Commit Graph

29 Commits

Author SHA1 Message Date
Disco DeDisco
d0c39b51b6 my-sea spectator Phase B: seat-2C occupancy + visitor token gate + one-shot seated glow + gear BYE — TDD
Phase B of the my-sea invite → spectator → voice blueprint. An ACCEPTED
invitee can watch the owner's my-sea read-only, deposit a token to occupy
seat 2C (opening a 24h voice window for Phase C), and BYE out. Owner's
my_sea.html is left structurally intact — the spectator gets a dedicated,
simpler my_sea_visit.html; the read-only draw reuses the existing
`latest_draw_slots` payload (no picker surgery).

- B1: my_sea_visit(owner_id) spectator view — 403 unless an ACCEPTED
  SeaInvite(owner, request.user); owner bounced to their own my_sea. Context
  forces owner-only controls off (sea_btn_active=False, read_only=True);
  renders the table hex (1C owner / 2C visitor) + owner draw read-only.
- B2: visitor gate — my_sea_visit_gate reuses my_sea_gate.html w. a
  spectator branch (titles the OWNER's Sea, INSERT posts to the visitor
  endpoint, bud-panel suppressed, gear NVM→visit + BYE). Single-step
  my_sea_visit_insert_token selects+debits the visitor's token (same
  priority chain) and records token_deposited_at + a 24h voice_until on the
  SeaInvite → seat 2C present. Center btn flips GATE VIEW → VIEW DRAW.
- B3: spectator gear BYE — my_sea_visit_leave sets status=LEFT, left_at,
  clears voice_until (frees 2C, ends voice), redirects /gameboard/.
  _my_sea_gear.html gains a `leave_url`-gated BYE below NVM (owner pages
  pass no leave_url, so unchanged).
- B-seat: one-shot "seated" glow per user-spec 2026-05-27 — new shared
  apps/gameboard/my-sea-seats.js: on first view (localStorage-gated by a
  per-occupancy data-seat-token) an occupied seat flares --terUser +
  --ninUser glow ~1.5s then settles to full-opacity --secUser (.fa-ban
  already swapped to .fa-circle-check). _room.scss adds .seated /
  .seat-just-seated + the my-sea-seat-flare keyframes (mirrors the room's
  .active→.role-confirmed handoff). Wired on BOTH the spectator page (load)
  and the owner page (load + on the FREE DRAW seat-1 transition).
  MySeaSeatsSpec.js Jasmine spec covers the gating + timed class removal.
- B5: MySeaSpectatorFlowTest FT — accept → visit → GATE VIEW → deposit →
  VIEW DRAW + seat 2C seated.

URLs: my-sea/visit/<uuid:owner_id>/ (+ /gate/, /insert, /leave). 470 IT/UT
green; spectator FT + full Jasmine suite green. Phase C (WebRTC mesh voice
+ coturn droplet) next — the 24h voice_until window set here drives it.

Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-27 13:35:00 -04:00
Disco DeDisco
fb8563eed2 my-sea bud-invite Phase A: SeaInvite model + @mailman log + OK/BYE accept/decline — TDD
Phase A of the my-sea invite → @mailman → spectator → voice blueprint
(magical-dancing-quasar.md). Pure Django; no new infra this phase (the coturn
droplet lands in Phase C5). Mirrors the @taxman ledger shape throughout.

- A1: SeaInvite model (gameboard) — single source of truth for a my-sea invite
  (owner / invitee / status / timestamps + OneToOne FK to its @mailman Line).
  is_expired / voice_active / is_present / expires_at properties; 12 UTs.
  created_at uses default=timezone.now (MySeaDraw precedent) for testable 24h
  expiry; a token deposit makes the invite non-expiring per spec.
- A2: reserved @mailman system user — get_or_create_mailman + "mailman" added
  to RESERVED_USERNAMES + seed migration lyric/0015. Email domain confirmed
  w. user as mailman@earthmanrpg.local (matches adman/taxman).
- A3: billboard KIND_MAIL_ACCEPTANCE on Post + Brief; extends the post_save
  unsolicited-line guard (_SYSTEM_AUTHOR_POST_KINDS) + migration billboard/0009.
- A4: apps/billboard/mail.py log_sea_invite — appends one interactive Line +
  invitee Brief on the invitee's "Acceptances & rejections" Post, links the
  Line back onto the SeaInvite; "Listen!—@owner invites you to {poss} drawing
  table" prose via at_handle + resolve_pronouns. Unregistered invitee no-ops.
- A5: post.html renders OK .btn-confirm / BYE .btn-abandon (PENDING) or a
  status badge (ACCEPTED / DECLINED / LEFT / EXPIRED) from line.sea_invite.status
  via new _partials/_invite_actions.html; 'mailman' added to the system-author
  |safe + read-only-input + bud-panel-suppression branches.
- A6: real my_sea_invite (replaces the coming-soon stub) — resolves recipient,
  dedups outstanding PENDING/ACCEPTED, creates SeaInvite + logs the @mailman
  line; new my_sea_invite_accept / my_sea_invite_decline endpoints (invitee-only,
  redirect back to the invite-log Post; accept links invitee FK + stamps
  accepted_at). 16 ITs.
- A7: updated MySeaBudBtnInviteTest (stub→real invite) + new
  MySeaInviteAcceptanceLogTest FT (invitee opens their log Post, sees the line
  + OK/BYE). Both green.

457 IT/UT green. Phase B (invitee spectator seat-2 + visitor token gate) +
Phase C (WebRTC mesh voice + coturn droplet) to follow.

Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-27 13:14:06 -04:00
Disco DeDisco
1c799d35ca room-stage FTs: realign 4 fails to new my-sea NVM + spread-modal + landscape kit-bag UX — TDD
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CI #346 test-FTs-room had 4 consistent fails (failed on both the first run
AND the retry, so real, not flakes). All 4 are test-side — the shipped
features are correct; the FTs lagged behind deliberate UX changes + a
race they never needed to depend on.

test_game_my_sea.py
- test_nvm_navigates_back_to_gameboard → renamed test_nvm_navigates_back_to_
  my_sea_hex; asserts /gameboard/my-sea/$ now. NVM on the gatekeeper navigates
  to the table hex, not out to /gameboard/ (changed 5cade51: gatekeeper +
  picker NVM → hex; only landing + sign-gate eject to /gameboard/). Sibling
  test_gear_btn_opens_menu_with_nvm_only still passes (only checks the onclick
  contains /gameboard/).
- test_default_spread_is_situation_action_outcome → add _open_spread_modal(self).
  The spread combobox moved into #id_sea_spread_modal (burger Sea sub-btn
  sprint); .sea-select-current .text returned '' while the modal was hidden.
  Mirrors the already-updated sibling test_picking_spread_swaps_*.

test_trinket_carte_blanche.py (the recurring #344/#345/#346 carte fail)
- Sign-gate Brief: replace the hard wait_for_slow(find .my-sea-sign-gate-brief)
  + NVM-click with dismiss_brief_if_present(). The Brief fires via
  Brief.showBanner on DOM-ready; its appearance is a DOM-ready-vs-note.js-load
  race, so under CI contention it sometimes never lands in-window and ANY hard
  wait throws NoSuchElement. a39053d misdiagnosed this as a timeout (→
  wait_for_slow); it is not. The test never asserts the Brief — it only clears
  it to unblock a later click. dismiss_brief_if_present removes it if present +
  no-ops if absent: robust to the race.
- Kit-bag token select: JS-click the #id_kit_bag_dialog CARTE token. In
  landscape (CI default viewport) the kit-bag dialog is a vertical bar that
  slides in via a max-width transition (burger landscape refactor), so a
  Selenium .click races the animation + can't scroll the token into the
  overflow container ("could not be scrolled into view"). execute_script fires
  the bound handler directly. Applied in both carte tests
  (open_kit_and_select_carte + the in-use attribution flow); token-rails stays
  a normal click (it lives on the gate page, not in the dialog).

