swap-fix). Existing my-sea applet ITs updated to match the new selector vocabulary (`.my-sea-slot--filled` instead of `.my-sea-card`, Brief script substring instead of `.my-sea-sign-gate--applet`). 6 my-sea FTs updated to the Brief-banner contract. 1214/1214 IT/UT green.
**.gitignore**: temporary entry for `src/apps/epic/static/apps/epic/images/cards-faces/minchiate-fiorentine/` until images get renamed — flagged for removal once the rename lands. (Per user's wget download of the Minchiate faces into the gameboard cards/ tree this session.)
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-22 15:19:34 -04:00
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"waite-smith": {"crown": "Crown", "leave": "Behind", "cover": "Cover",
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"cross": "Cross", "loom": "Before", "lay": "Beneath"},
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2026-05-19 19:38:53 -04:00
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}
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picker = self._enter_picker_phase()
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combo = picker.find_element(By.CSS_SELECTOR, "[data-combobox]")
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def _pick(value):
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if combo.get_attribute("aria-expanded") != "true":
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combo.click()
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picker.find_element(
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By.CSS_SELECTOR,
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f".sea-select-list [role='option'][data-value='{value}']",
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).click()
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# SAO default — assert labels via the server-rendered initial state.
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for pos, expected_label in SPREAD_LABELS["situation-action-outcome"].items():
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with self.subTest(spread="situation-action-outcome", position=pos):
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label_el = picker.find_element(
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By.CSS_SELECTOR,
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f".sea-pos-label[data-position='{pos}']",
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)
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self.assertEqual(
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label_el.get_attribute("textContent").strip(),
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expected_label,
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)
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# Switch to each other spread + verify the labels update.
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for spread, position_to_label in SPREAD_LABELS.items():
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if spread == "situation-action-outcome":
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continue
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_pick(spread)
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for pos, expected_label in position_to_label.items():
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with self.subTest(spread=spread, position=pos):
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label_el = self.wait_for(
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lambda p=pos, lbl=expected_label: self._wait_label(p, lbl, picker)
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)
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self.assertEqual(
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label_el.get_attribute("textContent").strip(),
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expected_label,
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)
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def _wait_label(self, position, expected_label, picker):
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el = picker.find_element(
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By.CSS_SELECTOR, f".sea-pos-label[data-position='{position}']"
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)
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if el.get_attribute("textContent").strip() != expected_label:
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raise AssertionError(
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f"label@{position}: got "
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f"{el.get_attribute('textContent')!r}, want {expected_label!r}"
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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
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)
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2026-05-19 19:38:53 -04:00
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return el
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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
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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
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class MySeaCardDrawTest(FunctionalTest):
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"""Sprint 5 iter 4a — client-side card-draw mechanics on the picker
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phase. Server embeds the deck (gravity + levity halves, user's sig
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excluded) as JSON; clicking GRAVITY/LEVITY swatch shows FLIP; FLIP
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deposits the next card into the next DRAW_ORDER slot for the active
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spread. DEL fully resets the in-progress hand. LOCK HAND enables
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when the hand is complete + click locks down further interaction.
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Switching spreads also resets the hand (the position-subset changes).
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Server-side persistence (committing the locked hand to a MySeaDraw
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model) defers to iter 4b."""
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def setUp(self):
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super().setUp()
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_seed_earthman_sig_pile()
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_seed_gameboard_applets()
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self.email = "draw@test.io"
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self.gamer = User.objects.create(email=self.email)
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self.target_card = _assign_sig(self.gamer)
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def _enter_picker_phase(self):
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self.create_pre_authenticated_session(self.email)
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self.browser.get(self.live_server_url + "/gameboard/my-sea/")
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btn = self.wait_for(
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lambda: self.browser.find_element(By.CSS_SELECTOR, "#id_draw_sea_btn")
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)
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btn.click()
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return self.wait_for(
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lambda: self.browser.find_element(
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By.CSS_SELECTOR, ".my-sea-page[data-phase='picker']"
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)
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)
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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
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def _draw_open_modal(self, picker, polarity):
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"""Click a polarity swatch + the FLIP btn that appears → opens
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the SeaDeal stage modal. Returns the stage element so callers
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can assert on it before dismissing."""
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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
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stack = picker.find_element(
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By.CSS_SELECTOR, f".sea-deck-stack--{polarity}"
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)
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stack.click()
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flip = self.wait_for(
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lambda: stack.find_element(By.CSS_SELECTOR, ".sea-stack-ok")
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)
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self.wait_for(lambda: self.assertTrue(flip.is_displayed()))
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flip.click()
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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
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# SeaDeal.openStage shows #id_sea_stage. Wait for the modal.
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return self.wait_for(
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lambda: self._stage_visible()
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)
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def _stage_visible(self):
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stage = self.browser.find_element(By.CSS_SELECTOR, "#id_sea_stage")
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if not stage.is_displayed():
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raise AssertionError("sea-stage not visible after FLIP click")
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return stage
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def _dismiss_modal(self):
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"""Click the stage backdrop → SeaDeal._hideStage → modal hides +
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slot gains `.--visible` (thumbnail fades in).
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Uses `execute_script` to dispatch the click rather than a native
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Selenium `.click()` — `.sea-stage-content` overlays the backdrop
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visually (centered card + stat block), so Selenium reports
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ElementClickInterceptedException for a direct click. This is
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the documented Selenium-limitation exception per the TDD skill;
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the actual backdrop-click → close behaviour is Jasmine-tested
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in [[SeaDealSpec.js]] / "Backdrop click closes the stage"."""
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self.browser.execute_script(
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"document.querySelector('#id_sea_stage .sea-stage-backdrop').click();"
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)
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self.wait_for(
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lambda: self.assertFalse(
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self.browser.find_element(By.CSS_SELECTOR, "#id_sea_stage").is_displayed()
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)
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)
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def _draw_one(self, picker, polarity):
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"""Full single-draw cycle: open modal + dismiss it. Used by FTs
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that need to deposit multiple cards in sequence (the stage
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backdrop blocks subsequent deck-stack clicks)."""
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self._draw_open_modal(picker, polarity)
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self._dismiss_modal()
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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
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# ── Test 1 ───────────────────────────────────────────────────────────────
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def test_deck_data_embedded_with_two_polarity_halves(self):
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"""Server-side renders the shuffled deck (levity + gravity
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halves, sig excluded) inside `<script type="application/json"
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id="id_my_sea_deck">`. Client-side JS reads on init."""
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import json as _json
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picker = self._enter_picker_phase()
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data_el = picker.find_element(By.CSS_SELECTOR, "#id_my_sea_deck")
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deck = _json.loads(data_el.get_attribute("textContent"))
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self.assertIn("levity", deck)
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self.assertIn("gravity", deck)
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self.assertIsInstance(deck["levity"], list)
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self.assertIsInstance(deck["gravity"], list)
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# Both halves should be non-empty (16 court cards in the seed,
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# minus 1 sig → 15 cards split ~7/8).
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self.assertGreater(len(deck["levity"]) + len(deck["gravity"]), 0)
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# No card appears in both halves.
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levity_ids = {c["id"] for c in deck["levity"]}
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gravity_ids = {c["id"] for c in deck["gravity"]}
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self.assertEqual(levity_ids & gravity_ids, set())
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# ── Test 2 ───────────────────────────────────────────────────────────────
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def test_user_significator_excluded_from_drawn_deck(self):
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"""The user's significator (pinned in `.sea-pos-core`) must NOT
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appear in the gravity or levity deck halves — would otherwise
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let the same card show up twice in the layout."""
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import json as _json
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picker = self._enter_picker_phase()
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data_el = picker.find_element(By.CSS_SELECTOR, "#id_my_sea_deck")
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deck = _json.loads(data_el.get_attribute("textContent"))
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all_ids = {c["id"] for c in deck["levity"]} | {c["id"] for c in deck["gravity"]}
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self.assertNotIn(self.target_card.id, all_ids)
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# ── Test 3 ───────────────────────────────────────────────────────────────
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def test_levity_click_then_flip_deposits_card_into_first_sao_slot(self):
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"""Default spread = SAO; first slot = `.sea-pos-lay` per the
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DRAW_ORDER spec. Clicking LEVITY → FLIP → the first drawn card
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lands in lay's `.sea-card-slot` w. `--filled` + `--levity`
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classes + corner_rank text content from the deck card."""
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picker = self._enter_picker_phase()
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self._draw_one(picker, "levity")
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slot = self.wait_for(
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lambda: picker.find_element(
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By.CSS_SELECTOR,
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".sea-pos-lay .sea-card-slot.sea-card-slot--filled",
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)
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)
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self.assertIn("sea-card-slot--levity", slot.get_attribute("class"))
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# Card has a corner-rank rendered inside.
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slot.find_element(By.CSS_SELECTOR, ".fan-corner-rank")
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# Slot has a data-card-id attribute set to the deposited card's id.
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self.assertTrue(slot.get_attribute("data-card-id"))
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# ── Test 4 ───────────────────────────────────────────────────────────────
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def test_two_draws_fill_first_two_slots_in_draw_order(self):
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"""SAO draw order = lay → cover → crown. Second draw lands in
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`.sea-pos-cover` regardless of polarity. Polarity of each
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slot reflects which swatch was clicked."""
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picker = self._enter_picker_phase()
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self._draw_one(picker, "levity")
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self._draw_one(picker, "gravity")
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# First slot (lay) — levity
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lay = picker.find_element(
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By.CSS_SELECTOR, ".sea-pos-lay .sea-card-slot.sea-card-slot--filled"
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)
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self.assertIn("sea-card-slot--levity", lay.get_attribute("class"))
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# Second slot (cover) — gravity
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cover = picker.find_element(
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By.CSS_SELECTOR, ".sea-pos-cover .sea-card-slot.sea-card-slot--filled"
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)
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self.assertIn("sea-card-slot--gravity", cover.get_attribute("class"))
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# ── Test 5 ───────────────────────────────────────────────────────────────
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My Sea iter 4c: drop LOCK HAND → AUTO DRAW + GATE VIEW; quota committed at first card draw (irrevocable); DEL clears hand but preserves row as quota tracker; per-placement /lock POST upsert; lazy stale-row cleanup; sig polarity + .btn-disabled → ×; landing aperture bg revert to --priUser — Sprint 5 iter 4c of My Sea roadmap — TDD
Major refactor of the iter-4b skeleton ahead of Sprint 6's token costs. Iter 4b's LOCK HAND model let users freely DEL + LOCK in a loop, bypassing the 1/day quota; iter 4c closes that loophole by committing quota at first-card-draw (manual via FLIP OR auto via AUTO DRAW) + preserving the MySeaDraw row through DEL so the 24h clock keeps running.
## Server
`MySeaDraw` now plays double-duty: hand storage AND 24h quota tracker.
- `HAND_SIZE_BY_SPREAD` module dict maps each spread slug to its expected hand size (mirrors DRAW_ORDER in JS).
- `is_hand_complete` / `is_hand_empty` props drive view branching + template button states.
- `delete_stale()` classmethod hard-deletes rows older than FREE_DRAW_COOLDOWN_HOURS. Called lazily from `active_draw_for` on every view access (rides user traffic; no scheduler needed) + via the new `delete_stale_my_sea_draws` management command (cron backstop).
- `active_draw_for` prunes user's stale rows before lookup — auto-cleanup at the 24h mark per user spec ("sink 'em all at the 24hr mark and reinstate the FREE DRAW btn").
`my_sea_lock` is now a true upsert:
- First POST creates the row (quota commit).
- Subsequent POSTs UPDATE the existing row's hand (per-placement cadence — server stays current so navigate-away mid-draw still persists).
- Spread-mismatch (attempted spread switch within quota window) → 409.
- Empty/malformed hand → 400.
- Response carries `{ok, next_free_draw_at, hand_complete}` for JS state transitions.
`my_sea_delete` no longer deletes the row — clears the `hand` JSON only. `created_at` preserved so landing renders GATE VIEW (not FREE DRAW) until the row expires. Idempotent.
`my_sea_gate` new stub view — returns 404 for now; lets the template wire up GATE VIEW button URLs in advance. Sprint 6 will replace this w. the gatekeeper token-deposit UX.
`my_sea` view branches:
1. No sig → sign-gate
2. Active draw + non-empty hand (mid or complete) → picker phase w. saved hand
3. Active draw + empty hand (post-DEL) → landing phase w. GATE VIEW btn
4. No active draw → landing phase w. FREE DRAW btn
## Template + UX
- Picker form col: removed LOCK HAND. Replaced w. `#id_sea_action_btn` — same DOM node, label + behavior keyed on `data-state`:
- `auto-draw` → label "AUTO DRAW"; click opens shared guard portal ("Auto deal cards?"); OK → fill remaining slots client-side + single-POST commit to server (per user spec: "commit all six draws in the same POST" so navigate-away mid-animation still persists).
- `gate-view` → label "GATE VIEW"; click navigates to /gameboard/my-sea/gate/ (Sprint 6).
- JS transitions auto-draw → gate-view automatically when the hand fills (via FLIP or AUTO DRAW completion).
- DEL btn: server-renders `.btn-disabled` pre-completion (per spec, the 1/day quota commits at first-card-draw — can't be refunded by an early DEL). JS removes `.btn-disabled` on hand completion. Post-completion click opens the shared guard portal; CONFIRM POSTs the delete endpoint (which clears hand server-side) + reloads to GATE VIEW landing.
- Deck stacks remain click-responsive post-completion so the user sees the disabled-FLIP feedback (signalling "no more draws"); the FLIP click is gated on `_locked` flag.
- Landing: primary nav btn is FREE DRAW (no active draw) or GATE VIEW (active draw exists w. empty hand). Both render as `<button>` (not `<a>`) so the typography matches across states — `<a>`'s UA-default serif typeface was bleeding into GATE VIEW under iter 4b polish.
## Other polish bundled
- **Sig polarity rendered in picker** — added `.my-sea-page[data-polarity]` to the existing `.sig-overlay[data-polarity]` + `.my-sign-page[data-polarity]` selector list in `_card-deck.scss`. Template wires `data-polarity` on the page wrapper based on `significator_reversed`. Previously the picker's center sig card was always gravity-themed regardless of the user's actual sig polarity.
- **`.btn-disabled` → × overlay** — universal CSS rule: any `.btn-disabled` button reads as × regardless of its native inner text/icons (DEL → ×, FLIP → ×, etc.). Hides inner content via `visibility: hidden` on children + paints × via `::before` pseudo-element. Templates that already render `×` explicitly (don/doff toggle pairs) get the pseudo overlay on top of their hidden inner ×; no double-× regression.
- **Landing aperture bg → `--priUser`** — explicit override on `.my-sea-page[data-phase="landing"]` so any bf-cache / stale-CSS state can't leak the picker-phase `--duoUser` green bg onto a landing render. Per user spec (2026-05-20): "Keep --duoUser on the hex, not on the aperture bg."
- **Dynamic combobox state** — `aria-selected` + `.sea-select-current` visible label both branch on `default_spread` (previously hardcoded SAO). Matters when the saved spread is non-SAO (e.g., Celtic Cross resumed mid-draw).
## Test coverage
- ITs (1100 IT/UT green in 57s):
- `MySeaDrawModelTest` — `is_hand_complete`, `is_hand_empty`, `delete_stale`, lazy cleanup in `active_draw_for`.
- `MySeaLockHandViewTest` — upsert same-row (rewrote 409 test), spread-mismatch 409, hand_complete flag in response.
- `MySeaDeleteDrawViewTest` — clears hand but preserves row (rewrote "deletes row" test).
- `MySeaViewWithSavedDrawTest` — picker w. complete hand renders GATE VIEW state.
- `MySeaViewWithEmptyHandTest` (new) — empty-hand post-DEL renders landing w. GATE VIEW btn, no FREE DRAW.
- `MySeaViewWithPartialHandTest` (new) — partial-hand renders picker w. AUTO DRAW + DEL btn-disabled.
- `MySeaGateStubViewTest` (new) — 404 stub + login required.
- FTs (35 my_sea FTs green in 5m):
- Iter-4b `test_del_confirm_clears_saved_draw_and_returns_to_landing` rewrote → `test_del_confirm_clears_hand_and_returns_to_gate_view_landing` (row preserved, landing renders GATE VIEW).
- Iter-4a `test_lock_hand_enables_when_sao_hand_is_complete` → `test_action_btn_transitions_to_gate_view_on_hand_complete`.
- Iter-4a `test_del_click_resets_hand_and_disables_lock_hand` → `test_del_btn_is_disabled_until_hand_complete`.
- Iter-4a `test_lock_hand_click_disables_further_interaction` → `test_hand_completion_locks_picker_state` (no LOCK HAND click; transition is automatic).
- Iter-4a `test_first_draw_locks_spread_combobox` trimmed — DEL no longer unlocks (DEL is `.btn-disabled` pre-completion).
- Iter-4a `test_form_col_renders_decks_lock_hand_del_and_reversal_pct` → action btn + DEL btn-disabled assertions.
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.7 <noreply@anthropic.com>
2026-05-20 01:34:03 -04:00
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def test_action_btn_transitions_to_gate_view_on_hand_complete(self):
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"""Iter-4c — the action btn (`#id_sea_action_btn`) starts as AUTO
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DRAW (`data-state="auto-draw"`); when the final card lands, JS
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transitions it to GATE VIEW (`data-state="gate-view"`, label =
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"GATE VIEW")."""
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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
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picker = self._enter_picker_phase()
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My Sea iter 4c: drop LOCK HAND → AUTO DRAW + GATE VIEW; quota committed at first card draw (irrevocable); DEL clears hand but preserves row as quota tracker; per-placement /lock POST upsert; lazy stale-row cleanup; sig polarity + .btn-disabled → ×; landing aperture bg revert to --priUser — Sprint 5 iter 4c of My Sea roadmap — TDD
Major refactor of the iter-4b skeleton ahead of Sprint 6's token costs. Iter 4b's LOCK HAND model let users freely DEL + LOCK in a loop, bypassing the 1/day quota; iter 4c closes that loophole by committing quota at first-card-draw (manual via FLIP OR auto via AUTO DRAW) + preserving the MySeaDraw row through DEL so the 24h clock keeps running.
## Server
`MySeaDraw` now plays double-duty: hand storage AND 24h quota tracker.
- `HAND_SIZE_BY_SPREAD` module dict maps each spread slug to its expected hand size (mirrors DRAW_ORDER in JS).
- `is_hand_complete` / `is_hand_empty` props drive view branching + template button states.
- `delete_stale()` classmethod hard-deletes rows older than FREE_DRAW_COOLDOWN_HOURS. Called lazily from `active_draw_for` on every view access (rides user traffic; no scheduler needed) + via the new `delete_stale_my_sea_draws` management command (cron backstop).
- `active_draw_for` prunes user's stale rows before lookup — auto-cleanup at the 24h mark per user spec ("sink 'em all at the 24hr mark and reinstate the FREE DRAW btn").
`my_sea_lock` is now a true upsert:
- First POST creates the row (quota commit).
- Subsequent POSTs UPDATE the existing row's hand (per-placement cadence — server stays current so navigate-away mid-draw still persists).
- Spread-mismatch (attempted spread switch within quota window) → 409.
- Empty/malformed hand → 400.
- Response carries `{ok, next_free_draw_at, hand_complete}` for JS state transitions.
`my_sea_delete` no longer deletes the row — clears the `hand` JSON only. `created_at` preserved so landing renders GATE VIEW (not FREE DRAW) until the row expires. Idempotent.
`my_sea_gate` new stub view — returns 404 for now; lets the template wire up GATE VIEW button URLs in advance. Sprint 6 will replace this w. the gatekeeper token-deposit UX.
`my_sea` view branches:
1. No sig → sign-gate
2. Active draw + non-empty hand (mid or complete) → picker phase w. saved hand
3. Active draw + empty hand (post-DEL) → landing phase w. GATE VIEW btn
4. No active draw → landing phase w. FREE DRAW btn
## Template + UX
- Picker form col: removed LOCK HAND. Replaced w. `#id_sea_action_btn` — same DOM node, label + behavior keyed on `data-state`:
- `auto-draw` → label "AUTO DRAW"; click opens shared guard portal ("Auto deal cards?"); OK → fill remaining slots client-side + single-POST commit to server (per user spec: "commit all six draws in the same POST" so navigate-away mid-animation still persists).
- `gate-view` → label "GATE VIEW"; click navigates to /gameboard/my-sea/gate/ (Sprint 6).
- JS transitions auto-draw → gate-view automatically when the hand fills (via FLIP or AUTO DRAW completion).
- DEL btn: server-renders `.btn-disabled` pre-completion (per spec, the 1/day quota commits at first-card-draw — can't be refunded by an early DEL). JS removes `.btn-disabled` on hand completion. Post-completion click opens the shared guard portal; CONFIRM POSTs the delete endpoint (which clears hand server-side) + reloads to GATE VIEW landing.
- Deck stacks remain click-responsive post-completion so the user sees the disabled-FLIP feedback (signalling "no more draws"); the FLIP click is gated on `_locked` flag.
- Landing: primary nav btn is FREE DRAW (no active draw) or GATE VIEW (active draw exists w. empty hand). Both render as `<button>` (not `<a>`) so the typography matches across states — `<a>`'s UA-default serif typeface was bleeding into GATE VIEW under iter 4b polish.
## Other polish bundled
- **Sig polarity rendered in picker** — added `.my-sea-page[data-polarity]` to the existing `.sig-overlay[data-polarity]` + `.my-sign-page[data-polarity]` selector list in `_card-deck.scss`. Template wires `data-polarity` on the page wrapper based on `significator_reversed`. Previously the picker's center sig card was always gravity-themed regardless of the user's actual sig polarity.
- **`.btn-disabled` → × overlay** — universal CSS rule: any `.btn-disabled` button reads as × regardless of its native inner text/icons (DEL → ×, FLIP → ×, etc.). Hides inner content via `visibility: hidden` on children + paints × via `::before` pseudo-element. Templates that already render `×` explicitly (don/doff toggle pairs) get the pseudo overlay on top of their hidden inner ×; no double-× regression.
- **Landing aperture bg → `--priUser`** — explicit override on `.my-sea-page[data-phase="landing"]` so any bf-cache / stale-CSS state can't leak the picker-phase `--duoUser` green bg onto a landing render. Per user spec (2026-05-20): "Keep --duoUser on the hex, not on the aperture bg."
- **Dynamic combobox state** — `aria-selected` + `.sea-select-current` visible label both branch on `default_spread` (previously hardcoded SAO). Matters when the saved spread is non-SAO (e.g., Celtic Cross resumed mid-draw).
## Test coverage
- ITs (1100 IT/UT green in 57s):
- `MySeaDrawModelTest` — `is_hand_complete`, `is_hand_empty`, `delete_stale`, lazy cleanup in `active_draw_for`.
- `MySeaLockHandViewTest` — upsert same-row (rewrote 409 test), spread-mismatch 409, hand_complete flag in response.
- `MySeaDeleteDrawViewTest` — clears hand but preserves row (rewrote "deletes row" test).
- `MySeaViewWithSavedDrawTest` — picker w. complete hand renders GATE VIEW state.
- `MySeaViewWithEmptyHandTest` (new) — empty-hand post-DEL renders landing w. GATE VIEW btn, no FREE DRAW.
- `MySeaViewWithPartialHandTest` (new) — partial-hand renders picker w. AUTO DRAW + DEL btn-disabled.
- `MySeaGateStubViewTest` (new) — 404 stub + login required.
- FTs (35 my_sea FTs green in 5m):
- Iter-4b `test_del_confirm_clears_saved_draw_and_returns_to_landing` rewrote → `test_del_confirm_clears_hand_and_returns_to_gate_view_landing` (row preserved, landing renders GATE VIEW).
- Iter-4a `test_lock_hand_enables_when_sao_hand_is_complete` → `test_action_btn_transitions_to_gate_view_on_hand_complete`.
- Iter-4a `test_del_click_resets_hand_and_disables_lock_hand` → `test_del_btn_is_disabled_until_hand_complete`.
- Iter-4a `test_lock_hand_click_disables_further_interaction` → `test_hand_completion_locks_picker_state` (no LOCK HAND click; transition is automatic).
- Iter-4a `test_first_draw_locks_spread_combobox` trimmed — DEL no longer unlocks (DEL is `.btn-disabled` pre-completion).
- Iter-4a `test_form_col_renders_decks_lock_hand_del_and_reversal_pct` → action btn + DEL btn-disabled assertions.
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.7 <noreply@anthropic.com>
2026-05-20 01:34:03 -04:00
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action_btn = picker.find_element(By.CSS_SELECTOR, "#id_sea_action_btn")
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self.assertEqual(action_btn.get_attribute("data-state"), "auto-draw")
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self.assertIn("AUTO", action_btn.text.upper())
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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
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self._draw_one(picker, "levity")
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self._draw_one(picker, "levity")
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self._draw_one(picker, "gravity")
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My Sea iter 4c: drop LOCK HAND → AUTO DRAW + GATE VIEW; quota committed at first card draw (irrevocable); DEL clears hand but preserves row as quota tracker; per-placement /lock POST upsert; lazy stale-row cleanup; sig polarity + .btn-disabled → ×; landing aperture bg revert to --priUser — Sprint 5 iter 4c of My Sea roadmap — TDD
Major refactor of the iter-4b skeleton ahead of Sprint 6's token costs. Iter 4b's LOCK HAND model let users freely DEL + LOCK in a loop, bypassing the 1/day quota; iter 4c closes that loophole by committing quota at first-card-draw (manual via FLIP OR auto via AUTO DRAW) + preserving the MySeaDraw row through DEL so the 24h clock keeps running.
## Server
`MySeaDraw` now plays double-duty: hand storage AND 24h quota tracker.
- `HAND_SIZE_BY_SPREAD` module dict maps each spread slug to its expected hand size (mirrors DRAW_ORDER in JS).
- `is_hand_complete` / `is_hand_empty` props drive view branching + template button states.
- `delete_stale()` classmethod hard-deletes rows older than FREE_DRAW_COOLDOWN_HOURS. Called lazily from `active_draw_for` on every view access (rides user traffic; no scheduler needed) + via the new `delete_stale_my_sea_draws` management command (cron backstop).
- `active_draw_for` prunes user's stale rows before lookup — auto-cleanup at the 24h mark per user spec ("sink 'em all at the 24hr mark and reinstate the FREE DRAW btn").
`my_sea_lock` is now a true upsert:
- First POST creates the row (quota commit).
- Subsequent POSTs UPDATE the existing row's hand (per-placement cadence — server stays current so navigate-away mid-draw still persists).
- Spread-mismatch (attempted spread switch within quota window) → 409.
- Empty/malformed hand → 400.
- Response carries `{ok, next_free_draw_at, hand_complete}` for JS state transitions.
`my_sea_delete` no longer deletes the row — clears the `hand` JSON only. `created_at` preserved so landing renders GATE VIEW (not FREE DRAW) until the row expires. Idempotent.
`my_sea_gate` new stub view — returns 404 for now; lets the template wire up GATE VIEW button URLs in advance. Sprint 6 will replace this w. the gatekeeper token-deposit UX.
`my_sea` view branches:
1. No sig → sign-gate
2. Active draw + non-empty hand (mid or complete) → picker phase w. saved hand
3. Active draw + empty hand (post-DEL) → landing phase w. GATE VIEW btn
4. No active draw → landing phase w. FREE DRAW btn
## Template + UX
- Picker form col: removed LOCK HAND. Replaced w. `#id_sea_action_btn` — same DOM node, label + behavior keyed on `data-state`:
- `auto-draw` → label "AUTO DRAW"; click opens shared guard portal ("Auto deal cards?"); OK → fill remaining slots client-side + single-POST commit to server (per user spec: "commit all six draws in the same POST" so navigate-away mid-animation still persists).
- `gate-view` → label "GATE VIEW"; click navigates to /gameboard/my-sea/gate/ (Sprint 6).
- JS transitions auto-draw → gate-view automatically when the hand fills (via FLIP or AUTO DRAW completion).
- DEL btn: server-renders `.btn-disabled` pre-completion (per spec, the 1/day quota commits at first-card-draw — can't be refunded by an early DEL). JS removes `.btn-disabled` on hand completion. Post-completion click opens the shared guard portal; CONFIRM POSTs the delete endpoint (which clears hand server-side) + reloads to GATE VIEW landing.
- Deck stacks remain click-responsive post-completion so the user sees the disabled-FLIP feedback (signalling "no more draws"); the FLIP click is gated on `_locked` flag.
- Landing: primary nav btn is FREE DRAW (no active draw) or GATE VIEW (active draw exists w. empty hand). Both render as `<button>` (not `<a>`) so the typography matches across states — `<a>`'s UA-default serif typeface was bleeding into GATE VIEW under iter 4b polish.
## Other polish bundled
- **Sig polarity rendered in picker** — added `.my-sea-page[data-polarity]` to the existing `.sig-overlay[data-polarity]` + `.my-sign-page[data-polarity]` selector list in `_card-deck.scss`. Template wires `data-polarity` on the page wrapper based on `significator_reversed`. Previously the picker's center sig card was always gravity-themed regardless of the user's actual sig polarity.
- **`.btn-disabled` → × overlay** — universal CSS rule: any `.btn-disabled` button reads as × regardless of its native inner text/icons (DEL → ×, FLIP → ×, etc.). Hides inner content via `visibility: hidden` on children + paints × via `::before` pseudo-element. Templates that already render `×` explicitly (don/doff toggle pairs) get the pseudo overlay on top of their hidden inner ×; no double-× regression.
- **Landing aperture bg → `--priUser`** — explicit override on `.my-sea-page[data-phase="landing"]` so any bf-cache / stale-CSS state can't leak the picker-phase `--duoUser` green bg onto a landing render. Per user spec (2026-05-20): "Keep --duoUser on the hex, not on the aperture bg."
- **Dynamic combobox state** — `aria-selected` + `.sea-select-current` visible label both branch on `default_spread` (previously hardcoded SAO). Matters when the saved spread is non-SAO (e.g., Celtic Cross resumed mid-draw).
## Test coverage
- ITs (1100 IT/UT green in 57s):
- `MySeaDrawModelTest` — `is_hand_complete`, `is_hand_empty`, `delete_stale`, lazy cleanup in `active_draw_for`.
- `MySeaLockHandViewTest` — upsert same-row (rewrote 409 test), spread-mismatch 409, hand_complete flag in response.
- `MySeaDeleteDrawViewTest` — clears hand but preserves row (rewrote "deletes row" test).
- `MySeaViewWithSavedDrawTest` — picker w. complete hand renders GATE VIEW state.
- `MySeaViewWithEmptyHandTest` (new) — empty-hand post-DEL renders landing w. GATE VIEW btn, no FREE DRAW.
- `MySeaViewWithPartialHandTest` (new) — partial-hand renders picker w. AUTO DRAW + DEL btn-disabled.
- `MySeaGateStubViewTest` (new) — 404 stub + login required.
- FTs (35 my_sea FTs green in 5m):
- Iter-4b `test_del_confirm_clears_saved_draw_and_returns_to_landing` rewrote → `test_del_confirm_clears_hand_and_returns_to_gate_view_landing` (row preserved, landing renders GATE VIEW).
- Iter-4a `test_lock_hand_enables_when_sao_hand_is_complete` → `test_action_btn_transitions_to_gate_view_on_hand_complete`.
- Iter-4a `test_del_click_resets_hand_and_disables_lock_hand` → `test_del_btn_is_disabled_until_hand_complete`.
- Iter-4a `test_lock_hand_click_disables_further_interaction` → `test_hand_completion_locks_picker_state` (no LOCK HAND click; transition is automatic).
- Iter-4a `test_first_draw_locks_spread_combobox` trimmed — DEL no longer unlocks (DEL is `.btn-disabled` pre-completion).
- Iter-4a `test_form_col_renders_decks_lock_hand_del_and_reversal_pct` → action btn + DEL btn-disabled assertions.
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.7 <noreply@anthropic.com>
2026-05-20 01:34:03 -04:00
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# Third draw completes the SAO hand — action btn becomes GATE VIEW.
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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
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self.wait_for(
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My Sea iter 4c: drop LOCK HAND → AUTO DRAW + GATE VIEW; quota committed at first card draw (irrevocable); DEL clears hand but preserves row as quota tracker; per-placement /lock POST upsert; lazy stale-row cleanup; sig polarity + .btn-disabled → ×; landing aperture bg revert to --priUser — Sprint 5 iter 4c of My Sea roadmap — TDD
Major refactor of the iter-4b skeleton ahead of Sprint 6's token costs. Iter 4b's LOCK HAND model let users freely DEL + LOCK in a loop, bypassing the 1/day quota; iter 4c closes that loophole by committing quota at first-card-draw (manual via FLIP OR auto via AUTO DRAW) + preserving the MySeaDraw row through DEL so the 24h clock keeps running.
## Server
`MySeaDraw` now plays double-duty: hand storage AND 24h quota tracker.
- `HAND_SIZE_BY_SPREAD` module dict maps each spread slug to its expected hand size (mirrors DRAW_ORDER in JS).
- `is_hand_complete` / `is_hand_empty` props drive view branching + template button states.
- `delete_stale()` classmethod hard-deletes rows older than FREE_DRAW_COOLDOWN_HOURS. Called lazily from `active_draw_for` on every view access (rides user traffic; no scheduler needed) + via the new `delete_stale_my_sea_draws` management command (cron backstop).
- `active_draw_for` prunes user's stale rows before lookup — auto-cleanup at the 24h mark per user spec ("sink 'em all at the 24hr mark and reinstate the FREE DRAW btn").
`my_sea_lock` is now a true upsert:
- First POST creates the row (quota commit).
- Subsequent POSTs UPDATE the existing row's hand (per-placement cadence — server stays current so navigate-away mid-draw still persists).
- Spread-mismatch (attempted spread switch within quota window) → 409.
- Empty/malformed hand → 400.
- Response carries `{ok, next_free_draw_at, hand_complete}` for JS state transitions.
`my_sea_delete` no longer deletes the row — clears the `hand` JSON only. `created_at` preserved so landing renders GATE VIEW (not FREE DRAW) until the row expires. Idempotent.
`my_sea_gate` new stub view — returns 404 for now; lets the template wire up GATE VIEW button URLs in advance. Sprint 6 will replace this w. the gatekeeper token-deposit UX.
`my_sea` view branches:
1. No sig → sign-gate
2. Active draw + non-empty hand (mid or complete) → picker phase w. saved hand
3. Active draw + empty hand (post-DEL) → landing phase w. GATE VIEW btn
4. No active draw → landing phase w. FREE DRAW btn
## Template + UX
- Picker form col: removed LOCK HAND. Replaced w. `#id_sea_action_btn` — same DOM node, label + behavior keyed on `data-state`:
- `auto-draw` → label "AUTO DRAW"; click opens shared guard portal ("Auto deal cards?"); OK → fill remaining slots client-side + single-POST commit to server (per user spec: "commit all six draws in the same POST" so navigate-away mid-animation still persists).
- `gate-view` → label "GATE VIEW"; click navigates to /gameboard/my-sea/gate/ (Sprint 6).
- JS transitions auto-draw → gate-view automatically when the hand fills (via FLIP or AUTO DRAW completion).
- DEL btn: server-renders `.btn-disabled` pre-completion (per spec, the 1/day quota commits at first-card-draw — can't be refunded by an early DEL). JS removes `.btn-disabled` on hand completion. Post-completion click opens the shared guard portal; CONFIRM POSTs the delete endpoint (which clears hand server-side) + reloads to GATE VIEW landing.
- Deck stacks remain click-responsive post-completion so the user sees the disabled-FLIP feedback (signalling "no more draws"); the FLIP click is gated on `_locked` flag.
- Landing: primary nav btn is FREE DRAW (no active draw) or GATE VIEW (active draw exists w. empty hand). Both render as `<button>` (not `<a>`) so the typography matches across states — `<a>`'s UA-default serif typeface was bleeding into GATE VIEW under iter 4b polish.
## Other polish bundled
- **Sig polarity rendered in picker** — added `.my-sea-page[data-polarity]` to the existing `.sig-overlay[data-polarity]` + `.my-sign-page[data-polarity]` selector list in `_card-deck.scss`. Template wires `data-polarity` on the page wrapper based on `significator_reversed`. Previously the picker's center sig card was always gravity-themed regardless of the user's actual sig polarity.
- **`.btn-disabled` → × overlay** — universal CSS rule: any `.btn-disabled` button reads as × regardless of its native inner text/icons (DEL → ×, FLIP → ×, etc.). Hides inner content via `visibility: hidden` on children + paints × via `::before` pseudo-element. Templates that already render `×` explicitly (don/doff toggle pairs) get the pseudo overlay on top of their hidden inner ×; no double-× regression.
- **Landing aperture bg → `--priUser`** — explicit override on `.my-sea-page[data-phase="landing"]` so any bf-cache / stale-CSS state can't leak the picker-phase `--duoUser` green bg onto a landing render. Per user spec (2026-05-20): "Keep --duoUser on the hex, not on the aperture bg."
- **Dynamic combobox state** — `aria-selected` + `.sea-select-current` visible label both branch on `default_spread` (previously hardcoded SAO). Matters when the saved spread is non-SAO (e.g., Celtic Cross resumed mid-draw).
## Test coverage
- ITs (1100 IT/UT green in 57s):
- `MySeaDrawModelTest` — `is_hand_complete`, `is_hand_empty`, `delete_stale`, lazy cleanup in `active_draw_for`.
- `MySeaLockHandViewTest` — upsert same-row (rewrote 409 test), spread-mismatch 409, hand_complete flag in response.
- `MySeaDeleteDrawViewTest` — clears hand but preserves row (rewrote "deletes row" test).
- `MySeaViewWithSavedDrawTest` — picker w. complete hand renders GATE VIEW state.
- `MySeaViewWithEmptyHandTest` (new) — empty-hand post-DEL renders landing w. GATE VIEW btn, no FREE DRAW.
- `MySeaViewWithPartialHandTest` (new) — partial-hand renders picker w. AUTO DRAW + DEL btn-disabled.
- `MySeaGateStubViewTest` (new) — 404 stub + login required.
- FTs (35 my_sea FTs green in 5m):
- Iter-4b `test_del_confirm_clears_saved_draw_and_returns_to_landing` rewrote → `test_del_confirm_clears_hand_and_returns_to_gate_view_landing` (row preserved, landing renders GATE VIEW).
- Iter-4a `test_lock_hand_enables_when_sao_hand_is_complete` → `test_action_btn_transitions_to_gate_view_on_hand_complete`.
- Iter-4a `test_del_click_resets_hand_and_disables_lock_hand` → `test_del_btn_is_disabled_until_hand_complete`.
- Iter-4a `test_lock_hand_click_disables_further_interaction` → `test_hand_completion_locks_picker_state` (no LOCK HAND click; transition is automatic).
- Iter-4a `test_first_draw_locks_spread_combobox` trimmed — DEL no longer unlocks (DEL is `.btn-disabled` pre-completion).
- Iter-4a `test_form_col_renders_decks_lock_hand_del_and_reversal_pct` → action btn + DEL btn-disabled assertions.
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.7 <noreply@anthropic.com>
2026-05-20 01:34:03 -04:00
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lambda: self.assertEqual(action_btn.get_attribute("data-state"), "gate-view")
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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
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)
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My Sea iter 4c: drop LOCK HAND → AUTO DRAW + GATE VIEW; quota committed at first card draw (irrevocable); DEL clears hand but preserves row as quota tracker; per-placement /lock POST upsert; lazy stale-row cleanup; sig polarity + .btn-disabled → ×; landing aperture bg revert to --priUser — Sprint 5 iter 4c of My Sea roadmap — TDD
Major refactor of the iter-4b skeleton ahead of Sprint 6's token costs. Iter 4b's LOCK HAND model let users freely DEL + LOCK in a loop, bypassing the 1/day quota; iter 4c closes that loophole by committing quota at first-card-draw (manual via FLIP OR auto via AUTO DRAW) + preserving the MySeaDraw row through DEL so the 24h clock keeps running.
## Server
`MySeaDraw` now plays double-duty: hand storage AND 24h quota tracker.
- `HAND_SIZE_BY_SPREAD` module dict maps each spread slug to its expected hand size (mirrors DRAW_ORDER in JS).
- `is_hand_complete` / `is_hand_empty` props drive view branching + template button states.
- `delete_stale()` classmethod hard-deletes rows older than FREE_DRAW_COOLDOWN_HOURS. Called lazily from `active_draw_for` on every view access (rides user traffic; no scheduler needed) + via the new `delete_stale_my_sea_draws` management command (cron backstop).
- `active_draw_for` prunes user's stale rows before lookup — auto-cleanup at the 24h mark per user spec ("sink 'em all at the 24hr mark and reinstate the FREE DRAW btn").
`my_sea_lock` is now a true upsert:
- First POST creates the row (quota commit).
- Subsequent POSTs UPDATE the existing row's hand (per-placement cadence — server stays current so navigate-away mid-draw still persists).
- Spread-mismatch (attempted spread switch within quota window) → 409.
- Empty/malformed hand → 400.
- Response carries `{ok, next_free_draw_at, hand_complete}` for JS state transitions.
`my_sea_delete` no longer deletes the row — clears the `hand` JSON only. `created_at` preserved so landing renders GATE VIEW (not FREE DRAW) until the row expires. Idempotent.
`my_sea_gate` new stub view — returns 404 for now; lets the template wire up GATE VIEW button URLs in advance. Sprint 6 will replace this w. the gatekeeper token-deposit UX.
`my_sea` view branches:
1. No sig → sign-gate
2. Active draw + non-empty hand (mid or complete) → picker phase w. saved hand
3. Active draw + empty hand (post-DEL) → landing phase w. GATE VIEW btn
4. No active draw → landing phase w. FREE DRAW btn
## Template + UX
- Picker form col: removed LOCK HAND. Replaced w. `#id_sea_action_btn` — same DOM node, label + behavior keyed on `data-state`:
- `auto-draw` → label "AUTO DRAW"; click opens shared guard portal ("Auto deal cards?"); OK → fill remaining slots client-side + single-POST commit to server (per user spec: "commit all six draws in the same POST" so navigate-away mid-animation still persists).
- `gate-view` → label "GATE VIEW"; click navigates to /gameboard/my-sea/gate/ (Sprint 6).
- JS transitions auto-draw → gate-view automatically when the hand fills (via FLIP or AUTO DRAW completion).
- DEL btn: server-renders `.btn-disabled` pre-completion (per spec, the 1/day quota commits at first-card-draw — can't be refunded by an early DEL). JS removes `.btn-disabled` on hand completion. Post-completion click opens the shared guard portal; CONFIRM POSTs the delete endpoint (which clears hand server-side) + reloads to GATE VIEW landing.
- Deck stacks remain click-responsive post-completion so the user sees the disabled-FLIP feedback (signalling "no more draws"); the FLIP click is gated on `_locked` flag.
- Landing: primary nav btn is FREE DRAW (no active draw) or GATE VIEW (active draw exists w. empty hand). Both render as `<button>` (not `<a>`) so the typography matches across states — `<a>`'s UA-default serif typeface was bleeding into GATE VIEW under iter 4b polish.
## Other polish bundled
- **Sig polarity rendered in picker** — added `.my-sea-page[data-polarity]` to the existing `.sig-overlay[data-polarity]` + `.my-sign-page[data-polarity]` selector list in `_card-deck.scss`. Template wires `data-polarity` on the page wrapper based on `significator_reversed`. Previously the picker's center sig card was always gravity-themed regardless of the user's actual sig polarity.
- **`.btn-disabled` → × overlay** — universal CSS rule: any `.btn-disabled` button reads as × regardless of its native inner text/icons (DEL → ×, FLIP → ×, etc.). Hides inner content via `visibility: hidden` on children + paints × via `::before` pseudo-element. Templates that already render `×` explicitly (don/doff toggle pairs) get the pseudo overlay on top of their hidden inner ×; no double-× regression.
- **Landing aperture bg → `--priUser`** — explicit override on `.my-sea-page[data-phase="landing"]` so any bf-cache / stale-CSS state can't leak the picker-phase `--duoUser` green bg onto a landing render. Per user spec (2026-05-20): "Keep --duoUser on the hex, not on the aperture bg."
