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>
- test_my_sea_applet_renders_empty_state_for_new_user was written before
Sprint 4b (cd0add1) added the applet-side sign-gate; a fresh user now
hits the gate branch in _applet-my-sea.html, never reaching .my-sea-empty.
- Renamed to test_my_sea_applet_renders_sign_gate_for_user_without_sig
+ added test_my_sea_applet_renders_empty_state_for_user_with_sig_no_draws
which sets user.significator (via personal_sig_cards) before re-fetching
/gameboard/. Both branches now pinned.
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Sonnet 4.6 <noreply@anthropic.com>
/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>
User roadmap step (Sprint 3 of cluster): scaffold the My Sea applet on the gameboard + the standalone /gameboard/my-sea/ page where later sprints will host the gatekeeper / sig-select / sea-select reskin for solo-user draws. Shell-only — no draw flow yet; latest-draw rendering, mid-progress save, daily quota land in Sprints 4-9 ; **migration**: `applets/migrations/0008_seed_my_sea_applet.py` — RunPython that `update_or_create`s Applet(`slug='my-sea'`, name='My Sea', context='gameboard', default_visible=True, grid_cols=12, grid_rows=4). 12×4 wide horizontal banner so the Celtic Cross spread's 10 cards can render left-to-right in the applet aperture, scrollable like My Palette (per user spec). Reverse migration (`unseed`) deletes the row so the migration is reversible for staging rollbacks ; **applet partial**: `templates/apps/gameboard/_partials/_applet-my-sea.html` — same `{% applet_context %}` auto-discovery shape every other applet uses (`<section id="id_applet_my_sea" style="--applet-cols: {{ entry.applet.grid_cols }}; --applet-rows: {{ entry.applet.grid_rows }};">`). Header is a `<h2><a href="{% url 'my_sea' %}">My Sea</a></h2>` link (gold via global `body a` rule); body is a `.my-sea-scroll` container that either renders `.my-sea-card` cells from a `latest_draw_cards` context (TBD in Sprint 4-7) or a `.my-sea-empty` placeholder line "No draws yet." for fresh users ; **standalone page**: new `gameboard/views.py:my_sea` view + url at `/gameboard/my-sea/` (URL name `my_sea`) rendering `apps/gameboard/my_sea.html` — `{% extends "core/base.html" %}` shell w. letter-spread `<span>My</span><span>Sea</span>` h2 wordmark + `.my-sea-page__empty` placeholder paragraph "Your sea is calm. Draws will appear here." `page_class` doubled to `page-gameboard page-my-sea` so the body inherits the gameboard's landscape aperture treatment AND any future my-sea-specific styles can target a single class. Login-required like the rest of gameboard ; **tests (+6 ITs)**: GameboardViewTest gains 3 — `test_gameboard_shows_my_sea_applet` (cssselect pins #id_applet_my_sea), `test_my_sea_applet_renders_empty_state_for_new_user` (asserts ".my-sea-empty" text + no ".my-sea-card" rows), `test_my_sea_applet_header_links_to_my_sea_page` (h2 a href == reverse('my_sea')); new MySeaViewTest class — `test_my_sea_requires_login` (redirect to /?next=...), `test_my_sea_renders_200`, `test_my_sea_uses_gameboard_page_class` (page-gameboard + page-my-sea both in body class). Existing GameboardViewTest setUp already does `get_or_create` per-applet so no fixture change needed for the migration-driven my-sea row ; 1005 IT/UT green (+6 from 999) in 45s; visual verified in Claudezilla at iPhone-14 portrait — applet renders w. rotated "MY SEA" vertical label + "No draws yet." body; /gameboard/my-sea/ standalone page renders w. letter-spread wordmark + placeholder ; **next**: Sprint 4 — My Sea sig-select phase (single-significator pick for solo user, w. the parameterized hex CSS from Sprint 1 hosting the chair-less or single-chair variant)
