Phase 6 (final) of the room GATE VIEW + seat-renewal sprint. Cron
backstop mirroring delete_stale_my_sea_draws — the lazy
_expire_lapsed_seats already frees seats on every room/gate-view access,
but a mid-game table nobody reopens past the grace window would keep its
stuck seats forever. This command runs the same sweep over every room
holding a timestamped FILLED slot. No flags; idempotent.
Tests: ExpireLapsedRoomSeatsCommandTest (2) — frees a >2S lapsed seat +
flags RENEWAL_DUE; no-op within grace. Full project suite 1590 ITs/UTs
green.
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Phase 5 of the room GATE VIEW + seat-renewal sprint. A seated gamer who
never renews is evicted once their seat's cost passes the renewal-grace
window (filled_at + 2*renewal_period; 14d at the 7d default).
- _expire_lapsed_seats(room): mirrors _expire_reserved_slots — for each
FILLED slot past 2S, blanks the GateSlot, blanks the matching TableSeat
(keeps the row for seat-count integrity), records SLOT_RETURNED +
retracts the prior SLOT_FILLED (scroll redact-pair symmetry), then
flags the room RENEWAL_DUE. NULL filled_at is never expired (RESERVED
holds / ORM fixtures / auto-admit trinkets) — protects every existing
FILLED-slot test
- lazy call sites: room_view, gatekeeper, room_gate (on access; mirrors
the my-sea delete_stale pattern — no scheduler needed for active rooms)
- room.html: RENEWAL_DUE renders a minimal #id_gamer_needed stub
(_table_positions + _gatekeeper already suppressed for RENEWAL_DUE).
Mid-game re-seat flow is a documented follow-on
Tests: ExpireLapsedSeatsTest (10) — frees slot + blanks seat past grace;
no-op within cost window / grace / for null filled_at; sets RENEWAL_DUE;
records SLOT_RETURNED; lazy expiry on room_view + room_gate access;
gamer-needed stub renders. 848 epic+gameboard ITs green.
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Phase 3 of the room GATE VIEW + seat-renewal sprint. When the viewer's
own FILLED gate-slot cost has lapsed (filled_at past the cost-current
window), the center hex shows a GATE VIEW button (→ room gate-view)
instead of the phase affordances, so they must renew before advancing.
- _role_select_context: adds viewer_cost_current / viewer_in_grace from
the viewer's FILLED slot (no slot → current, defensive)
- room.html: the ROLE card-stack renders OUTSIDE the cost gate (the
gamer's own role pick survives the renewal grace — deposit privilege);
GATE VIEW supersedes the rest of .table-center; #id_pick_sigs_wrap
(SCAN SIGS, advancing the whole table) is gated on viewer_cost_current;
the SIG/SKY/SEA overlays are gated too (they embed their trigger-btn
ids in JS, so they must not render alongside GATE VIEW)
- per user-spec: only the ROLE pick stays in grace; SCAN SIGS + every
later phase get GATE VIEW
Tests: RoomCenterSupersessionTest (9) — GATE VIEW supersedes sig overlay
/ CAST SKY / DRAW SEA / SCAN SIGS when lapsed, normal buttons when
current; RoomRoleStackGraceTest (1) — card-stack (eligible) kept
alongside GATE VIEW when lapsed. 838 epic+gameboard ITs green.
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Redesign of the room gate-view per user-spec 2026-05-31: drop the custom
seat-circle + countdown; render the EXACT gatekeeper modal instead
(title panel + animated status-dots + token-slot rails + roles panel).
- roles-panel .btn-primary is CONT GAME (→ table hex, same target as the
gear NVM) while the viewer's seat cost is current; absent once it
lapses, reappears after renewal re-satisfies the cost
- .gate-status-text: "<n> Token(s) Deposited" (literal "(s)" + the shared
. . . . dots loop) when satisfied; "Please Deposit Token" when not.
<n> = the room's deposited (FILLED) slot count
- token slot: .claimed (static rails) when current; .active rails that
POST to renew_token when lapsed
- seat circle + time-remaining removed — the hex's own .fa-chair carries
seat status & user/seat tooltips land next sprint
- room_gate view trimmed to {room, cost_current, deposited_count,
page_class}
- tests: RoomGateViewTest reworked (9) — CONT GAME→hex + deposited-count
status + no renew-form when current; "Please Deposit Token" + renew
rails + no CONT GAME when lapsed; NVM→hex; page-room; no seat/countdown
markup. 510 epic tests green
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Phase 0 of the room GATE VIEW + seat-renewal sprint. Mirrors the my-sea
treatment: on any room page the self-referential CONT GAME is replaced
by a GATE VIEW button that opens the room's renewal gate-view.
- `room_view` page_class → "page-gameboard page-room"; the bare gameboard
listing stays "page-gameboard" (no page-room) so CONT GAME persists
there for returning to a recent room.
- `_navbar.html` GATE VIEW branch fires on `page-my-sea` OR `page-room`;
onclick routes, in precedence: page-room → epic:room_gate (room in
context); my-sea-visit → visitor gate; else owner's sea gate. One
consolidated branch (DRY) instead of two near-identical button blocks.
Tests: RoomNavbarGateViewTest (4) — room page shows GATE VIEW not CONT
GAME, links to room_gate, gate-view page also shows it, page-room marker
present. 826 epic+gameboard ITs green.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Phase 4 of the room GATE VIEW + seat-renewal sprint. The 3rd-person
mirror of my_sea_gate: a gate-view a seated gamer can open at any time
to check token TIME REMAINING or RENEW, reachable even mid-game (the
gatekeeper redirects to the table once table_status is set — this view
does not).
- `room_gate` view + `room/<uuid>/gate/view/` URL — renders the viewer's
own seat/position circle, a live time-remaining ticker (counts down to
cost_current_until, then to grace_expires_at in renewal grace), and a
RENEW affordance. page_class carries `page-room` (drives the navbar
GATE VIEW in Phase 0). No seat → "no seat" copy, no RENEW btn.
- `renew_token` view + `room/<uuid>/gate/renew` URL — re-deposits a token
into the viewer's already-FILLED slot via the existing `debit_token`
(resets filled_at=now → restarts the cost-current window). Reuses
select_token / debit_token wholesale; distinct from confirm_token,
which needs a RESERVED slot. 402 when token-depleted; no-op redirect
when the user holds no filled slot (already auto-BYE'd).
- `room_gate.html` — reuses the gatekeeper's .gate-overlay/.gate-modal
chrome (hand-rolled like my_sea_gate, inner content differs) + an
inline countdown ticker mirroring the status-dots IIFE.
- DRY: `_room_gear.html` now takes an `nvm_url` param (default the
gameboard listing — room.html's own gear unchanged); the gate-view
passes the table-hex URL so NVM returns to the hex, mirroring
_my_sea_gear's contract.
Tests: RoomGateViewTest (7) + RoomRenewTokenTest (6) — renders mid-game,
own seat circle, data-cost-until, RENEW posts to renew_token, NVM→hex,
page-room marker, no-seat render; renew resets filled_at + consumes FREE
+ records SLOT_FILLED, no-slot/GET redirects, 402 when depleted. 504
epic tests green.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Phase 2 of the room GATE VIEW + seat-renewal sprint. Pure model
properties (no migration, no new fields) layering a uniform seat clock
on top of the existing per-token debit rules (which stay untouched):
[A, A+S) cost_current play normally (A = filled_at)
[A+S, A+2S) in_renewal_grace cost lapsed, seat held (S = renewal_period)
[A+2S, ∞) grace_expired eligible for auto-BYE
Uniform across ALL token types per user-spec (PASS/BAND/CARTE included)
— keyed on filled_at only. A NULL filled_at (RESERVED slots, ORM-built
fixtures) reads cost_current=True / grace_expired=False so nothing
without a fill timestamp is ever evicted (protects existing FILLED-slot
tests that set status via the ORM). renewal_span falls back to 7d when
room.renewal_period is None.
Tests: GateSlotCostCurrentTest — 11 UTs covering within/after span, null
filled_at, until==filled+period, grace boundaries [S,2S), expiry at 2S,
and the 7d span fallback. 491 epic tests green.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Phase 1 of the room GATE VIEW + seat-renewal sprint. Decouples 1C
seating from hand/deposit/paid state: the owner is seated as long as
`active_draw_for` returns a row, i.e. for the full 24h after her most
recent FREE or PAID draw (PAID DRAW resets created_at, so the window
runs from the later of the two). A DEL'd row (empty hand, no paid
credit) now keeps 1C seated until the row expires at 24h — previously
1C dropped to .fa-ban the instant she DEL'd, even mid-window.
- `_my_sea_seats` `owner_seated` → `owner_draw is not None` (drives the
owner's own landing hex + the live `sea_seats` broadcast).
- `my_sea_visit` `owner_seated` → same rule, so the spectator hex and
the owner's landing agree (was drawn-OR-paid, dropped `owner_paid`).
- DRY: removed the dead `seat1_seated` context (the `seats` ring's
`seat.present` has driven 1C since the multi-seat hex landed; the flag
was never read by the template).
Tests — TDD red→green:
- flipped `test_seat_1c_not_seated_at_gate_view_after_del` →
`..._seated_...`: DEL'd empty-hand row keeps 1C seated, center still
GATE VIEW (1 check / 5 ban).
- flipped FT `test_seat_1_banned_when_active_draw_has_empty_hand` →
`..._seated_...` (asserts .fa-circle-check).
- added `test_seat1_seated_context_key_removed` (DRY regression guard).
- added spectator `test_owner_seated_with_empty_hand_no_payment`.
- `test_owner_not_seated_without_draw_or_payment` unchanged (no row →
still unseated). 318 gameboard ITs green.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- model: DeckVariant.free_in_shop flag (0015 schema); data migration 0016
seeds RWS + Minchiate Fiorentine True (Earthman stays False — it's auto-
granted at signup, not shopped)
- view: _free_decks_for decorates the free-in-shop catalog w. a per-user
.owned flag; shop_claim_free POST endpoint adds the deck to unlocked_decks
(idempotent M2M add) — the free_in_shop filter is the guard that stops the
$0 endpoint unlocking paid/auto-granted decks (404 otherwise). free_decks
wired into both the wallet view + toggle_wallet_applets HX context
- url: wallet/shop/claim (action, no trailing slash)
- template: free-deck tiles reuse the deck's own Game Kit tooltip prose
(name / card-count / description / stock-version line) + a $0 .tt-price
pinned top-right like paid tiles; .tt-micro carries .tt-free-btn (FREE
ITEM) or the same .tt-already-owned pill once owned; reuses
_deck_stack_icon.html
- js: wallet-shop.js _onFreeClick → _doClaimFree POSTs deck_slug → reload
(server-rendered owned pill, same posture as the BUY reload). No guard
portal — free = one-click. Rides the SAME delegated roots as BUY +
idempotent wiring
- css: FREE ITEM wraps to 2 lines like BUY ITEM (extend the mini-portal
.tt-buy-btn white-space:normal rule to .tt-free-btn); shop deck tiles get
the Game Kit fan-out on hover/active by adding .shop-tile-deck to the
.deck-stack-icon splay trigger list — DRY, no transform duplication
- tests: 8 ITs (shop_claim_free behaviors + free_decks context owned flag);
FT claims RWS → 'Already owned' swap → id_kit_tarot_deck appears in Game
Kit; 3 Jasmine specs F1-F3 (claim POST / no-guard / idempotent wiring);
679 dashboard+epic green, no regressions
- trap: hover-hidden microtooltip btn → .text is '' under Selenium; read
get_attribute('textContent') instead [[feedback-selenium-opacity-zero]]
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The image-card contour stroke is 4 chained `drop-shadow()`s; each re-rasterizes
the already-downscaled card (408→~64px), so on a ROTATED card the compounded
re-sampling reads as BLUR. It's NOT the angle — even the 5° significator blurs,
while the 90° cross blurs hardest; the upright COVER (same filter, no rotation)
+ the unrotated preview modal stay crisp. Verified live (dpr 1): a lone depth
drop-shadow on a rotated card is crisp, the 4-shadow chain is not.
Fix: the rotated image cards (`.sea-sig-card` -5° + `.sea-pos-cross .sea-card-slot`
90°/270°) drop the contour chain, keeping only the depth drop-shadow → crisp.
Upright cards keep the full contour. Zeroing `--img-stroke-w` wouldn't help (the
blur is the chained-shadow re-rasterization, not the stroke offset). RWS's
contour was a redundant double-frame over its printed border anyway, so its
rotated cards lose nothing visible.
Verified in Firefox: the enlarged 5° significator renders crisp (sharp title +
edges) with depth + printed border intact.
Code architected by Disco DeDisco <discodedisco@outlook.com>
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Spectator guard-portal + NVM/GATE VIEW routing (user-spec 2026-05-30):
- The leave-the-sea guard now confirms with OK (was NVM); `_my_sea_gear.html`
gains an `nvm_handler` param so a caller can swap the default leave-nav.
- my_sea_visit NVM is phase-aware (`mySeaVisitNvm`): on the DRAW/spread phase it
flips back to the table hex (client toggle, stays in-ecosphere → no voice
guard, mirroring the owner's picker→landing); on the table hex it LEAVES to the
bud's page (`billboard:bud_page`) behind the shared voice-disconnect guard.
- The navbar GATE VIEW opens THIS owner's visitor gatekeeper on my_sea_visit (+
its gate page, whose page_class also carries `page-my-sea-visit`), not the
viewer's own sea gate; owner pages are unchanged.
- showGuard now RE-POSITIONS the open guard on resize/orientationchange
(rAF-throttled) so it follows its anchor instead of stranding at its show-time
coords — a cross-cutting fix (every gear-menu guard) for the portal landing
off-screen after an orientation flip relocated the gear menu.
Coverage: MySeaVisitNavTest (navbar→visit gate, gear NVM→mySeaVisitNvm, bud URL,
OK label) + MySeaOwnerNavbarGateUnaffectedTest (owner gate untouched). Verified
live in Firefox: picker NVM returns to the hex; the guard followed its anchor
from 882px→54px on a simulated orientation flip, staying in-viewport.
Code architected by Disco DeDisco <discodedisco@outlook.com>
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The auto-disconnect already drives this asynchronously (burger-btn `_muteAutoDisconnect`
→ VoiceRoom.leave → _teardown → _notify{inCall:false,muted:false} → voice-glow render),
and the `voiceroom:ready` subscribe fix guarantees voice-glow receives it without a
refresh. Lock the muted→not-in-call transition behind a VoiceGlowSpec case: drops
`voice-muted` (priRd + .fa-ban) + restores the channel-available `voice-glow` nudge,
no longer "live" (no pulse/eq). Jasmine green.
Code architected by Disco DeDisco <discodedisco@outlook.com>
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
MUTE PERSISTENCE (user-spec 2026-05-30) — a voice mute used to vanish on any
in-sea navigation/refresh (the mesh tears down + auto-rejoins unmuted). Now the
mute is stamped server-side + re-applied on rejoin, with a 3-min muted →
auto-disconnect window:
- `User.voice_muted_at` (timestamp, not a bare bool, so the 3-min window anchors
here) + migration. Per-user, not per-seat: the owner has no seat row, and a
user is in ≤1 voice room at a time, so this uniformly covers owner + visitor.
- POST `/voice/mute` {muted} sets/clears it (new voice app views.py + urls.py,
mounted at `voice/` in core/urls). my_sea + my_sea_visit pass the timestamp to
`#id_voice_btn` as `data-voice-muted-at`.
- voice-mesh.js gains `setMuted(m)` (set vs. toggleMute's flip), honoured by
join's post-getUserMedia `_applyMute`. burger-btn.js: a mute toggle POSTs the
state + arms a client timer; the auto-rejoin re-applies the persisted mute +
re-arms the timer from the stored timestamp (so the 3-min spans navigations,
not resets); an elapsed window on rejoin auto-disconnects instead of rejoining;
a fresh manual join clears any stale mute. On timeout: leave voice + clear.
FIRST-CONNECT GLOW/MUTE RACE (user-reported) — `setOnStateChange` pushes the
current state immediately on subscribe, and voice-glow.js often subscribes
MID-JOIN (getUserMedia pending → inCall=false). Its `setVoiceState` only ever
DELETED `voice.dataset.inCall` (never re-set it) — wiping the join-vs-mute flag
burger-btn.js had just set, so the next click re-joined instead of muting (which
also dropped the peer + killed the equalizer). Two fixes:
- voice-glow keeps `dataset.inCall` SYMMETRIC (set on true, delete on false), so
the mid-join false is restored once the stream resolves → mute works on first
connect.
- voice-glow subscribes reliably on AUTO-REJOIN too (no click to trigger its
poll): voice-mesh.js dispatches `voiceroom:ready` on singleton creation +
voice-glow listens, so the glow is mesh-driven (peer-count equalizer) after a
refresh, not just the in-call-class fallback.
Coverage:
- ITs: VoiceMuteViewTest (login/405/invalid-json guards, stamp on true, clear on
false, re-mute restamps, missing-key=false). voice+lyric 164 green.
- Jasmine: BurgerSpec mute persistence (muteRemainingMs window, rejoin re-mute,
expired-window auto-disconnect, toggle-persists + 3-min fires, manual-join
clears); VoiceGlowSpec dataset.inCall sync (sets on in-call, clears on not,
restores after a mid-join false→true). All green.
- Live multi-party voice (mic/2-device) left to manual verification.
Code architected by Disco DeDisco <discodedisco@outlook.com>
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Bring the single/non-polarized deck stack's hover/active glow in line with the
tuned --ninUser halo levity + gravity already use (0.5rem blur / 0.5rem spread /
0.3 alpha) so every deck reads identically (user-spec 2026-05-30). Added a
per-deck `$_glow-single` var (parity w. `$_glow-levity`/`$_glow-gravity`, each
independently tunable). The monodeck keeps its own neutral --terUser hover
border; only the glow box-shadow changed.
Code architected by Disco DeDisco <discodedisco@outlook.com>
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Unify the glow/FLIP interaction across the owner picker (my_sea) + the read-only
spectator (my_sea_visit), then carry the same selection halo onto the spread
cards + deck-stack faces.
DECK STACK (user-spec 2026-05-30) — the owner revealed the FLIP only on click
(persisted) but never on hover; the spectator revealed it on hover but never
persisted. Now BOTH do both:
- `.sea-stack-ok` reveal is a single shared rule in _card-deck.scss — opacity
fades in on hover/focus (ephemeral) OR via the JS-set `.sea-deck-stack--active`
class (click-persist, same class the face-glow rides). The owner's inline
`display` toggling is gone (`_showOk`/`_hideOk` just flip `--active`); the
spectator's hover-only override in _gameboard.scss is removed.
- Interactivity stays gated on `--active`, NOT hover: hover is a purely VISUAL
preview (matching the spectator's disabled FLIP). This preserves the owner's
two-step deal — were the FLIP click-through on hover, a single stack-click
would land on the centred FLIP + deal early (caught by the draw FT).
- Spectator persist wired in my_sea_visit.html (click a stack → `--active`,
click elsewhere clears); its FLIP stays `.btn-disabled` (read-only).
SPREAD CARDS — the same hover-glow + active-persist now on EVERY spread card,
building on the cover/cross rules. The prior `.sea-card-slot--focused` glow
(0-1-0) was silently overridden by the filled-card drop-shadow ladder (up to
0-4-0) and never rendered (verified live); `!important` (consistent w. the
existing `opacity:1 !important` there) makes the halo win on hover + focus. The
halo is symmetric (rotation-invariant). No colour change — box-shadow only.
DECK FACE HALO — the levity + gravity stack glows now mirror the card halo's
tuned geometry (0.5rem blur / 0.5rem spread / 0.3 alpha), each in its own
polarity colour (--ninUser / --quaUser); single keeps its own tone.
Verified live in Firefox: deck FLIP persists on click + fades on hover; the card
halo wins over the drop-shadow on hover/focus across crown/cover/(reversed-)cross;
levity/gravity deck glows match the card halo. Draw FTs green (single-draw, hand-
completion, AUTO DRAW, auto-drawn-slot reopen) — the two-step deal + card focus
survive the display→opacity switch.
Code architected by Disco DeDisco <discodedisco@outlook.com>
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Two follow-ons to the spectate spread-sync, both over the `mysea_<owner>` consumer:
SPREAD ON MODAL-CLOSE — the spread only reached spectators piggy-backed on the
first `sea_draw`, so a visitor sat on a stale layout until a card landed. The
owner's SPREAD modal now broadcasts her chosen spread the moment she closes it
(backdrop / Escape / guard-OK) — before any draw:
- new hand-less `sea_spread` event: view `_notify_sea_spread` → consumer relay →
visitor `_applySpread` (re-lays-out `[data-spread]` + re-captions, no hand
touched).
- new POST `/gameboard/my-sea/spread` the modal-close handler calls, guarded by
`_lastSpread` so re-opening + closing without a change doesn't re-broadcast.
When an active row has an EMPTY hand it also persists the spread onto the row
(so a fresh spectator load lands right too) — stays within the "spread locks
at first card" policy; never overwrites a drawn hand's spread.