- **Dynamic combobox state** — `aria-selected` + `.sea-select-current` visible label both branch on `default_spread` (previously hardcoded SAO). Matters when the saved spread is non-SAO (e.g., Celtic Cross resumed mid-draw).
## Test coverage
- ITs (1100 IT/UT green in 57s):
- `MySeaDrawModelTest` — `is_hand_complete`, `is_hand_empty`, `delete_stale`, lazy cleanup in `active_draw_for`.
- `MySeaLockHandViewTest` — upsert same-row (rewrote 409 test), spread-mismatch 409, hand_complete flag in response.
- `MySeaDeleteDrawViewTest` — clears hand but preserves row (rewrote "deletes row" test).
- `MySeaViewWithSavedDrawTest` — picker w. complete hand renders GATE VIEW state.
- `MySeaViewWithEmptyHandTest` (new) — empty-hand post-DEL renders landing w. GATE VIEW btn, no FREE DRAW.
- `MySeaViewWithPartialHandTest` (new) — partial-hand renders picker w. AUTO DRAW + DEL btn-disabled.
- `MySeaGateStubViewTest` (new) — 404 stub + login required.
- FTs (35 my_sea FTs green in 5m):
- Iter-4b `test_del_confirm_clears_saved_draw_and_returns_to_landing` rewrote → `test_del_confirm_clears_hand_and_returns_to_gate_view_landing` (row preserved, landing renders GATE VIEW).
- Iter-4a `test_lock_hand_enables_when_sao_hand_is_complete` → `test_action_btn_transitions_to_gate_view_on_hand_complete`.
- Iter-4a `test_del_click_resets_hand_and_disables_lock_hand` → `test_del_btn_is_disabled_until_hand_complete`.
- Iter-4a `test_lock_hand_click_disables_further_interaction` → `test_hand_completion_locks_picker_state` (no LOCK HAND click; transition is automatic).
- Iter-4a `test_first_draw_locks_spread_combobox` trimmed — DEL no longer unlocks (DEL is `.btn-disabled` pre-completion).
- Iter-4a `test_form_col_renders_decks_lock_hand_del_and_reversal_pct` → action btn + DEL btn-disabled assertions.
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.7 <noreply@anthropic.com>
2026-05-20 01:34:03 -04:00
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self.assertIn("GATE", action_btn.text.upper())
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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
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2026-05-20 14:53:05 -04:00
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# ── Test 5b — AUTO DRAW slot click reopens preview modal ────────────────
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def test_auto_drawn_slots_can_reopen_stage_modal_on_click(self):
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"""Iter-6c bug-fix (user-reported 2026-05-21): cards placed by
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AUTO DRAW were silently un-clickable — the inline `_fillSlot`
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bypassed `SeaDeal.openStage` so SeaDeal's `_seaHand` dict was
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never populated for those slots, and the overlay click handler
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short-circuits on `if (!_seaHand[pos]) return;` → no modal.
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Reproduce: draw one card manually (sets `_seaHand[lay]`), AUTO
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DRAW the rest (sets `_seaHand[lay]` still, but NOT cover/crown
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if the bug exists), then click an auto-drawn slot — should
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re-open the stage modal w. that card's preview.
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Fix landed: `SeaDeal.register(card, posSelector, isLevity)`
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public method populates `_seaHand` + delegates to SeaDeal's
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internal `_fillSlot` (so `dataset.posKey` stays consistent w.
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the manual-FLIP path). AUTO DRAW now calls register, not the
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inline shim."""
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picker = self._enter_picker_phase()
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# Manual draw: lay (first position in SAO order).
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self._draw_one(picker, "levity")
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self.assertEqual(_count_filled_slots(picker), 1)
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# AUTO DRAW the remaining 2 (cover + crown).
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action_btn = picker.find_element(By.CSS_SELECTOR, "#id_sea_action_btn")
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action_btn.click()
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confirm = self.wait_for(
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lambda: self.browser.find_element(
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By.CSS_SELECTOR, "#id_guard_portal.active .guard-yes"
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)
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)
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confirm.click()
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# Wait for hand-complete transition (action btn → GATE VIEW).
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self.wait_for(
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lambda: self.assertEqual(action_btn.get_attribute("data-state"), "gate-view")
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)
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# All 3 slots filled.
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self.wait_for(lambda: self.assertEqual(_count_filled_slots(picker), 3))
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# Click an AUTO-drawn slot (cover — second in SAO draw order, so
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# placed by AUTO DRAW). Two-tap pattern: first click focuses,
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# second click opens the modal (per SeaDeal's overlay handler).
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cover_slot = picker.find_element(
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By.CSS_SELECTOR, ".sea-pos-cover .sea-card-slot--filled"
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)
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cover_slot.click()
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cover_slot.click()
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# Stage modal must open w. the card preview.
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stage = self.wait_for(
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lambda: self.browser.find_element(By.CSS_SELECTOR, "#id_sea_stage")
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)
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self.wait_for(lambda: self.assertTrue(stage.is_displayed()))
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2026-05-20 15:08:49 -04:00
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# ── Test 5c — manual draw survives refresh ──────────────────────────────
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def test_manual_draw_persists_on_refresh(self):
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"""User-reported 2026-05-21: manually-drawn cards disappeared
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after a refresh. Root cause: SeaDeal's `_fillSlot` stamps
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`slot.dataset.posKey` w. the selector form (".sea-pos-cover"),
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but the inline `_collectHandFromDom` looks up by raw name from
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`_currentOrder()` ("cover"). The key mismatch means manual
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draws are dropped from the POST body — server stores nothing
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→ refresh shows empty state.
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Fix: standardize on raw position names for `dataset.posKey`."""
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from apps.gameboard.models import MySeaDraw
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picker = self._enter_picker_phase()
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self._draw_one(picker, "levity")
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# POST is async — wait for server commit by polling the DB.
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self.wait_for(
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lambda: self.assertEqual(
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len(MySeaDraw.objects.get(user=self.gamer).hand), 1,
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)
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)
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self.browser.refresh()
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picker = self.wait_for(
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lambda: self.browser.find_element(
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By.CSS_SELECTOR, ".my-sea-page[data-phase='picker']"
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)
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)
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self.assertEqual(_count_filled_slots(picker), 1)
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# ── Test 5d — reloaded slot re-opens stage modal on click ───────────────
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def test_reloaded_slot_can_reopen_stage_modal_on_click(self):
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"""After refresh, server-rendered filled slots must remain
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clickable to re-open the stage modal. Requires SeaDeal's init
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to seed `_seaHand` from the embedded deck JSON + the saved
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slots in the DOM. User-reported 2026-05-21."""
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from apps.gameboard.models import MySeaDraw
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picker = self._enter_picker_phase()
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self._draw_one(picker, "levity")
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self.wait_for(
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lambda: self.assertEqual(
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len(MySeaDraw.objects.get(user=self.gamer).hand), 1,
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)
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)
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self.browser.refresh()
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slot = self.wait_for(
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lambda: self.browser.find_element(
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By.CSS_SELECTOR, ".sea-pos-lay .sea-card-slot--filled"
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)
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)
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slot.click() # first tap — focus
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slot.click() # second tap — open modal
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stage = self.wait_for(
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lambda: self.browser.find_element(By.CSS_SELECTOR, "#id_sea_stage")
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)
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self.wait_for(lambda: self.assertTrue(stage.is_displayed()))
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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
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# ── Test 6 ───────────────────────────────────────────────────────────────
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FT fixes for polish-9 spec changes — CI #338 surfaced 4 stale assertions; sig-gate Brief race exposed by removing implicit wait
CI pipeline #338 caught 4 FT failures cascading from yesterday's polish-9 + applet realignment commits (955bdc7, 652cef0). All four are stale assertions in FT code — no production code changes needed. ITs were already updated in the original commits; missed the parallel FT updates.
**(1) `test_gear_btn_opens_menu_with_nvm_only`** (test_game_my_sea.py:1851) — NVM btn changed `<a class="btn" href="...">` → `<button onclick="location.href=...">` (per [[feedback-btn-vs-anchor-font-family]] sans-serif fix). FT was reading `href` attr (returns None on buttons → `TypeError: argument of type 'NoneType' is not iterable`). Switched to read `onclick` attr (w. `or ""` guard against None).
**(2) `test_del_btn_is_disabled_until_hand_complete`** (test_game_my_sea.py:982 → renamed) — DEL btn now un-disables on the FIRST draw, not at hand completion (per the new state-machine spec, `_setHasDrawn(true)` fires on first deposit + AUTO DRAW POST-commit). Renamed → `test_del_btn_is_disabled_until_first_draw`; inverted the mid-draw assertion (was: still-disabled after 1 draw → now: un-disables immediately after 1 draw); kept the post-completion check (DEL stays enabled).
**(3) `test_carte_blanche_equip_and_multi_slot_gatekeeper`** (test_trinket_carte_blanche.py:89) — TWO issues here, only the first was symptomatic in CI:
- Step 2 used `#id_kit_free_token` on /gameboard/ as a "non-trinket, no mini-tooltip" demo target. Free Token moved off Game Kit applet to Wallet applet per the equippables-only spec; no non-equippable icon left on Game Kit to demo w. Dropped step 2 entirely — the test's primary thing (Carte multi-slot equip flow at steps 3+) is intact.
- SECOND-ORDER issue uncovered when (1) above stopped masking it: the deleted step 2 used to provide a ~5+ second wait (find Free Token + hover + wait for tooltip portal). That wait was enough for the auto-firing `.my-sea-sign-gate-brief` (slides in on /gameboard/ for users w/o a sig via the My Sea applet's `{% include _my_sea_sign_gate_brief.html %}` branch) to settle. Without the wait, the Brief is mid-slide when step 8 tries to click `id_create_game_btn` → `ElementClickInterceptedException` (Brief obscures button). Added explicit `.my-sea-sign-gate-brief .btn-cancel` wait-then-click between steps 1 + 3 to dismiss the Brief before proceeding.
**(4) `test_game_kit_panel_shows_token_inventory`** (test_gameboard.py:74) — TWO issues here too:
- Step 7's `#id_kit_free_token` Free Token tooltip assertion. Same removal as (3). Replaced w. a NEGATIVE assertion that the element does NOT exist on Game Kit (regression guard against accidentally re-adding non-equippable items).
- SECOND-ORDER again: step 9's `#id_kit_card_deck` check was a stale assertion that predated the `apps/lyric/models.py:540` `unlocked_decks.add(earthman)` post_save signal. `id_kit_card_deck` is the `{% empty %}`-branch placeholder, only rendered when `deck_variants` is empty. `capman@test.io` (the test fixture user) gets Earthman auto-unlocked → the concrete `id_kit_earthman_deck` renders instead. This was a latent stale assertion that only surfaced now because step 7's Free Token failure used to short-circuit the test before it reached step 9. Switched check to `id_kit_earthman_deck`.
Pattern worth noting for future cross-cutting refactors: when a test step has a side-effect wait (`wait_for(... tooltip displayed ...)`), removing it can unmask sig-gate / palette / Brief banners that auto-slide in on page load. The Brief race in (3) wasn't a NEW bug introduced by polish-9; it was always there, masked by the timing of the removed step. Same for the stale `id_kit_card_deck` assertion — predates the signal change; only surfaced when the failure cascade moved past it.
Discipline note for this session: user explicitly overrode [[feedback-ft-run-discipline]] when "specifically working on FTs, new or old" — ran each fix locally by full dotted path to verify before committing. All 4 green locally (8-16s each).
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-26 02:34:02 -04:00
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def test_del_btn_is_disabled_until_first_draw(self):
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"""User spec 2026-05-26: DEL btn renders `.btn-disabled` only
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UNTIL the first card lands (was: until hand complete). The 24h
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free-draw quota is still committed at first-card-draw + can't be
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refunded by an early DEL, but the user can DEL the in-progress
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hand to start over within the cycle. JS `_setHasDrawn(true)` fires
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on the first deposit + at the AUTO DRAW POST-commit moment."""
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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
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picker = self._enter_picker_phase()
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My Sea iter 4c: drop LOCK HAND → AUTO DRAW + GATE VIEW; quota committed at first card draw (irrevocable); DEL clears hand but preserves row as quota tracker; per-placement /lock POST upsert; lazy stale-row cleanup; sig polarity + .btn-disabled → ×; landing aperture bg revert to --priUser — Sprint 5 iter 4c of My Sea roadmap — TDD
Major refactor of the iter-4b skeleton ahead of Sprint 6's token costs. Iter 4b's LOCK HAND model let users freely DEL + LOCK in a loop, bypassing the 1/day quota; iter 4c closes that loophole by committing quota at first-card-draw (manual via FLIP OR auto via AUTO DRAW) + preserving the MySeaDraw row through DEL so the 24h clock keeps running.
## Server
`MySeaDraw` now plays double-duty: hand storage AND 24h quota tracker.
- `HAND_SIZE_BY_SPREAD` module dict maps each spread slug to its expected hand size (mirrors DRAW_ORDER in JS).
- `is_hand_complete` / `is_hand_empty` props drive view branching + template button states.
- `delete_stale()` classmethod hard-deletes rows older than FREE_DRAW_COOLDOWN_HOURS. Called lazily from `active_draw_for` on every view access (rides user traffic; no scheduler needed) + via the new `delete_stale_my_sea_draws` management command (cron backstop).
- `active_draw_for` prunes user's stale rows before lookup — auto-cleanup at the 24h mark per user spec ("sink 'em all at the 24hr mark and reinstate the FREE DRAW btn").
`my_sea_lock` is now a true upsert:
- First POST creates the row (quota commit).
- Subsequent POSTs UPDATE the existing row's hand (per-placement cadence — server stays current so navigate-away mid-draw still persists).
- Spread-mismatch (attempted spread switch within quota window) → 409.
- Empty/malformed hand → 400.
- Response carries `{ok, next_free_draw_at, hand_complete}` for JS state transitions.
`my_sea_delete` no longer deletes the row — clears the `hand` JSON only. `created_at` preserved so landing renders GATE VIEW (not FREE DRAW) until the row expires. Idempotent.
`my_sea_gate` new stub view — returns 404 for now; lets the template wire up GATE VIEW button URLs in advance. Sprint 6 will replace this w. the gatekeeper token-deposit UX.
`my_sea` view branches:
1. No sig → sign-gate
2. Active draw + non-empty hand (mid or complete) → picker phase w. saved hand
3. Active draw + empty hand (post-DEL) → landing phase w. GATE VIEW btn
4. No active draw → landing phase w. FREE DRAW btn
## Template + UX
- Picker form col: removed LOCK HAND. Replaced w. `#id_sea_action_btn` — same DOM node, label + behavior keyed on `data-state`:
- `auto-draw` → label "AUTO DRAW"; click opens shared guard portal ("Auto deal cards?"); OK → fill remaining slots client-side + single-POST commit to server (per user spec: "commit all six draws in the same POST" so navigate-away mid-animation still persists).
- `gate-view` → label "GATE VIEW"; click navigates to /gameboard/my-sea/gate/ (Sprint 6).
- JS transitions auto-draw → gate-view automatically when the hand fills (via FLIP or AUTO DRAW completion).
- DEL btn: server-renders `.btn-disabled` pre-completion (per spec, the 1/day quota commits at first-card-draw — can't be refunded by an early DEL). JS removes `.btn-disabled` on hand completion. Post-completion click opens the shared guard portal; CONFIRM POSTs the delete endpoint (which clears hand server-side) + reloads to GATE VIEW landing.
- Deck stacks remain click-responsive post-completion so the user sees the disabled-FLIP feedback (signalling "no more draws"); the FLIP click is gated on `_locked` flag.
- Landing: primary nav btn is FREE DRAW (no active draw) or GATE VIEW (active draw exists w. empty hand). Both render as `<button>` (not `<a>`) so the typography matches across states — `<a>`'s UA-default serif typeface was bleeding into GATE VIEW under iter 4b polish.
## Other polish bundled
- **Sig polarity rendered in picker** — added `.my-sea-page[data-polarity]` to the existing `.sig-overlay[data-polarity]` + `.my-sign-page[data-polarity]` selector list in `_card-deck.scss`. Template wires `data-polarity` on the page wrapper based on `significator_reversed`. Previously the picker's center sig card was always gravity-themed regardless of the user's actual sig polarity.
- **`.btn-disabled` → × overlay** — universal CSS rule: any `.btn-disabled` button reads as × regardless of its native inner text/icons (DEL → ×, FLIP → ×, etc.). Hides inner content via `visibility: hidden` on children + paints × via `::before` pseudo-element. Templates that already render `×` explicitly (don/doff toggle pairs) get the pseudo overlay on top of their hidden inner ×; no double-× regression.
- **Landing aperture bg → `--priUser`** — explicit override on `.my-sea-page[data-phase="landing"]` so any bf-cache / stale-CSS state can't leak the picker-phase `--duoUser` green bg onto a landing render. Per user spec (2026-05-20): "Keep --duoUser on the hex, not on the aperture bg."
- **Dynamic combobox state** — `aria-selected` + `.sea-select-current` visible label both branch on `default_spread` (previously hardcoded SAO). Matters when the saved spread is non-SAO (e.g., Celtic Cross resumed mid-draw).
## Test coverage
- ITs (1100 IT/UT green in 57s):
- `MySeaDrawModelTest` — `is_hand_complete`, `is_hand_empty`, `delete_stale`, lazy cleanup in `active_draw_for`.
- `MySeaLockHandViewTest` — upsert same-row (rewrote 409 test), spread-mismatch 409, hand_complete flag in response.
- `MySeaDeleteDrawViewTest` — clears hand but preserves row (rewrote "deletes row" test).
- `MySeaViewWithSavedDrawTest` — picker w. complete hand renders GATE VIEW state.
- `MySeaViewWithEmptyHandTest` (new) — empty-hand post-DEL renders landing w. GATE VIEW btn, no FREE DRAW.
- `MySeaViewWithPartialHandTest` (new) — partial-hand renders picker w. AUTO DRAW + DEL btn-disabled.
- `MySeaGateStubViewTest` (new) — 404 stub + login required.
- FTs (35 my_sea FTs green in 5m):
- Iter-4b `test_del_confirm_clears_saved_draw_and_returns_to_landing` rewrote → `test_del_confirm_clears_hand_and_returns_to_gate_view_landing` (row preserved, landing renders GATE VIEW).
- Iter-4a `test_lock_hand_enables_when_sao_hand_is_complete` → `test_action_btn_transitions_to_gate_view_on_hand_complete`.
- Iter-4a `test_del_click_resets_hand_and_disables_lock_hand` → `test_del_btn_is_disabled_until_hand_complete`.
- Iter-4a `test_lock_hand_click_disables_further_interaction` → `test_hand_completion_locks_picker_state` (no LOCK HAND click; transition is automatic).
- Iter-4a `test_first_draw_locks_spread_combobox` trimmed — DEL no longer unlocks (DEL is `.btn-disabled` pre-completion).
- Iter-4a `test_form_col_renders_decks_lock_hand_del_and_reversal_pct` → action btn + DEL btn-disabled assertions.
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.7 <noreply@anthropic.com>
2026-05-20 01:34:03 -04:00
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delbtn = picker.find_element(By.CSS_SELECTOR, "#id_sea_del")
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FT fixes for polish-9 spec changes — CI #338 surfaced 4 stale assertions; sig-gate Brief race exposed by removing implicit wait
CI pipeline #338 caught 4 FT failures cascading from yesterday's polish-9 + applet realignment commits (955bdc7, 652cef0). All four are stale assertions in FT code — no production code changes needed. ITs were already updated in the original commits; missed the parallel FT updates.
**(1) `test_gear_btn_opens_menu_with_nvm_only`** (test_game_my_sea.py:1851) — NVM btn changed `<a class="btn" href="...">` → `<button onclick="location.href=...">` (per [[feedback-btn-vs-anchor-font-family]] sans-serif fix). FT was reading `href` attr (returns None on buttons → `TypeError: argument of type 'NoneType' is not iterable`). Switched to read `onclick` attr (w. `or ""` guard against None).
**(2) `test_del_btn_is_disabled_until_hand_complete`** (test_game_my_sea.py:982 → renamed) — DEL btn now un-disables on the FIRST draw, not at hand completion (per the new state-machine spec, `_setHasDrawn(true)` fires on first deposit + AUTO DRAW POST-commit). Renamed → `test_del_btn_is_disabled_until_first_draw`; inverted the mid-draw assertion (was: still-disabled after 1 draw → now: un-disables immediately after 1 draw); kept the post-completion check (DEL stays enabled).
**(3) `test_carte_blanche_equip_and_multi_slot_gatekeeper`** (test_trinket_carte_blanche.py:89) — TWO issues here, only the first was symptomatic in CI:
- Step 2 used `#id_kit_free_token` on /gameboard/ as a "non-trinket, no mini-tooltip" demo target. Free Token moved off Game Kit applet to Wallet applet per the equippables-only spec; no non-equippable icon left on Game Kit to demo w. Dropped step 2 entirely — the test's primary thing (Carte multi-slot equip flow at steps 3+) is intact.
- SECOND-ORDER issue uncovered when (1) above stopped masking it: the deleted step 2 used to provide a ~5+ second wait (find Free Token + hover + wait for tooltip portal). That wait was enough for the auto-firing `.my-sea-sign-gate-brief` (slides in on /gameboard/ for users w/o a sig via the My Sea applet's `{% include _my_sea_sign_gate_brief.html %}` branch) to settle. Without the wait, the Brief is mid-slide when step 8 tries to click `id_create_game_btn` → `ElementClickInterceptedException` (Brief obscures button). Added explicit `.my-sea-sign-gate-brief .btn-cancel` wait-then-click between steps 1 + 3 to dismiss the Brief before proceeding.
**(4) `test_game_kit_panel_shows_token_inventory`** (test_gameboard.py:74) — TWO issues here too:
- Step 7's `#id_kit_free_token` Free Token tooltip assertion. Same removal as (3). Replaced w. a NEGATIVE assertion that the element does NOT exist on Game Kit (regression guard against accidentally re-adding non-equippable items).
- SECOND-ORDER again: step 9's `#id_kit_card_deck` check was a stale assertion that predated the `apps/lyric/models.py:540` `unlocked_decks.add(earthman)` post_save signal. `id_kit_card_deck` is the `{% empty %}`-branch placeholder, only rendered when `deck_variants` is empty. `capman@test.io` (the test fixture user) gets Earthman auto-unlocked → the concrete `id_kit_earthman_deck` renders instead. This was a latent stale assertion that only surfaced now because step 7's Free Token failure used to short-circuit the test before it reached step 9. Switched check to `id_kit_earthman_deck`.
Pattern worth noting for future cross-cutting refactors: when a test step has a side-effect wait (`wait_for(... tooltip displayed ...)`), removing it can unmask sig-gate / palette / Brief banners that auto-slide in on page load. The Brief race in (3) wasn't a NEW bug introduced by polish-9; it was always there, masked by the timing of the removed step. Same for the stale `id_kit_card_deck` assertion — predates the signal change; only surfaced when the failure cascade moved past it.
Discipline note for this session: user explicitly overrode [[feedback-ft-run-discipline]] when "specifically working on FTs, new or old" — ran each fix locally by full dotted path to verify before committing. All 4 green locally (8-16s each).
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-26 02:34:02 -04:00
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# Pre-draw — disabled.
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My Sea iter 4c: drop LOCK HAND → AUTO DRAW + GATE VIEW; quota committed at first card draw (irrevocable); DEL clears hand but preserves row as quota tracker; per-placement /lock POST upsert; lazy stale-row cleanup; sig polarity + .btn-disabled → ×; landing aperture bg revert to --priUser — Sprint 5 iter 4c of My Sea roadmap — TDD
Major refactor of the iter-4b skeleton ahead of Sprint 6's token costs. Iter 4b's LOCK HAND model let users freely DEL + LOCK in a loop, bypassing the 1/day quota; iter 4c closes that loophole by committing quota at first-card-draw (manual via FLIP OR auto via AUTO DRAW) + preserving the MySeaDraw row through DEL so the 24h clock keeps running.
## Server
`MySeaDraw` now plays double-duty: hand storage AND 24h quota tracker.
- `HAND_SIZE_BY_SPREAD` module dict maps each spread slug to its expected hand size (mirrors DRAW_ORDER in JS).
- `is_hand_complete` / `is_hand_empty` props drive view branching + template button states.
- `delete_stale()` classmethod hard-deletes rows older than FREE_DRAW_COOLDOWN_HOURS. Called lazily from `active_draw_for` on every view access (rides user traffic; no scheduler needed) + via the new `delete_stale_my_sea_draws` management command (cron backstop).
- `active_draw_for` prunes user's stale rows before lookup — auto-cleanup at the 24h mark per user spec ("sink 'em all at the 24hr mark and reinstate the FREE DRAW btn").
`my_sea_lock` is now a true upsert:
- First POST creates the row (quota commit).
- Subsequent POSTs UPDATE the existing row's hand (per-placement cadence — server stays current so navigate-away mid-draw still persists).
- Spread-mismatch (attempted spread switch within quota window) → 409.
- Empty/malformed hand → 400.
- Response carries `{ok, next_free_draw_at, hand_complete}` for JS state transitions.
`my_sea_delete` no longer deletes the row — clears the `hand` JSON only. `created_at` preserved so landing renders GATE VIEW (not FREE DRAW) until the row expires. Idempotent.
`my_sea_gate` new stub view — returns 404 for now; lets the template wire up GATE VIEW button URLs in advance. Sprint 6 will replace this w. the gatekeeper token-deposit UX.
`my_sea` view branches:
1. No sig → sign-gate
2. Active draw + non-empty hand (mid or complete) → picker phase w. saved hand
3. Active draw + empty hand (post-DEL) → landing phase w. GATE VIEW btn
4. No active draw → landing phase w. FREE DRAW btn
## Template + UX
- Picker form col: removed LOCK HAND. Replaced w. `#id_sea_action_btn` — same DOM node, label + behavior keyed on `data-state`:
- `auto-draw` → label "AUTO DRAW"; click opens shared guard portal ("Auto deal cards?"); OK → fill remaining slots client-side + single-POST commit to server (per user spec: "commit all six draws in the same POST" so navigate-away mid-animation still persists).
- `gate-view` → label "GATE VIEW"; click navigates to /gameboard/my-sea/gate/ (Sprint 6).
- JS transitions auto-draw → gate-view automatically when the hand fills (via FLIP or AUTO DRAW completion).
- DEL btn: server-renders `.btn-disabled` pre-completion (per spec, the 1/day quota commits at first-card-draw — can't be refunded by an early DEL). JS removes `.btn-disabled` on hand completion. Post-completion click opens the shared guard portal; CONFIRM POSTs the delete endpoint (which clears hand server-side) + reloads to GATE VIEW landing.
- Deck stacks remain click-responsive post-completion so the user sees the disabled-FLIP feedback (signalling "no more draws"); the FLIP click is gated on `_locked` flag.
- Landing: primary nav btn is FREE DRAW (no active draw) or GATE VIEW (active draw exists w. empty hand). Both render as `<button>` (not `<a>`) so the typography matches across states — `<a>`'s UA-default serif typeface was bleeding into GATE VIEW under iter 4b polish.
## Other polish bundled
- **Sig polarity rendered in picker** — added `.my-sea-page[data-polarity]` to the existing `.sig-overlay[data-polarity]` + `.my-sign-page[data-polarity]` selector list in `_card-deck.scss`. Template wires `data-polarity` on the page wrapper based on `significator_reversed`. Previously the picker's center sig card was always gravity-themed regardless of the user's actual sig polarity.
- **`.btn-disabled` → × overlay** — universal CSS rule: any `.btn-disabled` button reads as × regardless of its native inner text/icons (DEL → ×, FLIP → ×, etc.). Hides inner content via `visibility: hidden` on children + paints × via `::before` pseudo-element. Templates that already render `×` explicitly (don/doff toggle pairs) get the pseudo overlay on top of their hidden inner ×; no double-× regression.
- **Landing aperture bg → `--priUser`** — explicit override on `.my-sea-page[data-phase="landing"]` so any bf-cache / stale-CSS state can't leak the picker-phase `--duoUser` green bg onto a landing render. Per user spec (2026-05-20): "Keep --duoUser on the hex, not on the aperture bg."
- **Dynamic combobox state** — `aria-selected` + `.sea-select-current` visible label both branch on `default_spread` (previously hardcoded SAO). Matters when the saved spread is non-SAO (e.g., Celtic Cross resumed mid-draw).
## Test coverage
- ITs (1100 IT/UT green in 57s):
- `MySeaDrawModelTest` — `is_hand_complete`, `is_hand_empty`, `delete_stale`, lazy cleanup in `active_draw_for`.
- `MySeaLockHandViewTest` — upsert same-row (rewrote 409 test), spread-mismatch 409, hand_complete flag in response.
- `MySeaDeleteDrawViewTest` — clears hand but preserves row (rewrote "deletes row" test).
- `MySeaViewWithSavedDrawTest` — picker w. complete hand renders GATE VIEW state.
- `MySeaViewWithEmptyHandTest` (new) — empty-hand post-DEL renders landing w. GATE VIEW btn, no FREE DRAW.
- `MySeaViewWithPartialHandTest` (new) — partial-hand renders picker w. AUTO DRAW + DEL btn-disabled.
- `MySeaGateStubViewTest` (new) — 404 stub + login required.
- FTs (35 my_sea FTs green in 5m):
- Iter-4b `test_del_confirm_clears_saved_draw_and_returns_to_landing` rewrote → `test_del_confirm_clears_hand_and_returns_to_gate_view_landing` (row preserved, landing renders GATE VIEW).
- Iter-4a `test_lock_hand_enables_when_sao_hand_is_complete` → `test_action_btn_transitions_to_gate_view_on_hand_complete`.
- Iter-4a `test_del_click_resets_hand_and_disables_lock_hand` → `test_del_btn_is_disabled_until_hand_complete`.
- Iter-4a `test_lock_hand_click_disables_further_interaction` → `test_hand_completion_locks_picker_state` (no LOCK HAND click; transition is automatic).
- Iter-4a `test_first_draw_locks_spread_combobox` trimmed — DEL no longer unlocks (DEL is `.btn-disabled` pre-completion).
- Iter-4a `test_form_col_renders_decks_lock_hand_del_and_reversal_pct` → action btn + DEL btn-disabled assertions.
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.7 <noreply@anthropic.com>
2026-05-20 01:34:03 -04:00
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self.assertIn("btn-disabled", delbtn.get_attribute("class"))
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self._draw_one(picker, "levity")
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FT fixes for polish-9 spec changes — CI #338 surfaced 4 stale assertions; sig-gate Brief race exposed by removing implicit wait
CI pipeline #338 caught 4 FT failures cascading from yesterday's polish-9 + applet realignment commits (955bdc7, 652cef0). All four are stale assertions in FT code — no production code changes needed. ITs were already updated in the original commits; missed the parallel FT updates.
**(1) `test_gear_btn_opens_menu_with_nvm_only`** (test_game_my_sea.py:1851) — NVM btn changed `<a class="btn" href="...">` → `<button onclick="location.href=...">` (per [[feedback-btn-vs-anchor-font-family]] sans-serif fix). FT was reading `href` attr (returns None on buttons → `TypeError: argument of type 'NoneType' is not iterable`). Switched to read `onclick` attr (w. `or ""` guard against None).
**(2) `test_del_btn_is_disabled_until_hand_complete`** (test_game_my_sea.py:982 → renamed) — DEL btn now un-disables on the FIRST draw, not at hand completion (per the new state-machine spec, `_setHasDrawn(true)` fires on first deposit + AUTO DRAW POST-commit). Renamed → `test_del_btn_is_disabled_until_first_draw`; inverted the mid-draw assertion (was: still-disabled after 1 draw → now: un-disables immediately after 1 draw); kept the post-completion check (DEL stays enabled).
**(3) `test_carte_blanche_equip_and_multi_slot_gatekeeper`** (test_trinket_carte_blanche.py:89) — TWO issues here, only the first was symptomatic in CI:
- Step 2 used `#id_kit_free_token` on /gameboard/ as a "non-trinket, no mini-tooltip" demo target. Free Token moved off Game Kit applet to Wallet applet per the equippables-only spec; no non-equippable icon left on Game Kit to demo w. Dropped step 2 entirely — the test's primary thing (Carte multi-slot equip flow at steps 3+) is intact.
- SECOND-ORDER issue uncovered when (1) above stopped masking it: the deleted step 2 used to provide a ~5+ second wait (find Free Token + hover + wait for tooltip portal). That wait was enough for the auto-firing `.my-sea-sign-gate-brief` (slides in on /gameboard/ for users w/o a sig via the My Sea applet's `{% include _my_sea_sign_gate_brief.html %}` branch) to settle. Without the wait, the Brief is mid-slide when step 8 tries to click `id_create_game_btn` → `ElementClickInterceptedException` (Brief obscures button). Added explicit `.my-sea-sign-gate-brief .btn-cancel` wait-then-click between steps 1 + 3 to dismiss the Brief before proceeding.
**(4) `test_game_kit_panel_shows_token_inventory`** (test_gameboard.py:74) — TWO issues here too:
- Step 7's `#id_kit_free_token` Free Token tooltip assertion. Same removal as (3). Replaced w. a NEGATIVE assertion that the element does NOT exist on Game Kit (regression guard against accidentally re-adding non-equippable items).
- SECOND-ORDER again: step 9's `#id_kit_card_deck` check was a stale assertion that predated the `apps/lyric/models.py:540` `unlocked_decks.add(earthman)` post_save signal. `id_kit_card_deck` is the `{% empty %}`-branch placeholder, only rendered when `deck_variants` is empty. `capman@test.io` (the test fixture user) gets Earthman auto-unlocked → the concrete `id_kit_earthman_deck` renders instead. This was a latent stale assertion that only surfaced now because step 7's Free Token failure used to short-circuit the test before it reached step 9. Switched check to `id_kit_earthman_deck`.
Pattern worth noting for future cross-cutting refactors: when a test step has a side-effect wait (`wait_for(... tooltip displayed ...)`), removing it can unmask sig-gate / palette / Brief banners that auto-slide in on page load. The Brief race in (3) wasn't a NEW bug introduced by polish-9; it was always there, masked by the timing of the removed step. Same for the stale `id_kit_card_deck` assertion — predates the signal change; only surfaced when the failure cascade moved past it.
Discipline note for this session: user explicitly overrode [[feedback-ft-run-discipline]] when "specifically working on FTs, new or old" — ran each fix locally by full dotted path to verify before committing. All 4 green locally (8-16s each).
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-26 02:34:02 -04:00
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# First card landed — DEL un-disables immediately.
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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
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self.wait_for(
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My Sea iter 4c: drop LOCK HAND → AUTO DRAW + GATE VIEW; quota committed at first card draw (irrevocable); DEL clears hand but preserves row as quota tracker; per-placement /lock POST upsert; lazy stale-row cleanup; sig polarity + .btn-disabled → ×; landing aperture bg revert to --priUser — Sprint 5 iter 4c of My Sea roadmap — TDD
Major refactor of the iter-4b skeleton ahead of Sprint 6's token costs. Iter 4b's LOCK HAND model let users freely DEL + LOCK in a loop, bypassing the 1/day quota; iter 4c closes that loophole by committing quota at first-card-draw (manual via FLIP OR auto via AUTO DRAW) + preserving the MySeaDraw row through DEL so the 24h clock keeps running.
## Server
`MySeaDraw` now plays double-duty: hand storage AND 24h quota tracker.
- `HAND_SIZE_BY_SPREAD` module dict maps each spread slug to its expected hand size (mirrors DRAW_ORDER in JS).
- `is_hand_complete` / `is_hand_empty` props drive view branching + template button states.
- `delete_stale()` classmethod hard-deletes rows older than FREE_DRAW_COOLDOWN_HOURS. Called lazily from `active_draw_for` on every view access (rides user traffic; no scheduler needed) + via the new `delete_stale_my_sea_draws` management command (cron backstop).
- `active_draw_for` prunes user's stale rows before lookup — auto-cleanup at the 24h mark per user spec ("sink 'em all at the 24hr mark and reinstate the FREE DRAW btn").
`my_sea_lock` is now a true upsert:
- First POST creates the row (quota commit).
- Subsequent POSTs UPDATE the existing row's hand (per-placement cadence — server stays current so navigate-away mid-draw still persists).
- Spread-mismatch (attempted spread switch within quota window) → 409.
- Empty/malformed hand → 400.
- Response carries `{ok, next_free_draw_at, hand_complete}` for JS state transitions.
`my_sea_delete` no longer deletes the row — clears the `hand` JSON only. `created_at` preserved so landing renders GATE VIEW (not FREE DRAW) until the row expires. Idempotent.
`my_sea_gate` new stub view — returns 404 for now; lets the template wire up GATE VIEW button URLs in advance. Sprint 6 will replace this w. the gatekeeper token-deposit UX.
`my_sea` view branches:
1. No sig → sign-gate
2. Active draw + non-empty hand (mid or complete) → picker phase w. saved hand
3. Active draw + empty hand (post-DEL) → landing phase w. GATE VIEW btn
4. No active draw → landing phase w. FREE DRAW btn
## Template + UX
- Picker form col: removed LOCK HAND. Replaced w. `#id_sea_action_btn` — same DOM node, label + behavior keyed on `data-state`:
- `auto-draw` → label "AUTO DRAW"; click opens shared guard portal ("Auto deal cards?"); OK → fill remaining slots client-side + single-POST commit to server (per user spec: "commit all six draws in the same POST" so navigate-away mid-animation still persists).
- `gate-view` → label "GATE VIEW"; click navigates to /gameboard/my-sea/gate/ (Sprint 6).
- JS transitions auto-draw → gate-view automatically when the hand fills (via FLIP or AUTO DRAW completion).
- DEL btn: server-renders `.btn-disabled` pre-completion (per spec, the 1/day quota commits at first-card-draw — can't be refunded by an early DEL). JS removes `.btn-disabled` on hand completion. Post-completion click opens the shared guard portal; CONFIRM POSTs the delete endpoint (which clears hand server-side) + reloads to GATE VIEW landing.
- Deck stacks remain click-responsive post-completion so the user sees the disabled-FLIP feedback (signalling "no more draws"); the FLIP click is gated on `_locked` flag.
- Landing: primary nav btn is FREE DRAW (no active draw) or GATE VIEW (active draw exists w. empty hand). Both render as `<button>` (not `<a>`) so the typography matches across states — `<a>`'s UA-default serif typeface was bleeding into GATE VIEW under iter 4b polish.
## Other polish bundled
- **Sig polarity rendered in picker** — added `.my-sea-page[data-polarity]` to the existing `.sig-overlay[data-polarity]` + `.my-sign-page[data-polarity]` selector list in `_card-deck.scss`. Template wires `data-polarity` on the page wrapper based on `significator_reversed`. Previously the picker's center sig card was always gravity-themed regardless of the user's actual sig polarity.
- **`.btn-disabled` → × overlay** — universal CSS rule: any `.btn-disabled` button reads as × regardless of its native inner text/icons (DEL → ×, FLIP → ×, etc.). Hides inner content via `visibility: hidden` on children + paints × via `::before` pseudo-element. Templates that already render `×` explicitly (don/doff toggle pairs) get the pseudo overlay on top of their hidden inner ×; no double-× regression.
- **Landing aperture bg → `--priUser`** — explicit override on `.my-sea-page[data-phase="landing"]` so any bf-cache / stale-CSS state can't leak the picker-phase `--duoUser` green bg onto a landing render. Per user spec (2026-05-20): "Keep --duoUser on the hex, not on the aperture bg."
- **Dynamic combobox state** — `aria-selected` + `.sea-select-current` visible label both branch on `default_spread` (previously hardcoded SAO). Matters when the saved spread is non-SAO (e.g., Celtic Cross resumed mid-draw).
## Test coverage
- ITs (1100 IT/UT green in 57s):
- `MySeaDrawModelTest` — `is_hand_complete`, `is_hand_empty`, `delete_stale`, lazy cleanup in `active_draw_for`.
- `MySeaLockHandViewTest` — upsert same-row (rewrote 409 test), spread-mismatch 409, hand_complete flag in response.
- `MySeaDeleteDrawViewTest` — clears hand but preserves row (rewrote "deletes row" test).
- `MySeaViewWithSavedDrawTest` — picker w. complete hand renders GATE VIEW state.
- `MySeaViewWithEmptyHandTest` (new) — empty-hand post-DEL renders landing w. GATE VIEW btn, no FREE DRAW.
- `MySeaViewWithPartialHandTest` (new) — partial-hand renders picker w. AUTO DRAW + DEL btn-disabled.
- `MySeaGateStubViewTest` (new) — 404 stub + login required.
- FTs (35 my_sea FTs green in 5m):
- Iter-4b `test_del_confirm_clears_saved_draw_and_returns_to_landing` rewrote → `test_del_confirm_clears_hand_and_returns_to_gate_view_landing` (row preserved, landing renders GATE VIEW).
- Iter-4a `test_lock_hand_enables_when_sao_hand_is_complete` → `test_action_btn_transitions_to_gate_view_on_hand_complete`.
- Iter-4a `test_del_click_resets_hand_and_disables_lock_hand` → `test_del_btn_is_disabled_until_hand_complete`.
- Iter-4a `test_lock_hand_click_disables_further_interaction` → `test_hand_completion_locks_picker_state` (no LOCK HAND click; transition is automatic).
- Iter-4a `test_first_draw_locks_spread_combobox` trimmed — DEL no longer unlocks (DEL is `.btn-disabled` pre-completion).
- Iter-4a `test_form_col_renders_decks_lock_hand_del_and_reversal_pct` → action btn + DEL btn-disabled assertions.
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.7 <noreply@anthropic.com>
2026-05-20 01:34:03 -04:00
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lambda: self.assertNotIn("btn-disabled", delbtn.get_attribute("class"))
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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
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)
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FT fixes for polish-9 spec changes — CI #338 surfaced 4 stale assertions; sig-gate Brief race exposed by removing implicit wait
CI pipeline #338 caught 4 FT failures cascading from yesterday's polish-9 + applet realignment commits (955bdc7, 652cef0). All four are stale assertions in FT code — no production code changes needed. ITs were already updated in the original commits; missed the parallel FT updates.
**(1) `test_gear_btn_opens_menu_with_nvm_only`** (test_game_my_sea.py:1851) — NVM btn changed `<a class="btn" href="...">` → `<button onclick="location.href=...">` (per [[feedback-btn-vs-anchor-font-family]] sans-serif fix). FT was reading `href` attr (returns None on buttons → `TypeError: argument of type 'NoneType' is not iterable`). Switched to read `onclick` attr (w. `or ""` guard against None).
**(2) `test_del_btn_is_disabled_until_hand_complete`** (test_game_my_sea.py:982 → renamed) — DEL btn now un-disables on the FIRST draw, not at hand completion (per the new state-machine spec, `_setHasDrawn(true)` fires on first deposit + AUTO DRAW POST-commit). Renamed → `test_del_btn_is_disabled_until_first_draw`; inverted the mid-draw assertion (was: still-disabled after 1 draw → now: un-disables immediately after 1 draw); kept the post-completion check (DEL stays enabled).
**(3) `test_carte_blanche_equip_and_multi_slot_gatekeeper`** (test_trinket_carte_blanche.py:89) — TWO issues here, only the first was symptomatic in CI:
- Step 2 used `#id_kit_free_token` on /gameboard/ as a "non-trinket, no mini-tooltip" demo target. Free Token moved off Game Kit applet to Wallet applet per the equippables-only spec; no non-equippable icon left on Game Kit to demo w. Dropped step 2 entirely — the test's primary thing (Carte multi-slot equip flow at steps 3+) is intact.