Verification: all 4 methods green locally (landscape viewport) —
test_carte_in_use_game_kit_shows_room_attribution 10.8s; the multi-slot carte
+ both my-sea methods 35.5s.

Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.7 <noreply@anthropic.com>
2026-05-27 02:00:35 -04:00
Disco DeDisco
6fbeed78d8 burger Sea sub-btn: spread-form modal + relocated deck stacks + mid-draw CONT DRAW escape — TDD (phase 2/3)
Second slice of the Sea sub-btn rollout (phase 1 = .active wiring in 3ae85b9; phase 3 = --priYl glow handoff to come).

## Spread modal (#id_sea_spread_modal)

`templates/apps/gameboard/my_sea.html` — `.sea-form-col` (spread combobox + AUTO DRAW + DEL btns) now lives inside `<div id="id_sea_spread_modal" class="my-sea-spread-modal" hidden>`. Hidden by default; opens on #id_sea_btn click (per the inline `<script>` block). The deck stacks (`.sea-stacks` + `.sea-stacks-label`) are extracted to a new `.my-sea-stacks-wrap` sibling that stays visible on the page so the FLIP affordance remains usable while the modal is closed.

## Modal SCSS

`static_src/scss/_gameboard.scss`:
- `.my-sea-spread-modal` — position:fixed inset:0; z-index:320 (above all corner btns); pointer-events:none w. children opting back in. `&[hidden]` makes it explicit that the closed state stays display:none.
- `.my-sea-spread-modal__backdrop` — full-viewport semi-transparent w. backdrop-filter blur; pointer-events:auto so click-outside closes.
- `.my-sea-spread-modal__panel` — opaque card, border + shadow, max-width:90vw. `.sea-form-col` inside drops its fixed 16rem width + uses min-width.
- `.my-sea-stacks-wrap` — position:absolute bottom:4.5rem right:1rem (clear of bud/burger); z-index:5 (above .my-sea-cross, below modal).

## Modal JS

`templates/apps/gameboard/my_sea.html` — new inline `<script>` at the bottom owns:
- `#id_sea_btn` click → opens modal (guarded on `.active` so the burger-btn.js inactive-flash handler still runs for inactive sub-btns).
- Escape key → close.
- Backdrop click → close.
- `#id_guard_portal .guard-yes` click (delegated) → close. This is the key UX detail user-spec'd: AUTO DRAW + DEL both open a guard portal that positions itself against the visible action/del btn — closing the modal on the btn click itself would dump the portal at (0,0). Closing on guard OK instead means the portal positions correctly + the modal closes only when the action is confirmed. NVM (`.guard-no`) leaves the modal up so the user can retry.

Also `apps/epic/static/apps/epic/burger-btn.js` — delegated fan click now closes the burger fan when an ACTIVE sub-btn is clicked (was: no-op for active). The per-page sub-btn handler runs in target phase BEFORE the fan-bubble handler, so the action kicks off w. a clean visual.

Client-side `.active` sync: server renders sea_btn inactive on the landing page (show_picker=False there). The DRAW SEA → picker transition is client-side (no re-render), so the IIFE in my_sea.html now flips `seaBtn.classList.add('active')` at the same SEAT_ANIM_MS moment data-phase swaps to 'picker'. Sea_btn stays `.active` for the rest of the picker phase, INCLUDING after hand_complete — DEL + GATE VIEW both live inside the modal + the user needs them accessible (earlier iteration deactivated on hand_complete; reverted on user feedback).

## Mid-draw NVM → CONT DRAW (apps/gameboard/views.py + my_sea.html)

Earlier iteration's gear-menu NVM nav-backed to `/gameboard/my-sea/` mid-draw, but the server's `hand_non_empty` branch re-rendered the picker on the next GET — looping the user right back into the spread. New `?phase=landing` escape hatch:

- `views.py`: `force_landing = request.GET.get('phase') == 'landing'`; `show_picker = (hand_non_empty or (phase_param and show_paid_draw)) and not force_landing`. New context var `show_cont_draw = force_landing and active_draw and not active_draw.is_hand_complete`.
- `my_sea.html` landing: new `{% if show_cont_draw %} CONT DRAW {% elif show_paid_draw %} ... ` branch on the table-center action-btn. CONT DRAW is an `<a href="{% url 'my_sea' %}">` (plain navigation, no `?phase=landing` so the next GET falls through to the hand_non_empty picker branch).
- `my_sea.html` gear include: picker phase passes `nvm_url={% url 'my_sea' %}?phase=landing` so the gear NVM exits to the landing-with-CONT-DRAW state instead of looping back into the picker.

## Tests

`apps/gameboard/tests/integrated/test_views.py` — 4 ITs added/updated:
- `test_sea_btn_stays_active_when_hand_complete` (replaced the prior "returns to inactive" assertion — sea_btn now stays active per user spec).
- `test_gear_nvm_navs_to_my_sea_landing_on_picker_phase` (updated URL to include `?phase=landing`).
- `test_force_landing_renders_cont_draw_btn_mid_draw` (NEW) — verifies CONT DRAW renders + FREE DRAW absent.
- `test_force_landing_hides_cont_draw_when_no_active_draw` (NEW) — regression guard: sig'd user w. no draw still sees FREE DRAW.
- `test_force_landing_hides_cont_draw_when_hand_complete` (NEW) — CONT DRAW absent for completed hands.

`functional_tests/test_game_my_sea.py` — new module-level `_open_spread_modal(test)` helper + applied to 7 tests that touch in-modal selectors (combobox / action_btn / del):
- `MySeaSpreadFormTest.test_picking_spread_swaps_data_spread_and_position_visibility`
- `MySeaSpreadFormTest.test_per_spread_position_labels_render_and_update`
- `MySeaCardDrawTest.test_action_btn_transitions_to_gate_view_on_hand_complete` (also: close modal before manual FLIP draws, use innerText for hidden-element text checks)
- `MySeaCardDrawTest.test_auto_drawn_slots_can_reopen_stage_modal_on_click`
- `MySeaCardDrawTest.test_form_col_renders_decks_lock_hand_del_and_reversal_pct`
- `MySeaLockHandTest.test_del_click_opens_shared_guard_portal`
- `MySeaLockHandTest.test_del_confirm_clears_hand_and_returns_to_gate_view_landing`

JS .click() is used inside `_open_spread_modal` (not Selenium .click) because the fan sub-btns spend ~0.25s mid-animation stacked at the burger centre — Selenium would hit a click-intercept by whichever sub-btn is z-topmost during the transform.