SEQUENCED AUTO DRAW — AUTO DRAW commits all six cards in ONE POST (navigate-away
safety) → one `sea_draw` carrying the whole hand, so the spectator saw them pop
in at once ("async as intended, but not in sequence"). The visitor's `_applyHand`
now reveals only the freshly-added entries, one per ~420ms tick (in DRAW_ORDER,
first immediately) — a lone manual-draw card still reveals instantly. Already-
shown cards (`_isShown` by slot card-id) are left untouched, so a cumulative
re-broadcast never re-animates.
Coverage:
- ITs: MySeaSpreadBroadcastViewTest — login/405/unknown-spread guards, broadcast
call, empty-hand persist, no-overwrite-of-drawn-spread, broadcast-failure
resilience.
- channels: spectate consumer relays the hand-less `sea_spread` event.
- Live-verified in Firefox: a 3-card hand fills 1 slot synchronously then the
rest after the stagger; user visually confirmed the full deal sequence + the
modal-close spread propagation.
311 gameboard ITs + 7 spectate channels green.
Code architected by Disco DeDisco <discodedisco@outlook.com>
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Three fixes to the my-sea spectator (bud-sea), all flowing over the existing
`mysea_<owner>` spectate consumer:
VISIT CAPTIONS (.sea-pos-label) — two bugs left every CROWN/COVER/… caption
blank on my_sea_visit:
- empty-hand: `label_by_position` was built from `latest_draw_slots`, which
returns [] when the owner's hand is empty (only a significator placed) — so
an owner mid-setup showed no captions, while her OWN my_sea (whose JS seeds
labels from the POSITION_LABELS constant) showed them. Now the view pulls
captions straight from POSITION_LABELS[spread], drawn-cards-independent.
- `--seciUser` typo (used once, never defined) → invalid colour dropped → the
labels inherited the body colour, contrasting on some palettes but blending
into the felt on others (read as "missing"). → `--secUser`.
SPREAD-SYNC — the owner's live draw pushed only the hand, not the spread, so a
post-DEL spread switch landed the new cards into the OLD spread's cells (the
asymmetry the user hit: owner on desire-obstacle-solution, visitor still laid
out as escape-velocity). The spread now rides each `sea_draw` broadcast;
`_applySpread` re-sets `data-spread` (CSS keys cell visibility off it),
re-captions from a server-sourced POSITION_LABELS json_script, + clears stale
fills before `_applyHand` repopulates against the right layout.
OWNER-SIDE LIVE SEAT PUSH — the owner's my_sea now subscribes to her own
spectate WS for `sea_seats`, so visitors arriving (deposit → 2C-6C) / leaving
(BYE) appear without a refresh, same broadcast the spectators get. The visit
page's inline `_renderSeats` is hoisted into my-sea-seats.js as the shared
`mySeaRenderSeats(seats, myToken)` (+ `mySeaConnectSeatRing`); each page passes
its own self-token (owner page passes '' — her 1C isn't --self server-side).
Coverage:
- ITs: MySeaVisitEmptyHandLabelsTest (captions present + rendered for an empty
hand); MySeaLockHandViewTest broadcast test asserts the spread arg; spectate
consumer test asserts the hand+spread relay (channels).
- Jasmine: 6 new MySeaSeatsSpec cases for mySeaRenderSeats (per-seat rebuild,
--self by token, owner-page no-self, no-duplicate re-render, one-shot flare).
- Live-verified in Firefox: captions paint khaki on the brown palette; a
desire-obstacle-solution sync flips data-spread + relabels Solution/Obstacle/
Desire + hides leave/cover/lay.
[[feedback-jsonfield-exclude-sqlite-null]] not implicated; spread map is a plain
dict lookup. 304 gameboard ITs + Jasmine green.
Code architected by Disco DeDisco <discodedisco@outlook.com>
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Four my-sea / my_sea_visit fixes from user feedback.
1. Seated-chair snap-back: `.my-sea-landing .table-seat.seated .fa-chair`
forced PERMANENT --terUser + --ninUser glow, out-specifying _room.scss's
--secUser settle — so a seated chair eased in (the .seat-just-seated flare)
then SNAPPED back to the glow. Removed it; the steady look is now the
_room.scss --secUser as spec'd. The viewer's --self marker moves off the
chair onto the position label so the chair can rest at --secUser.
2. Owner multi-seat: my_sea.html's landing rendered a hardcoded 1C-only seat
loop, so the owner only ever saw herself even after refresh. It now renders
the shared `_my_sea_seats(request.user)` ring — owner 1C + present visitors
2C-6C — the same list the spectator + broadcasts use. (Live owner-side push
is a follow-on; this fixes the on-refresh case.)
3. Gear sea menu: NVM + BYE laid out in a ROW because the BYE form is
display:contents + applets.js force-sets the menu to display:block on open
(can't flex the menu itself). Wrap them in the shared `.menu-btns` flex
container and override it to a COLUMN in portrait / ROW in landscape (DRY —
same container the room/applet menus use).
4. Visit hex scale: my_sea_visit didn't load room.js, so scaleTable() never ran
and the table-hex rendered unscaled (unlike the owner's my_sea). Load room.js
on the visit page too.
62 gameboard ITs (gear NVM + owner-seat + visit) green.
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Extends the async-witness WS so a visitor joining (deposit) or leaving (BYE)
pushes the seat ring to the other watchers — they see members come + go without
a refresh, same channel as the live draw.
- views.py: `_my_sea_seats(owner)` extracted (owner 1C + present invitees 2C-6C
by deposit order, sans per-viewer is_self) — used by BOTH the my_sea_visit
render (layers is_self on) AND a new guarded `_notify_sea_seats(owner_id)`
broadcast. Fired from my_sea_visit_insert_token (seat taken) +
my_sea_visit_leave (seat freed).
- consumers.py: MySeaSpectateConsumer gains a `sea_seats` handler.
- my_sea_visit.html: the WS client re-renders the `.table-seat` ring from a
`sea_seats` message, re-marking the viewer's own --self chair via the embedded
seat token + re-firing the one-shot seated glow (localStorage-gated).
Tests: +1 channels relay IT (sea_seats received) + 2 view ITs (deposit / BYE
each broadcast the ring). Existing multi-seat ITs stay green on the refactored
helper. Client re-render needs live 3-party verification on staging.
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.8 (1M context) <noreply@anthropic.com>
register's _fillSlot sets --filled (opacity:0) but not --visible — the owner
adds --visible on stage-dismiss, but the spectator fills directly w. no modal,
so the live card raced the empty->filled opacity transition (the long-standing
my_sea ease-in-before-ease-out glitch). Add --visible in the same tick after
register so the card matches the refreshed state: instant for the outer slots,
the intended sea-cover/cross-appear fade for cover/cross.
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The bud watching @owner's sea now sees each card appear in real time instead of
having to refresh. Follows the epic RoomConsumer broadcast pattern (view ->
group_send -> consumer handler -> send_json), keyed on the owner (mysea_<owner>)
since my-sea has no Room.
- apps/gameboard/consumers.py: MySeaSpectateConsumer — read-only WS; membership
gate matches voice (owner OR present invitee: ACCEPTED + deposited + not
left). Relays a `sea_draw` event carrying the owner's full hand.
- apps/gameboard/routing.py + core/asgi.py: ws/my-sea-spectate/<owner_id>/.
- gameboard/views.py: _notify_sea_draw(owner_id, hand) — best-effort, guarded
group_send so a down/missing channel layer can't break the solo draw. Fired
from my_sea_lock (both the create + the mid-draw-upsert branch) and from
my_sea_delete (empty hand -> clears the spectators' cross).
- my_sea_visit.html: a WS listener fills the cross live — SeaDeal.register(card,
'.sea-pos-'+pos, isLevity) reuses _fillSlot (incl. the --rank-long squeeze) +
seeds the slot clickable into the stage; a DEL re-empties cleared slots.
Capped reconnect for transient blips.
Tests: 5 channels ITs (owner/present-invitee connect + receive; unauth /
stranger / accepted-not-present rejected); +2 view ITs (lock broadcasts owner+
hand; lock still 200s when the broadcast raises). Client fill needs live
two-party verification on staging (Redis up).
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.8 (1M context) <noreply@anthropic.com>
sea.js's _fillSlot adds .sea-card-slot--rank-long on draw (corner_rank length
>= 5) to squeeze long Roman numerals (XVIII, XLVIII, ...) into the slot, but
_my_sea_slot.html didn't — so a saved hand stretched the numeral back out on
refresh (server render). Add the same length>=5 class server-side. Fixes both
the owner picker + the spectator cross (shared partial). +3 ITs (long / short /
boundary).
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Mirrors the owner's deck stack onto the spectator hex, DRY:
- new shared _my_sea_deck_stack.html partial (mono DECK / dubbo DECKS by
is_polarized) rendered by BOTH the owner picker (my_sea.html, flip_disabled=
hand_complete) AND the visitor cross (flip_disabled=True). Owner markup is
byte-identical, so its assertions hold.
- the visitor's stack uses the OWNER's deck (everyone at @owner's sea plays the
owner's deck — the visitor's own equipped deck is irrelevant), pinned
top-left (--visit) across the table from the owner who deals bottom-right.
- dubbodeck: the Gravity/Levity name flips above the face + upside-down to
signal someone across the table is dealing.
- the read-only FLIP (disabled ×) is hidden until its stack is hovered/focused,
then eases in (same opacity 0->1 over 0.3s as the shared flip-btn-base
reveal; inlined since _gameboard precedes _card-deck in the import order) so a
permanent × doesn't clutter the stack.
ITs: stack keys on the owner's deck (not the viewer's), dubbo renders 2 named
stacks, FLIP is the disabled state, no stack when the owner has no deck. Owner
deck-stack IT + FT stay green (identical markup).
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The bud-sea (visitor) VIEW DRAW rendered the cross but kept data-phase=landing,
so it sat on the --priUser landing bg instead of the owner's --duoUser picker
felt, and its #id_my_sea_visit_draw wrapper wasn't a flex container so the
picker didn't fill/centre like the owner's.
DRY fix (no new visit-only styling):
- VIEW DRAW toggle now flips .my-sea-page data-phase landing<->picker, so the
cross reuses the shared .my-sea-page[data-phase=picker] --duoUser felt rule.
- .my-sea-visit-draw is display:contents, so its .my-sea-picker child becomes a
direct flex item of .my-sea-page and fills/centres via the existing
.my-sea-picker sizing.
FT asserts the page flips to data-phase=picker on VIEW DRAW.
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The image-mode contour stroke (4 cardinal drop-shadows) follows the PNG alpha.
Minchiate faces are transparent-cut to their irregular outline, so the stroke
cleaves to the shape; RWS faces are clean cream rectangles that carry their own
printed border, so the full 0.2rem stroke reads as a redundant uniform double-
frame. Rather than re-process 78 images, thin the stroke for the equipped
english deck via CSS only.
- _card-deck.scss: the cardinal-stroke offset is now `var(--img-stroke-w,
0.2rem)` (default unchanged for Minchiate/Earthman); `body.deck-family-english`
sets it to 0.08rem (a crisp edge, not a frame). Custom props inherit, so the
body class cascades into every image card on the page.
- base.html: body gains `deck-family-<equipped-deck-family>` when authenticated
with an equipped deck.
Aesthetic polish — may be reverted (revert = drop the body class + the
`--img-stroke-w` var + the english rule).
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Voice-persistence follow-up (user-spec item 6). Every my-sea navigation is a
full page reload that kills the WebSocket + peer connections; true no-reload
nav would need an SPA refactor of the heavily-tested draw IIFEs. Instead we
auto-rejoin: bindVoiceBtn remembers the active room in sessionStorage on join
and silently re-joins it on the next my-sea page if voice is still available
there (mic permission persists for the session, so no prompt). Same user-
visible result (a brief reconnect, not seamless) with no risk to the draw flows.
- burger-btn.js: sessionStorage 'mysea-voice-room' remember/forget helpers +
window.mySeaVoiceForget; bindVoiceBtn refactored to startCall()/withVoiceRoom()
and auto-rejoins on bind when the remembered room === the active btn's room.
A failed join (e.g. INSECURE_CONTEXT) forgets the room so it doesn't retry.
- _my_sea_gear.html: the NVM-disconnect guard confirm + BYE forget the room
(and leave the mesh) — an explicit leave shouldn't auto-rejoin.
- BurgerSpec: +4 auto-rejoin specs (match / different-sea / inactive / remember
+ forget). 438 Jasmine specs green.
Also (bundled, user's parallel work): pngquant the resaved RWS deck card back
(tarot-rider-waite-smith-back.png) from 733KB truecolor+a to a 264KB 8-bit
palette PNG, matching its companion card faces. Dimensions preserved (the
rotated 401x694).
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The spectator hex showed only owner 1C + the viewer in 2C; other present
visitors were invisible. The view now builds a list — owner 1C + each
present invitee in 2C-6C by deposit order (capped at MY_SEA_MAX_VISITORS) — so
every viewer sees the same absolute seating, with their own seat marked
.table-seat--self (a subtle --terUser tint).
- my_sea_visit: context (present/empty + token + label + is_self).
- my_sea_visit.html: seat ring loops instead of a hardcoded 1C/2C.
- _room.scss: .table-seat--self chair tint.
- +1 IT (3 present visitors → 2C-4C seated, viewer is the --self one); the
both-seated IT updated for the --self marker. 292 gameboard ITs green.
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The deposit gate already caps PRESENCE at 5 visitors (+owner = 6), so voice
membership is bounded — but a present member opening multiple tabs could still
oversubscribe the mesh. RoomVoiceConsumer now claims a slot on connect via an
atomic cache counter (cache.incr — atomic on Redis + LocMem) and refuses past
VOICE_MAX_MEMBERS=6; the slot frees on disconnect (26h TTL backstop so a leaked
slot self-clears). Room-agnostic, so epic rooms inherit it.
+1 channels test: 6 connections fit, the 7th is refused, a disconnect reopens a
slot. 9 voice consumer channels tests green.
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Phase 5b of the my-sea voice batch. Resolves the Bug-B-vs-item-7 conflict per
user call 2026-05-29: a click while connected MUTES (leaving stays on BYE/NVM),
and the item-7 "--priRd/.fa-ban disconnected" visual maps onto the MUTED state.
Replaces Phase 3's 2x-pulse stand-in with a real Web-Audio equalizer.
- voice-mesh.js: an AnalyserNode taps each incoming peer stream (lazy
AudioContext); `inputLevel()` returns the loudest current RMS (~0..1) across
peers. Analysers torn down per-peer + on call end.
- voice-glow.js: the live-mic glow now resolves to — alone → `.voice-pulse`
(steady 2s cadence); others connected → `.voice-eq`, whose `--voice-level`
CSS var is fed each frame from inputLevel() via a self-stopping rAF loop;
muted → `.voice-muted` modifier on either (recolor only). rAF cancelled on
destroy.
- _burger.scss: `.voice-eq` box-shadow spread+alpha scale with `--voice-level`
(no keyframe — audio drives it); `.voice-muted` recolors to --priRd (halo
stays --ninUser) + flips the voice sub-btn icon to .fa-ban. Drops the unused
`.voice-pulse--fast`.
- VoiceGlowSpec: +4 specs (equalizer swap, muted-alone, muted-with-others,
unmute clears); VoiceMeshSpec: +1 (inputLevel 0 with no analysers). 438
Jasmine specs green.
Live-verify on staging (audio can't be auto-tested): the equalizer reacting to
real speech + the muted/unmuted colour swap on a live call.
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Phase 5a of the my-sea voice batch (user-spec 2026-05-29). The owner holds 1C;
at most 5 visitors fill 2C–6C, which also caps the voice mesh (voice requires a
deposited seat, so seat-capping caps membership).
- SeaInvite: MY_SEA_MAX_VISITORS=5 + present_count(owner) / table_has_room(owner)
classmethods (present = ACCEPTED + deposited + not LEFT).
- my_sea_visit_insert_token: a fresh deposit into a full table is bounced
(?full=1, no token spent, no seat); a visitor who BYEs frees their seat
(is_present → False) for the next visitor.
- my_sea_visit_gate: context → the gate shows 'TABLE FULL' + inert
rails instead of INSERT TOKEN for a not-yet-present visitor.
- 6 capacity ITs (count/room, full-table bounce, leave-frees-seat, gate flag,
already-seated not blocked). 291 gameboard ITs green.
Remaining Phase 5 (live-verify / needs a spec call): disconnect visuals
(--priRd/.fa-ban, item 7) + the true Web-Audio equalizer (item 5) + consumer-
level voice-member enforcement + multi-seat (3C–6C) spectator viz.
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.8 (1M context) <noreply@anthropic.com>
getUserMedia is only exposed in a secure context (HTTPS, or the localhost
exemption). Reached over plain HTTP on a LAN IP — the dev server from a phone
at http://192.168.x.x:8000 — iOS/Android leave navigator.mediaDevices
undefined, so join() fetched TURN creds (a confusing 200) then silently
rejected deep in a .then() with no mic prompt. Desktop works because
127.0.0.1 IS a secure context. (Not a regression — voice never worked on the
HTTP dev server from mobile.)
- voice-mesh.js: _micSupported() seam + an early INSECURE_CONTEXT reject in
join() before any network, so the failure is fast + diagnosable.
- burger-btn.js: bindVoiceBtn catches the rejected join, rolls back the
optimistic .in-call/dataset.inCall (so the next click retries), and surfaces
a Brief — 'Voice needs HTTPS (or localhost) — your browser blocked the mic
here.' — instead of failing invisibly.
- VoiceMeshSpec: +2 specs (join rejects INSECURE_CONTEXT; btn rolls back +
Briefs on reject). Jasmine green.
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Phase 4 of the my-sea voice batch (user-spec 2026-05-29).
── Voice-disconnect guard (item 6, the achievable slice) ──
Every my-sea navigation is a full page reload, which tears the WebRTC mesh
down — so voice can't literally persist across a reload without an SPA-style
no-reload nav (a separate, larger refactor, deferred). What ships now: the
gear-menu NVM warns before dropping the call.
- _my_sea_gear.html: the NVM routes through an inline, dependency-free
`mySeaGuardedNav(event, url)`. When voice is LIVE (VoiceRoom.localStream) AND
the target leaves my_sea (`url` has no `/my-sea`), it pops the shared guard
portal — "Leave the Sea? You'll disconnect from voice." — before navigating;
confirm proceeds, dismiss stays. NVMs that stay within my_sea, or any nav
with no live mic, go straight through. Covers all NVMs (owner my_sea, the
gatekeeper, the spectator) since they all include this partial.
── Bug B: desktop mute (mute robustness) ──
- voice-mesh.js: extracted `_applyMute()` and call it from join (post-
getUserMedia) as well as toggleMute. On desktop the first join pops a mic-
permission prompt; a mute toggled while that prompt is open used to be lost
because the stream didn't exist yet — re-applying after it resolves makes the
mute stick. Teardown resets `muted=false` so a rejoin starts clean.
- voice-glow.js: setVoiceState now syncs the voice btn's own flags
(.in-call / .muted / dataset.inCall) to the mesh truth, so a rejoin starts
clean and the glow's DOM fallback can't get stuck "live".
Tests: +5 VoiceMeshSpec mute specs (incl. the pre-stream-mute Bug-B case);
+2 NVM-guard FTs (warn when live / pass through when not); 3 gear-NVM ITs
updated for the mySeaGuardedNav markup. 286 gameboard ITs + 433 Jasmine specs
green.
Note: true cross-view voice persistence (no-reload within-my_sea nav) + the
desktop-mute live confirmation remain to verify on staging w. Redis up.
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Phase 3 of the my-sea voice batch (user-spec 2026-05-29). A --quaUser/--ninUser
glow + pulse machine for the burger btn + its voice sub-btn, driven by the
voice sub-btn availability (voice_active) + the live mesh state.
- voice-mesh.js: VoiceRoom gains a state-change hook — setOnStateChange(cb) +
peerCount() + _notify({inCall, peerCount, muted}), fired on join, every peer
add/drop, mute toggle, and teardown. No behaviour change without a subscriber
(VoiceMeshSpec stays green).
- voice-glow.js (new): the glow machine. PRE-JOIN nudge — burger glows when the
fan is closed (sea draw-nudge keeps burger precedence; voice reclaims it once
the sea glow clears), voice sub-btn glows when the fan opens. LIVE — the glow
PULSES on whichever surface shows (voice sub-btn fan-open, burger fan-closed):
base 2s cadence while alone, doubled (.voice-pulse--fast) once a 2nd party
connects (equalizer stand-in; a true volume-reactive equalizer is a live-only
enhancement). Class writes are reconciled (idempotent) so the burger-class
MutationObserver doesn't feed back on itself.
- _burger.scss: .voice-glow + @keyframes voice-pulse + .voice-pulse(--fast).
- loaded on my_sea.html + my_sea_visit.html (after burger-btn.js).
- VoiceGlowSpec.js (18 specs) + registered in SpecRunner; MySeaSeatsSpec flare
window updated 1.5s → 2s (Phase 2 bump). 428 Jasmine specs green.
