2026-03-09 01:07:16 -04:00
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import lxml.html
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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 datetime import timedelta
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2026-03-09 01:07:16 -04:00
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from django.test import TestCase
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2026-03-09 21:13:35 -04:00
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from django.urls import reverse
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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 django.utils import timezone
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2026-03-09 01:07:16 -04:00
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2026-03-09 21:13:35 -04:00
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from apps.applets.models import Applet, UserApplet
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2026-04-27 23:24:43 -04:00
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from apps.epic.models import DeckVariant, Room, TableSeat
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2026-03-19 00:00:00 -04:00
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from apps.lyric.models import Token, User
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2026-03-09 01:07:16 -04:00
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class GameboardViewTest(TestCase):
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def setUp(self):
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self.user = User.objects.create(email="gamer@test.io")
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self.client.force_login(self.user)
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2026-03-09 21:13:35 -04:00
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Applet.objects.get_or_create(slug="new-game", defaults={"name": "New Game", "context": "gameboard"})
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Applet.objects.get_or_create(slug="my-games", defaults={"name": "My Games", "context": "gameboard"})
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Applet.objects.get_or_create(slug="game-kit", defaults={"name": "Game Kit", "context": "gameboard"})
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response = self.client.get("/gameboard/")
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self.parsed = lxml.html.fromstring(response.content)
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def test_gameboard_requires_login(self):
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self.client.logout()
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response = self.client.get("/gameboard/")
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self.assertRedirects(
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response, "/?next=/gameboard/", fetch_redirect_response=False
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)
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def test_gameboard_renders(self):
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response = self.client.get("/gameboard/")
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self.assertEqual(response.status_code, 200)
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def test_gameboard_shows_my_games_applet(self):
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[_] = self.parsed.cssselect("#id_applet_my_games")
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def test_gameboard_shows_new_game_applet(self):
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[_] = self.parsed.cssselect("#id_applet_new_game")
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My Sea applet shell — Sprint 3 of the My Sea roadmap
User roadmap step (Sprint 3 of cluster): scaffold the My Sea applet on the gameboard + the standalone /gameboard/my-sea/ page where later sprints will host the gatekeeper / sig-select / sea-select reskin for solo-user draws. Shell-only — no draw flow yet; latest-draw rendering, mid-progress save, daily quota land in Sprints 4-9 ; **migration**: `applets/migrations/0008_seed_my_sea_applet.py` — RunPython that `update_or_create`s Applet(`slug='my-sea'`, name='My Sea', context='gameboard', default_visible=True, grid_cols=12, grid_rows=4). 12×4 wide horizontal banner so the Celtic Cross spread's 10 cards can render left-to-right in the applet aperture, scrollable like My Palette (per user spec). Reverse migration (`unseed`) deletes the row so the migration is reversible for staging rollbacks ; **applet partial**: `templates/apps/gameboard/_partials/_applet-my-sea.html` — same `{% applet_context %}` auto-discovery shape every other applet uses (`<section id="id_applet_my_sea" style="--applet-cols: {{ entry.applet.grid_cols }}; --applet-rows: {{ entry.applet.grid_rows }};">`). Header is a `<h2><a href="{% url 'my_sea' %}">My Sea</a></h2>` link (gold via global `body a` rule); body is a `.my-sea-scroll` container that either renders `.my-sea-card` cells from a `latest_draw_cards` context (TBD in Sprint 4-7) or a `.my-sea-empty` placeholder line "No draws yet." for fresh users ; **standalone page**: new `gameboard/views.py:my_sea` view + url at `/gameboard/my-sea/` (URL name `my_sea`) rendering `apps/gameboard/my_sea.html` — `{% extends "core/base.html" %}` shell w. letter-spread `<span>My</span><span>Sea</span>` h2 wordmark + `.my-sea-page__empty` placeholder paragraph "Your sea is calm. Draws will appear here." `page_class` doubled to `page-gameboard page-my-sea` so the body inherits the gameboard's landscape aperture treatment AND any future my-sea-specific styles can target a single class. Login-required like the rest of gameboard ; **tests (+6 ITs)**: GameboardViewTest gains 3 — `test_gameboard_shows_my_sea_applet` (cssselect pins #id_applet_my_sea), `test_my_sea_applet_renders_empty_state_for_new_user` (asserts ".my-sea-empty" text + no ".my-sea-card" rows), `test_my_sea_applet_header_links_to_my_sea_page` (h2 a href == reverse('my_sea')); new MySeaViewTest class — `test_my_sea_requires_login` (redirect to /?next=...), `test_my_sea_renders_200`, `test_my_sea_uses_gameboard_page_class` (page-gameboard + page-my-sea both in body class). Existing GameboardViewTest setUp already does `get_or_create` per-applet so no fixture change needed for the migration-driven my-sea row ; 1005 IT/UT green (+6 from 999) in 45s; visual verified in Claudezilla at iPhone-14 portrait — applet renders w. rotated "MY SEA" vertical label + "No draws yet." body; /gameboard/my-sea/ standalone page renders w. letter-spread wordmark + placeholder ; **next**: Sprint 4 — My Sea sig-select phase (single-significator pick for solo user, w. the parameterized hex CSS from Sprint 1 hosting the chair-less or single-chair variant)
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-18 19:45:57 -04:00
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def test_gameboard_shows_my_sea_applet(self):
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# Sprint 3 of the My Sea roadmap — applet shell only; sigs/sea/draw
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# flow lands in later sprints. Seeded via migration 0008.
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[_] = self.parsed.cssselect("#id_applet_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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def test_my_sea_applet_fires_sign_gate_brief_for_user_without_sig(self):
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# Sprint 4b (refactored 2026-05-22) — user with no significator
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# gets a Look!-formatted Brief banner (`Brief.showBanner` script
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# fired in the applet template) AND the applet body falls through
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# to the empty-state "No draws yet" (no sig → no draws is the only
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# possible state). The Brief itself renders client-side via JS so
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# we assert the script content + the FYI url, not the DOM banner.
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html = self.parsed.text_content() if False else \
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lxml.html.tostring(self.parsed, encoding="unicode")
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self.assertIn("Look!", html)
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self.assertIn("pick your sign before drawing the Sea", html)
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self.assertIn("Brief.showBanner", html)
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# FYI url baked into the Brief script's `post_url`
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self.assertIn("/billboard/my-sign/", html)
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# Old inline gate markup is gone
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2026-05-19 01:57:41 -04:00
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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.parsed.cssselect(".my-sea-sign-gate")), 0,
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2026-05-19 01:57:41 -04:00
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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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# Card cells suppressed (no active draw possible without sig)
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2026-05-19 01:57:41 -04:00
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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.parsed.cssselect("#id_applet_my_sea .my-sea-slot--filled")), 0,
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2026-05-19 01:57:41 -04:00
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)
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def test_my_sea_applet_renders_empty_state_for_user_with_sig_no_draws(self):
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# Sig set + no saved draws → the scroll container hosts a single
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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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# placeholder line ("No draws yet."), no card cells, no gate Brief.
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2026-05-19 01:57:41 -04:00
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from apps.epic.models import personal_sig_cards
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sig_pile = personal_sig_cards(self.user)
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self.user.significator = sig_pile[0]
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self.user.save()
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response = self.client.get("/gameboard/")
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parsed = lxml.html.fromstring(response.content)
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[empty] = parsed.cssselect("#id_applet_my_sea .my-sea-empty")
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My Sea applet shell — Sprint 3 of the My Sea roadmap
User roadmap step (Sprint 3 of cluster): scaffold the My Sea applet on the gameboard + the standalone /gameboard/my-sea/ page where later sprints will host the gatekeeper / sig-select / sea-select reskin for solo-user draws. Shell-only — no draw flow yet; latest-draw rendering, mid-progress save, daily quota land in Sprints 4-9 ; **migration**: `applets/migrations/0008_seed_my_sea_applet.py` — RunPython that `update_or_create`s Applet(`slug='my-sea'`, name='My Sea', context='gameboard', default_visible=True, grid_cols=12, grid_rows=4). 12×4 wide horizontal banner so the Celtic Cross spread's 10 cards can render left-to-right in the applet aperture, scrollable like My Palette (per user spec). Reverse migration (`unseed`) deletes the row so the migration is reversible for staging rollbacks ; **applet partial**: `templates/apps/gameboard/_partials/_applet-my-sea.html` — same `{% applet_context %}` auto-discovery shape every other applet uses (`<section id="id_applet_my_sea" style="--applet-cols: {{ entry.applet.grid_cols }}; --applet-rows: {{ entry.applet.grid_rows }};">`). Header is a `<h2><a href="{% url 'my_sea' %}">My Sea</a></h2>` link (gold via global `body a` rule); body is a `.my-sea-scroll` container that either renders `.my-sea-card` cells from a `latest_draw_cards` context (TBD in Sprint 4-7) or a `.my-sea-empty` placeholder line "No draws yet." for fresh users ; **standalone page**: new `gameboard/views.py:my_sea` view + url at `/gameboard/my-sea/` (URL name `my_sea`) rendering `apps/gameboard/my_sea.html` — `{% extends "core/base.html" %}` shell w. letter-spread `<span>My</span><span>Sea</span>` h2 wordmark + `.my-sea-page__empty` placeholder paragraph "Your sea is calm. Draws will appear here." `page_class` doubled to `page-gameboard page-my-sea` so the body inherits the gameboard's landscape aperture treatment AND any future my-sea-specific styles can target a single class. Login-required like the rest of gameboard ; **tests (+6 ITs)**: GameboardViewTest gains 3 — `test_gameboard_shows_my_sea_applet` (cssselect pins #id_applet_my_sea), `test_my_sea_applet_renders_empty_state_for_new_user` (asserts ".my-sea-empty" text + no ".my-sea-card" rows), `test_my_sea_applet_header_links_to_my_sea_page` (h2 a href == reverse('my_sea')); new MySeaViewTest class — `test_my_sea_requires_login` (redirect to /?next=...), `test_my_sea_renders_200`, `test_my_sea_uses_gameboard_page_class` (page-gameboard + page-my-sea both in body class). Existing GameboardViewTest setUp already does `get_or_create` per-applet so no fixture change needed for the migration-driven my-sea row ; 1005 IT/UT green (+6 from 999) in 45s; visual verified in Claudezilla at iPhone-14 portrait — applet renders w. rotated "MY SEA" vertical label + "No draws yet." body; /gameboard/my-sea/ standalone page renders w. letter-spread wordmark + placeholder ; **next**: Sprint 4 — My Sea sig-select phase (single-significator pick for solo user, w. the parameterized hex CSS from Sprint 1 hosting the chair-less or single-chair variant)
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-18 19:45:57 -04:00
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self.assertIn("No draws yet", empty.text_content())
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2026-05-19 01:57:41 -04:00
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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(parsed.cssselect("#id_applet_my_sea .my-sea-slot--filled")), 0,
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2026-05-19 01:57:41 -04:00
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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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# No sign-gate Brief script fires when the user already has a sig
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html = lxml.html.tostring(parsed, encoding="unicode")
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self.assertNotIn("pick your sign before drawing the Sea", html)
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My Sea applet shell — Sprint 3 of the My Sea roadmap
User roadmap step (Sprint 3 of cluster): scaffold the My Sea applet on the gameboard + the standalone /gameboard/my-sea/ page where later sprints will host the gatekeeper / sig-select / sea-select reskin for solo-user draws. Shell-only — no draw flow yet; latest-draw rendering, mid-progress save, daily quota land in Sprints 4-9 ; **migration**: `applets/migrations/0008_seed_my_sea_applet.py` — RunPython that `update_or_create`s Applet(`slug='my-sea'`, name='My Sea', context='gameboard', default_visible=True, grid_cols=12, grid_rows=4). 12×4 wide horizontal banner so the Celtic Cross spread's 10 cards can render left-to-right in the applet aperture, scrollable like My Palette (per user spec). Reverse migration (`unseed`) deletes the row so the migration is reversible for staging rollbacks ; **applet partial**: `templates/apps/gameboard/_partials/_applet-my-sea.html` — same `{% applet_context %}` auto-discovery shape every other applet uses (`<section id="id_applet_my_sea" style="--applet-cols: {{ entry.applet.grid_cols }}; --applet-rows: {{ entry.applet.grid_rows }};">`). Header is a `<h2><a href="{% url 'my_sea' %}">My Sea</a></h2>` link (gold via global `body a` rule); body is a `.my-sea-scroll` container that either renders `.my-sea-card` cells from a `latest_draw_cards` context (TBD in Sprint 4-7) or a `.my-sea-empty` placeholder line "No draws yet." for fresh users ; **standalone page**: new `gameboard/views.py:my_sea` view + url at `/gameboard/my-sea/` (URL name `my_sea`) rendering `apps/gameboard/my_sea.html` — `{% extends "core/base.html" %}` shell w. letter-spread `<span>My</span><span>Sea</span>` h2 wordmark + `.my-sea-page__empty` placeholder paragraph "Your sea is calm. Draws will appear here." `page_class` doubled to `page-gameboard page-my-sea` so the body inherits the gameboard's landscape aperture treatment AND any future my-sea-specific styles can target a single class. Login-required like the rest of gameboard ; **tests (+6 ITs)**: GameboardViewTest gains 3 — `test_gameboard_shows_my_sea_applet` (cssselect pins #id_applet_my_sea), `test_my_sea_applet_renders_empty_state_for_new_user` (asserts ".my-sea-empty" text + no ".my-sea-card" rows), `test_my_sea_applet_header_links_to_my_sea_page` (h2 a href == reverse('my_sea')); new MySeaViewTest class — `test_my_sea_requires_login` (redirect to /?next=...), `test_my_sea_renders_200`, `test_my_sea_uses_gameboard_page_class` (page-gameboard + page-my-sea both in body class). Existing GameboardViewTest setUp already does `get_or_create` per-applet so no fixture change needed for the migration-driven my-sea row ; 1005 IT/UT green (+6 from 999) in 45s; visual verified in Claudezilla at iPhone-14 portrait — applet renders w. rotated "MY SEA" vertical label + "No draws yet." body; /gameboard/my-sea/ standalone page renders w. letter-spread wordmark + placeholder ; **next**: Sprint 4 — My Sea sig-select phase (single-significator pick for solo user, w. the parameterized hex CSS from Sprint 1 hosting the chair-less or single-chair variant)
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-18 19:45:57 -04:00
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def test_my_sea_applet_header_links_to_my_sea_page(self):
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[link] = self.parsed.cssselect("#id_applet_my_sea h2 a")
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self.assertEqual(link.get("href"), reverse("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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def test_my_sea_applet_renders_drawn_cards_in_draw_order(self):
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"""User w. a partial SAO draw — applet renders 3 slots in DRAW_
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ORDER (lay, cover, crown → labelled Beneath/Cover/Crown? no —
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SAO labels are Situation/Action/Outcome). Drawn slot 1 (`lay`)
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carries the card; the un-drawn `cover` + `crown` slots are
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empty placeholders w. their per-spread labels."""
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from apps.epic.models import personal_sig_cards, TarotCard
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from apps.gameboard.models import MySeaDraw
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sig_pile = personal_sig_cards(self.user)
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self.user.significator = sig_pile[0]
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self.user.save()
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card = TarotCard.objects.first()
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MySeaDraw.objects.create(
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user=self.user,
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spread="situation-action-outcome",
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hand=[
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{"position": "lay", "card_id": card.id,
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"reversed": False, "polarity": "gravity"},
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],
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significator_id=self.user.significator_id,
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)
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response = self.client.get("/gameboard/")
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parsed = lxml.html.fromstring(response.content)
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# All 3 SAO positions render in DRAW_ORDER (lay, cover, crown).
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wraps = parsed.cssselect("#id_applet_my_sea .my-sea-slot-wrap")
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self.assertEqual(len(wraps), 3,
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"SAO has 3 positions — applet should render 3 slot wraps")
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# Position 1 (`lay`) is filled w. the drawn card.
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filled = parsed.cssselect("#id_applet_my_sea .my-sea-slot--filled")
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self.assertEqual(len(filled), 1)
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self.assertEqual(
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filled[0].get("data-position"), "lay",
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"First drawn card should land in the `lay` slug slot",
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)
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self.assertEqual(
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filled[0].get("data-card-id"), str(card.id),
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)
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# Positions 2 + 3 (cover, crown) are empty placeholders.