- SECOND-ORDER issue uncovered when (1) above stopped masking it: the deleted step 2 used to provide a ~5+ second wait (find Free Token + hover + wait for tooltip portal). That wait was enough for the auto-firing `.my-sea-sign-gate-brief` (slides in on /gameboard/ for users w/o a sig via the My Sea applet's `{% include _my_sea_sign_gate_brief.html %}` branch) to settle. Without the wait, the Brief is mid-slide when step 8 tries to click `id_create_game_btn` → `ElementClickInterceptedException` (Brief obscures button). Added explicit `.my-sea-sign-gate-brief .btn-cancel` wait-then-click between steps 1 + 3 to dismiss the Brief before proceeding.
**(4) `test_game_kit_panel_shows_token_inventory`** (test_gameboard.py:74) — TWO issues here too:
- Step 7's `#id_kit_free_token` Free Token tooltip assertion. Same removal as (3). Replaced w. a NEGATIVE assertion that the element does NOT exist on Game Kit (regression guard against accidentally re-adding non-equippable items).
- SECOND-ORDER again: step 9's `#id_kit_card_deck` check was a stale assertion that predated the `apps/lyric/models.py:540` `unlocked_decks.add(earthman)` post_save signal. `id_kit_card_deck` is the `{% empty %}`-branch placeholder, only rendered when `deck_variants` is empty. `capman@test.io` (the test fixture user) gets Earthman auto-unlocked → the concrete `id_kit_earthman_deck` renders instead. This was a latent stale assertion that only surfaced now because step 7's Free Token failure used to short-circuit the test before it reached step 9. Switched check to `id_kit_earthman_deck`.
Pattern worth noting for future cross-cutting refactors: when a test step has a side-effect wait (`wait_for(... tooltip displayed ...)`), removing it can unmask sig-gate / palette / Brief banners that auto-slide in on page load. The Brief race in (3) wasn't a NEW bug introduced by polish-9; it was always there, masked by the timing of the removed step. Same for the stale `id_kit_card_deck` assertion — predates the signal change; only surfaced when the failure cascade moved past it.
Discipline note for this session: user explicitly overrode [[feedback-ft-run-discipline]] when "specifically working on FTs, new or old" — ran each fix locally by full dotted path to verify before committing. All 4 green locally (8-16s each).
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-26 02:34:02 -04:00
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# Subsequent draws + completion — DEL stays enabled.
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self._draw_one(picker, "levity")
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self._draw_one(picker, "gravity")
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self.assertNotIn("btn-disabled", delbtn.get_attribute("class"))
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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
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# ── Test 7 ───────────────────────────────────────────────────────────────
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My Sea iter 4c: drop LOCK HAND → AUTO DRAW + GATE VIEW; quota committed at first card draw (irrevocable); DEL clears hand but preserves row as quota tracker; per-placement /lock POST upsert; lazy stale-row cleanup; sig polarity + .btn-disabled → ×; landing aperture bg revert to --priUser — Sprint 5 iter 4c of My Sea roadmap — TDD
Major refactor of the iter-4b skeleton ahead of Sprint 6's token costs. Iter 4b's LOCK HAND model let users freely DEL + LOCK in a loop, bypassing the 1/day quota; iter 4c closes that loophole by committing quota at first-card-draw (manual via FLIP OR auto via AUTO DRAW) + preserving the MySeaDraw row through DEL so the 24h clock keeps running.
## Server
`MySeaDraw` now plays double-duty: hand storage AND 24h quota tracker.
- `HAND_SIZE_BY_SPREAD` module dict maps each spread slug to its expected hand size (mirrors DRAW_ORDER in JS).
- `is_hand_complete` / `is_hand_empty` props drive view branching + template button states.
- `delete_stale()` classmethod hard-deletes rows older than FREE_DRAW_COOLDOWN_HOURS. Called lazily from `active_draw_for` on every view access (rides user traffic; no scheduler needed) + via the new `delete_stale_my_sea_draws` management command (cron backstop).
- `active_draw_for` prunes user's stale rows before lookup — auto-cleanup at the 24h mark per user spec ("sink 'em all at the 24hr mark and reinstate the FREE DRAW btn").
`my_sea_lock` is now a true upsert:
- First POST creates the row (quota commit).
- Subsequent POSTs UPDATE the existing row's hand (per-placement cadence — server stays current so navigate-away mid-draw still persists).
- Spread-mismatch (attempted spread switch within quota window) → 409.
- Empty/malformed hand → 400.
- Response carries `{ok, next_free_draw_at, hand_complete}` for JS state transitions.
`my_sea_delete` no longer deletes the row — clears the `hand` JSON only. `created_at` preserved so landing renders GATE VIEW (not FREE DRAW) until the row expires. Idempotent.
`my_sea_gate` new stub view — returns 404 for now; lets the template wire up GATE VIEW button URLs in advance. Sprint 6 will replace this w. the gatekeeper token-deposit UX.
`my_sea` view branches:
1. No sig → sign-gate
2. Active draw + non-empty hand (mid or complete) → picker phase w. saved hand
3. Active draw + empty hand (post-DEL) → landing phase w. GATE VIEW btn
4. No active draw → landing phase w. FREE DRAW btn
## Template + UX
- Picker form col: removed LOCK HAND. Replaced w. `#id_sea_action_btn` — same DOM node, label + behavior keyed on `data-state`:
- `auto-draw` → label "AUTO DRAW"; click opens shared guard portal ("Auto deal cards?"); OK → fill remaining slots client-side + single-POST commit to server (per user spec: "commit all six draws in the same POST" so navigate-away mid-animation still persists).
- `gate-view` → label "GATE VIEW"; click navigates to /gameboard/my-sea/gate/ (Sprint 6).
- JS transitions auto-draw → gate-view automatically when the hand fills (via FLIP or AUTO DRAW completion).
- DEL btn: server-renders `.btn-disabled` pre-completion (per spec, the 1/day quota commits at first-card-draw — can't be refunded by an early DEL). JS removes `.btn-disabled` on hand completion. Post-completion click opens the shared guard portal; CONFIRM POSTs the delete endpoint (which clears hand server-side) + reloads to GATE VIEW landing.
- Deck stacks remain click-responsive post-completion so the user sees the disabled-FLIP feedback (signalling "no more draws"); the FLIP click is gated on `_locked` flag.
- Landing: primary nav btn is FREE DRAW (no active draw) or GATE VIEW (active draw exists w. empty hand). Both render as `<button>` (not `<a>`) so the typography matches across states — `<a>`'s UA-default serif typeface was bleeding into GATE VIEW under iter 4b polish.
## Other polish bundled
- **Sig polarity rendered in picker** — added `.my-sea-page[data-polarity]` to the existing `.sig-overlay[data-polarity]` + `.my-sign-page[data-polarity]` selector list in `_card-deck.scss`. Template wires `data-polarity` on the page wrapper based on `significator_reversed`. Previously the picker's center sig card was always gravity-themed regardless of the user's actual sig polarity.
- **`.btn-disabled` → × overlay** — universal CSS rule: any `.btn-disabled` button reads as × regardless of its native inner text/icons (DEL → ×, FLIP → ×, etc.). Hides inner content via `visibility: hidden` on children + paints × via `::before` pseudo-element. Templates that already render `×` explicitly (don/doff toggle pairs) get the pseudo overlay on top of their hidden inner ×; no double-× regression.
- **Landing aperture bg → `--priUser`** — explicit override on `.my-sea-page[data-phase="landing"]` so any bf-cache / stale-CSS state can't leak the picker-phase `--duoUser` green bg onto a landing render. Per user spec (2026-05-20): "Keep --duoUser on the hex, not on the aperture bg."
- **Dynamic combobox state** — `aria-selected` + `.sea-select-current` visible label both branch on `default_spread` (previously hardcoded SAO). Matters when the saved spread is non-SAO (e.g., Celtic Cross resumed mid-draw).
## Test coverage
- ITs (1100 IT/UT green in 57s):
- `MySeaDrawModelTest` — `is_hand_complete`, `is_hand_empty`, `delete_stale`, lazy cleanup in `active_draw_for`.
- `MySeaLockHandViewTest` — upsert same-row (rewrote 409 test), spread-mismatch 409, hand_complete flag in response.
- `MySeaDeleteDrawViewTest` — clears hand but preserves row (rewrote "deletes row" test).
- `MySeaViewWithSavedDrawTest` — picker w. complete hand renders GATE VIEW state.
- `MySeaViewWithEmptyHandTest` (new) — empty-hand post-DEL renders landing w. GATE VIEW btn, no FREE DRAW.
- `MySeaViewWithPartialHandTest` (new) — partial-hand renders picker w. AUTO DRAW + DEL btn-disabled.
- `MySeaGateStubViewTest` (new) — 404 stub + login required.
- FTs (35 my_sea FTs green in 5m):
- Iter-4b `test_del_confirm_clears_saved_draw_and_returns_to_landing` rewrote → `test_del_confirm_clears_hand_and_returns_to_gate_view_landing` (row preserved, landing renders GATE VIEW).
- Iter-4a `test_lock_hand_enables_when_sao_hand_is_complete` → `test_action_btn_transitions_to_gate_view_on_hand_complete`.
- Iter-4a `test_del_click_resets_hand_and_disables_lock_hand` → `test_del_btn_is_disabled_until_hand_complete`.
- Iter-4a `test_lock_hand_click_disables_further_interaction` → `test_hand_completion_locks_picker_state` (no LOCK HAND click; transition is automatic).
- Iter-4a `test_first_draw_locks_spread_combobox` trimmed — DEL no longer unlocks (DEL is `.btn-disabled` pre-completion).
- Iter-4a `test_form_col_renders_decks_lock_hand_del_and_reversal_pct` → action btn + DEL btn-disabled assertions.
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.7 <noreply@anthropic.com>
2026-05-20 01:34:03 -04:00
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def test_hand_completion_locks_picker_state(self):
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"""Iter-4c — when the final card lands (manual or AUTO DRAW),
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the picker gains `.my-sea-picker--locked`; further deck-stack
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clicks still SHOW the FLIP btn (so the user can see why no
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further drawing is allowed) but the FLIP carries `.btn-disabled`
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+ cards no longer fire on its click. No discrete LOCK HAND
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action; the transition is automatic on hand-completion."""
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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
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picker = self._enter_picker_phase()
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self._draw_one(picker, "levity")
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self._draw_one(picker, "levity")
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self._draw_one(picker, "gravity")
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self.wait_for(
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lambda: self.browser.find_element(
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By.CSS_SELECTOR, ".my-sea-picker.my-sea-picker--locked"
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)
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)
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# ── Test 8 ───────────────────────────────────────────────────────────────
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My Sea iter 4b: MySeaDraw persistence + LOCK HAND POST + DEL guard + Brief banner; rewrite obsolete spread-switch FT; fix bud-panel CI race on gatekeeper FT — Sprint 5 iter 4b of My Sea roadmap — TDD
Iter 4b lands server persistence of the iter-4a client-side hand. New MySeaDraw model (FK user, spread, hand JSONField in draw order, sig snapshot, created_at) w. 1/24h quota window; new endpoints /gameboard/my-sea/lock (POST, 409 on quota-active, 400 on partial hand) + /gameboard/my-sea/delete (POST, idempotent). LOCK HAND now collects the in-progress hand from DOM, POSTs, and on success un-hides a Brief banner inline (no page reload — preserves iter-4a FT picker refs). DEL post-LOCK opens #id_my_sea_del_portal w. uniform 'Are you sure?' copy; CONFIRM POSTs delete + reloads to landing. Brief banner carries the next-free-draw timestamp + a NVM dismiss. Saved-draw render bypasses the sign-gate via _resolve_sig (sig snapshot on the draw is used even if user.significator was cleared later) + bypasses the landing phase (the saved hand IS what the user came to see). Per-position slot rendering extracted to _my_sea_slot.html. DRY follow-up: card_dict() extracted to apps.epic.utils — gameroom sea_deck + my-sea _my_sea_deck_data now share one source of truth (prevents drift like the iter-4a-follow-up Major Arcana fix from recurring).
Pipeline #316 fixes bundled: (a) functional_tests.test_game_my_sea.MySeaCardDrawTest.test_switching_spread_resets_in_progress_hand was obsoleted by the iter-4a follow-up's spread-lock-after-first-draw — the test premise (mid-draw spread switching resets hand) no longer matches behavior (switching is blocked outright). Rewrote as test_first_draw_locks_spread_combobox, which pins .sea-select--locked after first draw + verifies DEL releases it. (b) functional_tests.test_game_room_gatekeeper.GatekeeperTest.test_second_gamer_drops_token_into_open_slot failed in CI on ElementNotInteractableException when clicking #id_bud_panel .btn.btn-confirm — the bud panel's scaleX(0)→scaleX(1) 0.2s CSS transition wasn't settled by click-time, so Selenium read scroll-into-view against a near-zero-width target. Added a wait_for on getBoundingClientRect().width > 100 so the click waits for the animation to finish. Local passes consistently; CI was 1+ frame slower than the implicit 'find element' wait.
Tests: 1085 IT/UT green in 55s; 35 my_sea FTs green in 5m; new ITs in MySeaDrawModelTest (8), MySeaLockHandViewTest (7), MySeaDeleteDrawViewTest (5), MySeaViewWithSavedDrawTest (9); new FTs in MySeaLockHandTest (5).
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.7 <noreply@anthropic.com>
2026-05-19 23:54:00 -04:00
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def test_first_draw_locks_spread_combobox(self):
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My Sea iter 4c: drop LOCK HAND → AUTO DRAW + GATE VIEW; quota committed at first card draw (irrevocable); DEL clears hand but preserves row as quota tracker; per-placement /lock POST upsert; lazy stale-row cleanup; sig polarity + .btn-disabled → ×; landing aperture bg revert to --priUser — Sprint 5 iter 4c of My Sea roadmap — TDD
Major refactor of the iter-4b skeleton ahead of Sprint 6's token costs. Iter 4b's LOCK HAND model let users freely DEL + LOCK in a loop, bypassing the 1/day quota; iter 4c closes that loophole by committing quota at first-card-draw (manual via FLIP OR auto via AUTO DRAW) + preserving the MySeaDraw row through DEL so the 24h clock keeps running.
## Server
`MySeaDraw` now plays double-duty: hand storage AND 24h quota tracker.
- `HAND_SIZE_BY_SPREAD` module dict maps each spread slug to its expected hand size (mirrors DRAW_ORDER in JS).
- `is_hand_complete` / `is_hand_empty` props drive view branching + template button states.
- `delete_stale()` classmethod hard-deletes rows older than FREE_DRAW_COOLDOWN_HOURS. Called lazily from `active_draw_for` on every view access (rides user traffic; no scheduler needed) + via the new `delete_stale_my_sea_draws` management command (cron backstop).
- `active_draw_for` prunes user's stale rows before lookup — auto-cleanup at the 24h mark per user spec ("sink 'em all at the 24hr mark and reinstate the FREE DRAW btn").
`my_sea_lock` is now a true upsert:
- First POST creates the row (quota commit).
- Subsequent POSTs UPDATE the existing row's hand (per-placement cadence — server stays current so navigate-away mid-draw still persists).
- Spread-mismatch (attempted spread switch within quota window) → 409.
- Empty/malformed hand → 400.
- Response carries `{ok, next_free_draw_at, hand_complete}` for JS state transitions.
`my_sea_delete` no longer deletes the row — clears the `hand` JSON only. `created_at` preserved so landing renders GATE VIEW (not FREE DRAW) until the row expires. Idempotent.
`my_sea_gate` new stub view — returns 404 for now; lets the template wire up GATE VIEW button URLs in advance. Sprint 6 will replace this w. the gatekeeper token-deposit UX.
`my_sea` view branches:
1. No sig → sign-gate
2. Active draw + non-empty hand (mid or complete) → picker phase w. saved hand
3. Active draw + empty hand (post-DEL) → landing phase w. GATE VIEW btn
4. No active draw → landing phase w. FREE DRAW btn
## Template + UX
- Picker form col: removed LOCK HAND. Replaced w. `#id_sea_action_btn` — same DOM node, label + behavior keyed on `data-state`:
- `auto-draw` → label "AUTO DRAW"; click opens shared guard portal ("Auto deal cards?"); OK → fill remaining slots client-side + single-POST commit to server (per user spec: "commit all six draws in the same POST" so navigate-away mid-animation still persists).
- `gate-view` → label "GATE VIEW"; click navigates to /gameboard/my-sea/gate/ (Sprint 6).
- JS transitions auto-draw → gate-view automatically when the hand fills (via FLIP or AUTO DRAW completion).
- DEL btn: server-renders `.btn-disabled` pre-completion (per spec, the 1/day quota commits at first-card-draw — can't be refunded by an early DEL). JS removes `.btn-disabled` on hand completion. Post-completion click opens the shared guard portal; CONFIRM POSTs the delete endpoint (which clears hand server-side) + reloads to GATE VIEW landing.
- Deck stacks remain click-responsive post-completion so the user sees the disabled-FLIP feedback (signalling "no more draws"); the FLIP click is gated on `_locked` flag.
- Landing: primary nav btn is FREE DRAW (no active draw) or GATE VIEW (active draw exists w. empty hand). Both render as `<button>` (not `<a>`) so the typography matches across states — `<a>`'s UA-default serif typeface was bleeding into GATE VIEW under iter 4b polish.
## Other polish bundled
- **Sig polarity rendered in picker** — added `.my-sea-page[data-polarity]` to the existing `.sig-overlay[data-polarity]` + `.my-sign-page[data-polarity]` selector list in `_card-deck.scss`. Template wires `data-polarity` on the page wrapper based on `significator_reversed`. Previously the picker's center sig card was always gravity-themed regardless of the user's actual sig polarity.
- **`.btn-disabled` → × overlay** — universal CSS rule: any `.btn-disabled` button reads as × regardless of its native inner text/icons (DEL → ×, FLIP → ×, etc.). Hides inner content via `visibility: hidden` on children + paints × via `::before` pseudo-element. Templates that already render `×` explicitly (don/doff toggle pairs) get the pseudo overlay on top of their hidden inner ×; no double-× regression.
- **Landing aperture bg → `--priUser`** — explicit override on `.my-sea-page[data-phase="landing"]` so any bf-cache / stale-CSS state can't leak the picker-phase `--duoUser` green bg onto a landing render. Per user spec (2026-05-20): "Keep --duoUser on the hex, not on the aperture bg."
- **Dynamic combobox state** — `aria-selected` + `.sea-select-current` visible label both branch on `default_spread` (previously hardcoded SAO). Matters when the saved spread is non-SAO (e.g., Celtic Cross resumed mid-draw).
## Test coverage
- ITs (1100 IT/UT green in 57s):
- `MySeaDrawModelTest` — `is_hand_complete`, `is_hand_empty`, `delete_stale`, lazy cleanup in `active_draw_for`.
- `MySeaLockHandViewTest` — upsert same-row (rewrote 409 test), spread-mismatch 409, hand_complete flag in response.
- `MySeaDeleteDrawViewTest` — clears hand but preserves row (rewrote "deletes row" test).
- `MySeaViewWithSavedDrawTest` — picker w. complete hand renders GATE VIEW state.
- `MySeaViewWithEmptyHandTest` (new) — empty-hand post-DEL renders landing w. GATE VIEW btn, no FREE DRAW.
- `MySeaViewWithPartialHandTest` (new) — partial-hand renders picker w. AUTO DRAW + DEL btn-disabled.
- `MySeaGateStubViewTest` (new) — 404 stub + login required.
- FTs (35 my_sea FTs green in 5m):
- Iter-4b `test_del_confirm_clears_saved_draw_and_returns_to_landing` rewrote → `test_del_confirm_clears_hand_and_returns_to_gate_view_landing` (row preserved, landing renders GATE VIEW).
- Iter-4a `test_lock_hand_enables_when_sao_hand_is_complete` → `test_action_btn_transitions_to_gate_view_on_hand_complete`.
- Iter-4a `test_del_click_resets_hand_and_disables_lock_hand` → `test_del_btn_is_disabled_until_hand_complete`.
- Iter-4a `test_lock_hand_click_disables_further_interaction` → `test_hand_completion_locks_picker_state` (no LOCK HAND click; transition is automatic).
- Iter-4a `test_first_draw_locks_spread_combobox` trimmed — DEL no longer unlocks (DEL is `.btn-disabled` pre-completion).
- Iter-4a `test_form_col_renders_decks_lock_hand_del_and_reversal_pct` → action btn + DEL btn-disabled assertions.
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.7 <noreply@anthropic.com>
2026-05-20 01:34:03 -04:00
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"""Iter-4c — once the first card lands, the SPREAD combobox
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carries `.sea-select--locked` for the rest of the quota window.
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The spread is committed at first-card moment (server-side too:
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any later POST w. a different spread → 409); no client-side
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unlock path. (Iter-4a had DEL release the lock; iter-4c made DEL
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`.btn-disabled` pre-completion → no reset pathway.)"""
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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
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picker = self._enter_picker_phase()
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self._draw_one(picker, "levity")
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combo = picker.find_element(By.CSS_SELECTOR, "[data-combobox]")
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self.wait_for(
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My Sea iter 4b: MySeaDraw persistence + LOCK HAND POST + DEL guard + Brief banner; rewrite obsolete spread-switch FT; fix bud-panel CI race on gatekeeper FT — Sprint 5 iter 4b of My Sea roadmap — TDD
Iter 4b lands server persistence of the iter-4a client-side hand. New MySeaDraw model (FK user, spread, hand JSONField in draw order, sig snapshot, created_at) w. 1/24h quota window; new endpoints /gameboard/my-sea/lock (POST, 409 on quota-active, 400 on partial hand) + /gameboard/my-sea/delete (POST, idempotent). LOCK HAND now collects the in-progress hand from DOM, POSTs, and on success un-hides a Brief banner inline (no page reload — preserves iter-4a FT picker refs). DEL post-LOCK opens #id_my_sea_del_portal w. uniform 'Are you sure?' copy; CONFIRM POSTs delete + reloads to landing. Brief banner carries the next-free-draw timestamp + a NVM dismiss. Saved-draw render bypasses the sign-gate via _resolve_sig (sig snapshot on the draw is used even if user.significator was cleared later) + bypasses the landing phase (the saved hand IS what the user came to see). Per-position slot rendering extracted to _my_sea_slot.html. DRY follow-up: card_dict() extracted to apps.epic.utils — gameroom sea_deck + my-sea _my_sea_deck_data now share one source of truth (prevents drift like the iter-4a-follow-up Major Arcana fix from recurring).
Pipeline #316 fixes bundled: (a) functional_tests.test_game_my_sea.MySeaCardDrawTest.test_switching_spread_resets_in_progress_hand was obsoleted by the iter-4a follow-up's spread-lock-after-first-draw — the test premise (mid-draw spread switching resets hand) no longer matches behavior (switching is blocked outright). Rewrote as test_first_draw_locks_spread_combobox, which pins .sea-select--locked after first draw + verifies DEL releases it. (b) functional_tests.test_game_room_gatekeeper.GatekeeperTest.test_second_gamer_drops_token_into_open_slot failed in CI on ElementNotInteractableException when clicking #id_bud_panel .btn.btn-confirm — the bud panel's scaleX(0)→scaleX(1) 0.2s CSS transition wasn't settled by click-time, so Selenium read scroll-into-view against a near-zero-width target. Added a wait_for on getBoundingClientRect().width > 100 so the click waits for the animation to finish. Local passes consistently; CI was 1+ frame slower than the implicit 'find element' wait.
Tests: 1085 IT/UT green in 55s; 35 my_sea FTs green in 5m; new ITs in MySeaDrawModelTest (8), MySeaLockHandViewTest (7), MySeaDeleteDrawViewTest (5), MySeaViewWithSavedDrawTest (9); new FTs in MySeaLockHandTest (5).
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.7 <noreply@anthropic.com>
2026-05-19 23:54:00 -04:00
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lambda: self.assertIn("sea-select--locked", combo.get_attribute("class"))
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)
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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
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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
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# ── Test 4 ───────────────────────────────────────────────────────────────
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def test_form_col_renders_decks_lock_hand_del_and_reversal_pct(self):
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"""Form col carries the DECKS swatches (GRAVITY + LEVITY), the
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LOCK HAND `.btn-primary`, the DEL `.btn-danger`, and the
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reversal-percentage caption (default 25%)."""
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picker = self._enter_picker_phase()
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# DECKS — two stacks
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stacks = picker.find_elements(By.CSS_SELECTOR, ".sea-deck-stack")
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self.assertEqual(len(stacks), 2)
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names = "|".join(
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s.find_element(By.CSS_SELECTOR, ".sea-stack-name").text.upper()
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for s in stacks
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)
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self.assertIn("GRAVITY", names)
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self.assertIn("LEVITY", names)
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My Sea iter 4c: drop LOCK HAND → AUTO DRAW + GATE VIEW; quota committed at first card draw (irrevocable); DEL clears hand but preserves row as quota tracker; per-placement /lock POST upsert; lazy stale-row cleanup; sig polarity + .btn-disabled → ×; landing aperture bg revert to --priUser — Sprint 5 iter 4c of My Sea roadmap — TDD
Major refactor of the iter-4b skeleton ahead of Sprint 6's token costs. Iter 4b's LOCK HAND model let users freely DEL + LOCK in a loop, bypassing the 1/day quota; iter 4c closes that loophole by committing quota at first-card-draw (manual via FLIP OR auto via AUTO DRAW) + preserving the MySeaDraw row through DEL so the 24h clock keeps running.
## Server
`MySeaDraw` now plays double-duty: hand storage AND 24h quota tracker.
- `HAND_SIZE_BY_SPREAD` module dict maps each spread slug to its expected hand size (mirrors DRAW_ORDER in JS).
- `is_hand_complete` / `is_hand_empty` props drive view branching + template button states.
- `delete_stale()` classmethod hard-deletes rows older than FREE_DRAW_COOLDOWN_HOURS. Called lazily from `active_draw_for` on every view access (rides user traffic; no scheduler needed) + via the new `delete_stale_my_sea_draws` management command (cron backstop).
- `active_draw_for` prunes user's stale rows before lookup — auto-cleanup at the 24h mark per user spec ("sink 'em all at the 24hr mark and reinstate the FREE DRAW btn").
`my_sea_lock` is now a true upsert:
- First POST creates the row (quota commit).
- Subsequent POSTs UPDATE the existing row's hand (per-placement cadence — server stays current so navigate-away mid-draw still persists).
- Spread-mismatch (attempted spread switch within quota window) → 409.
- Empty/malformed hand → 400.
- Response carries `{ok, next_free_draw_at, hand_complete}` for JS state transitions.
`my_sea_delete` no longer deletes the row — clears the `hand` JSON only. `created_at` preserved so landing renders GATE VIEW (not FREE DRAW) until the row expires. Idempotent.
`my_sea_gate` new stub view — returns 404 for now; lets the template wire up GATE VIEW button URLs in advance. Sprint 6 will replace this w. the gatekeeper token-deposit UX.
`my_sea` view branches:
1. No sig → sign-gate
2. Active draw + non-empty hand (mid or complete) → picker phase w. saved hand
3. Active draw + empty hand (post-DEL) → landing phase w. GATE VIEW btn
4. No active draw → landing phase w. FREE DRAW btn
## Template + UX
- Picker form col: removed LOCK HAND. Replaced w. `#id_sea_action_btn` — same DOM node, label + behavior keyed on `data-state`:
- `auto-draw` → label "AUTO DRAW"; click opens shared guard portal ("Auto deal cards?"); OK → fill remaining slots client-side + single-POST commit to server (per user spec: "commit all six draws in the same POST" so navigate-away mid-animation still persists).
- `gate-view` → label "GATE VIEW"; click navigates to /gameboard/my-sea/gate/ (Sprint 6).
- JS transitions auto-draw → gate-view automatically when the hand fills (via FLIP or AUTO DRAW completion).
- DEL btn: server-renders `.btn-disabled` pre-completion (per spec, the 1/day quota commits at first-card-draw — can't be refunded by an early DEL). JS removes `.btn-disabled` on hand completion. Post-completion click opens the shared guard portal; CONFIRM POSTs the delete endpoint (which clears hand server-side) + reloads to GATE VIEW landing.
- Deck stacks remain click-responsive post-completion so the user sees the disabled-FLIP feedback (signalling "no more draws"); the FLIP click is gated on `_locked` flag.
- Landing: primary nav btn is FREE DRAW (no active draw) or GATE VIEW (active draw exists w. empty hand). Both render as `<button>` (not `<a>`) so the typography matches across states — `<a>`'s UA-default serif typeface was bleeding into GATE VIEW under iter 4b polish.
## Other polish bundled
- **Sig polarity rendered in picker** — added `.my-sea-page[data-polarity]` to the existing `.sig-overlay[data-polarity]` + `.my-sign-page[data-polarity]` selector list in `_card-deck.scss`. Template wires `data-polarity` on the page wrapper based on `significator_reversed`. Previously the picker's center sig card was always gravity-themed regardless of the user's actual sig polarity.
- **`.btn-disabled` → × overlay** — universal CSS rule: any `.btn-disabled` button reads as × regardless of its native inner text/icons (DEL → ×, FLIP → ×, etc.). Hides inner content via `visibility: hidden` on children + paints × via `::before` pseudo-element. Templates that already render `×` explicitly (don/doff toggle pairs) get the pseudo overlay on top of their hidden inner ×; no double-× regression.
- **Landing aperture bg → `--priUser`** — explicit override on `.my-sea-page[data-phase="landing"]` so any bf-cache / stale-CSS state can't leak the picker-phase `--duoUser` green bg onto a landing render. Per user spec (2026-05-20): "Keep --duoUser on the hex, not on the aperture bg."
- **Dynamic combobox state** — `aria-selected` + `.sea-select-current` visible label both branch on `default_spread` (previously hardcoded SAO). Matters when the saved spread is non-SAO (e.g., Celtic Cross resumed mid-draw).
## Test coverage
- ITs (1100 IT/UT green in 57s):
- `MySeaDrawModelTest` — `is_hand_complete`, `is_hand_empty`, `delete_stale`, lazy cleanup in `active_draw_for`.
- `MySeaLockHandViewTest` — upsert same-row (rewrote 409 test), spread-mismatch 409, hand_complete flag in response.
- `MySeaDeleteDrawViewTest` — clears hand but preserves row (rewrote "deletes row" test).
- `MySeaViewWithSavedDrawTest` — picker w. complete hand renders GATE VIEW state.
- `MySeaViewWithEmptyHandTest` (new) — empty-hand post-DEL renders landing w. GATE VIEW btn, no FREE DRAW.
- `MySeaViewWithPartialHandTest` (new) — partial-hand renders picker w. AUTO DRAW + DEL btn-disabled.
- `MySeaGateStubViewTest` (new) — 404 stub + login required.
- FTs (35 my_sea FTs green in 5m):
- Iter-4b `test_del_confirm_clears_saved_draw_and_returns_to_landing` rewrote → `test_del_confirm_clears_hand_and_returns_to_gate_view_landing` (row preserved, landing renders GATE VIEW).
- Iter-4a `test_lock_hand_enables_when_sao_hand_is_complete` → `test_action_btn_transitions_to_gate_view_on_hand_complete`.
- Iter-4a `test_del_click_resets_hand_and_disables_lock_hand` → `test_del_btn_is_disabled_until_hand_complete`.
- Iter-4a `test_lock_hand_click_disables_further_interaction` → `test_hand_completion_locks_picker_state` (no LOCK HAND click; transition is automatic).
- Iter-4a `test_first_draw_locks_spread_combobox` trimmed — DEL no longer unlocks (DEL is `.btn-disabled` pre-completion).
- Iter-4a `test_form_col_renders_decks_lock_hand_del_and_reversal_pct` → action btn + DEL btn-disabled assertions.
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.7 <noreply@anthropic.com>
2026-05-20 01:34:03 -04:00
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# Iter-4c — action btn (AUTO DRAW / GATE VIEW slot) + DEL.
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action_btn = picker.find_element(By.CSS_SELECTOR, "#id_sea_action_btn")
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self.assertIn("AUTO", action_btn.text.upper())
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self.assertIn("btn-primary", action_btn.get_attribute("class"))
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self.assertEqual(action_btn.get_attribute("data-state"), "auto-draw")
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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
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delbtn = picker.find_element(By.CSS_SELECTOR, "#id_sea_del")
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2026-05-20 09:56:19 -04:00
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# DEL renders w. `.btn-disabled` pre-completion + inner text "×"
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# (case-by-case rendering per game-kit tooltip convention; user-
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# spec 2026-05-20 dropped the universal pseudo-element ×).
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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
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self.assertIn("btn-danger", delbtn.get_attribute("class"))
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My Sea iter 4c: drop LOCK HAND → AUTO DRAW + GATE VIEW; quota committed at first card draw (irrevocable); DEL clears hand but preserves row as quota tracker; per-placement /lock POST upsert; lazy stale-row cleanup; sig polarity + .btn-disabled → ×; landing aperture bg revert to --priUser — Sprint 5 iter 4c of My Sea roadmap — TDD
Major refactor of the iter-4b skeleton ahead of Sprint 6's token costs. Iter 4b's LOCK HAND model let users freely DEL + LOCK in a loop, bypassing the 1/day quota; iter 4c closes that loophole by committing quota at first-card-draw (manual via FLIP OR auto via AUTO DRAW) + preserving the MySeaDraw row through DEL so the 24h clock keeps running.
## Server
`MySeaDraw` now plays double-duty: hand storage AND 24h quota tracker.
- `HAND_SIZE_BY_SPREAD` module dict maps each spread slug to its expected hand size (mirrors DRAW_ORDER in JS).
- `is_hand_complete` / `is_hand_empty` props drive view branching + template button states.
- `delete_stale()` classmethod hard-deletes rows older than FREE_DRAW_COOLDOWN_HOURS. Called lazily from `active_draw_for` on every view access (rides user traffic; no scheduler needed) + via the new `delete_stale_my_sea_draws` management command (cron backstop).
- `active_draw_for` prunes user's stale rows before lookup — auto-cleanup at the 24h mark per user spec ("sink 'em all at the 24hr mark and reinstate the FREE DRAW btn").
`my_sea_lock` is now a true upsert:
- First POST creates the row (quota commit).
- Subsequent POSTs UPDATE the existing row's hand (per-placement cadence — server stays current so navigate-away mid-draw still persists).
- Spread-mismatch (attempted spread switch within quota window) → 409.
- Empty/malformed hand → 400.
- Response carries `{ok, next_free_draw_at, hand_complete}` for JS state transitions.
`my_sea_delete` no longer deletes the row — clears the `hand` JSON only. `created_at` preserved so landing renders GATE VIEW (not FREE DRAW) until the row expires. Idempotent.
`my_sea_gate` new stub view — returns 404 for now; lets the template wire up GATE VIEW button URLs in advance. Sprint 6 will replace this w. the gatekeeper token-deposit UX.
`my_sea` view branches:
1. No sig → sign-gate
2. Active draw + non-empty hand (mid or complete) → picker phase w. saved hand
3. Active draw + empty hand (post-DEL) → landing phase w. GATE VIEW btn
4. No active draw → landing phase w. FREE DRAW btn
## Template + UX
- Picker form col: removed LOCK HAND. Replaced w. `#id_sea_action_btn` — same DOM node, label + behavior keyed on `data-state`:
- `auto-draw` → label "AUTO DRAW"; click opens shared guard portal ("Auto deal cards?"); OK → fill remaining slots client-side + single-POST commit to server (per user spec: "commit all six draws in the same POST" so navigate-away mid-animation still persists).
- `gate-view` → label "GATE VIEW"; click navigates to /gameboard/my-sea/gate/ (Sprint 6).
- JS transitions auto-draw → gate-view automatically when the hand fills (via FLIP or AUTO DRAW completion).
- DEL btn: server-renders `.btn-disabled` pre-completion (per spec, the 1/day quota commits at first-card-draw — can't be refunded by an early DEL). JS removes `.btn-disabled` on hand completion. Post-completion click opens the shared guard portal; CONFIRM POSTs the delete endpoint (which clears hand server-side) + reloads to GATE VIEW landing.
- Deck stacks remain click-responsive post-completion so the user sees the disabled-FLIP feedback (signalling "no more draws"); the FLIP click is gated on `_locked` flag.
- Landing: primary nav btn is FREE DRAW (no active draw) or GATE VIEW (active draw exists w. empty hand). Both render as `<button>` (not `<a>`) so the typography matches across states — `<a>`'s UA-default serif typeface was bleeding into GATE VIEW under iter 4b polish.
## Other polish bundled
- **Sig polarity rendered in picker** — added `.my-sea-page[data-polarity]` to the existing `.sig-overlay[data-polarity]` + `.my-sign-page[data-polarity]` selector list in `_card-deck.scss`. Template wires `data-polarity` on the page wrapper based on `significator_reversed`. Previously the picker's center sig card was always gravity-themed regardless of the user's actual sig polarity.
- **`.btn-disabled` → × overlay** — universal CSS rule: any `.btn-disabled` button reads as × regardless of its native inner text/icons (DEL → ×, FLIP → ×, etc.). Hides inner content via `visibility: hidden` on children + paints × via `::before` pseudo-element. Templates that already render `×` explicitly (don/doff toggle pairs) get the pseudo overlay on top of their hidden inner ×; no double-× regression.
- **Landing aperture bg → `--priUser`** — explicit override on `.my-sea-page[data-phase="landing"]` so any bf-cache / stale-CSS state can't leak the picker-phase `--duoUser` green bg onto a landing render. Per user spec (2026-05-20): "Keep --duoUser on the hex, not on the aperture bg."
- **Dynamic combobox state** — `aria-selected` + `.sea-select-current` visible label both branch on `default_spread` (previously hardcoded SAO). Matters when the saved spread is non-SAO (e.g., Celtic Cross resumed mid-draw).
## Test coverage
- ITs (1100 IT/UT green in 57s):
- `MySeaDrawModelTest` — `is_hand_complete`, `is_hand_empty`, `delete_stale`, lazy cleanup in `active_draw_for`.
- `MySeaLockHandViewTest` — upsert same-row (rewrote 409 test), spread-mismatch 409, hand_complete flag in response.
- `MySeaDeleteDrawViewTest` — clears hand but preserves row (rewrote "deletes row" test).
- `MySeaViewWithSavedDrawTest` — picker w. complete hand renders GATE VIEW state.
- `MySeaViewWithEmptyHandTest` (new) — empty-hand post-DEL renders landing w. GATE VIEW btn, no FREE DRAW.
- `MySeaViewWithPartialHandTest` (new) — partial-hand renders picker w. AUTO DRAW + DEL btn-disabled.
- `MySeaGateStubViewTest` (new) — 404 stub + login required.
- FTs (35 my_sea FTs green in 5m):
- Iter-4b `test_del_confirm_clears_saved_draw_and_returns_to_landing` rewrote → `test_del_confirm_clears_hand_and_returns_to_gate_view_landing` (row preserved, landing renders GATE VIEW).
- Iter-4a `test_lock_hand_enables_when_sao_hand_is_complete` → `test_action_btn_transitions_to_gate_view_on_hand_complete`.
- Iter-4a `test_del_click_resets_hand_and_disables_lock_hand` → `test_del_btn_is_disabled_until_hand_complete`.
- Iter-4a `test_lock_hand_click_disables_further_interaction` → `test_hand_completion_locks_picker_state` (no LOCK HAND click; transition is automatic).
- Iter-4a `test_first_draw_locks_spread_combobox` trimmed — DEL no longer unlocks (DEL is `.btn-disabled` pre-completion).
- Iter-4a `test_form_col_renders_decks_lock_hand_del_and_reversal_pct` → action btn + DEL btn-disabled assertions.
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.7 <noreply@anthropic.com>
2026-05-20 01:34:03 -04:00
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self.assertIn("btn-disabled", delbtn.get_attribute("class"))
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2026-05-20 09:56:19 -04:00
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self.assertEqual(delbtn.text, "×")
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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
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# Reversal % caption — default 25
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hint = picker.find_element(By.CSS_SELECTOR, ".sea-reversal-hint")
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self.assertIn("25", hint.text)
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self.assertIn("reversal", hint.text.lower())
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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
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# ── Test (modal bug fix) ────────────────────────────────────────────────
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def test_flip_click_opens_portaled_stage_modal(self):
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"""Bug fix (2026-05-19): the user-reported missing modal. After
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clicking the deck stack + the FLIP btn that appears, SeaDeal.
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openStage should fire — showing `#id_sea_stage` (position-fixed
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full-viewport portal) above everything else. Before the fix the
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slot got filled directly at opacity 0 → 'thumbnail summarily
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disappears'. Now: modal opens; slot stays at `--filled` but
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`--visible` is NOT added yet (waits for backdrop dismiss)."""
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picker = self._enter_picker_phase()
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stage = self._draw_open_modal(picker, "levity")
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# Stage card carries the drawn card's data — non-empty corner rank.
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rank = stage.find_element(
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By.CSS_SELECTOR, ".sea-stage-card .fan-card-corner--tl .fan-corner-rank"
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)
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self.assertTrue(rank.text.strip(), "stage card should display the drawn card's corner rank")
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# Slot in the cross is in `.--filled` state but the thumbnail is
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# invisible until the modal dismisses (the bug we're guarding).
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slot = picker.find_element(
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By.CSS_SELECTOR, ".sea-pos-lay .sea-card-slot.sea-card-slot--filled"
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)
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self.assertNotIn(
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"sea-card-slot--visible", slot.get_attribute("class"),
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"slot should still be in pre-reveal opacity-0 state while modal is open",
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)
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# ── Test (modal bug fix, dismiss reveal) ───────────────────────────────
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def test_backdrop_click_dismisses_modal_and_reveals_thumbnail(self):
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"""Bug fix part 2: clicking the `.sea-stage-backdrop` closes the
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modal AND adds `.sea-card-slot--visible` to the deposited slot,
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making the thumbnail fade in. Confirms the user-reported 'card
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appears where the slot was' behavior post-dismiss."""
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picker = self._enter_picker_phase()
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self._draw_open_modal(picker, "levity")
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self._dismiss_modal()
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slot = picker.find_element(
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By.CSS_SELECTOR, ".sea-pos-lay .sea-card-slot.sea-card-slot--filled"
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)
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self.assertIn(
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"sea-card-slot--visible", slot.get_attribute("class"),
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"post-dismiss, the slot should fade in via `.--visible`",
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)
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# ── Test (modal bug fix, stat block populates) ─────────────────────────
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def test_modal_stage_renders_stat_block_dom_contract(self):
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"""SeaDeal._populate populates the stat-block keyword `<ul>`s
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via `#id_sea_stat_upright` / `#id_sea_stat_reversed`. The DOM
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contract — these IDs exist inside the stage — is what this FT
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pins; the actual stat content (keyword text, qualifier render)
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is exercised by [[SeaDealSpec.js]]. Earthman seed cards in the
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iter-4a FT pile carry empty keyword arrays so we can't assert
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text content here without enriching the seed."""
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picker = self._enter_picker_phase()
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self._draw_open_modal(picker, "levity")
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# Stat-block UL elements exist inside the visible stage.
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upright = self.browser.find_element(By.CSS_SELECTOR, "#id_sea_stat_upright")
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reversed_ul = self.browser.find_element(By.CSS_SELECTOR, "#id_sea_stat_reversed")
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self.assertIsNotNone(upright)
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self.assertIsNotNone(reversed_ul)
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# The sea stat block is inside the visible stage modal.
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stat_block = self.browser.find_element(
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By.CSS_SELECTOR, "#id_sea_stage .sea-stat-block"
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)
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self.assertIsNotNone(stat_block)
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My Sea iter 4b: MySeaDraw persistence + LOCK HAND POST + DEL guard + Brief banner; rewrite obsolete spread-switch FT; fix bud-panel CI race on gatekeeper FT — Sprint 5 iter 4b of My Sea roadmap — TDD
Iter 4b lands server persistence of the iter-4a client-side hand. New MySeaDraw model (FK user, spread, hand JSONField in draw order, sig snapshot, created_at) w. 1/24h quota window; new endpoints /gameboard/my-sea/lock (POST, 409 on quota-active, 400 on partial hand) + /gameboard/my-sea/delete (POST, idempotent). LOCK HAND now collects the in-progress hand from DOM, POSTs, and on success un-hides a Brief banner inline (no page reload — preserves iter-4a FT picker refs). DEL post-LOCK opens #id_my_sea_del_portal w. uniform 'Are you sure?' copy; CONFIRM POSTs delete + reloads to landing. Brief banner carries the next-free-draw timestamp + a NVM dismiss. Saved-draw render bypasses the sign-gate via _resolve_sig (sig snapshot on the draw is used even if user.significator was cleared later) + bypasses the landing phase (the saved hand IS what the user came to see). Per-position slot rendering extracted to _my_sea_slot.html. DRY follow-up: card_dict() extracted to apps.epic.utils — gameroom sea_deck + my-sea _my_sea_deck_data now share one source of truth (prevents drift like the iter-4a-follow-up Major Arcana fix from recurring).
