b9bb73db69ad7b85d081273ef4e568cde2e68cc4
36 Commits
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b9bb73db69 |
A.4 card-deck stack icon + game_kit applet's Card Decks polarization (×2) tooltip decoration — TDD. Sprint A.4 of [[project-image-based-deck-face-rendering]] (folded down from the originally-standalone Sprint D per [[project-card-deck-icon]] 2026-05-25 PM scope-fold). Replaces the <i class="fa-regular fa-id-badge"> placeholder on .token.deck-variant in the gameboard's Game Kit applet w. a new inline SVG card-stack icon: 3 rect children (rx=2.5, 20×32 viewport units inside a 32×48 viewBox to land 5:8 tarot card aspect), stacked tightly at rest w. ±0.4px vertical micro-offsets (suggests stack depth without separating cards visually), whole stack rotated 5° clockwise via .deck-stack-icon__stack group transform. On :hover / :active / :focus of the parent .token.deck-variant, cards 2 + 3 fan out symmetrically — card 2 translates (-5px, -2px) + rotates -12°, card 3 translates (+5px, -2px) + rotates +12° — card 1 stays put on top. Fan-out CSS pseudo-classes match the existing JS-portal tooltip trigger so the splay animation + tooltip-appearance co-activate as user spec'd. Placeholder card-back design: solid --priUser fill + currentColor stroke (= --terUser); detailed Earthman planet-impact illustration deferred to a future art-asset commit (the SVG structure is ready to receive richer fills + pattern elements without re-jigging the stack/fan transforms). Drop-shadow for "lifted off the felt" depth cue: 0.08rem 0.08rem 0.15rem rgba(0, 0, 0, 0.6) — softer than the my-sign-stage card's tray-card-style 1,1 black silhouette since the icon is small + always on a felt background. SVG itself uses overflow: visible so the fan-out exceeds the viewBox bounds; transform-box: fill-box + transform-origin: 50% 50% ensure rotation centers on each card's own geometric center (not the viewBox center). New _deck_stack_icon.html partial in templates/apps/gameboard/_partials/ keeps the SVG markup DRY for the future room.html pile + deck-bag rollouts (per [[project-card-deck-icon]] "other surfaces deferred to later sprints"). New .tt-x2 style in %tt-token-fields placeholder mixin — --terUser color + font-weight 600 — appended inline in .tt-description for is_polarized=True decks (Earthman today): "106-card Tarot deck (×2)" where the (×2) signals "double-polarized = 6 segments = fills 2× as many seats" per [[project-card-deck-icon]]'s decoration rule. Non-polarized decks (Tarot RWS, future Minchiate) render the description without the suffix. 3 new ITs in GameboardViewTest: SVG card-stack renders w. 3 rect children + fa-id-badge gone; polarized Earthman tooltip carries .tt-x2 w. "×2" content; non-polarized RWS tooltip lacks .tt-x2. Out of scope this commit: the dedicated /game-kit/ page's .gk-deck-card rectangles (different template — _game_kit_sections.html) keep their fa-id-badge for now; folding them into the new icon happens in a follow-up "Card Decks rectangle teardown" sprint per user spec ("by the time we finish A.8 the dynamically shaped rectangles around the deck <i> els and their names will be no more"). Tests: 3 new ITs green; 27/27 GameboardViewTest class green; 1293/1293 IT+UT total green (68s; +3 from A.3-polish's 1290). Visual verify pending: browser refresh expected to show the stacked-3-card icon w. 5° rest tilt, fan-out on hover, tooltip + (×2) decoration on Earthman
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> |
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50a12bccab |