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empties = parsed.cssselect("#id_applet_my_sea .my-sea-slot--empty")
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self.assertEqual(len(empties), 2)
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empty_positions = {e.get("data-position") for e in empties}
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self.assertEqual(empty_positions, {"cover", "crown"})
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def test_my_sea_applet_labels_match_locked_spread(self):
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"""SAO label per spec: lay='Situation', cover='Action',
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crown='Outcome'. Empty slots still carry their label so the
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user can see which position is yet to draw."""
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from apps.epic.models import personal_sig_cards, TarotCard
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from apps.gameboard.models import MySeaDraw
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sig_pile = personal_sig_cards(self.user)
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self.user.significator = sig_pile[0]
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self.user.save()
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card = TarotCard.objects.first()
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MySeaDraw.objects.create(
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user=self.user,
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spread="situation-action-outcome",
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hand=[
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{"position": "lay", "card_id": card.id,
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"reversed": False, "polarity": "gravity"},
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],
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significator_id=self.user.significator_id,
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)
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response = self.client.get("/gameboard/")
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parsed = lxml.html.fromstring(response.content)
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labels = parsed.cssselect(
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"#id_applet_my_sea .my-sea-slot-wrap .my-sea-slot-label"
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)
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# Labels in DOM order (== DRAW_ORDER): Situation, Action, Outcome
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self.assertEqual(
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[l.text_content().strip() for l in labels],
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["Situation", "Action", "Outcome"],
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)
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def test_my_sea_applet_waite_smith_labels_post_fix(self):
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"""Regression pin for the 2026-05-22 POSITION_LABELS swap fix:
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WS `leave` slot (LEFT) is "Behind", `lay` slot (BOTTOM) is
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"Beneath" — was inverted prior to the fix. Voronoi mapping
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depends on this being right."""
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from apps.epic.models import personal_sig_cards, TarotCard
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from apps.gameboard.models import MySeaDraw
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sig_pile = personal_sig_cards(self.user)
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self.user.significator = sig_pile[0]
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self.user.save()
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card = TarotCard.objects.first()
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# Single-card WS draw — populates `cover` (DRAW_ORDER pos 1).
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MySeaDraw.objects.create(
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user=self.user,
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spread="waite-smith",
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hand=[
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{"position": "cover", "card_id": card.id,
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"reversed": False, "polarity": "gravity"},
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],
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significator_id=self.user.significator_id,
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)
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response = self.client.get("/gameboard/")
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parsed = lxml.html.fromstring(response.content)
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wraps = parsed.cssselect("#id_applet_my_sea .my-sea-slot-wrap")
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# WS DRAW_ORDER = [cover, cross, crown, lay, loom, leave]
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# Labels post-fix: Cover Cross Crown Beneath Before Behind
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labels = [
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w.cssselect(".my-sea-slot-label")[0].text_content().strip()
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for w in wraps
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]
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self.assertEqual(
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labels,
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["Cover", "Cross", "Crown", "Beneath", "Before", "Behind"],
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)
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2026-03-09 01:07:16 -04:00
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2026-03-09 21:52:54 -04:00
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def test_gameboard_shows_game_kit(self):
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[_] = self.parsed.cssselect("#id_game_kit")
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2026-03-09 01:07:16 -04:00
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def test_gameboard_shows_game_gear(self):
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2026-03-09 21:13:35 -04:00
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[_] = self.parsed.cssselect(".gear-btn")
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2026-03-09 01:07:16 -04:00
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def test_my_games_has_no_game_items_for_new_user(self):
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game_items = self.parsed.cssselect("#id_applet_my_games .game-item")
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self.assertEqual(len(game_items), 0)
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applet rows: 3-col grid `<title> | <body> | <ts>` mirroring post.html's `.post-line` shape — `_my_posts_applet_item / _my_buds_applet_item / _my_notes_item / _my_scrolls_item / _my_games_item` all gain a `.applet-list-entry.row-3col` w. `<a class="row-title">` (clickable, 35c/32+... server-side truncated via new `lyric_extras.truncate_title` filter) + `<span class="row-body">` (most-recent activity excerpt, dimmed 0.6 opacity, CSS-`text-overflow: ellipsis` clipped to whatever space remains — no server-side trunc here so the full line lives in the DOM for inspectors) + `<time class="row-ts">` (`relative_ts` formatted, same `minmax(3rem,auto)` rightward column allocation post.html's `.post-line-time` uses, font-size 0.75rem + opacity 0.5 + right-aligned + nowrap); SCSS grid `minmax(4rem,auto) 1fr minmax(3rem,auto)` lifted from `.post-line`'s template so the timestamp column lines up across post.html / scroll.html / every applet list; per-applet data shapes — `_recent_posts` annotates each Post w. `latest_line` (Line FK ordered by -id, None for empty Note-unlock posts); `_recent_buds` `select_related('to_user__active_title')` warms the bud's donned-Note FK in one query for the buds row body ("the {{ bud.active_title_display }}" + "since {{ bud.active_title.earned_at|relative_ts }}" — the "since " prefix is unique to this row since the ts is "when they donned it", not the row's own creation); `_recent_notes` attaches `description` from `_NOTE_META` per slug; `annotate_latest_event(rooms)` helper added to `apps.epic.utils` (next to `rooms_for_user`) — attaches `room.latest_event` per Room w. one `.events.order_by('-timestamp').first()` per item, used by `_billboard_context` for `my_rooms` (My Scrolls applet) AND by `apps.gameboard.views.gameboard` + `toggle_game_applets` for `my_games` (My Games applet), keeping the My Scrolls + My Games shapes symmetric; `_billboard_context.my_rooms = annotate_latest_event(...)` swaps `rooms_for_user(...).order_by("-created_at")` materialisation point — bud row's "no active title" branch silently drops body + ts cells so unrecognised buds still surface but don't fabricate a "since None" line; new `truncate_title` filter is the existing `_truncate_post_title` view helper hoisted into the template namespace (literal `...` past 35 chars, None-safe); 5 ITs in BillboardViewTest cover row content / row absence on missing activity / "since" prefix uniquely on the buds row + 1 in GameboardViewTest for My Games row event prose; deferred row-prose body content cap on `<span class="row-body">` purely to CSS `text-overflow: ellipsis` per user's "middle col should take up the remaining space" steer (initial pass also server-side trunc'd the body to 35c; removed) — TDD
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.7 <noreply@anthropic.com>
2026-05-12 23:06:55 -04:00
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def test_my_games_row_shows_latest_event_prose_and_ts(self):
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from apps.drama.models import GameEvent, record
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room = Room.objects.create(name="StampedRoom", owner=self.user)
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record(
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room, GameEvent.SLOT_FILLED, actor=self.user,
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slot_number=1, token_type="coin",
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token_display="Coin-on-a-String", renewal_days=7,
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)
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response = self.client.get("/gameboard/")
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body = response.content.decode()
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self.assertIn("StampedRoom", body)
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# Row carries a ts cell from the recorded event
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self.assertRegex(
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body,
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r'#id_applet_my_games|class="[^"]*row-ts'.replace("#", ""),
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)
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# A .row-body cell carries some event prose
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self.assertRegex(body, r'<time[^>]+class="[^"]*row-ts')
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2026-05-13 00:13:33 -04:00
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def test_my_games_row_body_includes_actor_display_name(self):
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"""Mirror of My Scrolls — the My Games row body must include the
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event actor's display_name so `<actor> deposits a Coin-on-a-String`
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reads as a complete sentence. Scoped to the `.row-body` span (vs.
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a loose substring) so the assertion can't pass on actor renders
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outside the row (no Most Recent Scroll on gameboard, but the
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navbar etc. could shadow a substring match)."""
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from apps.drama.models import GameEvent, record
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actor = User.objects.create(email="stuart@test.io", username="stuart")
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room = Room.objects.create(name="GameRoom", owner=self.user)
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record(
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room, GameEvent.SLOT_FILLED, actor=actor,
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slot_number=2, token_type="coin",
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token_display="Coin-on-a-String", renewal_days=7,
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)
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response = self.client.get("/gameboard/")
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body = response.content.decode()
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self.assertRegex(
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body,
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r'<span class="row-body">[^<]*stuart[^<]*deposits a Coin-on-a-String',
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)
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|
2026-03-09 01:07:16 -04:00
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def test_game_kit_has_coin_on_a_string(self):
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[_] = self.parsed.cssselect("#id_game_kit #id_kit_coin_on_a_string")
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def test_game_kit_has_free_token(self):
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2026-03-15 16:57:24 -04:00
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[_] = self.parsed.cssselect("#id_game_kit #id_kit_free_token")
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2026-03-09 01:07:16 -04:00
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|
2026-03-24 21:52:57 -04:00
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def test_game_kit_shows_deck_variant_cards(self):
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decks = self.parsed.cssselect("#id_game_kit .deck-variant")
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self.assertGreater(len(decks), 0)
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# Earthman deck (seeded by migration) should have its own card
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[_] = self.parsed.cssselect("#id_game_kit #id_kit_earthman_deck")
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2026-03-09 01:07:16 -04:00
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def test_game_kit_has_dice_set_placeholder(self):
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[_] = self.parsed.cssselect("#id_game_kit #id_kit_dice_set")
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2026-03-09 21:13:35 -04:00
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2026-04-27 23:24:43 -04:00
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class GameboardDeckInUseTest(TestCase):
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|
"""Sprint 2: game kit applet renders in-use state for a deck assigned to an active seat."""
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def setUp(self):
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self.user = User.objects.create(email="gamer@test.io")
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self.client.force_login(self.user)
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Applet.objects.get_or_create(slug="game-kit", defaults={"name": "Game Kit", "context": "gameboard"})
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self.earthman = DeckVariant.objects.get(slug="earthman")
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self.room = Room.objects.create(name="Wildfire", owner=self.user)
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self.seat = TableSeat.objects.create(
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room=self.room, gamer=self.user, slot_number=1,
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deck_variant=self.earthman,
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)
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response = self.client.get("/gameboard/")
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self.parsed = lxml.html.fromstring(response.content)
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def test_in_use_deck_don_is_disabled(self):
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[don] = self.parsed.cssselect("#id_kit_earthman_deck .btn-equip")
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self.assertIn("btn-disabled", don.get("class", ""))
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def test_in_use_deck_doff_is_absent(self):
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active_doff = self.parsed.cssselect(
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"#id_kit_earthman_deck .btn-unequip:not(.btn-disabled)"
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)
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self.assertEqual(len(active_doff), 0)
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|
game kit + role icons + tarot fan: in-use mini-portal label, FLIP cue polarity reset, role icon redraws
Heterogeneous pre-existing changes (carried across multiple sessions, finally committed alongside the SIG SELECT exit sprint). Grouped:
- gameboard.js: _inUseLabel(roomName) — buildMiniContent renders "In-Use: <name>" on hover (cap 24 chars; overflow → 21 + "…"). Reads token.dataset.inUseRoomName for decks & token.dataset.currentRoomName for trinkets.
- _applet-game-kit.html: removes the inline <p class="tt-token-room-name"> + <p class="tt-deck-game-name"> paragraphs (now redundant — mini-portal carries the name); deck token gains data-in-use-room-name attr.
- gameboard tests: assertions retargeted at data-in-use-room-name + the mini-portal flow rather than the deleted inline paragraphs (test_views, test_deck_contribution, test_trinket_carte_blanche).
- game-kit.js: openFan + _testOpen reset _polarity = 'levity' so reopening the fan after FLIP-to-gravity always lands on the levity-painted face (the FLIP cue). The sessionStorage bookmark intentionally tracks card index only; polarity does NOT persist across reopen.
- _tarot_fan.html: SSR-default polarity flipped from levity to gravity (levity_emanation → gravity_emanation, levity_qualifier → gravity_qualifier, levity_reversal → gravity_reversal across upright + reversal faces). Pairs w. the JS polarity reset above so JS repaints to levity on open.
- FanStageSpec: 2 new specs — openFan polarity reset on reopen even after FLIP-to-gravity; sessionStorage stores no levity/gravity string.
- starter-role-*.svg (Alchemist, Builder, Economist, Narrator, Player, Shepherd): redrawn / re-cropped art — viewBox tightened from 288×560 to ~154×156, paths re-traced. No new role added; existing 6 swapped in place. New starter-role-blank.svg added as fallback for unmapped role codes (referenced by tray.js _ROLE_SCRAWL default → 'Blank').
