b76d3c5dff505a0ee83e6c29a5df2a84985d57aa
24 Commits
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b76d3c5dff |
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> |
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ca2a62fd84 |
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>
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f154d660bd |
My Sea per-spread positions + draw-order JS config + position labels — Sprint 5 iter 3 follow-up — TDD
User-locked spec 2026-05-19: each three-card spread uses a DIFFERENT 3-position subset of the 6 surrounding positions, in its own draw order. Replaces the iter-3 binary `data-spread-shape="three-card|six-card"` model w. per-spread `data-spread="<value>"`. Closes iter 3 cleanly + scaffolds the draw-order data iter 4 will consume. Position subsets (per spread): PPF → leave (1) · cover (2) · loom (3) SAO → lay (1) · cover (2) · crown (3) MBS → crown (1) · lay (2) · loom (3) DOS → loom (1) · cross (2) · cover (3) Waite-Smith → all 6 surrounding (cover · cross · crown · lay · loom · leave) Escape Velocity → all 6 surrounding (cover · cross · lay · leave · crown · loom) All 6 cells continue to render in DOM unconditionally — `.my-sea-cross[data-spread="<value>"]` SCSS rules hide inactive positions per spread via `display: none`. Cover/cross live nested inside `.sea-pos-core` so their absolute-overlay positioning rules from `_card-deck.scss:1310-1331` carry over for free. **Position labels** (re-appropriated `.sea-stack-name` typography per user) — `.sea-pos-label` inside each empty `.sea-card-slot--empty` carries the per-spread caption. Server-renders SAO's labels by default (lay=Situation, cover=Action, crown=Outcome); JS swaps labels via `POSITION_LABELS[spread]` lookup on combobox change. Inactive-for-spread positions render their span w. empty `textContent` so JS only has to set text, never toggle visibility. Celtic Cross variants share the gameroom's existing position vocabulary (Crown/Beneath/Cover/Cross/Before/Behind). **DRAW_ORDER JS const** baked into the inline picker IIFE — array of position names per spread, ready for iter 4's deck-click-deposit logic to consume. Exposed via `window._mySeaDrawOrder` so iter-4 click handlers can `window._mySeaDrawOrder[currentSpread][nextSlotIdx]` to resolve the target position. No click handlers wired yet — iter 4 territory. **Selenium trap caught**: the combobox click-twice-on-the-toggle bug — re-clicking the combobox while `aria-expanded='true'` closes the dropdown (combobox.js's toggle behavior). Test 3's spread-cycling iterates through 6 spreads, each needs the dropdown OPEN before clicking a new option; added a `_pick(value)` helper that checks `aria-expanded` first. Files: - `templates/apps/gameboard/my_sea.html` — `.my-sea-cross[data-spread]` w. server-rendered default; each empty slot wraps a `<span class="sea-pos-label" data-position="<name>">` (SAO labels seeded inline, others empty initially); inline IIFE adds `DRAW_ORDER` + `POSITION_LABELS` consts + `syncLabels()` that swaps captions on `change`. - `static_src/scss/_gameboard.scss` — drops the `data-spread-shape="three-card"|"six-card"` rules; adds 4 per-spread visibility rules (PPF/SAO/MBS/DOS). Celtic Cross variants inherit the gameroom's full 3×3 grid w. no overrides. `.sea-pos-label` style mirrors `.sea-stack-name` from _card-deck.scss line 1557 (small-uppercase-letter-spaced-scaleY) sans the polarity color — these aren't deck identifiers, just spread-position captions. - `apps/gameboard/tests/integrated/test_views.py` — IT `test_cross_carries_initial_three_card_spread_shape` renamed + retargeted to `data-spread="situation-action-outcome"`; new IT `test_template_renders_sao_position_labels_on_default` pins the seeded SAO labels + empty spans for inactive positions. - `functional_tests/test_game_my_sea.py` — iter-2's `test_picker_hides_six_card_only_positions_by_default` renamed to `test_picker_renders_sao_default_position_subset` w. SAO-specific visibility expectations (lay/cover/crown visible; leave/loom/cross hidden). iter-3's `test_picking_celtic_cross_reveals_six_card_positions` rewritten + expanded to `test_picking_spread_swaps_data_spread_and_position_visibility` — cycles through all 6 spreads, asserts `data-spread` attribute + per-position `is_displayed()` for each. New `test_per_spread_position_labels_render_and_update` cycles through 5 spreads (SAO default + 4 switches) asserting captions match the spec. Tests: 33/33 FT green across test_bill_my_sign + test_game_my_sea; 1049/1049 IT/UT green in 52s. Code architected by Disco DeDisco <discodedisco@outlook.com> Git commit message Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com> |
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fd5db951a7 |
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>
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f5fc1e15f8 |
My Sea picker phase: three-card cross (sig + cover/leave/loom) — Sprint 5 iter 2 of My Sea roadmap — TDD
After the FREE DRAW click on iter 1's landing swaps `data-phase` to `picker`, the picker now renders a stripped Celtic Cross: user's saved significator pinned in `.sea-pos-core`, three drawn-card drop zones around it — cover (overlaid on sig), leave (left of core), loom (right of core). Crown / lay / cross from the gameroom's 6-position spread are deliberately forsaken (user-locked spec).