A.3-polish: cross-deck sig picker (MINOR + MIDDLE courts) + My Sea applet sig-decoupling — TDD. Two user-reported bugs caught during A.3 visual verify (2026-05-25 PM). Bug 1: my_sign picker shows only 2 cards (Major 0 + 1) for Minchiate-equipped users since _sig_unique_cards_for_deck filters by arcana=MIDDLE which Minchiate (and any non-Earthman tarot family) doesn't classify its courts as — Minchiate courts are MINOR per its standard structure. User spec confirmed: my_sign picker = courts + Major 0/1 for EVERY deck (NOT segment-limited, NOT arcana-classification-limited). Fix: broaden the filter to arcana__in=[MIDDLE, MINOR] so courts qualify regardless of how the deck classifies them. For Earthman, behavior unchanged (no MINOR 11-14 cards exist in seed — its courts are exclusively MIDDLE); for Minchiate + RWS, picker expands from 2 → 18 cards as designed. Two side-by-side suit queries (brands_crowns + blades_grails) collapse to a single 4-suit query since the union was already covering all 4 — that was historical artifact, not segment-limiting in effect. Bug 2: deleting the user's sig on /billboard/my-sign/ blanks the My Sea applet on /gameboard/ even though the saved MySeaDraw spread is still in the DB (visible on /billboard/my-sea/), reappearing only when any sig is re-selected. Root cause: _applet-my-sea.html gated the slot-render branch on {% if not request.user.significator_id %} first, treating no-sig as "no draws yet" regardless of actual draw state. But MySeaDraw rows carry their own significator_id snapshot at first-draw time (gameboard.models.MySeaDraw doc lines 130-132) precisely so user-sig clearing doesn't invalidate saved draws — the template ignored that contract. Fix: invert the template branches — slot render now keys solely on my_sea_slots; the sig-gate Brief banner only fires in the empty-state branch when ALSO not request.user.significator_id (the "fresh user, no draws, no sig" case). MySeaDraw display now correctly decoupled from current sig state — sig deletion only matters for users who haven't drawn yet. Companion code: _sig_unique_cards_for_deck docstring updated to articulate the cross-deck symmetry rule ("courts recognized by rank 11-14 regardless of arcana classification") + the spec-confirmed non-segment-limitation. 1 new regression IT in GameboardViewTest.test_my_sea_applet_renders_slots_even_when_user_significator_cleared locks Bug 2's fix: creates a MySeaDraw row w. one filled slot, then sets User.significator=None, GETs /gameboard/, asserts the filled slot still renders + "No draws yet" empty state is absent. Tests: 1 new IT green; 810/810 epic+gameboard+billboard ITs green; 1290/1290 IT+UT total green (70s, +1 from A.3's 1289). No FT changes needed — Bug 1's fix changes the count of cards in the picker grid; existing FTs that count cards target Earthman where the count is unchanged. Visual verify still pending; user will confirm both fixes via Claudezilla browser session
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> |
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f107522b20 |
A.0 image-rendering schema + RWS rename + canonical-Earthman suit collapse — TDD. Sprint A.0 of [[project-image-based-deck-face-rendering]]. Adds three DeckVariant fields: has_card_images (BooleanField default=True — Earthman keeps False until its artwork ships, every new deck defaults True), family (CharField choices=[earthman, italian, english, playing] default=earthman — drives per-family display + filename slug mapping per [[reference-card-image-naming-convention]]), is_polarized (BooleanField default=False — Earthman is True today; Sprint A.4 game_kit applet will render "(×2)" in --terUser for polarized decks; Sprint C+B segment model uses it for segment-count logic). TarotCard.SUIT_CHOICES collapses from 8 values to 4 canonical Earthman values (BRANDS / CROWNS / GRAILS / BLADES); WANDS / CUPS / SWORDS / PENTACLES dropped — they were duplicative at the structural level since sig_deck_cards + levity/gravity_sig_cards already treated [WANDS, BRANDS, CROWNS] as one segment and [SWORDS, BLADES, CUPS, GRAILS] as another (so the project already *functionally* equated them; the lock just makes that explicit). Per-family display vocab (batons for Italian, wands for English, clubs for Playing) lives in Sprint A.2's display_suit_name property, not in the enum. Audit 2026-05-25 revealed the existing fiorentine-minchiate DeckVariant is actually 78-card RWS Tarot in disguise (22 majors numbered 0-21 w. RWS names: The Fool / The Magician / ... / The World; 56 minors in 4 suits × 14 cards) — NOT Minchiate (which has 40 