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-03 22:28:32 -04:00
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|
def test_in_use_deck_carries_room_name_for_mini_portal(self):
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[el] = self.parsed.cssselect("#id_kit_earthman_deck")
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self.assertEqual("Wildfire", el.get("data-in-use-room-name"))
|
2026-04-27 23:24:43 -04:00
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|
def test_non_in_use_deck_has_normal_don(self):
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fiorentine = DeckVariant.objects.get(slug="fiorentine-minchiate")
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self.user.unlocked_decks.add(fiorentine)
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response = self.client.get("/gameboard/")
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|
parsed = lxml.html.fromstring(response.content)
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[don] = parsed.cssselect("#id_kit_fiorentine_deck .btn-equip")
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self.assertNotIn("btn-disabled", don.get("class", ""))
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|
|
|
|
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|
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|
2026-03-09 21:13:35 -04:00
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|
class ToggleGameAppletsViewTest(TestCase):
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|
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|
def setUp(self):
|
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|
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|
self.user = User.objects.create(email="gamer@test.io")
|
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|
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|
self.client.force_login(self.user)
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|
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|
self.new_game, _ = Applet.objects.get_or_create(
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|
slug="new-game", defaults={"name": "New Game", "context": "gameboard"}
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|
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|
)
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|
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|
self.my_games, _ = Applet.objects.get_or_create(
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|
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|
slug="my-games", defaults={"name": "My Games", "context": "gameboard"}
|
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|
|
|
)
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|
self.url = reverse("toggle_game_applets")
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|
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|
def test_unauthenticated_user_is_redirected(self):
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|
self.client.logout()
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|
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|
response = self.client.post(self.url)
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|
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|
self.assertRedirects(
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|
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|
response, f"/?next={self.url}", fetch_redirect_response=False
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|
|
|
)
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|
|
|
|
|
|
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|
def test_unchecked_applet_gets_user_applet_with_visible_false(self):
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|
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|
self.client.post(self.url, {"applets": ["new-game"]})
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|
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|
ua = UserApplet.objects.get(user=self.user, applet=self.my_games)
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|
self.assertFalse(ua.visible)
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|
|
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|
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|
def test_redirects_on_normal_post(self):
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|
response = self.client.post(self.url, {"applets": ["new-game", "my-games"]})
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|
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|
self.assertRedirects(
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|
|
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|
response, reverse("gameboard"), fetch_redirect_response=False
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|
|
|
|
)
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|
|
|
|
|
|
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|
def test_returns_200_on_htmx_post(self):
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|
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|
response = self.client.post(
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|
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|
self.url,
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|
|
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|
{"applets": ["new-game", "my-games"]},
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|
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|
HTTP_HX_REQUEST="true",
|
|
|
|
|
)
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|
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|
self.assertEqual(response.status_code, 200)
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|
|
|
|
|
|
|
|
def test_does_not_affect_dash_applets(self):
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|
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|
dash_applet, _ = Applet.objects.get_or_create(
|
|
|
|
|
slug="username", defaults={"name": "Username", "context": "dashboard"}
|
|
|
|
|
)
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|
|
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|
self.client.post(self.url, {"applets": ["new-game", "my-games"]})
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|
|
|
|
self.assertFalse(UserApplet.objects.filter(user=self.user, applet=dash_applet).exists())
|
2026-03-19 00:00:00 -04:00
|
|
|
|
|
|
|
|
|
COVERAGE: patch 91% → 96%+ — 603 tests, tasks.py at 100%
New/extended tests across billboard, dashboard, drama, epic, gameboard,
and lyric to cover previously untested branches: dev_login view, scroll
position endpoints, sky preview error paths, drama to_prose/to_activity
branches, consumer broadcast handlers, tarot deck draw/shuffle, astrology
model __str__, character model, sig reserve/ready/confirm views, natus
preview/save views, and the full tasks.py countdown scheduler.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-17 23:23:28 -04:00
|
|
|
class EquipDeckViewTest(TestCase):
|
|
|
|
|
def setUp(self):
|
|
|
|
|
self.user = User.objects.create(email="gamer@test.io")
|
|
|
|
|
self.client.force_login(self.user)
|
|
|
|
|
self.deck = DeckVariant.objects.first()
|
|
|
|
|
|
|
|
|
|
def test_get_returns_405(self):
|
|
|
|
|
response = self.client.get(reverse("equip_deck", kwargs={"deck_id": self.deck.pk}))
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|
|
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|
self.assertEqual(response.status_code, 405)
|
|
|
|
|
|
|
|
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|
def test_post_equips_deck(self):
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|
|
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|
response = self.client.post(reverse("equip_deck", kwargs={"deck_id": self.deck.pk}))
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|
|
|
|
self.assertEqual(response.status_code, 204)
|
|
|
|
|
self.user.refresh_from_db()
|
|
|
|
|
self.assertEqual(self.user.equipped_deck, self.deck)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
class UnequipDeckViewTest(TestCase):
|
|
|
|
|
def setUp(self):
|
|
|
|
|
self.user = User.objects.create(email="gamer@test.io")
|
|
|
|
|
self.deck = DeckVariant.objects.first()
|
|
|
|
|
self.user.equipped_deck = self.deck
|
|
|
|
|
self.user.save(update_fields=["equipped_deck"])
|
|
|
|
|
self.client.force_login(self.user)
|
|
|
|
|
|
|
|
|
|
def test_get_returns_405(self):
|
|
|
|
|
response = self.client.get(reverse("unequip_deck", kwargs={"deck_id": self.deck.pk}))
|
|
|
|
|
self.assertEqual(response.status_code, 405)
|
|
|
|
|
|
|
|
|
|
def test_post_clears_equipped_deck_when_matches(self):
|
|
|
|
|
response = self.client.post(reverse("unequip_deck", kwargs={"deck_id": self.deck.pk}))
|
|
|
|
|
self.assertEqual(response.status_code, 204)
|
|
|
|
|
self.user.refresh_from_db()
|
|
|
|
|
self.assertIsNone(self.user.equipped_deck)
|
|
|
|
|
|
|
|
|
|
def test_post_ignores_non_matching_deck(self):
|
|
|
|
|
other_deck = DeckVariant.objects.exclude(pk=self.deck.pk).first()
|
|
|
|
|
if other_deck is None:
|
|
|
|
|
self.skipTest("Only one deck variant in DB")
|
|
|
|
|
self.client.post(reverse("unequip_deck", kwargs={"deck_id": other_deck.pk}))
|
|
|
|
|
self.user.refresh_from_db()
|
|
|
|
|
self.assertEqual(self.user.equipped_deck, self.deck)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
class UnequipTrinketViewTest(TestCase):
|
|
|
|
|
def setUp(self):
|
|
|
|
|
self.user = User.objects.create(email="gamer@test.io")
|
|
|
|
|
self.client.force_login(self.user)
|
+52 IT/UT to close IT/UT-only coverage gaps (93% → 96%) — full suite 983 tests in 47s ; UTs in epic/tests/unit/test_models.py — `TarotCardEmanationForTest` (4) covers `emanation_for(polarity)` w. levity/gravity overrides + fallback to name_title for cards w.o a polarity split (cards 48-49 are the only polarity-split cards in the deck so this method is sparsely exercised by ITs); `TarotCardReversalForTest` (4) covers `reversal_for(polarity)` w. polarity-split + reversal_qualifier fallback + further fallthrough to emanation_for; `TarotCardNameSplitTest` (4) covers `name_group`/`name_title` colon-split parsing (prefix-w-colon / suffix / no-colon edge); `TarotCardCautionsJsonTest` (2) covers the `cautions_json` JSON serialiser ; UTs in epic/tests/unit/test_utils.py — `PlanetHouseFallbackTest` +1 happy-path test (degree=15 lands in house 1 w. sequential cusps) for the normal cusp-match branch alongside the existing pathological fallback test; `TopCapacitorsTest` (6) covers all `top_capacitors()` branches — empty dict / None / all-zero counts (the L56 `max(counts.values()) <= 0` fallback that was uncovered) / single-winner / tie-clockwise-order / enriched dict {"count":N} input shape ; ITs in epic/tests/integrated/test_models.py — `TarotDeckDrawTest` extended w. 5 tests for `remaining_count` (happy + no-deck-variant fallback to 0) + `draw()` happy-path (returns n tuples of (TarotCard, bool) / appends to drawn_card_ids / never repeats cards across consecutive draws); existing ValueError + shuffle tests preserved ; ITs in epic/tests/integrated/test_views.py — `SigEventRetractionTest` (4 tests) covers the three `data["retracted"] = True` paths that the FT `test_game_room_select_sig.py` walks transitively but no IT pins directly: sig_unready retracts prior SIG_READY (L937), sig_ready retracts prior SIG_UNREADY (L907), sig_reserve action=release while ready retracts prior SIG_READY + records fresh SIG_UNREADY (L823); `SigReserveInvalidCardIdTest` (1) covers `TarotCard.DoesNotExist` → 400 (L840-841) ; `SigSelectGravityContextTest` (3) covers the `user_polarity = 'gravity'` branch (L322) + the `gravity_sig_cards` lookup (L357) — all existing SIG_SELECT context tests use the founder-as-PC-levity setup so these branches sat uncovered; logs in as gamers[5] (BC role) + asserts user_polarity + sig_cards match `gravity_sig_cards()` output ; `SeaDeckViewTest` (7) mirrors the `test_game_room_select_sea.py` FT but isolates the JSON contract — covers 403 when unseated, empty halves when seat has no deck_variant (L1255-1256 early-out), two-halves shape, ~even split, card_dict keys (`id`/`name`/`arcana`/`corner_rank`/`suit_icon`/`name_group`/`name_title`/`reversed`/qualifiers), `reversed` field is bool, claimed-significator exclusion via `room.table_seats.exclude(significator__isnull=True)` ; ITs in dashboard/tests/integrated/test_views.py — `ProfileViewTest` +2 (reserved-handle "adman" rejection — L116-117: username stays unchanged + redirect to /); `KitBagViewTest` (3) covers the `kit_bag` view's panel render w. TITHE-sort branch (L169-175) + login guard ; ITs in dashboard/tests/integrated/test_sky_views.py — `SkyViewTest` +2 (saved birth datetime renders in user's `sky_birth_tz` via astimezone L300-306 — 16:00 UTC → 12:00 EDT; invalid-tz string triggers `ZoneInfoNotFoundError` → swallowed `pass` → UTC fallback at 16:00) ; ITs in gameboard/tests/integrated/test_views.py — `EquipTrinketViewTest` +2 (POST equips trinket + returns 204 — L83-85; non-owner POST returns 404 via `get_object_or_404`); `UnequipTrinketViewTest` +2 (POST clears matching equipped_trinket — L107-110; POST of non-matching token is a 204 no-op, the implicit `else` branch) ; .coveragerc omit gains `*/reset_staging_db.py` per user — mgmt cmd was the only 0%-stmt module that wasn't exercised by tests at all + we agreed it's deliberately untested staging-side code ; palette-monochrome-dark rebalance in rootvars.scss — --quiUser/--sixUser/--sepUser remapped to (secAg / quaAg / priPt) instead of (quaAg / terAg / secAg), shifting the secondary/subtle/deep-subtle anchors up the silver gradient so the palette reads more cleanly under the new sig-stage card colours from 3242873 ; uncovered remnants from earlier analysis intentionally left in place — consumers.py at 68% (channels-tag tests excluded; would need --tag=channels run), Carte Blanche slot navigation + sky_dice + tarot_deck preview view paths (the "bigger investments" tier from session triage; FT-covered + the IT setup is heavier than the immediate value), defensive `except` fallbacks that need contrived inputs to fire, and a handful of __str__s/`pass` branches not worth a test apiece — TDD
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-18 01:07:13 -04:00
|
|
|
self.token = Token.objects.filter(user=self.user, token_type=Token.COIN).first()
|
COVERAGE: patch 91% → 96%+ — 603 tests, tasks.py at 100%
New/extended tests across billboard, dashboard, drama, epic, gameboard,
and lyric to cover previously untested branches: dev_login view, scroll
position endpoints, sky preview error paths, drama to_prose/to_activity
branches, consumer broadcast handlers, tarot deck draw/shuffle, astrology
model __str__, character model, sig reserve/ready/confirm views, natus
preview/save views, and the full tasks.py countdown scheduler.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-17 23:23:28 -04:00
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def test_get_returns_405(self):
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from apps.lyric.models import Token
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token = Token.objects.filter(user=self.user).first()
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if token is None:
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self.skipTest("No token for user")
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response = self.client.get(reverse("unequip_trinket", kwargs={"token_id": token.pk}))
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self.assertEqual(response.status_code, 405)
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|
+52 IT/UT to close IT/UT-only coverage gaps (93% → 96%) — full suite 983 tests in 47s ; UTs in epic/tests/unit/test_models.py — `TarotCardEmanationForTest` (4) covers `emanation_for(polarity)` w. levity/gravity overrides + fallback to name_title for cards w.o a polarity split (cards 48-49 are the only polarity-split cards in the deck so this method is sparsely exercised by ITs); `TarotCardReversalForTest` (4) covers `reversal_for(polarity)` w. polarity-split + reversal_qualifier fallback + further fallthrough to emanation_for; `TarotCardNameSplitTest` (4) covers `name_group`/`name_title` colon-split parsing (prefix-w-colon / suffix / no-colon edge); `TarotCardCautionsJsonTest` (2) covers the `cautions_json` JSON serialiser ; UTs in epic/tests/unit/test_utils.py — `PlanetHouseFallbackTest` +1 happy-path test (degree=15 lands in house 1 w. sequential cusps) for the normal cusp-match branch alongside the existing pathological fallback test; `TopCapacitorsTest` (6) covers all `top_capacitors()` branches — empty dict / None / all-zero counts (the L56 `max(counts.values()) <= 0` fallback that was uncovered) / single-winner / tie-clockwise-order / enriched dict {"count":N} input shape ; ITs in epic/tests/integrated/test_models.py — `TarotDeckDrawTest` extended w. 5 tests for `remaining_count` (happy + no-deck-variant fallback to 0) + `draw()` happy-path (returns n tuples of (TarotCard, bool) / appends to drawn_card_ids / never repeats cards across consecutive draws); existing ValueError + shuffle tests preserved ; ITs in epic/tests/integrated/test_views.py — `SigEventRetractionTest` (4 tests) covers the three `data["retracted"] = True` paths that the FT `test_game_room_select_sig.py` walks transitively but no IT pins directly: sig_unready retracts prior SIG_READY (L937), sig_ready retracts prior SIG_UNREADY (L907), sig_reserve action=release while ready retracts prior SIG_READY + records fresh SIG_UNREADY (L823); `SigReserveInvalidCardIdTest` (1) covers `TarotCard.DoesNotExist` → 400 (L840-841) ; `SigSelectGravityContextTest` (3) covers the `user_polarity = 'gravity'` branch (L322) + the `gravity_sig_cards` lookup (L357) — all existing SIG_SELECT context tests use the founder-as-PC-levity setup so these branches sat uncovered; logs in as gamers[5] (BC role) + asserts user_polarity + sig_cards match `gravity_sig_cards()` output ; `SeaDeckViewTest` (7) mirrors the `test_game_room_select_sea.py` FT but isolates the JSON contract — covers 403 when unseated, empty halves when seat has no deck_variant (L1255-1256 early-out), two-halves shape, ~even split, card_dict keys (`id`/`name`/`arcana`/`corner_rank`/`suit_icon`/`name_group`/`name_title`/`reversed`/qualifiers), `reversed` field is bool, claimed-significator exclusion via `room.table_seats.exclude(significator__isnull=True)` ; ITs in dashboard/tests/integrated/test_views.py — `ProfileViewTest` +2 (reserved-handle "adman" rejection — L116-117: username stays unchanged + redirect to /); `KitBagViewTest` (3) covers the `kit_bag` view's panel render w. TITHE-sort branch (L169-175) + login guard ; ITs in dashboard/tests/integrated/test_sky_views.py — `SkyViewTest` +2 (saved birth datetime renders in user's `sky_birth_tz` via astimezone L300-306 — 16:00 UTC → 12:00 EDT; invalid-tz string triggers `ZoneInfoNotFoundError` → swallowed `pass` → UTC fallback at 16:00) ; ITs in gameboard/tests/integrated/test_views.py — `EquipTrinketViewTest` +2 (POST equips trinket + returns 204 — L83-85; non-owner POST returns 404 via `get_object_or_404`); `UnequipTrinketViewTest` +2 (POST clears matching equipped_trinket — L107-110; POST of non-matching token is a 204 no-op, the implicit `else` branch) ; .coveragerc omit gains `*/reset_staging_db.py` per user — mgmt cmd was the only 0%-stmt module that wasn't exercised by tests at all + we agreed it's deliberately untested staging-side code ; palette-monochrome-dark rebalance in rootvars.scss — --quiUser/--sixUser/--sepUser remapped to (secAg / quaAg / priPt) instead of (quaAg / terAg / secAg), shifting the secondary/subtle/deep-subtle anchors up the silver gradient so the palette reads more cleanly under the new sig-stage card colours from 3242873 ; uncovered remnants from earlier analysis intentionally left in place — consumers.py at 68% (channels-tag tests excluded; would need --tag=channels run), Carte Blanche slot navigation + sky_dice + tarot_deck preview view paths (the "bigger investments" tier from session triage; FT-covered + the IT setup is heavier than the immediate value), defensive `except` fallbacks that need contrived inputs to fire, and a handful of __str__s/`pass` branches not worth a test apiece — TDD
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-18 01:07:13 -04:00
|
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def test_post_clears_equipped_trinket_when_matching(self):
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self.user.equipped_trinket = self.token
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self.user.save(update_fields=["equipped_trinket"])
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response = self.client.post(
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reverse("unequip_trinket", kwargs={"token_id": self.token.pk})
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)
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self.assertEqual(response.status_code, 204)
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self.user.refresh_from_db()
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self.assertIsNone(self.user.equipped_trinket)
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def test_post_ignores_non_matching_trinket(self):
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"""POSTing a token that's not the currently-equipped one is a 204 no-op
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— equipped_trinket is unchanged. Covers the implicit `else` of the
|
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`if request.user.equipped_trinket_id == token.pk` branch."""