Pipeline #316 fixes bundled: (a) functional_tests.test_game_my_sea.MySeaCardDrawTest.test_switching_spread_resets_in_progress_hand was obsoleted by the iter-4a follow-up's spread-lock-after-first-draw — the test premise (mid-draw spread switching resets hand) no longer matches behavior (switching is blocked outright). Rewrote as test_first_draw_locks_spread_combobox, which pins .sea-select--locked after first draw + verifies DEL releases it. (b) functional_tests.test_game_room_gatekeeper.GatekeeperTest.test_second_gamer_drops_token_into_open_slot failed in CI on ElementNotInteractableException when clicking #id_bud_panel .btn.btn-confirm — the bud panel's scaleX(0)→scaleX(1) 0.2s CSS transition wasn't settled by click-time, so Selenium read scroll-into-view against a near-zero-width target. Added a wait_for on getBoundingClientRect().width > 100 so the click waits for the animation to finish. Local passes consistently; CI was 1+ frame slower than the implicit 'find element' wait.
Tests: 1085 IT/UT green in 55s; 35 my_sea FTs green in 5m; new ITs in MySeaDrawModelTest (8), MySeaLockHandViewTest (7), MySeaDeleteDrawViewTest (5), MySeaViewWithSavedDrawTest (9); new FTs in MySeaLockHandTest (5).
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.7 <noreply@anthropic.com>
2026-05-19 23:54:00 -04:00
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class MySeaLockHandTest(FunctionalTest):
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"""Sprint 5 iter 4b — server persistence + DEL guard.
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Iter 4a left the locked hand purely client-side; this iter persists
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it via a `MySeaDraw` model so:
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- reload restores the locked hand (picker renders w. all positions
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already filled + locked)
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- a 24-hour free-draw quota applies (user gets 1 draw per 24h
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irrespective of spread type)
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- the landing phase is bypassed when a saved draw exists
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- DEL on a locked hand opens a uniform guard portal (CONFIRM/NVM)
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- a Brief banner accompanies the picker post-lock w. the next
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free-draw timestamp + NVM to dismiss
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Per-modal interactivity (NVM dismiss UX, button-enabled state on
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saved-hand init) defers to Jasmine — this FT pins only the
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integration paths the server is responsible for.
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"""
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def setUp(self):
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super().setUp()
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_seed_earthman_sig_pile()
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_seed_gameboard_applets()
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self.email = "lock@test.io"
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self.gamer = User.objects.create(email=self.email)
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self.target_card = _assign_sig(self.gamer)
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def _save_draw_for_user(self, hand=None):
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"""Persist a MySeaDraw row for self.gamer directly, bypassing the
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LOCK HAND UI. Returns the saved draw. Used by tests that pin the
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post-lock UX without re-walking the 3-card draw flow each time."""
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from apps.gameboard.models import MySeaDraw
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if hand is None:
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# Pick three cards from the user's deck (excluding sig)
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from apps.epic.models import TarotCard
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cards = list(TarotCard.objects.exclude(
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id=self.target_card.id
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)[:3])
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hand = [
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{"position": "lay", "card_id": cards[0].id, "reversed": False, "polarity": "gravity"},
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{"position": "cover", "card_id": cards[1].id, "reversed": True, "polarity": "levity"},
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{"position": "crown", "card_id": cards[2].id, "reversed": False, "polarity": "gravity"},
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]
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return MySeaDraw.objects.create(
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user=self.gamer,
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spread="situation-action-outcome",
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hand=hand,
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significator_id=self.target_card.id,
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significator_reversed=False,
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)
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# ── Test 1 ───────────────────────────────────────────────────────────────
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def test_saved_draw_bypasses_landing_renders_picker_phase_directly(self):
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"""User with a MySeaDraw row lands directly on [data-phase='picker']
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— the landing (FREE DRAW + 6-chair hex) is skipped, since the
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free quota is already spent and the locked hand is what the user
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should see."""
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self._save_draw_for_user()
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self.create_pre_authenticated_session(self.email)
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self.browser.get(self.live_server_url + "/gameboard/my-sea/")
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page = self.wait_for(
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lambda: self.browser.find_element(
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By.CSS_SELECTOR, ".my-sea-page[data-phase='picker']"
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)
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)
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self.assertIsNotNone(page)
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# FREE DRAW landing chair-hex should not be visible.
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landings = self.browser.find_elements(
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By.CSS_SELECTOR, ".my-sea-page[data-phase='landing']"
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)
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self.assertEqual(landings, [])
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# ── Test 2 ───────────────────────────────────────────────────────────────
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def test_saved_draw_renders_saved_hand_in_picker_slots(self):
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"""The picker phase renders each saved position's slot as
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`--filled` + carries the saved card's id in `data-card-id` +
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the saved polarity class (`--gravity` / `--levity`)."""
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draw = self._save_draw_for_user()
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self.create_pre_authenticated_session(self.email)
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self.browser.get(self.live_server_url + "/gameboard/my-sea/")
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self.wait_for(
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lambda: self.browser.find_element(
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By.CSS_SELECTOR, ".my-sea-page[data-phase='picker']"
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)
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)
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for entry in draw.hand:
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slot = self.browser.find_element(
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By.CSS_SELECTOR,
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f".sea-pos-{entry['position']} .sea-card-slot.sea-card-slot--filled",
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)
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self.assertEqual(
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slot.get_attribute("data-card-id"), str(entry["card_id"]),
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f"slot for position {entry['position']} should carry the saved card id",
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)
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self.assertIn(
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f"sea-card-slot--{entry['polarity']}",
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slot.get_attribute("class"),
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)
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# ── Test 3 ───────────────────────────────────────────────────────────────
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def test_saved_draw_renders_brief_banner_with_next_free_draw_timestamp(self):
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My Sea iter 4b polish: Brief banner uses standard portaled `.note-banner` (Gaussian glass atop h2); next-free-draw datetime in dedicated `<time>` slot (not "Invalid Date"); DEL guard reuses shared `#id_guard_portal` from base.html — TDD
UX refactor on top of iter 4b (b76d3c5) per user direction:
(1) Brief banner — replaced custom `.my-sea-brief` markup + SCSS w. a call to `Brief.showBanner` from note.js. Now matches the my-notes / my-sign default-deck-warning Briefs exactly: standard `.note-banner` portaled atop the h2 w. Gaussian-glass backdrop-filter blur. Tagged `.my-sea-locked-banner` for FT disambiguation only — no visual override.
(2) Brief timestamp — fix for "Invalid Date" rendering in note.js's `<time class="note-banner__timestamp">` slot. Previously passed `created_at: ''` to `Brief.showBanner` → `new Date('')` returns Invalid Date → `toLocaleDateString` renders "Invalid Date". Now passes the next-free-draw ISO timestamp as `created_at` (server emits via `|date:'c'`). After Brief.showBanner returns, the `_showFreeDrawLockedBrief` JS overwrites the rendered text w. the more detailed `D, M j @ g:i A` format ("Wed, May 20 @ 11:57 PM") — leaves the ISO `datetime=` attribute intact for accessibility. The `line_text` no longer carries the timestamp inline (it's redundant w. the dedicated slot).
(3) DEL guard portal — replaced custom `#id_my_sea_del_portal` fullscreen modal + `.my-sea-del-portal` SCSS w. a call to `window.showGuard` from base.html, targeting the shared `#id_guard_portal`. Same Gaussian-glass tooltip the room gear-menu DEL flow uses: no backdrop, positioned above the anchor button, standard `.btn-confirm OK` + `.btn-cancel NVM` pair. Bundled a non-breaking `options.yesLabel` extension to `show()` in base.html for future destructive flows that need a custom YES label (defaults to 'OK', resets on dismiss/confirm) — my-sea doesn't use it per user direction (the `.btn-confirm` class implies "OK"; destructive intent belongs on the trigger button, which is `.btn-danger DEL`).
Tests: 30 iter-4b ITs (model + lock + delete + saved-draw view branches) + 5 iter-4b FTs all green; IT/FT assertions updated to target the shared portal markup (`#id_guard_portal.active`, `.guard-yes`, `.guard-no`, `.note-banner.my-sea-locked-banner`).
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.7 <noreply@anthropic.com>
2026-05-20 00:12:52 -04:00
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"""Post-lock UX: a Look!-formatted Brief banner appears atop the
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h2 (standard portaled `.note-banner` w. Gaussian-glass bg, same
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styling as my-notes / my-sign default-deck-warning Briefs). The
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FT fix CI #342: seed log_tax_debit in test_saved_draw_renders_brief_banner — @taxman ledger sprint left the FT stale
CI pipeline #342 surfaced two errors, both on the same selector failure path:
1. `test_saved_draw_renders_brief_banner_with_next_free_draw_timestamp` (test_game_my_sea.py:1233) — DEFINITELY caused by my @taxman ledger sprint (f44a282). The Brief banner on /gameboard/my-sea/ is now server-driven via the `free_draw_brief_payload` context var, which `my_sea_lock` emits via `log_tax_debit` on the first card of a cycle. This FT bypasses `my_sea_lock` by ORM-creating the MySeaDraw row (`_save_draw_for_user` helper) — no tax-debit emitted, no payload, no banner, selector fails. Fix: explicitly call `log_tax_debit(self.gamer, "free_draw_locked")` after the ORM seed, mirroring what `my_sea_lock` would have done in the real flow. Kept the seed scoped to test 3 only (the only test that asserts the Brief); the other tests using `_save_draw_for_user` (picker phase, saved hand slots, DEL portal, etc.) don't need it.
2. `test_carte_blanche_equip_and_multi_slot_gatekeeper` (test_trinket_carte_blanche.py:82) — selector for `.my-sea-sign-gate-brief` (added in `a133a9c` per polish-9 race fix) fails ONLY in the CI batched run, NOT in isolation (3× local runs pass, including running the full carte test class). The most likely chain: the my_sea FT above fails alphabetically FIRST in the batch, raises NoSuchElement after the 10s wait_for timeout. That can leave the test runner / geckodriver / Firefox in a transient bad state that the next test (carte blanche) inherits. Common signature for this kind of CI-only cascade w. one root cause: fix the upstream test, downstream clears too.
Local sweep: the my_sea fix in isolation passes (12.881s); the full carte class passes (34.456s, 3 tests). Expectation: CI pipeline #343 will clear both errors w. this one-line fix.
If carte still fails on the next CI run after the my_sea fix lands, the next step is to inspect the CI screendump for the carte failure (not synced to local) to see what state the page was actually in.
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-26 18:19:11 -04:00
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spend-moment timestamp lives in the dedicated `.note-banner__
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My Sea iter 4b polish: Brief banner uses standard portaled `.note-banner` (Gaussian glass atop h2); next-free-draw datetime in dedicated `<time>` slot (not "Invalid Date"); DEL guard reuses shared `#id_guard_portal` from base.html — TDD
UX refactor on top of iter 4b (b76d3c5) per user direction:
(1) Brief banner — replaced custom `.my-sea-brief` markup + SCSS w. a call to `Brief.showBanner` from note.js. Now matches the my-notes / my-sign default-deck-warning Briefs exactly: standard `.note-banner` portaled atop the h2 w. Gaussian-glass backdrop-filter blur. Tagged `.my-sea-locked-banner` for FT disambiguation only — no visual override.
(2) Brief timestamp — fix for "Invalid Date" rendering in note.js's `<time class="note-banner__timestamp">` slot. Previously passed `created_at: ''` to `Brief.showBanner` → `new Date('')` returns Invalid Date → `toLocaleDateString` renders "Invalid Date". Now passes the next-free-draw ISO timestamp as `created_at` (server emits via `|date:'c'`). After Brief.showBanner returns, the `_showFreeDrawLockedBrief` JS overwrites the rendered text w. the more detailed `D, M j @ g:i A` format ("Wed, May 20 @ 11:57 PM") — leaves the ISO `datetime=` attribute intact for accessibility. The `line_text` no longer carries the timestamp inline (it's redundant w. the dedicated slot).
(3) DEL guard portal — replaced custom `#id_my_sea_del_portal` fullscreen modal + `.my-sea-del-portal` SCSS w. a call to `window.showGuard` from base.html, targeting the shared `#id_guard_portal`. Same Gaussian-glass tooltip the room gear-menu DEL flow uses: no backdrop, positioned above the anchor button, standard `.btn-confirm OK` + `.btn-cancel NVM` pair. Bundled a non-breaking `options.yesLabel` extension to `show()` in base.html for future destructive flows that need a custom YES label (defaults to 'OK', resets on dismiss/confirm) — my-sea doesn't use it per user direction (the `.btn-confirm` class implies "OK"; destructive intent belongs on the trigger button, which is `.btn-danger DEL`).
Tests: 30 iter-4b ITs (model + lock + delete + saved-draw view branches) + 5 iter-4b FTs all green; IT/FT assertions updated to target the shared portal markup (`#id_guard_portal.active`, `.guard-yes`, `.guard-no`, `.note-banner.my-sea-locked-banner`).
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.7 <noreply@anthropic.com>
2026-05-20 00:12:52 -04:00
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timestamp` `<time>` slot (note.js's standard datetime element),
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formatted by JS to `D, M j @ g:i A` shape — e.g. "Wed, May 20 @
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11:57 PM". Tagged `.my-sea-locked-banner` so this FT disambiguates
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FT fix CI #342: seed log_tax_debit in test_saved_draw_renders_brief_banner — @taxman ledger sprint left the FT stale
CI pipeline #342 surfaced two errors, both on the same selector failure path:
1. `test_saved_draw_renders_brief_banner_with_next_free_draw_timestamp` (test_game_my_sea.py:1233) — DEFINITELY caused by my @taxman ledger sprint (f44a282). The Brief banner on /gameboard/my-sea/ is now server-driven via the `free_draw_brief_payload` context var, which `my_sea_lock` emits via `log_tax_debit` on the first card of a cycle. This FT bypasses `my_sea_lock` by ORM-creating the MySeaDraw row (`_save_draw_for_user` helper) — no tax-debit emitted, no payload, no banner, selector fails. Fix: explicitly call `log_tax_debit(self.gamer, "free_draw_locked")` after the ORM seed, mirroring what `my_sea_lock` would have done in the real flow. Kept the seed scoped to test 3 only (the only test that asserts the Brief); the other tests using `_save_draw_for_user` (picker phase, saved hand slots, DEL portal, etc.) don't need it.
2. `test_carte_blanche_equip_and_multi_slot_gatekeeper` (test_trinket_carte_blanche.py:82) — selector for `.my-sea-sign-gate-brief` (added in `a133a9c` per polish-9 race fix) fails ONLY in the CI batched run, NOT in isolation (3× local runs pass, including running the full carte test class). The most likely chain: the my_sea FT above fails alphabetically FIRST in the batch, raises NoSuchElement after the 10s wait_for timeout. That can leave the test runner / geckodriver / Firefox in a transient bad state that the next test (carte blanche) inherits. Common signature for this kind of CI-only cascade w. one root cause: fix the upstream test, downstream clears too.
Local sweep: the my_sea fix in isolation passes (12.881s); the full carte class passes (34.456s, 3 tests). Expectation: CI pipeline #343 will clear both errors w. this one-line fix.
If carte still fails on the next CI run after the my_sea fix lands, the next step is to inspect the CI screendump for the carte failure (not synced to local) to see what state the page was actually in.
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-26 18:19:11 -04:00
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from any other Briefs that may stack on the page.
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Sprint 2026-05-26 (@taxman ledger) update — the Brief banner is
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now server-driven via the `free_draw_brief_payload` context var,
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which surfaces ONLY when a TAX_LEDGER Brief exists for the user.
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`my_sea_lock` emits one automatically on the first card of a
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cycle; this FT bypasses `my_sea_lock` by ORM-creating the
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MySeaDraw row, so it must ALSO seed the matching tax-debit
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Brief explicitly (mirrors what `my_sea_lock` would have done)."""
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My Sea iter 4b: MySeaDraw persistence + LOCK HAND POST + DEL guard + Brief banner; rewrite obsolete spread-switch FT; fix bud-panel CI race on gatekeeper FT — Sprint 5 iter 4b of My Sea roadmap — TDD
Iter 4b lands server persistence of the iter-4a client-side hand. New MySeaDraw model (FK user, spread, hand JSONField in draw order, sig snapshot, created_at) w. 1/24h quota window; new endpoints /gameboard/my-sea/lock (POST, 409 on quota-active, 400 on partial hand) + /gameboard/my-sea/delete (POST, idempotent). LOCK HAND now collects the in-progress hand from DOM, POSTs, and on success un-hides a Brief banner inline (no page reload — preserves iter-4a FT picker refs). DEL post-LOCK opens #id_my_sea_del_portal w. uniform 'Are you sure?' copy; CONFIRM POSTs delete + reloads to landing. Brief banner carries the next-free-draw timestamp + a NVM dismiss. Saved-draw render bypasses the sign-gate via _resolve_sig (sig snapshot on the draw is used even if user.significator was cleared later) + bypasses the landing phase (the saved hand IS what the user came to see). Per-position slot rendering extracted to _my_sea_slot.html. DRY follow-up: card_dict() extracted to apps.epic.utils — gameroom sea_deck + my-sea _my_sea_deck_data now share one source of truth (prevents drift like the iter-4a-follow-up Major Arcana fix from recurring).
Pipeline #316 fixes bundled: (a) functional_tests.test_game_my_sea.MySeaCardDrawTest.test_switching_spread_resets_in_progress_hand was obsoleted by the iter-4a follow-up's spread-lock-after-first-draw — the test premise (mid-draw spread switching resets hand) no longer matches behavior (switching is blocked outright). Rewrote as test_first_draw_locks_spread_combobox, which pins .sea-select--locked after first draw + verifies DEL releases it. (b) functional_tests.test_game_room_gatekeeper.GatekeeperTest.test_second_gamer_drops_token_into_open_slot failed in CI on ElementNotInteractableException when clicking #id_bud_panel .btn.btn-confirm — the bud panel's scaleX(0)→scaleX(1) 0.2s CSS transition wasn't settled by click-time, so Selenium read scroll-into-view against a near-zero-width target. Added a wait_for on getBoundingClientRect().width > 100 so the click waits for the animation to finish. Local passes consistently; CI was 1+ frame slower than the implicit 'find element' wait.
Tests: 1085 IT/UT green in 55s; 35 my_sea FTs green in 5m; new ITs in MySeaDrawModelTest (8), MySeaLockHandViewTest (7), MySeaDeleteDrawViewTest (5), MySeaViewWithSavedDrawTest (9); new FTs in MySeaLockHandTest (5).
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.7 <noreply@anthropic.com>
2026-05-19 23:54:00 -04:00
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self._save_draw_for_user()
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FT fix CI #342: seed log_tax_debit in test_saved_draw_renders_brief_banner — @taxman ledger sprint left the FT stale
CI pipeline #342 surfaced two errors, both on the same selector failure path:
1. `test_saved_draw_renders_brief_banner_with_next_free_draw_timestamp` (test_game_my_sea.py:1233) — DEFINITELY caused by my @taxman ledger sprint (f44a282). The Brief banner on /gameboard/my-sea/ is now server-driven via the `free_draw_brief_payload` context var, which `my_sea_lock` emits via `log_tax_debit` on the first card of a cycle. This FT bypasses `my_sea_lock` by ORM-creating the MySeaDraw row (`_save_draw_for_user` helper) — no tax-debit emitted, no payload, no banner, selector fails. Fix: explicitly call `log_tax_debit(self.gamer, "free_draw_locked")` after the ORM seed, mirroring what `my_sea_lock` would have done in the real flow. Kept the seed scoped to test 3 only (the only test that asserts the Brief); the other tests using `_save_draw_for_user` (picker phase, saved hand slots, DEL portal, etc.) don't need it.
2. `test_carte_blanche_equip_and_multi_slot_gatekeeper` (test_trinket_carte_blanche.py:82) — selector for `.my-sea-sign-gate-brief` (added in `a133a9c` per polish-9 race fix) fails ONLY in the CI batched run, NOT in isolation (3× local runs pass, including running the full carte test class). The most likely chain: the my_sea FT above fails alphabetically FIRST in the batch, raises NoSuchElement after the 10s wait_for timeout. That can leave the test runner / geckodriver / Firefox in a transient bad state that the next test (carte blanche) inherits. Common signature for this kind of CI-only cascade w. one root cause: fix the upstream test, downstream clears too.
Local sweep: the my_sea fix in isolation passes (12.881s); the full carte class passes (34.456s, 3 tests). Expectation: CI pipeline #343 will clear both errors w. this one-line fix.
If carte still fails on the next CI run after the my_sea fix lands, the next step is to inspect the CI screendump for the carte failure (not synced to local) to see what state the page was actually in.
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-26 18:19:11 -04:00
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# Seed the TAX_LEDGER Brief the server-driven my_sea.html template
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# gates on. Without this, `free_draw_brief_payload` is None in
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# context + no banner renders. (Real `my_sea_lock` calls log_tax_
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# debit on the first-card-of-cycle branch — this FT bypasses that
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# path by ORM-creating MySeaDraw, so the seed has to be manual.)
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from apps.billboard.tax import log_tax_debit
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log_tax_debit(self.gamer, "free_draw_locked")
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My Sea iter 4b: MySeaDraw persistence + LOCK HAND POST + DEL guard + Brief banner; rewrite obsolete spread-switch FT; fix bud-panel CI race on gatekeeper FT — Sprint 5 iter 4b of My Sea roadmap — TDD
Iter 4b lands server persistence of the iter-4a client-side hand. New MySeaDraw model (FK user, spread, hand JSONField in draw order, sig snapshot, created_at) w. 1/24h quota window; new endpoints /gameboard/my-sea/lock (POST, 409 on quota-active, 400 on partial hand) + /gameboard/my-sea/delete (POST, idempotent). LOCK HAND now collects the in-progress hand from DOM, POSTs, and on success un-hides a Brief banner inline (no page reload — preserves iter-4a FT picker refs). DEL post-LOCK opens #id_my_sea_del_portal w. uniform 'Are you sure?' copy; CONFIRM POSTs delete + reloads to landing. Brief banner carries the next-free-draw timestamp + a NVM dismiss. Saved-draw render bypasses the sign-gate via _resolve_sig (sig snapshot on the draw is used even if user.significator was cleared later) + bypasses the landing phase (the saved hand IS what the user came to see). Per-position slot rendering extracted to _my_sea_slot.html. DRY follow-up: card_dict() extracted to apps.epic.utils — gameroom sea_deck + my-sea _my_sea_deck_data now share one source of truth (prevents drift like the iter-4a-follow-up Major Arcana fix from recurring).
Pipeline #316 fixes bundled: (a) functional_tests.test_game_my_sea.MySeaCardDrawTest.test_switching_spread_resets_in_progress_hand was obsoleted by the iter-4a follow-up's spread-lock-after-first-draw — the test premise (mid-draw spread switching resets hand) no longer matches behavior (switching is blocked outright). Rewrote as test_first_draw_locks_spread_combobox, which pins .sea-select--locked after first draw + verifies DEL releases it. (b) functional_tests.test_game_room_gatekeeper.GatekeeperTest.test_second_gamer_drops_token_into_open_slot failed in CI on ElementNotInteractableException when clicking #id_bud_panel .btn.btn-confirm — the bud panel's scaleX(0)→scaleX(1) 0.2s CSS transition wasn't settled by click-time, so Selenium read scroll-into-view against a near-zero-width target. Added a wait_for on getBoundingClientRect().width > 100 so the click waits for the animation to finish. Local passes consistently; CI was 1+ frame slower than the implicit 'find element' wait.
Tests: 1085 IT/UT green in 55s; 35 my_sea FTs green in 5m; new ITs in MySeaDrawModelTest (8), MySeaLockHandViewTest (7), MySeaDeleteDrawViewTest (5), MySeaViewWithSavedDrawTest (9); new FTs in MySeaLockHandTest (5).
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.7 <noreply@anthropic.com>
2026-05-19 23:54:00 -04:00
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self.create_pre_authenticated_session(self.email)
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self.browser.get(self.live_server_url + "/gameboard/my-sea/")
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brief = self.wait_for(
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lambda: self.browser.find_element(
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My Sea iter 4b polish: Brief banner uses standard portaled `.note-banner` (Gaussian glass atop h2); next-free-draw datetime in dedicated `<time>` slot (not "Invalid Date"); DEL guard reuses shared `#id_guard_portal` from base.html — TDD
UX refactor on top of iter 4b (b76d3c5) per user direction:
(1) Brief banner — replaced custom `.my-sea-brief` markup + SCSS w. a call to `Brief.showBanner` from note.js. Now matches the my-notes / my-sign default-deck-warning Briefs exactly: standard `.note-banner` portaled atop the h2 w. Gaussian-glass backdrop-filter blur. Tagged `.my-sea-locked-banner` for FT disambiguation only — no visual override.
(2) Brief timestamp — fix for "Invalid Date" rendering in note.js's `<time class="note-banner__timestamp">` slot. Previously passed `created_at: ''` to `Brief.showBanner` → `new Date('')` returns Invalid Date → `toLocaleDateString` renders "Invalid Date". Now passes the next-free-draw ISO timestamp as `created_at` (server emits via `|date:'c'`). After Brief.showBanner returns, the `_showFreeDrawLockedBrief` JS overwrites the rendered text w. the more detailed `D, M j @ g:i A` format ("Wed, May 20 @ 11:57 PM") — leaves the ISO `datetime=` attribute intact for accessibility. The `line_text` no longer carries the timestamp inline (it's redundant w. the dedicated slot).
(3) DEL guard portal — replaced custom `#id_my_sea_del_portal` fullscreen modal + `.my-sea-del-portal` SCSS w. a call to `window.showGuard` from base.html, targeting the shared `#id_guard_portal`. Same Gaussian-glass tooltip the room gear-menu DEL flow uses: no backdrop, positioned above the anchor button, standard `.btn-confirm OK` + `.btn-cancel NVM` pair. Bundled a non-breaking `options.yesLabel` extension to `show()` in base.html for future destructive flows that need a custom YES label (defaults to 'OK', resets on dismiss/confirm) — my-sea doesn't use it per user direction (the `.btn-confirm` class implies "OK"; destructive intent belongs on the trigger button, which is `.btn-danger DEL`).
Tests: 30 iter-4b ITs (model + lock + delete + saved-draw view branches) + 5 iter-4b FTs all green; IT/FT assertions updated to target the shared portal markup (`#id_guard_portal.active`, `.guard-yes`, `.guard-no`, `.note-banner.my-sea-locked-banner`).
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.7 <noreply@anthropic.com>
2026-05-20 00:12:52 -04:00
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By.CSS_SELECTOR, ".note-banner.my-sea-locked-banner"
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My Sea iter 4b: MySeaDraw persistence + LOCK HAND POST + DEL guard + Brief banner; rewrite obsolete spread-switch FT; fix bud-panel CI race on gatekeeper FT — Sprint 5 iter 4b of My Sea roadmap — TDD
Iter 4b lands server persistence of the iter-4a client-side hand. New MySeaDraw model (FK user, spread, hand JSONField in draw order, sig snapshot, created_at) w. 1/24h quota window; new endpoints /gameboard/my-sea/lock (POST, 409 on quota-active, 400 on partial hand) + /gameboard/my-sea/delete (POST, idempotent). LOCK HAND now collects the in-progress hand from DOM, POSTs, and on success un-hides a Brief banner inline (no page reload — preserves iter-4a FT picker refs). DEL post-LOCK opens #id_my_sea_del_portal w. uniform 'Are you sure?' copy; CONFIRM POSTs delete + reloads to landing. Brief banner carries the next-free-draw timestamp + a NVM dismiss. Saved-draw render bypasses the sign-gate via _resolve_sig (sig snapshot on the draw is used even if user.significator was cleared later) + bypasses the landing phase (the saved hand IS what the user came to see). Per-position slot rendering extracted to _my_sea_slot.html. DRY follow-up: card_dict() extracted to apps.epic.utils — gameroom sea_deck + my-sea _my_sea_deck_data now share one source of truth (prevents drift like the iter-4a-follow-up Major Arcana fix from recurring).
Pipeline #316 fixes bundled: (a) functional_tests.test_game_my_sea.MySeaCardDrawTest.test_switching_spread_resets_in_progress_hand was obsoleted by the iter-4a follow-up's spread-lock-after-first-draw — the test premise (mid-draw spread switching resets hand) no longer matches behavior (switching is blocked outright). Rewrote as test_first_draw_locks_spread_combobox, which pins .sea-select--locked after first draw + verifies DEL releases it. (b) functional_tests.test_game_room_gatekeeper.GatekeeperTest.test_second_gamer_drops_token_into_open_slot failed in CI on ElementNotInteractableException when clicking #id_bud_panel .btn.btn-confirm — the bud panel's scaleX(0)→scaleX(1) 0.2s CSS transition wasn't settled by click-time, so Selenium read scroll-into-view against a near-zero-width target. Added a wait_for on getBoundingClientRect().width > 100 so the click waits for the animation to finish. Local passes consistently; CI was 1+ frame slower than the implicit 'find element' wait.
Tests: 1085 IT/UT green in 55s; 35 my_sea FTs green in 5m; new ITs in MySeaDrawModelTest (8), MySeaLockHandViewTest (7), MySeaDeleteDrawViewTest (5), MySeaViewWithSavedDrawTest (9); new FTs in MySeaLockHandTest (5).
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.7 <noreply@anthropic.com>
2026-05-19 23:54:00 -04:00
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)
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)
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text = brief.text
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self.assertIn("Look!", text)
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self.assertIn("free draw", text.lower())
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My Sea iter 4b polish: Brief banner uses standard portaled `.note-banner` (Gaussian glass atop h2); next-free-draw datetime in dedicated `<time>` slot (not "Invalid Date"); DEL guard reuses shared `#id_guard_portal` from base.html — TDD
UX refactor on top of iter 4b (b76d3c5) per user direction:
(1) Brief banner — replaced custom `.my-sea-brief` markup + SCSS w. a call to `Brief.showBanner` from note.js. Now matches the my-notes / my-sign default-deck-warning Briefs exactly: standard `.note-banner` portaled atop the h2 w. Gaussian-glass backdrop-filter blur. Tagged `.my-sea-locked-banner` for FT disambiguation only — no visual override.
(2) Brief timestamp — fix for "Invalid Date" rendering in note.js's `<time class="note-banner__timestamp">` slot. Previously passed `created_at: ''` to `Brief.showBanner` → `new Date('')` returns Invalid Date → `toLocaleDateString` renders "Invalid Date". Now passes the next-free-draw ISO timestamp as `created_at` (server emits via `|date:'c'`). After Brief.showBanner returns, the `_showFreeDrawLockedBrief` JS overwrites the rendered text w. the more detailed `D, M j @ g:i A` format ("Wed, May 20 @ 11:57 PM") — leaves the ISO `datetime=` attribute intact for accessibility. The `line_text` no longer carries the timestamp inline (it's redundant w. the dedicated slot).
(3) DEL guard portal — replaced custom `#id_my_sea_del_portal` fullscreen modal + `.my-sea-del-portal` SCSS w. a call to `window.showGuard` from base.html, targeting the shared `#id_guard_portal`. Same Gaussian-glass tooltip the room gear-menu DEL flow uses: no backdrop, positioned above the anchor button, standard `.btn-confirm OK` + `.btn-cancel NVM` pair. Bundled a non-breaking `options.yesLabel` extension to `show()` in base.html for future destructive flows that need a custom YES label (defaults to 'OK', resets on dismiss/confirm) — my-sea doesn't use it per user direction (the `.btn-confirm` class implies "OK"; destructive intent belongs on the trigger button, which is `.btn-danger DEL`).
Tests: 30 iter-4b ITs (model + lock + delete + saved-draw view branches) + 5 iter-4b FTs all green; IT/FT assertions updated to target the shared portal markup (`#id_guard_portal.active`, `.guard-yes`, `.guard-no`, `.note-banner.my-sea-locked-banner`).
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.7 <noreply@anthropic.com>
2026-05-20 00:12:52 -04:00
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# Timestamp slot owns the next-free-draw datetime. The "@" token
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# in the `D, M j @ g:i A` format is a stable assertion target;
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# also pin the year to confirm the source ISO parsed correctly
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# (would render "Invalid Date" if note.js got an empty string).
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ts = brief.find_element(By.CSS_SELECTOR, ".note-banner__timestamp")
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ts_text = ts.text
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self.assertIn("@", ts_text)
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self.assertNotIn("Invalid", ts_text)
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# NVM dismiss button is wired by note.js itself.
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brief.find_element(By.CSS_SELECTOR, ".note-banner__nvm")
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My Sea iter 4b: MySeaDraw persistence + LOCK HAND POST + DEL guard + Brief banner; rewrite obsolete spread-switch FT; fix bud-panel CI race on gatekeeper FT — Sprint 5 iter 4b of My Sea roadmap — TDD
Iter 4b lands server persistence of the iter-4a client-side hand. New MySeaDraw model (FK user, spread, hand JSONField in draw order, sig snapshot, created_at) w. 1/24h quota window; new endpoints /gameboard/my-sea/lock (POST, 409 on quota-active, 400 on partial hand) + /gameboard/my-sea/delete (POST, idempotent). LOCK HAND now collects the in-progress hand from DOM, POSTs, and on success un-hides a Brief banner inline (no page reload — preserves iter-4a FT picker refs). DEL post-LOCK opens #id_my_sea_del_portal w. uniform 'Are you sure?' copy; CONFIRM POSTs delete + reloads to landing. Brief banner carries the next-free-draw timestamp + a NVM dismiss. Saved-draw render bypasses the sign-gate via _resolve_sig (sig snapshot on the draw is used even if user.significator was cleared later) + bypasses the landing phase (the saved hand IS what the user came to see). Per-position slot rendering extracted to _my_sea_slot.html. DRY follow-up: card_dict() extracted to apps.epic.utils — gameroom sea_deck + my-sea _my_sea_deck_data now share one source of truth (prevents drift like the iter-4a-follow-up Major Arcana fix from recurring).
Pipeline #316 fixes bundled: (a) functional_tests.test_game_my_sea.MySeaCardDrawTest.test_switching_spread_resets_in_progress_hand was obsoleted by the iter-4a follow-up's spread-lock-after-first-draw — the test premise (mid-draw spread switching resets hand) no longer matches behavior (switching is blocked outright). Rewrote as test_first_draw_locks_spread_combobox, which pins .sea-select--locked after first draw + verifies DEL releases it. (b) functional_tests.test_game_room_gatekeeper.GatekeeperTest.test_second_gamer_drops_token_into_open_slot failed in CI on ElementNotInteractableException when clicking #id_bud_panel .btn.btn-confirm — the bud panel's scaleX(0)→scaleX(1) 0.2s CSS transition wasn't settled by click-time, so Selenium read scroll-into-view against a near-zero-width target. Added a wait_for on getBoundingClientRect().width > 100 so the click waits for the animation to finish. Local passes consistently; CI was 1+ frame slower than the implicit 'find element' wait.
Tests: 1085 IT/UT green in 55s; 35 my_sea FTs green in 5m; new ITs in MySeaDrawModelTest (8), MySeaLockHandViewTest (7), MySeaDeleteDrawViewTest (5), MySeaViewWithSavedDrawTest (9); new FTs in MySeaLockHandTest (5).
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.7 <noreply@anthropic.com>
2026-05-19 23:54:00 -04:00
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# ── Test 4 ───────────────────────────────────────────────────────────────
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My Sea iter 4b polish: Brief banner uses standard portaled `.note-banner` (Gaussian glass atop h2); next-free-draw datetime in dedicated `<time>` slot (not "Invalid Date"); DEL guard reuses shared `#id_guard_portal` from base.html — TDD
UX refactor on top of iter 4b (b76d3c5) per user direction:
(1) Brief banner — replaced custom `.my-sea-brief` markup + SCSS w. a call to `Brief.showBanner` from note.js. Now matches the my-notes / my-sign default-deck-warning Briefs exactly: standard `.note-banner` portaled atop the h2 w. Gaussian-glass backdrop-filter blur. Tagged `.my-sea-locked-banner` for FT disambiguation only — no visual override.
(2) Brief timestamp — fix for "Invalid Date" rendering in note.js's `<time class="note-banner__timestamp">` slot. Previously passed `created_at: ''` to `Brief.showBanner` → `new Date('')` returns Invalid Date → `toLocaleDateString` renders "Invalid Date". Now passes the next-free-draw ISO timestamp as `created_at` (server emits via `|date:'c'`). After Brief.showBanner returns, the `_showFreeDrawLockedBrief` JS overwrites the rendered text w. the more detailed `D, M j @ g:i A` format ("Wed, May 20 @ 11:57 PM") — leaves the ISO `datetime=` attribute intact for accessibility. The `line_text` no longer carries the timestamp inline (it's redundant w. the dedicated slot).
(3) DEL guard portal — replaced custom `#id_my_sea_del_portal` fullscreen modal + `.my-sea-del-portal` SCSS w. a call to `window.showGuard` from base.html, targeting the shared `#id_guard_portal`. Same Gaussian-glass tooltip the room gear-menu DEL flow uses: no backdrop, positioned above the anchor button, standard `.btn-confirm OK` + `.btn-cancel NVM` pair. Bundled a non-breaking `options.yesLabel` extension to `show()` in base.html for future destructive flows that need a custom YES label (defaults to 'OK', resets on dismiss/confirm) — my-sea doesn't use it per user direction (the `.btn-confirm` class implies "OK"; destructive intent belongs on the trigger button, which is `.btn-danger DEL`).
Tests: 30 iter-4b ITs (model + lock + delete + saved-draw view branches) + 5 iter-4b FTs all green; IT/FT assertions updated to target the shared portal markup (`#id_guard_portal.active`, `.guard-yes`, `.guard-no`, `.note-banner.my-sea-locked-banner`).
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.7 <noreply@anthropic.com>
2026-05-20 00:12:52 -04:00
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def test_del_click_opens_shared_guard_portal(self):
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"""DEL on a locked hand opens the shared `#id_guard_portal` from
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base.html (same Gaussian-glass tooltip the room gear-menu uses)
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w. uniform 'Are you sure?' copy + the standard `.btn-confirm OK`
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+ `.btn-cancel NVM` button pair. The Brief banner above carries
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the quota-specific info, so the portal stays text-free of
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conditional wording."""
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My Sea iter 4b: MySeaDraw persistence + LOCK HAND POST + DEL guard + Brief banner; rewrite obsolete spread-switch FT; fix bud-panel CI race on gatekeeper FT — Sprint 5 iter 4b of My Sea roadmap — TDD
Iter 4b lands server persistence of the iter-4a client-side hand. New MySeaDraw model (FK user, spread, hand JSONField in draw order, sig snapshot, created_at) w. 1/24h quota window; new endpoints /gameboard/my-sea/lock (POST, 409 on quota-active, 400 on partial hand) + /gameboard/my-sea/delete (POST, idempotent). LOCK HAND now collects the in-progress hand from DOM, POSTs, and on success un-hides a Brief banner inline (no page reload — preserves iter-4a FT picker refs). DEL post-LOCK opens #id_my_sea_del_portal w. uniform 'Are you sure?' copy; CONFIRM POSTs delete + reloads to landing. Brief banner carries the next-free-draw timestamp + a NVM dismiss. Saved-draw render bypasses the sign-gate via _resolve_sig (sig snapshot on the draw is used even if user.significator was cleared later) + bypasses the landing phase (the saved hand IS what the user came to see). Per-position slot rendering extracted to _my_sea_slot.html. DRY follow-up: card_dict() extracted to apps.epic.utils — gameroom sea_deck + my-sea _my_sea_deck_data now share one source of truth (prevents drift like the iter-4a-follow-up Major Arcana fix from recurring).
Pipeline #316 fixes bundled: (a) functional_tests.test_game_my_sea.MySeaCardDrawTest.test_switching_spread_resets_in_progress_hand was obsoleted by the iter-4a follow-up's spread-lock-after-first-draw — the test premise (mid-draw spread switching resets hand) no longer matches behavior (switching is blocked outright). Rewrote as test_first_draw_locks_spread_combobox, which pins .sea-select--locked after first draw + verifies DEL releases it. (b) functional_tests.test_game_room_gatekeeper.GatekeeperTest.test_second_gamer_drops_token_into_open_slot failed in CI on ElementNotInteractableException when clicking #id_bud_panel .btn.btn-confirm — the bud panel's scaleX(0)→scaleX(1) 0.2s CSS transition wasn't settled by click-time, so Selenium read scroll-into-view against a near-zero-width target. Added a wait_for on getBoundingClientRect().width > 100 so the click waits for the animation to finish. Local passes consistently; CI was 1+ frame slower than the implicit 'find element' wait.
Tests: 1085 IT/UT green in 55s; 35 my_sea FTs green in 5m; new ITs in MySeaDrawModelTest (8), MySeaLockHandViewTest (7), MySeaDeleteDrawViewTest (5), MySeaViewWithSavedDrawTest (9); new FTs in MySeaLockHandTest (5).
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.7 <noreply@anthropic.com>
2026-05-19 23:54:00 -04:00
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self._save_draw_for_user()
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self.create_pre_authenticated_session(self.email)
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self.browser.get(self.live_server_url + "/gameboard/my-sea/")
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picker = self.wait_for(
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lambda: self.browser.find_element(
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By.CSS_SELECTOR, ".my-sea-page[data-phase='picker']"
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)
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)
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delbtn = picker.find_element(By.CSS_SELECTOR, "#id_sea_del")
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delbtn.click()
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portal = self.wait_for(
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lambda: self.browser.find_element(
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My Sea iter 4b polish: Brief banner uses standard portaled `.note-banner` (Gaussian glass atop h2); next-free-draw datetime in dedicated `<time>` slot (not "Invalid Date"); DEL guard reuses shared `#id_guard_portal` from base.html — TDD
UX refactor on top of iter 4b (b76d3c5) per user direction:
(1) Brief banner — replaced custom `.my-sea-brief` markup + SCSS w. a call to `Brief.showBanner` from note.js. Now matches the my-notes / my-sign default-deck-warning Briefs exactly: standard `.note-banner` portaled atop the h2 w. Gaussian-glass backdrop-filter blur. Tagged `.my-sea-locked-banner` for FT disambiguation only — no visual override.
(2) Brief timestamp — fix for "Invalid Date" rendering in note.js's `<time class="note-banner__timestamp">` slot. Previously passed `created_at: ''` to `Brief.showBanner` → `new Date('')` returns Invalid Date → `toLocaleDateString` renders "Invalid Date". Now passes the next-free-draw ISO timestamp as `created_at` (server emits via `|date:'c'`). After Brief.showBanner returns, the `_showFreeDrawLockedBrief` JS overwrites the rendered text w. the more detailed `D, M j @ g:i A` format ("Wed, May 20 @ 11:57 PM") — leaves the ISO `datetime=` attribute intact for accessibility. The `line_text` no longer carries the timestamp inline (it's redundant w. the dedicated slot).
(3) DEL guard portal — replaced custom `#id_my_sea_del_portal` fullscreen modal + `.my-sea-del-portal` SCSS w. a call to `window.showGuard` from base.html, targeting the shared `#id_guard_portal`. Same Gaussian-glass tooltip the room gear-menu DEL flow uses: no backdrop, positioned above the anchor button, standard `.btn-confirm OK` + `.btn-cancel NVM` pair. Bundled a non-breaking `options.yesLabel` extension to `show()` in base.html for future destructive flows that need a custom YES label (defaults to 'OK', resets on dismiss/confirm) — my-sea doesn't use it per user direction (the `.btn-confirm` class implies "OK"; destructive intent belongs on the trigger button, which is `.btn-danger DEL`).