trumps + 1 Il Matto + 56 minors = 97 cards). Migration 0012 renames the slug → tarot-rider-waite-smith, name → "Tarot (Rider-Waite-Smith)", sets family='english', has_card_images=False, is_polarized=False — and revocabs its 56 minor cards' suits in-place (WANDS→BRANDS, CUPS→GRAILS, SWORDS→BLADES, PENTACLES→CROWNS) so they match the new canonical enum. FKs (User.equipped_deck, User.unlocked_decks, TableSeat.deck_variant, etc.) survive untouched — slug-only changes don't break referential integrity. Earthman fields set explicitly in 0012 too (family=earthman, has_card_images=False, is_polarized=True). Companion code simplifications: sig_deck_cards + _sig_unique_cards_for_deck queries shrink from suit__in=[3 values] and [4 values] to [2 values] each (one per segment); TarotCard.suit_icon mapping shrinks from 8 entries to 4; gameboard.views.tarot_fan._suit_order shrinks from 8 keys to 4. Existing test files updated: test_game_room_tray.py (largest update — self.fiorentine → self.rws, id_kit_fiorentine_deck → id_kit_tarot_deck (template-id derives from deck.short_key = first slug segment), assertion "Fiorentine" → "Rider-Waite-Smith"); test_game_room_deck_contrib.py (same pattern, smaller); lyric/test_models.py + gameboard/test_views.py (slug literal swaps only); epic/test_models.py _make_sig_card test fixtures: "WANDS"→"BRANDS", "CUPS"→"GRAILS". 14 new ITs in DeckSchemaA0Test cover the schema additions + migration outcomes (field existence + choice values + earthman has all three fields set correctly + RWS rename verified + RWS cards use canonical suits + dropped enum values absent from SUIT_CHOICES). Tests: 14 new green; 1255/1255 IT+UT total green (38s); no regressions. Out of scope: Sprint A.1 will seed the actual Minchiate Fiorentine 1860-1890 (97-card) DeckVariant + TarotCard rows w. family='italian', has_card_images=True; A.2 adds the image_filename + display_suit_name properties that consume the new family field; A.3+ wires the render branches across 6 surfaces
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> |
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92df686d80 |
fix: significator_reversed=polarity bug + Pattern B name-swap rendering + qualifier-aware applet faces + sticky PAID DRAW + cooldown anchor on User + stat-block polarity unification across Sig/Sea/Fan/applets
Five-thread sprint atop 53cd7af; all 1238 IT/UT green (no FTs run per [[feedback-ft-run-discipline]]).
**Thread 1 — User.significator_reversed is the POLARITY axis, not orientation.** The saved sig was rendering as a gravity reversal when the user saved a levity emanation. Root cause: `my_sign.html` JS post-save load called `_toggleOrientation()` whenever `revInput.value==='1'` (SPIN-ing a card whose flag only meant "polarity=levity"); `_applet-my-sign.html` applied `.stage-card--reversed` + `keywords_reversed` for the same flag. Fix: JS drops the `_toggleOrientation()` call (saved sigs are always upright in their polarity, never spun); the applet drops the rotation class, swaps to `my-sign-applet-card--{levity,gravity}` modifier, and always renders `keywords_upright` / "Emanation". `data-polarity` cascades correctly. Memory: [[feedback-significator-reversed-is-polarity]].
**Thread 2 — qualifier rendering on the My Sign + My Sea applets.** Both applets were rendering name only — no qualifier word. Added `TarotCard.applet_face(polarity, reversed)` (model method) + `User.sig_face` (delegator for the saved sig) returning `{title, qualifier, qualifier_first}` payload that mirrors `populateCard` in `stage-card.js`. `latest_draw_slots()` augments each slot dict w. `face`. Templates render `.fan-card-qualifier` + `.fan-card-name` in the order the payload dictates (non-Major: qualifier-above-title; Major+qualifier: title-with-trailing-comma above qualifier; polarity-split: single-line title). Typography matched to title (same bold, same size, same color via `color: inherit` w. polarity-pin at 0,3,0 specificity to beat `_card-deck.scss:376-383`'s 0,2,0 `.fan-card-face .fan-card-name` rule that out-cascades when loaded after gameboard).