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other_token = Token.objects.create(user=self.user, token_type=Token.TITHE)
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self.user.equipped_trinket = self.token # COIN is equipped
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self.user.save(update_fields=["equipped_trinket"])
|
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response = self.client.post(
|
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reverse("unequip_trinket", kwargs={"token_id": other_token.pk})
|
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|
|
|
)
|
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|
self.assertEqual(response.status_code, 204)
|
|
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|
self.user.refresh_from_db()
|
|
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|
self.assertEqual(self.user.equipped_trinket, self.token)
|
|
|
|
|
|
COVERAGE: patch 91% → 96%+ — 603 tests, tasks.py at 100%
New/extended tests across billboard, dashboard, drama, epic, gameboard,
and lyric to cover previously untested branches: dev_login view, scroll
position endpoints, sky preview error paths, drama to_prose/to_activity
branches, consumer broadcast handlers, tarot deck draw/shuffle, astrology
model __str__, character model, sig reserve/ready/confirm views, natus
preview/save views, and the full tasks.py countdown scheduler.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-17 23:23:28 -04:00
|
|
|
|
2026-04-04 13:49:48 -04:00
|
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|
class GameKitViewTest(TestCase):
|
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|
def setUp(self):
|
|
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|
self.user = User.objects.create(email="gamer@test.io")
|
|
|
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|
self.client.force_login(self.user)
|
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|
Applet.objects.get_or_create(slug="gk-trinkets", defaults={"name": "Trinkets", "context": "game-kit"})
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Applet.objects.get_or_create(slug="gk-tokens", defaults={"name": "Tokens", "context": "game-kit"})
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Applet.objects.get_or_create(slug="gk-decks", defaults={"name": "Card Decks", "context": "game-kit"})
|
|
|
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|
Applet.objects.get_or_create(slug="gk-dice", defaults={"name": "Dice Sets", "context": "game-kit"})
|
pronouns: per-user pronouns ideology + Pronouns applet on Game Kit; provenance prose uses actor.pronouns at render time — TDD
- User.pronouns CharField w. choices=[pluralism (default), bawlmorese, misogyny, misandry, misanthropy] + pronoun_subj/obj/poss properties; PRONOUN_TABLE single source of truth in apps.lyric.models; mig 0002_user_pronouns
- drama.GameEvent.to_prose() drops module-level PRONOUN_* constants; SIG_READY/SIG_UNREADY/ROLE_SELECTED now resolve poss/subj from self.actor.pronouns at render time, so flipping a user's preference rewrites all their existing scroll prose; default actor → "their"
- SIG_READY prose strips a leading "The " from card_name so "the The Wanderer" reads "the Wanderer" and "the Engraven The Nomad" reads "the Engraven Nomad"; minor arcana ("Maid of Brands") untouched
- new applets/0005 seeds 'pronouns' applet (3x3, game-kit, default visible); _game_kit_sections.html grows a #id_gk_pronouns block w. 5 .gk-pronoun-card items labeled by ideology slug (italic) and tagged data-pronoun + data-trio
- card click → window.showGuard(card, "Set pronoun preference?<span class='guard-pronoun-trio'>{trio}</span>", commitCb); on OK fetches POST /dashboard/set-pronouns w. CSRF cookie + reloads so .active class moves and provenance prose re-renders; NVM dismisses
- dashboard.set_pronouns view (POST-only, login_required, 204/400/405) at /dashboard/set-pronouns; rejects choices not in PRONOUN_TABLE
- _game-kit.scss extends shared card rule to .gk-pronoun-card w. .active fill state + italic ideology label; #id_guard_portal .guard-pronoun-trio styled small/dim/centered under the question
- billscroll aperture: padding-right 0.75rem on #id_drama_scroll inside .applet-scroll so the timestamp column no longer sits beneath the scrollbar
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-04 01:11:40 -04:00
|
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|
Applet.objects.get_or_create(slug="pronouns", defaults={"name": "Pronouns", "context": "game-kit"})
|
2026-04-04 13:49:48 -04:00
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response = self.client.get("/gameboard/game-kit/")
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self.parsed = lxml.html.fromstring(response.content)
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def test_game_kit_requires_login(self):
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self.client.logout()
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response = self.client.get("/gameboard/game-kit/")
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self.assertRedirects(response, "/?next=/gameboard/game-kit/", fetch_redirect_response=False)
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def test_game_kit_shows_gear_btn(self):
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[_] = self.parsed.cssselect(".gear-btn")
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def test_game_kit_shows_applet_menu(self):
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[_] = self.parsed.cssselect("#id_game_kit_menu")
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def test_game_kit_applet_menu_has_trinkets_checkbox(self):
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[inp] = self.parsed.cssselect("#id_game_kit_menu input[value='gk-trinkets']")
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self.assertEqual(inp.get("type"), "checkbox")
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def test_game_kit_applet_menu_has_tokens_checkbox(self):
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[inp] = self.parsed.cssselect("#id_game_kit_menu input[value='gk-tokens']")
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self.assertEqual(inp.get("type"), "checkbox")
|
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|
|
|
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|
def test_game_kit_applet_menu_has_decks_checkbox(self):
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[inp] = self.parsed.cssselect("#id_game_kit_menu input[value='gk-decks']")
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self.assertEqual(inp.get("type"), "checkbox")
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|
|
|
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|
|
def test_game_kit_applet_menu_has_dice_checkbox(self):
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[inp] = self.parsed.cssselect("#id_game_kit_menu input[value='gk-dice']")
|
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|
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|
self.assertEqual(inp.get("type"), "checkbox")
|
|
|
|
|
|
|
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|
|
def test_game_kit_sections_container_present(self):
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[_] = self.parsed.cssselect("#id_gk_sections_container")
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|
|
|
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def test_all_sections_visible_by_default(self):
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sections = self.parsed.cssselect("#id_gk_sections_container section")
|
pronouns: per-user pronouns ideology + Pronouns applet on Game Kit; provenance prose uses actor.pronouns at render time — TDD
- User.pronouns CharField w. choices=[pluralism (default), bawlmorese, misogyny, misandry, misanthropy] + pronoun_subj/obj/poss properties; PRONOUN_TABLE single source of truth in apps.lyric.models; mig 0002_user_pronouns
- drama.GameEvent.to_prose() drops module-level PRONOUN_* constants; SIG_READY/SIG_UNREADY/ROLE_SELECTED now resolve poss/subj from self.actor.pronouns at render time, so flipping a user's preference rewrites all their existing scroll prose; default actor → "their"
- SIG_READY prose strips a leading "The " from card_name so "the The Wanderer" reads "the Wanderer" and "the Engraven The Nomad" reads "the Engraven Nomad"; minor arcana ("Maid of Brands") untouched
- new applets/0005 seeds 'pronouns' applet (3x3, game-kit, default visible); _game_kit_sections.html grows a #id_gk_pronouns block w. 5 .gk-pronoun-card items labeled by ideology slug (italic) and tagged data-pronoun + data-trio
- card click → window.showGuard(card, "Set pronoun preference?<span class='guard-pronoun-trio'>{trio}</span>", commitCb); on OK fetches POST /dashboard/set-pronouns w. CSRF cookie + reloads so .active class moves and provenance prose re-renders; NVM dismisses
- dashboard.set_pronouns view (POST-only, login_required, 204/400/405) at /dashboard/set-pronouns; rejects choices not in PRONOUN_TABLE
- _game-kit.scss extends shared card rule to .gk-pronoun-card w. .active fill state + italic ideology label; #id_guard_portal .guard-pronoun-trio styled small/dim/centered under the question
- billscroll aperture: padding-right 0.75rem on #id_drama_scroll inside .applet-scroll so the timestamp column no longer sits beneath the scrollbar
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-04 01:11:40 -04:00
|
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# Trinkets, Tokens, Card Decks, Dice Sets, Pronouns
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self.assertEqual(len(sections), 5)
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def test_pronouns_section_renders_five_cards(self):
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[section] = self.parsed.cssselect("#id_gk_pronouns")
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cards = section.cssselect(".gk-pronoun-card")
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self.assertEqual(len(cards), 5)
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slugs = [c.get("data-pronoun") for c in cards]
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self.assertEqual(
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slugs,
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["pluralism", "bawlmorese", "misogyny", "misandry", "misanthropy"],
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)
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def test_pronouns_section_marks_current_choice_active(self):
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# Default user pronouns = "pluralism" — that card should carry .active.
|
|
|
|
|
[active] = self.parsed.cssselect("#id_gk_pronouns .gk-pronoun-card.active")
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|
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self.assertEqual(active.get("data-pronoun"), "pluralism")
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|
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|
|
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|
|
|
def test_game_kit_applet_menu_has_pronouns_checkbox(self):
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|
|
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|
[inp] = self.parsed.cssselect("#id_game_kit_menu input[value='pronouns']")
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self.assertEqual(inp.get("type"), "checkbox")
|
2026-04-04 13:49:48 -04:00
|
|
|
|
|
|
|
|
|
|
|
|
|
class ToggleGameKitSectionsViewTest(TestCase):
|
|
|
|
|
def setUp(self):
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|
|
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|
self.user = User.objects.create(email="gamer@test.io")
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|
|
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|
self.client.force_login(self.user)
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|
|
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|
self.trinkets, _ = Applet.objects.get_or_create(
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|
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slug="gk-trinkets", defaults={"name": "Trinkets", "context": "game-kit"}
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|
|
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|
)
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|
|
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|
self.tokens, _ = Applet.objects.get_or_create(
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|
|
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|
slug="gk-tokens", defaults={"name": "Tokens", "context": "game-kit"}
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|
|
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|
)
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|
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self.decks, _ = Applet.objects.get_or_create(
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|
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slug="gk-decks", defaults={"name": "Card Decks", "context": "game-kit"}
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|
|
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|
)
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|
|
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self.dice, _ = Applet.objects.get_or_create(
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|
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|
slug="gk-dice", defaults={"name": "Dice Sets", "context": "game-kit"}
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|
|
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|
)
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|
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self.url = reverse("toggle_game_kit_sections")
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|
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|
|
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|
def test_unauthenticated_user_is_redirected(self):
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self.client.logout()
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response = self.client.post(self.url)
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|
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self.assertRedirects(response, f"/?next={self.url}", fetch_redirect_response=False)
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|
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def test_unchecked_section_gets_user_applet_with_visible_false(self):
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self.client.post(self.url, {"applets": ["gk-trinkets"]})
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|
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ua = UserApplet.objects.get(user=self.user, applet=self.tokens)
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self.assertFalse(ua.visible)
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def test_redirects_on_normal_post(self):
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response = self.client.post(self.url, {"applets": ["gk-trinkets", "gk-tokens"]})
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self.assertRedirects(response, reverse("game_kit"), fetch_redirect_response=False)
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|
def test_returns_200_on_htmx_post(self):
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response = self.client.post(
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self.url,
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|
{"applets": ["gk-trinkets", "gk-tokens"]},
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HTTP_HX_REQUEST="true",
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|
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|
)
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self.assertEqual(response.status_code, 200)
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|
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def test_does_not_affect_gameboard_applets(self):
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gb_applet, _ = Applet.objects.get_or_create(
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|
slug="new-game", defaults={"name": "New Game", "context": "gameboard"}
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|
)
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self.client.post(self.url, {"applets": ["gk-trinkets"]})
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self.assertFalse(UserApplet.objects.filter(user=self.user, applet=gb_applet).exists())
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def test_hidden_section_absent_from_htmx_response(self):
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|
response = self.client.post(
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|
self.url,
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|
{"applets": ["gk-trinkets"]},
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|
HTTP_HX_REQUEST="true",
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|
)
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|
parsed = lxml.html.fromstring(response.content)
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|
sections = parsed.cssselect("section")
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|
self.assertEqual(len(sections), 1)
|
|
|
|
|
|
|
|
|
|
|
2026-03-19 00:00:00 -04:00
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|
|
class EquipTrinketViewTest(TestCase):
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|
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|
def setUp(self):
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|
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|
self.user = User.objects.create(email="gamer@test.io")
|
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|
|
|
self.client.force_login(self.user)
|
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|
|
|
self.token = Token.objects.filter(user=self.user, token_type=Token.COIN).first()
|
|
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|
|
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|
def test_get_returns_trinket_button_partial(self):
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|
response = self.client.get(
|
|
|
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|
reverse("equip_trinket", kwargs={"token_id": self.token.pk})
|
|
|
|
|
)
|
|
|
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|
self.assertEqual(response.status_code, 200)
|
|
|
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|
self.assertTemplateUsed(response, "apps/gameboard/_partials/_equip_trinket_btn.html")
|
2026-03-24 22:57:12 -04:00
|
|
|
|
+52 IT/UT to close IT/UT-only coverage gaps (93% → 96%) — full suite 983 tests in 47s ; UTs in epic/tests/unit/test_models.py — `TarotCardEmanationForTest` (4) covers `emanation_for(polarity)` w. levity/gravity overrides + fallback to name_title for cards w.o a polarity split (cards 48-49 are the only polarity-split cards in the deck so this method is sparsely exercised by ITs); `TarotCardReversalForTest` (4) covers `reversal_for(polarity)` w. polarity-split + reversal_qualifier fallback + further fallthrough to emanation_for; `TarotCardNameSplitTest` (4) covers `name_group`/`name_title` colon-split parsing (prefix-w-colon / suffix / no-colon edge); `TarotCardCautionsJsonTest` (2) covers the `cautions_json` JSON serialiser ; UTs in epic/tests/unit/test_utils.py — `PlanetHouseFallbackTest` +1 happy-path test (degree=15 lands in house 1 w. sequential cusps) for the normal cusp-match branch alongside the existing pathological fallback test; `TopCapacitorsTest` (6) covers all `top_capacitors()` branches — empty dict / None / all-zero counts (the L56 `max(counts.values()) <= 0` fallback that was uncovered) / single-winner / tie-clockwise-order / enriched dict {"count":N} input shape ; ITs in epic/tests/integrated/test_models.py — `TarotDeckDrawTest` extended w. 5 tests for `remaining_count` (happy + no-deck-variant fallback to 0) + `draw()` happy-path (returns n tuples of (TarotCard, bool) / appends to drawn_card_ids / never repeats cards across consecutive draws); existing ValueError + shuffle tests preserved ; ITs in epic/tests/integrated/test_views.py — `SigEventRetractionTest` (4 tests) covers the three `data["retracted"] = True` paths that the FT `test_game_room_select_sig.py` walks transitively but no IT pins directly: sig_unready retracts prior SIG_READY (L937), sig_ready retracts prior SIG_UNREADY (L907), sig_reserve action=release while ready retracts prior SIG_READY + records fresh SIG_UNREADY (L823); `SigReserveInvalidCardIdTest` (1) covers `TarotCard.DoesNotExist` → 400 (L840-841) ; `SigSelectGravityContextTest` (3) covers the `user_polarity = 'gravity'` branch (L322) + the `gravity_sig_cards` lookup (L357) — all existing SIG_SELECT context tests use the founder-as-PC-levity setup so these branches sat uncovered; logs in as gamers[5] (BC role) + asserts user_polarity + sig_cards match `gravity_sig_cards()` output ; `SeaDeckViewTest` (7) mirrors the `test_game_room_select_sea.py` FT but isolates the JSON contract — covers 403 when unseated, empty halves when seat has no deck_variant (L1255-1256 early-out), two-halves shape, ~even split, card_dict keys (`id`/`name`/`arcana`/`corner_rank`/`suit_icon`/`name_group`/`name_title`/`reversed`/qualifiers), `reversed` field is bool, claimed-significator exclusion via `room.table_seats.exclude(significator__isnull=True)` ; ITs in dashboard/tests/integrated/test_views.py — `ProfileViewTest` +2 (reserved-handle "adman" rejection — L116-117: username stays unchanged + redirect to /); `KitBagViewTest` (3) covers the `kit_bag` view's panel render w. TITHE-sort branch (L169-175) + login guard ; ITs in dashboard/tests/integrated/test_sky_views.py — `SkyViewTest` +2 (saved birth datetime renders in user's `sky_birth_tz` via astimezone L300-306 — 16:00 UTC → 12:00 EDT; invalid-tz string triggers `ZoneInfoNotFoundError` → swallowed `pass` → UTC fallback at 16:00) ; ITs in gameboard/tests/integrated/test_views.py — `EquipTrinketViewTest` +2 (POST equips trinket + returns 204 — L83-85; non-owner POST returns 404 via `get_object_or_404`); `UnequipTrinketViewTest` +2 (POST clears matching equipped_trinket — L107-110; POST of non-matching token is a 204 no-op, the implicit `else` branch) ; .coveragerc omit gains `*/reset_staging_db.py` per user — mgmt cmd was the only 0%-stmt module that wasn't exercised by tests at all + we agreed it's deliberately untested staging-side code ; palette-monochrome-dark rebalance in rootvars.scss — --quiUser/--sixUser/--sepUser remapped to (secAg / quaAg / priPt) instead of (quaAg / terAg / secAg), shifting the secondary/subtle/deep-subtle anchors up the silver gradient so the palette reads more cleanly under the new sig-stage card colours from 3242873 ; uncovered remnants from earlier analysis intentionally left in place — consumers.py at 68% (channels-tag tests excluded; would need --tag=channels run), Carte Blanche slot navigation + sky_dice + tarot_deck preview view paths (the "bigger investments" tier from session triage; FT-covered + the IT setup is heavier than the immediate value), defensive `except` fallbacks that need contrived inputs to fire, and a handful of __str__s/`pass` branches not worth a test apiece — TDD
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-18 01:07:13 -04:00
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def test_post_equips_trinket_and_returns_204(self):
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|
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|
response = self.client.post(
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reverse("equip_trinket", kwargs={"token_id": self.token.pk})
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|
)
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self.assertEqual(response.status_code, 204)
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self.user.refresh_from_db()
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self.assertEqual(self.user.equipped_trinket, self.token)
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|
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|
def test_post_requires_token_owner(self):
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|
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|
outsider = User.objects.create(email="outsider@test.io")
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|
self.client.force_login(outsider)
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|
response = self.client.post(