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Sonnet 4.6 <noreply@anthropic.com>
- User.pronouns CharField w. choices=[pluralism (default), bawlmorese, misogyny, misandry, misanthropy] + pronoun_subj/obj/poss properties; PRONOUN_TABLE single source of truth in apps.lyric.models; mig 0002_user_pronouns
- drama.GameEvent.to_prose() drops module-level PRONOUN_* constants; SIG_READY/SIG_UNREADY/ROLE_SELECTED now resolve poss/subj from self.actor.pronouns at render time, so flipping a user's preference rewrites all their existing scroll prose; default actor → "their"
- SIG_READY prose strips a leading "The " from card_name so "the The Wanderer" reads "the Wanderer" and "the Engraven The Nomad" reads "the Engraven Nomad"; minor arcana ("Maid of Brands") untouched
- new applets/0005 seeds 'pronouns' applet (3x3, game-kit, default visible); _game_kit_sections.html grows a #id_gk_pronouns block w. 5 .gk-pronoun-card items labeled by ideology slug (italic) and tagged data-pronoun + data-trio
- card click → window.showGuard(card, "Set pronoun preference?<span class='guard-pronoun-trio'>{trio}</span>", commitCb); on OK fetches POST /dashboard/set-pronouns w. CSRF cookie + reloads so .active class moves and provenance prose re-renders; NVM dismisses
- dashboard.set_pronouns view (POST-only, login_required, 204/400/405) at /dashboard/set-pronouns; rejects choices not in PRONOUN_TABLE
- _game-kit.scss extends shared card rule to .gk-pronoun-card w. .active fill state + italic ideology label; #id_guard_portal .guard-pronoun-trio styled small/dim/centered under the question
- billscroll aperture: padding-right 0.75rem on #id_drama_scroll inside .applet-scroll so the timestamp column no longer sits beneath the scrollbar
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Sonnet 4.6 <noreply@anthropic.com>
Heterogeneous pre-existing changes (carried across multiple sessions, finally committed alongside the SIG SELECT exit sprint). Grouped:
- gameboard.js: _inUseLabel(roomName) — buildMiniContent renders "In-Use: <name>" on hover (cap 24 chars; overflow → 21 + "…"). Reads token.dataset.inUseRoomName for decks & token.dataset.currentRoomName for trinkets.
- _applet-game-kit.html: removes the inline <p class="tt-token-room-name"> + <p class="tt-deck-game-name"> paragraphs (now redundant — mini-portal carries the name); deck token gains data-in-use-room-name attr.
- gameboard tests: assertions retargeted at data-in-use-room-name + the mini-portal flow rather than the deleted inline paragraphs (test_views, test_deck_contribution, test_trinket_carte_blanche).
- game-kit.js: openFan + _testOpen reset _polarity = 'levity' so reopening the fan after FLIP-to-gravity always lands on the levity-painted face (the FLIP cue). The sessionStorage bookmark intentionally tracks card index only; polarity does NOT persist across reopen.
- _tarot_fan.html: SSR-default polarity flipped from levity to gravity (levity_emanation → gravity_emanation, levity_qualifier → gravity_qualifier, levity_reversal → gravity_reversal across upright + reversal faces). Pairs w. the JS polarity reset above so JS repaints to levity on open.
- FanStageSpec: 2 new specs — openFan polarity reset on reopen even after FLIP-to-gravity; sessionStorage stores no levity/gravity string.
- starter-role-*.svg (Alchemist, Builder, Economist, Narrator, Player, Shepherd): redrawn / re-cropped art — viewBox tightened from 288×560 to ~154×156, paths re-traced. No new role added; existing 6 swapped in place. New starter-role-blank.svg added as fallback for unmapped role codes (referenced by tray.js _ROLE_SCRAWL default → 'Blank').