**Thread 3 — My Sea cooldown bugs.** Two: (a) PAID DRAW button reverted to FREE DRAW after one navigation cycle because `my_sea_paid_draw` deleted the row at commit time — without a row, `quota_spent=False` on next render. (b) Brief's "next free draw at" was anchored to the most recent paid draw, not the original free draw. Fix: new `User.last_free_draw_at` field (set in `my_sea_lock` when a fresh row lands AND user wasn't already in cooldown — i.e., this is a tokenless free draw); paid draws NEVER touch it. New `MySeaDraw.paid_through_at` field stamped at commit time + cleared in `my_sea_lock` when the first card of the paid session lands (one-shot credit per user-spec: "each redraw needs a new token"). `my_sea_paid_draw` no longer deletes the row — clears hand+deposit, sets `paid_through_at`, redirects to `?phase=picker`. View's landing button uses `show_paid_draw` (`deposit_reserved OR paid_through_at`) so PAID DRAW persists across navigation until the paid session's first card lands. Brief reads `user.next_free_draw_at` (= `last_free_draw_at + 24h`) w. row-fallback for legacy test fixtures. 11 new ITs (`MySeaCooldownAnchoredToFreeDrawTest`, `UserFreeDrawCooldownPropertyTest`, expanded `MySeaPhasePickerQueryParamTest`, expanded `my_sea_lock` tests). Existing `test_paid_draw_deletes_active_draw_row` rewritten as `test_paid_draw_preserves_row_and_sets_paid_through_at`. 1 new FT pinning the navigation-persistence regression. Memory: [[feedback-my-sea-cooldown-design]].
**Thread 4 — Pattern B / B' Major reversal name-swap.** Card 34's My Sea applet rendered the reversal as "Animal Powers, Patrilineage" (Patrilineage treated as a qualifier). User-locked semantics: for Majors w. BOTH polarity qualifiers AND a `reversal_qualifier`, the `reversal_qualifier` field carries the NAME SWAP for the reversal face; the polarity qualifier persists across both faces. Affected cards: 2-5 (Pope/Horseman), 10-15 (Elements), 22-33 (Zodiac → Houses), 34-35 (Lunars), 41 (Asteroid Belt). Pattern B': cards 16-18 (Realms — Disco Inferno → Shame etc.) reversal face drops the qualifier entirely; new `TarotCard.reversal_drops_qualifier` BooleanField marks these (set True on 16-18 via `epic/0010_set_reversal_drops_qualifier_realms.py` data migration). `applet_face()` + `stage-card.js::populateCard` both branch on `arcana==MAJOR AND reversal_qualifier AND polarity_qualifier` → Pattern B/B' rendering. Non-Major `reversal_qualifier` semantics unchanged (middle court: "Queen of Crowns" stays as title, "Vacant" renders as the reversal-face qualifier). New data attr `data-reversal-drops-qualifier` added to `my_sign.html`, `_sig_select_overlay.html`, `_tarot_fan.html` so stage-card.js can read it via dataset. `card_dict()` extended w. the same field. 3 new UTs (`TarotCardAppletFaceTest`: Pattern B name swap, Pattern B' qualifier drop, non-Major regression pin). Old `test_reversed_uses_reversal_qualifier_with_comma_for_major` deleted (it pinned the conflated old behavior).
**Thread 5 — unified card + stat-block polarity convention across all 6 surfaces** (Sig Select, Sea Select stage modal, Game Kit fan, My Sign applet, My Sea applet, room.html). User-locked: card and adjacent stat block always carry OPPOSITE-polarity bgs (gravity card --priUser → stat block --secUser; levity card --secUser → stat block --priUser). `.is-reversed` (SPIN) is preview-only — never shifts bg. Per-card scoping (NOT page-wide) — drawn sea cards each carry their own polarity from the deck stack; `.sea-stage--{gravity,levity}` parent rules + `.tarot-fan-wrap[data-polarity=...]` parent rules cascade to their respective stat blocks. `game-kit.js` `_populateStage` + `_flipActive` mirror `_polarity` onto `.tarot-fan-wrap` so SCSS can pick it up without touching the stat block directly. Sea-stat-block was previously stuck at --priUser regardless of polarity; fan-stage-block ditto. Both inverted now. Memory: [[feedback-card-polarity-convention]].
**Bundled polish across the same surfaces** (each one a small visible item the user spotted during the sprint):
- My Sign applet card: levity polarity flips bg to --secUser + border to --priUser + ink to --quiUser (matches page stage card at `_card-deck.scss:1002-1019`). Gravity stat block flips to --secUser bg w. --quiUser label ink + --priUser keyword ink (matches `_card-deck.scss:1042-1046`).