## Verification

All 1370 IT+UT green (+5 new MySeaViewTest, +1 from earlier phase 1 carry-over). 7 updated FTs green when re-run together.

Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-27 00:15:30 -04:00
Disco DeDisco
3ad372bc36 FT fix CI #342: seed log_tax_debit in test_saved_draw_renders_brief_banner — @taxman ledger sprint left the FT stale
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CI pipeline #342 surfaced two errors, both on the same selector failure path:

1. `test_saved_draw_renders_brief_banner_with_next_free_draw_timestamp` (test_game_my_sea.py:1233) — DEFINITELY caused by my @taxman ledger sprint (f44a282). The Brief banner on /gameboard/my-sea/ is now server-driven via the `free_draw_brief_payload` context var, which `my_sea_lock` emits via `log_tax_debit` on the first card of a cycle. This FT bypasses `my_sea_lock` by ORM-creating the MySeaDraw row (`_save_draw_for_user` helper) — no tax-debit emitted, no payload, no banner, selector fails. Fix: explicitly call `log_tax_debit(self.gamer, "free_draw_locked")` after the ORM seed, mirroring what `my_sea_lock` would have done in the real flow. Kept the seed scoped to test 3 only (the only test that asserts the Brief); the other tests using `_save_draw_for_user` (picker phase, saved hand slots, DEL portal, etc.) don't need it.

2. `test_carte_blanche_equip_and_multi_slot_gatekeeper` (test_trinket_carte_blanche.py:82) — selector for `.my-sea-sign-gate-brief` (added in `a133a9c` per polish-9 race fix) fails ONLY in the CI batched run, NOT in isolation (3× local runs pass, including running the full carte test class). The most likely chain: the my_sea FT above fails alphabetically FIRST in the batch, raises NoSuchElement after the 10s wait_for timeout. That can leave the test runner / geckodriver / Firefox in a transient bad state that the next test (carte blanche) inherits. Common signature for this kind of CI-only cascade w. one root cause: fix the upstream test, downstream clears too.

Local sweep: the my_sea fix in isolation passes (12.881s); the full carte class passes (34.456s, 3 tests). Expectation: CI pipeline #343 will clear both errors w. this one-line fix.

If carte still fails on the next CI run after the my_sea fix lands, the next step is to inspect the CI screendump for the carte failure (not synced to local) to see what state the page was actually in.

Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-26 18:19:11 -04:00
Disco DeDisco
a133a9c1c3 FT fixes for polish-9 spec changes — CI #338 surfaced 4 stale assertions; sig-gate Brief race exposed by removing implicit wait
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CI pipeline #338 caught 4 FT failures cascading from yesterday's polish-9 + applet realignment commits (955bdc7, 652cef0). All four are stale assertions in FT code — no production code changes needed. ITs were already updated in the original commits; missed the parallel FT updates.

**(1) `test_gear_btn_opens_menu_with_nvm_only`** (test_game_my_sea.py:1851) — NVM btn changed `<a class="btn" href="...">` → `<button onclick="location.href=...">` (per [[feedback-btn-vs-anchor-font-family]] sans-serif fix). FT was reading `href` attr (returns None on buttons → `TypeError: argument of type 'NoneType' is not iterable`). Switched to read `onclick` attr (w. `or ""` guard against None).

**(2) `test_del_btn_is_disabled_until_hand_complete`** (test_game_my_sea.py:982 → renamed) — DEL btn now un-disables on the FIRST draw, not at hand completion (per the new state-machine spec, `_setHasDrawn(true)` fires on first deposit + AUTO DRAW POST-commit). Renamed → `test_del_btn_is_disabled_until_first_draw`; inverted the mid-draw assertion (was: still-disabled after 1 draw → now: un-disables immediately after 1 draw); kept the post-completion check (DEL stays enabled).

**(3) `test_carte_blanche_equip_and_multi_slot_gatekeeper`** (test_trinket_carte_blanche.py:89) — TWO issues here, only the first was symptomatic in CI:
  - Step 2 used `#id_kit_free_token` on /gameboard/ as a "non-trinket, no mini-tooltip" demo target. Free Token moved off Game Kit applet to Wallet applet per the equippables-only spec; no non-equippable icon left on Game Kit to demo w. Dropped step 2 entirely — the test's primary thing (Carte multi-slot equip flow at steps 3+) is intact.
  - SECOND-ORDER issue uncovered when (1) above stopped masking it: the deleted step 2 used to provide a ~5+ second wait (find Free Token + hover + wait for tooltip portal). That wait was enough for the auto-firing `.my-sea-sign-gate-brief` (slides in on /gameboard/ for users w/o a sig via the My Sea applet's `{% include _my_sea_sign_gate_brief.html %}` branch) to settle. Without the wait, the Brief is mid-slide when step 8 tries to click `id_create_game_btn` → `ElementClickInterceptedException` (Brief obscures button). Added explicit `.my-sea-sign-gate-brief .btn-cancel` wait-then-click between steps 1 + 3 to dismiss the Brief before proceeding.

**(4) `test_game_kit_panel_shows_token_inventory`** (test_gameboard.py:74) — TWO issues here too:
  - Step 7's `#id_kit_free_token` Free Token tooltip assertion. Same removal as (3). Replaced w. a NEGATIVE assertion that the element does NOT exist on Game Kit (regression guard against accidentally re-adding non-equippable items).
  - SECOND-ORDER again: step 9's `#id_kit_card_deck` check was a stale assertion that predated the `apps/lyric/models.py:540` `unlocked_decks.add(earthman)` post_save signal. `id_kit_card_deck` is the `{% empty %}`-branch placeholder, only rendered when `deck_variants` is empty. `capman@test.io` (the test fixture user) gets Earthman auto-unlocked → the concrete `id_kit_earthman_deck` renders instead. This was a latent stale assertion that only surfaced now because step 7's Free Token failure used to short-circuit the test before it reached step 9. Switched check to `id_kit_earthman_deck`.

Pattern worth noting for future cross-cutting refactors: when a test step has a side-effect wait (`wait_for(... tooltip displayed ...)`), removing it can unmask sig-gate / palette / Brief banners that auto-slide in on page load. The Brief race in (3) wasn't a NEW bug introduced by polish-9; it was always there, masked by the timing of the removed step. Same for the stale `id_kit_card_deck` assertion — predates the signal change; only surfaced when the failure cascade moved past it.