Live-verify on staging: the actual glow colours/cadence + the equalizer
upgrade (item 5) and disconnect states (item 7) land in later phases.
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Phase 1 + 2 of the my-sea spectator/voice batch (user-spec 2026-05-29).
── Phase 1: spectator VIEW DRAW parity ──
The visitor's VIEW DRAW rendered _my_sea_readonly_draw.html — a flat
`.my-sea-scroll` strip that, out of its applet context, blew a single card up
to fill the viewport. It now renders the SAME `.my-sea-cross` picker +
`_sea_stage` modal the owner sees, populated from the owner's draw, read-only
but fully interactive (click card → magnified stage, hover, SPIN, FYI). No
FLIP / DEL / AUTO DRAW / deck-stacks / spread combobox — the visitor watches.
- `_saved_by_position(saved_hand)` extracted as a shared helper (owner picker
+ spectator render build the IDENTICAL cross); my_sea refactored onto it.
- my_sea_visit context gains `saved_by_position`, `label_by_position`,
`default_spread`, and the OWNER's `sea_deck_data` (so sea.js resolves each
clicked slot's full card face for the stage).
- new `_my_sea_visit_cross.html` mirrors the owner cross + includes `_sea_stage`
under `#id_sea_overlay`; my_sea_visit.html embeds the owner deck JSON + loads
stage-card.js + sea.js + a trimmed seed IIFE (reconstructs SeaDeal's
`_seaHand` from the filled slots so each card is clickable into the stage).
- deletes the obsolete `_my_sea_readonly_draw.html`.
── Phase 2: owner 1C seating ──
The owner is "seated" in 1C whenever committed to a draw cycle — paid for one
(deposit reserved / paid-through credit) OR partially/completely drawn — not
only once a card lands. Previously a paid-but-undrawn owner (the PAID DRAW
landing) and the visitor's view of her showed the semi-opaque `.fa-ban`
default. Seat 1C now carries persistent `.seated` + `.fa-circle-check`
(sync on refresh; the one-shot flare just settles into it).
- my_sea: new `seat1_seated = hand_non_empty or show_paid_draw`; my_sea.html
seat 1C keys on it (class + data-seat-token + status icon).
- my_sea_visit: `seat1_present = owner drawn OR owner paid` so the visitor
sees the owner seated on the spectator hex under the same conditions.
- seat flare bumped 1.5s → 2s (my-sea-seats.js GLOW_MS + _room.scss keyframe).
Tests: +2 spectator-cross ITs, +1 spectator-cross FT (Phase 1); +4 owner-seat
ITs, +2 visitor both-seated/owner-seated ITs, +1 owner-seating FT (Phase 2).
286 gameboard ITs/UTs green.
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.8 (1M context) <noreply@anthropic.com>
`_appendBudEntry` queried `.bud-entry-buffer` (a class that doesn't exist — the
shell renders `.applet-list-buffer`), so the lookup missed and the row fell
through to appendChild, landing BELOW the trailing spacer <li> and leaving a
visible gap between the list and the new bud. Query the real class so the new
row inserts before the spacer. FT now asserts the buffer stays last-child.
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Adding a bud appended a stripped `@handle`-only <li> — no `applet-list-entry`
class, no bud-page anchor, no ` the <Title>` span, no data-tt-* attrs — so the
new row rendered without its title and its tooltip came up empty next to the
server-rendered rows above it.
- add_bud (billboard/views.py) — bud payload now carries `at_handle` (server-
computed; the client can't replicate at_handle's truncate_email fallback for
username-less buds) + `title` (active_title_display). IT asserts both.
- _bud_add_panel.html `_appendBudEntry` — rebuilt to mirror _my_buds_item.html
exactly: both classes, data-tt-title/description/email/shoptalk, the
bud-name anchor into /billboard/buds/<id>/, and the trailing ` the <Title>`.
New FT pins the regression: appended row carries the attrs + anchor + title and
its portal populates non-empty on row-lock. AddBudViewTest + append FT green.
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The @mailman Post's OK/BYE block + _invite_actions.html were dropped by the
bud-landing-page sprint; with accept-on-GET on my_sea_visit shipped in f5ee83b
the explicit endpoints have no trigger left. Removes:
- my_sea_invite_accept / my_sea_invite_decline views + the _sea_invite_for_request
/ _redirect_to_invite_log helpers they alone used (gameboard/views.py)
- the my-sea/invite/accept + my-sea/invite/decline URL routes (gameboard/urls.py)
- _invite_actions.html partial (already un-included from post.html)
- MySeaInviteAcceptDeclineTest (gameboard ITs); MySeaInvitePostRenderTest now
asserts the form actions are gone by literal path/class instead of reverse()
There is no decline surface now — an un-clicked invite simply lapses after 24h.
post.html comment trimmed to match. 515 gameboard+billboard ITs/UTs green.
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Fixes the Bill Bud invite cascade so the sea sub-btn actually lights + leads
to the bud's my_sea, and gives the My Buds row tooltip viewport clamping +
hover/lock styling.
SeaInvite.invitee_access_open (gameboard/models.py): new invitee-facing
access window — a non-terminal invite (PENDING/ACCEPTED) within 24h of being
proffered OR within 24h of the invitee's last gate token deposit. Re-arms on
each deposit; DECLINED/LEFT/EXPIRED stay shut. Distinct from is_expired
(which only models the PENDING lapse). 8 UTs.
bud_page (billboard/views.py): sea_btn_active / sea_first_draw_pending now key
on invitee_access_open across PENDING + ACCEPTED, not PENDING-only. Old design
darkened the btn the instant the user accepted, so they could never reach the
bud's sea from here post-accept — that was the red .fa-ban the user saw. ITs
updated: accepted-within-window now lights; added stale-accepted-dark +
recent-deposit-relights cases.
my_sea_visit (gameboard/views.py): accept-on-GET — a still-pending, non-expired
invite from the owner to the visitor is accepted implicitly on arrival (the
sea-btn cascade + @mailman post-attribution anchor both land here, so the click
IS the acceptance). Previously PENDING → 403, so the cascade dead-ended. ITs:
pending-invitee now auto-accepts (200); expired-pending still 403s; stranger
still 403s.
bud.html: burger → sea_btn glow-handoff machine (the my_sea.html cascade minus
the spread-modal stage) so the glow rides the affordance chain to the click
target; active sea click clears glow, preserves .active, navigates.
my-buds-tooltip.js: clamp the position:fixed #id_tooltip_portal to the viewport
on row-lock — same 1rem-inset shape as game-kit.js / sky-wheel.js / wallet.js
(measure after .active, clamp left, prefer above / flip below). Reset on clear.
_billboard.scss: .bud-entry hover + .row-locked highlight (rows aren't
.row-3col so the existing rule missed them) — fill --secUser, flip the
--terUser handle to --quiUser, trailing title to readable --priUser.
520 billboard+gameboard ITs/UTs green; affected sea-btn-cascade FT green.
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Pipeline #351 hit a NoSuchWindowException / browsing-context-discarded flake on the LAST channels FT (test_first_done_polarity_sees_other_group_settling_message) — typical cumulative-Firefox-memory-pressure failure on a multi-browser test run as the 22nd in its bucket. Test passes locally and in isolation; no code regression.
The other two FT stages (test-FTs-room, test-FTs-non-room) already route through `_retry_failed.sh`, which parses Django's FAIL:/ERROR: lines from stdout and re-runs only the failed labels. Wrapping the three two-browser-FTs commands (two-browser / sequential / channels tags) in the same script gives the channels suite the same flake recovery without slowing the happy path (first-run-green short-circuits to exit 0).
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.7 <noreply@anthropic.com>
The 79 resized + pngquant'd RWS card-face PNGs at cards-faces/english/rider-waite-smith/ are now in place (commit 1e1a0a5). This data migration sets the `tarot-rider-waite-smith` DeckVariant's `has_card_images` flag to True so the existing image-mode branches across all 6 card+stat-block surfaces (sprint A.0-A.8 of [[project-image-based-deck-face-rendering]]) light up for RWS the same way they already do for Minchiate:
- card face becomes the .png; rank + suit + name + qualifier + arcana all migrate to the adjacent stat block
- deck-stack icon (_deck_stack_icon.html) uses the RWS card-back PNG instead of the SCSS placeholder rect-fill
- monodeck collapse still applies (is_polarized stays False, set by 0012); my_sea picker renders a single deck stack instead of dual gravity/levity halves
Inverts the IT `test_rws_has_card_images_false` → `test_rws_has_card_images_true`. 1475 ITs green; full epic suite (480) green.
No template change needed — the {% if deck.has_card_images %} branches were shipped in sprints A.3-A.7.5 for Minchiate and are deck-agnostic.
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.7 <noreply@anthropic.com>
Card art was loading slowly enough on fast networks that animations were firing on empty <img> objects. Photoshop pass dropped both decks to 700px height (~50% linear from Minchiate's prior 1024px and ~57% from RWS's prior 1646px), then pngquant `--quality=65-85 --speed=1 --strip --skip-if-larger` reclaimed the per-pixel bit-rate cost of the fresh PSD save:
Minchiate: 36.5 MB → 19.1 MB (avg 381 KB → 199 KB) [-48%]
RWS: 76.3 MB → 15.8 MB (avg 989 KB → 205 KB) [-79%]
Combined: 112.8 MB → 35 MB across 177 cards [-69%]
RWS dropped the most because it was previously at 960×1646 vs Minchiate's 615×1024 — the higher source resolution had more room to give up. 700px height @ ~420px width is still 2× Retina coverage for the Sea Stage modal (the largest display surface at ~350px wide on desktop). No code change needed — `TarotCard.image_url` resolves the same filenames; the swap is purely on-disk.
Drop `MySeaInviteAcceptanceLogTest` (whole class, single test_invitee_sees_invite_line_with_ok_bye method) from functional_tests/test_game_my_sea.py — orphaned by the bud landing page sprint that removed `.invite-ok-btn` / `.invite-bye-btn` / `.invite-actions` from the @mailman invite Line unconditionally. The salvageable "invites you to" prose assertion is now covered by functional_tests/test_bill_mailman_invite_post.py::MailmanPostStructureTest plus apps/billboard/tests/integrated/test_mail.py::LogSeaInviteTest::test_prose_interpolates_owner_handle_and_default_possessive.
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.7 <noreply@anthropic.com>
Replaces the @mailman invite Line's inline OK/BYE block w. a dedicated per-bud surface. Three new FTs (test_bill_bud_page, test_bill_my_buds_tooltip, test_bill_mailman_invite_post — landed red 2026-05-27 PM) drive: per-bud landing page rendering 4-btn apparatus + shoptalk textarea + invite-cascade glow handoff; my-buds row tooltip portal w. .tt-title/.tt-description/.tt-email/.tt-shoptalk/.tt-milestone slots; mailman Brief surfacing on any authenticated page-load via context processor + base.html JSON-script.
Models: new `BudshipNote(user, bud, shoptalk[CharField max=160], edited_at)` w. unique_together — per-relation personal note about a bud, never visible to the bud. Lazy-created on first shoptalk save so absence of a row reads as 'never edited' (drives .tt-milestone slot presence).
URLs (billboard): `buds/<uuid:bud_id>/` (bud_page), `buds/<uuid:bud_id>/shoptalk` (save_bud_shoptalk), `buds/<uuid:bud_id>/delete` (delete_bud).
Views: bud_page auto-adds the bud on first visit (mirrors share_post implicit-add); resolves `pending_invite` as non-expired PENDING SeaInvite(owner=bud, invitee=request.user) → drives `sea_btn_active` + `sea_first_draw_pending` flags that _burger.html already reads on my_sea + room. my_buds enriches each bud w. `.shoptalk_text` + `.milestone_dt` so the row template can render data-tt-* attrs without an extra template tag.
mail.py: INVITE_TEMPLATE now interpolates `owner_id` into an `<a class="post-attribution" href="/billboard/buds/{owner_id}/">{handle}</a>` wrapper around the owner's handle. post.html's existing safe-filter branch (gated on author username == 'mailman') passes it through unescaped. Removed the {% if line.sea_invite %} include path — _invite_actions.html left in place for archival.
Templates: new bud.html (header + shoptalk form + apparatus + gear + burger fan + sea_btn nav inline JS); new _bud_gear.html (NVM→my_buds, DEL→guard portal "Delete this bud?" → POST delete_bud); new _bud_tooltip.html (portal w. .tt-* slots); _my_buds_item.html wraps `@handle` in an anchor to bud_page + carries data-tt-* attrs + " the {{ active_title_display }}"; my_buds.html includes the tooltip portal + loads my-buds-tooltip.js.
JS: new my-buds-tooltip.js binds row clicks → .row-locked + populates #id_tooltip_portal from data-tt-* attrs; anchor clicks pass through to navigate; .tt-milestone is removed from DOM (not just emptied) when never-edited so the FT can distinguish absent vs cleared-after-edit.
SCSS: extend landscape gear-btn rule + #id_*_menu rule w. `.bud-page` + `#id_bud_menu` (otherwise gear-btn collided w. bud-btn in landscape on bud.html). Bump active burger sub-btn z-index to 1 so click hit-test picks the active sub-btn during the 0.25s fan arc-out animation (otherwise a later-in-DOM inactive btn obscured the active target during transition).
Cross-page Brief surface: new `mail_brief_payload` context processor injects the user's oldest unread MAIL_ACCEPTANCE Brief into every authenticated response; base.html renders the JSON-script + auto-fires Brief.showBanner. Mark-read still rides view_post's existing GET unread-flip — no new endpoint.
Pre-existing MySeaInvitePostRenderTest (test_sea_invite_views.py) inverted to match the new contract: the .invite-actions sweep is unconditional (PENDING / ACCEPTED / DECLINED all carry prose only); pinned the post-attribution anchor + bud-page href in its place.
1518 ITs green (1475 app ITs + 43 sprint ITs), 23 sprint FTs green (5 my_buds tooltip + 13 bud page + 5 mailman invite post). Jasmine specs from sprint plan deferred — FT coverage of burger-glow / row-lock / portal-populate paths suffices and the textarea blur-POST flow isn't implemented in this sprint (form is server-action only, save-on-blur AJAX is a follow-on).
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.7 <noreply@anthropic.com>
Uncomment + fill the [coturn] group so the play has a host to target (empty group was the 'no hosts matched' / 'no hosts to target' error). Secret stays vault-only — deliberately omitted from the host line (host_vars override group_vars).
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.7 (1M context) <noreply@anthropic.com>
COTURN_SHARED_SECRET={{ coturn_secret }} (vault) + literal host/realm. Only the shared secret is sensitive; it must equal the coturn droplet's static-auth-secret. Host/realm are public.
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Set coturn_public_ip6 in inventory to advertise IPv6 relay candidates (2nd external-ip) AND emit matching v6 denied-peer-ip ranges (::1, fe80::/10, fc00::/7) for SSRF parity with the v4 lockdown. Unset → byte-identical pure-IPv4 config as before, so it's zero-risk opt-in. Droplet now has IPv6 on; this makes the conf dual-stack-ready.
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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>
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>
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>
Final slice of the Sea sub-btn rollout (phase 1 = .active wiring 3ae85b9; phase 2 = modal extraction + CONT DRAW 6fbeed7). Adds a --priYl + --ninUser glow that rides the affordance chain to teach the user where to click pre-first-draw.
## The handoff chain
burger → click → sea_btn → click → .sea-select → click → end
- Modal close (Esc / backdrop / DEL guard-OK) restarts the cycle on the burger.
- Burger fan close w/o sea_btn click ALSO restarts on the burger.
- AUTO DRAW guard-OK ends the cycle permanently (user found the path).
- `#id_sea_action_btn` data-state → 'gate-view' (last card landed via ANY path — AUTO DRAW or manual FLIP) ALSO ends permanently.
## SCSS
`static_src/scss/_burger.scss` — `.glow-handoff` on burger / sea_btn = --priYl color + border + --ninUser glow.
`static_src/scss/_gameboard.scss` — `.glow-handoff` on .sea-select = --terUser border + --ninUser glow (no font-color change per spec).
## Server side
`apps/gameboard/views.py` — new `sea_first_draw_pending = show_picker and not hand_non_empty`. True when picker is active w. an empty hand (paid-draw entry, or page reload of a freshly-entered picker). The FREE-DRAW → picker transition fires client-side w. show_picker=False on the rendered template, so the FREE DRAW JS handler seeds the burger glow itself in that path.
`templates/apps/gameboard/_partials/_burger.html` — `#id_burger_btn` conditionally renders `class="glow-handoff"` when `sea_first_draw_pending`.
`templates/apps/gameboard/my_sea.html` — FREE DRAW transition handler adds `.glow-handoff` to burger at the same SEAT_ANIM_MS moment data-phase swaps to 'picker' (covers the client-side path).
## JS state machine
`templates/apps/gameboard/my_sea.html` — new inline IIFE owns the .glow-handoff transitions:
- `burger.click` → if .glow-handoff on burger, transfer to sea_btn.
- `sea_btn.click` → if .glow-handoff on sea_btn, transfer to .sea-select.
- `.sea-select.click` → end this cycle (just clear the glow; cycle restarts on next modal open).
- AUTO DRAW guard-OK (via doc-level click listener) → sets `autoDrawConfirmed`.
- Modal `hidden`-attr observer: AUTO DRAW path → endPermanently; any other close (Esc / backdrop / DEL) → startOnBurger (skip if glow already permanently ended).
- Burger `class`-attr observer: fan closes (`.active` removed) while glow on sea_btn → restart on burger.
- `#id_sea_action_btn` `data-state`-attr observer: flips to 'gate-view' (last card landed via ANY path — AUTO DRAW finishing OR manual FLIP filling the final slot) → endPermanently.
The data-state observer makes the "stop glowing when all slots filled" guarantee async + decoupled from how the cards arrived.
## CONT DRAW polish (drag-in from prior commit's spec gap)
`apps/gameboard/views.py` — `show_cont_draw` now additionally requires `bool(active_draw.hand)` (at least one card drawn). Pre-draw NVM-to-landing falls through to the existing 3-way state machine (PAID DRAW / GATE VIEW / FREE DRAW) instead of misleading w. CONT DRAW that lands back on an empty picker.
## Tests (4 new ITs)
`apps/gameboard/tests/integrated/test_views.py::MySeaViewTest`:
- `test_burger_renders_glow_handoff_class_when_sea_first_draw_pending` — paid-draw entry to picker w. empty hand → burger has .glow-handoff.
- `test_burger_omits_glow_handoff_when_hand_non_empty` — mid-draw → no .glow-handoff.
- `test_burger_omits_glow_handoff_on_landing` — landing → no .glow-handoff (FREE DRAW handler seeds client-side instead).
- `test_force_landing_hides_cont_draw_when_hand_empty` — pre-first-draw NVM → no CONT DRAW.
(JS state-machine behaviour is verified visually; not Jasmine-tested since the IIFE lives inline on my_sea.html, not as a separate module.)
## Verification
All 1374 IT+UT green (+4 from Phase 3). Visual verification of glow handoff + hand-complete auto-end confirmed.
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Sonnet 4.6 <noreply@anthropic.com>
Two CI #345 failures addressed:
## test_bud_active_fades_kit_btn (test_core_bud_btn.py)
Real regression — earlier sprint scoped `html.bud-open #id_kit_btn { opacity: 0 }` to `@media (orientation: portrait)` (in `_bud.scss`) because in landscape kit_btn sits at the TOP of the right sidebar + bud_panel slides across the BOTTOM, no visual conflict. The default CI landscape viewport (1366x900) rendered the fade rule inert → the kit_btn stayed at opacity 1 → assertEqual(opacity, 0.0) failed.
Fix: `BudKitMutualExclusionTest.setUp` now resizes to portrait (800x1200) so the fade rule actually fires. Both `test_bud_active_fades_kit_btn` + `test_kit_active_fades_bud_btn` now exercise the rule in the orientation where it lives.
## test_carte_blanche_equip_and_multi_slot_gatekeeper (test_trinket_carte_blanche.py)
CI flake — the test waits up to 10s (`wait_for` default) for `.my-sea-sign-gate-brief` to appear after navigating to /gameboard/. Under CI contention the Brief's DOM-ready handler can land past 10s; CI #345 hit a NoSuchElement timeout. The screendump confirmed the Brief WAS in the DOM, just past the wait window.
Fix: bump that one wait to `wait_for_slow` (60s ceiling). Same pattern used elsewhere (Jasmine spec runner, sig select countdown).
## Verification
Both fixed tests green locally. No model / view / template touches.
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Sonnet 4.6 <noreply@anthropic.com>
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>
First slice of the "Sea sub-btn opens the spread modal" feature push.
## Server (apps/gameboard/views.py)
`my_sea` view now passes `sea_btn_active = show_picker and not hand_complete` in context. Picker phase w. cards still to draw → True; landing / sign-gate / hand-complete states → False. The condition mirrors the AUTO-DRAW-vs-GATE-VIEW state machine — sea_btn lights up exactly when AUTO DRAW is the live action btn, returns to inactive at the same moment AUTO DRAW becomes GATE VIEW + the deck FLIP gains .btn-disabled.