DRY w. the gameroom sea-overlay: reuses `.sea-cards-col` + `.sea-cross` + `.sea-crucifix-cell` + `.sea-pos-*` + `.sea-card-slot--empty` + `.sea-sig-card` classes & their _card-deck.scss styling (1181-1331). Only divergence from the room: a `.my-sea-cross` modifier in `_gameboard.scss` overrides `grid-template-areas` from the room's `". crown . / leave core loom / . lay ."` 3×3 to a single-row `"leave core loom"` — drops the crown + lay rows since those positions are forsaken. Cover stays nested inside `.sea-pos-core` so the absolute-overlay rules from _card-deck.scss line 1310-1331 carry over for free.
Picker bg = `rgba(var(--duoUser), 1)` on `.my-sea-page[data-phase="picker"]` — parallels `.my-sign-page[data-phase="picker"]` from _card-deck.scss line 704, so the landing→picker swap reads as a continuous surface (hex face → felt) like on /billboard/my-sign/.
The sig card renders w. `data-card-id="{{ significator.id }}"` + `.fan-corner-rank` + `.fa-solid {suit-icon}` (mirrors the gameroom's `.sea-sig-card` minimal markup at `_sea_overlay.html` line 33-39). Full card-face / FYI / SPIN wiring deferred — iter 3 lands the form col + interactive draw flow.
View context: `my_sea` now passes `significator` (FK pass-through) + `significator_reversed` so the template can render the corner rank + suit icon at render time without re-fetching.
- 3 FTs in new `MySeaPickerPhaseTest`: sig card w. `data-card-id` matching `user.significator.id` in `.sea-pos-core`; cover/leave/loom empty drop zones render; crown/lay/cross absent. Shared `_enter_picker_phase()` helper polls for `data-phase='picker'` after the ~800ms seat-1C animation delay.
- 4 ITs in new `MySeaPickerPhaseTemplateTest`: server-render contract for sig in core + cover/leave/loom classes + forsaken-positions-absent + picker entirely absent when user has no sig (4b gate precedence).
Tests: 28/28 FT green across test_bill_my_sign + test_game_my_sea (~219s); 1041/1041 IT/UT green (53s).
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Sonnet 4.6 <noreply@anthropic.com>
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285597b467 |
My Sea FREE DRAW + seat-1C seated transition — Sprint 5 iter 1 follow-up — TDD
Iter-1 follow-up after the user re-spec'd the FREE DRAW click behavior:
- **Btn label** DRAW SEA → FREE DRAW (the 1/24h free-quota draw). Element ID `id_draw_sea_btn` retained — describes intent, not label, so a future sprint can conditionally swap the label back to DRAW SEA once the daily free has been used (at which point the btn calls the room gatekeeper partial for token-deposit per [[project-my-sea-roadmap]] Sprint 6).
- **Chair seat markup** — each `.table-seat` now renders w. `.fa-chair` + `.seat-position-label` (1C-6C) + `.position-status-icon.fa-solid.fa-ban` mirroring the room's hex grammar from `_table_positions.html`. **`.seat-position-label`** (not `.seat-role-label`) because my-sea is the solo flow — no roles — and the existing room class carries role-grammar semantics that don't apply here. New class gets its own grid placement in `_gameboard.scss` (col 2 / row 1 default, col 1 for left-side seats 3/4/5 per the room's flip rule).