- Qualifier + title share typography (font-size, weight, polarity-color, text-wrap). `.fan-card-face { gap: 0 }` + `line-height: 1.15` so qualifier sits directly above title at the title's own line-height. `.fan-card-arcana { margin-top }` reserves breathing room below.
- `.fan-card-qualifier:empty { display: none }` collapses polarity-split / Major-no-qualifier cards cleanly.
**Memory recorded**:
1. [[feedback-ft-run-discipline]] — re-pinned 2026-05-23 after I burned a multi-minute full-FT-suite run mid-task. Default loop is IT/UT only. FT runs must be ONE test method by full dotted path; never a whole file; never re-run an already-green FT.
2. [[feedback-significator-reversed-is-polarity]] — the flag is polarity (FLIP), not orientation (SPIN); SPIN never persisted; saved sigs always upright in their polarity.
3. [[feedback-card-polarity-convention]] — opposite-polarity stat-block bg, per-card scoping, SPIN never shifts bg, the full color table.
4. [[feedback-my-sea-cooldown-design]] — cooldown anchored to User.last_free_draw_at, paid draws never reset it, paid_through_at is a sticky one-shot credit, button state machine.
**Files** (every uncommitted file folded in — session work + pre-existing modifications):
Models / migrations:
- `apps/epic/models.py` — `applet_face()` extended w. Pattern B/B' branches; new `reversal_drops_qualifier` BooleanField.
- `apps/epic/migrations/0009_reversal_drops_qualifier.py` — schema.
- `apps/epic/migrations/0010_set_reversal_drops_qualifier_realms.py` — data migration setting flag True on cards 16-18.
- `apps/epic/utils.py` — `card_dict` carries `reversal_drops_qualifier`.
- `apps/gameboard/models.py` — `paid_through_at` field; `latest_draw_slots()` attaches `face` payload per slot; `active_draw_for` docstring refreshed.
- `apps/gameboard/migrations/0003_myseadraw_paid_through_at.py` — schema.
- `apps/lyric/models.py` — `last_free_draw_at` field; `free_draw_cooldown_active` + `next_free_draw_at` props; `sig_face` delegator.
- `apps/lyric/migrations/0013_user_last_free_draw_at.py` — schema.
Views:
- `apps/gameboard/views.py` — `my_sea` view button state machine (`show_paid_draw` / `show_gate_view` / `show_picker`); `my_sea_lock` sets `last_free_draw_at` on free-draw + clears `paid_through_at` on paid-session first card; `my_sea_paid_draw` preserves row + stamps `paid_through_at`.
JS:
- `apps/epic/static/apps/epic/stage-card.js` — `fromDataset` reads `reversal_drops_qualifier`; `populateCard` branches Pattern B / B' for the reversal face.
- `apps/gameboard/static/apps/gameboard/game-kit.js` — mirrors `_polarity` onto `.tarot-fan-wrap` so SCSS can invert the fan-stage-block bg per active card.
Templates:
- `templates/apps/billboard/my_sign.html` — JS drops `_toggleOrientation()` on saved-sig load; sig-card grid carries `data-reversal-drops-qualifier`.
- `templates/apps/billboard/_partials/_applet-my-sign.html` — drops `stage-card--reversed`, adds polarity modifier, renders qualifier via `sig_face` payload, always shows Emanation keywords + label.
- `templates/apps/gameboard/_partials/_applet-my-sea.html` — renders qualifier via `slot.face` payload (Pattern B/B' aware).
- `templates/apps/gameboard/_partials/_sig_select_overlay.html` + `_tarot_fan.html` — `data-reversal-drops-qualifier` added to sig-card grid + fan cards.
- `templates/apps/gameboard/my_sea.html` — landing button form swaps to `show_paid_draw` / `show_gate_view` flags.
SCSS:
- `static_src/scss/_billboard.scss` — My Sign applet card polarity inversion (levity bg + ink), polarity stat-block inversion (gravity → --secUser bg), qualifier+title shared typography, polarity-aware ink via `color: inherit`.
- `static_src/scss/_card-deck.scss` — sea-stat-block polarity rules (`.sea-stage--gravity/levity .sea-stat-block`), fan-stage-block polarity rules (`.tarot-fan-wrap[data-polarity] .fan-stage-block`), comments documenting fallback bgs.