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reverse("equip_trinket", kwargs={"token_id": self.token.pk})
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)
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# get_object_or_404 — the token belongs to self.user, not outsider
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|
self.assertEqual(response.status_code, 404)
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|
|
|
|
|
2026-03-24 22:57:12 -04:00
|
|
|
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|
class TarotFanViewTest(TestCase):
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|
|
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|
def setUp(self):
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|
|
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|
from apps.epic.models import DeckVariant
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|
self.earthman = DeckVariant.objects.get(slug="earthman")
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|
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|
self.fiorentine = DeckVariant.objects.get(slug="fiorentine-minchiate")
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|
self.user = User.objects.create(email="fan@test.io")
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|
self.client.force_login(self.user)
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|
|
|
|
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|
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|
def test_returns_fan_partial_for_unlocked_deck(self):
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|
response = self.client.get(reverse("tarot_fan", kwargs={"deck_id": self.earthman.pk}))
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|
self.assertEqual(response.status_code, 200)
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|
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self.assertTemplateUsed(response, "apps/gameboard/_partials/_tarot_fan.html")
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|
def test_returns_403_for_locked_deck(self):
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|
response = self.client.get(reverse("tarot_fan", kwargs={"deck_id": self.fiorentine.pk}))
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|
self.assertEqual(response.status_code, 403)
|
My Sea applet shell — Sprint 3 of the My Sea roadmap
User roadmap step (Sprint 3 of cluster): scaffold the My Sea applet on the gameboard + the standalone /gameboard/my-sea/ page where later sprints will host the gatekeeper / sig-select / sea-select reskin for solo-user draws. Shell-only — no draw flow yet; latest-draw rendering, mid-progress save, daily quota land in Sprints 4-9 ; **migration**: `applets/migrations/0008_seed_my_sea_applet.py` — RunPython that `update_or_create`s Applet(`slug='my-sea'`, name='My Sea', context='gameboard', default_visible=True, grid_cols=12, grid_rows=4). 12×4 wide horizontal banner so the Celtic Cross spread's 10 cards can render left-to-right in the applet aperture, scrollable like My Palette (per user spec). Reverse migration (`unseed`) deletes the row so the migration is reversible for staging rollbacks ; **applet partial**: `templates/apps/gameboard/_partials/_applet-my-sea.html` — same `{% applet_context %}` auto-discovery shape every other applet uses (`<section id="id_applet_my_sea" style="--applet-cols: {{ entry.applet.grid_cols }}; --applet-rows: {{ entry.applet.grid_rows }};">`). Header is a `<h2><a href="{% url 'my_sea' %}">My Sea</a></h2>` link (gold via global `body a` rule); body is a `.my-sea-scroll` container that either renders `.my-sea-card` cells from a `latest_draw_cards` context (TBD in Sprint 4-7) or a `.my-sea-empty` placeholder line "No draws yet." for fresh users ; **standalone page**: new `gameboard/views.py:my_sea` view + url at `/gameboard/my-sea/` (URL name `my_sea`) rendering `apps/gameboard/my_sea.html` — `{% extends "core/base.html" %}` shell w. letter-spread `<span>My</span><span>Sea</span>` h2 wordmark + `.my-sea-page__empty` placeholder paragraph "Your sea is calm. Draws will appear here." `page_class` doubled to `page-gameboard page-my-sea` so the body inherits the gameboard's landscape aperture treatment AND any future my-sea-specific styles can target a single class. Login-required like the rest of gameboard ; **tests (+6 ITs)**: GameboardViewTest gains 3 — `test_gameboard_shows_my_sea_applet` (cssselect pins #id_applet_my_sea), `test_my_sea_applet_renders_empty_state_for_new_user` (asserts ".my-sea-empty" text + no ".my-sea-card" rows), `test_my_sea_applet_header_links_to_my_sea_page` (h2 a href == reverse('my_sea')); new MySeaViewTest class — `test_my_sea_requires_login` (redirect to /?next=...), `test_my_sea_renders_200`, `test_my_sea_uses_gameboard_page_class` (page-gameboard + page-my-sea both in body class). Existing GameboardViewTest setUp already does `get_or_create` per-applet so no fixture change needed for the migration-driven my-sea row ; 1005 IT/UT green (+6 from 999) in 45s; visual verified in Claudezilla at iPhone-14 portrait — applet renders w. rotated "MY SEA" vertical label + "No draws yet." body; /gameboard/my-sea/ standalone page renders w. letter-spread wordmark + placeholder ; **next**: Sprint 4 — My Sea sig-select phase (single-significator pick for solo user, w. the parameterized hex CSS from Sprint 1 hosting the chair-less or single-chair variant)
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-18 19:45:57 -04:00
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class MySeaViewTest(TestCase):
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|
"""Sprint 3 of the My Sea roadmap — standalone page is a shell only.
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|
Sigs / sea-select / gatekeeper phase content lands in later sprints."""
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|
def setUp(self):
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|
self.user = User.objects.create(email="sea@test.io")
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self.client.force_login(self.user)
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def test_my_sea_requires_login(self):
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self.client.logout()
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response = self.client.get(reverse("my_sea"))
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self.assertRedirects(
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|
response, "/?next=/gameboard/my-sea/", fetch_redirect_response=False
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)
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def test_my_sea_renders_200(self):
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response = self.client.get(reverse("my_sea"))
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self.assertEqual(response.status_code, 200)
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self.assertTemplateUsed(response, "apps/gameboard/my_sea.html")
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def test_my_sea_uses_gameboard_page_class(self):
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|
# `page_class` drives the body class for the landscape layout aperture
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# — My Sea inherits the gameboard's aperture (same nav/footer rails).
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response = self.client.get(reverse("my_sea"))
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self.assertIn("page-gameboard", response.content.decode())
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|
self.assertIn("page-my-sea", response.content.decode())
|
2026-05-19 15:15:37 -04:00
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class MySeaDrawSeaLandingViewTest(TestCase):
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|
"""Sprint 5 iter 1 — view context for the DRAW SEA landing UX. Pins
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|
|
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|
`no_equipped_deck` + `show_backup_intro_banner` context keys + the
|
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|
presence of the new landing template elements when user passes the
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|
Sprint 4b sign-gate."""
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|
def setUp(self):
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from apps.epic.models import personal_sig_cards
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self.user = User.objects.create(email="draw@test.io")
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self.client.force_login(self.user)
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# Assign a sig so the view's landing branch (not the gate) renders.
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self.user.significator = personal_sig_cards(self.user)[0]
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self.user.save(update_fields=["significator"])
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def test_context_no_equipped_deck_false_when_user_has_deck(self):
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# post_save auto-equips Earthman; `no_equipped_deck` should be False.
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response = self.client.get(reverse("my_sea"))
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self.assertFalse(response.context["no_equipped_deck"])
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def test_context_no_equipped_deck_true_when_user_cleared_deck(self):
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self.user.equipped_deck = None
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self.user.save(update_fields=["equipped_deck"])
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|
response = self.client.get(reverse("my_sea"))
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self.assertTrue(response.context["no_equipped_deck"])
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def test_context_show_backup_intro_banner_when_no_deck_and_has_sig(self):
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# Brief banner fires when user has a sig AND no deck — they're on the
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# landing UX (gate passed) but headed for the backup-deck draw path.
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|
self.user.equipped_deck = None
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|
self.user.save(update_fields=["equipped_deck"])
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|
response = self.client.get(reverse("my_sea"))
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|
self.assertTrue(response.context["show_backup_intro_banner"])
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|
def test_context_show_backup_intro_banner_false_when_deck_equipped(self):
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|
response = self.client.get(reverse("my_sea"))
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|
self.assertFalse(response.context["show_backup_intro_banner"])
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|
|
|
|
|
2026-05-19 15:48:07 -04:00
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|
def test_landing_renders_free_draw_btn_when_sig_set(self):
|
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|
# Element ID `id_draw_sea_btn` describes intent (draw entry point);
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|
# visible label is "FREE DRAW" for the daily-free quota draw.
|
2026-05-19 15:15:37 -04:00
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|
response = self.client.get(reverse("my_sea"))
|
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|
self.assertContains(response, 'id="id_draw_sea_btn"')
|
2026-05-19 15:48:07 -04:00
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|
self.assertContains(response, "FREE")
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|
self.assertContains(response, "DRAW")
|
2026-05-19 15:15:37 -04:00
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|
def test_landing_renders_six_chair_seats_with_C_suffix(self):
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response = self.client.get(reverse("my_sea"))
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html = response.content.decode()
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for n in range(1, 7):
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with self.subTest(slot=n):
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self.assertIn(f'data-slot="{n}"', html)
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self.assertIn(f"{n}C", html)
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2026-05-19 15:48:07 -04:00
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def test_landing_renders_position_status_ban_icon_on_each_seat(self):
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# Each chair seat starts empty (red `.fa-ban` status icon). The
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# FREE DRAW click handler swaps seat 1C's icon to .fa-circle-check
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# client-side; this IT only pins the initial render state. Class
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# substrings ("position-status-icon", "fa-ban") ALSO appear in the
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# inline JS handler (classList.remove arg, querySelector arg) — so
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# counts are asserted on the full class-attribute string only.
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response = self.client.get(reverse("my_sea"))
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html = response.content.decode()
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self.assertEqual(html.count('class="position-status-icon fa-solid fa-ban"'), 6)
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self.assertEqual(html.count('class="seat-position-label"'), 6)
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2026-05-19 15:15:37 -04:00
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def test_landing_not_rendered_when_user_has_no_sig(self):
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2026-05-19 15:48:07 -04:00
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# Sprint 4b gate still wins precedence — FREE DRAW must not render
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2026-05-19 15:15:37 -04:00
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# when significator is None.
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self.user.significator = None
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self.user.save(update_fields=["significator"])
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response = self.client.get(reverse("my_sea"))
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self.assertNotContains(response, 'id="id_draw_sea_btn"')
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2026-05-19 16:06:14 -04:00
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class MySeaPickerPhaseTemplateTest(TestCase):
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"""Sprint 5 iter 2 — picker-phase template render contract: the
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three-card cross (sig in core + cover/leave/loom drop zones) is
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server-rendered (hidden until JS swaps data-phase after FREE DRAW).
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Crown / lay / cross from the gameroom's 6-position Celtic Cross are
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deliberately forsaken in the solo flow."""
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def setUp(self):
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from apps.epic.models import personal_sig_cards
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self.user = User.objects.create(email="picker@test.io")
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self.client.force_login(self.user)
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self.target = personal_sig_cards(self.user)[0]
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self.user.significator = self.target
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self.user.save(update_fields=["significator"])
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def test_picker_renders_significator_in_core_cell(self):
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response = self.client.get(reverse("my_sea"))
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html = response.content.decode()
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# Sig card carries the user's significator id so iter 3's draw
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# flow can target it for SPIN / FLIP / FYI without re-fetching.
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self.assertIn('sea-pos-core', html)
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self.assertIn('sea-sig-card', html)
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self.assertIn(f'data-card-id="{self.target.id}"', html)
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def test_picker_renders_cover_leave_loom_positions(self):
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response = self.client.get(reverse("my_sea"))
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self.assertContains(response, "sea-pos-cover")
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self.assertContains(response, "sea-pos-leave")
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self.assertContains(response, "sea-pos-loom")
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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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def test_picker_renders_six_card_only_positions_for_spread_switch(self):
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# Crown / lay / cross sit in the DOM unconditionally so iter 3's
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# SPREAD dropdown can reveal them via CSS attribute swap (data-
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# spread-shape="six-card") without re-rendering. Default 3-card
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# spread hides them via `.my-sea-cross[data-spread-shape=
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# "three-card"]` rules in _gameboard.scss — FT pins the hidden
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# state visually.
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2026-05-19 16:06:14 -04:00
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response = self.client.get(reverse("my_sea"))
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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.assertContains(response, "sea-pos-crown")
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self.assertContains(response, "sea-pos-lay")
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self.assertContains(response, "sea-pos-cross")
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2026-05-19 16:06:14 -04:00
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def test_picker_not_rendered_when_user_has_no_sig(self):
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# 4b gate wins; picker has no business rendering without a sig.
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self.user.significator = None
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self.user.save(update_fields=["significator"])
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response = self.client.get(reverse("my_sea"))
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self.assertNotContains(response, "my-sea-picker")
|
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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2026-05-21 12:40:08 -04:00
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class MySeaPolarityMatchesMySignTest(TestCase):
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"""Bug 2026-05-21 (user-reported): a levity sig chosen on /billboard/
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my-sign/ rendered as gravity-styled on /gameboard/my-sea/ (priUser bg
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+ secUser text) — and vice versa for gravity sigs (which then collided
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w. the hardcoded --secUser corner-rank color in `.sea-sig-card`,
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making the rank + suit-icon invisible against a --secUser bg).
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Root cause was a polarity inversion in `my_sea.html:10` —
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`{% if significator_reversed %}gravity{% else %}levity{% endif %}` —
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opposite of `my_sign.html:22` + its JS `_polarity()`. This test pins
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the two surfaces to agree on the same `User.significator_reversed`
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→ `data-polarity` mapping, so any future drift gets caught."""
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def setUp(self):
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from apps.epic.models import personal_sig_cards
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self.user = User.objects.create(email="polarity@test.io")
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self.client.force_login(self.user)
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target = personal_sig_cards(self.user)[0]
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self.user.significator = target
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self.user.save(update_fields=["significator"])
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def test_unreversed_sig_renders_gravity_on_both_surfaces(self):
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"""`significator_reversed=False` (the on-creation default) renders
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data-polarity="gravity" on BOTH my_sign + my_sea — the convention
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established by my_sign's Sprint 4a picker + its `_polarity()` JS."""
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self.user.significator_reversed = False
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self.user.save(update_fields=["significator_reversed"])
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sea = self.client.get(reverse("my_sea")).content.decode()
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sign = self.client.get(reverse("billboard:my_sign")).content.decode()
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self.assertIn('data-polarity="gravity"', sea)
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self.assertIn('data-polarity="gravity"', sign)
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def test_reversed_sig_renders_levity_on_both_surfaces(self):
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"""`significator_reversed=True` (FLIP-toggled on my_sign) renders
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data-polarity="levity" on BOTH surfaces."""
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self.user.significator_reversed = True
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self.user.save(update_fields=["significator_reversed"])
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sea = self.client.get(reverse("my_sea")).content.decode()
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sign = self.client.get(reverse("billboard:my_sign")).content.decode()
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self.assertIn('data-polarity="levity"', sea)
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self.assertIn('data-polarity="levity"', sign)
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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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class MySeaSpreadFormTemplateTest(TestCase):
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"""Sprint 5 iter 3 — form col + SPREAD dropdown structure + default-
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spread context + cross's `data-spread-shape` attribute. Iter 3 spec
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locks `Situation, Action, Outcome` as the default spread (a 3-card
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variant); the 6 spreads sit under 2 section dividers (3-card / 6-
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card)."""