## Template (_partials/_burger.html)
`#id_sea_btn` conditionally renders the `.active` class:
```
<button id="id_sea_btn" type="button" class="burger-fan-btn{% if sea_btn_active %} active{% endif %}" ...>
```
Per the burger sub-btn CSS that landed in 894d65f, .active means opacity 1 + skip the --priRd inactive-click flash. The other 4 sub-btns (sky/earth/voice/text/...) remain inactive scaffolding for later sprints to wire one-by-one.
## Tests (apps/gameboard/tests/integrated/test_views.py)
3 new ITs on MySeaViewTest:
- `test_sea_btn_is_inactive_on_landing_phase` — fresh user / landing → no .active class.
- `test_sea_btn_is_active_on_picker_phase_with_partial_hand` — sig + 1-card MySeaDraw → .active class present.
- `test_sea_btn_returns_to_inactive_when_hand_complete` — 3-card spread w. all 3 positions drawn → hand_complete True → sea_btn back to inactive (regression guard for the GATE VIEW transition).
## Verification
All 12 MySeaViewTest green (+3 new). No JS / CSS touches — pure server + template change. Phase 2 (modal extraction + .sea-stacks relocate) + Phase 3 (--priYl glow handoff) land in follow-up commits.
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Sonnet 4.6 <noreply@anthropic.com>
User-spec'd 2026-05-26: the gear menu's NVM was always nav-backing to /gameboard/ from every my-sea state, which ejects the user one step further than they want when bailing on the gatekeeper or the spread/crucifix picker. Both should nav-back to the my-sea TABLE HEX (the landing) — one step back, not all the way out.
## templates/apps/gameboard/_partials/_my_sea_gear.html
Now takes an optional `nvm_url` context variable; falls back to `{% url 'gameboard' %}` when unset. The onclick handler reads `{{ nvm_url }}` so callers can override per-page.
## templates/apps/gameboard/my_sea.html
```
{% if show_picker %}{% url 'my_sea' as nvm_url %}{% endif %}
{% include "apps/gameboard/_partials/_my_sea_gear.html" %}
```
Picker phase → nvm_url = my_sea landing (table hex). Sign-gate + landing phases fall through to the default (gameboard) — landing's NVM = "back out of my-sea entirely", which is the existing behaviour.
## templates/apps/gameboard/my_sea_gate.html
```
{% url 'my_sea' as nvm_url %}
{% include "apps/gameboard/_partials/_my_sea_gear.html" %}
```
Gatekeeper unconditionally nav-backs to the my-sea landing.
## Tests
`apps/gameboard/tests/integrated/test_views.py`:
- `MySeaViewTest.test_gear_nvm_navs_to_gameboard_on_landing_phase` — landing NVM still goes to /gameboard/ (regression guard).
- `MySeaViewTest.test_gear_nvm_navs_to_my_sea_landing_on_picker_phase` — picker NVM goes to /gameboard/my-sea/ (seeds a non-empty hand to trigger show_picker per views.py:277's `hand_non_empty or (phase_param and show_paid_draw)` logic).
- `MySeaGateViewTest.test_gear_nvm_navs_to_my_sea_landing_not_gameboard` — gatekeeper NVM goes to /gameboard/my-sea/ (and explicitly NOT /gameboard/).
## Verification
All 1364 IT+UT green. No FTs assert the gear-menu NVM target URL (per pre-change grep) so no test fixes required there.
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Sonnet 4.6 <noreply@anthropic.com>
Bud + burger now render unconditionally on /gameboard/my-sea/ alongside the always-on gear-btn (was sprint-6c) + base-html kit-btn. Persists through sign-gate, landing, and picker phases so the user can reach the cross-cutting menu / invite affordance from every state.
## templates/apps/gameboard/my_sea.html
3 new includes/scripts placed at the bottom of `<div class="my-sea-page">` alongside the existing `_my_sea_gear.html`:
- `_my_sea_bud_panel.html` — bud btn + slide-out (POSTs to `my_sea_invite` stub, same shape as on my_sea_gate.html)
- `_burger.html` — burger btn + fan of 5 sub-btns
- `<script src="...burger-btn.js">` — the delegated click + flash handler
All unconditional (outside the if/else nesting that branches on user_has_sig / show_picker), so they survive every phase transition.
## apps/gameboard/tests/integrated/test_views.py
3 new ITs on MySeaViewTest — one per phase:
- `test_my_sea_renders_bud_btn_and_burger_in_sign_gate_phase` (no significator)
- `test_my_sea_renders_bud_btn_and_burger_in_landing_phase` (significator set, no draw)
- `test_my_sea_renders_bud_btn_and_burger_in_picker_phase` (significator + empty MySeaDraw row + ?phase=picker)
Each asserts both `id="id_bud_btn"` + `id="id_burger_btn"`. Sign-gate phase also asserts burger-btn.js loaded.
## Verification
All 215 gameboard IT+UT green (+3 new). No JS / model touches; pure template additions.
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Sonnet 4.6 <noreply@anthropic.com>
Adds the active/inactive distinction to the 5 burger fan sub-btns. Default state is INACTIVE (opacity 0.6, real icon visible); active conditions get wired one-by-one in later sprints as each surface matures.
## Markup (templates/apps/gameboard/_partials/_burger.html)
Each sub-btn now renders BOTH icons:
- `<i class="fa-solid fa-<real> burger-fan-icon--on">` (sky/earth/sea/voice/text)
- `<i class="fa-solid fa-ban burger-fan-icon--off">`
CSS keeps the real icon visible by default in both .active + inactive states. The fa-ban only surfaces during the .flash-inactive pulse below (icon swap is tied to the pulse class, not to inactive state per se — user-spec'd).
## SCSS (static_src/scss/_burger.scss)
- `#id_burger_btn.active ~ ... .burger-fan-btn.active { opacity: 1 }` — active sub-btn fully visible.
- `#id_burger_btn.active ~ ... .burger-fan-btn:not(.active) { opacity: 0.6 }` — inactive default.
- `.burger-fan-icon--on / --off` stacked absolute-position so the swap doesn't shift the layout box.
- `.burger-fan-btn.flash-inactive` — adds --priRd border + glow (box-shadow modeled on sig-select's SAVE SIG countdown but lighter), AND swaps to fa-ban via `.burger-fan-icon--on { display: none } / --off { display: inline-block }`.
The `#id_burger_btn` itself (the trigger btn) is explicitly NOT subject to inactive/active opacity treatment — only the sub-btns.
## JS (apps/epic/static/apps/epic/burger-btn.js)
Delegated click handler on `#id_burger_fan`: any `.burger-fan-btn` click that DOESN'T carry `.active` runs `_flashInactive(subBtn)` — 2 pulses, 180ms ON / 120ms OFF (tighter than sig-select's 600ms cadence per user spec). Active sub-btns will route to their per-feature handlers in later sprints; for now they no-op.
## Tests
- `apps/epic/tests/integrated/test_views.py::RoomBurgerBtnRenderTest::test_each_sub_btn_renders_dual_icon_for_inactive_flash_swap` — asserts `burger-fan-icon--on` + `--off` appear 5 times each (one per sub-btn). fa-ban itself isn't counted directly — `_table_positions.html` also renders fa-ban for non-starter seats — but the burger-fan-icon classes are unique to the fan.
- `static_src/tests/BurgerSpec.js` — 5 new specs under `describe("inactive sub-btn flash")`:
- adds .flash-inactive on click
- removes after ~180ms (first ON window)
- re-adds after ~480ms (second ON window during the 2nd pulse)
- settles back to default after ~800ms (full 2-pulse cycle)
- does NOT flash when sub-btn carries .active
Uses `jasmine.clock()` for deterministic timing. Mirror-copied to `static/tests/BurgerSpec.js` for the Jasmine FT runner.
## Verification
1358 IT+UT green. Jasmine FT runs all specs (incl. the 5 new flash specs) green.
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Sonnet 4.6 <noreply@anthropic.com>
Continuation of the burger sprint into the my-sea gatekeeper + a couple companion cleanups the visual + CI runs surfaced.
## my_sea_gate.html burger
`templates/apps/gameboard/_partials/_room_burger.html` → `_burger.html` (git mv) — now lives at a non-room-scoped path since it's reused across templates. Updated room.html's include path.
`templates/apps/gameboard/my_sea_gate.html` — includes `_burger.html` + loads `burger-btn.js`. Burger renders unconditionally on the my-sea gatekeeper, same affordance as the room gatekeeper.
`apps/gameboard/tests/integrated/test_views.py::MySeaGateViewTest` — new `test_gate_view_renders_burger_btn_and_fan` IT asserts burger_btn + burger_fan + 5 sub-btns w. correct ids + burger-btn.js loaded on `/gameboard/my-sea/gate/`.
## Burger fade rule reinstated
`static_src/scss/_burger.scss` — `html.bud-open #id_burger_btn { opacity: 0; pointer-events: none; }` reinstated, scoped to landscape only. User-confirmed: even after the z-index drop the burger needs to disappear when bud_panel is open in landscape (panel + bud_ok races vs. burger pointer-events). Portrait keeps burger visible since the panel sits BELOW the burger w. no overlap.
## "friend@example.com" → "bud@example.com" placeholder
Renamed in 4 bud-panel templates + the FT asserting it:
- `templates/apps/gameboard/_partials/_my_sea_bud_panel.html`
- `templates/apps/billboard/_partials/_bud_panel.html`
- `templates/apps/billboard/_partials/_bud_invite_panel.html`
- `templates/apps/billboard/_partials/_bud_add_panel.html`
- `functional_tests/test_core_sharing.py`
"bud" matches the broader naming convention (bud_btn, my-buds, share-w.-a-bud, etc.) — `friend` was an outlier.
## _bud_apparatus.html shared shell refactor
New `templates/apps/billboard/_partials/_bud_apparatus.html` — single shared markup partial for the four bud-btn use cases. Contains btn + panel + input + OK + (optional) suggestions div + bud-btn.js script. Each of the 4 specific partials becomes a thin wrapper that `{% include %}`s the shell + renders its own `<script>bindBudBtn({...})</script>` block w. per-use-case submitUrl / onSuccess / duplicateTargetSelector.
Context vars accepted by the shell:
- `aria_label` — string for #id_bud_btn aria-label
- `sharer_name` — optional; renders `data-sharer-name=` on #id_bud_panel (post-share only)
- `include_suggestions` — bool; renders suggestions div + autocomplete script (false on my_buds where the pool == request.user.buds == nothing useful to suggest)
Per-call wrappers are now ~10-50 lines instead of 30-120 lines of duplicate markup. Behaviour is identical; only DRY-ed up.
## CI #344 tray-anchor regression fix
`apps/epic/static/apps/epic/tray.js` — `_computeBounds` in landscape used `id_gear_btn || id_kit_btn` as the bottom anchor (wrap height = anchor.top). After the burger sprint relocated kit_btn to the TOP of the right sidebar (top:0.5rem), kit_btn.top ≈ 8px → wrap.height collapsed to 8px → tray couldn't slide → `test_dragging_tray_btn_down_opens_tray_in_landscape` failed.
Fix: anchor fallback chain is now `id_burger_btn || id_bud_btn` (the new bottom-anchored btns) → `window.innerHeight - 3.5rem` reserved fallback (for pages that have neither). Burger renders unconditionally on room.html so the SIG_SELECT tray test now finds its anchor + lays out the wrap correctly.
## Verification
- IT+UT 1357 green (+1 from MySeaGateViewTest burger).
- Jasmine specs green.
- `test_dragging_tray_btn_down_opens_tray_in_landscape` green (was the CI #344 failure).
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Sonnet 4.6 <noreply@anthropic.com>
Follow-up to 3ca986f. Lands the FT fixes the burger sprint surfaced + tightens the burger's z-stack so the existing kit_btn / bud_btn / bud_panel / dialog naturally cover it on overlap (vs. the explicit opacity-fade rules the first iteration tried).
## Burger z-index drop
`static_src/scss/_burger.scss`:
- `#id_burger_btn` z 318 → 314 (matches the page-level `.gear-btn` z). Below kit_btn + bud_btn (318), bud_panel (317), kit_bag_dialog (316) — so every overlapping surface visually covers the burger when it appears. The earlier `html.bud-open #id_burger_btn { opacity: 0 }` + `html:has(#id_kit_bag_dialog[open]) #id_burger_btn { opacity: 0 }` rules are now redundant + deleted.
- `#id_burger_fan` z 317 → 313 (stays just below burger so burger remains clickable when fan is open).
`static_src/scss/_game-kit.scss`:
- `#id_kit_bag_dialog` z 319 → 316 (reverts an earlier iteration that bumped it above burger). 316 keeps the dialog BELOW kit_btn + bud_btn so those stay visible + clickable when dialog opens — user re-clicks kit_btn to close. Resolves "kit btn disappears when dialog open" reported on iPad portrait.
`static_src/scss/_bud.scss`:
- `html.bud-open #id_kit_btn { opacity: 0 }` now wrapped in `@media (orientation: portrait)`. In landscape kit_btn lives at the TOP of the right sidebar + bud_panel sits at the BOTTOM — no visual conflict, kit stays visible.
## FT base — dismiss_brief_if_present()
`functional_tests/base.py`:
- New helper on both `FunctionalTest` + `ChannelsFunctionalTest`:
```python
def dismiss_brief_if_present(self, banner_selector=".note-banner", browser=None):
```
- Removes any matching Brief banner from the DOM via `execute_script`. No-op if absent. Default selector matches every Brief shape; pass a specific selector to target one kind. DOM-removal rather than NVM-click bypasses the dismiss_url POST flow that some Briefs (FREE/PAID DRAW) wire up — use this when the test cares about the page state AFTER a Brief, not the dismissal mechanics.
## FT — test_trinket_coin_on_a_string.py
Two methods (`test_coin_deposit_unequips_from_kit_bag_and_fills_one_slot`, `test_coin_in_use_game_kit_shows_room_attribution_and_btn_disabled`) updated:
1. `self.dismiss_brief_if_present()` right after `wait_for(id_game_kit)`. `coin@test.io` is created fresh w/o a significator, so the `_my_sea_sign_gate_brief.html` auto-spawns on `/gameboard/` + intercepts the create-game btn click. Dismissing the banner clears the runway.
2. `self.wait_for(... dialog.rect["width"] > 50 ...)` after `kit_btn.click()` + before interacting w. tokens inside the dialog. The landscape kit_bag_dialog animates `max-width 0 → 5rem` over 0.25s; the existing wait_for(find_token).click() found the COIN .token in the DOM immediately + raced the animation — Selenium's scrollIntoView fails on a 0-width container. Waiting for the rect to widen past 50px (≈ 3rem) confirms layout has rendered.
## Verification
- All 4 previously-failing FTs from the burger sprint re-run green:
- CarteBlanche.test_carte_blanche_equip_and_multi_slot_gatekeeper (was flaking; passed on retry — pre-existing tooltip-population race, not in scope)
- CoinOnAString.test_coin_deposit_unequips_from_kit_bag_and_fills_one_slot
- CoinOnAString.test_coin_in_use_game_kit_shows_room_attribution_and_btn_disabled
- GatekeeperTest.test_second_gamer_drops_token_into_open_slot
- IT+UT suite still 1356 green (no touches to model/view code).
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Sonnet 4.6 <noreply@anthropic.com>
Major feature push staging room.html for sprint A.8 — adds the burger btn + fan-of-five sub-btns affordance, then rotates the whole landscape btn layout to make room for it. The landscape refactor is universal (not .room-page-scoped) so every page that hosts these btns reads consistently.
## Burger btn + fan-of-five (room.html only)
`templates/apps/gameboard/_partials/_room_burger.html` (NEW) — `#id_burger_btn` (.fa-burger) + `#id_burger_fan` containing 5 sub-btns: `#id_voice_btn` (headset), `#id_sky_btn` (cloud), `#id_earth_btn` (earth-americas), `#id_sea_btn` (bridge-water), `#id_text_btn` (keyboard). Pure scaffolding — no click handlers in this sprint; wire-up lands later as each surface matures.
`apps/epic/static/apps/epic/burger-btn.js` (NEW) — toggle `.active` on click; Escape + click-outside close; opening burger auto-closes the kit dialog (`#id_kit_bag_dialog`) + the bud slide-out panel (`html.bud-open`) by dispatching a click to the owning btn (routes through that btn's own toggle/close path — no fetch on close). `bindBurger()` returns an `AbortController` so test code (+ any future re-bind callers) can detach all listeners cleanly via `ac.abort()`.
`static_src/scss/_burger.scss` (NEW) — burger sits parallel to gear-above-kit but on the bud-side. Portrait: bottom:4.2rem; left:0.5rem (above #id_bud_btn). Landscape: bottom:0.5rem; right:4.2rem (to the LEFT of #id_bud_btn). Fan is a CSS radial menu w. each sub-btn's `--angle = --base + --i * 30deg`. Portrait `--base: 0deg` (arc 12→4 o'clock), landscape `--base: -90deg` (arc 9→1 o'clock). Sub-btn radius `--r: 7.75rem`. Indices: voice=0, sky=1, earth=2, sea=3, text=4 (user-spec'd clockwise order).
room.html includes the partial + the script; the burger renders unconditionally regardless of `gate_status` / `table_status`.
## Universal landscape btn refactor
Sprint replaces the prior centred-in-sidebar landscape arrangement w. a kit-at-top + bud-at-bottom + gear/burger as horizontal partners. Applies to every page in landscape (was scoped to .room-page in the first iteration).
`_game-kit.scss` — kit_btn landscape moves to top:0.5rem; right:0.5rem (was bottom:0.5rem centred in sidebar). The 0.5rem right literal (not the calc((--sidebar-w - 3rem)/2)=1rem) produces a 0.7rem edge-to-edge gap w. gear at right:4.2rem — matching the portrait gear-above-kit gap exactly.
`_bud.scss` — bud_btn landscape moves to bottom:0.5rem; right:0.5rem (was top:0.5rem centred in sidebar). Same 0.5rem literal as kit_btn. bud_panel #id_recipient relocates to bottom:0.5rem (was top:0.5rem) + transform-origin flips to right center. .bud-suggestions rise upward from above the panel (bottom:4rem) instead of dropping from below.
`_applets.scss` — .gear-btn landscape moves to top:0.5rem; right:4.2rem (was centred bottom:3.95rem). All applet menus anchor at top:2.6rem; right:4.2rem (beneath the gear's leftward arc) extending DOWN-LEFT into the viewport. #id_room_menu joins the shared portrait position list (was bespoke in _room.scss).
`_room.scss` — bespoke #id_room_menu rule deleted entirely. The menu now inherits %applet-menu + the shared portrait position list — same chrome + behaviour as #id_post_menu / #id_billscroll_menu. Earlier iteration tried flex-direction:row in landscape; reverted per user request — "lose all scss specificity" wins.
`_card-deck.scss` — obsolete `#id_room_menu { right: 2.5rem; }` override in the XL+landscape block deleted. Was a same-specificity hack to beat _applets.scss's old centred position; no longer needed w. the consolidated rule.
## kit_bag_dialog vertical bar in landscape
`_game-kit.scss` — when open in landscape, dialog covers the right sidebar (top:0; bottom:0; right:0; width: var(--sidebar-w)). Slides in from off-viewport right by animating max-width 0 → var(--sidebar-w). Opaque bg (rgba(--priUser, 1) — was 0.97). z-index: 319 (above burger at 318) so it lands in front of the burger btn when open. Top-edge border → left-edge border.
Inner content flips to `flex-direction: column-reverse` so DOM order Deck→Dice→Trinket→Tokens paints visually bottom→top. .kit-bag-section also column-reverse → icon row above label. .kit-bag-label drops vertical-rl + the rotate(180deg) scaleX(1.3) transform, reads horizontally. .kit-bag-row--scroll flips to column + overflow-y for the Tokens scrollable row.
`game-kit.js attachTooltip()` — 2-axis tooltip clamp matching sky-wheel.js + wallet.js's pattern. Horizontal: left edge stays within [1rem, viewport-ttW-1rem]. Vertical: prefer ABOVE the element; flip BELOW when tooltip is too tall to fit above (e.g. landscape kit bar w. Tokens row near top). Resets top/bottom on mouseleave so next show measures fresh.
## Tests
`apps/epic/tests/integrated/test_views.py` (+1 class, 6 ITs) — RoomBurgerBtnRenderTest: burger_btn renders, fan container renders, 5 sub-btns w. correct ids, icons match spec, burger-btn.js loaded, burger persists thru table_status.
`static_src/tests/BurgerSpec.js` (NEW, 19 Jasmine specs) — bindBurger() returns AbortController; click toggle; Escape close; click-outside close; opening burger closes kit dialog + bud panel when set; AbortController teardown removes listeners.
All 1356 IT+UT green (+6 new from RoomBurgerBtnRenderTest, was 1350). Jasmine suite green (was 220-something specs, +19 BurgerSpec).