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.7 (1M context) <noreply@anthropic.com>
- Add .tt-element-type italic subtitle below element title (classical name + "-Capacitor")
- Wrap element square in .tt-el-badge-col (float right, flex col) w. score beneath
- Remove inline .tt-el-body-line score from all three element branches (classic/Time/Space)
- .tt-element-type shares .tt-sign-type / .tt-house-type italic dim style
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Sonnet 4.6 <noreply@anthropic.com>
Sprint 2 UI (game kit applet):
- _applet-game-kit.html: in-use deck → two disabled × buttons, .tt-deck-game-name;
in-use Carte Blanche → two disabled × buttons, data-current-room-name,
.tt-token-room-name; tooltip content mirrors kit bag panel (Default, card count,
description, Stock version)
- gameboard.js buildMiniContent: 'In-Use' for tokens w. data-current-room-name set
- _kit_bag_panel.html: Deck section always renders (placeholder when unequipped)
View safeguards:
- select_role: look up existing deck from prior seat in same room before
equipped_deck (Carte Blanche multi-seat); only unequip when using equipped_deck
- drop_token Carte: reject 409 if token.current_room is a different room;
unequip from equipped_trinket on drop
ITs: SelectRoleMultiSeatTest (2), DropTokenViewTest +3 (carte drop, unequip, lock)
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Sonnet 4.6 <noreply@anthropic.com>
sky_save now re-fetches from PySwiss server-side on save so stored
chart_data always carries enriched element format (contributors/stellia/
parades). New sky/data endpoint serves fresh PySwiss data to the My Sky
applet on load, replacing the stale inline json_script approach.
natus-wheel.js: sign ring slices (data-sign-name) and house ring slices
(data-house) now have click handlers with _activateSign/_activateHouse;
em-dash fallback added for classic elements with empty contributor lists.
Action URLs sky/preview, sky/save, sky/data lose trailing slashes.
Jasmine: T12 sign tooltip, T13 house tooltip, T14 enriched element
contributor display (symbols, Stellium/Parade formations, em-dash fallback).
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
_aspectsVisible was set to false when stepping away to a different planet,
but the guard `if (item0.name !== _aspectPlanet)` only skipped resetting it
on return — it never restored it to true. Replace the conditional with a
direct assignment: _aspectsVisible = (item0.name === _aspectPlanet).
T11g: navigating away via NXT then back via PRV restores DOFF-active state.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Tooltip positioning:
- Scrapped SVG-edge priority; now places in opposite vertical half anchored
1rem from the centreline (lower edge above CL if item in bottom half,
upper edge below CL if item in top half)
- Horizontal: left edge aligns with item when item is left of centre;
right edge aligns with item when right of centre
- Clamped to svgRect bounds (not window.inner*)
Click-outside fix:
- Added event.stopPropagation() to D3 v7 planet and element click handlers
- Removed svgNode.contains() guard from _attachOutsideClick so clicks on
empty wheel areas (zodiac ring, background) now correctly dismiss the tooltip
FT fix: use execute_script click for element-ring slice (inside overflow-masked applet)
Jasmine: positioning describe block xdescribe'd (JSDOM has no layout engine)
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
- _computeConjunctions(planets, threshold=8) detects conjunct pairs
- Tick lines (nw-planet-tick) radiate from each planet circle outward
past the zodiac ring; animated via attrTween; styled with --pri* colours
- planetEl.raise() on mouseover puts hovered planet on top in SVG z-order
- Dual tooltip: hovering a conjunct planet shows #id_natus_tooltip_2 beside
the primary, populated with the hidden partner's sign/degree/retrograde data
- #id_natus_tooltip_2 added to home.html, sky.html, room.html
- _natus.scss: tick line rules + both tooltip IDs share all selectors;