- `static_src/scss/_gameboard.scss` — `.my-sea-slot--filled.--gravity/--levity` pin `color: inherit` on `.fan-card-corner`, `.fan-card-qualifier`, `.fan-card-name`, `.fan-card-arcana` (0,3,0 beats global 0,2,0). Slot label keeps original wrap-sibling placement w. `z-index: 2` to render above the dotted bottom border on empty slots.
Tests:
- `apps/billboard/tests/integrated/test_views.py` — updated `test_my_sign_applet_renders_card_when_sig_set` to assert polarity modifier + qualifier text + Emanation-only; new `test_my_sign_applet_renders_gravity_qualifier_when_not_reversed`.
- `apps/epic/tests/unit/test_models.py` — `TarotCardAppletFaceTest` (Pattern B name swap, Pattern B' qualifier drop, non-Major regression pin, polarity-split, reversal qualifier fallback).
- `apps/gameboard/tests/integrated/test_views.py` — `MySeaCooldownAnchoredToFreeDrawTest` (5 tests pinning cooldown anchor on User, sticky PAID DRAW, paid-through credit consumption); `UserFreeDrawCooldownPropertyTest` (4 tests); expanded `MySeaPhasePickerQueryParamTest` w. paid-through-shows-PAID-DRAW-btn assertion; expanded `my_sea_lock` tests (free-draw-anchors-last_free_draw_at, paid-draw-leaves-anchor-alone, first-paid-card-consumes-credit); My Sea applet qualifier IT (Major comma format end-to-end).
- `functional_tests/test_game_my_sea.py` — `test_paid_draw_commits_token_and_redirects_to_picker` updated to assert row preservation + paid_through_at stamping; new `test_paid_draw_btn_persists_after_navigation_without_card_draw` pinning the user-reported regression.
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Sonnet 4.6 <noreply@anthropic.com>
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53cd7afeb4 |
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>
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8dd4347dbe |
fix: gate token-picker now equip-gated — User.equipped_trinket is the sole opt-in for trinket-as-token use at BOTH gatekeepers (/gameboard/room/<id>/gate/ + /gameboard/my-sea/gate/). Old flat-priority chain (PASS→BAND→COIN→FREE→TITHE) silently consumed a DOFFed-but-owned COIN when the user clicked the rails — current_room advanced, no inventory decrement, wallet looked unchanged. User-reported 2026-05-21 as "free for all" admit when no trinket equipped. Root cause: select_token + _select_my_sea_token ignored equipped_trinket_id entirely + just grabbed the highest-priority owned token regardless of equip state, making the equip slot a decorative no-op. **Fix**: both pickers now start from user.equipped_trinket_id; equipped PASS (staff)/BAND/COIN-with-no-current-room → return it; equipped CARTE → fall through (CARTE is opt-in via kit-bag click that sets token_id POST param routed through drop_token's explicit branch, NOT select_token); my-sea additionally checks COIN cooldown (next_ready_at <= now); no equipped trinket OR equipped trinket invalid → FREE (FEFO) → TITHE → None. **Fresh-query defense**: pickers query user.tokens.filter(pk=user.equipped_trinket_id).first() instead of the cached user.equipped_trinket FK descriptor — descriptor goes stale across mid-request state changes + bites tests where tokens.all().delete() triggers SET_NULL cascade but the Python object stays unrefreshed (SQLite reuses deleted PKs so a coincidentally-matching new token slips through). TDD — new SelectTokenEquipGatedTest (7 ITs) + SelectMySeaTokenEquipGatedTest (6 ITs) pin: skip-unequipped-COIN → FREE; skip-unequipped-BAND → TITHE; no equip + no consumables → None; CARTE equipped → falls through; equipped-COIN-in-use-elsewhere falls through; staff with unequipped PASS falls through; my-sea cooldown-COIN-equipped falls through. **Existing tests updated** (5 cases pinned the old flat-priority semantic + needed equipping explicit before assertion): SelectTokenTest.test_returns_pass_for_staff + test_returns_band_when_equipped + test_pass_wins_when_equipped_over_band + SelectMySeaTokenTest.test_pass_wins_priority_for_staff (now equip PASS first); ConfirmTokenPriorityViewTest.test_pass_not_consumed_and_coin_not_leased + TokenPriorityTest.test_staff_backstage_pass_bypasses_token_cost (FT) now DON the PASS before clicking rails. SelectMySeaTokenTest.setUp adds refresh_from_db() after tokens.all().delete() so the cascade SET_NULL on equipped_trinket_id is reflected in the Python object. 1160 IT/UT + 5 TokenPriority FTs green. Trap captured: [[feedback-equip-slot-gates-trinket-use]]