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Sonnet 4.6 <noreply@anthropic.com>
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>
User reported the Firefox inspector "consistently said Georgia but renders sans-serif" on .btn-primary buttons (CONT GAME, OK, etc.). Root cause: Firefox's UA stylesheet sets a hard font-family on `<button>` elements that overrides any inherited body font, but the inspector's computed-style panel reports the inherited value (Georgia from `body`) and silently masks the UA override. On Windows that UA default is Segoe UI — which the user had grown accustomed to.
Fix: explicit `font-family: "Segoe UI", system-ui, sans-serif;` on `.btn` in `_button-pad.scss:11`. Three benefits:
- Inspector + render now agree (no more "lies about Georgia").
- Cross-OS uniformity: Windows → Segoe UI, macOS w. Office → Segoe UI, otherwise system-ui → San Francisco, Linux → OS UI font, last-ditch sans-serif.
- Kills the `<a class="btn">` vs `<button class="btn">` typeface split flagged in [[feedback-btn-vs-anchor-font-family]] (anchors used to render serif via inheritance, buttons sans-serif via UA default — both now render Segoe regardless of element).
Memory update: `feedback_btn_vs_anchor_font_family.md` rewritten — the "prefer <button> over <a> for typeface consistency" rule is OBSOLETE; element choice is now purely semantic (button for actions, anchor for navigation, form for POSTs). The iter-6b form-wrap SCSS-pin trap stays valid + carries over.
No tests needed — pure visual / cross-OS rendering change.
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Sonnet 4.6 <noreply@anthropic.com>
User-spec 2026-05-26 sprint A.8 push into room.html — first thread: symmetric "redact-and-replace" logging in the gatekeeper, mirroring how Sig Select already does it for embody/disembody. The deposit path already recorded SLOT_FILLED on the room scroll, but the return/release paths emitted nothing — so the user could withdraw a token without any provenance trail. Now every state transition records a new GameEvent AND marks its most-recent unretracted counterpart as `data.retracted=True`, which the existing scroll template renders strikethrough + Redact-tagged.
Drama (apps/drama/models.py):
- Unified withdraw prose. SLOT_RETURNED + SLOT_RELEASED now both render as "withdraws {poss} {token} from slot {#}." (mirrors SLOT_FILLED's "deposits a {token} for slot {#} (expires in N days).") so the redact-pair reads as a clean visual mirror in the scroll. Token-display + slot-number fields match the deposit event's shape. The verb distinction stays in the data layer (SLOT_RETURNED = full token return, SLOT_RELEASED = per-slot CARTE release without surrendering the CARTE itself); the prose collapses to one shape so the user sees consistency.
Epic views (apps/epic/views.py):
- New `_retract_prior_event(room, actor, verbs, slot_number=None)` helper centralizes the redact-pair pattern that was inlined three times in sig_ready. Takes a verb tuple so a deposit can retract either SLOT_RETURNED or SLOT_RELEASED (both represent a withdraw of the slot in question). No-op if no matching unretracted prior exists. Slot-number filter via `data__slot_number` so multiple deposits from the same actor (different slots) don't shadow each other.
- `confirm_token` (deposit) — both paths (CARTE per-slot + non-CARTE confirmation) now call _retract_prior_event(SLOT_RETURNED|SLOT_RELEASED) before recording the new SLOT_FILLED. Re-deposit after a withdraw strikes the prior withdraw entry.
- `return_token` (CARTE full return) — snapshots the affected slot_numbers BEFORE the bulk update so each gets its own retract + SLOT_RETURNED record. Per-slot symmetry confirmed w. user: a 6-slot CARTE return produces 6 new "withdraws" entries + the corresponding 6 deposits become strikethrough.
- `return_token` (non-CARTE single-slot return) — emits SLOT_RETURNED + retracts prior SLOT_FILLED only when the slot was FILLED (was_filled guard); a RESERVED→EMPTY cancel never recorded a SLOT_FILLED, so no redact-pair fires.
- `release_slot` (per-slot CARTE release without surrendering CARTE) — emits SLOT_RELEASED + retracts the prior SLOT_FILLED on that slot.
Tests:
- `apps/drama/tests/integrated/test_models.py`: two existing prose UTs updated to assert the new unified withdraw shape (token + slot + pronoun) instead of the legacy "withdraws from the gate" / "releases slot N" wordings.
- `apps/epic/tests/integrated/test_token_redact_pair.py` (NEW, 10 ITs):
- `TokenWithdrawRedactPairTest` (4) — non-CARTE return emits SLOT_RETURNED, retracts prior SLOT_FILLED, renders w. unified prose, NO entry for RESERVED-only cancels.
- `TokenRedepositAfterWithdrawTest` (2) — confirm_token after a prior withdraw retracts the prior SLOT_RETURNED and the new SLOT_FILLED starts unretracted.
- `CarteFullReturnPerSlotRedactPairTest` (2) — 3-slot CARTE return emits 3 SLOT_RETURNED entries (one per slot); each slot's prior SLOT_FILLED gets retracted.
- `ReleaseSlotRedactPairTest` (2) — per-slot release emits SLOT_RELEASED + retracts that slot's SLOT_FILLED.
Existing scroll template (`templates/core/_partials/_scroll.html`) needs no change — `event.struck` already drives `data-label="{redact|frame}"` + the `.struck` strikethrough class. CSS already in place in `_billboard.scss:430-433`. The Frame/Redact filter checkbox in `templates/apps/billboard/scroll.html` already toggles visibility per label w. localStorage persistence per room.
Pre-existing in `git status`, bundled per project commit-everything rule:
- `static_src/scss/_button-pad.scss` — single blank-line whitespace tweak (no semantic change).
All 1350 IT+UT green (1340 before + 10 new).
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Sonnet 4.6 <noreply@anthropic.com>
User-spec 2026-05-26 PM: "AUTO DRAW on my_sea.html, when featuring gravity and levity decks, displays the FLIP .btn-reveal atop each card just before the next dealt card appears in the next card slot. Can you update the monodeck AUTO DRAW animation sequence to feature this FLIP .btn-reveal every time the AUTO DRAW runs here too?"
`placeNext` (inside `_autoDraw` in the my_sea.html inline IIFE) was querying `.sea-deck-stack--levity` / `.sea-deck-stack--gravity` only — polarized decks (Earthman) render those stacks + flash their FLIP btn between dealt cards via `_showOk(stack)`. Monodecks (Minchiate, RWS) render only `.sea-deck-stack--single`, so the polarity-keyed query returned null and the per-card FLIP-flash never fired.
One-line fix: `|| picker.querySelector(".sea-deck-stack--single")` fallback after the polarity-keyed query. `_showOk` + `_hideOk` already operate uniformly on whatever stack is passed in (the `.sea-stack-ok` btn renders identically in both template branches), so no other changes needed.
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Sonnet 4.6 <noreply@anthropic.com>
Whack-a-mole follow-up to de9c97a (sea_stage reversed-card auto-rotate + FLIP corner-swap). User flagged 2026-05-26 PM: "Looks like the FLIP .btn-reveal in my_sign.html suffered from the change we applied to stop my_sea.html from letting FLIP rotate to top-right when the SPIN .btn-reverse is clicked (whack-a-mole). Since they have unified templates, for the most part, I bet squashing one bug caused the other (They should both be bottom-left)".
Actually my sea_stage scoping was correct — `.sea-stage-card.stage-card--reversed .sea-stage-flip-btn` only touched sea_stage. But my_sign main always had the same latent bug: SPIN rotates `.sig-stage-card` 180°, the in-card `.my-sign-flip-btn` (anchored bottom-left) rides along to visual top-right + reads upside-down. User caught the inconsistency post-fix on sea_stage + asked to extend the fix.
Changes mirror sea_stage exactly:
- `_card-deck.scss` counter-position rule extended w. a second selector — `.sig-stage-card.stage-card--reversed .my-sign-flip-btn` joins the existing `.sea-stage-card.stage-card--reversed .sea-stage-flip-btn`. Same `bottom:auto; left:auto; top:0.6rem; right:0.6rem; transform: rotate(180deg)` — visually re-anchors to bottom-left after the card flip + counter-rotates so the label reads upright.
- `_card-deck.scss` hide-during-rotate chain adds `.sig-stage-card[data-spinning] .my-sign-flip-btn` alongside the existing `.sea-stage-card[data-spinning] .sea-stage-flip-btn`.
- `templates/apps/billboard/my_sign.html`: `_toggleOrientation` now stamps `stageCard.dataset.spinning = "1"` + clears after `SIG_SPIN_MS = 400`. Same pattern as sea.js's SPIN handler.
My_sign-applet stays untouched — the applet renders the sig in its persisted polarity but never SPIN-rotates, so `.stage-card--reversed` never lands on `.my-sign-applet-card`. Comments updated to call out the carve-out.
All 25 affected tests green; Jasmine FT green.
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Sonnet 4.6 <noreply@anthropic.com>
Two cleanups for the @taxman ledger sprint (f44a282) flagged in-flight by the user via visual inspection:
1. **My Posts applet preview missed the prefix-strip.** `_my_posts_applet_item.html` was rendering `item.latest_line.text|striptags`, which left the raw `[<iso timestamp>] ` prefix visible in the "Debits & credits" applet row body. Swapped to `item.latest_line.display_text|striptags` so the row preview matches the stripped rendering on /billboard/post/<uuid>/ + in the slide-down Brief banner. Other Post kinds are unaffected (`display_text` is identity for non-TAX_LEDGER lines).
2. **Devspeak in user-facing copy.** TAX_DEBIT_TEMPLATES read "Look!—my_sea.html FREE/PAID DRAW is locked. …" — the filename is internal developer language. Swapped to "Look!—My Sea's FREE/PAID DRAW is locked. …" so the prose references the user-facing app name. Substring assertions in test_tax / test_tax_briefs / test_bill_post_debits_credits all pin "{FREE,PAID} DRAW is locked" + "depositing a Token in" + "24h from the production of this log" — unaffected by the leading-clause rename.
All 25 affected tests still green; the broader 1340 IT+UT pass unchanged.
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Sonnet 4.6 <noreply@anthropic.com>
User-spec 2026-05-26 for /gameboard/my-sea/. The transient "Free draw locked" Brief that re-appeared on every page load is replaced by a server-driven Brief whose NVM dismissal persists per-cycle, AND every spend now lands a permanent line on a new @taxman-authored "Debits & credits" Post (so the info goes somewhere instead of vanishing on dismiss). Same NVM-persistence treatment for the new PAID DRAW Brief.
Lyric:
- RESERVED_USERNAMES adds "taxman"; get_or_create_taxman() parallels get_or_create_adman() (username=taxman, email=taxman@earthmanrpg.local, unusable password, searchable=False).
- New nullable User.{free,paid}_draw_brief_dismissed_at DateTimeFields — anchor stamps for the NVM-persistence semantics. Cleared by my_sea_lock (free) / my_sea_paid_draw (paid) on each fresh spend so the new cycle re-opens the Brief surface.
- Migration 0014_brief_dismissal_fields adds the fields + RunPython seeds @taxman (mirror of 0003_seed_adman).
Billboard:
- Post.KIND_TAX_LEDGER + TAX_LEDGER_POST_TITLE = "Debits & credits"; Brief.KIND_TAX_LEDGER for routing.
- _delete_unsolicited_admin_post_lines extended via _SYSTEM_AUTHOR_POST_KINDS tuple — TAX_LEDGER joins NOTE_UNLOCK in the post_save guard that nukes any Line w.o. admin_solicited=True.
- Brief.to_banner_dict adds dismiss_url slot (empty by default; populated by the gameboard view for TAX_LEDGER briefs) + uses line.display_text instead of line.text so the prefix is stripped on the banner too.
- Line.display_text property — strips the leading "[iso-timestamp] " prefix that log_tax_debit bakes into TAX_LEDGER Lines (the prefix exists ONLY to satisfy unique_together = (post, text) on repeat-slug spends; the per-Brief + per-Line created_at slots already render the user-facing moment). Identity for non-tax Lines.
- view_post / delete_post / abandon_post guards extended to treat TAX_LEDGER like NOTE_UNLOCK (POST forbidden, can't delete, can't bye).
- Migration 0008_tax_ledger_kind registers the new choices on Post.kind + Brief.kind.
Billboard tax module (new apps/billboard/tax.py):
- TAX_DEBIT_TEMPLATES — canonical body text per slug, with FREE DRAW / PAID DRAW / GATE VIEW button-labels wrapped in .btn-pri-name spans:
- free_draw_locked → "Look!—my_sea.html [FREE DRAW] is locked. Next free draw available 24h from the production of this log."
- paid_draw_locked → "Look!—my_sea.html [PAID DRAW] is locked. Another may be unlocked by depositing a Token in [GATE VIEW]."
- log_tax_debit(user, slug) — get-or-creates the user's TAX_LEDGER Post, appends a timestamp-prefixed Line authored by @taxman w. admin_solicited=True, spawns a Brief. Returns (post, line, brief).
Gameboard:
- my_sea_lock first-card-of-cycle branch calls log_tax_debit(user, "free_draw_locked") + clears free_draw_brief_dismissed_at. Response now includes free_draw_brief_payload (Brief.to_banner_dict w. dismiss_url populated) so the picker IIFE can surface the new Brief in-place w.o. a page reload — same affordance the prior _showFreeDrawLockedBrief provided, w. server-authored copy + NVM-persistence.
- my_sea_paid_draw after paid_through_at stamp calls log_tax_debit(user, "paid_draw_locked") + clears paid_draw_brief_dismissed_at. Next-page-load surfaces the new Brief via the context payload.
- New my_sea_dismiss_free_draw_brief + my_sea_dismiss_paid_draw_brief POST endpoints stamp the matching User anchor field; return 204. URLs at /gameboard/my-sea/brief/{free,paid}-draw/dismiss.
- my_sea view's context computes {free,paid}_draw_brief_payload via the new _tax_brief_payload(user, slug_marker, dismissed_at, dismiss_url) helper — returns the latest TAX_LEDGER Brief's to_banner_dict IF (dismissal anchor is None OR anchor < brief.created_at). Slug discrimination via line__text__contains="FREE DRAW" / "PAID DRAW" (kept the Brief schema flat — only two markers today, non-overlapping wordings).
Frontend (apps/dashboard/static/apps/dashboard/note.js):
- Brief.showBanner NVM handler now fires a fire-and-forget POST to brief.dismiss_url (if present) before removing the banner. Persistent-NVM kinds (TAX_LEDGER) supply it; transient kinds leave the field empty + the handler no-ops to the existing dismiss-only behavior. CSRF token pulled from the csrftoken cookie.
SCSS (static_src/scss/_billboard.scss):
- .post-line--system .post-line-text .btn-pri-name — inline emphasis (color: --quaUser, font-weight: 700, font-style: normal) on canonical .btn-primary button labels referenced in @taxman ledger prose. User-spec 2026-05-26 mid-flight clarification: log surface only, not the actual buttons.
Templates:
- templates/apps/gameboard/my_sea.html: replaces the inline _showFreeDrawLockedBrief({{ next_free_draw_at|date:'c' }}) invocation w. two {% if *_brief_payload %} blocks that json_script the payload + dispatch via a new _showTaxBrief(payload, bannerClass) helper. _postLock updated to call _showFreeDrawLockedBrief(body.free_draw_brief_payload) so freshly-emitted Briefs surface in-place w.o. a reload (same affordance as before, w. server payload).
- templates/apps/billboard/post.html: readonly-textarea / system-author-styling / bud-panel-suppression branches all extended to cover post.kind == 'tax_ledger' (parallel to existing 'note_unlock' cases). Line-text rendering uses line.display_text (strips the iso prefix) + treats @taxman the same as @adman (allow HTML rendering for the system-author safe text — required so the .btn-pri-name spans aren't escaped).
Tests:
UTs (apps/billboard/tests/integrated/test_tax.py — 11 specs):
- log_tax_debit creates Post/Line/Brief w. correct kind + author + admin_solicited.
- Both slug templates produce expected text (assertions tolerant of inline .btn-pri-name span HTML).
- Two spends share one Post w. two distinct Lines (timestamp prefix keeps unique_together happy).
- Unknown slug raises KeyError.
- post_save guard nukes unsolicited Lines on TAX_LEDGER Posts; solicited Lines survive.
- "taxman" is reserved (case-insensitive); get_or_create_taxman idempotent.
ITs (apps/gameboard/tests/integrated/test_tax_briefs.py — 13 specs):
- my_sea_lock first-card creates TAX_LEDGER Post + Line + Brief; mid-cycle upserts do NOT emit extra debits; clears free_draw_brief_dismissed_at.
- my_sea_paid_draw commit creates a separate TAX_LEDGER entry; clears paid_draw_brief_dismissed_at.
- Dismiss endpoints stamp the matching User anchor; reject GET (405); require login (302).
- my_sea context: *_brief_payload is None until first spend; populated after; suppressed after NVM-dismiss; returns after cycle reset.
Existing ITs adjusted (apps/gameboard/tests/integrated/test_views.py):
- test_view_triggers_brief_banner_when_active_draw_exists + test_empty_hand_brief_banner_still_triggered + test_view_does_not_trigger_brief_banner_without_active_draw — assertions retargeted from window._showFreeDrawLockedBrief(" to id="id_free_draw_brief_payload" (the new json_script payload tag).
- test_brief_next_free_draw_at_uses_user_anchor_not_paid_row — switched from HTML-substring assertion against the rendered ISO (now absent from the page) to a direct response.context["next_free_draw_at"] comparison. Same underlying invariant; cleaner assertion shape.
FT (functional_tests/test_bill_post_debits_credits.py — 1 spec):
- After two seeded debits, /billboard/post/<uuid>/ renders the "Debits & credits" title, both Line bodies (FREE DRAW + PAID DRAW), @taxman attribution, readonly input w. "No response needed at this time" placeholder, AND verifies the "[iso] " prefix is stripped from display.
All 1340 IT+UT green; new FT green; existing FTs unaffected by these changes.
Pending follow-up (recorded for next sprint):
Per user 2026-05-26 in-flight ask: refactor @adman concerns into apps/billboard/ad.py (paralleling the new apps/billboard/tax.py) — extract Note.grant_if_new's billboard-side concerns (Post/Line/Brief creation, prose templates) out of apps/drama/models.py into the same shape log_tax_debit now follows. Notated for after this sprint lands.
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Sonnet 4.6 <noreply@anthropic.com>
`test_game_kit_panel_shows_token_inventory` (a133a9c's polish-9 FT fix) was looking for `id_kit_earthman_deck` in the Game Kit applet. CI #340 surfaced that the selector wasn't rendering — same `TransactionTestCase` migration-seed flush trap documented in `feedback_transactiontestcase_flush.md`:
1. `LiveServerTestCase` derives from `TransactionTestCase` → DB flushed between tests → migration-seeded `DeckVariant(slug="earthman")` row vanishes.
2. `apps/lyric/models.py:537`'s `DeckVariant.objects.filter(slug="earthman").first()` returns None in the post_save signal → `unlocked_decks.add(earthman)` silently skipped.
3. Gameboard view passes `request.user.unlocked_decks.all()` as `deck_variants` → empty → applet partial falls through to `{% empty %}` `id_kit_card_deck` placeholder instead of the per-deck `id_kit_{{ deck.short_key }}_deck` element the FT expects.
Fix mirrors the 14+ other FTs already using this helper: call `_seed_earthman_sig_pile()` in `setUp` before `create_pre_authenticated_session` fires the signal. The helper is `get_or_create`-based + idempotent.
Selector itself was NOT renamed — `short_key = slug.split('-')[0]` still yields `"earthman"` from slug `"earthman"`, so `id_kit_earthman_deck` is correct.
Verified locally: the test runs green w. the seed call in place.
Pre-existing in `git status`, bundled per project commit-everything rule:
- `src/.coveragerc` — add `*/delete_stale_my_sea_draws.py` to coverage omit list (one-off management script doesn't need coverage measurement)
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Sonnet 4.6 <noreply@anthropic.com>
User spec 2026-05-26 for the sea_stage modal (shared by my_sea.html today, room.html SEA SELECT later):
1. **Reversed card opens rightside-up, then slowly auto-rotates 180°.** Preserves the original text-card legibility convention (modal opens w. upright frame + dimmed upright title + highlighted upside-down reversal title) but adds a JS-driven 0.8s rotate-in (2× the SPIN transition's 0.4s) that lands the card upside-down. Stat-block still gets `.is-reversed` immediately so the REVERSAL label is highlighted from the first frame. `_populate` no longer slaps `.stage-card--reversed` on the card up front; `_showStage` schedules `_autoRotateToReversed` 400ms post-flip-in (past the 0.35s `sea-flip-in` keyframe + buffer). Auto-rotate mirrors the SPIN-click pattern — strip the flip-in keyframe class, force reflow, inline-override `transition-duration` to 0.8s, then toggle `.stage-card--reversed` so the static `transition: transform` lerps the rotation. Timers tracked on module-level handles so dismiss-mid-rotate + reopen-mid-rotate cancel cleanly w.o. stacking handlers (cleared in `_populate`, `_hideStage`, `_testInit`).