- **FREE DRAW click flow** — (1) seat 1C immediately gains `.seated` class & its `.fa-ban` icon swaps to `.fa-circle-check`; (2) after 800ms (so the user sees the seat animation against `_room.scss`'s 0.6s `color`/`filter` transition on `.fa-chair`), `data-phase` swaps to `picker` & landing hides. Seat 1C-only because my-sea is single-user-per-page until friend-invite lands — the user always occupies the lowest-numeral seat.
- **`.table-seat.seated` SCSS** in `_gameboard.scss` — `--terUser` chair color + `drop-shadow(--ninUser)` glow. Mirrors `_room.scss:626` `.table-seat.active .fa-chair` styling but uses a stable `.seated` class (semantically distinct: `.active` = current turn in a multi-user room, `.seated` = draw-locked occupant in the solo flow). Status icon green via the existing `_room.scss:616` `.position-status-icon.fa-circle-check` rule — no new color rule needed.
- **FT/IT updates** — renamed `test_landing_renders_hex_with_draw_sea_btn` → `…_free_draw_btn` w. "FREE DRAW" label assertions; T2 extended to assert `.position-status-icon.fa-ban` on each seat at render time; T3 (formerly `…_transitions_to_picker_phase`) rewritten as `test_free_draw_click_seats_user_in_1C_then_swaps_phase` to pin the full click contract: 1C goes `.seated` + `.fa-circle-check`, seats 2-6 unchanged, picker phase swap after the delay. New IT `test_landing_renders_position_status_ban_icon_on_each_seat` asserts initial ban + `.seat-position-label` counts.
**Substring trap caught** (worth a sticky note): bare class-name substrings (`fa-ban`, `position-status-icon`) appear ALSO in the inline JS handler's `classList.remove(…)` / `querySelector(…)` arg strings → `html.count("fa-ban") = 7`, not 6. Tightened IT assertions to match the full class attribute (`class="position-status-icon fa-solid fa-ban"`) — never count bare class names in `assertContains` / `html.count` when the same class is JS-manipulated client-side.
Tests: 25/25 FT green across test_bill_my_sign + test_game_my_sea (165s); 1037/1037 IT/UT green (49s).
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Sonnet 4.6 <noreply@anthropic.com>
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de48ae226d |
My Sea DRAW SEA landing — Sprint 5 iter 1 of My Sea roadmap — TDD
DRAW SEA landing UX on /gameboard/my-sea/ for users past the [[sprint-my-sea-sign-gate-may19]] gate. DRY table hex (reused from the room shell + my-sign Sprint 4a iter 3) w. 6 chair seats labeled 1C-6C (placeholder for friend-invite per the My Sea roadmap "Six chairs retained even in solo" anchor) + central DRAW SEA `.btn-primary` mirroring SCAN SIGN on /billboard/my-sign/. Click swaps `.my-sea-page[data-phase]` from `landing` to `picker`; the picker UX itself (three-card cross w. cover/leave/loom + form col / spread dropdown / decks / LOCK HAND / DEL) lands in iters 2 + 3. The 'C' suffix on the chair labels = "Chair" (user-locked); no role semantics (this is a solo draw, not a 6-player role assignment). `.table-seat` CSS class + `data-slot` attribute preserved so the room's existing `[data-slot="N"]` positioning rules (`_room.scss` L583-588) carry over for free — no SCSS fork; just a new `.seat-label` span inside each seat. The 'Default deck warning' Brief banner from /billboard/my-sign/ fires verbatim when `user.equipped_deck` is None (the user is headed for a draw against the Earthman [Shabby Cardstock] backup unless they equip one first). Tagged `.my-sea-intro-banner` so FTs disambiguate from other Briefs. Same FYI (→ /gameboard/) / NVM (dismiss) action grammar. Bundled: BACK→NVM label swap (user-edited mid-sprint) in the existing sign-gate. CSS class `.my-sea-sign-gate__back` retained — the swap was label-only — so existing FTs targeting the class still pass; docstrings + comments updated for accuracy. Files: - `apps/gameboard/views.py` — `my_sea` view adds 2 context keys: `no_equipped_deck` (bool) + `show_backup_intro_banner` (= user_has_sig AND no_equipped_deck). The sig-gate path still wins precedence. - `templates/apps/gameboard/my_sea.html` — `.my-sea-page[data-phase="landing"]`; new `.my-sea-landing` block w. room-shell hex + `#id_draw_sea_btn` + 6 `.table-seat[data-slot="N"]` w. `<span class="seat-label">NC</span>`; new `.my-sea-picker` placeholder (`display:none` til DRAW SEA click); inline `<script>` for the click→data-phase swap + scaleTable re-fire on next tick (mirrors my-sign's iter-3 RAF dispatch); copies the my-sign Brief banner script block verbatim w. `.my-sea-intro-banner` post-render tag. - `static_src/scss/_gameboard.scss` — new `.my-sea-page` + `.my-sea-landing` + `.my-sea-picker` rule blocks mirroring `.my-sign-page` / `.my-sign-landing` from `_card-deck.scss`. `.seat-label` styled in `--terUser` to match the chair iconography. - `apps/gameboard/tests/integrated/test_views.py` — `+7 ITs` in new `MySeaDrawSeaLandingViewTest` pinning the context keys + presence/absence of `#id_draw_sea_btn` + 6 `data-slot=N` w. `NC` labels + Sprint 4b gate's precedence over the new landing. - `functional_tests/test_game_my_sea.py` — `+5 FTs` in new `MySeaDrawSeaLandingTest` for the visible UX (hex + DRAW SEA, 6 seats labeled 1C-6C, click→picker phase swap, Brief banner on no-deck, no banner when deck equipped). Uses new `_assign_sig` helper from [[sprint-sig-page-helper-may19c]] for the user-w-sig precondition. Tests: 25/25 FTs green across test_bill_my_sign + test_game_my_sea in 219s; 1036/1036 IT/UT green in 50s (+7 from baseline). Code architected by Disco DeDisco <discodedisco@outlook.com> Git commit message Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com> |
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76e1bfc9ad |
My Sea applet: split sign-gate vs empty-state ITs after Sprint 4b layered the gate ahead of the empty placeholder
- test_my_sea_applet_renders_empty_state_for_new_user was written before
Sprint 4b (
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bf44628536 |
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>
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bc77296dd4 |
+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> |
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b2f1511c2d |
my-scrolls / my-games applet rows: prepend actor display_name to the body cell — the latest event's to_prose returns the action alone ("deposits a Carte Blanche…") because scroll.html splits the row across <strong>{{ event.actor|display_name }}</strong> + adjacent {{ to_prose|safe }}; the applet rows have a single middle column (<title> | <body> | <ts>) so they need both halves concatenated into .row-body; ROOM_CREATED welcome events (actor=None) keep rendering prose alone since to_prose already reads "Welcome to <name>!" — the {% if item.latest_event.actor %} guard skips the prefix, mirroring the same actor-guarded <strong> we added to _partials/_scroll.html + _applet-most-recent-scroll.html on c03fb2b so welcome lines don't carry a bogus empty actor; 2 ITs added — BillboardViewTest.test_my_scrolls_applet_row_body_includes_actor_display_name + GameboardViewTest.test_my_games_row_body_includes_actor_display_name — scoped to <span class="row-body">...stuart...deposits...</span> (regex match on the .row-body cell content) so the assertion can't pass on actor renders outside the row (the Most Recent Scroll applet on /billboard/ renders the same actor too, separately — initial pass missed this and assertIn("acto", body) matched there instead, hiding the bug); BillboardViewTest also gains test_my_scrolls_applet_row_body_no_actor_prefix_for_welcome to lock in the no-empty-prefix contract for ROOM_CREATED welcome events; 931 ITs green; settings.local.json fix-up — Bash(git add *) (literal * would only match the exact string "git add *", not git add -u) → Bash(git add:*) + companion read-only git patterns (status / diff / log / show) so the in-session commit flow stops prompting — TDD
Code architected by Disco DeDisco <discodedisco@outlook.com> Git commit message Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> |
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c08dd145c3 |
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> |
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29493c4f74 |
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>
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b1a11504f5 |
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> |
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fa68c74b51 |
deck contribution sprint 2 + Carte Blanche safeguards — TDD
Sprint 2 UI (game kit applet): - _applet-game-kit.html: in-use deck → two disabled × buttons, .tt-deck-game-name; in-use Carte Blanche → two disabled × buttons, data-current-room-name, .tt-token-room-name; tooltip content mirrors kit bag panel (Default, card count, description, Stock version) - gameboard.js buildMiniContent: 'In-Use' for tokens w. data-current-room-name set - _kit_bag_panel.html: Deck section always renders (placeholder when unequipped) View safeguards: - select_role: look up existing deck from prior seat in same room before equipped_deck (Carte Blanche multi-seat); only unequip when using equipped_deck - drop_token Carte: reject 409 if token.current_room is a different room; unequip from equipped_trinket on drop ITs: SelectRoleMultiSeatTest (2), DropTokenViewTest +3 (carte drop, unequip, lock) Code architected by Disco DeDisco <discodedisco@outlook.com> Git commit message Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com> |