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> |
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f59c1af89a |
fix: /gameboard/my-sea/ sig polarity now matches /billboard/my-sign/ — two-bug stack. **Bug 1 (primary):** my_sea.html:10 had {% if significator_reversed %}gravity{% else %}levity{% endif %} — INVERTED from my_sign.html:22's {% if current_significator_reversed %}levity{% else %}gravity{% endif %} + its JS _polarity() (revInput.value === '1' ? 'levity' : 'gravity'). Same User.significator_reversed value produced opposite polarity styling across the two surfaces → a levity sig picked on my-sign rendered gravity-styled on my-sea (--priUser bg + --secUser text); a gravity sig rendered levity-styled. User-reported 2026-05-21. **Bug 2 (latent, masked by Bug 1):** .sea-sig-card hardcoded .fan-corner-rank + i to color: rgba(var(--secUser), …) — fine against gravity's --priUser bg, but against levity's --secUser bg (set by .sig-stage-card in the polarity rule at _card-deck.scss:935-943) the rank + suit-icon collided w. the bg and disappeared. Bug 1 was hiding this: levity sigs were getting rendered gravity-styled (visible), so the invisibility only surfaced for gravity sigs (which got levity-styled). Fixing Bug 1 alone would've exposed Bug 2 for the previously-fine levity case → fix both in one shot. **Bug 2 fix:** switch .fan-corner-rank + i to color: currentColor w. opacity preserved (0.85 / 0.75); add explicit color: rgba(var(--secUser), 1) on the default .sig-stage-card.sea-sig-card rule so gravity inherits secUser; levity polarity rule already sets .sig-stage-card { color: rgba(var(--priUser), 1) } so it cascades down through currentColor. TDD — new MySeaPolarityMatchesMySignTest (2 ITs) pins both pages to the same User.significator_reversed → data-polarity mapping: unreversed → gravity on BOTH surfaces; reversed → levity on BOTH. 1147 IT/UT green. Visual verify deferred to user — the SCSS edge case wasn't reachable via Selenium (computed-style-on---secUser would require palette resolution at runtime)
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> |
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0f60c73f3b |
fix: Token.PASS is now model-enforced as staff-only — Token.clean/save raise ValidationError when a non-staff user is the FK target. Staging bug 2026-05-21 — admin awarded a PASS to a non-admin via Django admin; row was created + showed in the user's wallet, but every game-side surface (gameboard, game-kit, gate-pad select_token, _select_my_sea_token) had always filtered PASS behind is_staff, so the token was unequippable + unusable. Five is_staff-gated PASS surfaces made PASS a deliberate staff-only trinket; the wallet was the lone outlier surfacing it. Bundled: wallet view (+ HTMX toggle partial) now gates pass_token behind is_staff mirroring the gameboard pattern — defense-in-depth in case any future bypass writes a stray row. TDD — new ITs: PassTokenStaffOnlyGuardTest (model raises for non-staff, accepts for staff, leaves other token types unaffected); WalletPassTokenVisibilityTest (3 cases pin wallet + HTMX gating); TokenAdminFormTest.test_pass_token_for_non_staff_user_is_invalid + test_pass_token_for_staff_user_is_valid. Adjusted 2 existing tests that incidentally exercised the now-blocked pattern (test_paid_draw_with_pass_does_not_consume, test_pass_token_is_not_consumed — both flip is_staff = True inline before Token.objects.create); dropped PASS from test_other_token_types_do_not_require_expires_at's loop (covered by the new dedicated tests). 1133 IT/UT green. A non-admin "boost-pass" variant lands as a distinct token_type later, NEVER by relaxing the staff gate — captured in [[feedback-pass-token-staff-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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4417b8c972 |
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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3fc5491372 |
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> |
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7b7e80520a |
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>
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c1a8133345 |
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 (
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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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