2. **FLIP btn always lands at visual bottom-left, regardless of reversal.** Previously the in-card btn rode along w. the 180° rotation, ending top-right (user-flagged as wrong: "the game_kit.html carousel already handles this perfectly—FLIP only ever appears bottom-left, regardless of reversal"). The fan-flip-btn pulls this off by being a SIBLING of `.tarot-fan-wrap` (lives outside any rotating card) — sea_stage's btn sits INSIDE `.sea-stage-card` along w. my_sign / my_sign-applet's shared DOM, so restructuring out wasn't an option. Solved via CSS counter-positioning instead: `.sea-stage-card.stage-card--reversed .sea-stage-flip-btn` re-anchors to card-local top-right + counter-rotates 180° on the btn itself, landing it at visual bottom-left w. upright label. Companion `[data-spinning]` attr (joined to the existing flip-btn-mid-flip selector chain) hides the btn during the rotation window so it never jumps visibly between corners. Set by both `_autoRotateToReversed` (0.8s window) + the SPIN click handler (0.4s window).
TDD coverage — `SeaDealSpec.js` gets a new describe block w. jasmine.clock-driven specs:
- `reversed-card open` × 6: `is-reversed` set immediately on stat-block; `.stage-card--reversed` NOT set immediately on card; `data-spinning` NOT set pre-flip-in; both set after 500ms; both cleared (well, `.stage-card--reversed` persists) after 1400ms; upright cards don't trigger auto-rotate at all
- `SPIN click hides FLIP via [data-spinning]` × 2: set on click; cleared after 500ms
Files:
- `apps/epic/static/apps/epic/sea.js` — `_populate` defers `.stage-card--reversed` + clears in-flight rotate state; `_showStage` schedules `_autoRotateToReversed` for reversed cards; SPIN handler sets `data-spinning` for the SPIN_MS window; `_hideStage` + `_testInit` clear rotate timers + spin attr; new module-level timer handles + duration constants
- `static_src/scss/_card-deck.scss` — `.sea-stage-card.stage-card--reversed .sea-stage-flip-btn` counter-positioning rule (bottom→top, left→right, transform: rotate(180deg)); `[data-spinning]` joined to the unified flip-btn mid-rotate-hide selector chain
- `static_src/tests/SeaDealSpec.js` + `static/tests/SeaDealSpec.js` — new describe blocks for the two new behaviors
Jasmine FT green. User-verified visually on `/gameboard/my-sea/` w. an upside-down reversed-card open: "Visually verified just now in my_sea.html, very nicely done".
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Sonnet 4.6 <noreply@anthropic.com>
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>
Two related sub-changes, bundled because the new image_url path structure has to land in the same commit as the actual file relocations to keep `manage.py runserver` resolvable at every revision.
**(1) `DeckVariant.variant_dir_slug` + image-path tree restructure** — `apps/epic/models.py`. New `variant_dir_slug` property on DeckVariant returns the subdirectory name under `cards-faces/<family>/` for this deck's images. Mapping locked in 2026-05-26:
- earthman family → "default" (single-canonical today, locks the variant tier now so future Earthman editions slot in at `earthman/<variant>/` w.o. a path migration)
- slug startswith "tarot-" → strips that prefix (RWS slug `tarot-rider-waite-smith` → `rider-waite-smith`; "tarot-" is redundant under family=english)
- otherwise → uses slug as-is (italian/minchiate-fiorentine-1860-1890)
Both `DeckVariant.back_image_url` + `TarotCard.image_url` updated from `cards-faces/<slug>/<filename>` to `cards-faces/<family>/<variant_dir_slug>/<filename>`. Flat → 2-tier tree groups by tarot tradition (italian/english/playing/earthman) rather than scattering 20+ deck dirs at the top level — payoff is most visible when adding multi-variant decks within a family (e.g., future RWS Centennial Edition, Pamela-A pristine scans, both land alongside the original at `english/<variant>/`).
Why this naming over alternatives the user considered:
- `western-tarot/` — too broad (Italian Minchiate is also western tarot, defeats the partition)
- `hermetic-dawn/` — too narrow (RWS lineage but doesn't generalize to pre-GD Marseille or non-RWS English decks)
- `english/` — matches the existing `DeckVariant.FAMILY_CHOICES` field verbatim (source of truth, no new enum)
No tests assert on `image_url` paths (only on `image_filename` — the bare PNG names, which are unchanged). No JS references `cards-faces/` directly — sea.js + stage-card.js + utils.py all consume `image_url` server-rendered.
**(2) Minchiate Fiorentine 1860-1890 dir move** — 98 PNGs relocated from `cards-faces/minchiate-fiorentine-1860-1890/` to `cards-faces/italian/minchiate-fiorentine-1860-1890/`. Initially used `git mv source/ italian/` which Windows-flattened the move (files landed directly in italian/ instead of the nested variant subdir) — recovered by creating the variant subdir explicitly + `git mv *.png variant/`. Worth remembering for future deck imports: on Windows, `git mv dir/ existing_parent_dir/` does NOT auto-nest when the destination has existing entries.
**(3) RWS deck import** — 78 card images + 1 card-back PNG, dropped into `cards-faces/english/rider-waite-smith/`. Source: Wikipedia Commons (Public domain, attributable to Pamela Colman Smith). All scraped at 960px width per the size-vs-quality tradeoff conversation (matches the contour-stroke filter chain's largest CSS-display surface w. retina headroom; full-resolution 2100×3600 was 11.68MB/card → would balloon the page weight).
Filename normalization via one-shot `d:/tmp/rename_rws.py`:
- Wikipedia patterns: `960px-Ace_of_Cups_(Rider-Waite_Smith_tarot_deck).png` → `tarot-rider-waite-smith-cups-01.png`
- Trumps: `960px-The_Fool_(...)` → `tarot-rider-waite-smith-majors-00-the-fool.png` (English family uses "majors" not "trumps" per `_TRUMP_CATEGORY_BY_FAMILY` mapping)
- Courts: `Page/Knight/Queen/King_of_<Suit>` → ranks 11/12/13/14 w. court-name suffix (e.g., `-cups-13-queen.png`)
- Special: Aces of Pentacles + Aces of Swords Wikipedia-named as "One_of_..." instead of "Ace_of_..." (RANK_BY_WORD dict handles both)
- Special: "Wheel_of_Fortune" major initially matched the MINOR_RE regex (Wheel + of + Fortune); fixed by adding both-rank-and-suit-in-known-vocab guard so non-real-suit "of" patterns fall through to MAJOR_RE
- Card back: `Waite-Smith_Tarot_Roses_and_Lilies.png` → `tarot-rider-waite-smith-back.png`
Also: Queen of Cups was missing from the initial Wikipedia batch (caught by per-suit count audit: cups=13, others=14); user grabbed + dropped it in separately, scripted rename was rerun for that single file.
pngquant pass: `--quality=65-85 --speed=1 --strip --skip-if-larger --ext=.png --force` — 219MB → 76MB across the 78 cards (~65% reduction, ~975 KB/card average). Queen-of-Cups single-file pass: 2.4MB → 856KB.
Tests: 834/834 green across epic + gameboard + billboard (and 181/181 epic-isolated post-rename + collectstatic). collectstatic recopied all 176 PNGs (98 minchiate + 78 RWS) into the build dir; manifest hashes refresh.
Tomorrow: A.8 room.html sprint can now proceed w. RWS image-equipped (`has_card_images=True`) the same way Minchiate already does — image-mode SCSS already in place from A.5-A.7 polish. Future Shop applet entries: user mentioned a few decks slated as exclusively-purchasable via wallet shop (paid-only deck variants).
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Sonnet 4.6 <noreply@anthropic.com>
End-of-session bundle 2026-05-26 covering ~10 distinct threads atop the A.7.5-polish-8 sky-wheel mini-portal commit (9cdd2cd). A.8 room.html sprint deferred per user — waiting on image scraping for RWS + future decks so the room can apply the image-mode pattern uniformly w.o. straddling text-mode fallback for unequippable Earthman Shabby Cardstock.
**(1) Game Kit + My Wallet applet realignment** — user spec "this isn't a place for tokens" / "only equippables should be there". Game Kit applet (/gameboard/, _applet-game-kit.html) drops the Free Token block — only PASS/BAND/CARTE/COIN trinkets + decks + dice remain. Free + Tithe tokens MOVED to the My Wallet applet on /dashboard/ (_applet-wallet.html rewrite). All trinkets COPIED into Wallet w. same .tt tooltip + DON/DOFF wiring so the user can equip from either surface. Stacked free/tithe icons (single icon per type) carry a .shop-badge ×N count (fa-coins for free, fa-piggy-bank for tithe — the latter standardized from outlier fa-hand-holding-dollar, now matching wallet / kit_bag / shop seed / FTs). Writs placeholder gets the same .token + .tt chrome ("Base currency unit ; Earned at the gate, spent in the shop"). 99+ cap on all badges. home_page view in apps/dashboard/views.py now passes pass/band/carte/coin + free/tithe tokens + counts + equipped_trinket_id. gameboard.js loaded on dashboard for the hover-portal tooltip system; #id_game_kit wrapper added (uses display: contents to stay transparent to the section-grid layout). Standalone game_kit.html page (_game_kit_sections.html) also reorganized — trinkets/tokens/decks each use bare .token icons w. centered flex row + 2rem gap, 1.5rem font-size to match gameboard sizing. id_game_kit outer wrapper data attrs (equipped-id, equipped-deck-id, in-use-deck-ids) feed buildMiniContent() for Equipped/Not Equipped/In-Use status.
**(2) My Sea label + shadow polish (my_sea.html Cross + applet)** — user spec "labels appear below and beneath the card, w. the card's shadow obscuring the very top of the label" per the GRAVITY/LEVITY .sea-stack-name pattern. .sea-pos-label repositioning: CROWN + COVER ABOVE slot (bottom: 100%; translate(-50%, -0.4rem)), LAY + CROSS BELOW slot (top: 100%; translate(-50%, 0.3rem)), LEAVE + LOOM increased breathing room (translate -0.4rem LEFT / 0.4rem RIGHT — was 0.1rem overlap). CROWN cell translateY(-0.5rem) UP + LAY cell translateY(0.5rem) DOWN for COVER/CROSS label breathing room. Filled-card downward shadow chain (1px 2px 0 black, 0 4px 0 black-faint, 2px 5px 5px black-blur) scoped to .my-sea-cross .sea-card-slot--filled only — empty dashed placeholders stay shadowless per user spec ("only the cards that replace [slots] should [have shadows]"). Four rotation-correction overrides for box-shadow rotating w. element transform: base (0deg), reversed (180deg sign-flip), cross (90deg matrix rotation → 2px -1px), cross+reversed (270deg → -2px 1px). Saved here for future reference since the matrix derivation is non-obvious: CSS rotate(θ) CW maps offset (a, b) → screen (a·cos θ − b·sin θ, a·sin θ + b·cos θ); solving for unrotated offsets that produce screen-down-right post-rotation gives the 4 chains. My Sea applet .my-sea-slot-label (z-index 0, margin-top 0.15rem) + .my-sea-slot--filled shadow + reversed-variant shadow inversion all mirror the page treatment.
**(3) DEL btn + FLIP btn state machine** — user spec: DEL un-disables as soon as ANY card drawn (was gated on hand_complete) ; FLIP btn .btn-disabled + text swap to × once hand complete. _setComplete(on) toggles FLIP btn class + label (parity w. DEL convention: × disabled / word active) ; new _setHasDrawn(on) helper extracted (was bundled in _setComplete). Wired into 4 transitions: (a) manual deposit _filled === 1, (b) initial page-load seed when _filled > 0, (c) AUTO DRAW path post-POST (CRITICAL FIX — was missing, only manual deposit synced DEL even though server already committed all cards on AUTO DRAW), (d) _resetHand spread-switch reset. Template DEL btn gates on saved_by_position (any draw); FLIP btn gates on hand_complete. Test test_partial_hand_del_btn_carries_btn_disabled inverted to test_partial_hand_del_btn_is_enabled per the new spec.
**(4) Sig-change MySeaDraw RESET (cooldown loophole closure)** — user-reported revenue-stream loophole 2026-05-26: switching sig used to re-open the FREE DRAW gate + forfeit any paid-draw credit, because apps/gameboard/views.py:266's `in_cooldown = active_draw is not None` keyed entirely off the MySeaDraw row's existence (NOT off User.last_free_draw_at, which is the cooldown TIMER but doesn't drive the in_cooldown decision). Initial draft DELETED the row on sig change — turned out too aggressive: lost both the cooldown anchor (created_at via the active_draw check) AND the paid-state fields (deposit_token_id, paid_through_at). FIX: save_sign on actual sig change `.update(hand=[], significator_id=new, significator_reversed=new)` — preserves cooldown + paid revenue, just resets the hand + sig snapshot. clear_sign left untouched (sig-cleared user can't draw anyway per my_sea_lock's no_significator guard; row sits dormant until re-pick routes through save_sign's reset). Guarded w. sig_changed so re-saving the same sig is a no-op. User.last_free_draw_at was always safe — User-level field, only ever set in my_sea_lock, never cleared (user confirmed the Brief shows 11:59pm consistently). Subtle architectural note for future: the in_cooldown decision being row-existence-based rather than timestamp-based is the load-bearing implicit dependency this loophole exposed; any refactor that delete()s the row needs to either flip in_cooldown to consult last_free_draw_at OR preserve the row as we did here.
**(5) Kit-bag DOFF async refresh** — user-reported 2026-05-26: deck disappears entirely from kit-bag on first DOFF; only manual page refresh restores the placeholder. Root cause: _syncKitBagDialog() in gameboard.js did card.querySelector('i') for the placeholder icon — worked for trinket/token cards (single FA <i>) but BROKE for image-equipped decks whose card-stack icon is <svg class="deck-stack-icon"> (no <i> to copy → empty placeholder div). DROP the client-side optimization, route both DOFF paths thru _refreshKitDialog() (symmetric w. DON). Single source of truth = server-rendered _kit_bag_panel.html's placeholder branch (re-renders _deck_stack_icon.html w.o. the deck arg for the empty-fill SVG).
**(6) Sky-wheel planet circle shadow** — user spec "tight 1px 1px black shadow at opacity 0.7 on planet circle groups in all sky locations". Base `filter: drop-shadow(1px 1px 0 rgba(0,0,0,0.7))` on .nw-planet-group so planet badges lift off the wheel rings on /dashboard/sky/ + My Sky applet + any future surface. Hover/active state chains shadow + glow ("drop-shadow ... ; drop-shadow(0 0 5px primary-lm)") since CSS filter REPLACES rather than APPENDS — shadow has to be re-stated on the hover rule to persist during interaction. Elements/signs/houses groups keep their glow-only hover (the request was planet-specific).
**(7) TarotCard suit_icon + Fiorentine additive numerals** — (a) suit_icon property pre-checks for major arcana trump 0 → fa-hat-cowboy-side (Fool/Nomad/Matto archetype) and trump 1 → fa-hat-wizard (Magician/Schizo/Bagatto archetype), pinned BEFORE the self.icon branch so even a deck seed supplying a different icon for these ranks normalizes to the convention. Earthman's seed already aligns; Minchiate (empty icon field) used to fall thru to fa-hand-dots. (b) _to_roman() adds _FIORENTINE_ADDITIVE_NUMERALS = {4:'IIII', 19:'XVIIII', 24:'XXIIII', 29:'XXVIIII', 34:'XXXIIII', 39:'XXXVIIII'} pre-check — locked-in 6-exception list per user-corrected spec (initial draft used universal additive form, user clarified "no, only these specific ones, e.g. trump 9 still prints IX + trump 14 still prints XIV per the actual Minchiate deck art"). +2 regression tests: additive overrides + non-overridden subtractive (9=IX, 14=XIV, 44=XLIV, 49=XLIX).
**(8) Gear menu NVM font fix** — _my_sea_gear.html's NVM btn changed from <a class="btn"> to <button onclick="location.href=..."> per [[feedback-btn-vs-anchor-font-family]] (anchor inherits body serif font; button stays sans-serif by browser default). Brief's NVM uses <button> + reads correctly — this matches it.
**(9) Image-mode slot transparency overrides** — 3 surfaces got `overflow: visible` (base overflow: hidden was clipping the contour-stroke filter chain) + transparent bg/border re-states for image-equipped Minchiate cards on (a) .my-sea-cross .sea-card-slot--filled + image variant, (b) .sig-stage-card.sea-sig-card.sig-stage-card--image base + levity-polarity nested override, (c) .sea-deck-stack--single .sea-stack-face:has(.sea-stack-face-img) (using :has() to key off the conditional back-img child). Followup to A.7.5-polish-* sprint — those surfaces' image-mode bg overrides didn't include overflow.
Tests: 1336/1336 IT+UT total green (was 1322 before the session). No FT runs per [[feedback-ft-run-discipline]]; visual verify ongoing by user across the session via Firefox reload.
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Sonnet 4.6 <noreply@anthropic.com>
User-spec 2026-05-25 PM ("To the #id_sky_tooltip, whenever it has a DON|DOFF apparatus, we should add a #id_mini_tooltip_portal except, instead of Equipped|Unequipped, this would feature an Aspected|Unaspected toggle"). Mirrors the game-kit / wallet Equipped-Unequipped micro-tooltip pattern — text-swaps "Aspected" / "Unaspected" tied to sky-wheel's `_aspectsVisible` state.
**(1) `sky-wheel.js`** — 3 new helpers (`_updateAspectMiniPortal` / `_showAspectMiniPortal` / `_hideAspectMiniPortal` / `_positionAspectMiniPortal`) + element cache (`_miniPortalEl`) + 5 integration points (cache in `_injectTooltipControls`; show in `_activatePlanet` + `_activateAngle`; hide in `_activateElement` + `_activateSign` + `_activateHouse` + `_closeTooltip`; text-swap in `_updateAspectToggleUI`). State derives from existing `_aspectsVisible` global — single source of truth, no parallel tracking. Only the planets + angles rings show the apparatus (per existing UX); the elements/signs/houses rings hide it w. the rest of the DON/DOFF buttons.
**(2) Positioning** — mirrors `gameboard.js:285-287`'s right-anchored pattern (was left-aligned + 6px gap in the first draft): pin mini-portal RIGHT edge to main tooltip's right edge, 4px below the tooltip's bottom. Text width changes grow/shrink leftward — same visual logic the Game Kit's Equipped/Unequipped already uses.
**(3) z-index** — set to 150 inline via JS for the sky surface (default `#id_mini_tooltip_portal { z-index: 9999 }` from `_gameboard.scss` is universal — too high for the sky tooltip's PRV/NXT buttons, which inherit the tooltip's z-index 200 stacking context). User-reported "make sure its z-index falls behind the NXT button, as now it's in front of PRV". The sky tooltip body itself sits at z-index 200; mini-portal at 150 falls below it where they overlap (they don't — the mini sits below the tooltip body) but lets the absolutely-positioned PRV/NXT btns inside the tooltip render on top.
**(4) Styling** — bumped `#id_mini_tooltip_portal` font-size 0.8em → 0.95em + added `padding: 0.35rem 0.75rem` + `border-radius: 0.3rem` per user-spec "a bit bigger both in dimensions and font-size". Universal change (affects game-kit + wallet mini-portals too) — visually closer to the main tooltip's text scale w/o approaching it.
**(5) Dashboard parity** — `dashboard/home.html` gains the same `<div id="id_mini_tooltip_portal" class="token-tooltip token-tooltip--mini">` scaffold so the My Sky applet (`_applet-my-sky.html`) picks it up. Without this, the applet's sky-wheel rendered the main tooltip but the mini-portal `getElementById` would return null. Now both the standalone /dashboard/sky/ page + the dashboard's My Sky applet host the same mini-portal scaffold; sky-wheel.js caches whichever one is present on init.
Tests: 1314/1314 IT+UT total green (76s; pure SCSS + JS + template changes, no test surface — no new conditional or template branch to test directly). Visual verify on /dashboard/sky/: Saturn planet tooltip opens w. DON visible + "Unaspected" mini-portal below-right; click DON → text swaps to "Aspected" + aspect lines draw on wheel; click DOFF → swaps back.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
**Fix** (length-keyed via data attr — extensible to other lengths):
1. `base.html` h2 letter-splitter script adds `span.dataset.letters = String(text.length)` to every word-span as it splits. Length surfaces as `data-letters="3"` / `"4"` / etc. on the DOM.
2. `_base.scss`'s h2 block gets a new `> span[data-letters="3"] { justify-content: space-around; }` override AFTER the default `> span` rule. `space-around` puts equal padding on both sides of each letter, clustering the trio inside the slot rather than splaying it.
Surfaces affected (any suffix == 3 letters): Game Sky, Game Sea, Game Kit, Dash Sky — basically every page whose `{% block header_text %}` renders a 3-char suffix tail. Other lengths (Sign / Note / Post / Board / Wallet etc.) unaffected — they keep the default `space-between` because the larger letter count fills the slot naturally w/o looking stretched.