Discipline note for this session: user explicitly overrode [[feedback-ft-run-discipline]] when "specifically working on FTs, new or old" — ran each fix locally by full dotted path to verify before committing. All 4 green locally (8-16s each).

Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-26 02:34:02 -04:00
Disco DeDisco
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
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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>
2026-05-23 15:06:35 -04:00
Disco DeDisco
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.
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(1) **My Sea applet dynamic population.** Applet at `_applet-my-sea.html` was referencing an undefined `latest_draw_cards` template var — fell through to "No draws yet" even when the user had an active draw. New helpers in `apps/gameboard/models.py`: `DRAW_ORDER` + `POSITION_LABELS` constants (Python mirrors of the JS dicts in `my_sea.html:274-293`) + `latest_draw_slots(user)` builder that pairs each spread position w. its drawn card + display label + polarity. Wired through `gameboard()` + `toggle_game_applets()` views as `my_sea_slots`. Applet now renders all spread slots in DRAW_ORDER: filled = `.my-sea-slot--filled.my-sea-slot--{gravity,levity}` w. corner-tl + face (name + arcana) + corner-br (mirror) markup (same shape language as my_sign.html `.sig-stage-card`), empty = `.my-sea-slot--empty` w. `0.15rem dashed rgba(var(--terUser), 1)` border (matches the picker's `.sea-card-slot` style exactly so the applet reads as a true scaled-down twin). Container queries (`container-type: size` on `.my-sea-scroll`) lift `--slot-w` to fill the applet's vertical aperture (`min(100cqi, calc((100cqh - 1rem) * 5 / 8))` carves the label row). Position labels pulled tight against the slot's bottom border (`margin-top: -0.15rem` crosses the border line) + vertically stretched (`transform: scaleY(1.4)` mirroring `.sea-pos-label` in `_card-deck.scss:1671-1684`) — empty-slot labels keep the same `--secUser` ink as filled-slot labels for title cohesion across the row. Horizontal-scroll on multi-card spreads via mousewheel — `bindMySeaWheel()` in `gameboard.js` translates vertical wheel events to `scrollLeft += deltaY` (lifted verbatim from `bindPaletteWheel` in `dashboard.js:7-14`).

(2) **lay/leave POSITION_LABELS swap fix.** User caught in the Escape Velocity picker that LEFT slot read "Lay" + BOTTOM slot read "Leave" — opposite of traditional Celtic Cross semantics (LEFT = Behind/past, BOTTOM = Beneath/root). Root cause: POSITION_LABELS for both Waite-Smith + Escape Velocity had `lay`/`leave` slug→label assignments inverted vs the CSS grid's spatial mapping (`_card-deck.scss:1276-1279` puts slug `lay` at BOTTOM, slug `leave` at LEFT). Fix in 5 places: `my_sea.html:287,292` JS POSITION_LABELS (WS: lay→"Beneath", leave→"Behind"; EV: lay→"Lay", leave→"Leave"), `gameboard/models.py:44-47` Python mirror, `test_game_my_sea.py:618-619` FT label-assertion table, `_sea_overlay.html:28,53` annotated comments (`sea-pos-leave` → "Behind (past) — CC pos 6 / EV pos 4"; `sea-pos-lay` → "Beneath (root) — CC pos 4 / EV pos 3"). Slug-to-CSS mapping, DRAW_ORDER, + DB persistence unchanged → no migrations, no data invalidation. **Crucial for Voronoi mapping correctness** per user spec.

(3) **My Sign applet — stage-card layout + stat-block beside.** Applet card markup upgraded to mirror my_sign.html `.sig-stage-card`: corner-tl + face (name + arcana centred) + corner-br (mirror, rotated 180°). Sized to fill applet height via container queries (`--applet-card-w: min(48cqi, 62.5cqh)` — 48cqi caps the card at half the row to leave room for the stat-block). Sibling `.my-sign-applet-stat-block` partial added — emanation/reversal face label + keyword list (from `card.keywords_upright` / `keywords_reversed` keyed off `significator_reversed`), no SPIN/FYI buttons (applet is read-only). Styling cribbed from `.sig-stat-block` in `_card-deck.scss:595-607` — priUser-translucent bg + terUser border + matching `--applet-card-w` sizing.

(4) **My Sea sign-gate refactored to Brief banner.** Was an inline `.my-sea-sign-gate` div w. its own SCSS — broke from the project's `Brief.showBanner` portal pattern. Refactored to a shared `_my_sea_sign_gate_brief.html` partial that fires `Brief.showBanner` w. title="Sign required" + line_text="Look!—pick your sign before drawing the Sea." + post_url=`/billboard/my-sign/`. Brief portals to the page-level h2 anchor via `note.js`'s `_alignToH2` (gaussian-glass `.note-banner` shell, FYI button → my-sign picker, NVM dismisses). Modifier class `.my-sea-sign-gate-brief` added post-render for FT selector disambiguation. note.js load hoisted to gameboard.html `{% block scripts %}` + the top of `my_sea.html {% block content %}` (single load per page — note.js declares `const Brief = ...` at global scope, second load = SyntaxError). All `.my-sea-sign-gate{,--applet,__line,__actions,__back,__fyi}` SCSS deleted. FTs (`test_no_sig_renders_lookline_gate_on_standalone_page` + 5 siblings) + ITs (`test_my_sea_applet_fires_sign_gate_brief_for_user_without_sig` etc.) updated to assert `.note-banner.my-sea-sign-gate-brief` + the JS-rendered FYI/NVM buttons inside the Brief shell.

(5) **Levity card text invisibility fix.** My-sea applet levity slots (--secUser bg) rendered their corner-rank + suit-icon invisible because `.fan-card-corner` carries a global `color: rgba(var(--secUser), 0.75)` rule at `_card-deck.scss:312-319` (specificity 0,1,0) that out-specifics the slot's inherited `color: --priUser`. Same trap as the `.fan-card-name { color: --quiUser }` global. Fix at `_gameboard.scss` inside the levity rule: explicit `.fan-card-corner { color: rgba(var(--priUser), 1) }` + `.fan-card-name { color: rgba(var(--priUser), 1) }` + `.fan-card-arcana { color: rgba(var(--priUser), 0.7) }` overrides at (1,3,1) specificity — beats the globals without `!important`. **Trap captured in memory** — pattern repeats across game-kit, my-sign, my-sea so worth pinning.

(6) **--duoUser olive on all five personal-data surfaces.** Per user spec, the four "personal" applets (My Sign on billboard, My Sea on gameboard, My Sky on dashboard) + the standalone Dashsky page + the standalone My Sign page got `background-color: rgba(var(--duoUser), 1)` so they read as a unified olive-bg group across navigation surfaces. For Dashsky specifically, the form column also got the override (`.sky-page .sky-form-col { background: --duoUser }`) — the base `.sky-form-col { background: --priUser }` (`_sky.scss:137`, shared w. the in-room CAST SKY modal) was leaving the dashsky form column purple inside the otherwise-olive page. Scoped to `.sky-page` so the in-room modal's purple form-col stays intact (sits over --secUser room bg, needs that contrast). One detour caught: tried `body.page-sky { background-color: --duoUser }` to fill the gap below .sky-page's content-sized aperture but it bled to navbar + footer (which sit outside .container) — reverted.