Tests: 30 iter-4b ITs (model + lock + delete + saved-draw view branches) + 5 iter-4b FTs all green; IT/FT assertions updated to target the shared portal markup (`#id_guard_portal.active`, `.guard-yes`, `.guard-no`, `.note-banner.my-sea-locked-banner`).
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.7 <noreply@anthropic.com>
2026-05-20 00:12:52 -04:00
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By.CSS_SELECTOR, "#id_guard_portal.active"
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My Sea iter 4b: MySeaDraw persistence + LOCK HAND POST + DEL guard + Brief banner; rewrite obsolete spread-switch FT; fix bud-panel CI race on gatekeeper FT — Sprint 5 iter 4b of My Sea roadmap — TDD
Iter 4b lands server persistence of the iter-4a client-side hand. New MySeaDraw model (FK user, spread, hand JSONField in draw order, sig snapshot, created_at) w. 1/24h quota window; new endpoints /gameboard/my-sea/lock (POST, 409 on quota-active, 400 on partial hand) + /gameboard/my-sea/delete (POST, idempotent). LOCK HAND now collects the in-progress hand from DOM, POSTs, and on success un-hides a Brief banner inline (no page reload — preserves iter-4a FT picker refs). DEL post-LOCK opens #id_my_sea_del_portal w. uniform 'Are you sure?' copy; CONFIRM POSTs delete + reloads to landing. Brief banner carries the next-free-draw timestamp + a NVM dismiss. Saved-draw render bypasses the sign-gate via _resolve_sig (sig snapshot on the draw is used even if user.significator was cleared later) + bypasses the landing phase (the saved hand IS what the user came to see). Per-position slot rendering extracted to _my_sea_slot.html. DRY follow-up: card_dict() extracted to apps.epic.utils — gameroom sea_deck + my-sea _my_sea_deck_data now share one source of truth (prevents drift like the iter-4a-follow-up Major Arcana fix from recurring).
Pipeline #316 fixes bundled: (a) functional_tests.test_game_my_sea.MySeaCardDrawTest.test_switching_spread_resets_in_progress_hand was obsoleted by the iter-4a follow-up's spread-lock-after-first-draw — the test premise (mid-draw spread switching resets hand) no longer matches behavior (switching is blocked outright). Rewrote as test_first_draw_locks_spread_combobox, which pins .sea-select--locked after first draw + verifies DEL releases it. (b) functional_tests.test_game_room_gatekeeper.GatekeeperTest.test_second_gamer_drops_token_into_open_slot failed in CI on ElementNotInteractableException when clicking #id_bud_panel .btn.btn-confirm — the bud panel's scaleX(0)→scaleX(1) 0.2s CSS transition wasn't settled by click-time, so Selenium read scroll-into-view against a near-zero-width target. Added a wait_for on getBoundingClientRect().width > 100 so the click waits for the animation to finish. Local passes consistently; CI was 1+ frame slower than the implicit 'find element' wait.
Tests: 1085 IT/UT green in 55s; 35 my_sea FTs green in 5m; new ITs in MySeaDrawModelTest (8), MySeaLockHandViewTest (7), MySeaDeleteDrawViewTest (5), MySeaViewWithSavedDrawTest (9); new FTs in MySeaLockHandTest (5).
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.7 <noreply@anthropic.com>
2026-05-19 23:54:00 -04:00
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)
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)
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self.wait_for(lambda: self.assertTrue(portal.is_displayed()))
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My Sea iter 4b polish: Brief banner uses standard portaled `.note-banner` (Gaussian glass atop h2); next-free-draw datetime in dedicated `<time>` slot (not "Invalid Date"); DEL guard reuses shared `#id_guard_portal` from base.html — TDD
UX refactor on top of iter 4b (b76d3c5) per user direction:
(1) Brief banner — replaced custom `.my-sea-brief` markup + SCSS w. a call to `Brief.showBanner` from note.js. Now matches the my-notes / my-sign default-deck-warning Briefs exactly: standard `.note-banner` portaled atop the h2 w. Gaussian-glass backdrop-filter blur. Tagged `.my-sea-locked-banner` for FT disambiguation only — no visual override.
(2) Brief timestamp — fix for "Invalid Date" rendering in note.js's `<time class="note-banner__timestamp">` slot. Previously passed `created_at: ''` to `Brief.showBanner` → `new Date('')` returns Invalid Date → `toLocaleDateString` renders "Invalid Date". Now passes the next-free-draw ISO timestamp as `created_at` (server emits via `|date:'c'`). After Brief.showBanner returns, the `_showFreeDrawLockedBrief` JS overwrites the rendered text w. the more detailed `D, M j @ g:i A` format ("Wed, May 20 @ 11:57 PM") — leaves the ISO `datetime=` attribute intact for accessibility. The `line_text` no longer carries the timestamp inline (it's redundant w. the dedicated slot).
(3) DEL guard portal — replaced custom `#id_my_sea_del_portal` fullscreen modal + `.my-sea-del-portal` SCSS w. a call to `window.showGuard` from base.html, targeting the shared `#id_guard_portal`. Same Gaussian-glass tooltip the room gear-menu DEL flow uses: no backdrop, positioned above the anchor button, standard `.btn-confirm OK` + `.btn-cancel NVM` pair. Bundled a non-breaking `options.yesLabel` extension to `show()` in base.html for future destructive flows that need a custom YES label (defaults to 'OK', resets on dismiss/confirm) — my-sea doesn't use it per user direction (the `.btn-confirm` class implies "OK"; destructive intent belongs on the trigger button, which is `.btn-danger DEL`).
Tests: 30 iter-4b ITs (model + lock + delete + saved-draw view branches) + 5 iter-4b FTs all green; IT/FT assertions updated to target the shared portal markup (`#id_guard_portal.active`, `.guard-yes`, `.guard-no`, `.note-banner.my-sea-locked-banner`).
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.7 <noreply@anthropic.com>
2026-05-20 00:12:52 -04:00
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self.assertIn("sure", portal.text.lower())
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portal.find_element(By.CSS_SELECTOR, ".guard-yes")
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portal.find_element(By.CSS_SELECTOR, ".guard-no")
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My Sea iter 4b: MySeaDraw persistence + LOCK HAND POST + DEL guard + Brief banner; rewrite obsolete spread-switch FT; fix bud-panel CI race on gatekeeper FT — Sprint 5 iter 4b of My Sea roadmap — TDD
Iter 4b lands server persistence of the iter-4a client-side hand. New MySeaDraw model (FK user, spread, hand JSONField in draw order, sig snapshot, created_at) w. 1/24h quota window; new endpoints /gameboard/my-sea/lock (POST, 409 on quota-active, 400 on partial hand) + /gameboard/my-sea/delete (POST, idempotent). LOCK HAND now collects the in-progress hand from DOM, POSTs, and on success un-hides a Brief banner inline (no page reload — preserves iter-4a FT picker refs). DEL post-LOCK opens #id_my_sea_del_portal w. uniform 'Are you sure?' copy; CONFIRM POSTs delete + reloads to landing. Brief banner carries the next-free-draw timestamp + a NVM dismiss. Saved-draw render bypasses the sign-gate via _resolve_sig (sig snapshot on the draw is used even if user.significator was cleared later) + bypasses the landing phase (the saved hand IS what the user came to see). Per-position slot rendering extracted to _my_sea_slot.html. DRY follow-up: card_dict() extracted to apps.epic.utils — gameroom sea_deck + my-sea _my_sea_deck_data now share one source of truth (prevents drift like the iter-4a-follow-up Major Arcana fix from recurring).
Pipeline #316 fixes bundled: (a) functional_tests.test_game_my_sea.MySeaCardDrawTest.test_switching_spread_resets_in_progress_hand was obsoleted by the iter-4a follow-up's spread-lock-after-first-draw — the test premise (mid-draw spread switching resets hand) no longer matches behavior (switching is blocked outright). Rewrote as test_first_draw_locks_spread_combobox, which pins .sea-select--locked after first draw + verifies DEL releases it. (b) functional_tests.test_game_room_gatekeeper.GatekeeperTest.test_second_gamer_drops_token_into_open_slot failed in CI on ElementNotInteractableException when clicking #id_bud_panel .btn.btn-confirm — the bud panel's scaleX(0)→scaleX(1) 0.2s CSS transition wasn't settled by click-time, so Selenium read scroll-into-view against a near-zero-width target. Added a wait_for on getBoundingClientRect().width > 100 so the click waits for the animation to finish. Local passes consistently; CI was 1+ frame slower than the implicit 'find element' wait.
Tests: 1085 IT/UT green in 55s; 35 my_sea FTs green in 5m; new ITs in MySeaDrawModelTest (8), MySeaLockHandViewTest (7), MySeaDeleteDrawViewTest (5), MySeaViewWithSavedDrawTest (9); new FTs in MySeaLockHandTest (5).
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.7 <noreply@anthropic.com>
2026-05-19 23:54:00 -04:00
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# ── Test 5 ───────────────────────────────────────────────────────────────
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My Sea iter 4c: drop LOCK HAND → AUTO DRAW + GATE VIEW; quota committed at first card draw (irrevocable); DEL clears hand but preserves row as quota tracker; per-placement /lock POST upsert; lazy stale-row cleanup; sig polarity + .btn-disabled → ×; landing aperture bg revert to --priUser — Sprint 5 iter 4c of My Sea roadmap — TDD
Major refactor of the iter-4b skeleton ahead of Sprint 6's token costs. Iter 4b's LOCK HAND model let users freely DEL + LOCK in a loop, bypassing the 1/day quota; iter 4c closes that loophole by committing quota at first-card-draw (manual via FLIP OR auto via AUTO DRAW) + preserving the MySeaDraw row through DEL so the 24h clock keeps running.
## Server
`MySeaDraw` now plays double-duty: hand storage AND 24h quota tracker.
- `HAND_SIZE_BY_SPREAD` module dict maps each spread slug to its expected hand size (mirrors DRAW_ORDER in JS).
- `is_hand_complete` / `is_hand_empty` props drive view branching + template button states.
- `delete_stale()` classmethod hard-deletes rows older than FREE_DRAW_COOLDOWN_HOURS. Called lazily from `active_draw_for` on every view access (rides user traffic; no scheduler needed) + via the new `delete_stale_my_sea_draws` management command (cron backstop).
- `active_draw_for` prunes user's stale rows before lookup — auto-cleanup at the 24h mark per user spec ("sink 'em all at the 24hr mark and reinstate the FREE DRAW btn").
`my_sea_lock` is now a true upsert:
- First POST creates the row (quota commit).
- Subsequent POSTs UPDATE the existing row's hand (per-placement cadence — server stays current so navigate-away mid-draw still persists).
- Spread-mismatch (attempted spread switch within quota window) → 409.
- Empty/malformed hand → 400.
- Response carries `{ok, next_free_draw_at, hand_complete}` for JS state transitions.
`my_sea_delete` no longer deletes the row — clears the `hand` JSON only. `created_at` preserved so landing renders GATE VIEW (not FREE DRAW) until the row expires. Idempotent.
`my_sea_gate` new stub view — returns 404 for now; lets the template wire up GATE VIEW button URLs in advance. Sprint 6 will replace this w. the gatekeeper token-deposit UX.
`my_sea` view branches:
1. No sig → sign-gate
2. Active draw + non-empty hand (mid or complete) → picker phase w. saved hand
3. Active draw + empty hand (post-DEL) → landing phase w. GATE VIEW btn
4. No active draw → landing phase w. FREE DRAW btn
## Template + UX
- Picker form col: removed LOCK HAND. Replaced w. `#id_sea_action_btn` — same DOM node, label + behavior keyed on `data-state`:
- `auto-draw` → label "AUTO DRAW"; click opens shared guard portal ("Auto deal cards?"); OK → fill remaining slots client-side + single-POST commit to server (per user spec: "commit all six draws in the same POST" so navigate-away mid-animation still persists).
- `gate-view` → label "GATE VIEW"; click navigates to /gameboard/my-sea/gate/ (Sprint 6).
- JS transitions auto-draw → gate-view automatically when the hand fills (via FLIP or AUTO DRAW completion).
- DEL btn: server-renders `.btn-disabled` pre-completion (per spec, the 1/day quota commits at first-card-draw — can't be refunded by an early DEL). JS removes `.btn-disabled` on hand completion. Post-completion click opens the shared guard portal; CONFIRM POSTs the delete endpoint (which clears hand server-side) + reloads to GATE VIEW landing.
- Deck stacks remain click-responsive post-completion so the user sees the disabled-FLIP feedback (signalling "no more draws"); the FLIP click is gated on `_locked` flag.
- Landing: primary nav btn is FREE DRAW (no active draw) or GATE VIEW (active draw exists w. empty hand). Both render as `<button>` (not `<a>`) so the typography matches across states — `<a>`'s UA-default serif typeface was bleeding into GATE VIEW under iter 4b polish.
## Other polish bundled
- **Sig polarity rendered in picker** — added `.my-sea-page[data-polarity]` to the existing `.sig-overlay[data-polarity]` + `.my-sign-page[data-polarity]` selector list in `_card-deck.scss`. Template wires `data-polarity` on the page wrapper based on `significator_reversed`. Previously the picker's center sig card was always gravity-themed regardless of the user's actual sig polarity.
- **`.btn-disabled` → × overlay** — universal CSS rule: any `.btn-disabled` button reads as × regardless of its native inner text/icons (DEL → ×, FLIP → ×, etc.). Hides inner content via `visibility: hidden` on children + paints × via `::before` pseudo-element. Templates that already render `×` explicitly (don/doff toggle pairs) get the pseudo overlay on top of their hidden inner ×; no double-× regression.
- **Landing aperture bg → `--priUser`** — explicit override on `.my-sea-page[data-phase="landing"]` so any bf-cache / stale-CSS state can't leak the picker-phase `--duoUser` green bg onto a landing render. Per user spec (2026-05-20): "Keep --duoUser on the hex, not on the aperture bg."
- **Dynamic combobox state** — `aria-selected` + `.sea-select-current` visible label both branch on `default_spread` (previously hardcoded SAO). Matters when the saved spread is non-SAO (e.g., Celtic Cross resumed mid-draw).
## Test coverage
- ITs (1100 IT/UT green in 57s):
- `MySeaDrawModelTest` — `is_hand_complete`, `is_hand_empty`, `delete_stale`, lazy cleanup in `active_draw_for`.
- `MySeaLockHandViewTest` — upsert same-row (rewrote 409 test), spread-mismatch 409, hand_complete flag in response.
- `MySeaDeleteDrawViewTest` — clears hand but preserves row (rewrote "deletes row" test).
- `MySeaViewWithSavedDrawTest` — picker w. complete hand renders GATE VIEW state.
- `MySeaViewWithEmptyHandTest` (new) — empty-hand post-DEL renders landing w. GATE VIEW btn, no FREE DRAW.
- `MySeaViewWithPartialHandTest` (new) — partial-hand renders picker w. AUTO DRAW + DEL btn-disabled.
- `MySeaGateStubViewTest` (new) — 404 stub + login required.
- FTs (35 my_sea FTs green in 5m):
- Iter-4b `test_del_confirm_clears_saved_draw_and_returns_to_landing` rewrote → `test_del_confirm_clears_hand_and_returns_to_gate_view_landing` (row preserved, landing renders GATE VIEW).
- Iter-4a `test_lock_hand_enables_when_sao_hand_is_complete` → `test_action_btn_transitions_to_gate_view_on_hand_complete`.
- Iter-4a `test_del_click_resets_hand_and_disables_lock_hand` → `test_del_btn_is_disabled_until_hand_complete`.
- Iter-4a `test_lock_hand_click_disables_further_interaction` → `test_hand_completion_locks_picker_state` (no LOCK HAND click; transition is automatic).
- Iter-4a `test_first_draw_locks_spread_combobox` trimmed — DEL no longer unlocks (DEL is `.btn-disabled` pre-completion).
- Iter-4a `test_form_col_renders_decks_lock_hand_del_and_reversal_pct` → action btn + DEL btn-disabled assertions.
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.7 <noreply@anthropic.com>
2026-05-20 01:34:03 -04:00
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def test_del_confirm_clears_hand_and_returns_to_gate_view_landing(self):
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"""Iter-4c semantics: clicking the portal's OK (`.guard-yes`)
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POSTs to the delete endpoint → server CLEARS the hand JSON but
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preserves the MySeaDraw row (quota tracker stays running for the
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24h window). Reload lands on the table-hex landing — but the
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primary nav btn is GATE VIEW (`#id_my_sea_gate_view_btn`), NOT
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FREE DRAW, since the quota's spent until the row expires."""
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My Sea iter 4b: MySeaDraw persistence + LOCK HAND POST + DEL guard + Brief banner; rewrite obsolete spread-switch FT; fix bud-panel CI race on gatekeeper FT — Sprint 5 iter 4b of My Sea roadmap — TDD
Iter 4b lands server persistence of the iter-4a client-side hand. New MySeaDraw model (FK user, spread, hand JSONField in draw order, sig snapshot, created_at) w. 1/24h quota window; new endpoints /gameboard/my-sea/lock (POST, 409 on quota-active, 400 on partial hand) + /gameboard/my-sea/delete (POST, idempotent). LOCK HAND now collects the in-progress hand from DOM, POSTs, and on success un-hides a Brief banner inline (no page reload — preserves iter-4a FT picker refs). DEL post-LOCK opens #id_my_sea_del_portal w. uniform 'Are you sure?' copy; CONFIRM POSTs delete + reloads to landing. Brief banner carries the next-free-draw timestamp + a NVM dismiss. Saved-draw render bypasses the sign-gate via _resolve_sig (sig snapshot on the draw is used even if user.significator was cleared later) + bypasses the landing phase (the saved hand IS what the user came to see). Per-position slot rendering extracted to _my_sea_slot.html. DRY follow-up: card_dict() extracted to apps.epic.utils — gameroom sea_deck + my-sea _my_sea_deck_data now share one source of truth (prevents drift like the iter-4a-follow-up Major Arcana fix from recurring).
Pipeline #316 fixes bundled: (a) functional_tests.test_game_my_sea.MySeaCardDrawTest.test_switching_spread_resets_in_progress_hand was obsoleted by the iter-4a follow-up's spread-lock-after-first-draw — the test premise (mid-draw spread switching resets hand) no longer matches behavior (switching is blocked outright). Rewrote as test_first_draw_locks_spread_combobox, which pins .sea-select--locked after first draw + verifies DEL releases it. (b) functional_tests.test_game_room_gatekeeper.GatekeeperTest.test_second_gamer_drops_token_into_open_slot failed in CI on ElementNotInteractableException when clicking #id_bud_panel .btn.btn-confirm — the bud panel's scaleX(0)→scaleX(1) 0.2s CSS transition wasn't settled by click-time, so Selenium read scroll-into-view against a near-zero-width target. Added a wait_for on getBoundingClientRect().width > 100 so the click waits for the animation to finish. Local passes consistently; CI was 1+ frame slower than the implicit 'find element' wait.
Tests: 1085 IT/UT green in 55s; 35 my_sea FTs green in 5m; new ITs in MySeaDrawModelTest (8), MySeaLockHandViewTest (7), MySeaDeleteDrawViewTest (5), MySeaViewWithSavedDrawTest (9); new FTs in MySeaLockHandTest (5).
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.7 <noreply@anthropic.com>
2026-05-19 23:54:00 -04:00
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from apps.gameboard.models import MySeaDraw
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self._save_draw_for_user()
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self.assertEqual(MySeaDraw.objects.filter(user=self.gamer).count(), 1)
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self.create_pre_authenticated_session(self.email)
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self.browser.get(self.live_server_url + "/gameboard/my-sea/")
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picker = self.wait_for(
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lambda: self.browser.find_element(
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By.CSS_SELECTOR, ".my-sea-page[data-phase='picker']"
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)
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)
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picker.find_element(By.CSS_SELECTOR, "#id_sea_del").click()
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confirm = self.wait_for(
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lambda: self.browser.find_element(
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My Sea iter 4b polish: Brief banner uses standard portaled `.note-banner` (Gaussian glass atop h2); next-free-draw datetime in dedicated `<time>` slot (not "Invalid Date"); DEL guard reuses shared `#id_guard_portal` from base.html — TDD
UX refactor on top of iter 4b (b76d3c5) per user direction:
(1) Brief banner — replaced custom `.my-sea-brief` markup + SCSS w. a call to `Brief.showBanner` from note.js. Now matches the my-notes / my-sign default-deck-warning Briefs exactly: standard `.note-banner` portaled atop the h2 w. Gaussian-glass backdrop-filter blur. Tagged `.my-sea-locked-banner` for FT disambiguation only — no visual override.
(2) Brief timestamp — fix for "Invalid Date" rendering in note.js's `<time class="note-banner__timestamp">` slot. Previously passed `created_at: ''` to `Brief.showBanner` → `new Date('')` returns Invalid Date → `toLocaleDateString` renders "Invalid Date". Now passes the next-free-draw ISO timestamp as `created_at` (server emits via `|date:'c'`). After Brief.showBanner returns, the `_showFreeDrawLockedBrief` JS overwrites the rendered text w. the more detailed `D, M j @ g:i A` format ("Wed, May 20 @ 11:57 PM") — leaves the ISO `datetime=` attribute intact for accessibility. The `line_text` no longer carries the timestamp inline (it's redundant w. the dedicated slot).
(3) DEL guard portal — replaced custom `#id_my_sea_del_portal` fullscreen modal + `.my-sea-del-portal` SCSS w. a call to `window.showGuard` from base.html, targeting the shared `#id_guard_portal`. Same Gaussian-glass tooltip the room gear-menu DEL flow uses: no backdrop, positioned above the anchor button, standard `.btn-confirm OK` + `.btn-cancel NVM` pair. Bundled a non-breaking `options.yesLabel` extension to `show()` in base.html for future destructive flows that need a custom YES label (defaults to 'OK', resets on dismiss/confirm) — my-sea doesn't use it per user direction (the `.btn-confirm` class implies "OK"; destructive intent belongs on the trigger button, which is `.btn-danger DEL`).
Tests: 30 iter-4b ITs (model + lock + delete + saved-draw view branches) + 5 iter-4b FTs all green; IT/FT assertions updated to target the shared portal markup (`#id_guard_portal.active`, `.guard-yes`, `.guard-no`, `.note-banner.my-sea-locked-banner`).
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.7 <noreply@anthropic.com>
2026-05-20 00:12:52 -04:00
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By.CSS_SELECTOR, "#id_guard_portal.active .guard-yes"
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My Sea iter 4b: MySeaDraw persistence + LOCK HAND POST + DEL guard + Brief banner; rewrite obsolete spread-switch FT; fix bud-panel CI race on gatekeeper FT — Sprint 5 iter 4b of My Sea roadmap — TDD
Iter 4b lands server persistence of the iter-4a client-side hand. New MySeaDraw model (FK user, spread, hand JSONField in draw order, sig snapshot, created_at) w. 1/24h quota window; new endpoints /gameboard/my-sea/lock (POST, 409 on quota-active, 400 on partial hand) + /gameboard/my-sea/delete (POST, idempotent). LOCK HAND now collects the in-progress hand from DOM, POSTs, and on success un-hides a Brief banner inline (no page reload — preserves iter-4a FT picker refs). DEL post-LOCK opens #id_my_sea_del_portal w. uniform 'Are you sure?' copy; CONFIRM POSTs delete + reloads to landing. Brief banner carries the next-free-draw timestamp + a NVM dismiss. Saved-draw render bypasses the sign-gate via _resolve_sig (sig snapshot on the draw is used even if user.significator was cleared later) + bypasses the landing phase (the saved hand IS what the user came to see). Per-position slot rendering extracted to _my_sea_slot.html. DRY follow-up: card_dict() extracted to apps.epic.utils — gameroom sea_deck + my-sea _my_sea_deck_data now share one source of truth (prevents drift like the iter-4a-follow-up Major Arcana fix from recurring).
Pipeline #316 fixes bundled: (a) functional_tests.test_game_my_sea.MySeaCardDrawTest.test_switching_spread_resets_in_progress_hand was obsoleted by the iter-4a follow-up's spread-lock-after-first-draw — the test premise (mid-draw spread switching resets hand) no longer matches behavior (switching is blocked outright). Rewrote as test_first_draw_locks_spread_combobox, which pins .sea-select--locked after first draw + verifies DEL releases it. (b) functional_tests.test_game_room_gatekeeper.GatekeeperTest.test_second_gamer_drops_token_into_open_slot failed in CI on ElementNotInteractableException when clicking #id_bud_panel .btn.btn-confirm — the bud panel's scaleX(0)→scaleX(1) 0.2s CSS transition wasn't settled by click-time, so Selenium read scroll-into-view against a near-zero-width target. Added a wait_for on getBoundingClientRect().width > 100 so the click waits for the animation to finish. Local passes consistently; CI was 1+ frame slower than the implicit 'find element' wait.
Tests: 1085 IT/UT green in 55s; 35 my_sea FTs green in 5m; new ITs in MySeaDrawModelTest (8), MySeaLockHandViewTest (7), MySeaDeleteDrawViewTest (5), MySeaViewWithSavedDrawTest (9); new FTs in MySeaLockHandTest (5).
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.7 <noreply@anthropic.com>
2026-05-19 23:54:00 -04:00
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)
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)
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confirm.click()
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self.wait_for(
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lambda: self.browser.find_element(
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By.CSS_SELECTOR, ".my-sea-page[data-phase='landing']"
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)
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)
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My Sea iter 4c: drop LOCK HAND → AUTO DRAW + GATE VIEW; quota committed at first card draw (irrevocable); DEL clears hand but preserves row as quota tracker; per-placement /lock POST upsert; lazy stale-row cleanup; sig polarity + .btn-disabled → ×; landing aperture bg revert to --priUser — Sprint 5 iter 4c of My Sea roadmap — TDD
Major refactor of the iter-4b skeleton ahead of Sprint 6's token costs. Iter 4b's LOCK HAND model let users freely DEL + LOCK in a loop, bypassing the 1/day quota; iter 4c closes that loophole by committing quota at first-card-draw (manual via FLIP OR auto via AUTO DRAW) + preserving the MySeaDraw row through DEL so the 24h clock keeps running.
## Server
`MySeaDraw` now plays double-duty: hand storage AND 24h quota tracker.
- `HAND_SIZE_BY_SPREAD` module dict maps each spread slug to its expected hand size (mirrors DRAW_ORDER in JS).
- `is_hand_complete` / `is_hand_empty` props drive view branching + template button states.
- `delete_stale()` classmethod hard-deletes rows older than FREE_DRAW_COOLDOWN_HOURS. Called lazily from `active_draw_for` on every view access (rides user traffic; no scheduler needed) + via the new `delete_stale_my_sea_draws` management command (cron backstop).
- `active_draw_for` prunes user's stale rows before lookup — auto-cleanup at the 24h mark per user spec ("sink 'em all at the 24hr mark and reinstate the FREE DRAW btn").
`my_sea_lock` is now a true upsert:
- First POST creates the row (quota commit).
- Subsequent POSTs UPDATE the existing row's hand (per-placement cadence — server stays current so navigate-away mid-draw still persists).
- Spread-mismatch (attempted spread switch within quota window) → 409.
- Empty/malformed hand → 400.
- Response carries `{ok, next_free_draw_at, hand_complete}` for JS state transitions.
`my_sea_delete` no longer deletes the row — clears the `hand` JSON only. `created_at` preserved so landing renders GATE VIEW (not FREE DRAW) until the row expires. Idempotent.
`my_sea_gate` new stub view — returns 404 for now; lets the template wire up GATE VIEW button URLs in advance. Sprint 6 will replace this w. the gatekeeper token-deposit UX.
`my_sea` view branches:
1. No sig → sign-gate
2. Active draw + non-empty hand (mid or complete) → picker phase w. saved hand
3. Active draw + empty hand (post-DEL) → landing phase w. GATE VIEW btn
4. No active draw → landing phase w. FREE DRAW btn
## Template + UX
- Picker form col: removed LOCK HAND. Replaced w. `#id_sea_action_btn` — same DOM node, label + behavior keyed on `data-state`:
- `auto-draw` → label "AUTO DRAW"; click opens shared guard portal ("Auto deal cards?"); OK → fill remaining slots client-side + single-POST commit to server (per user spec: "commit all six draws in the same POST" so navigate-away mid-animation still persists).
- `gate-view` → label "GATE VIEW"; click navigates to /gameboard/my-sea/gate/ (Sprint 6).
- JS transitions auto-draw → gate-view automatically when the hand fills (via FLIP or AUTO DRAW completion).
- DEL btn: server-renders `.btn-disabled` pre-completion (per spec, the 1/day quota commits at first-card-draw — can't be refunded by an early DEL). JS removes `.btn-disabled` on hand completion. Post-completion click opens the shared guard portal; CONFIRM POSTs the delete endpoint (which clears hand server-side) + reloads to GATE VIEW landing.
- Deck stacks remain click-responsive post-completion so the user sees the disabled-FLIP feedback (signalling "no more draws"); the FLIP click is gated on `_locked` flag.
- Landing: primary nav btn is FREE DRAW (no active draw) or GATE VIEW (active draw exists w. empty hand). Both render as `<button>` (not `<a>`) so the typography matches across states — `<a>`'s UA-default serif typeface was bleeding into GATE VIEW under iter 4b polish.
## Other polish bundled
- **Sig polarity rendered in picker** — added `.my-sea-page[data-polarity]` to the existing `.sig-overlay[data-polarity]` + `.my-sign-page[data-polarity]` selector list in `_card-deck.scss`. Template wires `data-polarity` on the page wrapper based on `significator_reversed`. Previously the picker's center sig card was always gravity-themed regardless of the user's actual sig polarity.
- **`.btn-disabled` → × overlay** — universal CSS rule: any `.btn-disabled` button reads as × regardless of its native inner text/icons (DEL → ×, FLIP → ×, etc.). Hides inner content via `visibility: hidden` on children + paints × via `::before` pseudo-element. Templates that already render `×` explicitly (don/doff toggle pairs) get the pseudo overlay on top of their hidden inner ×; no double-× regression.
- **Landing aperture bg → `--priUser`** — explicit override on `.my-sea-page[data-phase="landing"]` so any bf-cache / stale-CSS state can't leak the picker-phase `--duoUser` green bg onto a landing render. Per user spec (2026-05-20): "Keep --duoUser on the hex, not on the aperture bg."
- **Dynamic combobox state** — `aria-selected` + `.sea-select-current` visible label both branch on `default_spread` (previously hardcoded SAO). Matters when the saved spread is non-SAO (e.g., Celtic Cross resumed mid-draw).
## Test coverage
- ITs (1100 IT/UT green in 57s):
- `MySeaDrawModelTest` — `is_hand_complete`, `is_hand_empty`, `delete_stale`, lazy cleanup in `active_draw_for`.
- `MySeaLockHandViewTest` — upsert same-row (rewrote 409 test), spread-mismatch 409, hand_complete flag in response.
- `MySeaDeleteDrawViewTest` — clears hand but preserves row (rewrote "deletes row" test).
- `MySeaViewWithSavedDrawTest` — picker w. complete hand renders GATE VIEW state.
- `MySeaViewWithEmptyHandTest` (new) — empty-hand post-DEL renders landing w. GATE VIEW btn, no FREE DRAW.
- `MySeaViewWithPartialHandTest` (new) — partial-hand renders picker w. AUTO DRAW + DEL btn-disabled.
- `MySeaGateStubViewTest` (new) — 404 stub + login required.
- FTs (35 my_sea FTs green in 5m):
- Iter-4b `test_del_confirm_clears_saved_draw_and_returns_to_landing` rewrote → `test_del_confirm_clears_hand_and_returns_to_gate_view_landing` (row preserved, landing renders GATE VIEW).
- Iter-4a `test_lock_hand_enables_when_sao_hand_is_complete` → `test_action_btn_transitions_to_gate_view_on_hand_complete`.
- Iter-4a `test_del_click_resets_hand_and_disables_lock_hand` → `test_del_btn_is_disabled_until_hand_complete`.
- Iter-4a `test_lock_hand_click_disables_further_interaction` → `test_hand_completion_locks_picker_state` (no LOCK HAND click; transition is automatic).
- Iter-4a `test_first_draw_locks_spread_combobox` trimmed — DEL no longer unlocks (DEL is `.btn-disabled` pre-completion).
- Iter-4a `test_form_col_renders_decks_lock_hand_del_and_reversal_pct` → action btn + DEL btn-disabled assertions.
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.7 <noreply@anthropic.com>
2026-05-20 01:34:03 -04:00
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# Row preserved as quota tracker; hand wiped.
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rows = MySeaDraw.objects.filter(user=self.gamer)
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self.assertEqual(rows.count(), 1)
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self.assertEqual(rows.first().hand, [])
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# Landing renders GATE VIEW (not FREE DRAW) per iter-4c spec.
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self.browser.find_element(By.CSS_SELECTOR, "#id_my_sea_gate_view_btn")
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self.assertEqual(
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len(self.browser.find_elements(By.CSS_SELECTOR, "#id_draw_sea_btn")),
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0,
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)
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My Sea iter 6a: gatekeeper page + INSERT/REFUND/PAID DRAW endpoints + MySeaDraw deposit fields + `_select_my_sea_token` / `debit_my_sea_token` helpers (CARTE blocked, COIN 24h cooldown not 7-day) + Sprint 6 FT skeleton — Sprint 5 iter 6a of My Sea roadmap — TDD
First of three Sprint 6 commits per [[sprint-my-sea-iter-6-plan]]. Replaces the iter-4c 404 stub at `/gameboard/my-sea/gate/` w. a real token-deposit-to-redraw UI. Iter 6b will wire the navbar GATE VIEW swap + landing PAID DRAW state + seat-1 persistence; iter 6c will land the bud-btn stub.
## Server
`MySeaDraw` gains two fields: `deposit_token_id` (int, nullable) + `deposit_reserved_at` (datetime, nullable). Migration 0002. The row plays triple duty now: hand storage + 24h quota tracker + deposit reservation slot.
`_select_my_sea_token(user)` mirrors `apps.epic.models.select_token` priority (PASS > COIN > FREE > TITHE) w. two adaptations:
- CARTE excluded outright (door-spell trinket, not valid for my-sea draws).
- COIN cooldown-respecting: filters out COINs w. `next_ready_at > now`. Standard `select_token` doesn't apply this filter — room logic unchanged.
`debit_my_sea_token(user, token)` is the my-sea variant of `apps.epic.models.debit_token`:
- CARTE → ValueError (defensive; caller validates upstream).
- COIN: `next_ready_at = now + 24h` (not 7-day room cycle) + unequip from kit if equipped.
- PASS: no consumption (auto-admit, unlimited redraws).
- FREE / TITHE: deleted.
`my_sea_gate` view replaces the 404 stub. Renders the gatekeeper template w. branching on `deposit_reserved` (token reserved on row vs not).
`my_sea_insert_token` POST: picks a token via `_select_my_sea_token` + sets `deposit_token_id + deposit_reserved_at`. Creates the row if missing (so a fresh user can deposit without first using their free draw). Idempotent w.r.t. an already-reserved deposit.
`my_sea_refund_token` POST: clears deposit fields. Token isn't consumed at INSERT (refund-aware design), so this is purely a row update — no inventory side effects.
`my_sea_paid_draw` POST: commits via `debit_my_sea_token` + resets row (hand=[], created_at=now, deposit fields cleared). Redirects to `/gameboard/my-sea/` for a fresh quota cycle.
## Template + UX
`apps/gameboard/my_sea_gate.html` (new) — per user spec 2026-05-20, the gatekeeper is a darkened-modal-over-`--duoUser` bg matching the room gatekeeper's chrome (`.gate-backdrop` + `.gate-overlay` + `.gate-modal`). No hex / chair-seats — those live on the my-sea picker page itself; the gatekeeper is a transient in-flight UI for token deposit.
Coin-slot rails (mirrors room's `.token-slot`):
- Pre-deposit: form-wrapped `.token-rails` button → POSTs to `my_sea_insert_token`. Coin-panel labels read INSERT TOKEN TO PLAY.
- Post-deposit: rails inert (no form); `.token-return-btn` form → POSTs to `my_sea_refund_token`. Coin-panel labels swap to PUSH TO RETURN.
- Post-deposit: PAID DRAW btn (`#id_my_sea_paid_draw_btn`, `.btn-primary`) → POSTs to `my_sea_paid_draw`. Mirrors the room's PICK ROLES btn shape.
SCSS minimal — page bg `rgba(--duoUser, 1)` on `.my-sea-page[data-phase="gate"]`; everything else reuses the room gatekeeper's existing rules.
## FT skeleton
Per user TDD directive (2026-05-20: "Also via TDD so if we run out we're adhering to FT-described behavior"), wrote the FULL Sprint 6 FT skeleton up front (covers iter 6a + 6b + 6c). Five new FT classes in `test_game_my_sea.py`:
- `MySeaGatekeeperPageTest` (5 tests) — iter 6a; pre-deposit / INSERT / REFUND / PAID DRAW paths.
- `MySeaLandingPaidDrawTest` (1 test) — iter 6b; landing renders PAID DRAW btn when deposit reserved (red until iter 6b lands).
- `MySeaNavbarGateViewTest` (1 test) — iter 6b; navbar GATE VIEW swap (red until iter 6b).
- `MySeaSeatOnePersistenceTest` (2 tests) — iter 6b; seat 1 banned for fresh user + empty-hand active draw (red until iter 6b).
- `MySeaBudBtnStubTest` (2 tests) — iter 6c; panel opens + OK shows coming-soon Brief (red until iter 6c).
## ITs (iter 6a — 22 new + 153 total green)
- `MySeaGateViewTest` (4) — view branching pre/post deposit.
- `MySeaInsertTokenViewTest` (4) — row creation, existing row, idempotency, GET=405.
- `MySeaRefundTokenViewTest` (3) — clears fields, no token consumption, idempotent.
- `MySeaPaidDrawViewTest` (6) — FREE consumed, COIN cooldown + unequip, PASS no-op, hand reset, created_at reset, redirect.
- `SelectMySeaTokenTest` (3) — CARTE excluded, COIN cooldown excluded, PASS priority for staff.
- `DebitMySeaTokenTest` (4) — CARTE ValueError, FREE/TITHE consumed, PASS preserved.
## Trap caught
Existing User `post_save` signal auto-creates COIN + FREE tokens (`apps.lyric.models:309`). Sprint 6 ITs that assert "user has only the token I seeded" must `self.user.tokens.all().delete()` after User.create. Without it, `_select_my_sea_token` returns the auto-COIN instead of None for the CARTE-excluded test. Worth a future feedback memory if it bites again.
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.7 <noreply@anthropic.com>
2026-05-20 02:29:08 -04:00
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# ── Sprint 6 — my-sea gatekeeper (token-deposit-to-redraw within 24h) ─────────
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# FT skeleton written TDD-first per user spec 2026-05-20. See
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# [[sprint-my-sea-iter-6-plan]] for the full spec; iters 6a/6b/6c break
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# the work into three commits but the FTs describe the user-facing
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# behavior end-to-end so the impl can converge against them.
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class MySeaGatekeeperPageTest(FunctionalTest):
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"""Sprint 6 iter 6a — `/gameboard/my-sea/gate/` renders the solo
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gatekeeper UI. Coin-slot rails (INSERT TOKEN TO PLAY) + 6-chair hex
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(seat 1 always reserved for owner, others banned). One-token-per-
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draw, refundable until PAID DRAW commits."""
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def setUp(self):
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super().setUp()
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_seed_earthman_sig_pile()
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_seed_gameboard_applets()
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self.email = "gate@test.io"
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self.gamer = User.objects.create(email=self.email)
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_assign_sig(self.gamer)
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My Sea iter 6b: navbar GATE VIEW swap on page-my-sea + landing PAID DRAW state + seat-1 server-render + auto-token IT trap in gatekeeper FT — Sprint 5 iter 6b of My Sea roadmap — TDD
Second of three Sprint 6 commits per [[sprint-my-sea-iter-6-plan]]. Wires the always-reachable navbar gate-entry, completes the landing center-btn 3-way state machine (FREE DRAW / GATE VIEW / PAID DRAW), and lifts seat-1's `.seated` state from JS-only to server-rendered (reload-stable).
## Navbar GATE VIEW swap
`templates/core/_partials/_navbar.html` — when `'page-my-sea' in page_class`, CONT GAME swaps for `#id_navbar_gate_view_btn` (`.btn-primary`, plain `<button>` w. inline onclick navigation). Reaches the gatekeeper at any quota state — no confirm guard (non-destructive nav).
**Typeface trap caught (user 2026-05-20 visual report)**: first cut used `<a>` for GATE VIEW, which UA-renders serif while `<button>` stays sans-serif (`.btn` doesn't reset `font-family`). Same fix pattern as iter-4c's in-hex GATE VIEW: always use `<button>`. Second cut used a form-wrapped `<button>` w. `display:contents`; the form was correctly invisible in layout but broke the landscape `> #id_cont_game { order: -1 }` direct-child SCSS pin (form became the direct child, not the button). Final cut: plain `<button>` w. `onclick="window.location.href=..."`, no form, no anchor — direct flex child of `.container-fluid` so the SCSS pin matches.
`_base.scss` — paired `> #id_navbar_gate_view_btn` alongside `> #id_cont_game` in both portrait (line 93) + landscape (line 309) rules so GATE VIEW occupies the same top-center navbar slot CONT GAME does (above brand, `order: -1`).
## Landing center-btn 3-way state machine
`my_sea` view gains `deposit_reserved` (active_draw has deposit_token_id) + `hand_non_empty` context vars.
`my_sea.html` landing branches:
- `deposit_reserved` → **PAID DRAW** form (POSTs to `my_sea_paid_draw`); fastest path back to picker w. one click — no gatekeeper round-trip.
- `quota_spent and not deposit_reserved` → **GATE VIEW** (existing iter-4c btn, navigates to gatekeeper).
- else → **FREE DRAW** (existing iter-1 btn).
Three branches are mutually exclusive — FT asserts only one of `#id_my_sea_paid_draw_btn` / `#id_my_sea_gate_view_btn` / `#id_draw_sea_btn` renders at a time.
## Seat-1 server-render
`my_sea.html` table-seat 1 now picks up `.seated` + `.fa-circle-check` (instead of `.fa-ban`) when `hand_non_empty`. Other 5 seats stay banned (placeholders for the future friend-invite feature; only owner ever occupies seat 1 in solo my-sea). Reloads no longer lose the chair-styling state — existing JS animation (FREE DRAW click → flip seat to seated) still fires on first draw.
In practice today the landing only renders when hand IS empty (show_picker hides landing once hand has cards), so the `.seated` branch isn't actually visible in iter 6b. Defensive code for future surfaces (any hex render w. hand non-empty) per [[sprint-my-sea-iter-6-plan]] §Seat-1 persistence.
## FT delta
**Replaced** `MySeaGatekeeperPageTest.test_gatekeeper_renders_six_chair_seats_with_seat1_seated` w. `test_gatekeeper_renders_no_hex_modal_only`. The iter-6a FT skeleton was written before the user's "no hex on gatekeeper" spec (2026-05-20) — seats now live ONLY on the my-sea picker page; the gatekeeper is a transient `.gate-modal` overlay w. no hex / chair-seats.
**Trap caught**: `MySeaGatekeeperPageTest.test_paid_draw_commits_token_and_redirects_to_picker` was passing in iter 6a only because it didn't actually exist in CI then; running it locally exposed the IT-trap pattern: User post_save signal auto-creates COIN + FREE tokens (`apps.lyric.models:309`), so `_select_my_sea_token` picks the auto-COIN (PASS > **COIN** > FREE > TITHE) instead of the manually-seeded FREE. Test asserted FREE count drops by 1 → fails because COIN was actually debited (sets cooldown, doesn't delete the token). Same trap as the iter-6a IT memo; fix is identical: `self.gamer.tokens.all().delete()` after User.create + then seed only the token the test cares about.