**Why length-keyed selector over class-naming**: future expansion. If a 2-letter title ever lands (hypothetical AP / WR), the same selector pattern (`[data-letters="2"]`) bolts in w/o needing a new class taxonomy. The data attr is universal + readable in DevTools. The same hook also opens up `[data-letters]` font-size scaling later if needed.
**No regression risk for prefix word**: prefixes are always 4-letter (BILL / DASH / GAME etc. per the `_base.scss` comment at line 222: "First word (always 4 letters)") so `[data-letters="3"]` never matches them; default `space-between` continues for prefix. Verified across all `{% block header_text %}` consumers — none use a 3-letter prefix.
Tests: 1314/1314 IT+UT total green (74s; pure SCSS + 1-line JS data-attr addition, no test surface). Visual verify pending user confirmation but the change is contained: the new rule is additive at higher specificity (`> span[data-letters="3"]` = 0,0,2,0 vs `> span` = 0,0,0,1 child combinator) + only justifies-content differently; nothing else cascades.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Root cause: polish-5 (1e2041e) refactored the applet FLIP-btn position rule to `@include flip-btn-base` but LEFT IT NESTED inside the `#id_applet_my_sign { ... }` outer block of `_billboard.scss`. So the rule resolved to `#id_applet_my_sign .my-sign-applet-card .my-sign-applet-flip-btn` (specificity 0,1,2,0 — 1 ID + 2 classes) — and OUT-CASCADED the hover-reveal rule `.my-sign-applet-card:hover .my-sign-applet-flip-btn` (specificity 0,0,3,0 — 3 classes incl. pseudo, no ID) on the ID axis. Result: opacity:0 from the leftover rule stuck even on real `:hover`, the polish-6 unified positioning rule in `_card-deck.scss` was a redundant 0,0,1,0 also-ran, and the user couldn't see the btn.
Fix: drop the leftover position + mid-flip rules from `_billboard.scss` entirely. The polish-5/6 unified rules in `_card-deck.scss` (`.my-sign-flip-btn, .my-sign-applet-flip-btn, .sea-stage-flip-btn { @include flip-btn-base; z-index: 25; bottom: 0.6rem; left: 0.6rem }` + `.sig-stage-card[data-flipping] .my-sign-flip-btn, .my-sign-applet-card[data-flipping] .my-sign-applet-flip-btn, .sea-stage-card[data-flipping] .sea-stage-flip-btn, ...` + hover-reveal trio) now cover the applet too at clean 0,0,1,0 / 0,0,3,0 / 0,0,2,1 specificities — hover-reveal wins by class count, no ID-context contamination.
Lesson: when refactoring CSS to a shared mixin/placeholder, also LIFT THE SELECTOR OUT of any ID-scoped outer block. Leaving the rule inside `#id_*` inflates its specificity in ways that can shadow other shared rules (esp. hover/state rules that lack an ID). The leftover comment block in `_billboard.scss` now documents the lift-out for future-me / future-DRY-passes.
Tests: 1314/1314 IT+UT total green (74s; pure SCSS rule deletion, no test surface). Visual verify pending user confirmation — the cascade is now clean (hover-reveal wins; transition: opacity 0.3s applies; btn fades in on real card hover + fades out on un-hover).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
**(1) `_applet-my-sign.html`** — FLIP btn moved OUTSIDE the `{% if card.deck_variant.has_card_images %}` + nested `{% if not card.deck_variant.is_polarized %}` gates. Now renders as a direct child of `.my-sign-applet-card` for ALL cards regardless of mode/polarity. Back-img element stays gated (back-img is meaningless for polarized decks or text-mode — would render an empty src). JS handler in the same template ungated too (was wrapped in matching `{% if %}` blocks); now always wires + gracefully no-ops on click when no `.sig-stage-card-back-img` sibling exists. Card-element selector broadened from `.my-sign-applet-card--image` (image-mode only) to `.my-sign-applet-card` (any mode).
**(2) `_sea_stage.html`** — added `<img class="sig-stage-card-back-img">` (gated on `request.user.equipped_deck.has_card_images and not is_polarized` — same condition as my_sign.html's main page back-img) + `<button class="sea-stage-flip-btn">` (unconditional). Both nested INSIDE the `.sig-stage-card.sea-stage-card` for card-relative positioning. Multi-user gameroom is a known limitation here — the back-img src is the room viewer's deck-back, not the drawing gamer's, which is wrong when different gamers' decks have different backs. Parked for a future multi-user polish pass (called out in template comment).
**(3) `_card-deck.scss`** — extended the polish-5 shared FLIP-btn rule trio (positioning + hover-reveal + mid-flip-hide) to include `.sea-stage-flip-btn` across all 3 declarations. Now all 4 surfaces (my_sign main / applet / sea_stage / fan carousel) share the same opacity-0-default + hover-reveal + display:none-mid-flip behavior — single source of truth.
**(4) `sea.js`** — added FLIP btn click handler in the init() function next to the existing SPIN/FYI handlers. Mirrors the `_flipToBackAnimated` shape from my_sign.html / _applet-my-sign.html: rotateY 0→90→0 over 500ms, toggle `.is-flipped-to-back` at midpoint, `[data-flipping]` attr for SCSS mid-flip-hide. Same defensive no-op pattern as the applet — bails when no `.sig-stage-card-back-img` sibling exists. Behavior for polarized text-mode decks (no back-img rendered): click is a no-op. Polarized image-mode (future Earthman art): also no-op since back-img is server-gated to non-polarized. Non-polarized image-mode (Minchiate today): flips between front + back.
**Why ungate the FLIP btn rendering rather than render it conditionally per surface:** user-spec was "just allow the FLIP btn everywhere" + the prior bespoke per-surface gating was causing both visual quirks (missing FLIP btn in applet earlier) + maintenance complexity. The unified "always render, JS picks behavior by sibling existence" pattern eliminates the per-surface conditional templates. The btn is always visible-on-hover, always click-handles cleanly, gracefully no-ops where it has nothing to flip to — minimal surprise, maximal consistency.
**JS handlers not unified into a shared module** (yet): each of the 3 surfaces (my_sign main inline script, applet inline script, sea.js init()) carries its own copy of the ~15-line FLIP-to-back animate-and-toggle dance. Could be DRY'd into a `StageCard.flipToBack(card, btn)` helper at some point, but the call sites differ enough in setup (different parent DOM selectors, different surrounding state — frozen-gate for my_sign, no gate for applet/sea_stage) that the helper would mostly be the animate+setTimeout block. Deferred — flagged in [[project-image-based-deck-face-rendering]] follow-ups if it accretes.
Tests: 1314/1314 IT+UT total green (71s). No new tests — JS handler change is pure DOM augmentation; template changes just relax server-side gates (no new conditionals to test). Visual verify 2026-05-25 PM via Claudezilla on /billboard/: applet FLIP btn present (opacity:0 at rest, hover-reveals); shared `.my-sign-applet-card:hover .my-sign-applet-flip-btn` CSS rule confirmed in computed stylesheet; my_sign main page FLIP behavior unchanged (still works per user 2026-05-25 PM "Works well in my_sign.html tho").
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
**(1) `_stat_face.html` partial** — extracted to `templates/core/_partials/_stat_face.html` per user 2026-05-25 PM: "Why are there so many individual instances of this feature? Couldn't we call the same DRY partial for each?". One partial covers all 4 stat-block surfaces (sig-stat-block / sea-stat-block / fan-stage-block / my-sign-applet-stat-block) — ~80 lines of duplicated markup collapse to 7 `{% include %}` sites (3 surfaces × 2 faces + applet × 1 face). Args: `face_modifier` (required: "upright"|"reversed"), `label_text` (required: "Emanation"|"Reversal"), `card` (optional TarotCard for applet's server-render path), `keywords_ul_id` (optional id attr on the keyword `<ul>` — sea_stage + fan need `id_sea_stat_upright/reversed` + `id_fan_stat_upright/reversed` for stage-card.js's `populateKeywords` surface-specific selector overrides). The `.stat-face` wrapper that the partial introduces is a no-op for the applet — applet's bespoke `.my-sign-applet-stat-block` rule doesn't `@include stat-block-shared` so `.stat-face` inherits no padding / display-none from the shared mixin.
**(2) FLIP-btn `@mixin flip-btn-base` + `%flip-btn-revealed` + `%flip-btn-mid-flip` primitives** — `_card-deck.scss` head per user 2026-05-25 PM: "unify the many disparate calculations we use for when we allow that FLIP btn to appear and where it appears". Each surface's flip-btn declaration now `@include`s the base (position absolute + zero margin + hidden default opacity 0 + 0.3s transition) and `@extend`s `%flip-btn-revealed` on its surface-specific reveal trigger + `%flip-btn-mid-flip` on its surface-specific `[data-flipping]` selector chain. ~30 lines of duplication collapsed to 6 lines of mixin/placeholder + 3 `@include` + 4 `@extend` calls.
**(3) my_sign FLIP btn moved INSIDE `.sig-stage-card`** + `.my-sign-flip-btn` + `.my-sign-applet-flip-btn` share one positioning rule (`bottom: 0.6rem; left: 0.6rem`) — was a sibling under `.my-sign-stage` positioned via stage-padding-relative `calc(1.5rem + 0.4rem)`. Polish-5 nests it INSIDE the card so positioning is naturally card-relative + the separate `.my-sign-page[data-current-card-id]` centered-mode geometric override (re-deriving offsets from the centred-row layout) is DROPPED entirely. The applet was already inside-card positioned; same `bottom: 0.6rem; left: 0.6rem` rule combines both surfaces in a single `_card-deck.scss` declaration. The applet's `_billboard.scss` flip-btn rule is now just a shim `@include` + `@extend` (the positioning got DRY'd up to the shared rule).
**(4) Hover-reveal everywhere** + instant mid-flip vanish — user-spec 2026-05-25 PM: "The .btn-reveal behavior here should now (1) disappear much earlier, so no independent ease-in/-out logic needed on clicking FLIP; (2) calculate its position more dynamically; be mirrored in the gameboard's My Sign applet. In all places does the hover-to-reveal-FLIP-.btn-reveal effect abate while the card is finishing a FLIP". my_sign main flipped from `display: none → display: inline-flex` (frozen-gated) to opacity-based hover-reveal on `.sig-stage-card:hover` (still gated by `.sig-stage--frozen`). Applet flipped from always-visible to opacity-based hover-reveal on `.my-sign-applet-card:hover`. Fan kept its existing hover-reveal. Mid-flip-hide changed from `opacity: 0 + pointer-events: none` (faded out over the 0.3s transition, which competed w. the click) to `display: none` — INSTANT vanish, no ease-out animation. All 3 surfaces consolidated into one combined `[data-flipping] -> flip-btn` selector list extending `%flip-btn-mid-flip`. The `:has(.flip-btn:hover)` self-pin clause (already present on fan) added to my_sign + applet too — keeps the btn visible while the cursor is on it, otherwise the btn (z-index 25, on top of the card) steals `:hover` from the card the moment the cursor moves onto it + retracts the reveal mid-click.
**(5) `.sea-stage--levity .sea-stage-card` image-mode bg fix** — user-reported 2026-05-25 PM: "the card preview stage in my_sea.html still sports the old card bg (the --secUser here) behind the card img (with the --quiUser box-shadow border)". Same source-order collision pattern as the sea-sig-card fix in polish-4: `.sea-stage--levity .sea-stage-card`'s `@include stage-card-polarity($invert-frame: true)` sets `background: rgba(var(--secUser), 1) + border-color: rgba(var(--priUser), 1)` at specificity 0,2,0 — matches the shared `.sig-stage-card.sig-stage-card--image` comma-list rule's specificity but source-loses to it (levity rule lives at line 2150, comma-list at line 705). Fix: add a `&.sig-stage-card--image { background: transparent; border: 0; }` nested override (0,3,0 specificity) — re-states the transparency under the levity polarity branch so image-mode drawn cards (Minchiate today) don't show a beige card-shape behind the PNG art. The gravity branch was already fine (its mixin call doesn't pass `$invert-frame`).
**(6) Multi-line `{# #}` comment syntax cleanup** — user-spotted 2026-05-25 PM after my polish-5 partial extraction caused visible comment text to leak into rendered HTML on 4 templates (per [[feedback-django-multiline-comments]] / [[feedback-django-comments-single-line-only]] traps the user has flagged before). All multi-line block comments I added in this polish converted to `{% comment %}...{% endcomment %}` form — covers the `_stat_face.html` partial header + 4 template include sites (my_sign.html × 2 blocks, _applet-my-sign.html, _sea_stage.html, game_kit.html).
Tests: 1314/1314 IT+UT total green (72s). No new tests — existing chip-presence + image-mode ITs from polish-4 still pass through the partial extraction. Visual verify 2026-05-25 PM via Claudezilla: my_sign main page (Queen of Coins) renders cleanly via partial w. card+stat-block; applet renders cleanly w. server-filled chip + title; carousel + sea_stage modal work via JS-populated partial includes; my_sign FLIP btn moved into card + hover-reveals + vanishes instantly on FLIP click; sea-stage-card no longer shows --secUser bg behind image-mode PNG art under levity. DRY partial extraction was held out of polish-4 as user-requested separate concern: "hold it for a separate commit, but fold the FLIP btn unification into it as the styling cleanup part" — done.
**Follow-up parked for next sprint**: user-flagged 2026-05-25 PM "If it's interfering to have bespoke rules, just allow the FLIP btn everywhere, including in my_sea.html". This needs (a) dropping the `not card.deck_variant.is_polarized` server-render gate in the applet template, (b) adding a FLIP btn + back-img element to the `_sea_stage.html` modal scaffold, (c) wiring a JS handler in sea.js (currently has no FLIP behavior for drawn-card stage). Out of scope for the polish-5 commit since it's template + JS scope; will pick up as polish-6 or a fresh sprint.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
`--skip-if-larger` is a no-op safety net (pngquant won't write if its output would be larger than the input), so re-running this command on any future asset edit is non-destructive. Worth wiring into the eventual admin upload pipeline per the 0add163 commit's "Future: when Sprint B's admin form ships, wire pngquant into an `optimize_card_images` management command so admin uploads auto-optimize on save" note.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Per `git-commit` skill convention: commit-everything-at-once is the default. This asset swap was inadvertently held back from polish-4 (4554c71); restored here as its own one-file commit at user direction. Memory note added so future commit passes don't selectively stage again.
No code touched — pure asset binary swap. The image-mode rendering pipeline (`TarotCard.image_url` → static URL → `<img src=...>` in the 5 image-mode surfaces) picks up the new bytes automatically on next page load.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
(1) **Card title color unified to --quaUser** — shared `stat-block-shared` mixin's `.stat-face-title` was `--quiUser` (cream-purple) for non-major arcana, but the My Sign applet's bespoke override at `_billboard.scss:642` had it as `--quaUser` (bright yellow-gold). User-observed inconsistency 2026-05-25 PM: "only the My Sign applet has --quaUser as a font color; the rest are --quiUser. Let's change the latter to match the former". Mixin default flipped — applet's bespoke override stays (was always --quaUser, the new universal value).
(2) **Stat-face top-pin** — `.stat-face` top padding collapsed from `0.37 * card-w` (which mid-vertically centered the arcana label) to `0.1 * card-w` (uniform w. bottom) so the chip + EMANATION/REVERSAL header pin at the actual top edge + title/arcana/keywords cascade DOWN naturally. User-spec 2026-05-25 PM: "pin the number/alphanumeric at the top and the rest of the content cascades down from it, instead of pinning the arcana type in the center and stacking the rest of the content atop it".
(3) **Chip layout restructured** — header is now a 2-row vertical stack (was a 1-row flex w. chip-pill + label inline). Row 1: `.stat-chip-rank` on its OWN line (room for long Roman numerals like XXVIII without squeezing the label). Row 2: `.stat-chip-tag` flex-row holding `<i class="stat-chip-icon">` + `<p class="stat-face-label">` — the icon is always 1 char so it never crowds the label. Border-bottom on the whole `.stat-face-header` (0.05rem solid --secUser at 0.4 alpha) underscores both rows as one header unit, replacing the prior per-`.stat-face-label` `text-decoration: underline` (dropped). Per user spec 2026-05-25 PM: "allow EMANATION/REVERSAL to remain inline with the <i> el below the alphanumeric, which will more predictably only ever be one character long. Then we should extend the underline as a thin line underscoring them both (not merely underlined text)". Template-side: 4 stat-block surfaces (`my_sign.html` / `_applet-my-sign.html` / `_sea_stage.html` / `game_kit.html`) updated to the new 2-row HTML structure — `.stat-face-chip` wrapper dropped entirely; rank is a direct child of header; icon + label live in `.stat-chip-tag`. 4 ITs adjusted to match the new DOM.
(4) **SPIN animation restored for image-mode via CSS transition** — A.7.5 had gated the 180° card rotation behind `!.fan-card--image` (per the prior "monodecks shouldn't have polarity" spec), leaving image-mode cards static on SPIN while only the stat-block face toggled. User-spec 2026-05-25 PM: "reintroduce the SPIN animation". First attempt used a layered `Element.animate(0→180→0)` keyframe; user reported "card rotates back the other way even quicker". Second attempt continued past 180° to 360° for single-direction spin; user reported "now it does three! Upside down, rightside up, and upside down again!" — root cause was the layered `Element.animate` racing the existing `.fan-card { transition: transform 0.18s ease-out }` set in updateFan, producing double/triple-firing. User suggestion 2026-05-25 PM: "Why can't we just resort to the CSS transition". Final fix: drop the special-case image-mode `Element.animate` block entirely; image-mode + text-mode now share the same SPIN handler — toggle `.stage-card--reversed` + set inline `style.transform` w. the rotate(180deg) appended. The existing CSS transition handles the rotation in a single mechanism, no layering. Persistent state via `.stage-card--reversed` continues to be read by `updateFan()` so post-SPIN nav re-renders the rotation correctly.
(5) **sea-sig-card image-mode bg artifact fix** — User-reported 2026-05-25 PM: "Looks like we still have an artifact card bg behind this version of the card preview img in my_sea.html". The central sig card in `my_sea.html`'s picker was showing a beige card-shape behind the transparent-PNG art. Root cause: `.sig-stage-card.sea-sig-card` (`_card-deck.scss:1684`, specificity 0,2,0) matches the shared `.sig-stage-card.sig-stage-card--image` comma-list rule's specificity exactly but appears LATER in source order — so its `background: rgba(var(--priUser), 1)` + `border: 0.15rem solid ...` + `padding: 0.25rem` overrode the image-mode rule's `background: transparent; border: 0; padding: 0`. Fix: add a `&.sig-stage-card--image { background: transparent; border: 0; padding: 0; }` override INSIDE the bespoke rule (specificity 0,3,0 — wins both source-order against the comma-list AND beats the levity-polarity rule at line 1299). Parallel override added to `.my-sea-page[data-polarity="levity"] .sig-stage-card.sea-sig-card` (0,3,0) for the same reason — under levity the polarity rule re-clothes the sea-sig-card w. --secUser bg even in image mode; the nested `&.sig-stage-card--image` override at 0,4,0 wins. Other 3 image-mode surfaces audited: `.my-sea-slot` + `.sea-card-slot` + `.fan-card` base rules are 0,1,0 and lose to the 0,2,0 comma-list naturally; no parallel fix needed for them.
Tests: 1314/1314 IT+UT total green (73s). 4 ITs updated to match the new chip DOM structure (`.stat-face-chip` wrapper dropped; rank now direct child of header; icon + label inside `.stat-chip-tag`): BillboardMySignViewTest.test_stat_block_renders_rank_suit_chip_per_face + BillboardAppletMySignTest.test_applet_stat_block_renders_server_side_chip + MySeaViewTest.test_sea_stage_stat_block_renders_rank_suit_chip_per_face + GameKitViewTest.test_fan_stage_block_renders_rank_suit_chip_per_face. Visual verify 2026-05-25 PM via Claudezilla: chip restructure renders correctly across game_kit carousel (XXVIII Il Capricorno + Il Matto trumps); sea-sig-card bg artifact gone (computed bg `rgba(0, 0, 0, 0)`, border 0, padding 0); SPIN animation smooth in both image-mode + text-mode. No FT runs per [[feedback-ft-run-discipline]]. DRY partial split for the duplicated stat-face header markup deferred to a follow-up commit per user request 2026-05-25 PM ("hold it for a separate commit").
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
**Implementation** (SVG, not CSS-positioned since `.nw-rx` is an SVG `<text>` child of `.nw-planet-group`): adds a new `<circle class="nw-rx-badge">` to `_drawPlanets` in `sky-wheel.js` BEFORE the existing `.nw-rx <text>` so the text stacks on top of the disc. Both share the same center coords + animate together via a shared `attrTween` on the planet's degree interpolation. Geometry tuned to the user's "commensurately scaled / slightly overlapping" spec: `RX_OFFSET = R.planetR + _r * 0.07` (radial position along the same angle as the planet — keeps badge on the same degree per the user's "along the same degree as it"); `r = _r * 0.035` (70% of the planet circle radius — "commensurately scaled"). Net: badge center sits `_r * 0.07` outside the planet center; badge edge intrudes `~_r * 0.015` past the planet edge — a thin overlap rather than a flush tangent. Glyph font-size bumped from `_r * 0.040 → _r * 0.045` to read better inside the larger disc.
