My Sea iter 6c: bud-btn invite stub + #id_my_sea_menu gear (NVM-only, %applet-menu-styled, on both /gameboard/my-sea/ and the gatekeeper) + PAID DRAW now deletes the row and redirects to ?phase=picker so the user drops straight into picking cards instead of looping back to GATE VIEW — Sprint 5 iter 6c of My Sea roadmap — TDD
Bundled fix for the PAID-DRAW-loops-to-GATE-VIEW bug surfaced 2026-05-20 in live testing: previously the view reset `created_at = now()` + cleared the hand, but the row's continued existence meant `quota_spent=True` on the next render → landing rendered GATE VIEW → user clicked it → back to gatekeeper → loop. Now PAID DRAW does `active_draw.delete()` after debiting the token + then redirects to `/gameboard/my-sea/?phase=picker`. The my_sea view honors `?phase=picker` (only when no active_draw exists — can't bypass post-DEL GATE VIEW) by forcing `show_picker=True` so the user lands in the picker ready to draw. First card draw creates a fresh row w. fresh `created_at`, starting the new 24h quota cycle. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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@@ -82,5 +82,19 @@
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</div>
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</div>
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</div>
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{# Sprint 6 iter 6c — bud-btn invite stub (multiplayer-coming-soon) #}
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{# + gear-btn NVM-only menu. Both render outside .gate-modal so the #}
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{# bud-btn lives at viewport fixed position (per `_bud.scss`) and #}
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{# the gear-btn sits atop `#id_kit_btn` in the bottom-right corner. #}
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{% include "apps/gameboard/_partials/_my_sea_bud_panel.html" %}
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{% include "apps/gameboard/_partials/_my_sea_gear.html" %}
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</div>
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{% endblock content %}
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{% block scripts %}
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{# Brief module — needed by _my_sea_bud_panel's OK handler so the #}
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{# 'Multiplayer my-sea coming soon' banner shows on a successful #}
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{# (stub) invite. #}
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<script src="{% static 'apps/dashboard/note.js' %}"></script>
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{% endblock scripts %}
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