**TDD coverage**: 3 new ITs in `apps/gameboard/tests/integrated/test_views.py` — `test_my_sea_applet_renders_drawn_cards_in_draw_order` (SAO 1-of-3 fills `lay` slot, cover/crown render as empty placeholders), `test_my_sea_applet_labels_match_locked_spread` (SAO labels exactly Situation/Action/Outcome), `test_my_sea_applet_waite_smith_labels_post_fix` (regression pin for the WS Cover/Cross/Crown/**Beneath**/Before/**Behind** sequence post-swap-fix). Existing my-sea applet ITs updated to match the new selector vocabulary (`.my-sea-slot--filled` instead of `.my-sea-card`, Brief script substring instead of `.my-sea-sign-gate--applet`). 6 my-sea FTs updated to the Brief-banner contract. 1214/1214 IT/UT green.

**.gitignore**: temporary entry for `src/apps/epic/static/apps/epic/images/cards-faces/minchiate-fiorentine/` until images get renamed — flagged for removal once the rename lands. (Per user's wget download of the Minchiate faces into the gameboard cards/ tree this session.)

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-22 15:19:34 -04:00
Disco DeDisco
97a6da28a5 fix: manual my-sea draws persist on refresh + reloaded slots stay clickable — root cause was SeaDeal stamping slot.dataset.posKey w. selector form (".sea-pos-cover") while my-sea's inline _collectHandFromDom + template's _my_sea_slot.html use raw names ("cover"). Key mismatch silently dropped manual draws from the lock POST → server rejected empty hand → no row → refresh showed empty state. AUTO DRAW worked only because it assembled fullHand w. raw posNames directly, bypassing the broken collector. TDD — 2 new FTs pin the contract:
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- test_manual_draw_persists_on_refresh
- test_reloaded_slot_can_reopen_stage_modal_on_click

Changes:
- sea.js: stamp `dataset.posKey` w. raw name (strip `.sea-pos-` prefix); `_seaHand` keyed by raw; `_viewingPos` is raw too (`_hideStage` prefixes when querySelector'ing); new `SeaDeal.seedHand(handByPosName)` public method for init-time DOM-walk seeding.
- my_sea.html inline init: walk server-rendered filled slots, look up each card by `data-card-id` from the embedded deck JSON, reconstruct per-instance `reversed` + polarity from the slot's classes, hand the map to `SeaDeal.seedHand`. Without this, reloaded slots short-circuit the overlay click handler on `if (!_seaHand[pos]) return;`.

The gameroom-side SeaDeal callers in `_sea_overlay.html` continue to pass selector form (SeaDeal accepts either — `_posName` helper strips prefix tolerantly).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-20 15:08:49 -04:00
Disco DeDisco
bb44aa326a fix: AUTO-DRAWn my-sea cards are now clickable to re-open the stage modal — SeaDeal.register(card, posSelector, isLevity) public method populates _seaHand + delegates to SeaDeal's internal _fillSlot so the overlay click handler can resolve _seaHand[pos] for auto-drawn slots (previously short-circuited → silent no-op). AUTO DRAW in my_sea.html now calls register instead of the inline _fillSlot shim — also fixes a dataset.posKey inconsistency (inline stored raw "cover", SeaDeal stores ".sea-pos-cover"; click handler reads SeaDeal's form). User-reported 2026-05-21. TDD — new FT test_auto_drawn_slots_can_reopen_stage_modal_on_click pins the contract
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-20 14:53:05 -04:00
Disco DeDisco
191dad5365 my-sea hex-btn state-machine FT pin: extend test_landing_renders_hex_with_free_draw_btn to assert PAID DRAW + GATE VIEW are absent for fresh users — closes the mutual-exclusion gap (the other two states already pin the same invariant from their own directions; this adds the FREE-DRAW side). Docstring spells out the 3-way state machine for future readers
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-20 11:56:09 -04:00
Disco DeDisco
611ca9b5b4 my-sea polish v2: portrait .my-sea-picker stacks form col BELOW the cross (mirrors gameroom SEA SELECT modal) + sync MySeaGatekeeperPageTest.test_paid_draw_commits_token_and_redirects_to_picker w. iter-6c row-delete + ?phase=picker semantics (was pinning iter-6a behavior; pipeline #319 caught it)
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-20 11:52:17 -04:00
Disco DeDisco
db443b7533 Revert universal .btn-disabled → × pseudo-element overlay (iter-4c); restore case-by-case &times; rendering convention. My Sea DEL btn now swaps DEL× in lockstep w. its .btn-disabled toggle (matches game-kit tooltip + DON/DOFF pattern). User-spec 2026-05-20.
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The iter-4c bundle added a universal `&::before { content: "\00d7"; ... }`
overlay on every `.btn-disabled` button + hid native text via
`> * { visibility: hidden }` + `color: transparent`. Visually flattened
every disabled state across the app (DEL, FLIP, DON/DOFF, palette
swatches, etc.) onto a single × glyph — user-rejected: "ruined the old
UX appearance".

Revert restores `_button-pad.scss` to its pre-iter-4c shape:
`color: rgba(--secUser, 0.25)` dims native text in place; no overlay,
no inner-content hiding. Templates that want a × on disabled buttons
render it explicitly in their own markup (game-kit tooltip `<button
class="btn-equip btn-disabled">×</button>`, my_notes DON/DOFF, etc.).

My Sea DEL btn picks up the case-by-case convention: template renders
`{% if hand_complete %}DEL{% else %}&times;{% endif %}`; the picker's
`_setComplete(on)` JS handler swaps `delBtn.innerHTML` between `DEL`
and `×` in lockstep w. the `.btn-disabled` class toggle so visual +
label always agree post-hand-completion.

FT `test_form_col_renders_decks_lock_hand_del_and_reversal_pct` now
asserts `delbtn.text == "×"` instead of relying on the (now-removed)
pseudo-element comment.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-20 09:56:19 -04:00
Disco DeDisco
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>
2026-05-20 09:47:47 -04:00
Disco DeDisco
1e37fe1475 My Sea iter 6b: navbar GATE VIEW swap on page-my-sea + landing PAID DRAW state + seat-1 server-render + auto-token IT trap in gatekeeper FT — Sprint 5 iter 6b of My Sea roadmap — TDD
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Second of three Sprint 6 commits per [[sprint-my-sea-iter-6-plan]]. Wires the always-reachable navbar gate-entry, completes the landing center-btn 3-way state machine (FREE DRAW / GATE VIEW / PAID DRAW), and lifts seat-1's `.seated` state from JS-only to server-rendered (reload-stable).

## Navbar GATE VIEW swap

`templates/core/_partials/_navbar.html` — when `'page-my-sea' in page_class`, CONT GAME swaps for `#id_navbar_gate_view_btn` (`.btn-primary`, plain `<button>` w. inline onclick navigation). Reaches the gatekeeper at any quota state — no confirm guard (non-destructive nav).