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758c9c5377 |
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> |
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188365f412 |
game kit gear menu + login form UX polish; left-side position indicator flip
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game kit: new Applet model rows (context=game-kit) for Trinkets, Tokens, Card Decks, Dice Sets via applets migration 0008; _game_kit_context() helper in gameboard.views; toggle_game_kit_sections view + URL; new _game_kit_sections.html (HTMX-swappable, visibility-conditional) + _game_kit_applet_menu.html partials; game_kit.html wired to gear btn + menu; Dice Sets now renders _forthcoming.html partial; 16 new green ITs in GameKitViewTest + ToggleGameKitSectionsViewTest login form: .input-group now position:fixed + vertically centred (top:50%) across all breakpoints as default; landscape block reduced to left/right sidebar offsets only; form-control width 24rem, text-align:center; alert block moved below h2 in base.html; alert margin 0.75rem all sides; home.html header switches between Howdy Stranger (anon) and Dashboard (authed) room.html position indicators: slots 3/4/5 (AC/SC/EC) column order flipped via SCSS data-slot selectors so .fa-chair sits table-side and label+status icon sit outward Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com> |
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a5d71925fc | game kit page: four 6×3 applets (trinkets, tokens, card decks, dice sets) with applet grid; tarot fan modal with coverflow, sessionStorage position memory, and 403 guard on locked decks; unlocked_decks M2M on User with backfill migration; game kit icon wrap fix; tarot_deck.html moved to gameboard/ per template dir convention (now documented in CLAUDE.md); FTs 6–13, 2 new ITs; 360 passing [log Co-Authored-By: Claude Sonnet 4.6] | ||
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15ac3216ff |
step 17 complete: game kit deck variant cards with hover-equip mini-tooltip; DeckVariant.short_key property for template ids; equip-deck view and url in gameboard; gameboard.js unified for decks and trinkets, portals now inline-display-controlled for FT compatibility; billboard scroll fix: pos captured at event time, rAF guard prevents spurious debounce reset on first visit; 3 new ITs for Earthman deck defaults, Fiorentine not auto-assigned; gameboard IT updated for deck variant cards [git log Co-Authored-By: Claude Sonnet 4.6]
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5a811d0079 |
plugged some test coverage lacunae, incl. tests for release_slot for the Carte Blanche; select_role for ROLE_CHOICES & ROLE_SELECT; equip_trinket non-POST paths; & tooltip_shoptalk for the Tithe Token
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12146037f0 |
now that like token_types stack in UX, _0 removed from 4 test methods that previously looked for specific token's ID
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382dd5958f |
full test suite passes; .gear-btn once again moved, this time to new file _applets.scss, along with generic applet styling attrs (removed from _base & .dash, respectively); _gameboard.scss in many ways mirrors particularities of _dash, but also feat. style attrs for the Game Kit applet consumables array; sacrificed btn in the latter now that applet dimensions defined on gameboard.html
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47d84b6bf2 | extensive refactor push to continue to liberate applets from dashboard; new _applets.html & .gear.html template partials for use across all -board views; all applets.html sections have been liberated into their own _applet-<applet-name>.html template partials in their respective templates/apps/*board/_partials/ dirs; gameboard.html & home.html greatly simplified; .gear-btn describes gear menu now, #id_<*board nickname>*gear IDs abandoned; as such, .gear-btn styling moved from _dashboard.scss to _base.scss; new applets.js file contains related initGearMenus scripts, which no longer waits for window reload; new apps.applets.utils file manages applet_context() fn; new gameboard.js file but currently empty (false start); updates across all sorts of ITs & dash- & gameboard FTs | ||
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bd72135a2f |
full passing test suite w. new stripe integration across multiple project nodes; new gameboard django app; stripe in test mode on staging
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