## Tests
- 4 MySeaGatekeeperPageTest (iter 6a, now passing) + 1 MySeaLandingPaidDrawTest + 1 MySeaNavbarGateViewTest + 2 MySeaSeatOnePersistenceTest = 8 FTs green in 84s.
- All 7 `test_core_navbar` FTs (NavbarByeTest + NavbarContGameTest) still green — landscape order rule extension is additive; CONT GAME path unchanged.
- 153/153 gameboard ITs green.
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-20 02:50:54 -04:00
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# The User post_save signal auto-creates COIN + FREE tokens
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# (apps.lyric.models). Clear them so the deposit-priority test
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# below picks only the FREE we seed explicitly — otherwise
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# COIN wins (PASS > COIN > FREE > TITHE) and the FREE-count
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# assertion fails (per IT-trap memo, 2026-05-19).
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self.gamer.tokens.all().delete()
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My Sea iter 6a: gatekeeper page + INSERT/REFUND/PAID DRAW endpoints + MySeaDraw deposit fields + `_select_my_sea_token` / `debit_my_sea_token` helpers (CARTE blocked, COIN 24h cooldown not 7-day) + Sprint 6 FT skeleton — Sprint 5 iter 6a of My Sea roadmap — TDD
First of three Sprint 6 commits per [[sprint-my-sea-iter-6-plan]]. Replaces the iter-4c 404 stub at `/gameboard/my-sea/gate/` w. a real token-deposit-to-redraw UI. Iter 6b will wire the navbar GATE VIEW swap + landing PAID DRAW state + seat-1 persistence; iter 6c will land the bud-btn stub.
## Server
`MySeaDraw` gains two fields: `deposit_token_id` (int, nullable) + `deposit_reserved_at` (datetime, nullable). Migration 0002. The row plays triple duty now: hand storage + 24h quota tracker + deposit reservation slot.
`_select_my_sea_token(user)` mirrors `apps.epic.models.select_token` priority (PASS > COIN > FREE > TITHE) w. two adaptations:
- CARTE excluded outright (door-spell trinket, not valid for my-sea draws).
- COIN cooldown-respecting: filters out COINs w. `next_ready_at > now`. Standard `select_token` doesn't apply this filter — room logic unchanged.
`debit_my_sea_token(user, token)` is the my-sea variant of `apps.epic.models.debit_token`:
- CARTE → ValueError (defensive; caller validates upstream).
- COIN: `next_ready_at = now + 24h` (not 7-day room cycle) + unequip from kit if equipped.
- PASS: no consumption (auto-admit, unlimited redraws).
- FREE / TITHE: deleted.
`my_sea_gate` view replaces the 404 stub. Renders the gatekeeper template w. branching on `deposit_reserved` (token reserved on row vs not).
`my_sea_insert_token` POST: picks a token via `_select_my_sea_token` + sets `deposit_token_id + deposit_reserved_at`. Creates the row if missing (so a fresh user can deposit without first using their free draw). Idempotent w.r.t. an already-reserved deposit.
`my_sea_refund_token` POST: clears deposit fields. Token isn't consumed at INSERT (refund-aware design), so this is purely a row update — no inventory side effects.
`my_sea_paid_draw` POST: commits via `debit_my_sea_token` + resets row (hand=[], created_at=now, deposit fields cleared). Redirects to `/gameboard/my-sea/` for a fresh quota cycle.
## Template + UX
`apps/gameboard/my_sea_gate.html` (new) — per user spec 2026-05-20, the gatekeeper is a darkened-modal-over-`--duoUser` bg matching the room gatekeeper's chrome (`.gate-backdrop` + `.gate-overlay` + `.gate-modal`). No hex / chair-seats — those live on the my-sea picker page itself; the gatekeeper is a transient in-flight UI for token deposit.
Coin-slot rails (mirrors room's `.token-slot`):
- Pre-deposit: form-wrapped `.token-rails` button → POSTs to `my_sea_insert_token`. Coin-panel labels read INSERT TOKEN TO PLAY.
- Post-deposit: rails inert (no form); `.token-return-btn` form → POSTs to `my_sea_refund_token`. Coin-panel labels swap to PUSH TO RETURN.
- Post-deposit: PAID DRAW btn (`#id_my_sea_paid_draw_btn`, `.btn-primary`) → POSTs to `my_sea_paid_draw`. Mirrors the room's PICK ROLES btn shape.
SCSS minimal — page bg `rgba(--duoUser, 1)` on `.my-sea-page[data-phase="gate"]`; everything else reuses the room gatekeeper's existing rules.
## FT skeleton
Per user TDD directive (2026-05-20: "Also via TDD so if we run out we're adhering to FT-described behavior"), wrote the FULL Sprint 6 FT skeleton up front (covers iter 6a + 6b + 6c). Five new FT classes in `test_game_my_sea.py`:
- `MySeaGatekeeperPageTest` (5 tests) — iter 6a; pre-deposit / INSERT / REFUND / PAID DRAW paths.
- `MySeaLandingPaidDrawTest` (1 test) — iter 6b; landing renders PAID DRAW btn when deposit reserved (red until iter 6b lands).
- `MySeaNavbarGateViewTest` (1 test) — iter 6b; navbar GATE VIEW swap (red until iter 6b).
- `MySeaSeatOnePersistenceTest` (2 tests) — iter 6b; seat 1 banned for fresh user + empty-hand active draw (red until iter 6b).
- `MySeaBudBtnStubTest` (2 tests) — iter 6c; panel opens + OK shows coming-soon Brief (red until iter 6c).
## ITs (iter 6a — 22 new + 153 total green)
- `MySeaGateViewTest` (4) — view branching pre/post deposit.
- `MySeaInsertTokenViewTest` (4) — row creation, existing row, idempotency, GET=405.
- `MySeaRefundTokenViewTest` (3) — clears fields, no token consumption, idempotent.
- `MySeaPaidDrawViewTest` (6) — FREE consumed, COIN cooldown + unequip, PASS no-op, hand reset, created_at reset, redirect.
- `SelectMySeaTokenTest` (3) — CARTE excluded, COIN cooldown excluded, PASS priority for staff.
- `DebitMySeaTokenTest` (4) — CARTE ValueError, FREE/TITHE consumed, PASS preserved.
## Trap caught
Existing User `post_save` signal auto-creates COIN + FREE tokens (`apps.lyric.models:309`). Sprint 6 ITs that assert "user has only the token I seeded" must `self.user.tokens.all().delete()` after User.create. Without it, `_select_my_sea_token` returns the auto-COIN instead of None for the CARTE-excluded test. Worth a future feedback memory if it bites again.
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.7 <noreply@anthropic.com>
2026-05-20 02:29:08 -04:00
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# Seed a FREE token so the gatekeeper has something to deposit.
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from datetime import timedelta
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from django.utils import timezone as dj_tz
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from apps.lyric.models import Token
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Token.objects.create(
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user=self.gamer, token_type=Token.FREE,
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expires_at=dj_tz.now() + timedelta(days=30),
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)
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def _save_empty_hand_draw(self):
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"""Quota-spent state: an active MySeaDraw row w. empty hand
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(post-DEL or post-completion-DEL). This is the canonical state
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where the gatekeeper is meaningful."""
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from apps.gameboard.models import MySeaDraw
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return MySeaDraw.objects.create(
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user=self.gamer, spread="situation-action-outcome",
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significator_id=self.gamer.significator_id, hand=[],
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)
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def test_gatekeeper_page_renders_token_rails_in_empty_state(self):
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"""No deposit yet → coin-slot shows INSERT TOKEN TO PLAY + the
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rails are active (click-target). No refund btn yet."""
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self._save_empty_hand_draw()
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self.create_pre_authenticated_session(self.email)
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self.browser.get(self.live_server_url + "/gameboard/my-sea/gate/")
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rails_form = self.wait_for(
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lambda: self.browser.find_element(
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By.CSS_SELECTOR, "form[action$='/my-sea/insert']"
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)
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)
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rails_form.find_element(By.CSS_SELECTOR, "button.token-rails")
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# No refund btn or PAID DRAW yet.
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self.assertEqual(
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len(self.browser.find_elements(
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By.CSS_SELECTOR, "form[action$='/my-sea/refund']"
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)),
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0,
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)
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self.assertEqual(
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len(self.browser.find_elements(
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By.CSS_SELECTOR, "#id_my_sea_paid_draw_btn"
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)),
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0,
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)
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My Sea iter 6b: navbar GATE VIEW swap on page-my-sea + landing PAID DRAW state + seat-1 server-render + auto-token IT trap in gatekeeper FT — Sprint 5 iter 6b of My Sea roadmap — TDD
Second of three Sprint 6 commits per [[sprint-my-sea-iter-6-plan]]. Wires the always-reachable navbar gate-entry, completes the landing center-btn 3-way state machine (FREE DRAW / GATE VIEW / PAID DRAW), and lifts seat-1's `.seated` state from JS-only to server-rendered (reload-stable).
## Navbar GATE VIEW swap
`templates/core/_partials/_navbar.html` — when `'page-my-sea' in page_class`, CONT GAME swaps for `#id_navbar_gate_view_btn` (`.btn-primary`, plain `<button>` w. inline onclick navigation). Reaches the gatekeeper at any quota state — no confirm guard (non-destructive nav).
**Typeface trap caught (user 2026-05-20 visual report)**: first cut used `<a>` for GATE VIEW, which UA-renders serif while `<button>` stays sans-serif (`.btn` doesn't reset `font-family`). Same fix pattern as iter-4c's in-hex GATE VIEW: always use `<button>`. Second cut used a form-wrapped `<button>` w. `display:contents`; the form was correctly invisible in layout but broke the landscape `> #id_cont_game { order: -1 }` direct-child SCSS pin (form became the direct child, not the button). Final cut: plain `<button>` w. `onclick="window.location.href=..."`, no form, no anchor — direct flex child of `.container-fluid` so the SCSS pin matches.
`_base.scss` — paired `> #id_navbar_gate_view_btn` alongside `> #id_cont_game` in both portrait (line 93) + landscape (line 309) rules so GATE VIEW occupies the same top-center navbar slot CONT GAME does (above brand, `order: -1`).
## Landing center-btn 3-way state machine
`my_sea` view gains `deposit_reserved` (active_draw has deposit_token_id) + `hand_non_empty` context vars.
`my_sea.html` landing branches:
- `deposit_reserved` → **PAID DRAW** form (POSTs to `my_sea_paid_draw`); fastest path back to picker w. one click — no gatekeeper round-trip.
- `quota_spent and not deposit_reserved` → **GATE VIEW** (existing iter-4c btn, navigates to gatekeeper).
- else → **FREE DRAW** (existing iter-1 btn).
Three branches are mutually exclusive — FT asserts only one of `#id_my_sea_paid_draw_btn` / `#id_my_sea_gate_view_btn` / `#id_draw_sea_btn` renders at a time.
## Seat-1 server-render
`my_sea.html` table-seat 1 now picks up `.seated` + `.fa-circle-check` (instead of `.fa-ban`) when `hand_non_empty`. Other 5 seats stay banned (placeholders for the future friend-invite feature; only owner ever occupies seat 1 in solo my-sea). Reloads no longer lose the chair-styling state — existing JS animation (FREE DRAW click → flip seat to seated) still fires on first draw.
In practice today the landing only renders when hand IS empty (show_picker hides landing once hand has cards), so the `.seated` branch isn't actually visible in iter 6b. Defensive code for future surfaces (any hex render w. hand non-empty) per [[sprint-my-sea-iter-6-plan]] §Seat-1 persistence.
## FT delta
**Replaced** `MySeaGatekeeperPageTest.test_gatekeeper_renders_six_chair_seats_with_seat1_seated` w. `test_gatekeeper_renders_no_hex_modal_only`. The iter-6a FT skeleton was written before the user's "no hex on gatekeeper" spec (2026-05-20) — seats now live ONLY on the my-sea picker page; the gatekeeper is a transient `.gate-modal` overlay w. no hex / chair-seats.
**Trap caught**: `MySeaGatekeeperPageTest.test_paid_draw_commits_token_and_redirects_to_picker` was passing in iter 6a only because it didn't actually exist in CI then; running it locally exposed the IT-trap pattern: User post_save signal auto-creates COIN + FREE tokens (`apps.lyric.models:309`), so `_select_my_sea_token` picks the auto-COIN (PASS > **COIN** > FREE > TITHE) instead of the manually-seeded FREE. Test asserted FREE count drops by 1 → fails because COIN was actually debited (sets cooldown, doesn't delete the token). Same trap as the iter-6a IT memo; fix is identical: `self.gamer.tokens.all().delete()` after User.create + then seed only the token the test cares about.
## Tests
- 4 MySeaGatekeeperPageTest (iter 6a, now passing) + 1 MySeaLandingPaidDrawTest + 1 MySeaNavbarGateViewTest + 2 MySeaSeatOnePersistenceTest = 8 FTs green in 84s.
- All 7 `test_core_navbar` FTs (NavbarByeTest + NavbarContGameTest) still green — landscape order rule extension is additive; CONT GAME path unchanged.
- 153/153 gameboard ITs green.
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-20 02:50:54 -04:00
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def test_gatekeeper_renders_no_hex_modal_only(self):
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"""Per user spec 2026-05-20, the gatekeeper is a transient in-flight
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UI — modal-over-`--duoUser` bg, NO hex / chair-seats. Seats live on
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the my-sea picker page itself; the gatekeeper just offers the
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coin-slot + (post-deposit) PAID DRAW affordance."""
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My Sea iter 6a: gatekeeper page + INSERT/REFUND/PAID DRAW endpoints + MySeaDraw deposit fields + `_select_my_sea_token` / `debit_my_sea_token` helpers (CARTE blocked, COIN 24h cooldown not 7-day) + Sprint 6 FT skeleton — Sprint 5 iter 6a of My Sea roadmap — TDD
First of three Sprint 6 commits per [[sprint-my-sea-iter-6-plan]]. Replaces the iter-4c 404 stub at `/gameboard/my-sea/gate/` w. a real token-deposit-to-redraw UI. Iter 6b will wire the navbar GATE VIEW swap + landing PAID DRAW state + seat-1 persistence; iter 6c will land the bud-btn stub.
## Server
`MySeaDraw` gains two fields: `deposit_token_id` (int, nullable) + `deposit_reserved_at` (datetime, nullable). Migration 0002. The row plays triple duty now: hand storage + 24h quota tracker + deposit reservation slot.
`_select_my_sea_token(user)` mirrors `apps.epic.models.select_token` priority (PASS > COIN > FREE > TITHE) w. two adaptations:
- CARTE excluded outright (door-spell trinket, not valid for my-sea draws).
- COIN cooldown-respecting: filters out COINs w. `next_ready_at > now`. Standard `select_token` doesn't apply this filter — room logic unchanged.
`debit_my_sea_token(user, token)` is the my-sea variant of `apps.epic.models.debit_token`:
- CARTE → ValueError (defensive; caller validates upstream).
- COIN: `next_ready_at = now + 24h` (not 7-day room cycle) + unequip from kit if equipped.
- PASS: no consumption (auto-admit, unlimited redraws).
- FREE / TITHE: deleted.
`my_sea_gate` view replaces the 404 stub. Renders the gatekeeper template w. branching on `deposit_reserved` (token reserved on row vs not).
`my_sea_insert_token` POST: picks a token via `_select_my_sea_token` + sets `deposit_token_id + deposit_reserved_at`. Creates the row if missing (so a fresh user can deposit without first using their free draw). Idempotent w.r.t. an already-reserved deposit.
`my_sea_refund_token` POST: clears deposit fields. Token isn't consumed at INSERT (refund-aware design), so this is purely a row update — no inventory side effects.
`my_sea_paid_draw` POST: commits via `debit_my_sea_token` + resets row (hand=[], created_at=now, deposit fields cleared). Redirects to `/gameboard/my-sea/` for a fresh quota cycle.
## Template + UX
`apps/gameboard/my_sea_gate.html` (new) — per user spec 2026-05-20, the gatekeeper is a darkened-modal-over-`--duoUser` bg matching the room gatekeeper's chrome (`.gate-backdrop` + `.gate-overlay` + `.gate-modal`). No hex / chair-seats — those live on the my-sea picker page itself; the gatekeeper is a transient in-flight UI for token deposit.
Coin-slot rails (mirrors room's `.token-slot`):
- Pre-deposit: form-wrapped `.token-rails` button → POSTs to `my_sea_insert_token`. Coin-panel labels read INSERT TOKEN TO PLAY.
- Post-deposit: rails inert (no form); `.token-return-btn` form → POSTs to `my_sea_refund_token`. Coin-panel labels swap to PUSH TO RETURN.
- Post-deposit: PAID DRAW btn (`#id_my_sea_paid_draw_btn`, `.btn-primary`) → POSTs to `my_sea_paid_draw`. Mirrors the room's PICK ROLES btn shape.
SCSS minimal — page bg `rgba(--duoUser, 1)` on `.my-sea-page[data-phase="gate"]`; everything else reuses the room gatekeeper's existing rules.
## FT skeleton
Per user TDD directive (2026-05-20: "Also via TDD so if we run out we're adhering to FT-described behavior"), wrote the FULL Sprint 6 FT skeleton up front (covers iter 6a + 6b + 6c). Five new FT classes in `test_game_my_sea.py`:
- `MySeaGatekeeperPageTest` (5 tests) — iter 6a; pre-deposit / INSERT / REFUND / PAID DRAW paths.
- `MySeaLandingPaidDrawTest` (1 test) — iter 6b; landing renders PAID DRAW btn when deposit reserved (red until iter 6b lands).
- `MySeaNavbarGateViewTest` (1 test) — iter 6b; navbar GATE VIEW swap (red until iter 6b).
- `MySeaSeatOnePersistenceTest` (2 tests) — iter 6b; seat 1 banned for fresh user + empty-hand active draw (red until iter 6b).
- `MySeaBudBtnStubTest` (2 tests) — iter 6c; panel opens + OK shows coming-soon Brief (red until iter 6c).
## ITs (iter 6a — 22 new + 153 total green)
- `MySeaGateViewTest` (4) — view branching pre/post deposit.
- `MySeaInsertTokenViewTest` (4) — row creation, existing row, idempotency, GET=405.
- `MySeaRefundTokenViewTest` (3) — clears fields, no token consumption, idempotent.
- `MySeaPaidDrawViewTest` (6) — FREE consumed, COIN cooldown + unequip, PASS no-op, hand reset, created_at reset, redirect.
- `SelectMySeaTokenTest` (3) — CARTE excluded, COIN cooldown excluded, PASS priority for staff.
- `DebitMySeaTokenTest` (4) — CARTE ValueError, FREE/TITHE consumed, PASS preserved.
## Trap caught
Existing User `post_save` signal auto-creates COIN + FREE tokens (`apps.lyric.models:309`). Sprint 6 ITs that assert "user has only the token I seeded" must `self.user.tokens.all().delete()` after User.create. Without it, `_select_my_sea_token` returns the auto-COIN instead of None for the CARTE-excluded test. Worth a future feedback memory if it bites again.
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.7 <noreply@anthropic.com>
2026-05-20 02:29:08 -04:00
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self._save_empty_hand_draw()
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self.create_pre_authenticated_session(self.email)
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self.browser.get(self.live_server_url + "/gameboard/my-sea/gate/")
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self.wait_for(
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My Sea iter 6b: navbar GATE VIEW swap on page-my-sea + landing PAID DRAW state + seat-1 server-render + auto-token IT trap in gatekeeper FT — Sprint 5 iter 6b of My Sea roadmap — TDD
Second of three Sprint 6 commits per [[sprint-my-sea-iter-6-plan]]. Wires the always-reachable navbar gate-entry, completes the landing center-btn 3-way state machine (FREE DRAW / GATE VIEW / PAID DRAW), and lifts seat-1's `.seated` state from JS-only to server-rendered (reload-stable).
## Navbar GATE VIEW swap
`templates/core/_partials/_navbar.html` — when `'page-my-sea' in page_class`, CONT GAME swaps for `#id_navbar_gate_view_btn` (`.btn-primary`, plain `<button>` w. inline onclick navigation). Reaches the gatekeeper at any quota state — no confirm guard (non-destructive nav).
**Typeface trap caught (user 2026-05-20 visual report)**: first cut used `<a>` for GATE VIEW, which UA-renders serif while `<button>` stays sans-serif (`.btn` doesn't reset `font-family`). Same fix pattern as iter-4c's in-hex GATE VIEW: always use `<button>`. Second cut used a form-wrapped `<button>` w. `display:contents`; the form was correctly invisible in layout but broke the landscape `> #id_cont_game { order: -1 }` direct-child SCSS pin (form became the direct child, not the button). Final cut: plain `<button>` w. `onclick="window.location.href=..."`, no form, no anchor — direct flex child of `.container-fluid` so the SCSS pin matches.
`_base.scss` — paired `> #id_navbar_gate_view_btn` alongside `> #id_cont_game` in both portrait (line 93) + landscape (line 309) rules so GATE VIEW occupies the same top-center navbar slot CONT GAME does (above brand, `order: -1`).
## Landing center-btn 3-way state machine
`my_sea` view gains `deposit_reserved` (active_draw has deposit_token_id) + `hand_non_empty` context vars.
`my_sea.html` landing branches:
- `deposit_reserved` → **PAID DRAW** form (POSTs to `my_sea_paid_draw`); fastest path back to picker w. one click — no gatekeeper round-trip.
- `quota_spent and not deposit_reserved` → **GATE VIEW** (existing iter-4c btn, navigates to gatekeeper).
- else → **FREE DRAW** (existing iter-1 btn).
Three branches are mutually exclusive — FT asserts only one of `#id_my_sea_paid_draw_btn` / `#id_my_sea_gate_view_btn` / `#id_draw_sea_btn` renders at a time.
## Seat-1 server-render
`my_sea.html` table-seat 1 now picks up `.seated` + `.fa-circle-check` (instead of `.fa-ban`) when `hand_non_empty`. Other 5 seats stay banned (placeholders for the future friend-invite feature; only owner ever occupies seat 1 in solo my-sea). Reloads no longer lose the chair-styling state — existing JS animation (FREE DRAW click → flip seat to seated) still fires on first draw.
In practice today the landing only renders when hand IS empty (show_picker hides landing once hand has cards), so the `.seated` branch isn't actually visible in iter 6b. Defensive code for future surfaces (any hex render w. hand non-empty) per [[sprint-my-sea-iter-6-plan]] §Seat-1 persistence.
## FT delta
**Replaced** `MySeaGatekeeperPageTest.test_gatekeeper_renders_six_chair_seats_with_seat1_seated` w. `test_gatekeeper_renders_no_hex_modal_only`. The iter-6a FT skeleton was written before the user's "no hex on gatekeeper" spec (2026-05-20) — seats now live ONLY on the my-sea picker page; the gatekeeper is a transient `.gate-modal` overlay w. no hex / chair-seats.
**Trap caught**: `MySeaGatekeeperPageTest.test_paid_draw_commits_token_and_redirects_to_picker` was passing in iter 6a only because it didn't actually exist in CI then; running it locally exposed the IT-trap pattern: User post_save signal auto-creates COIN + FREE tokens (`apps.lyric.models:309`), so `_select_my_sea_token` picks the auto-COIN (PASS > **COIN** > FREE > TITHE) instead of the manually-seeded FREE. Test asserted FREE count drops by 1 → fails because COIN was actually debited (sets cooldown, doesn't delete the token). Same trap as the iter-6a IT memo; fix is identical: `self.gamer.tokens.all().delete()` after User.create + then seed only the token the test cares about.
## Tests
- 4 MySeaGatekeeperPageTest (iter 6a, now passing) + 1 MySeaLandingPaidDrawTest + 1 MySeaNavbarGateViewTest + 2 MySeaSeatOnePersistenceTest = 8 FTs green in 84s.
- All 7 `test_core_navbar` FTs (NavbarByeTest + NavbarContGameTest) still green — landscape order rule extension is additive; CONT GAME path unchanged.
- 153/153 gameboard ITs green.
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-20 02:50:54 -04:00
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lambda: self.browser.find_element(
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By.CSS_SELECTOR, ".my-sea-gate-modal"
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)
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My Sea iter 6a: gatekeeper page + INSERT/REFUND/PAID DRAW endpoints + MySeaDraw deposit fields + `_select_my_sea_token` / `debit_my_sea_token` helpers (CARTE blocked, COIN 24h cooldown not 7-day) + Sprint 6 FT skeleton — Sprint 5 iter 6a of My Sea roadmap — TDD
First of three Sprint 6 commits per [[sprint-my-sea-iter-6-plan]]. Replaces the iter-4c 404 stub at `/gameboard/my-sea/gate/` w. a real token-deposit-to-redraw UI. Iter 6b will wire the navbar GATE VIEW swap + landing PAID DRAW state + seat-1 persistence; iter 6c will land the bud-btn stub.
## Server
`MySeaDraw` gains two fields: `deposit_token_id` (int, nullable) + `deposit_reserved_at` (datetime, nullable). Migration 0002. The row plays triple duty now: hand storage + 24h quota tracker + deposit reservation slot.
`_select_my_sea_token(user)` mirrors `apps.epic.models.select_token` priority (PASS > COIN > FREE > TITHE) w. two adaptations:
- CARTE excluded outright (door-spell trinket, not valid for my-sea draws).
- COIN cooldown-respecting: filters out COINs w. `next_ready_at > now`. Standard `select_token` doesn't apply this filter — room logic unchanged.
`debit_my_sea_token(user, token)` is the my-sea variant of `apps.epic.models.debit_token`:
- CARTE → ValueError (defensive; caller validates upstream).
- COIN: `next_ready_at = now + 24h` (not 7-day room cycle) + unequip from kit if equipped.
- PASS: no consumption (auto-admit, unlimited redraws).
- FREE / TITHE: deleted.
`my_sea_gate` view replaces the 404 stub. Renders the gatekeeper template w. branching on `deposit_reserved` (token reserved on row vs not).
`my_sea_insert_token` POST: picks a token via `_select_my_sea_token` + sets `deposit_token_id + deposit_reserved_at`. Creates the row if missing (so a fresh user can deposit without first using their free draw). Idempotent w.r.t. an already-reserved deposit.
`my_sea_refund_token` POST: clears deposit fields. Token isn't consumed at INSERT (refund-aware design), so this is purely a row update — no inventory side effects.
`my_sea_paid_draw` POST: commits via `debit_my_sea_token` + resets row (hand=[], created_at=now, deposit fields cleared). Redirects to `/gameboard/my-sea/` for a fresh quota cycle.
## Template + UX
`apps/gameboard/my_sea_gate.html` (new) — per user spec 2026-05-20, the gatekeeper is a darkened-modal-over-`--duoUser` bg matching the room gatekeeper's chrome (`.gate-backdrop` + `.gate-overlay` + `.gate-modal`). No hex / chair-seats — those live on the my-sea picker page itself; the gatekeeper is a transient in-flight UI for token deposit.
Coin-slot rails (mirrors room's `.token-slot`):
- Pre-deposit: form-wrapped `.token-rails` button → POSTs to `my_sea_insert_token`. Coin-panel labels read INSERT TOKEN TO PLAY.
- Post-deposit: rails inert (no form); `.token-return-btn` form → POSTs to `my_sea_refund_token`. Coin-panel labels swap to PUSH TO RETURN.
- Post-deposit: PAID DRAW btn (`#id_my_sea_paid_draw_btn`, `.btn-primary`) → POSTs to `my_sea_paid_draw`. Mirrors the room's PICK ROLES btn shape.
SCSS minimal — page bg `rgba(--duoUser, 1)` on `.my-sea-page[data-phase="gate"]`; everything else reuses the room gatekeeper's existing rules.
## FT skeleton
Per user TDD directive (2026-05-20: "Also via TDD so if we run out we're adhering to FT-described behavior"), wrote the FULL Sprint 6 FT skeleton up front (covers iter 6a + 6b + 6c). Five new FT classes in `test_game_my_sea.py`:
- `MySeaGatekeeperPageTest` (5 tests) — iter 6a; pre-deposit / INSERT / REFUND / PAID DRAW paths.
- `MySeaLandingPaidDrawTest` (1 test) — iter 6b; landing renders PAID DRAW btn when deposit reserved (red until iter 6b lands).
- `MySeaNavbarGateViewTest` (1 test) — iter 6b; navbar GATE VIEW swap (red until iter 6b).
- `MySeaSeatOnePersistenceTest` (2 tests) — iter 6b; seat 1 banned for fresh user + empty-hand active draw (red until iter 6b).
- `MySeaBudBtnStubTest` (2 tests) — iter 6c; panel opens + OK shows coming-soon Brief (red until iter 6c).
## ITs (iter 6a — 22 new + 153 total green)
- `MySeaGateViewTest` (4) — view branching pre/post deposit.
- `MySeaInsertTokenViewTest` (4) — row creation, existing row, idempotency, GET=405.
- `MySeaRefundTokenViewTest` (3) — clears fields, no token consumption, idempotent.
- `MySeaPaidDrawViewTest` (6) — FREE consumed, COIN cooldown + unequip, PASS no-op, hand reset, created_at reset, redirect.
- `SelectMySeaTokenTest` (3) — CARTE excluded, COIN cooldown excluded, PASS priority for staff.
- `DebitMySeaTokenTest` (4) — CARTE ValueError, FREE/TITHE consumed, PASS preserved.
## Trap caught
Existing User `post_save` signal auto-creates COIN + FREE tokens (`apps.lyric.models:309`). Sprint 6 ITs that assert "user has only the token I seeded" must `self.user.tokens.all().delete()` after User.create. Without it, `_select_my_sea_token` returns the auto-COIN instead of None for the CARTE-excluded test. Worth a future feedback memory if it bites again.
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.7 <noreply@anthropic.com>
2026-05-20 02:29:08 -04:00
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)
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My Sea iter 6b: navbar GATE VIEW swap on page-my-sea + landing PAID DRAW state + seat-1 server-render + auto-token IT trap in gatekeeper FT — Sprint 5 iter 6b of My Sea roadmap — TDD
Second of three Sprint 6 commits per [[sprint-my-sea-iter-6-plan]]. Wires the always-reachable navbar gate-entry, completes the landing center-btn 3-way state machine (FREE DRAW / GATE VIEW / PAID DRAW), and lifts seat-1's `.seated` state from JS-only to server-rendered (reload-stable).
## Navbar GATE VIEW swap
`templates/core/_partials/_navbar.html` — when `'page-my-sea' in page_class`, CONT GAME swaps for `#id_navbar_gate_view_btn` (`.btn-primary`, plain `<button>` w. inline onclick navigation). Reaches the gatekeeper at any quota state — no confirm guard (non-destructive nav).
**Typeface trap caught (user 2026-05-20 visual report)**: first cut used `<a>` for GATE VIEW, which UA-renders serif while `<button>` stays sans-serif (`.btn` doesn't reset `font-family`). Same fix pattern as iter-4c's in-hex GATE VIEW: always use `<button>`. Second cut used a form-wrapped `<button>` w. `display:contents`; the form was correctly invisible in layout but broke the landscape `> #id_cont_game { order: -1 }` direct-child SCSS pin (form became the direct child, not the button). Final cut: plain `<button>` w. `onclick="window.location.href=..."`, no form, no anchor — direct flex child of `.container-fluid` so the SCSS pin matches.
`_base.scss` — paired `> #id_navbar_gate_view_btn` alongside `> #id_cont_game` in both portrait (line 93) + landscape (line 309) rules so GATE VIEW occupies the same top-center navbar slot CONT GAME does (above brand, `order: -1`).
## Landing center-btn 3-way state machine
`my_sea` view gains `deposit_reserved` (active_draw has deposit_token_id) + `hand_non_empty` context vars.
`my_sea.html` landing branches:
- `deposit_reserved` → **PAID DRAW** form (POSTs to `my_sea_paid_draw`); fastest path back to picker w. one click — no gatekeeper round-trip.
- `quota_spent and not deposit_reserved` → **GATE VIEW** (existing iter-4c btn, navigates to gatekeeper).
- else → **FREE DRAW** (existing iter-1 btn).
Three branches are mutually exclusive — FT asserts only one of `#id_my_sea_paid_draw_btn` / `#id_my_sea_gate_view_btn` / `#id_draw_sea_btn` renders at a time.
## Seat-1 server-render
`my_sea.html` table-seat 1 now picks up `.seated` + `.fa-circle-check` (instead of `.fa-ban`) when `hand_non_empty`. Other 5 seats stay banned (placeholders for the future friend-invite feature; only owner ever occupies seat 1 in solo my-sea). Reloads no longer lose the chair-styling state — existing JS animation (FREE DRAW click → flip seat to seated) still fires on first draw.
In practice today the landing only renders when hand IS empty (show_picker hides landing once hand has cards), so the `.seated` branch isn't actually visible in iter 6b. Defensive code for future surfaces (any hex render w. hand non-empty) per [[sprint-my-sea-iter-6-plan]] §Seat-1 persistence.
## FT delta
**Replaced** `MySeaGatekeeperPageTest.test_gatekeeper_renders_six_chair_seats_with_seat1_seated` w. `test_gatekeeper_renders_no_hex_modal_only`. The iter-6a FT skeleton was written before the user's "no hex on gatekeeper" spec (2026-05-20) — seats now live ONLY on the my-sea picker page; the gatekeeper is a transient `.gate-modal` overlay w. no hex / chair-seats.
**Trap caught**: `MySeaGatekeeperPageTest.test_paid_draw_commits_token_and_redirects_to_picker` was passing in iter 6a only because it didn't actually exist in CI then; running it locally exposed the IT-trap pattern: User post_save signal auto-creates COIN + FREE tokens (`apps.lyric.models:309`), so `_select_my_sea_token` picks the auto-COIN (PASS > **COIN** > FREE > TITHE) instead of the manually-seeded FREE. Test asserted FREE count drops by 1 → fails because COIN was actually debited (sets cooldown, doesn't delete the token). Same trap as the iter-6a IT memo; fix is identical: `self.gamer.tokens.all().delete()` after User.create + then seed only the token the test cares about.
## Tests
- 4 MySeaGatekeeperPageTest (iter 6a, now passing) + 1 MySeaLandingPaidDrawTest + 1 MySeaNavbarGateViewTest + 2 MySeaSeatOnePersistenceTest = 8 FTs green in 84s.
- All 7 `test_core_navbar` FTs (NavbarByeTest + NavbarContGameTest) still green — landscape order rule extension is additive; CONT GAME path unchanged.
- 153/153 gameboard ITs green.
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-20 02:50:54 -04:00
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self.assertEqual(
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len(self.browser.find_elements(By.CSS_SELECTOR, ".table-seat")),
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0,
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)
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self.assertEqual(
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len(self.browser.find_elements(By.CSS_SELECTOR, ".table-hex")),
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0,
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My Sea iter 6a: gatekeeper page + INSERT/REFUND/PAID DRAW endpoints + MySeaDraw deposit fields + `_select_my_sea_token` / `debit_my_sea_token` helpers (CARTE blocked, COIN 24h cooldown not 7-day) + Sprint 6 FT skeleton — Sprint 5 iter 6a of My Sea roadmap — TDD
First of three Sprint 6 commits per [[sprint-my-sea-iter-6-plan]]. Replaces the iter-4c 404 stub at `/gameboard/my-sea/gate/` w. a real token-deposit-to-redraw UI. Iter 6b will wire the navbar GATE VIEW swap + landing PAID DRAW state + seat-1 persistence; iter 6c will land the bud-btn stub.
## Server
`MySeaDraw` gains two fields: `deposit_token_id` (int, nullable) + `deposit_reserved_at` (datetime, nullable). Migration 0002. The row plays triple duty now: hand storage + 24h quota tracker + deposit reservation slot.
`_select_my_sea_token(user)` mirrors `apps.epic.models.select_token` priority (PASS > COIN > FREE > TITHE) w. two adaptations:
- CARTE excluded outright (door-spell trinket, not valid for my-sea draws).
- COIN cooldown-respecting: filters out COINs w. `next_ready_at > now`. Standard `select_token` doesn't apply this filter — room logic unchanged.
`debit_my_sea_token(user, token)` is the my-sea variant of `apps.epic.models.debit_token`:
- CARTE → ValueError (defensive; caller validates upstream).
- COIN: `next_ready_at = now + 24h` (not 7-day room cycle) + unequip from kit if equipped.
- PASS: no consumption (auto-admit, unlimited redraws).
- FREE / TITHE: deleted.
`my_sea_gate` view replaces the 404 stub. Renders the gatekeeper template w. branching on `deposit_reserved` (token reserved on row vs not).
`my_sea_insert_token` POST: picks a token via `_select_my_sea_token` + sets `deposit_token_id + deposit_reserved_at`. Creates the row if missing (so a fresh user can deposit without first using their free draw). Idempotent w.r.t. an already-reserved deposit.
`my_sea_refund_token` POST: clears deposit fields. Token isn't consumed at INSERT (refund-aware design), so this is purely a row update — no inventory side effects.
`my_sea_paid_draw` POST: commits via `debit_my_sea_token` + resets row (hand=[], created_at=now, deposit fields cleared). Redirects to `/gameboard/my-sea/` for a fresh quota cycle.
## Template + UX
`apps/gameboard/my_sea_gate.html` (new) — per user spec 2026-05-20, the gatekeeper is a darkened-modal-over-`--duoUser` bg matching the room gatekeeper's chrome (`.gate-backdrop` + `.gate-overlay` + `.gate-modal`). No hex / chair-seats — those live on the my-sea picker page itself; the gatekeeper is a transient in-flight UI for token deposit.
Coin-slot rails (mirrors room's `.token-slot`):
- Pre-deposit: form-wrapped `.token-rails` button → POSTs to `my_sea_insert_token`. Coin-panel labels read INSERT TOKEN TO PLAY.
- Post-deposit: rails inert (no form); `.token-return-btn` form → POSTs to `my_sea_refund_token`. Coin-panel labels swap to PUSH TO RETURN.
- Post-deposit: PAID DRAW btn (`#id_my_sea_paid_draw_btn`, `.btn-primary`) → POSTs to `my_sea_paid_draw`. Mirrors the room's PICK ROLES btn shape.
SCSS minimal — page bg `rgba(--duoUser, 1)` on `.my-sea-page[data-phase="gate"]`; everything else reuses the room gatekeeper's existing rules.
## FT skeleton
Per user TDD directive (2026-05-20: "Also via TDD so if we run out we're adhering to FT-described behavior"), wrote the FULL Sprint 6 FT skeleton up front (covers iter 6a + 6b + 6c). Five new FT classes in `test_game_my_sea.py`:
- `MySeaGatekeeperPageTest` (5 tests) — iter 6a; pre-deposit / INSERT / REFUND / PAID DRAW paths.
- `MySeaLandingPaidDrawTest` (1 test) — iter 6b; landing renders PAID DRAW btn when deposit reserved (red until iter 6b lands).
- `MySeaNavbarGateViewTest` (1 test) — iter 6b; navbar GATE VIEW swap (red until iter 6b).
- `MySeaSeatOnePersistenceTest` (2 tests) — iter 6b; seat 1 banned for fresh user + empty-hand active draw (red until iter 6b).
- `MySeaBudBtnStubTest` (2 tests) — iter 6c; panel opens + OK shows coming-soon Brief (red until iter 6c).
## ITs (iter 6a — 22 new + 153 total green)
- `MySeaGateViewTest` (4) — view branching pre/post deposit.
- `MySeaInsertTokenViewTest` (4) — row creation, existing row, idempotency, GET=405.
- `MySeaRefundTokenViewTest` (3) — clears fields, no token consumption, idempotent.
- `MySeaPaidDrawViewTest` (6) — FREE consumed, COIN cooldown + unequip, PASS no-op, hand reset, created_at reset, redirect.
- `SelectMySeaTokenTest` (3) — CARTE excluded, COIN cooldown excluded, PASS priority for staff.
- `DebitMySeaTokenTest` (4) — CARTE ValueError, FREE/TITHE consumed, PASS preserved.
## Trap caught
Existing User `post_save` signal auto-creates COIN + FREE tokens (`apps.lyric.models:309`). Sprint 6 ITs that assert "user has only the token I seeded" must `self.user.tokens.all().delete()` after User.create. Without it, `_select_my_sea_token` returns the auto-COIN instead of None for the CARTE-excluded test. Worth a future feedback memory if it bites again.
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.7 <noreply@anthropic.com>
2026-05-20 02:29:08 -04:00
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def test_insert_token_reserves_deposit_and_reveals_paid_draw_btn(self):
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"""Click INSERT TOKEN → server reserves the user's next-priority
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token on the MySeaDraw row; gatekeeper re-renders w. refund btn
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+ `#id_my_sea_paid_draw_btn` visible."""
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self._save_empty_hand_draw()
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self.create_pre_authenticated_session(self.email)
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self.browser.get(self.live_server_url + "/gameboard/my-sea/gate/")
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rails = self.wait_for(
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lambda: self.browser.find_element(
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By.CSS_SELECTOR,
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"form[action$='/my-sea/insert'] button.token-rails",
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)
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)
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rails.click()
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self.wait_for(
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lambda: self.browser.find_element(
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By.CSS_SELECTOR, "#id_my_sea_paid_draw_btn"
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)
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)
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# Refund affordance is now present.
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self.browser.find_element(
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By.CSS_SELECTOR, "form[action$='/my-sea/refund']"
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)
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# Server-side: MySeaDraw row has deposit_token_id set.
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from apps.gameboard.models import MySeaDraw
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draw = MySeaDraw.objects.get(user=self.gamer)
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self.assertIsNotNone(draw.deposit_token_id)
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def test_refund_clears_deposit_and_returns_to_empty_state(self):
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from apps.gameboard.models import MySeaDraw
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self._save_empty_hand_draw()
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self.create_pre_authenticated_session(self.email)
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self.browser.get(self.live_server_url + "/gameboard/my-sea/gate/")
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self.wait_for(
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lambda: self.browser.find_element(
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By.CSS_SELECTOR,
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"form[action$='/my-sea/insert'] button.token-rails",
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)
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).click()
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refund = self.wait_for(
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lambda: self.browser.find_element(
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By.CSS_SELECTOR,
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"form[action$='/my-sea/refund'] button",
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)
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)
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refund.click()
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# After refund, INSERT TOKEN form is back; PAID DRAW gone.
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self.wait_for(
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lambda: self.browser.find_element(
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By.CSS_SELECTOR,
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"form[action$='/my-sea/insert']",
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)
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)
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self.assertEqual(
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len(self.browser.find_elements(
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By.CSS_SELECTOR, "#id_my_sea_paid_draw_btn"
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)),
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0,
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)
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draw = MySeaDraw.objects.get(user=self.gamer)
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self.assertIsNone(draw.deposit_token_id)
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def test_paid_draw_commits_token_and_redirects_to_picker(self):
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fix: significator_reversed=polarity bug + Pattern B name-swap rendering + qualifier-aware applet faces + sticky PAID DRAW + cooldown anchor on User + stat-block polarity unification across Sig/Sea/Fan/applets
Five-thread sprint atop 53cd7af; all 1238 IT/UT green (no FTs run per [[feedback-ft-run-discipline]]).
**Thread 1 — User.significator_reversed is the POLARITY axis, not orientation.** The saved sig was rendering as a gravity reversal when the user saved a levity emanation. Root cause: `my_sign.html` JS post-save load called `_toggleOrientation()` whenever `revInput.value==='1'` (SPIN-ing a card whose flag only meant "polarity=levity"); `_applet-my-sign.html` applied `.stage-card--reversed` + `keywords_reversed` for the same flag. Fix: JS drops the `_toggleOrientation()` call (saved sigs are always upright in their polarity, never spun); the applet drops the rotation class, swaps to `my-sign-applet-card--{levity,gravity}` modifier, and always renders `keywords_upright` / "Emanation". `data-polarity` cascades correctly. Memory: [[feedback-significator-reversed-is-polarity]].