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SPREAD_OPTIONS = [
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("past-present-future", "Past, Present, Future"),
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("situation-action-outcome", "Situation, Action, Outcome"),
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("mind-body-spirit", "Mind, Body, Spirit"),
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("desire-obstacle-solution", "Desire, Obstacle, Solution"),
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("waite-smith", "Celtic Cross, Waite-Smith"),
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("escape-velocity", "Celtic Cross, Escape Velocity"),
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]
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def setUp(self):
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from apps.epic.models import personal_sig_cards
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self.user = User.objects.create(email="spread@test.io")
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self.client.force_login(self.user)
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self.target = personal_sig_cards(self.user)[0]
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self.user.significator = self.target
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self.user.save(update_fields=["significator"])
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def test_context_default_spread_is_situation_action_outcome(self):
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response = self.client.get(reverse("my_sea"))
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self.assertEqual(
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response.context["default_spread"], "situation-action-outcome",
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)
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def test_context_reversals_pct_defaults_to_25(self):
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response = self.client.get(reverse("my_sea"))
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self.assertEqual(response.context["reversals_pct"], 25)
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def test_template_renders_all_six_spread_options(self):
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response = self.client.get(reverse("my_sea"))
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html = response.content.decode()
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for value, label in self.SPREAD_OPTIONS:
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with self.subTest(spread=value):
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self.assertIn(f'data-value="{value}"', html)
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self.assertIn(label, html)
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def test_template_renders_three_card_and_six_card_section_dividers(self):
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response = self.client.get(reverse("my_sea"))
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html = response.content.decode()
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self.assertEqual(html.count("sea-select-divider"), 2)
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self.assertIn("3-card spreads", html)
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self.assertIn("6-card spreads", html)
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def test_template_marks_situation_action_outcome_aria_selected(self):
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response = self.client.get(reverse("my_sea"))
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html = response.content.decode()
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# The default option carries aria-selected="true"; the others false.
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self.assertIn(
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'data-value="situation-action-outcome" aria-selected="true"', html,
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)
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2026-05-19 19:38:53 -04:00
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def test_cross_carries_initial_data_spread_sao(self):
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# `.my-sea-cross[data-spread]` is the per-spread visibility key;
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# default-spread context value renders into the attribute. SCSS
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# rules in _gameboard.scss hide the inactive positions per spread.
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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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response = self.client.get(reverse("my_sea"))
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2026-05-19 19:38:53 -04:00
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self.assertContains(response, 'data-spread="situation-action-outcome"')
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def test_template_renders_sao_position_labels_on_default(self):
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# Server-renders the SAO position labels into the empty drop-zone
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# `.sea-pos-label` spans so the page is correct before JS boots.
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# JS swaps labels on spread change.
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response = self.client.get(reverse("my_sea"))
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html = response.content.decode()
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self.assertIn('data-position="lay">Situation</span>', html)
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self.assertIn('data-position="cover">Action</span>', html)
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self.assertIn('data-position="crown">Outcome</span>', html)
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# Inactive-for-SAO positions render their span but w. empty
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# textContent (JS fills them on spread switch).
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self.assertIn('data-position="leave"></span>', html)
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self.assertIn('data-position="loom"></span>', html)
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self.assertIn('data-position="cross"></span>', html)
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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 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_form_col_renders_decks_action_btn_del_and_reversal_hint(self):
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# Iter 4c — LOCK HAND replaced by AUTO DRAW (mid-draw) which JS
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# transitions to GATE VIEW on completion. ID `id_sea_action_btn`
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# is the single slot housing both states (label + `data-state`
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# toggled by JS). User w. no active draw → AUTO DRAW label.
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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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response = self.client.get(reverse("my_sea"))
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html = response.content.decode()
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self.assertIn("sea-deck-stack--gravity", html)
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self.assertIn("sea-deck-stack--levity", html)
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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('id="id_sea_action_btn"', html)
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self.assertIn('data-state="auto-draw"', html)
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self.assertIn("AUTO", html)
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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('id="id_sea_del"', html)
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self.assertIn("sea-reversal-hint", html)
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self.assertIn("25% reversals", html)
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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 MySeaDeckDataViewTest(TestCase):
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"""Sprint 5 iter 4a — view-level deck-data contract. `my_sea` view
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embeds a shuffled deck (levity + gravity halves, current user's
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significator excluded, reversal pre-rolled at ~25%) as JSON via
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the `sea_deck_data` context key + `{{ ...|json_script }}` filter
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in the template."""
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def setUp(self):
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from apps.epic.models import personal_sig_cards
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self.user = User.objects.create(email="deck@test.io")
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self.client.force_login(self.user)
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self.target = personal_sig_cards(self.user)[0]
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self.user.significator = self.target
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self.user.save(update_fields=["significator"])
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def test_context_sea_deck_data_has_two_polarity_halves(self):
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response = self.client.get(reverse("my_sea"))
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deck = response.context["sea_deck_data"]
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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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def test_deck_data_excludes_user_significator(self):
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response = self.client.get(reverse("my_sea"))
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deck = response.context["sea_deck_data"]
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all_ids = (
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{c["id"] for c in deck["levity"]}
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| {c["id"] for c in deck["gravity"]}
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)
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self.assertNotIn(self.target.id, all_ids)
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def test_deck_data_halves_are_disjoint(self):
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response = self.client.get(reverse("my_sea"))
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deck = response.context["sea_deck_data"]
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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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def test_deck_data_cards_carry_corner_rank_suit_icon_and_reversed(self):
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# Card dict shape mirrors the gameroom `sea_deck` endpoint so
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# iter 4b's persistence/render path can reuse the JSON contract.
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response = self.client.get(reverse("my_sea"))
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deck = response.context["sea_deck_data"]
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any_card = (deck["levity"] + deck["gravity"])[0]
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for key in ("id", "corner_rank", "suit_icon", "reversed"):
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with self.subTest(key=key):
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self.assertIn(key, any_card)
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self.assertIsInstance(any_card["reversed"], bool)
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def test_template_embeds_deck_as_json_script(self):
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# Embed mechanism: `{{ sea_deck_data|json_script:"id_my_sea_deck" }}`
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# gives a `<script type="application/json" id="id_my_sea_deck">`.
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response = self.client.get(reverse("my_sea"))
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self.assertContains(
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response,
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'<script id="id_my_sea_deck" type="application/json">',
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)
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def test_deck_data_empty_when_user_has_no_equipped_deck(self):
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# Backup-deck branch: per [[sprint-my-sign-picker-may18h]] follow-
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# up, no-deck users still proceed via Earthman. So deck_data falls
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# back to Earthman, NOT empty. (Earthman seed is migration-loaded
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# in this TestCase context.)
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self.user.equipped_deck = None
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self.user.save(update_fields=["equipped_deck"])
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response = self.client.get(reverse("my_sea"))
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deck = response.context["sea_deck_data"]
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self.assertGreater(len(deck["levity"]) + len(deck["gravity"]), 0)
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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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# ── Sprint 5 iter 4b — server persistence: MySeaDraw + lock + delete ──────────
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class MySeaDrawModelTest(TestCase):
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"""Sprint 5 iter 4b — `MySeaDraw` model + `active_draw_for` helper."""
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def setUp(self):
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from apps.epic.models import personal_sig_cards
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self.user = User.objects.create(email="model@test.io")
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self.target = personal_sig_cards(self.user)[0]
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self.user.significator = self.target
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self.user.save(update_fields=["significator"])
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def _build_hand(self):
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from apps.epic.models import TarotCard
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cards = list(TarotCard.objects.exclude(id=self.target.id)[:3])
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return [
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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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def test_create_round_trips_hand_and_sig_snapshot(self):
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from apps.gameboard.models import MySeaDraw
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hand = self._build_hand()
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draw = MySeaDraw.objects.create(
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user=self.user, spread="situation-action-outcome",
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hand=hand, significator_id=self.target.id, significator_reversed=False,
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)
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draw.refresh_from_db()
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self.assertEqual(draw.hand, hand)
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self.assertEqual(draw.significator_id, self.target.id)
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def test_next_free_draw_at_is_created_at_plus_24h(self):
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from datetime import timedelta
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from apps.gameboard.models import MySeaDraw, FREE_DRAW_COOLDOWN_HOURS
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draw = MySeaDraw.objects.create(
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user=self.user, spread="situation-action-outcome",
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hand=self._build_hand(), significator_id=self.target.id,
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)
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delta = draw.next_free_draw_at - draw.created_at
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self.assertEqual(delta, timedelta(hours=FREE_DRAW_COOLDOWN_HOURS))
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def test_is_within_quota_window_true_when_fresh(self):
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from apps.gameboard.models import MySeaDraw
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draw = MySeaDraw.objects.create(
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user=self.user, spread="situation-action-outcome",
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hand=self._build_hand(), significator_id=self.target.id,
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)
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self.assertTrue(draw.is_within_quota_window)
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def test_is_within_quota_window_false_when_older_than_24h(self):
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from datetime import timedelta
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from django.utils import timezone
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from apps.gameboard.models import MySeaDraw
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draw = MySeaDraw.objects.create(
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user=self.user, spread="situation-action-outcome",
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hand=self._build_hand(), significator_id=self.target.id,
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created_at=timezone.now() - timedelta(hours=25),
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)
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self.assertFalse(draw.is_within_quota_window)
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def test_active_draw_for_returns_recent_draw(self):
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from apps.gameboard.models import MySeaDraw, active_draw_for
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draw = MySeaDraw.objects.create(
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user=self.user, spread="situation-action-outcome",
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hand=self._build_hand(), significator_id=self.target.id,
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)
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self.assertEqual(active_draw_for(self.user), draw)
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def test_active_draw_for_returns_none_when_no_draws(self):
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from apps.gameboard.models import active_draw_for
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self.assertIsNone(active_draw_for(self.user))
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def test_active_draw_for_returns_none_when_only_stale_draws(self):
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from datetime import timedelta
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from django.utils import timezone
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from apps.gameboard.models import MySeaDraw, active_draw_for
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MySeaDraw.objects.create(
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user=self.user, spread="situation-action-outcome",
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hand=self._build_hand(), significator_id=self.target.id,
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created_at=timezone.now() - timedelta(hours=25),
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)
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self.assertIsNone(active_draw_for(self.user))
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def test_active_draw_for_scopes_to_user(self):
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from apps.gameboard.models import MySeaDraw, active_draw_for
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other = User.objects.create(email="other@test.io")
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MySeaDraw.objects.create(
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user=other, spread="situation-action-outcome",
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hand=self._build_hand(), significator_id=self.target.id,
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)
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self.assertIsNone(active_draw_for(self.user))
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class MySeaLockHandViewTest(TestCase):
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"""Sprint 5 iter 4b — POST `/gameboard/my-sea/lock` persists a hand."""
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def setUp(self):
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from apps.epic.models import personal_sig_cards
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self.user = User.objects.create(email="lock@test.io")
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self.client.force_login(self.user)
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self.target = personal_sig_cards(self.user)[0]
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self.user.significator = self.target
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self.user.save(update_fields=["significator"])
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self.url = reverse("my_sea_lock")
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def _build_payload(self, spread="situation-action-outcome", hand=None):
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from apps.epic.models import TarotCard
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if hand is None:
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cards = list(TarotCard.objects.exclude(id=self.target.id)[: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 {"spread": spread, "hand": hand}
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def test_lock_requires_login(self):
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import json
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self.client.logout()
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response = self.client.post(
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self.url, data=json.dumps(self._build_payload()),
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content_type="application/json",
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)
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self.assertEqual(response.status_code, 302)
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def test_lock_get_returns_405(self):
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response = self.client.get(self.url)
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self.assertEqual(response.status_code, 405)
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def test_lock_post_creates_my_sea_draw_for_user(self):
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import json
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from apps.gameboard.models import MySeaDraw
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response = self.client.post(
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self.url, data=json.dumps(self._build_payload()),
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content_type="application/json",
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)
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self.assertEqual(response.status_code, 200)
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draw = MySeaDraw.objects.get(user=self.user)
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self.assertEqual(draw.spread, "situation-action-outcome")
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self.assertEqual(len(draw.hand), 3)
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self.assertEqual(draw.significator_id, self.target.id)
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def test_lock_post_response_includes_next_free_draw_iso_timestamp(self):
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import json
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from datetime import datetime
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response = self.client.post(
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self.url, data=json.dumps(self._build_payload()),
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content_type="application/json",
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)
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body = response.json()
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self.assertIn("next_free_draw_at", body)
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# Round-trip parse — the server is expected to send an ISO 8601 string.
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parsed = datetime.fromisoformat(body["next_free_draw_at"])
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self.assertIsNotNone(parsed)
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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_lock_post_within_quota_upserts_same_row(self):
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# Iter 4c — `/lock` is now an upsert (per-placement POST cadence).
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# Second POST w. same spread updates the existing row's hand
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# rather than 409'ing. Only one row exists per user per 24h.
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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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import json
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from apps.gameboard.models import MySeaDraw
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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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from apps.epic.models import TarotCard
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# First POST: 1-card partial hand
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cards = list(TarotCard.objects.exclude(id=self.target.id)[:3])
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partial = {
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"spread": "situation-action-outcome",
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"hand": [{"position": "lay", "card_id": cards[0].id, "reversed": False, "polarity": "gravity"}],
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}
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r1 = self.client.post(
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self.url, data=json.dumps(partial),
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content_type="application/json",
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)
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self.assertEqual(r1.status_code, 200)
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# Second POST: full 3-card hand (the SAME draw progressing).
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full = self._build_payload()
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r2 = self.client.post(
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self.url, data=json.dumps(full),
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content_type="application/json",
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)
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self.assertEqual(r2.status_code, 200)
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# Exactly one MySeaDraw row exists; hand is the latest full one.
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rows = MySeaDraw.objects.filter(user=self.user)
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self.assertEqual(rows.count(), 1)
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self.assertEqual(len(rows.first().hand), 3)
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def test_lock_post_spread_mismatch_within_quota_returns_409(self):
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# Spread is committed at first-card moment; switching to a
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# different spread mid-quota-window is rejected.
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import json
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from apps.epic.models import TarotCard
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cards = list(TarotCard.objects.exclude(id=self.target.id)[:3])
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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.client.post(
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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.url, data=json.dumps({
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"spread": "situation-action-outcome",
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"hand": [{"position": "lay", "card_id": cards[0].id, "reversed": False, "polarity": "gravity"}],
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}),
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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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content_type="application/json",
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)
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response = self.client.post(
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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.url, data=json.dumps({
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"spread": "waite-smith",
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"hand": [{"position": "crown", "card_id": cards[1].id, "reversed": False, "polarity": "levity"}],
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}),
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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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content_type="application/json",
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)
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self.assertEqual(response.status_code, 409)
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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_lock_post_returns_hand_complete_flag(self):
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# Body includes `hand_complete` so the JS can decide whether to
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# transition the picker into post-completion state (DEL enable,
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# FLIPs disable, AUTO DRAW → GATE VIEW).
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import json
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partial = {
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"spread": "situation-action-outcome",
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"hand": self._build_payload()["hand"][:1],
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}
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r1 = self.client.post(
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self.url, data=json.dumps(partial),
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content_type="application/json",
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)
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self.assertFalse(r1.json()["hand_complete"])
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r2 = self.client.post(
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self.url, data=json.dumps(self._build_payload()),
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content_type="application/json",
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)
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self.assertTrue(r2.json()["hand_complete"])
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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_lock_post_empty_hand_returns_400(self):
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import json
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response = self.client.post(
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self.url, data=json.dumps({"spread": "situation-action-outcome", "hand": []}),
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content_type="application/json",
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)
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self.assertEqual(response.status_code, 400)
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def test_lock_post_missing_spread_returns_400(self):
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import json
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payload = self._build_payload()
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payload.pop("spread")
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response = self.client.post(
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self.url, data=json.dumps(payload),
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content_type="application/json",
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)
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self.assertEqual(response.status_code, 400)
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def test_lock_post_snapshots_user_significator(self):
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import json
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from apps.gameboard.models import MySeaDraw
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self.client.post(
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self.url, data=json.dumps(self._build_payload()),
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content_type="application/json",
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)
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draw = MySeaDraw.objects.get(user=self.user)
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# Sig snapshot persists even after user clears their sig.
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self.user.significator = None
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self.user.save(update_fields=["significator"])
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draw.refresh_from_db()
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self.assertEqual(draw.significator_id, self.target.id)
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class MySeaDeleteDrawViewTest(TestCase):
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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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"""Sprint 5 iter 4c — POST `/gameboard/my-sea/delete` clears the HAND
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but preserves the row so the 24h quota window keeps running."""