#id_natus_confirm gets position:relative/z-index:1 to fix click intercept
- NatusWheelSpec.js: T7 (tick extends past zodiac), T8 (raise to front),
T9j (conjunction dual tooltip) in new conjunction describe block
- FT T3 trimmed to element-ring hover only; planet/conjunction hover
delegated to Jasmine (ActionChains planet-circle hover unreliable in Firefox)
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
- Move #id_natus_tooltip out of #id_applets_container (container-type:
inline-size breaks position:fixed) → add to home.html alongside
#id_tooltip_portal
- Move #id_natus_tooltip out of .natus-modal-wrap (transform breaks
position:fixed) → place as sibling of .natus-overlay in room.html
- Add _positionTooltip() helper in natus-wheel.js: flips tooltip to
left of cursor when it would overflow right edge; clamps both axes
- Replace hardcoded 280px in dashboard.js palette tooltip with measured
offsetWidth; add left-edge floor (Math.max margin)
- Planet tooltip format: @14.0° Capricorn (<svg-icon>) using preloaded
_signPaths; falls back to unicode symbol if not yet loaded
- Add .tt-sign-icon SCSS: fill:currentColor, vertical-align:middle
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
New/extended tests across billboard, dashboard, drama, epic, gameboard,
and lyric to cover previously untested branches: dev_login view, scroll
position endpoints, sky preview error paths, drama to_prose/to_activity
branches, consumer broadcast handlers, tarot deck draw/shuffle, astrology
model __str__, character model, sig reserve/ready/confirm views, natus
preview/save views, and the full tasks.py countdown scheduler.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
- sky_view passes page_class="page-sky" so the footer pins correctly
- _natus.scss: page-sky aperture block (mirrors page-wallet pattern);
sky-page stacks wheel above form via flex order + page-level scroll;
wheel col uses aspect-ratio:1/1 so it takes natural square size without
compressing to fit the form
- natus-wheel.js: _layout() sets viewBox + preserveAspectRatio="xMidYMid meet"
so the wheel is always centred inside the SVG element regardless of its
aspect ratio (fixes left-alignment in the dashboard applet)
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
- New _tooltips.scss: .token-tooltip/.tt base block extracted from _wallet-tokens.scss
- core.scss: import order …billboard → tooltips → game-kit → wallet-tokens
- _natus.scss: .tt-title--au/ag/…/pu (--six* dark, --pri* light) + .tt-title--el-* for element ring (--pri* dark, --ter* light) via body[class*="-light"] selector
- natus-wheel.js: element tooltip title switched from inline style to .tt-title--el-{key} CSS class; PLANET_ELEMENTS map drives .tt-title--{el} class on planet titles
- _game-kit.scss: kit bag .tt child font-size rules added (1rem title, 0.75rem desc/shoptalk/expiry)
- CLAUDE.md: SCSS import order updated
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
- natus-wheel.js: per-planet <g> group with data-planet/sign/degree/retrograde
attrs; mouseover/mouseout on group (pointer-events:none on child text/℞ so
the whole apparatus triggers hover); tooltip uses .tt-title/.tt-description;
in-sign degree via _inSignDeg() (ecliptic % 30); D3 switched from CDN to
local d3.min.js
- _natus.scss: .nw-planet--hover glow; #id_natus_tooltip position:fixed z-200
- _natus_overlay.html: tooltip div uses .tt; local d3.min.js script tag
- T3/T4/T5 converted from Selenium execute_script to Jasmine unit tests
(NatusWheelSpec.js) — NatusWheel was never defined in headless GeckoDriver;
SpecRunner.html updated to load D3 + natus-wheel.js
- test_pick_sky.py: NatusWheelTooltipTest removed (replaced by Jasmine)
- test_component_cards_tarot / test_trinket_carte_blanche: equip assertions
updated from legacy .equip-deck-btn/.equip-trinket-btn mini-tooltip pattern
to current DON|DOFF (.btn-equip in main portal); mini-portal text assertions
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