**Thread 2 — qualifier rendering on the My Sign + My Sea applets.** Both applets were rendering name only — no qualifier word. Added `TarotCard.applet_face(polarity, reversed)` (model method) + `User.sig_face` (delegator for the saved sig) returning `{title, qualifier, qualifier_first}` payload that mirrors `populateCard` in `stage-card.js`. `latest_draw_slots()` augments each slot dict w. `face`. Templates render `.fan-card-qualifier` + `.fan-card-name` in the order the payload dictates (non-Major: qualifier-above-title; Major+qualifier: title-with-trailing-comma above qualifier; polarity-split: single-line title). Typography matched to title (same bold, same size, same color via `color: inherit` w. polarity-pin at 0,3,0 specificity to beat `_card-deck.scss:376-383`'s 0,2,0 `.fan-card-face .fan-card-name` rule that out-cascades when loaded after gameboard).
**Thread 3 — My Sea cooldown bugs.** Two: (a) PAID DRAW button reverted to FREE DRAW after one navigation cycle because `my_sea_paid_draw` deleted the row at commit time — without a row, `quota_spent=False` on next render. (b) Brief's "next free draw at" was anchored to the most recent paid draw, not the original free draw. Fix: new `User.last_free_draw_at` field (set in `my_sea_lock` when a fresh row lands AND user wasn't already in cooldown — i.e., this is a tokenless free draw); paid draws NEVER touch it. New `MySeaDraw.paid_through_at` field stamped at commit time + cleared in `my_sea_lock` when the first card of the paid session lands (one-shot credit per user-spec: "each redraw needs a new token"). `my_sea_paid_draw` no longer deletes the row — clears hand+deposit, sets `paid_through_at`, redirects to `?phase=picker`. View's landing button uses `show_paid_draw` (`deposit_reserved OR paid_through_at`) so PAID DRAW persists across navigation until the paid session's first card lands. Brief reads `user.next_free_draw_at` (= `last_free_draw_at + 24h`) w. row-fallback for legacy test fixtures. 11 new ITs (`MySeaCooldownAnchoredToFreeDrawTest`, `UserFreeDrawCooldownPropertyTest`, expanded `MySeaPhasePickerQueryParamTest`, expanded `my_sea_lock` tests). Existing `test_paid_draw_deletes_active_draw_row` rewritten as `test_paid_draw_preserves_row_and_sets_paid_through_at`. 1 new FT pinning the navigation-persistence regression. Memory: [[feedback-my-sea-cooldown-design]].
**Thread 4 — Pattern B / B' Major reversal name-swap.** Card 34's My Sea applet rendered the reversal as "Animal Powers, Patrilineage" (Patrilineage treated as a qualifier). User-locked semantics: for Majors w. BOTH polarity qualifiers AND a `reversal_qualifier`, the `reversal_qualifier` field carries the NAME SWAP for the reversal face; the polarity qualifier persists across both faces. Affected cards: 2-5 (Pope/Horseman), 10-15 (Elements), 22-33 (Zodiac → Houses), 34-35 (Lunars), 41 (Asteroid Belt). Pattern B': cards 16-18 (Realms — Disco Inferno → Shame etc.) reversal face drops the qualifier entirely; new `TarotCard.reversal_drops_qualifier` BooleanField marks these (set True on 16-18 via `epic/0010_set_reversal_drops_qualifier_realms.py` data migration). `applet_face()` + `stage-card.js::populateCard` both branch on `arcana==MAJOR AND reversal_qualifier AND polarity_qualifier` → Pattern B/B' rendering. Non-Major `reversal_qualifier` semantics unchanged (middle court: "Queen of Crowns" stays as title, "Vacant" renders as the reversal-face qualifier). New data attr `data-reversal-drops-qualifier` added to `my_sign.html`, `_sig_select_overlay.html`, `_tarot_fan.html` so stage-card.js can read it via dataset. `card_dict()` extended w. the same field. 3 new UTs (`TarotCardAppletFaceTest`: Pattern B name swap, Pattern B' qualifier drop, non-Major regression pin). Old `test_reversed_uses_reversal_qualifier_with_comma_for_major` deleted (it pinned the conflated old behavior).
**Thread 5 — unified card + stat-block polarity convention across all 6 surfaces** (Sig Select, Sea Select stage modal, Game Kit fan, My Sign applet, My Sea applet, room.html). User-locked: card and adjacent stat block always carry OPPOSITE-polarity bgs (gravity card --priUser → stat block --secUser; levity card --secUser → stat block --priUser). `.is-reversed` (SPIN) is preview-only — never shifts bg. Per-card scoping (NOT page-wide) — drawn sea cards each carry their own polarity from the deck stack; `.sea-stage--{gravity,levity}` parent rules + `.tarot-fan-wrap[data-polarity=...]` parent rules cascade to their respective stat blocks. `game-kit.js` `_populateStage` + `_flipActive` mirror `_polarity` onto `.tarot-fan-wrap` so SCSS can pick it up without touching the stat block directly. Sea-stat-block was previously stuck at --priUser regardless of polarity; fan-stage-block ditto. Both inverted now. Memory: [[feedback-card-polarity-convention]].
**Bundled polish across the same surfaces** (each one a small visible item the user spotted during the sprint):
- My Sign applet card: levity polarity flips bg to --secUser + border to --priUser + ink to --quiUser (matches page stage card at `_card-deck.scss:1002-1019`). Gravity stat block flips to --secUser bg w. --quiUser label ink + --priUser keyword ink (matches `_card-deck.scss:1042-1046`).
- Qualifier + title share typography (font-size, weight, polarity-color, text-wrap). `.fan-card-face { gap: 0 }` + `line-height: 1.15` so qualifier sits directly above title at the title's own line-height. `.fan-card-arcana { margin-top }` reserves breathing room below.
- `.fan-card-qualifier:empty { display: none }` collapses polarity-split / Major-no-qualifier cards cleanly.
**Memory recorded**:
1. [[feedback-ft-run-discipline]] — re-pinned 2026-05-23 after I burned a multi-minute full-FT-suite run mid-task. Default loop is IT/UT only. FT runs must be ONE test method by full dotted path; never a whole file; never re-run an already-green FT.
2. [[feedback-significator-reversed-is-polarity]] — the flag is polarity (FLIP), not orientation (SPIN); SPIN never persisted; saved sigs always upright in their polarity.
3. [[feedback-card-polarity-convention]] — opposite-polarity stat-block bg, per-card scoping, SPIN never shifts bg, the full color table.
4. [[feedback-my-sea-cooldown-design]] — cooldown anchored to User.last_free_draw_at, paid draws never reset it, paid_through_at is a sticky one-shot credit, button state machine.
**Files** (every uncommitted file folded in — session work + pre-existing modifications):
Models / migrations:
- `apps/epic/models.py` — `applet_face()` extended w. Pattern B/B' branches; new `reversal_drops_qualifier` BooleanField.
- `apps/epic/migrations/0009_reversal_drops_qualifier.py` — schema.
- `apps/epic/migrations/0010_set_reversal_drops_qualifier_realms.py` — data migration setting flag True on cards 16-18.
- `apps/epic/utils.py` — `card_dict` carries `reversal_drops_qualifier`.
- `apps/gameboard/models.py` — `paid_through_at` field; `latest_draw_slots()` attaches `face` payload per slot; `active_draw_for` docstring refreshed.
- `apps/gameboard/migrations/0003_myseadraw_paid_through_at.py` — schema.
- `apps/lyric/models.py` — `last_free_draw_at` field; `free_draw_cooldown_active` + `next_free_draw_at` props; `sig_face` delegator.
- `apps/lyric/migrations/0013_user_last_free_draw_at.py` — schema.
Views:
- `apps/gameboard/views.py` — `my_sea` view button state machine (`show_paid_draw` / `show_gate_view` / `show_picker`); `my_sea_lock` sets `last_free_draw_at` on free-draw + clears `paid_through_at` on paid-session first card; `my_sea_paid_draw` preserves row + stamps `paid_through_at`.
JS:
- `apps/epic/static/apps/epic/stage-card.js` — `fromDataset` reads `reversal_drops_qualifier`; `populateCard` branches Pattern B / B' for the reversal face.
- `apps/gameboard/static/apps/gameboard/game-kit.js` — mirrors `_polarity` onto `.tarot-fan-wrap` so SCSS can invert the fan-stage-block bg per active card.
Templates:
- `templates/apps/billboard/my_sign.html` — JS drops `_toggleOrientation()` on saved-sig load; sig-card grid carries `data-reversal-drops-qualifier`.
- `templates/apps/billboard/_partials/_applet-my-sign.html` — drops `stage-card--reversed`, adds polarity modifier, renders qualifier via `sig_face` payload, always shows Emanation keywords + label.
- `templates/apps/gameboard/_partials/_applet-my-sea.html` — renders qualifier via `slot.face` payload (Pattern B/B' aware).
- `templates/apps/gameboard/_partials/_sig_select_overlay.html` + `_tarot_fan.html` — `data-reversal-drops-qualifier` added to sig-card grid + fan cards.
- `templates/apps/gameboard/my_sea.html` — landing button form swaps to `show_paid_draw` / `show_gate_view` flags.
SCSS:
- `static_src/scss/_billboard.scss` — My Sign applet card polarity inversion (levity bg + ink), polarity stat-block inversion (gravity → --secUser bg), qualifier+title shared typography, polarity-aware ink via `color: inherit`.
- `static_src/scss/_card-deck.scss` — sea-stat-block polarity rules (`.sea-stage--gravity/levity .sea-stat-block`), fan-stage-block polarity rules (`.tarot-fan-wrap[data-polarity] .fan-stage-block`), comments documenting fallback bgs.
- `static_src/scss/_gameboard.scss` — `.my-sea-slot--filled.--gravity/--levity` pin `color: inherit` on `.fan-card-corner`, `.fan-card-qualifier`, `.fan-card-name`, `.fan-card-arcana` (0,3,0 beats global 0,2,0). Slot label keeps original wrap-sibling placement w. `z-index: 2` to render above the dotted bottom border on empty slots.
Tests:
- `apps/billboard/tests/integrated/test_views.py` — updated `test_my_sign_applet_renders_card_when_sig_set` to assert polarity modifier + qualifier text + Emanation-only; new `test_my_sign_applet_renders_gravity_qualifier_when_not_reversed`.
- `apps/epic/tests/unit/test_models.py` — `TarotCardAppletFaceTest` (Pattern B name swap, Pattern B' qualifier drop, non-Major regression pin, polarity-split, reversal qualifier fallback).
- `apps/gameboard/tests/integrated/test_views.py` — `MySeaCooldownAnchoredToFreeDrawTest` (5 tests pinning cooldown anchor on User, sticky PAID DRAW, paid-through credit consumption); `UserFreeDrawCooldownPropertyTest` (4 tests); expanded `MySeaPhasePickerQueryParamTest` w. paid-through-shows-PAID-DRAW-btn assertion; expanded `my_sea_lock` tests (free-draw-anchors-last_free_draw_at, paid-draw-leaves-anchor-alone, first-paid-card-consumes-credit); My Sea applet qualifier IT (Major comma format end-to-end).
- `functional_tests/test_game_my_sea.py` — `test_paid_draw_commits_token_and_redirects_to_picker` updated to assert row preservation + paid_through_at stamping; new `test_paid_draw_btn_persists_after_navigation_without_card_draw` pinning the user-reported regression.
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-23 15:06:35 -04:00
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"""PAID DRAW commits the deposited token (FREE token consumed)
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+ redirects to /gameboard/my-sea/?phase=picker so the user lands
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directly in the picker. Under the 2026-05-23 spec update, the
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row is PRESERVED w. `paid_through_at` set (NOT deleted as
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iter-6c originally did) — preservation keeps the PAID DRAW btn
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on the landing across navigation cycles until the first card is
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drawn. See [[sprint-paid-draw-persistence-may23]] for the
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rationale + the user-reported bug it fixes."""
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My Sea iter 6a: gatekeeper page + INSERT/REFUND/PAID DRAW endpoints + MySeaDraw deposit fields + `_select_my_sea_token` / `debit_my_sea_token` helpers (CARTE blocked, COIN 24h cooldown not 7-day) + Sprint 6 FT skeleton — Sprint 5 iter 6a of My Sea roadmap — TDD
First of three Sprint 6 commits per [[sprint-my-sea-iter-6-plan]]. Replaces the iter-4c 404 stub at `/gameboard/my-sea/gate/` w. a real token-deposit-to-redraw UI. Iter 6b will wire the navbar GATE VIEW swap + landing PAID DRAW state + seat-1 persistence; iter 6c will land the bud-btn stub.
## Server
`MySeaDraw` gains two fields: `deposit_token_id` (int, nullable) + `deposit_reserved_at` (datetime, nullable). Migration 0002. The row plays triple duty now: hand storage + 24h quota tracker + deposit reservation slot.
`_select_my_sea_token(user)` mirrors `apps.epic.models.select_token` priority (PASS > COIN > FREE > TITHE) w. two adaptations:
- CARTE excluded outright (door-spell trinket, not valid for my-sea draws).
- COIN cooldown-respecting: filters out COINs w. `next_ready_at > now`. Standard `select_token` doesn't apply this filter — room logic unchanged.
`debit_my_sea_token(user, token)` is the my-sea variant of `apps.epic.models.debit_token`:
- CARTE → ValueError (defensive; caller validates upstream).
- COIN: `next_ready_at = now + 24h` (not 7-day room cycle) + unequip from kit if equipped.
- PASS: no consumption (auto-admit, unlimited redraws).
- FREE / TITHE: deleted.
`my_sea_gate` view replaces the 404 stub. Renders the gatekeeper template w. branching on `deposit_reserved` (token reserved on row vs not).
`my_sea_insert_token` POST: picks a token via `_select_my_sea_token` + sets `deposit_token_id + deposit_reserved_at`. Creates the row if missing (so a fresh user can deposit without first using their free draw). Idempotent w.r.t. an already-reserved deposit.
`my_sea_refund_token` POST: clears deposit fields. Token isn't consumed at INSERT (refund-aware design), so this is purely a row update — no inventory side effects.
`my_sea_paid_draw` POST: commits via `debit_my_sea_token` + resets row (hand=[], created_at=now, deposit fields cleared). Redirects to `/gameboard/my-sea/` for a fresh quota cycle.
## Template + UX
`apps/gameboard/my_sea_gate.html` (new) — per user spec 2026-05-20, the gatekeeper is a darkened-modal-over-`--duoUser` bg matching the room gatekeeper's chrome (`.gate-backdrop` + `.gate-overlay` + `.gate-modal`). No hex / chair-seats — those live on the my-sea picker page itself; the gatekeeper is a transient in-flight UI for token deposit.
Coin-slot rails (mirrors room's `.token-slot`):
- Pre-deposit: form-wrapped `.token-rails` button → POSTs to `my_sea_insert_token`. Coin-panel labels read INSERT TOKEN TO PLAY.
- Post-deposit: rails inert (no form); `.token-return-btn` form → POSTs to `my_sea_refund_token`. Coin-panel labels swap to PUSH TO RETURN.
- Post-deposit: PAID DRAW btn (`#id_my_sea_paid_draw_btn`, `.btn-primary`) → POSTs to `my_sea_paid_draw`. Mirrors the room's PICK ROLES btn shape.
SCSS minimal — page bg `rgba(--duoUser, 1)` on `.my-sea-page[data-phase="gate"]`; everything else reuses the room gatekeeper's existing rules.
## FT skeleton
Per user TDD directive (2026-05-20: "Also via TDD so if we run out we're adhering to FT-described behavior"), wrote the FULL Sprint 6 FT skeleton up front (covers iter 6a + 6b + 6c). Five new FT classes in `test_game_my_sea.py`:
- `MySeaGatekeeperPageTest` (5 tests) — iter 6a; pre-deposit / INSERT / REFUND / PAID DRAW paths.
- `MySeaLandingPaidDrawTest` (1 test) — iter 6b; landing renders PAID DRAW btn when deposit reserved (red until iter 6b lands).
- `MySeaNavbarGateViewTest` (1 test) — iter 6b; navbar GATE VIEW swap (red until iter 6b).
- `MySeaSeatOnePersistenceTest` (2 tests) — iter 6b; seat 1 banned for fresh user + empty-hand active draw (red until iter 6b).
- `MySeaBudBtnStubTest` (2 tests) — iter 6c; panel opens + OK shows coming-soon Brief (red until iter 6c).
## ITs (iter 6a — 22 new + 153 total green)
- `MySeaGateViewTest` (4) — view branching pre/post deposit.
- `MySeaInsertTokenViewTest` (4) — row creation, existing row, idempotency, GET=405.
- `MySeaRefundTokenViewTest` (3) — clears fields, no token consumption, idempotent.
- `MySeaPaidDrawViewTest` (6) — FREE consumed, COIN cooldown + unequip, PASS no-op, hand reset, created_at reset, redirect.
- `SelectMySeaTokenTest` (3) — CARTE excluded, COIN cooldown excluded, PASS priority for staff.
- `DebitMySeaTokenTest` (4) — CARTE ValueError, FREE/TITHE consumed, PASS preserved.
## Trap caught
Existing User `post_save` signal auto-creates COIN + FREE tokens (`apps.lyric.models:309`). Sprint 6 ITs that assert "user has only the token I seeded" must `self.user.tokens.all().delete()` after User.create. Without it, `_select_my_sea_token` returns the auto-COIN instead of None for the CARTE-excluded test. Worth a future feedback memory if it bites again.
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.7 <noreply@anthropic.com>
2026-05-20 02:29:08 -04:00
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from apps.gameboard.models import MySeaDraw
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from apps.lyric.models import Token
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fix: significator_reversed=polarity bug + Pattern B name-swap rendering + qualifier-aware applet faces + sticky PAID DRAW + cooldown anchor on User + stat-block polarity unification across Sig/Sea/Fan/applets
Five-thread sprint atop 53cd7af; all 1238 IT/UT green (no FTs run per [[feedback-ft-run-discipline]]).
**Thread 1 — User.significator_reversed is the POLARITY axis, not orientation.** The saved sig was rendering as a gravity reversal when the user saved a levity emanation. Root cause: `my_sign.html` JS post-save load called `_toggleOrientation()` whenever `revInput.value==='1'` (SPIN-ing a card whose flag only meant "polarity=levity"); `_applet-my-sign.html` applied `.stage-card--reversed` + `keywords_reversed` for the same flag. Fix: JS drops the `_toggleOrientation()` call (saved sigs are always upright in their polarity, never spun); the applet drops the rotation class, swaps to `my-sign-applet-card--{levity,gravity}` modifier, and always renders `keywords_upright` / "Emanation". `data-polarity` cascades correctly. Memory: [[feedback-significator-reversed-is-polarity]].
**Thread 2 — qualifier rendering on the My Sign + My Sea applets.** Both applets were rendering name only — no qualifier word. Added `TarotCard.applet_face(polarity, reversed)` (model method) + `User.sig_face` (delegator for the saved sig) returning `{title, qualifier, qualifier_first}` payload that mirrors `populateCard` in `stage-card.js`. `latest_draw_slots()` augments each slot dict w. `face`. Templates render `.fan-card-qualifier` + `.fan-card-name` in the order the payload dictates (non-Major: qualifier-above-title; Major+qualifier: title-with-trailing-comma above qualifier; polarity-split: single-line title). Typography matched to title (same bold, same size, same color via `color: inherit` w. polarity-pin at 0,3,0 specificity to beat `_card-deck.scss:376-383`'s 0,2,0 `.fan-card-face .fan-card-name` rule that out-cascades when loaded after gameboard).
**Thread 3 — My Sea cooldown bugs.** Two: (a) PAID DRAW button reverted to FREE DRAW after one navigation cycle because `my_sea_paid_draw` deleted the row at commit time — without a row, `quota_spent=False` on next render. (b) Brief's "next free draw at" was anchored to the most recent paid draw, not the original free draw. Fix: new `User.last_free_draw_at` field (set in `my_sea_lock` when a fresh row lands AND user wasn't already in cooldown — i.e., this is a tokenless free draw); paid draws NEVER touch it. New `MySeaDraw.paid_through_at` field stamped at commit time + cleared in `my_sea_lock` when the first card of the paid session lands (one-shot credit per user-spec: "each redraw needs a new token"). `my_sea_paid_draw` no longer deletes the row — clears hand+deposit, sets `paid_through_at`, redirects to `?phase=picker`. View's landing button uses `show_paid_draw` (`deposit_reserved OR paid_through_at`) so PAID DRAW persists across navigation until the paid session's first card lands. Brief reads `user.next_free_draw_at` (= `last_free_draw_at + 24h`) w. row-fallback for legacy test fixtures. 11 new ITs (`MySeaCooldownAnchoredToFreeDrawTest`, `UserFreeDrawCooldownPropertyTest`, expanded `MySeaPhasePickerQueryParamTest`, expanded `my_sea_lock` tests). Existing `test_paid_draw_deletes_active_draw_row` rewritten as `test_paid_draw_preserves_row_and_sets_paid_through_at`. 1 new FT pinning the navigation-persistence regression. Memory: [[feedback-my-sea-cooldown-design]].
**Thread 4 — Pattern B / B' Major reversal name-swap.** Card 34's My Sea applet rendered the reversal as "Animal Powers, Patrilineage" (Patrilineage treated as a qualifier). User-locked semantics: for Majors w. BOTH polarity qualifiers AND a `reversal_qualifier`, the `reversal_qualifier` field carries the NAME SWAP for the reversal face; the polarity qualifier persists across both faces. Affected cards: 2-5 (Pope/Horseman), 10-15 (Elements), 22-33 (Zodiac → Houses), 34-35 (Lunars), 41 (Asteroid Belt). Pattern B': cards 16-18 (Realms — Disco Inferno → Shame etc.) reversal face drops the qualifier entirely; new `TarotCard.reversal_drops_qualifier` BooleanField marks these (set True on 16-18 via `epic/0010_set_reversal_drops_qualifier_realms.py` data migration). `applet_face()` + `stage-card.js::populateCard` both branch on `arcana==MAJOR AND reversal_qualifier AND polarity_qualifier` → Pattern B/B' rendering. Non-Major `reversal_qualifier` semantics unchanged (middle court: "Queen of Crowns" stays as title, "Vacant" renders as the reversal-face qualifier). New data attr `data-reversal-drops-qualifier` added to `my_sign.html`, `_sig_select_overlay.html`, `_tarot_fan.html` so stage-card.js can read it via dataset. `card_dict()` extended w. the same field. 3 new UTs (`TarotCardAppletFaceTest`: Pattern B name swap, Pattern B' qualifier drop, non-Major regression pin). Old `test_reversed_uses_reversal_qualifier_with_comma_for_major` deleted (it pinned the conflated old behavior).
**Thread 5 — unified card + stat-block polarity convention across all 6 surfaces** (Sig Select, Sea Select stage modal, Game Kit fan, My Sign applet, My Sea applet, room.html). User-locked: card and adjacent stat block always carry OPPOSITE-polarity bgs (gravity card --priUser → stat block --secUser; levity card --secUser → stat block --priUser). `.is-reversed` (SPIN) is preview-only — never shifts bg. Per-card scoping (NOT page-wide) — drawn sea cards each carry their own polarity from the deck stack; `.sea-stage--{gravity,levity}` parent rules + `.tarot-fan-wrap[data-polarity=...]` parent rules cascade to their respective stat blocks. `game-kit.js` `_populateStage` + `_flipActive` mirror `_polarity` onto `.tarot-fan-wrap` so SCSS can pick it up without touching the stat block directly. Sea-stat-block was previously stuck at --priUser regardless of polarity; fan-stage-block ditto. Both inverted now. Memory: [[feedback-card-polarity-convention]].
**Bundled polish across the same surfaces** (each one a small visible item the user spotted during the sprint):
- My Sign applet card: levity polarity flips bg to --secUser + border to --priUser + ink to --quiUser (matches page stage card at `_card-deck.scss:1002-1019`). Gravity stat block flips to --secUser bg w. --quiUser label ink + --priUser keyword ink (matches `_card-deck.scss:1042-1046`).
- Qualifier + title share typography (font-size, weight, polarity-color, text-wrap). `.fan-card-face { gap: 0 }` + `line-height: 1.15` so qualifier sits directly above title at the title's own line-height. `.fan-card-arcana { margin-top }` reserves breathing room below.
- `.fan-card-qualifier:empty { display: none }` collapses polarity-split / Major-no-qualifier cards cleanly.
**Memory recorded**:
1. [[feedback-ft-run-discipline]] — re-pinned 2026-05-23 after I burned a multi-minute full-FT-suite run mid-task. Default loop is IT/UT only. FT runs must be ONE test method by full dotted path; never a whole file; never re-run an already-green FT.
2. [[feedback-significator-reversed-is-polarity]] — the flag is polarity (FLIP), not orientation (SPIN); SPIN never persisted; saved sigs always upright in their polarity.
3. [[feedback-card-polarity-convention]] — opposite-polarity stat-block bg, per-card scoping, SPIN never shifts bg, the full color table.
4. [[feedback-my-sea-cooldown-design]] — cooldown anchored to User.last_free_draw_at, paid draws never reset it, paid_through_at is a sticky one-shot credit, button state machine.
**Files** (every uncommitted file folded in — session work + pre-existing modifications):
Models / migrations:
- `apps/epic/models.py` — `applet_face()` extended w. Pattern B/B' branches; new `reversal_drops_qualifier` BooleanField.
- `apps/epic/migrations/0009_reversal_drops_qualifier.py` — schema.
- `apps/epic/migrations/0010_set_reversal_drops_qualifier_realms.py` — data migration setting flag True on cards 16-18.
- `apps/epic/utils.py` — `card_dict` carries `reversal_drops_qualifier`.
- `apps/gameboard/models.py` — `paid_through_at` field; `latest_draw_slots()` attaches `face` payload per slot; `active_draw_for` docstring refreshed.
- `apps/gameboard/migrations/0003_myseadraw_paid_through_at.py` — schema.
- `apps/lyric/models.py` — `last_free_draw_at` field; `free_draw_cooldown_active` + `next_free_draw_at` props; `sig_face` delegator.
- `apps/lyric/migrations/0013_user_last_free_draw_at.py` — schema.
Views:
- `apps/gameboard/views.py` — `my_sea` view button state machine (`show_paid_draw` / `show_gate_view` / `show_picker`); `my_sea_lock` sets `last_free_draw_at` on free-draw + clears `paid_through_at` on paid-session first card; `my_sea_paid_draw` preserves row + stamps `paid_through_at`.
JS:
- `apps/epic/static/apps/epic/stage-card.js` — `fromDataset` reads `reversal_drops_qualifier`; `populateCard` branches Pattern B / B' for the reversal face.
- `apps/gameboard/static/apps/gameboard/game-kit.js` — mirrors `_polarity` onto `.tarot-fan-wrap` so SCSS can invert the fan-stage-block bg per active card.
Templates:
- `templates/apps/billboard/my_sign.html` — JS drops `_toggleOrientation()` on saved-sig load; sig-card grid carries `data-reversal-drops-qualifier`.
- `templates/apps/billboard/_partials/_applet-my-sign.html` — drops `stage-card--reversed`, adds polarity modifier, renders qualifier via `sig_face` payload, always shows Emanation keywords + label.
- `templates/apps/gameboard/_partials/_applet-my-sea.html` — renders qualifier via `slot.face` payload (Pattern B/B' aware).
- `templates/apps/gameboard/_partials/_sig_select_overlay.html` + `_tarot_fan.html` — `data-reversal-drops-qualifier` added to sig-card grid + fan cards.
- `templates/apps/gameboard/my_sea.html` — landing button form swaps to `show_paid_draw` / `show_gate_view` flags.
SCSS:
- `static_src/scss/_billboard.scss` — My Sign applet card polarity inversion (levity bg + ink), polarity stat-block inversion (gravity → --secUser bg), qualifier+title shared typography, polarity-aware ink via `color: inherit`.
- `static_src/scss/_card-deck.scss` — sea-stat-block polarity rules (`.sea-stage--gravity/levity .sea-stat-block`), fan-stage-block polarity rules (`.tarot-fan-wrap[data-polarity] .fan-stage-block`), comments documenting fallback bgs.
- `static_src/scss/_gameboard.scss` — `.my-sea-slot--filled.--gravity/--levity` pin `color: inherit` on `.fan-card-corner`, `.fan-card-qualifier`, `.fan-card-name`, `.fan-card-arcana` (0,3,0 beats global 0,2,0). Slot label keeps original wrap-sibling placement w. `z-index: 2` to render above the dotted bottom border on empty slots.
Tests:
- `apps/billboard/tests/integrated/test_views.py` — updated `test_my_sign_applet_renders_card_when_sig_set` to assert polarity modifier + qualifier text + Emanation-only; new `test_my_sign_applet_renders_gravity_qualifier_when_not_reversed`.
- `apps/epic/tests/unit/test_models.py` — `TarotCardAppletFaceTest` (Pattern B name swap, Pattern B' qualifier drop, non-Major regression pin, polarity-split, reversal qualifier fallback).
- `apps/gameboard/tests/integrated/test_views.py` — `MySeaCooldownAnchoredToFreeDrawTest` (5 tests pinning cooldown anchor on User, sticky PAID DRAW, paid-through credit consumption); `UserFreeDrawCooldownPropertyTest` (4 tests); expanded `MySeaPhasePickerQueryParamTest` w. paid-through-shows-PAID-DRAW-btn assertion; expanded `my_sea_lock` tests (free-draw-anchors-last_free_draw_at, paid-draw-leaves-anchor-alone, first-paid-card-consumes-credit); My Sea applet qualifier IT (Major comma format end-to-end).
- `functional_tests/test_game_my_sea.py` — `test_paid_draw_commits_token_and_redirects_to_picker` updated to assert row preservation + paid_through_at stamping; new `test_paid_draw_btn_persists_after_navigation_without_card_draw` pinning the user-reported regression.
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-23 15:06:35 -04:00
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draw = self._save_empty_hand_draw()
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My Sea iter 6a: gatekeeper page + INSERT/REFUND/PAID DRAW endpoints + MySeaDraw deposit fields + `_select_my_sea_token` / `debit_my_sea_token` helpers (CARTE blocked, COIN 24h cooldown not 7-day) + Sprint 6 FT skeleton — Sprint 5 iter 6a of My Sea roadmap — TDD
First of three Sprint 6 commits per [[sprint-my-sea-iter-6-plan]]. Replaces the iter-4c 404 stub at `/gameboard/my-sea/gate/` w. a real token-deposit-to-redraw UI. Iter 6b will wire the navbar GATE VIEW swap + landing PAID DRAW state + seat-1 persistence; iter 6c will land the bud-btn stub.
## Server
`MySeaDraw` gains two fields: `deposit_token_id` (int, nullable) + `deposit_reserved_at` (datetime, nullable). Migration 0002. The row plays triple duty now: hand storage + 24h quota tracker + deposit reservation slot.
`_select_my_sea_token(user)` mirrors `apps.epic.models.select_token` priority (PASS > COIN > FREE > TITHE) w. two adaptations:
- CARTE excluded outright (door-spell trinket, not valid for my-sea draws).
- COIN cooldown-respecting: filters out COINs w. `next_ready_at > now`. Standard `select_token` doesn't apply this filter — room logic unchanged.
`debit_my_sea_token(user, token)` is the my-sea variant of `apps.epic.models.debit_token`:
- CARTE → ValueError (defensive; caller validates upstream).
- COIN: `next_ready_at = now + 24h` (not 7-day room cycle) + unequip from kit if equipped.
- PASS: no consumption (auto-admit, unlimited redraws).
- FREE / TITHE: deleted.
`my_sea_gate` view replaces the 404 stub. Renders the gatekeeper template w. branching on `deposit_reserved` (token reserved on row vs not).
`my_sea_insert_token` POST: picks a token via `_select_my_sea_token` + sets `deposit_token_id + deposit_reserved_at`. Creates the row if missing (so a fresh user can deposit without first using their free draw). Idempotent w.r.t. an already-reserved deposit.
`my_sea_refund_token` POST: clears deposit fields. Token isn't consumed at INSERT (refund-aware design), so this is purely a row update — no inventory side effects.
`my_sea_paid_draw` POST: commits via `debit_my_sea_token` + resets row (hand=[], created_at=now, deposit fields cleared). Redirects to `/gameboard/my-sea/` for a fresh quota cycle.
## Template + UX
`apps/gameboard/my_sea_gate.html` (new) — per user spec 2026-05-20, the gatekeeper is a darkened-modal-over-`--duoUser` bg matching the room gatekeeper's chrome (`.gate-backdrop` + `.gate-overlay` + `.gate-modal`). No hex / chair-seats — those live on the my-sea picker page itself; the gatekeeper is a transient in-flight UI for token deposit.
Coin-slot rails (mirrors room's `.token-slot`):
- Pre-deposit: form-wrapped `.token-rails` button → POSTs to `my_sea_insert_token`. Coin-panel labels read INSERT TOKEN TO PLAY.
- Post-deposit: rails inert (no form); `.token-return-btn` form → POSTs to `my_sea_refund_token`. Coin-panel labels swap to PUSH TO RETURN.
- Post-deposit: PAID DRAW btn (`#id_my_sea_paid_draw_btn`, `.btn-primary`) → POSTs to `my_sea_paid_draw`. Mirrors the room's PICK ROLES btn shape.
SCSS minimal — page bg `rgba(--duoUser, 1)` on `.my-sea-page[data-phase="gate"]`; everything else reuses the room gatekeeper's existing rules.
## FT skeleton
Per user TDD directive (2026-05-20: "Also via TDD so if we run out we're adhering to FT-described behavior"), wrote the FULL Sprint 6 FT skeleton up front (covers iter 6a + 6b + 6c). Five new FT classes in `test_game_my_sea.py`:
- `MySeaGatekeeperPageTest` (5 tests) — iter 6a; pre-deposit / INSERT / REFUND / PAID DRAW paths.
- `MySeaLandingPaidDrawTest` (1 test) — iter 6b; landing renders PAID DRAW btn when deposit reserved (red until iter 6b lands).
- `MySeaNavbarGateViewTest` (1 test) — iter 6b; navbar GATE VIEW swap (red until iter 6b).
- `MySeaSeatOnePersistenceTest` (2 tests) — iter 6b; seat 1 banned for fresh user + empty-hand active draw (red until iter 6b).
- `MySeaBudBtnStubTest` (2 tests) — iter 6c; panel opens + OK shows coming-soon Brief (red until iter 6c).
## ITs (iter 6a — 22 new + 153 total green)
- `MySeaGateViewTest` (4) — view branching pre/post deposit.
- `MySeaInsertTokenViewTest` (4) — row creation, existing row, idempotency, GET=405.
- `MySeaRefundTokenViewTest` (3) — clears fields, no token consumption, idempotent.
- `MySeaPaidDrawViewTest` (6) — FREE consumed, COIN cooldown + unequip, PASS no-op, hand reset, created_at reset, redirect.
- `SelectMySeaTokenTest` (3) — CARTE excluded, COIN cooldown excluded, PASS priority for staff.
- `DebitMySeaTokenTest` (4) — CARTE ValueError, FREE/TITHE consumed, PASS preserved.
## Trap caught
Existing User `post_save` signal auto-creates COIN + FREE tokens (`apps.lyric.models:309`). Sprint 6 ITs that assert "user has only the token I seeded" must `self.user.tokens.all().delete()` after User.create. Without it, `_select_my_sea_token` returns the auto-COIN instead of None for the CARTE-excluded test. Worth a future feedback memory if it bites again.
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.7 <noreply@anthropic.com>
2026-05-20 02:29:08 -04:00
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free_count_before = Token.objects.filter(
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user=self.gamer, token_type=Token.FREE,
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).count()
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self.create_pre_authenticated_session(self.email)
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self.browser.get(self.live_server_url + "/gameboard/my-sea/gate/")
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self.wait_for(
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lambda: self.browser.find_element(
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By.CSS_SELECTOR,
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"form[action$='/my-sea/insert'] button.token-rails",
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)
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).click()
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paid_draw = self.wait_for(
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lambda: self.browser.find_element(
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By.CSS_SELECTOR, "#id_my_sea_paid_draw_btn"
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)
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)
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paid_draw.click()
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self.wait_for(
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2026-05-20 11:52:17 -04:00
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lambda: self.assertIn(
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"/gameboard/my-sea/?phase=picker", self.browser.current_url
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)
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My Sea iter 6a: gatekeeper page + INSERT/REFUND/PAID DRAW endpoints + MySeaDraw deposit fields + `_select_my_sea_token` / `debit_my_sea_token` helpers (CARTE blocked, COIN 24h cooldown not 7-day) + Sprint 6 FT skeleton — Sprint 5 iter 6a of My Sea roadmap — TDD
First of three Sprint 6 commits per [[sprint-my-sea-iter-6-plan]]. Replaces the iter-4c 404 stub at `/gameboard/my-sea/gate/` w. a real token-deposit-to-redraw UI. Iter 6b will wire the navbar GATE VIEW swap + landing PAID DRAW state + seat-1 persistence; iter 6c will land the bud-btn stub.
## Server
`MySeaDraw` gains two fields: `deposit_token_id` (int, nullable) + `deposit_reserved_at` (datetime, nullable). Migration 0002. The row plays triple duty now: hand storage + 24h quota tracker + deposit reservation slot.
`_select_my_sea_token(user)` mirrors `apps.epic.models.select_token` priority (PASS > COIN > FREE > TITHE) w. two adaptations:
- CARTE excluded outright (door-spell trinket, not valid for my-sea draws).
- COIN cooldown-respecting: filters out COINs w. `next_ready_at > now`. Standard `select_token` doesn't apply this filter — room logic unchanged.
`debit_my_sea_token(user, token)` is the my-sea variant of `apps.epic.models.debit_token`:
- CARTE → ValueError (defensive; caller validates upstream).
- COIN: `next_ready_at = now + 24h` (not 7-day room cycle) + unequip from kit if equipped.
- PASS: no consumption (auto-admit, unlimited redraws).
- FREE / TITHE: deleted.
`my_sea_gate` view replaces the 404 stub. Renders the gatekeeper template w. branching on `deposit_reserved` (token reserved on row vs not).
`my_sea_insert_token` POST: picks a token via `_select_my_sea_token` + sets `deposit_token_id + deposit_reserved_at`. Creates the row if missing (so a fresh user can deposit without first using their free draw). Idempotent w.r.t. an already-reserved deposit.
`my_sea_refund_token` POST: clears deposit fields. Token isn't consumed at INSERT (refund-aware design), so this is purely a row update — no inventory side effects.
`my_sea_paid_draw` POST: commits via `debit_my_sea_token` + resets row (hand=[], created_at=now, deposit fields cleared). Redirects to `/gameboard/my-sea/` for a fresh quota cycle.
## Template + UX
`apps/gameboard/my_sea_gate.html` (new) — per user spec 2026-05-20, the gatekeeper is a darkened-modal-over-`--duoUser` bg matching the room gatekeeper's chrome (`.gate-backdrop` + `.gate-overlay` + `.gate-modal`). No hex / chair-seats — those live on the my-sea picker page itself; the gatekeeper is a transient in-flight UI for token deposit.
Coin-slot rails (mirrors room's `.token-slot`):
- Pre-deposit: form-wrapped `.token-rails` button → POSTs to `my_sea_insert_token`. Coin-panel labels read INSERT TOKEN TO PLAY.
- Post-deposit: rails inert (no form); `.token-return-btn` form → POSTs to `my_sea_refund_token`. Coin-panel labels swap to PUSH TO RETURN.
- Post-deposit: PAID DRAW btn (`#id_my_sea_paid_draw_btn`, `.btn-primary`) → POSTs to `my_sea_paid_draw`. Mirrors the room's PICK ROLES btn shape.
SCSS minimal — page bg `rgba(--duoUser, 1)` on `.my-sea-page[data-phase="gate"]`; everything else reuses the room gatekeeper's existing rules.
## FT skeleton
Per user TDD directive (2026-05-20: "Also via TDD so if we run out we're adhering to FT-described behavior"), wrote the FULL Sprint 6 FT skeleton up front (covers iter 6a + 6b + 6c). Five new FT classes in `test_game_my_sea.py`:
- `MySeaGatekeeperPageTest` (5 tests) — iter 6a; pre-deposit / INSERT / REFUND / PAID DRAW paths.
- `MySeaLandingPaidDrawTest` (1 test) — iter 6b; landing renders PAID DRAW btn when deposit reserved (red until iter 6b lands).
- `MySeaNavbarGateViewTest` (1 test) — iter 6b; navbar GATE VIEW swap (red until iter 6b).
- `MySeaSeatOnePersistenceTest` (2 tests) — iter 6b; seat 1 banned for fresh user + empty-hand active draw (red until iter 6b).
- `MySeaBudBtnStubTest` (2 tests) — iter 6c; panel opens + OK shows coming-soon Brief (red until iter 6c).
## ITs (iter 6a — 22 new + 153 total green)
- `MySeaGateViewTest` (4) — view branching pre/post deposit.
- `MySeaInsertTokenViewTest` (4) — row creation, existing row, idempotency, GET=405.
- `MySeaRefundTokenViewTest` (3) — clears fields, no token consumption, idempotent.
- `MySeaPaidDrawViewTest` (6) — FREE consumed, COIN cooldown + unequip, PASS no-op, hand reset, created_at reset, redirect.
- `SelectMySeaTokenTest` (3) — CARTE excluded, COIN cooldown excluded, PASS priority for staff.
- `DebitMySeaTokenTest` (4) — CARTE ValueError, FREE/TITHE consumed, PASS preserved.
## Trap caught
Existing User `post_save` signal auto-creates COIN + FREE tokens (`apps.lyric.models:309`). Sprint 6 ITs that assert "user has only the token I seeded" must `self.user.tokens.all().delete()` after User.create. Without it, `_select_my_sea_token` returns the auto-COIN instead of None for the CARTE-excluded test. Worth a future feedback memory if it bites again.
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.7 <noreply@anthropic.com>
2026-05-20 02:29:08 -04:00
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)
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# FREE token consumed.
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self.assertEqual(
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Token.objects.filter(user=self.gamer, token_type=Token.FREE).count(),
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free_count_before - 1,
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)
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fix: significator_reversed=polarity bug + Pattern B name-swap rendering + qualifier-aware applet faces + sticky PAID DRAW + cooldown anchor on User + stat-block polarity unification across Sig/Sea/Fan/applets
Five-thread sprint atop 53cd7af; all 1238 IT/UT green (no FTs run per [[feedback-ft-run-discipline]]).
**Thread 1 — User.significator_reversed is the POLARITY axis, not orientation.** The saved sig was rendering as a gravity reversal when the user saved a levity emanation. Root cause: `my_sign.html` JS post-save load called `_toggleOrientation()` whenever `revInput.value==='1'` (SPIN-ing a card whose flag only meant "polarity=levity"); `_applet-my-sign.html` applied `.stage-card--reversed` + `keywords_reversed` for the same flag. Fix: JS drops the `_toggleOrientation()` call (saved sigs are always upright in their polarity, never spun); the applet drops the rotation class, swaps to `my-sign-applet-card--{levity,gravity}` modifier, and always renders `keywords_upright` / "Emanation". `data-polarity` cascades correctly. Memory: [[feedback-significator-reversed-is-polarity]].
**Thread 2 — qualifier rendering on the My Sign + My Sea applets.** Both applets were rendering name only — no qualifier word. Added `TarotCard.applet_face(polarity, reversed)` (model method) + `User.sig_face` (delegator for the saved sig) returning `{title, qualifier, qualifier_first}` payload that mirrors `populateCard` in `stage-card.js`. `latest_draw_slots()` augments each slot dict w. `face`. Templates render `.fan-card-qualifier` + `.fan-card-name` in the order the payload dictates (non-Major: qualifier-above-title; Major+qualifier: title-with-trailing-comma above qualifier; polarity-split: single-line title). Typography matched to title (same bold, same size, same color via `color: inherit` w. polarity-pin at 0,3,0 specificity to beat `_card-deck.scss:376-383`'s 0,2,0 `.fan-card-face .fan-card-name` rule that out-cascades when loaded after gameboard).