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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 setUp(self):
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from apps.epic.models import personal_sig_cards, TarotCard
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from apps.gameboard.models import MySeaDraw
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self.user = User.objects.create(email="del@test.io")
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self.client.force_login(self.user)
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self.target = personal_sig_cards(self.user)[0]
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self.user.significator = self.target
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self.user.save(update_fields=["significator"])
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cards = list(TarotCard.objects.exclude(id=self.target.id)[:3])
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self.draw = MySeaDraw.objects.create(
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user=self.user, spread="situation-action-outcome",
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significator_id=self.target.id,
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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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)
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self.url = reverse("my_sea_delete")
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def test_delete_requires_login(self):
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self.client.logout()
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response = self.client.post(self.url)
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self.assertEqual(response.status_code, 302)
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def test_delete_get_returns_405(self):
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response = self.client.get(self.url)
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self.assertEqual(response.status_code, 405)
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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_delete_post_clears_hand_but_preserves_row(self):
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# Iter 4c — DEL no longer deletes; the row stays as a 24h quota
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# tracker. Hand JSON gets wiped + `created_at` preserved (so the
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# landing renders GATE VIEW, not FREE DRAW, 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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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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original_created_at = self.draw.created_at
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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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response = self.client.post(self.url)
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self.assertIn(response.status_code, (200, 204, 302))
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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.draw.refresh_from_db()
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self.assertEqual(self.draw.hand, [])
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self.assertEqual(self.draw.created_at, original_created_at)
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self.assertTrue(MySeaDraw.objects.filter(user=self.user).exists())
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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_delete_post_scoped_to_user_does_not_touch_others(self):
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from apps.gameboard.models import MySeaDraw
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other = User.objects.create(email="other-del@test.io")
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other_draw = MySeaDraw.objects.create(
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user=other, spread="situation-action-outcome",
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hand=self.draw.hand, significator_id=self.target.id,
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)
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self.client.post(self.url)
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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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other_draw.refresh_from_db()
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self.assertEqual(len(other_draw.hand), 3) # untouched
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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_delete_post_idempotent_when_no_active_draw(self):
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# User deletes twice in a row — second call is a no-op, not a 500.
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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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# First DEL clears hand. Second DEL finds the row w. empty hand
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# already; just no-ops.
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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.client.post(self.url)
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response = self.client.post(self.url)
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self.assertIn(response.status_code, (200, 204, 302))
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class MySeaViewWithSavedDrawTest(TestCase):
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"""Sprint 5 iter 4b — `my_sea` view branches when an active draw exists.
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Active draw bypasses the sign-gate (sig snapshot on the draw is used
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even if `user.significator` is None), bypasses the landing phase (the
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saved hand IS what the user came to see), and adds a Brief banner +
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next-free-draw timestamp to the context."""
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def setUp(self):
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from apps.epic.models import personal_sig_cards, TarotCard
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from apps.gameboard.models import MySeaDraw
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self.user = User.objects.create(email="saved@test.io")
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self.client.force_login(self.user)
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self.target = personal_sig_cards(self.user)[0]
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self.user.significator = self.target
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self.user.save(update_fields=["significator"])
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cards = list(TarotCard.objects.exclude(id=self.target.id)[:3])
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self.draw = MySeaDraw.objects.create(
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user=self.user, spread="situation-action-outcome",
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significator_id=self.target.id,
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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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)
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def test_context_carries_active_draw(self):
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response = self.client.get(reverse("my_sea"))
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self.assertEqual(response.context["active_draw"], self.draw)
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def test_context_default_spread_is_saved_spread(self):
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response = self.client.get(reverse("my_sea"))
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self.assertEqual(response.context["default_spread"], self.draw.spread)
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def test_context_carries_next_free_draw_iso(self):
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from datetime import datetime
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response = self.client.get(reverse("my_sea"))
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ts = response.context["next_free_draw_at"]
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# Either a datetime instance or an ISO string the template renders.
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if isinstance(ts, str):
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self.assertIsNotNone(datetime.fromisoformat(ts))
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else:
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self.assertIsNotNone(ts.isoformat())
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def test_saved_draw_bypasses_sign_gate_even_when_user_sig_cleared(self):
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# User-spec'd: a cleared sig doesn't invalidate the saved draw.
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# The view must still render the picker phase (NOT the sign-gate)
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# by falling back to the draw's snapshotted sig.
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self.user.significator = None
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self.user.save(update_fields=["significator"])
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response = self.client.get(reverse("my_sea"))
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html = response.content.decode()
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self.assertNotIn("my-sea-sign-gate", html)
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self.assertIn('data-phase="picker"', html)
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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_view_triggers_brief_banner_when_active_draw_exists(self):
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# Brief is rendered client-side via Brief.showBanner (standard
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# `.note-banner` w. Gaussian-glass bg, portaled atop the h2 —
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# same UX as my-notes / my-sign default-deck-warning Briefs).
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# Server emits a `window._showFreeDrawLockedBrief("<iso>")` call
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# gated on active_draw; ISO timestamp (`|date:'c'`) is re-used
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# as both `created_at` AND the source for the human-formatted
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# display string note.js renders in the `.note-banner__timestamp`
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# slot — single source of truth, no "Invalid Date" on bad input.
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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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response = self.client.get(reverse("my_sea"))
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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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# Match the call form w. opening quote — the bare token
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# `_showFreeDrawLockedBrief(` also appears in the function
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# definition emitted unconditionally inside the picker IIFE.
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self.assertContains(response, 'window._showFreeDrawLockedBrief("')
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# The ISO format produced by Django's `|date:'c'` starts with the
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# full year + ISO-style T separator — pin a representative token.
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from django.utils import timezone
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from datetime import timedelta
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expected_year = (timezone.now() + timedelta(hours=24)).strftime("%Y")
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self.assertContains(response, '_showFreeDrawLockedBrief("' + expected_year)
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def test_view_does_not_trigger_brief_banner_without_active_draw(self):
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# Definition of `_showFreeDrawLockedBrief` is always emitted;
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# only the CALL is gated on active_draw. Pin the call form.
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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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MySeaDraw.objects.all().delete()
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response = self.client.get(reverse("my_sea"))
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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.assertNotContains(response, 'window._showFreeDrawLockedBrief("')
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def test_view_wires_del_button_to_shared_guard_portal_when_active_draw(self):
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# No my-sea-specific guard markup — the picker IIFE calls
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# `window.showGuard(delBtn, "Are you sure?", confirmFn)` which
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# targets the shared #id_guard_portal from base.html (same
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# tooltip the room gear-menu uses; standard OK/NVM button pair).
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# Server emits the call site; we pin the call form + the delete
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# URL it POSTs to.
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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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response = self.client.get(reverse("my_sea"))
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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.assertContains(response, "window.showGuard(")
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self.assertContains(response, reverse("my_sea_delete"))
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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_saved_hand_renders_as_filled_slots_in_picker(self):
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# Each saved position's slot is server-rendered as `--filled` w.
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# the snapshotted card id + polarity. JS-init then layers any
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# post-load behaviours (label re-rendering, stage-card lookups).
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response = self.client.get(reverse("my_sea"))
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html = response.content.decode()
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for entry in self.draw.hand:
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self.assertIn(f'data-card-id="{entry["card_id"]}"', html)
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self.assertIn(f"sea-card-slot--{entry['polarity']}", html)
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def test_landing_phase_suppressed_when_active_draw_exists(self):
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response = self.client.get(reverse("my_sea"))
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self.assertNotContains(response, 'id="id_draw_sea_btn"')
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self.assertNotContains(response, 'data-phase="landing"')
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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_complete_hand_renders_action_btn_as_gate_view(self):
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# Iter 4c — server pre-renders the action btn label + data-state
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# based on `hand_complete`. With the setUp's 3-card SAO hand,
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# hand is complete → btn label is GATE VIEW.
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response = self.client.get(reverse("my_sea"))
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self.assertContains(response, 'data-state="gate-view"')
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self.assertContains(response, "GATE")
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self.assertContains(response, "VIEW")
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def test_complete_hand_picker_carries_locked_class(self):
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# `.my-sea-picker--locked` is server-rendered for completed hands
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# so the JS init seeds `_locked=true` w.o. waiting for the post-
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# placement state transition (matters for hot reloads, bfcache).
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response = self.client.get(reverse("my_sea"))
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self.assertContains(response, "my-sea-picker--locked")
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def test_complete_hand_del_btn_is_not_disabled(self):
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# DEL is `.btn-disabled` only when hand is INCOMPLETE. Complete
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# hand → DEL renders w.o. the disabled class (clicking opens the
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# guard portal).
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import re
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response = self.client.get(reverse("my_sea"))
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html = response.content.decode()
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m = re.search(
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r'<button[^>]*id="id_sea_del"[^>]*class="([^"]*)"', html,
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)
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self.assertIsNotNone(m)
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self.assertNotIn("btn-disabled", m.group(1))
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class MySeaViewWithEmptyHandTest(TestCase):
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"""Sprint 5 iter 4c — view branch for an active draw w. empty hand
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(the post-DEL state, where the quota row stays as a 24h tracker but
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the user's hand has been wiped). Landing renders w. GATE VIEW (NOT
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FREE DRAW) as the primary nav."""
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def setUp(self):
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from apps.epic.models import personal_sig_cards
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from apps.gameboard.models import MySeaDraw
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self.user = User.objects.create(email="empty@test.io")
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self.client.force_login(self.user)
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self.target = personal_sig_cards(self.user)[0]
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self.user.significator = self.target
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self.user.save(update_fields=["significator"])
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# Active draw row but hand is empty — simulates the post-DEL state.
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self.draw = MySeaDraw.objects.create(
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user=self.user, spread="situation-action-outcome",
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significator_id=self.target.id, hand=[],
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)
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def test_empty_hand_renders_landing_phase_not_picker(self):
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response = self.client.get(reverse("my_sea"))
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self.assertContains(response, 'data-phase="landing"')
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def test_empty_hand_landing_renders_gate_view_btn_not_free_draw(self):
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response = self.client.get(reverse("my_sea"))
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self.assertContains(response, 'id="id_my_sea_gate_view_btn"')
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self.assertNotContains(response, 'id="id_draw_sea_btn"')
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def test_empty_hand_gate_view_btn_links_to_gate_url(self):
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response = self.client.get(reverse("my_sea"))
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self.assertContains(response, reverse("my_sea_gate"))
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def test_empty_hand_brief_banner_still_triggered(self):
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# Quota's still committed (row exists, 24h clock still running) →
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# the Brief banner is part of the saved-draw context, regardless
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# of hand state. Informs the user when the next free draw is.
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response = self.client.get(reverse("my_sea"))
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self.assertContains(response, 'window._showFreeDrawLockedBrief("')
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class MySeaViewWithPartialHandTest(TestCase):
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"""Sprint 5 iter 4c — view branch for an active draw w. mid-progress
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hand (some slots filled, not yet complete). Picker renders w. the
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partial slots + AUTO DRAW btn (not GATE VIEW); DEL stays disabled."""
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def setUp(self):
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from apps.epic.models import personal_sig_cards, TarotCard
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from apps.gameboard.models import MySeaDraw
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self.user = User.objects.create(email="partial@test.io")
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self.client.force_login(self.user)
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self.target = personal_sig_cards(self.user)[0]
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self.user.significator = self.target
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self.user.save(update_fields=["significator"])
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cards = list(TarotCard.objects.exclude(id=self.target.id)[:2])
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# SAO is a 3-position spread; partial = 2 cards drawn.
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self.draw = MySeaDraw.objects.create(
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user=self.user, spread="situation-action-outcome",
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significator_id=self.target.id,
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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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],
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)
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def test_partial_hand_renders_picker_phase(self):
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response = self.client.get(reverse("my_sea"))
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self.assertContains(response, 'data-phase="picker"')
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def test_partial_hand_action_btn_is_auto_draw_not_gate_view(self):
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response = self.client.get(reverse("my_sea"))
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self.assertContains(response, 'data-state="auto-draw"')
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self.assertContains(response, "AUTO")
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def test_partial_hand_del_btn_carries_btn_disabled(self):
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import re
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response = self.client.get(reverse("my_sea"))
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html = response.content.decode()
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m = re.search(
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r'<button[^>]*id="id_sea_del"[^>]*class="([^"]*)"', html,
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)
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self.assertIsNotNone(m)
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self.assertIn("btn-disabled", m.group(1))
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def test_partial_hand_picker_does_NOT_carry_locked_class(self):
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# Hand is mid-progress; locked class only applies on completion.
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import re
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response = self.client.get(reverse("my_sea"))
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html = response.content.decode()
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m = re.search(r'<div class="my-sea-picker([^"]*)"', html)
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self.assertIsNotNone(m)
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self.assertNotIn("my-sea-picker--locked", m.group(1))
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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 MySeaGateViewTest(TestCase):
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"""Sprint 6 iter 6a — `my_sea_gate` renders the solo gatekeeper UI.
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Replaces the iter-4c 404 stub. Branches on whether a deposit is
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already reserved on the user's MySeaDraw row."""
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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 setUp(self):
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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.epic.models import personal_sig_cards
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from datetime import timedelta
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from apps.lyric.models import Token
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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.user = User.objects.create(email="gate@test.io")
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self.client.force_login(self.user)
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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.target = personal_sig_cards(self.user)[0]
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self.user.significator = self.target
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self.user.save(update_fields=["significator"])
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# Seed a FREE token so deposit attempts have something to pick.
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Token.objects.create(
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user=self.user, token_type=Token.FREE,
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expires_at=timezone.now() + timedelta(days=30),
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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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def test_gate_view_requires_login(self):
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self.client.logout()
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response = self.client.get(reverse("my_sea_gate"))
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self.assertEqual(response.status_code, 302)
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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_gate_view_renders_200(self):
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response = self.client.get(reverse("my_sea_gate"))
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self.assertEqual(response.status_code, 200)
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self.assertTemplateUsed(response, "apps/gameboard/my_sea_gate.html")
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def test_gate_view_shows_insert_token_form_when_no_deposit(self):
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from apps.gameboard.models import MySeaDraw
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MySeaDraw.objects.create(
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user=self.user, spread="situation-action-outcome",
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significator_id=self.target.id, hand=[],
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)
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response = self.client.get(reverse("my_sea_gate"))
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self.assertContains(response, reverse("my_sea_insert_token"))
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self.assertNotContains(response, "id_my_sea_paid_draw_btn")
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def test_gate_view_shows_paid_draw_btn_when_deposit_reserved(self):
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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.filter(user=self.user, token_type=Token.FREE).first()
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MySeaDraw.objects.create(
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user=self.user, spread="situation-action-outcome",
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significator_id=self.target.id, hand=[],
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deposit_token_id=free_tok.pk,
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deposit_reserved_at=timezone.now(),
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)
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response = self.client.get(reverse("my_sea_gate"))
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self.assertContains(response, "id_my_sea_paid_draw_btn")
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self.assertContains(response, reverse("my_sea_refund_token"))
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class MySeaInsertTokenViewTest(TestCase):
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"""Sprint 6 iter 6a — POST `/gameboard/my-sea/insert` reserves the
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user's next-priority token on their MySeaDraw row (creates the row
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if missing). Idempotent w.r.t. an already-reserved deposit."""
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def setUp(self):
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from apps.epic.models import personal_sig_cards
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self.user = User.objects.create(email="insert@test.io")
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# Wipe auto-tokens from User post_save signal (COIN + FREE).
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self.user.tokens.all().delete()
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self.client.force_login(self.user)
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self.target = personal_sig_cards(self.user)[0]
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self.user.significator = self.target
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self.user.save(update_fields=["significator"])
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self.free_tok = Token.objects.create(
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user=self.user, token_type=Token.FREE,
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expires_at=timezone.now() + timedelta(days=30),
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)
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self.url = reverse("my_sea_insert_token")
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def test_insert_get_returns_405(self):
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self.assertEqual(self.client.get(self.url).status_code, 405)
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def test_insert_creates_row_and_reserves_token(self):
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from apps.gameboard.models import MySeaDraw
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self.client.post(self.url)
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draw = MySeaDraw.objects.get(user=self.user)
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self.assertEqual(draw.deposit_token_id, self.free_tok.pk)
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self.assertIsNotNone(draw.deposit_reserved_at)
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def test_insert_uses_existing_row_when_one_exists(self):
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from apps.gameboard.models import MySeaDraw
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draw = MySeaDraw.objects.create(
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user=self.user, spread="situation-action-outcome",
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significator_id=self.target.id, hand=[],
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)
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self.client.post(self.url)
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draw.refresh_from_db()
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self.assertEqual(draw.deposit_token_id, self.free_tok.pk)
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self.assertEqual(MySeaDraw.objects.filter(user=self.user).count(), 1)
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def test_insert_idempotent_when_deposit_already_reserved(self):
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from apps.gameboard.models import MySeaDraw
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from apps.lyric.models import Token
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other_tok = Token.objects.create(
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user=self.user, token_type=Token.FREE,
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expires_at=timezone.now() + timedelta(days=30),
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)
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draw = MySeaDraw.objects.create(
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user=self.user, spread="situation-action-outcome",
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significator_id=self.target.id, hand=[],
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deposit_token_id=other_tok.pk,
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deposit_reserved_at=timezone.now(),
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)
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self.client.post(self.url)
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draw.refresh_from_db()
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# Still pointed at the original token; no double-reserve.