**Typeface trap caught (user 2026-05-20 visual report)**: first cut used `<a>` for GATE VIEW, which UA-renders serif while `<button>` stays sans-serif (`.btn` doesn't reset `font-family`). Same fix pattern as iter-4c's in-hex GATE VIEW: always use `<button>`. Second cut used a form-wrapped `<button>` w. `display:contents`; the form was correctly invisible in layout but broke the landscape `> #id_cont_game { order: -1 }` direct-child SCSS pin (form became the direct child, not the button). Final cut: plain `<button>` w. `onclick="window.location.href=..."`, no form, no anchor — direct flex child of `.container-fluid` so the SCSS pin matches.

`_base.scss` — paired `> #id_navbar_gate_view_btn` alongside `> #id_cont_game` in both portrait (line 93) + landscape (line 309) rules so GATE VIEW occupies the same top-center navbar slot CONT GAME does (above brand, `order: -1`).

## Landing center-btn 3-way state machine

`my_sea` view gains `deposit_reserved` (active_draw has deposit_token_id) + `hand_non_empty` context vars.

`my_sea.html` landing branches:
- `deposit_reserved` → **PAID DRAW** form (POSTs to `my_sea_paid_draw`); fastest path back to picker w. one click — no gatekeeper round-trip.
- `quota_spent and not deposit_reserved` → **GATE VIEW** (existing iter-4c btn, navigates to gatekeeper).
- else → **FREE DRAW** (existing iter-1 btn).

Three branches are mutually exclusive — FT asserts only one of `#id_my_sea_paid_draw_btn` / `#id_my_sea_gate_view_btn` / `#id_draw_sea_btn` renders at a time.

## Seat-1 server-render

`my_sea.html` table-seat 1 now picks up `.seated` + `.fa-circle-check` (instead of `.fa-ban`) when `hand_non_empty`. Other 5 seats stay banned (placeholders for the future friend-invite feature; only owner ever occupies seat 1 in solo my-sea). Reloads no longer lose the chair-styling state — existing JS animation (FREE DRAW click → flip seat to seated) still fires on first draw.

In practice today the landing only renders when hand IS empty (show_picker hides landing once hand has cards), so the `.seated` branch isn't actually visible in iter 6b. Defensive code for future surfaces (any hex render w. hand non-empty) per [[sprint-my-sea-iter-6-plan]] §Seat-1 persistence.

## FT delta

**Replaced** `MySeaGatekeeperPageTest.test_gatekeeper_renders_six_chair_seats_with_seat1_seated` w. `test_gatekeeper_renders_no_hex_modal_only`. The iter-6a FT skeleton was written before the user's "no hex on gatekeeper" spec (2026-05-20) — seats now live ONLY on the my-sea picker page; the gatekeeper is a transient `.gate-modal` overlay w. no hex / chair-seats.

**Trap caught**: `MySeaGatekeeperPageTest.test_paid_draw_commits_token_and_redirects_to_picker` was passing in iter 6a only because it didn't actually exist in CI then; running it locally exposed the IT-trap pattern: User post_save signal auto-creates COIN + FREE tokens (`apps.lyric.models:309`), so `_select_my_sea_token` picks the auto-COIN (PASS > **COIN** > FREE > TITHE) instead of the manually-seeded FREE. Test asserted FREE count drops by 1 → fails because COIN was actually debited (sets cooldown, doesn't delete the token). Same trap as the iter-6a IT memo; fix is identical: `self.gamer.tokens.all().delete()` after User.create + then seed only the token the test cares about.

## Tests

- 4 MySeaGatekeeperPageTest (iter 6a, now passing) + 1 MySeaLandingPaidDrawTest + 1 MySeaNavbarGateViewTest + 2 MySeaSeatOnePersistenceTest = 8 FTs green in 84s.
- All 7 `test_core_navbar` FTs (NavbarByeTest + NavbarContGameTest) still green — landscape order rule extension is additive; CONT GAME path unchanged.
- 153/153 gameboard ITs green.

Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-20 02:50:54 -04:00
Disco DeDisco
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>
2026-05-20 02:29:08 -04:00
Disco DeDisco
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 `&times;` explicitly (don/doff toggle pairs) get the pseudo overlay on top of their hidden inner ×; no double-× regression.
- **Landing aperture bg → `--priUser`** — explicit override on `.my-sea-page[data-phase="landing"]` so any bf-cache / stale-CSS state can't leak the picker-phase `--duoUser` green bg onto a landing render. Per user spec (2026-05-20): "Keep --duoUser on the hex, not on the aperture bg."
- **Dynamic combobox state** — `aria-selected` + `.sea-select-current` visible label both branch on `default_spread` (previously hardcoded SAO). Matters when the saved spread is non-SAO (e.g., Celtic Cross resumed mid-draw).

## Test coverage

- ITs (1100 IT/UT green in 57s):
  - `MySeaDrawModelTest` — `is_hand_complete`, `is_hand_empty`, `delete_stale`, lazy cleanup in `active_draw_for`.
  - `MySeaLockHandViewTest` — upsert same-row (rewrote 409 test), spread-mismatch 409, hand_complete flag in response.
  - `MySeaDeleteDrawViewTest` — clears hand but preserves row (rewrote "deletes row" test).
  - `MySeaViewWithSavedDrawTest` — picker w. complete hand renders GATE VIEW state.
  - `MySeaViewWithEmptyHandTest` (new) — empty-hand post-DEL renders landing w. GATE VIEW btn, no FREE DRAW.
  - `MySeaViewWithPartialHandTest` (new) — partial-hand renders picker w. AUTO DRAW + DEL btn-disabled.
  - `MySeaGateStubViewTest` (new) — 404 stub + login required.
- FTs (35 my_sea FTs green in 5m):
  - Iter-4b `test_del_confirm_clears_saved_draw_and_returns_to_landing` rewrote → `test_del_confirm_clears_hand_and_returns_to_gate_view_landing` (row preserved, landing renders GATE VIEW).
  - Iter-4a `test_lock_hand_enables_when_sao_hand_is_complete` → `test_action_btn_transitions_to_gate_view_on_hand_complete`.
  - Iter-4a `test_del_click_resets_hand_and_disables_lock_hand` → `test_del_btn_is_disabled_until_hand_complete`.
  - Iter-4a `test_lock_hand_click_disables_further_interaction` → `test_hand_completion_locks_picker_state` (no LOCK HAND click; transition is automatic).
  - Iter-4a `test_first_draw_locks_spread_combobox` trimmed — DEL no longer unlocks (DEL is `.btn-disabled` pre-completion).
  - Iter-4a `test_form_col_renders_decks_lock_hand_del_and_reversal_pct` → action btn + DEL btn-disabled assertions.

Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.7 <noreply@anthropic.com>
2026-05-20 01:34:03 -04:00
Disco DeDisco
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 (b76d3c5) per user direction:

(1) Brief banner — replaced custom `.my-sea-brief` markup + SCSS w. a call to `Brief.showBanner` from note.js. Now matches the my-notes / my-sign default-deck-warning Briefs exactly: standard `.note-banner` portaled atop the h2 w. Gaussian-glass backdrop-filter blur. Tagged `.my-sea-locked-banner` for FT disambiguation only — no visual override.

(2) Brief timestamp — fix for "Invalid Date" rendering in note.js's `<time class="note-banner__timestamp">` slot. Previously passed `created_at: ''` to `Brief.showBanner` → `new Date('')` returns Invalid Date → `toLocaleDateString` renders "Invalid Date". Now passes the next-free-draw ISO timestamp as `created_at` (server emits via `|date:'c'`). After Brief.showBanner returns, the `_showFreeDrawLockedBrief` JS overwrites the rendered text w. the more detailed `D, M j @ g:i A` format ("Wed, May 20 @ 11:57 PM") — leaves the ISO `datetime=` attribute intact for accessibility. The `line_text` no longer carries the timestamp inline (it's redundant w. the dedicated slot).

(3) DEL guard portal — replaced custom `#id_my_sea_del_portal` fullscreen modal + `.my-sea-del-portal` SCSS w. a call to `window.showGuard` from base.html, targeting the shared `#id_guard_portal`. Same Gaussian-glass tooltip the room gear-menu DEL flow uses: no backdrop, positioned above the anchor button, standard `.btn-confirm OK` + `.btn-cancel NVM` pair. Bundled a non-breaking `options.yesLabel` extension to `show()` in base.html for future destructive flows that need a custom YES label (defaults to 'OK', resets on dismiss/confirm) — my-sea doesn't use it per user direction (the `.btn-confirm` class implies "OK"; destructive intent belongs on the trigger button, which is `.btn-danger DEL`).

Tests: 30 iter-4b ITs (model + lock + delete + saved-draw view branches) + 5 iter-4b FTs all green; IT/FT assertions updated to target the shared portal markup (`#id_guard_portal.active`, `.guard-yes`, `.guard-no`, `.note-banner.my-sea-locked-banner`).

Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.7 <noreply@anthropic.com>
2026-05-20 00:12:52 -04:00
Disco DeDisco
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>
2026-05-19 23:54:32 -04:00
Disco DeDisco
b6e93b9d64 My Sea iter-4a follow-up batch: modal port + draw polish + label positioning + Major Arcana fix — TDD
User-driven bug-squash + UX-polish cycle on top of iter 4a (ca2a62f). All 14 fixes ship behind the same iter-4a banner since they close the substage's UX gaps without expanding scope to iter 4b's persistence layer.

SeaDeal modal port — extracted apps/gameboard/_partials/_sea_stage.html shared by gameroom + my-sea; aliased .my-sea-picker w. id=id_sea_overlay so SeaDeal.init() finds it; FLIP click → SeaDeal.openStage delegation instead of bare _fillSlot. Fixes the user-reported 'thumbnail disappears' bug — slot was landing at opacity 0 (.--filled w.o .--visible) because SeaDeal's _hideStage (which adds --visible on modal dismiss) was never running. 3 new FTs cover the modal flow.

Spread lock + DEL reshuffle — _lockSpread/_unlockSpread toggle .sea-select--locked class on the combobox; first deposit locks, _resetHand unlocks. _reshuffleDeck Fisher-Yates over combined piles + re-rolls 25% reversal axis on DEL so successive DELs don't re-deal the same hand. Verified Claudezilla: 3 DEL cycles produced distinct lay cards (150 → 114 → 155).

Cover/cross empty slots — subtle dotted outline (transparent bg + 0.25 alpha border) w. --duoUser mask reveal on hover/touch. Per the user spec; rule lives in _card-deck.scss (shared between gameroom + my-sea). Plus matching label-opacity (0.25 idle → 0.6 hover) via CSS :hover ancestor propagation.

DOS spec — Solution moved from cover → crown per user correction. DRAW_ORDER ['loom', 'cross', 'crown']; POSITION_LABELS {loom: Desire, cross: Obstacle, crown: Solution}; SCSS hide list flipped from [leave, crown, lay] → [leave, cover, lay]; FT/IT assertions updated.

SAO → DOS soft-reload bug — Firefox autofill on hidden input restored the previous-session DOS value, tripping combobox.js's change-event guard. Fix: autocomplete=off + force-sync hidden.value from server-rendered aria-selected option in init. Captured as feedback_firefox_autofill_hidden_inputs (generalizable trap).

.sea-pos-label outside .sea-card-slot — moved label to be a sibling of the slot in the cell, so SeaDeal innerHTML clobber on draw doesn't erase it. Per-position absolute positioning touching slot borders: crown/cover above (translate -50%, 0.1rem, scaleY 1.2); lay/cross below (translate -50%, -0.1rem, scaleY 1.2); leave left, CCW (writing-mode vertical-rl + rotate 180deg + scaleX 1.2); loom right, CW (writing-mode vertical-rl + scaleX 1.2). scaleX for rotated labels (not scaleY) — perpendicular to text-flow is the visible-width direction after rotation. .my-sea-cross gap bumped to 1.75rem for label clearance.

Escape Velocity label swaps — POSITION_LABELS for escape-velocity: {crown: Crown, leave: Lay, cover: Cover, cross: Cross, loom: Loom, lay: Leave}. Replaces the Waite-Smith Behind/Beneath/Before per user spec.

SPREAD dropdown portal — .my-sea-form-col .sea-form-main { overflow: visible } + .sea-select-list { z-index: 1000 } so the dropdown extends past the form-main scroll area + sits above the picker stacking ints. Gameroom .sea-form-main still scrolls (only my-sea opts out).

Major Arcana polarity-split rendering — added 9 missing _card_dict keys to my-sea's _my_sea_deck_data to match gameroom epic.views.sea_deck's contract: levity_emanation, gravity_emanation, levity_reversal, gravity_reversal, italic_word, keywords_upright, keywords_reversed, energies, operations. Without these StageCard.populateCard falls through to plain name_title for trumps 19-21 + cards 48-49. Iter 4b cleanup candidate: extract apps.epic.utils.card_dict() to DRY the now-identical helpers.

Tests deferred — user explicitly belayed FT runs during the bug-fix substage. Iter 4b will re-establish a green sweep before its commit lands.

Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 22:02:27 -04:00
Disco DeDisco
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>
2026-05-19 20:02:20 -04:00
Disco DeDisco
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>
2026-05-19 19:38:53 -04:00
Disco DeDisco
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>
2026-05-19 17:23:25 -04:00
Disco DeDisco
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>
2026-05-19 16:06:14 -04:00
Disco DeDisco
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>
2026-05-19 15:48:07 -04:00
Disco DeDisco
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>
2026-05-19 15:15:37 -04:00
Disco DeDisco
4d1c74a2af FT helper: sig_page.py — _seed_earthman_sig_pile + _assign_sig — Sprint 4c of My Sea roadmap — TDD
Pure test-infra refactor. Sprint 5+ (sea-select / DRAW SEA / latest-draw rendering) all need a "user has sig" precondition without walking the picker — extracting it once now prevents Sprint 5's setUps from copy-pasting the inline assignment dance again.