- Replace Unicode glyph text elements with inline SVG <path> icons loaded from icons/zodiac-signs/*.svg files
- NatusWheel.preload() fetches + caches all 12 zodiac SVG paths before first draw; auto-detects static base URL from <script src>
- Per-element (fire/stone/air/water) colored circles behind zodiac icons; icon fill colors use element palette vars
- PLANET_ELEMENTS map (au/ag/hg/cu/fe/sn/pb/u/np/pu) drives per-planet circle + label CSS modifier classes
- Planet circles: ternary fill + senary stroke per alchemical metal palette; labels: senary fill + stroke halo
- Zodiac icon scale = 85% of circle diameter (15% inset so icons breathe inside circles)
- Zodiac + house segment bg opacity 0.5; all ring/segment borders --terUser
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
- Fix D3 arc coordinate offset (add π/2 to all arc angles — D3 subtracts it
internally, causing fills to render 90° CW from label midpoints)
- Fix house-12 wrap-around: normalise nextCusp += 360 when it crosses 0°,
eliminating the 330° ghost arc that buried house fill/number layers
- Draw all house fills before cusp lines + numbers (z-order fix)
- SCSS: sign/element fills corrected to rgba(var(--priXx, R, G, B), α) —
CSS vars are raw RGB tuples so bare var() in fill was invalid
- brighten Stone/Air/Water fallback colours; raise house fill opacities
- Button layout: SAVE SKY moves into form column (full-width, pinned bottom);
NVM becomes a btn-sm circle anchored on the modal's top-right corner via
.natus-modal-wrap (position:relative, outside overflow:hidden modal);
entrance animation moved to wrapper so NVM rides the fade+slide
- Form fields wrapped in .natus-form-main (scrollable); portrait layout
switches form-col to flex-row so form spans most width, SAVE SKY on right
- Modal max-height 92→96vh, max-width 840→920px, SVG cap 400→480px
- FT: PickSkyLocalStorageTest (2 tests) — form fields restored after NVM
and after page refresh
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
game kit: new Applet model rows (context=game-kit) for Trinkets, Tokens, Card Decks, Dice Sets via applets migration 0008; _game_kit_context() helper in gameboard.views; toggle_game_kit_sections view + URL; new _game_kit_sections.html (HTMX-swappable, visibility-conditional) + _game_kit_applet_menu.html partials; game_kit.html wired to gear btn + menu; Dice Sets now renders _forthcoming.html partial; 16 new green ITs in GameKitViewTest + ToggleGameKitSectionsViewTest
login form: .input-group now position:fixed + vertically centred (top:50%) across all breakpoints as default; landscape block reduced to left/right sidebar offsets only; form-control width 24rem, text-align:center; alert block moved below h2 in base.html; alert margin 0.75rem all sides; home.html header switches between Howdy Stranger (anon) and Dashboard (authed)
room.html position indicators: slots 3/4/5 (AC/SC/EC) column order flipped via SCSS data-slot selectors so .fa-chair sits table-side and label+status icon sit outward
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
CARTE type, User.equipped_trinket FK, Token.slots_claimed field; post_save signal sets
equipped_trinket=COIN for new users, PASS for staff; kit bag now shows only the equipped
trinket in Trinkets section; Game Kit applet mini tooltip portal shows Equipped or Equip
Trinket per token; AJAX POST equip-trinket id updates equippedId in-place; equip btn
now works for COIN, PASS, and CARTE (data-token-id added to all three); Gatekeeper CARTE
flow: drop_token sets current_room (no slot reserved); each empty slot up to
slots_claimed+1 gets a drop-token-btn; slots_claimed high-water mark advances on fill,
never decrements; highest CARTE-filled slot gets NVM (release_slot); token_return_btn
resets current_room + slots_claimed + un-fills all CARTE slots; gate_status always returns
full template so launch-game-btn persists via HTMX when gate_status == OPEN; room.html
includes gatekeeper when GATHERING or OPEN; new FT test_trinket_carte_blanche.py (2
tests, both passing); 299 tests green