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self.assertEqual(draw.deposit_token_id, other_tok.pk)
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class MySeaRefundTokenViewTest(TestCase):
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"""Sprint 6 iter 6a — POST `/gameboard/my-sea/refund` clears the
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deposit fields. Token wasn't actually consumed at INSERT (refund-
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aware design), so no inventory side effects."""
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def setUp(self):
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from apps.epic.models import personal_sig_cards
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from datetime import timedelta
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from apps.gameboard.models import MySeaDraw
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from apps.lyric.models import Token
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self.user = User.objects.create(email="refund@test.io")
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self.client.force_login(self.user)
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self.target = personal_sig_cards(self.user)[0]
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self.user.significator = self.target
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self.user.save(update_fields=["significator"])
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self.tok = Token.objects.create(
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user=self.user, token_type=Token.FREE,
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expires_at=timezone.now() + timedelta(days=30),
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)
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self.draw = MySeaDraw.objects.create(
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user=self.user, spread="situation-action-outcome",
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significator_id=self.target.id, hand=[],
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deposit_token_id=self.tok.pk,
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deposit_reserved_at=timezone.now(),
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)
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self.url = reverse("my_sea_refund_token")
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def test_refund_clears_deposit_fields(self):
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self.client.post(self.url)
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self.draw.refresh_from_db()
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self.assertIsNone(self.draw.deposit_token_id)
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self.assertIsNone(self.draw.deposit_reserved_at)
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def test_refund_does_not_consume_token(self):
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from apps.lyric.models import Token
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self.client.post(self.url)
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self.assertTrue(Token.objects.filter(pk=self.tok.pk).exists())
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def test_refund_idempotent_when_no_deposit(self):
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from apps.gameboard.models import MySeaDraw
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MySeaDraw.objects.all().delete()
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response = self.client.post(self.url)
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self.assertIn(response.status_code, (200, 204, 302))
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class MySeaPaidDrawViewTest(TestCase):
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"""Sprint 6 iter 6a — POST `/gameboard/my-sea/paid-draw` commits the
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deposited token + resets the row for a fresh 24h quota cycle. Per-
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token-type debit rules apply (FREE/TITHE consumed, COIN cooldown,
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PASS no-op, CARTE not reachable via `_select_my_sea_token`)."""
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def setUp(self):
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from apps.epic.models import personal_sig_cards
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from datetime import timedelta
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from apps.gameboard.models import MySeaDraw
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from apps.lyric.models import Token
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self.user = User.objects.create(email="paid@test.io")
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self.client.force_login(self.user)
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self.target = personal_sig_cards(self.user)[0]
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self.user.significator = self.target
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self.user.save(update_fields=["significator"])
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self.free_tok = Token.objects.create(
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user=self.user, token_type=Token.FREE,
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expires_at=timezone.now() + timedelta(days=30),
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)
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self.draw = MySeaDraw.objects.create(
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user=self.user, spread="situation-action-outcome",
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significator_id=self.target.id, hand=[],
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deposit_token_id=self.free_tok.pk,
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deposit_reserved_at=timezone.now(),
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)
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self.url = reverse("my_sea_paid_draw")
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def test_paid_draw_consumes_free_token(self):
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from apps.lyric.models import Token
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self.client.post(self.url)
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self.assertFalse(Token.objects.filter(pk=self.free_tok.pk).exists())
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2026-05-20 09:47:47 -04:00
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def test_paid_draw_deletes_active_draw_row(self):
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# User-spec 2026-05-20: PAID DRAW commits the token + drops the row
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# entirely so the user returns to a fresh "able-to-draw-now" state
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# (instead of the buggy "row preserved → GATE VIEW loop" semantics).
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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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self.client.post(self.url)
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2026-05-20 09:47:47 -04:00
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self.assertFalse(MySeaDraw.objects.filter(pk=self.draw.pk).exists())
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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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2026-05-20 09:47:47 -04:00
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def test_paid_draw_redirects_to_my_sea_with_phase_picker(self):
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# User-spec 2026-05-20: drop the user directly into the picker
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# after PAID DRAW (no intermediate FREE-DRAW click). Encoded via
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# `?phase=picker` query param so the my_sea view can short-
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# circuit `show_picker` even when active_draw is now None.
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response = self.client.post(self.url)
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self.assertEqual(response.status_code, 302)
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self.assertIn("phase=picker", response["Location"])
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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_paid_draw_with_coin_sets_24h_cooldown_and_unequips(self):
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from datetime import timedelta
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from apps.lyric.models import Token
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coin = Token.objects.create(user=self.user, token_type=Token.COIN)
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self.user.equipped_trinket = coin
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self.user.save(update_fields=["equipped_trinket"])
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self.draw.deposit_token_id = coin.pk
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self.draw.save(update_fields=["deposit_token_id"])
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before = timezone.now()
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self.client.post(self.url)
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coin.refresh_from_db()
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self.assertTrue(coin.next_ready_at >= before + timedelta(hours=23, minutes=58))
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self.assertTrue(coin.next_ready_at <= before + timedelta(hours=24, minutes=2))
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self.user.refresh_from_db()
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self.assertIsNone(self.user.equipped_trinket_id)
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def test_paid_draw_with_pass_does_not_consume(self):
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from apps.lyric.models import Token
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2026-05-21 00:35:55 -04:00
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self.user.is_staff = True
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self.user.save(update_fields=["is_staff"])
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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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pass_tok = Token.objects.create(user=self.user, token_type=Token.PASS)
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self.draw.deposit_token_id = pass_tok.pk
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self.draw.save(update_fields=["deposit_token_id"])
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self.client.post(self.url)
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self.assertTrue(Token.objects.filter(pk=pass_tok.pk).exists())
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def test_paid_draw_no_deposit_redirects_to_my_sea(self):
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self.draw.deposit_token_id = None
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self.draw.save(update_fields=["deposit_token_id"])
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response = self.client.post(self.url)
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self.assertEqual(response.status_code, 302)
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2026-05-20 09:47:47 -04:00
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class MySeaPhasePickerQueryParamTest(TestCase):
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"""Sprint 6 iter 6c — `?phase=picker` query param forces picker phase
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when no active_draw row exists (the just-after-PAID-DRAW state).
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Without the param, no-active-draw users default to the FREE DRAW
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landing. With it, they drop straight into the picker so they can
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start drawing immediately (the token they just spent earns this)."""
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def setUp(self):
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from apps.epic.models import personal_sig_cards
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self.user = User.objects.create(email="phase@test.io")
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self.client.force_login(self.user)
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self.target = personal_sig_cards(self.user)[0]
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self.user.significator = self.target
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self.user.save(update_fields=["significator"])
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def test_no_param_lands_on_free_draw(self):
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response = self.client.get(reverse("my_sea"))
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self.assertContains(response, 'data-phase="landing"')
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self.assertContains(response, 'id="id_draw_sea_btn"')
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def test_phase_picker_param_forces_picker(self):
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response = self.client.get(reverse("my_sea") + "?phase=picker")
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self.assertContains(response, 'data-phase="picker"')
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# Picker IS rendered (no inline style="display:none" on it).
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self.assertNotContains(response, 'id="id_sea_overlay"' + ' style="display:none"')
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def test_phase_picker_param_ignored_when_active_draw_with_empty_hand(self):
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# Post-DEL state: active row w. empty hand → quota's spent, the
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# query param shouldn't bypass GATE VIEW. Landing branch wins.
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from apps.gameboard.models import MySeaDraw
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MySeaDraw.objects.create(
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user=self.user, spread="situation-action-outcome",
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significator_id=self.target.id, hand=[],
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)
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response = self.client.get(reverse("my_sea") + "?phase=picker")
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self.assertContains(response, 'data-phase="landing"')
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self.assertContains(response, 'id="id_my_sea_gate_view_btn"')
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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 SelectMySeaTokenTest(TestCase):
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"""Sprint 6 iter 6a — `_select_my_sea_token` priority chain w. CARTE
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excluded + COIN cooldown-respecting."""
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def setUp(self):
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self.user = User.objects.create(email="selecttok@test.io")
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# New-user post_save signal auto-creates COIN + FREE tokens
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# (`apps.lyric.models`). Wipe them so each test only sees the
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2026-05-21 13:56:59 -04:00
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# tokens it explicitly seeds. Refresh so equipped_trinket_id
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# picks up the cascade SET_NULL (otherwise the Python object
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# stays stale + select_token's defensive fresh-DB-query finds
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# an SQLite-reused-pk Token that "happens" to match).
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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.user.tokens.all().delete()
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2026-05-21 13:56:59 -04:00
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self.user.refresh_from_db()
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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_carte_is_excluded(self):
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from apps.gameboard.models import _select_my_sea_token
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Token.objects.create(user=self.user, token_type=Token.CARTE)
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self.assertIsNone(_select_my_sea_token(self.user))
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def test_cooldown_coin_is_excluded(self):
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from apps.gameboard.models import _select_my_sea_token
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Token.objects.create(
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user=self.user, token_type=Token.COIN,
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next_ready_at=timezone.now() + timedelta(hours=12),
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)
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self.assertIsNone(_select_my_sea_token(self.user))
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def test_pass_wins_priority_for_staff(self):
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"""PASS must be EQUIPPED to be picked — DON-ing it is the user's
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opt-in to trinket use. Owned-but-DOFFed PASS stays invisible to
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the picker (parity w. all other trinkets under the equip-gated
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semantics — see [[feedback-equip-slot-gates-trinket-use]])."""
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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.lyric.models import Token
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from apps.gameboard.models import _select_my_sea_token
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self.user.is_staff = True
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self.user.save(update_fields=["is_staff"])
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pass_tok = Token.objects.create(user=self.user, token_type=Token.PASS)
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Token.objects.create(user=self.user, token_type=Token.COIN)
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2026-05-21 13:56:59 -04:00
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self.user.equipped_trinket = pass_tok
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self.user.save(update_fields=["equipped_trinket"])
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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.assertEqual(_select_my_sea_token(self.user), pass_tok)
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2026-05-21 13:56:59 -04:00
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class SelectMySeaTokenEquipGatedTest(TestCase):
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"""My-sea variant of `SelectTokenEquipGatedTest`. Same equip-gated
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semantics: trinkets must be DON-ed to fire; CARTE never auto-picked;
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fall back to FREE → TITHE → None. PLUS my-sea's cooldown check on
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COIN (24h after debit_my_sea_token consumes one)."""
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def setUp(self):
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self.user = User.objects.create(email="myseaequip@test.io")
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self.user.tokens.all().delete()
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self.user.refresh_from_db()
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def test_skips_unequipped_coin_and_returns_free(self):
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from apps.lyric.models import Token
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from apps.gameboard.models import _select_my_sea_token
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Token.objects.create(user=self.user, token_type=Token.COIN)
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free = Token.objects.create(
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user=self.user, token_type=Token.FREE,
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expires_at=timezone.now() + timedelta(days=7),
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)
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self.assertEqual(_select_my_sea_token(self.user).pk, free.pk)
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def test_skips_unequipped_band_and_returns_tithe(self):
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from apps.lyric.models import Token
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from apps.gameboard.models import _select_my_sea_token
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Token.objects.create(user=self.user, token_type=Token.BAND)
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tithe = Token.objects.create(user=self.user, token_type=Token.TITHE)
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self.assertEqual(_select_my_sea_token(self.user).pk, tithe.pk)
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def test_returns_none_when_no_equip_and_no_consumables(self):
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from apps.lyric.models import Token
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from apps.gameboard.models import _select_my_sea_token
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Token.objects.create(user=self.user, token_type=Token.COIN)
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self.assertIsNone(_select_my_sea_token(self.user))
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def test_equipped_band_returns_band(self):
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from apps.lyric.models import Token
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from apps.gameboard.models import _select_my_sea_token
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band = Token.objects.create(user=self.user, token_type=Token.BAND)
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self.user.equipped_trinket = band
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self.user.save(update_fields=["equipped_trinket"])
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self.assertEqual(_select_my_sea_token(self.user).pk, band.pk)
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def test_equipped_cooldown_coin_falls_through_to_free(self):
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"""Equipped COIN on 24h cooldown shouldn't occur (debit_my_sea_
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token auto-unequips), but defensive: if it does, the picker
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should respect the cooldown + fall through, not return a stale
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COIN that debit_my_sea_token would refuse."""
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from apps.lyric.models import Token
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from apps.gameboard.models import _select_my_sea_token
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coin = Token.objects.create(
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user=self.user, token_type=Token.COIN,
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next_ready_at=timezone.now() + timedelta(hours=12),
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)
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free = Token.objects.create(
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user=self.user, token_type=Token.FREE,
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expires_at=timezone.now() + timedelta(days=7),
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)
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self.user.equipped_trinket = coin
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self.user.save(update_fields=["equipped_trinket"])
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self.assertEqual(_select_my_sea_token(self.user).pk, free.pk)
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def test_carte_equipped_falls_through_to_free(self):
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"""CARTE is fully excluded from my-sea (debit_my_sea_token raises
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ValueError for CARTE). Even equipped, it's never auto-picked here."""
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from apps.lyric.models import Token
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from apps.gameboard.models import _select_my_sea_token
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carte = Token.objects.create(user=self.user, token_type=Token.CARTE)
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free = Token.objects.create(
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user=self.user, token_type=Token.FREE,
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expires_at=timezone.now() + timedelta(days=7),
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)
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self.user.equipped_trinket = carte
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self.user.save(update_fields=["equipped_trinket"])
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self.assertEqual(_select_my_sea_token(self.user).pk, free.pk)
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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 DebitMySeaTokenTest(TestCase):
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"""Sprint 6 iter 6a — `debit_my_sea_token` per-type semantics."""
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def setUp(self):
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self.user = User.objects.create(email="debittok@test.io")
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def test_carte_raises_value_error(self):
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from apps.lyric.models import Token
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from apps.gameboard.models import debit_my_sea_token
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carte = Token.objects.create(user=self.user, token_type=Token.CARTE)
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with self.assertRaises(ValueError):
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debit_my_sea_token(self.user, carte)
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def test_free_token_is_consumed(self):
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from datetime import timedelta
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from apps.lyric.models import Token
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from apps.gameboard.models import debit_my_sea_token
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free = Token.objects.create(
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user=self.user, token_type=Token.FREE,
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expires_at=timezone.now() + timedelta(days=30),
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)
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debit_my_sea_token(self.user, free)
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self.assertFalse(Token.objects.filter(pk=free.pk).exists())
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def test_tithe_token_is_consumed(self):
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from apps.lyric.models import Token
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from apps.gameboard.models import debit_my_sea_token
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tithe = Token.objects.create(user=self.user, token_type=Token.TITHE)
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debit_my_sea_token(self.user, tithe)
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self.assertFalse(Token.objects.filter(pk=tithe.pk).exists())
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def test_pass_token_is_not_consumed(self):
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from apps.lyric.models import Token
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from apps.gameboard.models import debit_my_sea_token
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2026-05-21 00:35:55 -04:00
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self.user.is_staff = True
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self.user.save(update_fields=["is_staff"])
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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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pass_tok = Token.objects.create(user=self.user, token_type=Token.PASS)
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debit_my_sea_token(self.user, pass_tok)
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self.assertTrue(Token.objects.filter(pk=pass_tok.pk).exists())
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