Two helpers in new `src/functional_tests/sig_page.py` (mirrors the `room_page.py` / `post_page.py` / `my_posts_page.py` convention — underscored to signal "test infrastructure, not API surface", public within `functional_tests/`):

- `_seed_earthman_sig_pile()` — re-seeds Earthman DeckVariant + the 16 MIDDLE court cards (Maid/Jack/Queen/King × BRANDS/CROWNS/BLADES/GRAILS) that `personal_sig_cards(user)` returns. Hoisted verbatim from the duplicate definitions in `test_bill_my_sign.py` + `test_game_my_sea.py` introduced in [[sprint_serialized_rollback_ft_fix_may19]]. Major 0/1 are deliberately NOT seeded — `_filter_major_unlocks` in `personal_sig_cards()` strips them for users w.o the matching Note unlocks, which is the default state in solo FTs.
- `_assign_sig(user, card=None, reversed_flag=False)` — sets `user.significator` + `significator_reversed` directly, bypassing the picker UI. Returns the assigned card so downstream assertions can use it. `card=None` defaults to `personal_sig_cards(user)[0]` (the same target the picker happy-path FT uses).

Call sites updated:
- `test_bill_my_sign.py` — drops the local `_seed_earthman_sig_pile` definition (32 lines); imports from `sig_page`. `MySignClearTest.setUp` now uses `_assign_sig(self.gamer)` instead of the 4-line manual sig-assignment block.
- `test_game_my_sea.py` — drops the local `_seed_earthman_sig_pile` definition (22 lines); imports from `sig_page`. `MySeaSignGateTest`'s two "user w. sig" tests (#4 + #6) swap their 2-line `self.gamer.significator = ... ; .save(...)` blocks for `_assign_sig(self.gamer, self.target_card)`.

Diff stat: +69 lines (new helper module), -59 lines (duplicate code removed). Net +10 LOC but the duplication trap is closed — single source of truth for sig-state FT setup.

20/20 FT green across both files in 174s post-refactor.

Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 14:22:49 -04:00
Disco DeDisco
a636e940b7 fix CI FT regression: My Sign + My Sea setUpClass ContentType collision — pipeline #313
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Sprint 4a-cont (400762c) + 4b (cd0add1) introduced `serialized_rollback = True` on `MySignPickerTest`, `MySignBackupDeckTest`, and `MySeaSignGateTest` to keep migration-seeded `DeckVariant` + `TarotCard` rows alive across TransactionTestCase flushes. Locally each file ran clean, but in the full pipeline #313 `test-FTs-non-room` stage all three classes errored in setUpClass:

  django.db.utils.IntegrityError: UNIQUE constraint failed:
  django_content_type.app_label, django_content_type.model

Mechanism: every prior `TransactionTestCase`-derived class in the bucket flushed without `inhibit_post_migrate`, so Django's post-migrate signal recreated `django_content_type` rows. When these three classes hit `_fixture_setup` & tried to deserialize the saved DB snapshot, the inserts collided on `(app_label, model)`. No serialized rollback ⇒ no collision; mixing in the same DB run is the trap.

Fix: drop `serialized_rollback = True` from all 3 classes & inline-reseed via `get_or_create` per the canonical pattern already used by [test_admin_tarot.py](src/functional_tests/test_admin_tarot.py) & [room_page.py](src/functional_tests/room_page.py) (see [[feedback_transactiontestcase_flush]]) — new `_seed_earthman_sig_pile()` module-level helper in each file restores `DeckVariant(slug='earthman')` + the 16 MIDDLE court cards (Maid/Jack/Queen/King × BRANDS/CROWNS/BLADES/GRAILS) that `personal_sig_cards(user)` returns.

Adjacent bug uncovered once the snapshot reload was gone: [test_game_my_sea.py](src/functional_tests/test_game_my_sea.py) `_seed_gameboard_applets` had been seeding `my-palette` w. `context='gameboard'` — but `my-palette` is not a gameboard applet (it's a dashboard slug; the real palette applet is `palette` per migration 0003). The applets template iterates every applet & includes `apps/<context>/_partials/_applet-<slug>.html`, so seeding the bogus row made /gameboard/ try to load a partial that doesn't exist → TemplateDoesNotExist 500 → `#id_applet_my_sea` never rendered. `serialized_rollback = True` had been masking this because the snapshot restored the migration-correct applet rows (which never had my-palette as a gameboard entry to begin with). Swapped `my-palette` for the real `new-game` gameboard applet & corrected grid-cols/rows on `game-kit` to match the 0003 seed (4×3, not 4×6).

Tests: full sweep across all three classes runs green locally (17/17 in 142s).

Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 11:05:39 -04:00
Disco DeDisco
cd0add1e3c My Sea sign-gate — Sprint 4b of My Sea roadmap — TDD
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/gameboard/my-sea/ standalone page + /gameboard/ My Sea applet gated behind User.significator. When no sig is saved, render a Look!-formatted Brief-style line — "Look!—pick your sign before drawing the Sea." — w. BACK (.btn-cancel → /gameboard/) + FYI (.btn-info → /billboard/my-sign/) action buttons in `--terUser` ink ; gate is inline content (not portaled like .note-banner) — it IS the page content until a sig is picked, not a transient nudge ; applet partial mirrors the gate via `{% if not request.user.significator_id %}` w. a `.my-sea-sign-gate--applet` denser variant (just FYI, no BACK — user's already on the gameboard); .my-sea-sign-gate__line shrinks from 1.1rem → 0.85rem + padding from 1.5rem → 0.5rem ; my_sea view passes `user_has_sig = request.user.significator_id is not None` so the standalone template branches at server side (avoids a request.user template-context-processor dependency in the standalone page) ; .woodpecker/main.yaml routes test_game_my_sea.py to the test-FTs-non-room stage by default (FT doesn't yet touch the table hex — Sprint 5+ will bring the hex into my_sea via the same DRY .room-shell stack as my_sign, at which point the file gets moved to test-FTs-room) ; TDD trail — 6 FTs in test_game_my_sea.py covering standalone gate copy + FYI/BACK href targets (T1-T3), with-sig skips gate + renders draw shell (T4), applet mirrors gate w. FYI (T5), applet w. sig falls back to .my-sea-empty (T6); all written red against the un-implemented gate before view/template/SCSS landed ; KNOWN: visual verification on existing admin user (@disco) blocked by lack of a clear-sign affordance (he has a sig saved from Sprint 4a testing); adjacent feature spec'd in [[sprint_my_sea_sign_gate_may19]] memory — likely lands as a CLEAR btn in the picker's saved-sig stage state, deferred to next session

Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 01:38:55 -04:00