burger Sea sub-btn: first-draw --priYl glow handoff (phase 3/3) — TDD
Final slice of the Sea sub-btn rollout (phase 1 = .active wiring 3ae85b9; phase 2 = modal extraction + CONT DRAW 6fbeed7). Adds a --priYl + --ninUser glow that rides the affordance chain to teach the user where to click pre-first-draw.
## The handoff chain
burger → click → sea_btn → click → .sea-select → click → end
- Modal close (Esc / backdrop / DEL guard-OK) restarts the cycle on the burger.
- Burger fan close w/o sea_btn click ALSO restarts on the burger.
- AUTO DRAW guard-OK ends the cycle permanently (user found the path).
- `#id_sea_action_btn` data-state → 'gate-view' (last card landed via ANY path — AUTO DRAW or manual FLIP) ALSO ends permanently.
## SCSS
`static_src/scss/_burger.scss` — `.glow-handoff` on burger / sea_btn = --priYl color + border + --ninUser glow.
`static_src/scss/_gameboard.scss` — `.glow-handoff` on .sea-select = --terUser border + --ninUser glow (no font-color change per spec).
## Server side
`apps/gameboard/views.py` — new `sea_first_draw_pending = show_picker and not hand_non_empty`. True when picker is active w. an empty hand (paid-draw entry, or page reload of a freshly-entered picker). The FREE-DRAW → picker transition fires client-side w. show_picker=False on the rendered template, so the FREE DRAW JS handler seeds the burger glow itself in that path.
`templates/apps/gameboard/_partials/_burger.html` — `#id_burger_btn` conditionally renders `class="glow-handoff"` when `sea_first_draw_pending`.
`templates/apps/gameboard/my_sea.html` — FREE DRAW transition handler adds `.glow-handoff` to burger at the same SEAT_ANIM_MS moment data-phase swaps to 'picker' (covers the client-side path).
## JS state machine
`templates/apps/gameboard/my_sea.html` — new inline IIFE owns the .glow-handoff transitions:
- `burger.click` → if .glow-handoff on burger, transfer to sea_btn.
- `sea_btn.click` → if .glow-handoff on sea_btn, transfer to .sea-select.
- `.sea-select.click` → end this cycle (just clear the glow; cycle restarts on next modal open).
- AUTO DRAW guard-OK (via doc-level click listener) → sets `autoDrawConfirmed`.
- Modal `hidden`-attr observer: AUTO DRAW path → endPermanently; any other close (Esc / backdrop / DEL) → startOnBurger (skip if glow already permanently ended).
- Burger `class`-attr observer: fan closes (`.active` removed) while glow on sea_btn → restart on burger.
- `#id_sea_action_btn` `data-state`-attr observer: flips to 'gate-view' (last card landed via ANY path — AUTO DRAW finishing OR manual FLIP filling the final slot) → endPermanently.
The data-state observer makes the "stop glowing when all slots filled" guarantee async + decoupled from how the cards arrived.
## CONT DRAW polish (drag-in from prior commit's spec gap)
`apps/gameboard/views.py` — `show_cont_draw` now additionally requires `bool(active_draw.hand)` (at least one card drawn). Pre-draw NVM-to-landing falls through to the existing 3-way state machine (PAID DRAW / GATE VIEW / FREE DRAW) instead of misleading w. CONT DRAW that lands back on an empty picker.
## Tests (4 new ITs)
`apps/gameboard/tests/integrated/test_views.py::MySeaViewTest`:
- `test_burger_renders_glow_handoff_class_when_sea_first_draw_pending` — paid-draw entry to picker w. empty hand → burger has .glow-handoff.
- `test_burger_omits_glow_handoff_when_hand_non_empty` — mid-draw → no .glow-handoff.
- `test_burger_omits_glow_handoff_on_landing` — landing → no .glow-handoff (FREE DRAW handler seeds client-side instead).
- `test_force_landing_hides_cont_draw_when_hand_empty` — pre-first-draw NVM → no CONT DRAW.
(JS state-machine behaviour is verified visually; not Jasmine-tested since the IIFE lives inline on my_sea.html, not as a separate module.)
## Verification
All 1374 IT+UT green (+4 from Phase 3). Visual verification of glow handoff + hand-complete auto-end confirmed.
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
@@ -283,8 +283,10 @@ def my_sea(request):
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show_picker = (hand_non_empty or (phase_param and show_paid_draw)) \
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and not force_landing
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show_cont_draw = (
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force_landing and active_draw is not None
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and not active_draw.is_hand_complete
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force_landing
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and active_draw is not None
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and bool(active_draw.hand) # at least 1 card drawn
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and not active_draw.is_hand_complete # but not all
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)
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# Per-position lookup for the template — keyed by the position slug
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@@ -367,6 +369,13 @@ def my_sea(request):
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# `show_picker and not hand_complete`; that locked DEL + GATE VIEW
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# behind an inactive btn once all cards landed.
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"sea_btn_active": show_picker,
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# Phase 3 of the Sea sub-btn rollout — pre-first-draw glow handoff.
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# True when picker phase is active + hand still empty (paid-draw
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# entry, or page reload of an empty picker). The fresh DRAW SEA
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# → picker transition happens client-side w. show_picker=False on
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# the rendered template, so the FREE-DRAW JS handler ALSO sets the
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# glow on burger in that path.
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"sea_first_draw_pending": show_picker and not hand_non_empty,
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"show_paid_draw": show_paid_draw,
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"show_gate_view": show_gate_view,
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"deposit_reserved": deposit_reserved,
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