**Thread 3 — My Sea cooldown bugs.** Two: (a) PAID DRAW button reverted to FREE DRAW after one navigation cycle because `my_sea_paid_draw` deleted the row at commit time — without a row, `quota_spent=False` on next render. (b) Brief's "next free draw at" was anchored to the most recent paid draw, not the original free draw. Fix: new `User.last_free_draw_at` field (set in `my_sea_lock` when a fresh row lands AND user wasn't already in cooldown — i.e., this is a tokenless free draw); paid draws NEVER touch it. New `MySeaDraw.paid_through_at` field stamped at commit time + cleared in `my_sea_lock` when the first card of the paid session lands (one-shot credit per user-spec: "each redraw needs a new token"). `my_sea_paid_draw` no longer deletes the row — clears hand+deposit, sets `paid_through_at`, redirects to `?phase=picker`. View's landing button uses `show_paid_draw` (`deposit_reserved OR paid_through_at`) so PAID DRAW persists across navigation until the paid session's first card lands. Brief reads `user.next_free_draw_at` (= `last_free_draw_at + 24h`) w. row-fallback for legacy test fixtures. 11 new ITs (`MySeaCooldownAnchoredToFreeDrawTest`, `UserFreeDrawCooldownPropertyTest`, expanded `MySeaPhasePickerQueryParamTest`, expanded `my_sea_lock` tests). Existing `test_paid_draw_deletes_active_draw_row` rewritten as `test_paid_draw_preserves_row_and_sets_paid_through_at`. 1 new FT pinning the navigation-persistence regression. Memory: [[feedback-my-sea-cooldown-design]].
**Thread 4 — Pattern B / B' Major reversal name-swap.** Card 34's My Sea applet rendered the reversal as "Animal Powers, Patrilineage" (Patrilineage treated as a qualifier). User-locked semantics: for Majors w. BOTH polarity qualifiers AND a `reversal_qualifier`, the `reversal_qualifier` field carries the NAME SWAP for the reversal face; the polarity qualifier persists across both faces. Affected cards: 2-5 (Pope/Horseman), 10-15 (Elements), 22-33 (Zodiac → Houses), 34-35 (Lunars), 41 (Asteroid Belt). Pattern B': cards 16-18 (Realms — Disco Inferno → Shame etc.) reversal face drops the qualifier entirely; new `TarotCard.reversal_drops_qualifier` BooleanField marks these (set True on 16-18 via `epic/0010_set_reversal_drops_qualifier_realms.py` data migration). `applet_face()` + `stage-card.js::populateCard` both branch on `arcana==MAJOR AND reversal_qualifier AND polarity_qualifier` → Pattern B/B' rendering. Non-Major `reversal_qualifier` semantics unchanged (middle court: "Queen of Crowns" stays as title, "Vacant" renders as the reversal-face qualifier). New data attr `data-reversal-drops-qualifier` added to `my_sign.html`, `_sig_select_overlay.html`, `_tarot_fan.html` so stage-card.js can read it via dataset. `card_dict()` extended w. the same field. 3 new UTs (`TarotCardAppletFaceTest`: Pattern B name swap, Pattern B' qualifier drop, non-Major regression pin). Old `test_reversed_uses_reversal_qualifier_with_comma_for_major` deleted (it pinned the conflated old behavior).
**Thread 5 — unified card + stat-block polarity convention across all 6 surfaces** (Sig Select, Sea Select stage modal, Game Kit fan, My Sign applet, My Sea applet, room.html). User-locked: card and adjacent stat block always carry OPPOSITE-polarity bgs (gravity card --priUser → stat block --secUser; levity card --secUser → stat block --priUser). `.is-reversed` (SPIN) is preview-only — never shifts bg. Per-card scoping (NOT page-wide) — drawn sea cards each carry their own polarity from the deck stack; `.sea-stage--{gravity,levity}` parent rules + `.tarot-fan-wrap[data-polarity=...]` parent rules cascade to their respective stat blocks. `game-kit.js` `_populateStage` + `_flipActive` mirror `_polarity` onto `.tarot-fan-wrap` so SCSS can pick it up without touching the stat block directly. Sea-stat-block was previously stuck at --priUser regardless of polarity; fan-stage-block ditto. Both inverted now. Memory: [[feedback-card-polarity-convention]].
**Bundled polish across the same surfaces** (each one a small visible item the user spotted during the sprint):
- My Sign applet card: levity polarity flips bg to --secUser + border to --priUser + ink to --quiUser (matches page stage card at `_card-deck.scss:1002-1019`). Gravity stat block flips to --secUser bg w. --quiUser label ink + --priUser keyword ink (matches `_card-deck.scss:1042-1046`).
- Qualifier + title share typography (font-size, weight, polarity-color, text-wrap). `.fan-card-face { gap: 0 }` + `line-height: 1.15` so qualifier sits directly above title at the title's own line-height. `.fan-card-arcana { margin-top }` reserves breathing room below.
- `.fan-card-qualifier:empty { display: none }` collapses polarity-split / Major-no-qualifier cards cleanly.
**Memory recorded**:
1. [[feedback-ft-run-discipline]] — re-pinned 2026-05-23 after I burned a multi-minute full-FT-suite run mid-task. Default loop is IT/UT only. FT runs must be ONE test method by full dotted path; never a whole file; never re-run an already-green FT.
2. [[feedback-significator-reversed-is-polarity]] — the flag is polarity (FLIP), not orientation (SPIN); SPIN never persisted; saved sigs always upright in their polarity.
3. [[feedback-card-polarity-convention]] — opposite-polarity stat-block bg, per-card scoping, SPIN never shifts bg, the full color table.
4. [[feedback-my-sea-cooldown-design]] — cooldown anchored to User.last_free_draw_at, paid draws never reset it, paid_through_at is a sticky one-shot credit, button state machine.
**Files** (every uncommitted file folded in — session work + pre-existing modifications):
Models / migrations:
- `apps/epic/models.py` — `applet_face()` extended w. Pattern B/B' branches; new `reversal_drops_qualifier` BooleanField.
- `apps/epic/migrations/0009_reversal_drops_qualifier.py` — schema.
- `apps/epic/migrations/0010_set_reversal_drops_qualifier_realms.py` — data migration setting flag True on cards 16-18.
- `apps/epic/utils.py` — `card_dict` carries `reversal_drops_qualifier`.
- `apps/gameboard/models.py` — `paid_through_at` field; `latest_draw_slots()` attaches `face` payload per slot; `active_draw_for` docstring refreshed.
- `apps/gameboard/migrations/0003_myseadraw_paid_through_at.py` — schema.
- `apps/lyric/models.py` — `last_free_draw_at` field; `free_draw_cooldown_active` + `next_free_draw_at` props; `sig_face` delegator.
- `apps/lyric/migrations/0013_user_last_free_draw_at.py` — schema.
Views:
- `apps/gameboard/views.py` — `my_sea` view button state machine (`show_paid_draw` / `show_gate_view` / `show_picker`); `my_sea_lock` sets `last_free_draw_at` on free-draw + clears `paid_through_at` on paid-session first card; `my_sea_paid_draw` preserves row + stamps `paid_through_at`.
JS:
- `apps/epic/static/apps/epic/stage-card.js` — `fromDataset` reads `reversal_drops_qualifier`; `populateCard` branches Pattern B / B' for the reversal face.
- `apps/gameboard/static/apps/gameboard/game-kit.js` — mirrors `_polarity` onto `.tarot-fan-wrap` so SCSS can invert the fan-stage-block bg per active card.
Templates:
- `templates/apps/billboard/my_sign.html` — JS drops `_toggleOrientation()` on saved-sig load; sig-card grid carries `data-reversal-drops-qualifier`.
- `templates/apps/billboard/_partials/_applet-my-sign.html` — drops `stage-card--reversed`, adds polarity modifier, renders qualifier via `sig_face` payload, always shows Emanation keywords + label.
- `templates/apps/gameboard/_partials/_applet-my-sea.html` — renders qualifier via `slot.face` payload (Pattern B/B' aware).
- `templates/apps/gameboard/_partials/_sig_select_overlay.html` + `_tarot_fan.html` — `data-reversal-drops-qualifier` added to sig-card grid + fan cards.
- `templates/apps/gameboard/my_sea.html` — landing button form swaps to `show_paid_draw` / `show_gate_view` flags.
SCSS:
- `static_src/scss/_billboard.scss` — My Sign applet card polarity inversion (levity bg + ink), polarity stat-block inversion (gravity → --secUser bg), qualifier+title shared typography, polarity-aware ink via `color: inherit`.
- `static_src/scss/_card-deck.scss` — sea-stat-block polarity rules (`.sea-stage--gravity/levity .sea-stat-block`), fan-stage-block polarity rules (`.tarot-fan-wrap[data-polarity] .fan-stage-block`), comments documenting fallback bgs.
- `static_src/scss/_gameboard.scss` — `.my-sea-slot--filled.--gravity/--levity` pin `color: inherit` on `.fan-card-corner`, `.fan-card-qualifier`, `.fan-card-name`, `.fan-card-arcana` (0,3,0 beats global 0,2,0). Slot label keeps original wrap-sibling placement w. `z-index: 2` to render above the dotted bottom border on empty slots.
Tests:
- `apps/billboard/tests/integrated/test_views.py` — updated `test_my_sign_applet_renders_card_when_sig_set` to assert polarity modifier + qualifier text + Emanation-only; new `test_my_sign_applet_renders_gravity_qualifier_when_not_reversed`.
- `apps/epic/tests/unit/test_models.py` — `TarotCardAppletFaceTest` (Pattern B name swap, Pattern B' qualifier drop, non-Major regression pin, polarity-split, reversal qualifier fallback).
- `apps/gameboard/tests/integrated/test_views.py` — `MySeaCooldownAnchoredToFreeDrawTest` (5 tests pinning cooldown anchor on User, sticky PAID DRAW, paid-through credit consumption); `UserFreeDrawCooldownPropertyTest` (4 tests); expanded `MySeaPhasePickerQueryParamTest` w. paid-through-shows-PAID-DRAW-btn assertion; expanded `my_sea_lock` tests (free-draw-anchors-last_free_draw_at, paid-draw-leaves-anchor-alone, first-paid-card-consumes-credit); My Sea applet qualifier IT (Major comma format end-to-end).
- `functional_tests/test_game_my_sea.py` — `test_paid_draw_commits_token_and_redirects_to_picker` updated to assert row preservation + paid_through_at stamping; new `test_paid_draw_btn_persists_after_navigation_without_card_draw` pinning the user-reported regression.
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-23 15:06:35 -04:00
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# Row preserved + paid_through_at stamped (sticky PAID DRAW state).
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draw.refresh_from_db()
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self.assertIsNotNone(draw.paid_through_at,
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"PAID DRAW commit must set paid_through_at (preserves PAID "
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"DRAW btn on subsequent landing renders — user-reported "
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"regression 2026-05-23)")
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self.assertIsNone(draw.deposit_token_id)
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self.assertEqual(draw.hand, [])
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def test_paid_draw_btn_persists_after_navigation_without_card_draw(self):
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"""User-reported bug 2026-05-23: after PAID DRAW commits, if the
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user navigates away without drawing any cards, the landing
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button reverts to FREE DRAW (under the old delete-at-commit
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semantics) even though the free draw is still on cooldown. With
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`paid_through_at` preserved on the row, the landing PAID DRAW
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button stays visible across navigation cycles until the first
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card of the paid session lands."""
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from apps.gameboard.models import MySeaDraw
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from django.utils import timezone as dj_tz
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self._save_empty_hand_draw()
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# Set cooldown anchor explicitly so the user-level state matches
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# the row's "cycle is live" indication.
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self.gamer.last_free_draw_at = dj_tz.now()
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self.gamer.save(update_fields=["last_free_draw_at"])
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self.create_pre_authenticated_session(self.email)
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# Deposit + commit via the gatekeeper.
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self.browser.get(self.live_server_url + "/gameboard/my-sea/gate/")
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self.wait_for(
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lambda: self.browser.find_element(
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By.CSS_SELECTOR,
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"form[action$='/my-sea/insert'] button.token-rails",
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)
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).click()
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self.wait_for(
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lambda: self.browser.find_element(
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By.CSS_SELECTOR, "#id_my_sea_paid_draw_btn"
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)
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).click()
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# Land in picker (?phase=picker). Now navigate AWAY without
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# drawing any cards — to /gameboard/ — then back to /gameboard/
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# my-sea/. The landing must still show PAID DRAW (not FREE DRAW
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# nor GATE VIEW).
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self.wait_for(
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lambda: self.assertIn("phase=picker", self.browser.current_url)
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)
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self.browser.get(self.live_server_url + "/gameboard/")
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self.wait_for(
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lambda: self.browser.find_element(By.ID, "id_applet_new_game")
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)
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self.browser.get(self.live_server_url + "/gameboard/my-sea/")
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# PAID DRAW button still rendered on the landing.
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self.wait_for(
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lambda: self.browser.find_element(
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By.CSS_SELECTOR, "#id_my_sea_paid_draw_btn"
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)
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)
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# FREE DRAW + GATE VIEW NOT shown.
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self.assertEqual(
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len(self.browser.find_elements(By.CSS_SELECTOR, "#id_draw_sea_btn")),
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0,
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"FREE DRAW btn must NOT show after PAID DRAW commit (regression)"
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)
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self.assertEqual(
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len(self.browser.find_elements(
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By.CSS_SELECTOR, "#id_my_sea_gate_view_btn"
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)),
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0,
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"GATE VIEW btn must NOT show while paid-through credit is set"
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2026-05-20 11:52:17 -04:00
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)
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My Sea iter 6a: gatekeeper page + INSERT/REFUND/PAID DRAW endpoints + MySeaDraw deposit fields + `_select_my_sea_token` / `debit_my_sea_token` helpers (CARTE blocked, COIN 24h cooldown not 7-day) + Sprint 6 FT skeleton — Sprint 5 iter 6a of My Sea roadmap — TDD
First of three Sprint 6 commits per [[sprint-my-sea-iter-6-plan]]. Replaces the iter-4c 404 stub at `/gameboard/my-sea/gate/` w. a real token-deposit-to-redraw UI. Iter 6b will wire the navbar GATE VIEW swap + landing PAID DRAW state + seat-1 persistence; iter 6c will land the bud-btn stub.
## Server
`MySeaDraw` gains two fields: `deposit_token_id` (int, nullable) + `deposit_reserved_at` (datetime, nullable). Migration 0002. The row plays triple duty now: hand storage + 24h quota tracker + deposit reservation slot.
`_select_my_sea_token(user)` mirrors `apps.epic.models.select_token` priority (PASS > COIN > FREE > TITHE) w. two adaptations:
- CARTE excluded outright (door-spell trinket, not valid for my-sea draws).
- COIN cooldown-respecting: filters out COINs w. `next_ready_at > now`. Standard `select_token` doesn't apply this filter — room logic unchanged.
`debit_my_sea_token(user, token)` is the my-sea variant of `apps.epic.models.debit_token`:
- CARTE → ValueError (defensive; caller validates upstream).
- COIN: `next_ready_at = now + 24h` (not 7-day room cycle) + unequip from kit if equipped.
- PASS: no consumption (auto-admit, unlimited redraws).
- FREE / TITHE: deleted.
`my_sea_gate` view replaces the 404 stub. Renders the gatekeeper template w. branching on `deposit_reserved` (token reserved on row vs not).
`my_sea_insert_token` POST: picks a token via `_select_my_sea_token` + sets `deposit_token_id + deposit_reserved_at`. Creates the row if missing (so a fresh user can deposit without first using their free draw). Idempotent w.r.t. an already-reserved deposit.
`my_sea_refund_token` POST: clears deposit fields. Token isn't consumed at INSERT (refund-aware design), so this is purely a row update — no inventory side effects.
`my_sea_paid_draw` POST: commits via `debit_my_sea_token` + resets row (hand=[], created_at=now, deposit fields cleared). Redirects to `/gameboard/my-sea/` for a fresh quota cycle.
## Template + UX
`apps/gameboard/my_sea_gate.html` (new) — per user spec 2026-05-20, the gatekeeper is a darkened-modal-over-`--duoUser` bg matching the room gatekeeper's chrome (`.gate-backdrop` + `.gate-overlay` + `.gate-modal`). No hex / chair-seats — those live on the my-sea picker page itself; the gatekeeper is a transient in-flight UI for token deposit.
Coin-slot rails (mirrors room's `.token-slot`):
- Pre-deposit: form-wrapped `.token-rails` button → POSTs to `my_sea_insert_token`. Coin-panel labels read INSERT TOKEN TO PLAY.
- Post-deposit: rails inert (no form); `.token-return-btn` form → POSTs to `my_sea_refund_token`. Coin-panel labels swap to PUSH TO RETURN.
- Post-deposit: PAID DRAW btn (`#id_my_sea_paid_draw_btn`, `.btn-primary`) → POSTs to `my_sea_paid_draw`. Mirrors the room's PICK ROLES btn shape.
SCSS minimal — page bg `rgba(--duoUser, 1)` on `.my-sea-page[data-phase="gate"]`; everything else reuses the room gatekeeper's existing rules.
## FT skeleton
Per user TDD directive (2026-05-20: "Also via TDD so if we run out we're adhering to FT-described behavior"), wrote the FULL Sprint 6 FT skeleton up front (covers iter 6a + 6b + 6c). Five new FT classes in `test_game_my_sea.py`:
- `MySeaGatekeeperPageTest` (5 tests) — iter 6a; pre-deposit / INSERT / REFUND / PAID DRAW paths.
- `MySeaLandingPaidDrawTest` (1 test) — iter 6b; landing renders PAID DRAW btn when deposit reserved (red until iter 6b lands).
- `MySeaNavbarGateViewTest` (1 test) — iter 6b; navbar GATE VIEW swap (red until iter 6b).
- `MySeaSeatOnePersistenceTest` (2 tests) — iter 6b; seat 1 banned for fresh user + empty-hand active draw (red until iter 6b).
- `MySeaBudBtnStubTest` (2 tests) — iter 6c; panel opens + OK shows coming-soon Brief (red until iter 6c).
## ITs (iter 6a — 22 new + 153 total green)
- `MySeaGateViewTest` (4) — view branching pre/post deposit.
- `MySeaInsertTokenViewTest` (4) — row creation, existing row, idempotency, GET=405.
- `MySeaRefundTokenViewTest` (3) — clears fields, no token consumption, idempotent.
- `MySeaPaidDrawViewTest` (6) — FREE consumed, COIN cooldown + unequip, PASS no-op, hand reset, created_at reset, redirect.
- `SelectMySeaTokenTest` (3) — CARTE excluded, COIN cooldown excluded, PASS priority for staff.
- `DebitMySeaTokenTest` (4) — CARTE ValueError, FREE/TITHE consumed, PASS preserved.
## Trap caught
Existing User `post_save` signal auto-creates COIN + FREE tokens (`apps.lyric.models:309`). Sprint 6 ITs that assert "user has only the token I seeded" must `self.user.tokens.all().delete()` after User.create. Without it, `_select_my_sea_token` returns the auto-COIN instead of None for the CARTE-excluded test. Worth a future feedback memory if it bites again.
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.7 <noreply@anthropic.com>
2026-05-20 02:29:08 -04:00
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class MySeaLandingPaidDrawTest(FunctionalTest):
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"""Sprint 6 iter 6b — landing center-btn state machine extended w.
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PAID DRAW. After depositing in the gatekeeper, refresh / navigate
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back to /gameboard/my-sea/ → landing renders PAID DRAW (not GATE
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VIEW) at the hex center."""
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def setUp(self):
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super().setUp()
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_seed_earthman_sig_pile()
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_seed_gameboard_applets()
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self.email = "landpaid@test.io"
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self.gamer = User.objects.create(email=self.email)
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_assign_sig(self.gamer)
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def test_landing_shows_paid_draw_btn_when_deposit_reserved(self):
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from datetime import timedelta
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from django.utils import timezone as dj_tz
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from apps.gameboard.models import MySeaDraw
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from apps.lyric.models import Token
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free_tok = Token.objects.create(
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|
|
|
|
user=self.gamer, token_type=Token.FREE,
|
|
|
|
|
|
expires_at=dj_tz.now() + timedelta(days=30),
|
|
|
|
|
|
)
|
|
|
|
|
|
MySeaDraw.objects.create(
|
|
|
|
|
|
user=self.gamer, spread="situation-action-outcome",
|
|
|
|
|
|
significator_id=self.gamer.significator_id, hand=[],
|
|
|
|
|
|
deposit_token_id=free_tok.pk,
|
|
|
|
|
|
deposit_reserved_at=dj_tz.now(),
|
|
|
|
|
|
)
|
|
|
|
|
|
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_my_sea_paid_draw_btn"
|
|
|
|
|
|
)
|
|
|
|
|
|
)
|
|
|
|
|
|
# FREE DRAW + GATE VIEW are NOT shown when a deposit is reserved.
|
|
|
|
|
|
self.assertEqual(
|
|
|
|
|
|
len(self.browser.find_elements(By.CSS_SELECTOR, "#id_draw_sea_btn")),
|
|
|
|
|
|
0,
|
|
|
|
|
|
)
|
|
|
|
|
|
self.assertEqual(
|
|
|
|
|
|
len(self.browser.find_elements(By.CSS_SELECTOR, "#id_my_sea_gate_view_btn")),
|
|
|
|
|
|
0,
|
|
|
|
|
|
)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
class MySeaNavbarGateViewTest(FunctionalTest):
|
|
|
|
|
|
"""Sprint 6 iter 6b — navbar CONT GAME swaps to GATE VIEW whenever
|
|
|
|
|
|
the user is on `body.page-my-sea`. Always reachable, regardless of
|
|
|
|
|
|
quota state — clicking takes the user to /gameboard/my-sea/gate/."""
|
|
|
|
|
|
|
|
|
|
|
|
def setUp(self):
|
|
|
|
|
|
super().setUp()
|
|
|
|
|
|
_seed_earthman_sig_pile()
|
|
|
|
|
|
_seed_gameboard_applets()
|
|
|
|
|
|
self.email = "navgate@test.io"
|
|
|
|
|
|
self.gamer = User.objects.create(email=self.email)
|
|
|
|
|
|
_assign_sig(self.gamer)
|
|
|
|
|
|
|
|
|
|
|
|
def test_navbar_renders_gate_view_btn_on_my_sea_page(self):
|
|
|
|
|
|
self.create_pre_authenticated_session(self.email)
|
|
|
|
|
|
self.browser.get(self.live_server_url + "/gameboard/my-sea/")
|
|
|
|
|
|
nav = self.wait_for(
|
|
|
|
|
|
lambda: self.browser.find_element(By.CSS_SELECTOR, ".navbar")
|
|
|
|
|
|
)
|
|
|
|
|
|
# GATE VIEW btn present, CONT GAME btn not.
|
|
|
|
|
|
nav.find_element(By.CSS_SELECTOR, "#id_navbar_gate_view_btn")
|
|
|
|
|
|
self.assertEqual(
|
|
|
|
|
|
len(nav.find_elements(By.CSS_SELECTOR, "#id_navbar_cont_game_btn")),
|
|
|
|
|
|
0,
|
|
|
|
|
|
)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
class MySeaSeatOnePersistenceTest(FunctionalTest):
|
|
|
|
|
|
"""Sprint 6 iter 6b — seat 1 (the owner's reserved chair) renders
|
|
|
|
|
|
`.seated` whenever the user's hand is non-empty (mid-draw or
|
|
|
|
|
|
complete). DEL empties the hand → seat 1 reverts to `.fa-ban`."""
|
|
|
|
|
|
|
|
|
|
|
|
def setUp(self):
|
|
|
|
|
|
super().setUp()
|
|
|
|
|
|
_seed_earthman_sig_pile()
|
|
|
|
|
|
_seed_gameboard_applets()
|
|
|
|
|
|
self.email = "seat1@test.io"
|
|
|
|
|
|
self.gamer = User.objects.create(email=self.email)
|
|
|
|
|
|
_assign_sig(self.gamer)
|
|
|
|
|
|
|
|
|
|
|
|
def test_seat_1_banned_for_fresh_user_no_quota(self):
|
|
|
|
|
|
self.create_pre_authenticated_session(self.email)
|
|
|
|
|
|
self.browser.get(self.live_server_url + "/gameboard/my-sea/")
|
|
|
|
|
|
seat1 = self.wait_for(
|
|
|
|
|
|
lambda: self.browser.find_element(
|
|
|
|
|
|
By.CSS_SELECTOR, ".table-seat[data-slot='1']"
|
|
|
|
|
|
)
|
|
|
|
|
|
)
|
|
|
|
|
|
self.assertNotIn("seated", seat1.get_attribute("class"))
|
|
|
|
|
|
seat1.find_element(By.CSS_SELECTOR, ".fa-ban")
|
|
|
|
|
|
|
|
|
|
|
|
def test_seat_1_banned_when_active_draw_has_empty_hand(self):
|
|
|
|
|
|
"""DEL leaves the row but wipes the hand; seat 1 reverts to
|
|
|
|
|
|
banned (per user spec 2026-05-20: seat 1 tied to hand non-empty,
|
|
|
|
|
|
NOT to active_draw existence)."""
|
|
|
|
|
|
from apps.gameboard.models import MySeaDraw
|
|
|
|
|
|
MySeaDraw.objects.create(
|
|
|
|
|
|
user=self.gamer, spread="situation-action-outcome",
|
|
|
|
|
|
significator_id=self.gamer.significator_id, hand=[],
|
|
|
|
|
|
)
|
|
|
|
|
|
self.create_pre_authenticated_session(self.email)
|
|
|
|
|
|
self.browser.get(self.live_server_url + "/gameboard/my-sea/")
|
|
|
|
|
|
seat1 = self.wait_for(
|
|
|
|
|
|
lambda: self.browser.find_element(
|
|
|
|
|
|
By.CSS_SELECTOR, ".table-seat[data-slot='1']"
|
|
|
|
|
|
)
|
|
|
|
|
|
)
|
|
|
|
|
|
self.assertNotIn("seated", seat1.get_attribute("class"))
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
class MySeaBudBtnStubTest(FunctionalTest):
|
|
|
|
|
|
"""Sprint 6 iter 6c — bud-btn invite panel rendered on the
|
|
|
|
|
|
gatekeeper. Panel opens + autocomplete works (reuses billboard:
|
|
|
|
|
|
search_buds), but the OK btn is a no-op stub — POSTs return a
|
|
|
|
|
|
'Multiplayer my-sea coming soon' Brief banner. Async invite is
|
|
|
|
|
|
deferred to a future sprint."""
|
|
|
|
|
|
|
|
|
|
|
|
def setUp(self):
|
|
|
|
|
|
super().setUp()
|
|
|
|
|
|
_seed_earthman_sig_pile()
|
|
|
|
|
|
_seed_gameboard_applets()
|
|
|
|
|
|
self.email = "bud@test.io"
|
|
|
|
|
|
self.gamer = User.objects.create(email=self.email)
|
|
|
|
|
|
_assign_sig(self.gamer)
|
|
|
|
|
|
# Seed a quota row so the gatekeeper has context.
|
|
|
|
|
|
from apps.gameboard.models import MySeaDraw
|
|
|
|
|
|
MySeaDraw.objects.create(
|
|
|
|
|
|
user=self.gamer, spread="situation-action-outcome",
|
|
|
|
|
|
significator_id=self.gamer.significator_id, hand=[],
|
|
|
|
|
|
)
|
|
|
|
|
|
|
|
|
|
|
|
def test_bud_btn_panel_opens_on_gatekeeper(self):
|
|
|
|
|
|
self.create_pre_authenticated_session(self.email)
|
|
|
|
|
|
self.browser.get(self.live_server_url + "/gameboard/my-sea/gate/")
|
|
|
|
|
|
bud_btn = self.wait_for(
|
|
|
|
|
|
lambda: self.browser.find_element(By.ID, "id_bud_btn")
|
|
|
|
|
|
)
|
|
|
|
|
|
bud_btn.click()
|
|
|
|
|
|
# Panel opens — html.bud-open class is added.
|
|
|
|
|
|
self.wait_for(
|
|
|
|
|
|
lambda: self.assertIn(
|
|
|
|
|
|
"bud-open",
|
|
|
|
|
|
self.browser.find_element(By.TAG_NAME, "html").get_attribute("class"),
|
|
|
|
|
|
)
|
|
|
|
|
|
)
|
|
|
|
|
|
self.browser.find_element(By.ID, "id_recipient")
|
|
|
|
|
|
|
|
|
|
|
|
def test_bud_btn_ok_renders_coming_soon_brief(self):
|
|
|
|
|
|
from apps.lyric.models import User as _U
|
|
|
|
|
|
# Seed a friend so the OK click has a recipient to "invite".
|
|
|
|
|
|
_U.objects.create(email="friend@test.io")
|
|
|
|
|
|
self.create_pre_authenticated_session(self.email)
|
|
|
|
|
|
self.browser.get(self.live_server_url + "/gameboard/my-sea/gate/")
|
|
|
|
|
|
bud_btn = self.wait_for(
|
|
|
|
|
|
lambda: self.browser.find_element(By.ID, "id_bud_btn")
|
|
|
|
|
|
)
|
|
|
|
|
|
bud_btn.click()
|
|
|
|
|
|
recipient = self.wait_for(
|
|
|
|
|
|
lambda: self.browser.find_element(By.ID, "id_recipient")
|
|
|
|
|
|
)
|
|
|
|
|
|
# Wait for slide-out animation to settle (per
|
|
|
|
|
|
# [[feedback-css-transition-selenium-click-race]]).
|
|
|
|
|
|
self.wait_for(
|
|
|
|
|
|
lambda: self.assertGreater(
|
|
|
|
|
|
self.browser.execute_script(
|
|
|
|
|
|
"return document.getElementById('id_bud_panel').getBoundingClientRect().width;"
|
|
|
|
|
|
),
|
|
|
|
|
|
100,
|
|
|
|
|
|
)
|
|
|
|
|
|
)
|
|
|
|
|
|
recipient.send_keys("friend@test.io")
|
|
|
|
|
|
self.browser.find_element(
|
|
|
|
|
|
By.CSS_SELECTOR, "#id_bud_panel .btn.btn-confirm"
|
|
|
|
|
|
).click()
|
|
|
|
|
|
# Brief banner appears w. coming-soon copy.
|
|
|
|
|
|
brief = self.wait_for(
|
|
|
|
|
|
lambda: self.browser.find_element(By.CSS_SELECTOR, ".note-banner")
|
|
|
|
|
|
)
|
|
|
|
|
|
self.assertIn("coming soon", brief.text.lower())
|
2026-05-20 09:47:47 -04:00
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
class MySeaGearBtnTest(FunctionalTest):
|
|
|
|
|
|
"""Sprint 6 iter 6c — `.gear-btn` on every my-sea page state
|
|
|
|
|
|
(landing / picker / gatekeeper). Opens a NVM-only menu (DEL/BYE
|
|
|
|
|
|
deliberately omitted — gear is for "back out without committing");
|
|
|
|
|
|
NVM nav-backs to /gameboard/ mirroring the room's gear-menu
|
|
|
|
|
|
convention. Same partial included on both /gameboard/my-sea/ and
|
|
|
|
|
|
/gameboard/my-sea/gate/ so visual + behavior is identical."""
|
|
|
|
|
|
|
|
|
|
|
|
def setUp(self):
|
|
|
|
|
|
super().setUp()
|
|
|
|
|
|
_seed_earthman_sig_pile()
|
|
|
|
|
|
_seed_gameboard_applets()
|
|
|
|
|
|
self.email = "gear@test.io"
|
|
|
|
|
|
self.gamer = User.objects.create(email=self.email)
|
|
|
|
|
|
_assign_sig(self.gamer)
|
|
|
|
|
|
# Seed a quota row so the gatekeeper has an active_draw context.
|
|
|
|
|
|
from apps.gameboard.models import MySeaDraw
|
|
|
|
|
|
MySeaDraw.objects.create(
|
|
|
|
|
|
user=self.gamer, spread="situation-action-outcome",
|
|
|
|
|
|
significator_id=self.gamer.significator_id, hand=[],
|
|
|
|
|
|
)
|
|
|
|
|
|
|
|
|
|
|
|
def test_gear_btn_renders_on_gatekeeper(self):
|
|
|
|
|
|
self.create_pre_authenticated_session(self.email)
|
|
|
|
|
|
self.browser.get(self.live_server_url + "/gameboard/my-sea/gate/")
|
|
|
|
|
|
gear = self.wait_for(
|
|
|
|
|
|
lambda: self.browser.find_element(
|
|
|
|
|
|
By.CSS_SELECTOR, ".my-sea-page .gear-btn"
|
|
|
|
|
|
)
|
|
|
|
|
|
)
|
|
|
|
|
|
# Menu wired via data-menu-target.
|
|
|
|
|
|
self.assertEqual(
|
|
|
|
|
|
gear.get_attribute("data-menu-target"),
|
|
|
|
|
|
"id_my_sea_menu",
|
|
|
|
|
|
)
|
|
|
|
|
|
|
|
|
|
|
|
def test_gear_btn_renders_on_landing_without_active_draw(self):
|
|
|
|
|
|
"""User direction 2026-05-20 — gear stays on /gameboard/my-sea/
|
|
|
|
|
|
even when no gatekeeper / no active_draw row exists. Fresh user
|
|
|
|
|
|
with a sig + no draw lands here + still sees the gear."""
|
|
|
|
|
|
from apps.gameboard.models import MySeaDraw
|
|
|
|
|
|
MySeaDraw.objects.filter(user=self.gamer).delete()
|
|
|
|
|
|
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 .gear-btn"
|
|
|
|
|
|
)
|
|
|
|
|
|
)
|
|
|
|
|
|
|
|
|
|
|
|
def test_gear_btn_opens_menu_with_nvm_only(self):
|
|
|
|
|
|
self.create_pre_authenticated_session(self.email)
|
|
|
|
|
|
self.browser.get(self.live_server_url + "/gameboard/my-sea/gate/")
|
|
|
|
|
|
gear = self.wait_for(
|
|
|
|
|
|
lambda: self.browser.find_element(
|
|
|
|
|
|
By.CSS_SELECTOR, ".my-sea-page .gear-btn"
|
|
|
|
|
|
)
|
|
|
|
|
|
)
|
|
|
|
|
|
gear.click()
|
|
|
|
|
|
menu = self.wait_for(
|
|
|
|
|
|
lambda: self.browser.find_element(By.ID, "id_my_sea_menu")
|
|
|
|
|
|
)
|
|
|
|
|
|
self.assertEqual(menu.value_of_css_property("display"), "block")
|
FT fixes for polish-9 spec changes — CI #338 surfaced 4 stale assertions; sig-gate Brief race exposed by removing implicit wait
CI pipeline #338 caught 4 FT failures cascading from yesterday's polish-9 + applet realignment commits (955bdc7, 652cef0). All four are stale assertions in FT code — no production code changes needed. ITs were already updated in the original commits; missed the parallel FT updates.
**(1) `test_gear_btn_opens_menu_with_nvm_only`** (test_game_my_sea.py:1851) — NVM btn changed `<a class="btn" href="...">` → `<button onclick="location.href=...">` (per [[feedback-btn-vs-anchor-font-family]] sans-serif fix). FT was reading `href` attr (returns None on buttons → `TypeError: argument of type 'NoneType' is not iterable`). Switched to read `onclick` attr (w. `or ""` guard against None).
**(2) `test_del_btn_is_disabled_until_hand_complete`** (test_game_my_sea.py:982 → renamed) — DEL btn now un-disables on the FIRST draw, not at hand completion (per the new state-machine spec, `_setHasDrawn(true)` fires on first deposit + AUTO DRAW POST-commit). Renamed → `test_del_btn_is_disabled_until_first_draw`; inverted the mid-draw assertion (was: still-disabled after 1 draw → now: un-disables immediately after 1 draw); kept the post-completion check (DEL stays enabled).
**(3) `test_carte_blanche_equip_and_multi_slot_gatekeeper`** (test_trinket_carte_blanche.py:89) — TWO issues here, only the first was symptomatic in CI:
- Step 2 used `#id_kit_free_token` on /gameboard/ as a "non-trinket, no mini-tooltip" demo target. Free Token moved off Game Kit applet to Wallet applet per the equippables-only spec; no non-equippable icon left on Game Kit to demo w. Dropped step 2 entirely — the test's primary thing (Carte multi-slot equip flow at steps 3+) is intact.
- SECOND-ORDER issue uncovered when (1) above stopped masking it: the deleted step 2 used to provide a ~5+ second wait (find Free Token + hover + wait for tooltip portal). That wait was enough for the auto-firing `.my-sea-sign-gate-brief` (slides in on /gameboard/ for users w/o a sig via the My Sea applet's `{% include _my_sea_sign_gate_brief.html %}` branch) to settle. Without the wait, the Brief is mid-slide when step 8 tries to click `id_create_game_btn` → `ElementClickInterceptedException` (Brief obscures button). Added explicit `.my-sea-sign-gate-brief .btn-cancel` wait-then-click between steps 1 + 3 to dismiss the Brief before proceeding.
**(4) `test_game_kit_panel_shows_token_inventory`** (test_gameboard.py:74) — TWO issues here too:
- Step 7's `#id_kit_free_token` Free Token tooltip assertion. Same removal as (3). Replaced w. a NEGATIVE assertion that the element does NOT exist on Game Kit (regression guard against accidentally re-adding non-equippable items).
- SECOND-ORDER again: step 9's `#id_kit_card_deck` check was a stale assertion that predated the `apps/lyric/models.py:540` `unlocked_decks.add(earthman)` post_save signal. `id_kit_card_deck` is the `{% empty %}`-branch placeholder, only rendered when `deck_variants` is empty. `capman@test.io` (the test fixture user) gets Earthman auto-unlocked → the concrete `id_kit_earthman_deck` renders instead. This was a latent stale assertion that only surfaced now because step 7's Free Token failure used to short-circuit the test before it reached step 9. Switched check to `id_kit_earthman_deck`.
Pattern worth noting for future cross-cutting refactors: when a test step has a side-effect wait (`wait_for(... tooltip displayed ...)`), removing it can unmask sig-gate / palette / Brief banners that auto-slide in on page load. The Brief race in (3) wasn't a NEW bug introduced by polish-9; it was always there, masked by the timing of the removed step. Same for the stale `id_kit_card_deck` assertion — predates the signal change; only surfaced when the failure cascade moved past it.
Discipline note for this session: user explicitly overrode [[feedback-ft-run-discipline]] when "specifically working on FTs, new or old" — ran each fix locally by full dotted path to verify before committing. All 4 green locally (8-16s each).
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-26 02:34:02 -04:00
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# NVM btn present, DEL + BYE deliberately absent. NVM is a `<button
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# onclick="location.href=...">` (NOT an `<a class="btn">`) per 2026-
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# 05-26 fix — anchors inherit body's serif font, buttons stay sans-
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# serif. Check the onclick attr for the nav target instead of href.
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2026-05-20 09:47:47 -04:00
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nvm = menu.find_element(By.CSS_SELECTOR, ".btn-cancel")
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FT fixes for polish-9 spec changes — CI #338 surfaced 4 stale assertions; sig-gate Brief race exposed by removing implicit wait
CI pipeline #338 caught 4 FT failures cascading from yesterday's polish-9 + applet realignment commits (955bdc7, 652cef0). All four are stale assertions in FT code — no production code changes needed. ITs were already updated in the original commits; missed the parallel FT updates.
**(1) `test_gear_btn_opens_menu_with_nvm_only`** (test_game_my_sea.py:1851) — NVM btn changed `<a class="btn" href="...">` → `<button onclick="location.href=...">` (per [[feedback-btn-vs-anchor-font-family]] sans-serif fix). FT was reading `href` attr (returns None on buttons → `TypeError: argument of type 'NoneType' is not iterable`). Switched to read `onclick` attr (w. `or ""` guard against None).
**(2) `test_del_btn_is_disabled_until_hand_complete`** (test_game_my_sea.py:982 → renamed) — DEL btn now un-disables on the FIRST draw, not at hand completion (per the new state-machine spec, `_setHasDrawn(true)` fires on first deposit + AUTO DRAW POST-commit). Renamed → `test_del_btn_is_disabled_until_first_draw`; inverted the mid-draw assertion (was: still-disabled after 1 draw → now: un-disables immediately after 1 draw); kept the post-completion check (DEL stays enabled).
**(3) `test_carte_blanche_equip_and_multi_slot_gatekeeper`** (test_trinket_carte_blanche.py:89) — TWO issues here, only the first was symptomatic in CI:
- Step 2 used `#id_kit_free_token` on /gameboard/ as a "non-trinket, no mini-tooltip" demo target. Free Token moved off Game Kit applet to Wallet applet per the equippables-only spec; no non-equippable icon left on Game Kit to demo w. Dropped step 2 entirely — the test's primary thing (Carte multi-slot equip flow at steps 3+) is intact.
- SECOND-ORDER issue uncovered when (1) above stopped masking it: the deleted step 2 used to provide a ~5+ second wait (find Free Token + hover + wait for tooltip portal). That wait was enough for the auto-firing `.my-sea-sign-gate-brief` (slides in on /gameboard/ for users w/o a sig via the My Sea applet's `{% include _my_sea_sign_gate_brief.html %}` branch) to settle. Without the wait, the Brief is mid-slide when step 8 tries to click `id_create_game_btn` → `ElementClickInterceptedException` (Brief obscures button). Added explicit `.my-sea-sign-gate-brief .btn-cancel` wait-then-click between steps 1 + 3 to dismiss the Brief before proceeding.
**(4) `test_game_kit_panel_shows_token_inventory`** (test_gameboard.py:74) — TWO issues here too:
- Step 7's `#id_kit_free_token` Free Token tooltip assertion. Same removal as (3). Replaced w. a NEGATIVE assertion that the element does NOT exist on Game Kit (regression guard against accidentally re-adding non-equippable items).
- SECOND-ORDER again: step 9's `#id_kit_card_deck` check was a stale assertion that predated the `apps/lyric/models.py:540` `unlocked_decks.add(earthman)` post_save signal. `id_kit_card_deck` is the `{% empty %}`-branch placeholder, only rendered when `deck_variants` is empty. `capman@test.io` (the test fixture user) gets Earthman auto-unlocked → the concrete `id_kit_earthman_deck` renders instead. This was a latent stale assertion that only surfaced now because step 7's Free Token failure used to short-circuit the test before it reached step 9. Switched check to `id_kit_earthman_deck`.
Pattern worth noting for future cross-cutting refactors: when a test step has a side-effect wait (`wait_for(... tooltip displayed ...)`), removing it can unmask sig-gate / palette / Brief banners that auto-slide in on page load. The Brief race in (3) wasn't a NEW bug introduced by polish-9; it was always there, masked by the timing of the removed step. Same for the stale `id_kit_card_deck` assertion — predates the signal change; only surfaced when the failure cascade moved past it.
Discipline note for this session: user explicitly overrode [[feedback-ft-run-discipline]] when "specifically working on FTs, new or old" — ran each fix locally by full dotted path to verify before committing. All 4 green locally (8-16s each).
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-26 02:34:02 -04:00
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self.assertIn("/gameboard/", nvm.get_attribute("onclick") or "")
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2026-05-20 09:47:47 -04:00
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self.assertEqual(
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len(menu.find_elements(By.CSS_SELECTOR, ".btn-danger")), 0,
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)
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self.assertEqual(
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len(menu.find_elements(By.CSS_SELECTOR, ".btn-abandon")), 0,
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)
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def test_nvm_navigates_back_to_gameboard(self):
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self.create_pre_authenticated_session(self.email)
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self.browser.get(self.live_server_url + "/gameboard/my-sea/gate/")
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gear = self.wait_for(
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lambda: self.browser.find_element(
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By.CSS_SELECTOR, ".my-sea-page .gear-btn"
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)
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)
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gear.click()
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self.wait_for(
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lambda: self.browser.find_element(By.ID, "id_my_sea_menu")
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)
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self.browser.find_element(
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By.CSS_SELECTOR, "#id_my_sea_menu .btn-cancel"
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).click()
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self.wait_for(
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lambda: self.assertRegex(
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self.browser.current_url, r"/gameboard/$"
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)
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)
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