**SCSS** (`_sky.scss`): new `.nw-rx-badge { fill: rgba(var(--secUser), 1); stroke: rgba(var(--priUser), 0.6); stroke-width: 0.5px; }` — light disc w. a thin dark outline to separate it from same-color planet-element rings (gold-greens, etc.) when an Rx planet lands on a matching-color band. `.nw-rx` glyph rule simplified: `fill --priUser`, drops the prior `stroke --priUser` (now unnecessary — the disc gives the glyph its own clean substrate), gains `font-weight: 900` to match the `.shop-badge` text weight contract.
**Why a new SVG element rather than reusing the existing `<text>`'s background**: SVG `<text>` doesn't support `background-color` directly; the canonical pattern is a sibling `<rect>` or `<circle>` underneath. Picked `<circle>` to match the round `.shop-badge` chrome (1.5rem rounded square ≈ disc at the rendered size).
Tests: 198/198 gameboard ITs+UTs green (23s; no test surface — pure SVG render + SCSS change). Visual verify 2026-05-25 PM via Claudezilla on `/dashboard/sky/`: Pluto + Jupiter + Saturn (today's retrograde planets) all carry the cream-disc Rx badge w. dark `R` glyph, slightly overlapping their planet circles along the same angle. No Jasmine spec run — the change is pure DOM-shape augmentation w/o behavioral logic.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
**5 sites bumped from 0.5 → 1.0** (mirrors the polish-2 site list):
- `.sig-stat-block` default (the my_sign main + sig-overlay reference)
- `.sea-stage-content .sea-stat-block` (no-polarity fallback)
- `.sea-stage--gravity .sea-stat-block, .sea-stage--levity .sea-stat-block` (polarity-classed rule that actually applies in practice)
- `.tarot-fan-wrap[data-polarity="gravity"] .fan-stage-block, .tarot-fan-wrap[data-polarity="levity"] .fan-stage-block`
- `.my-sign-applet-stat-block` default
Net: every stat-block surface now renders `rgba(50, 30, 95)` (--priUser at full alpha) regardless of polarity. Visually identical chrome across my_sign main / applet / sea_stage modal / Game Kit fan stage — no more translucent leak of the page bg through the panel.
Tests: 1314/1314 IT+UT total green (74s; pure alpha-channel SCSS, no test surface). Visual verify 2026-05-25 PM: applet stat-block now `rgb(50, 30, 95)` (full opacity), matching its original gravity state the user references as canonical.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
**Touched bg declarations (5 sites, all `rgba(var(--priUser), X)`)**:
- `.sea-stage-content .sea-stat-block`: `0.85 → 0.5` (the no-polarity fallback rule)
- `.sea-stage--gravity .sea-stat-block, .sea-stage--levity .sea-stat-block`: `0.85 → 0.5` (the polarity-classed rule that actually applies in practice; both kept since the previous commit folded gravity into the same colors as levity)
- `.tarot-fan-wrap[data-polarity="gravity"/.levity] .fan-stage-block`: `1 → 0.5`
- `.my-sign-applet-stat-block` default: `0.8 → 0.5`
- `.my-sign-applet-body[data-polarity="gravity"] .my-sign-applet-stat-block`: bg override dropped entirely; the default 0.5 now applies in both polarities. Border + keyword color overrides kept (those target the gravity card-pair convention, not the bg).
Unchanged: `.sig-stat-block` default in `.sig-stage` (was already `0.5`) — the reference value the user pointed to.
Visual verify 2026-05-25 PM: applet stat-block now `rgba(50, 30, 95, 0.5)` — same color + alpha as the my_sign main page's `.sig-stat-block`. Both stat-blocks read as a translucent dark-purple panel that lets the page bg (green on my_sign / billboard purple on the applet) bleed through identically across surfaces.
Tests: 1314/1314 IT+UT total green (72s; no test surface — pure alpha-channel value changes in SCSS). Visual verify confirmed cross-surface match.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
**Change**: collapse the three stat-block gravity-polarity overrides:
- `.tarot-fan-wrap[data-polarity="gravity"] .fan-stage-block` — bg `--secUser → --priUser`; combined w. the existing levity rule into a single comma-list selector (`[data-polarity="gravity"], [data-polarity="levity"]`) since both branches now produce identical colors. Inner overrides (label/chip/keywords) collapsed to the levity values.
- `.sig-stat-block` under `.my-sign-page[data-polarity="gravity"]` (+ `.sig-overlay[data-polarity="gravity"]`) — explicit `background: rgba(var(--secUser), 0.75)` removed; falls through to the default `.sig-stage .sig-stat-block { background: rgba(var(--priUser), 0.5); }` upstream. Label + chip gravity-specific overrides (--quiUser label, --priUser chip — tuned for the now-removed --secUser bg) deleted; the shared --secUser-label / --secUser-chip defaults (tuned for --priUser bg) cover both polarities.
- `.sea-stage--gravity .sea-stat-block` — bg `--secUser → --priUser`; combined w. levity via comma-list selector. Inner overrides collapsed.
Net effect across the 3 surfaces: stat-block bg is now `rgba(var(--priUser), N)` (alpha varies per surface: 0.5 sig, 0.85 sea, 1.0 fan) regardless of polarity — matching the applet's universal --priUser pattern. Card polarity rules untouched: text-mode card bg still flips per the original convention (gravity card --priUser, levity card --secUser). Card + stat-block under gravity NOW share the same polarity bg (was opposite per [[feedback-card-polarity-convention]]); for image-mode cards this is invisible (transparent card bg); for text-mode cards (Earthman + RWS today) the same-polarity bgs read as a coordinated dark pair under gravity rather than the prior dark/light contrast — accepted as the intentional new convention per user spec.
**Convention update**: [[feedback-card-polarity-convention]] needs revision — the "card + stat block carry OPPOSITE-polarity bgs" rule held for sig/sea/fan but never for the applet, and the user is now extending the applet's exception universally. Memory update deferred to a follow-up; commit body documents the new direction so future-me has the rationale.
Tests: 1314/1314 IT+UT total green (no test surface — SCSS-only change; ITs use lxml HTML parsing + don't observe computed styles). Visual verify 2026-05-25 PM: my_sign main page stat-block under gravity now `rgba(50, 30, 95, 0.5)` (--priUser w. page-bg bleed) matching the applet's `rgb(50, 30, 95)` (--priUser at full alpha). No FT runs per [[feedback-ft-run-discipline]] — visual-only change.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
(1) _tarot_fan.html image-mode branch — server-side `{% if card.deck_variant.has_card_images %}` gate: image-mode renders `<img class="sig-stage-card-img">` + (for non-polarized decks) a sibling `<img class="sig-stage-card-back-img">` for the FLIP-to-back affordance; text-mode keeps the existing `.fan-card-corner --tl/--br` + `.fan-card-face` scaffold unchanged (Earthman + RWS today; will be removed once both decks get artwork — user's plan: scrape RWS art tonight + Earthman public-domain paintings to follow; "shabby cardstock" non-equippable Earthman variant retains text rendering as legacy preservation). New `.fan-card.fan-card--image` marker class added to the shared image-mode comma-list selector (`_card-deck.scss:705-765`) so the carousel cards pick up the contour-stroke + depth-shadow filter chain + `.is-flipped-to-back` toggle for free — single SCSS source of truth across all 5 image-mode surfaces. Also added `data-arcana-key="{{ card.arcana }}"` + `data-image-url="{{ card.image_url|default:'' }}"` data-attrs to every fan-card so `StageCard.fromDataset` + `_setImageMode` flow w. no extra plumbing.
(2) Game Kit carousel JS rewiring (`game-kit.js`): `_populateStage` now also calls `StageCard.populateStatExtras(stageBlock, card)` so the carousel stat block gets title + arcana + chip populated on every card focus (previously the stage block had only the keyword list; the call site simply wasn't wired). SPIN handler gates the 180° card rotation behind `!active.classList.contains('fan-card--image')` — for image-mode cards SPIN now just toggles `.is-reversed` on the stat block to swap EMANATION ↔ REVERSAL content w/o rotating the artwork (user-spec 2026-05-25 PM: "monodecks shouldn't have gravity and levity polarity"; image artwork is symmetric + shouldn't be inverted by a UI cycle). New `_flipToBack` helper mirrors the my_sign.html A.5-polish-2 FLIP-to-back animation (rotateY 0→90→0 over 500ms, `.is-flipped-to-back` toggle at 250ms midpoint, `data-flipping` cleared at 500ms); the existing `_flipActive` dispatches to it via `active.querySelector('.sig-stage-card-back-img')` presence check (the back-img element is only server-rendered for non-polarized image-equipped decks, so its presence is the gate). Polarized text-mode (Earthman) keeps the existing polarity-cycle FLIP. Per-card-change cleanup also clears `.is-flipped-to-back` on every card so a back-flipped card returns to front when it leaves focus (mirrors the SPIN reset semantics).
(3) Top-left rank+suit chip retrofit (4 stat-block surfaces): the A.3 Q3 spec called for a chip but explicitly deferred to "Lower-priority follow-ups" in the project memory; user pulled it in this sprint as part of the carousel rewrite. New `.stat-face-header` flex wrapper holds the chip + EMANATION/REVERSAL label inline (chip is 2 rows tall, label is 1 — flex `align-items: flex-start` keeps them "vaguely inline" per spec). Chip mirrors the existing `.fan-card-corner` pattern: vertically stacked rank + suit-icon, no chrome (initial draft had a bordered pill — corrected per user clarification 2026-05-25 PM "vertically stacked, --secUser, in the top-left corner"). All 4 stat-block templates (my_sign.html / _applet-my-sign.html / _sea_stage.html / game_kit.html's `#id_fan_stage_block`) get the new header wrapper around their existing `.stat-face-label`. Applet renders the chip server-side from `card.corner_rank` + `card.suit_icon`; the other 3 surfaces leave the chip elements empty + populated by `StageCard.populateStatExtras` on each card focus (the helper now also walks `.stat-chip-rank` + `.stat-chip-icon` w. the same find-all + textContent / className pattern it already uses for title + arcana). Chip color is --secUser by default; polarity-aware overrides for surfaces whose gravity bg flips to --secUser (sig-stat-block / sea-stat-block / fan-stage-block) flip the chip to --priUser for visibility — same logical inversion the keyword list rules already use.
(4) Trump fa-hand-dots fallback in `TarotCard.suit_icon` — was reading the per-card `icon` field then returning `''` for any major arcana w/o an explicit override. Earthman's seed migration 0007 set `icon="fa-hand-dots"` on trumps 2+ as the universal trump symbol, but trumps 0/1 + every Minchiate trump fell through to empty + rendered the chip as just a number/numeral w. no icon below. Promoted the fallback into the model property (per-card override still wins via the `self.icon` branch), so every trump everywhere — chip, text-mode corner, future surfaces — gets a hand-with-dots glyph for free. Updated `TarotCardSuitIconTest.test_major_without_icon_returns_empty` → `test_major_without_icon_defaults_to_hand_dots`.
(5) EMANATION/REVERSAL → --secUser (user-spec 2026-05-25 PM, mid-sprint): label color was --terUser (gold) across all 4 surfaces; flipped to --secUser everywhere so the label recedes against the title (gold/--quaUser per arcana stays the focal text). Default in the shared `stat-block-shared` mixin + applet bespoke `.stat-face-label` rule both updated. Per-polarity overrides: levity (bg --priUser) → label --secUser everywhere; gravity overrides preserved at --quiUser on the 3 surfaces whose gravity bg flips to --secUser (sig-stat-block / sea-stat-block / fan-stage-block — --secUser label would be invisible against --secUser bg, so --quiUser stays for contrast); applet gravity bg is --priUser (just full alpha vs. the default 0.8 — different from the other surfaces) so its gravity override removed entirely, label uses the shared --secUser default in both polarities. User-confirmed visually 2026-05-25 PM: applet EMANATION now in --secUser (`rgb(162, 170, 173)`) matching the chip color — chip + label read as a coordinated header pair rather than competing w. the title.
Tests: 1314/1314 IT+UT total green (76s; +8 new in this sprint — 4 chip-presence ITs across the 4 stat-block surfaces, 3 _tarot_fan image-mode-branch ITs covering image-equipped + text-mode + polarized-image-equipped permutations, 1 UT-rename for the trump fa-hand-dots default). Surfaces NOT covered by ITs: SCSS layout (visual-only — verified live via Claudezilla on /gameboard/game-kit/ Minchiate carousel, /billboard/my-sign/ stage card, /billboard/ applet preview); JS-side chip-fill via populateStatExtras (covered transitively by the populateStatExtras existing call sites — no new test for the chip-specific code path since the test surface for stage-card.js is currently Jasmine-only via FanStageSpec.js, deferred). No new FT runs per [[feedback-ft-run-discipline]] — all changes are template / SCSS / JS / model property; IT coverage is comprehensive for the server-rendered surfaces + the visual verify covered the JS-populated surfaces.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
(1) **`_seed_earthman_sig_pile` helper missing two field defaults** — 13 errors + 1 FAIL across `MySeaCardDrawTest`. All 13 errors fail at `_draw_open_modal` line 716 looking for `.sea-deck-stack--levity`; the FAIL at `test_form_col_renders_decks_lock_hand_del_and_reversal_pct` asserts `len(stacks) == 2` and gets 1. Today's 15025b4 (A.7-polish my_sea single-stack collapse) added `{% if request.user.equipped_deck.is_polarized %}` branching to `my_sea.html:224`: polarized decks render `--gravity` + `--levity` stacks; non-polarized decks render a single `--single` stack. The `_seed_earthman_sig_pile()` helper at `functional_tests/sig_page.py` calls `DeckVariant.objects.get_or_create(slug="earthman", defaults={...})` w. only `name`, `card_count`, `is_default` in the defaults dict — `is_polarized` falls through to the model default of `False` (`epic/models.py:260`). Migration 0012 sets the field on the migration-seeded Earthman row via an explicit `.update(is_polarized=True, has_card_images=False, family="earthman")`, but `TransactionTestCase` flushes all tables on teardown (no `serialized_rollback` per [[feedback-transactiontestcase-flush]]) — once the first test method runs + tears down, the migration-seeded row is gone, and every subsequent test's setUp re-creates Earthman via the helper's incomplete defaults → `is_polarized=False` → my_sea picker renders single-stack → FT selector miss. Why local passed: `MySeaCardDrawTest` is class #5 of 6 in test_game_my_sea.py (setUps at lines 49, 208, 381, 474, 691, 1146); local runs typically scope to a single class or method (per [[feedback-ft-run-discipline]]), so the FIRST setUp finds the migration-seeded Earthman row still intact w. `is_polarized=True` and `get_or_create` returns it as-is. In CI's 152-test FT-room batch, four prior classes each truncate `epic_deckvariant` before class #5 runs, so the helper's defaults are all that's left. Fix: add `is_polarized=True, has_card_images=False` to the helper's defaults dict, mirroring migration 0012's explicit `.update()`. `family` stays implicit since the model default of `EARTHMAN` (`"earthman"`) already matches. Note: the parallel `_equip_earthman` helper in `test_game_room_deck_contrib.py:31-40` carries the same incomplete defaults but its tests don't depend on `is_polarized` — left untouched to avoid scope creep; would tighten consistency in a follow-up if the same trap bites again
(2) **Stale `#id_kit_fiorentine_deck` selector** — 1 error at `DeckInUseGameKitTest.test_non_contributing_deck_has_normal_don_doff`. f107522 (A.0 image-rendering schema + RWS rename) renamed the existing `fiorentine-minchiate` DeckVariant slug to `tarot-rider-waite-smith` (audit revealed the deck was actually 78-card RWS Tarot, not 97-card Minchiate). The kit panel template at `_applet-game-kit.html:87` derives the element id from `deck.short_key` (`epic/models.py:291`, first dash-separated word of slug) — so `tarot-rider-waite-smith` produces id `id_kit_tarot_deck`, not the old `id_kit_fiorentine_deck`. f107522's rename pass updated `test_game_room_deck_contrib.py`'s click target on line 194 (`#id_kit_tarot_deck`) but missed the immediately-following assertion's `wait_for` selector on line 198, leaving a mixed-slug FT that clicks the new id but waits for the old. Pure FT-selector swap
Tests: not run locally per [[feedback-ft-run-discipline]] — both fixes are FT-only (helper defaults + selector string); CI verification on next push will confirm the 14 reds go green. Files: `functional_tests/sig_page.py` (+1, -1) + `functional_tests/test_game_room_deck_contrib.py` (+1, -1)
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
1. Stat-block restructure per [[project-image-based-deck-face-rendering]]'s locked Q3 spec. User noticed during browser verify that image-mode card surfaces (Minchiate-equipped on my_sign main stage + My Sign applet + Sea Stage modal in my_sea) show only the EMANATION label in the stat-block — no title, no arcana type, no keywords (Minchiate keywords are empty per A.1 seed). For text-mode decks (Earthman, RWS) the title + arcana render ON the card; for image-mode the card is just an image so all textual metadata MUST move to the stat-block. Spec was originally written for image-mode only but user explicitly asked for it universally so non-image cards also get the info in the stat-block (visible duplicates w. card content — acceptable tradeoff per user). Implementation: added `<p class="stat-face-title">` + `<p class="stat-face-arcana">` to both upright + reversed `.stat-face` blocks in `my_sign.html` (line ~58) + `_sea_stage.html` (the modal). For `_applet-my-sign.html` (no SPIN btn, no reversed face), rendered server-side from `card.name` + `card.get_arcana_display` + the new `data-arcana-key="{{ card.arcana }}"` attr on the stat-block wrapper. New JS helper `StageCard.populateStatExtras(statBlock, card, opts)` in `stage-card.js` parallels the existing `populateKeywords` — fills `.stat-face-title` (card name minus any "Title, Qualifier" Earthman pattern stripping) + `.stat-face-arcana` (`_arcanaDisplay(card)` reused) + sets `data-arcana-key` on the stat-block parent for SCSS color-keying. Exported alongside populateKeywords; called from `my_sign.html` inline + `sea.js`'s `_populate` (the 2 dynamic stat-block sites). `sig-select.js` (room sig select) intentionally NOT updated — that's A.8 territory + its stat block markup differs. SCSS: extended `stat-block-shared` mixin in `_card-deck.scss` w. `.stat-face-title` (font-weight 700, color --quiUser default; `[data-arcana-key="MAJOR"]` selector flips to --terUser matching the contour-stroke arcana-color convention) + `.stat-face-arcana` (uppercase letter-spaced like `.stat-face-label`). Same rules duplicated in `_billboard.scss` `.my-sign-applet-stat-block` block (different sizing via `--applet-card-w` container query). `:empty` rule hides both title + arcana when JS hasn't populated yet (rest state — prevents zero-height paragraphs inflating the stat block). Also added user-spec'd underline to `.stat-face-label` (text-decoration: underline + 0.15em offset).
2. Spread-switch policy unlock after DEL. User-reported AUTO DRAW failure ("only works with default SOA spread, others give visual click feedback but no cards") + spread-switch failure ("won't persist with a partial draw either, only SAO will"). Investigated: root cause is `views.my_sea_lock` line 372 returning `409 spread_mismatch` whenever the POST's spread != the existing `MySeaDraw` row's spread. The row spread is committed at first-card moment and `active_draw_for` returns rows for 24h regardless of hand state (even empty post-DEL rows still hold the spread lock). Combobox switches visually but every subsequent POST 409s. Refined policy: spread is locked only during an ACTIVE non-empty draw. Once the user DELs (clears hand to []), the spread lock lifts — a POST w. a different spread UPDATES the existing row's spread + populates the new hand. The 24h quota window (created_at + paid_through_at) is preserved so the cooldown clock stays put. Sneaky-POST mitigation is still in effect for mid-non-empty-draw spread switches (those still 409). Server-side: 4-line change in `views.my_sea_lock` — `spread_changed = existing.spread != spread`; `if spread_changed and existing.hand: return 409` (preserves prior behavior for non-empty hands); `if spread_changed: existing.spread = spread; update_fields.append("spread")` in the update block. New IT `MySeaLockHandViewTest.test_lock_post_spread_switch_after_del_succeeds` exercises the full flow: first POST creates row w. spread=SAO + 1 card; DEL clears hand; second POST w. spread=waite-smith + different card → 200 + row.spread is now "waite-smith" + row.created_at unchanged. Existing `test_lock_post_spread_mismatch_within_quota_returns_409` test docstring updated to clarify the new policy ("for the duration of an ACTIVE non-empty draw"); the 409 assertion still holds for its specific scenario (mid-non-empty-draw switch).
Tests: 1 new IT green (lock-view spread-switch-after-DEL); 14/14 MySeaLockHandViewTest class green; 1307/1307 IT+UT total green (74s; +1 from 26cdf0d's 1306). Memory: `project_image_based_deck_face_rendering.md` has the detailed AUTO DRAW root-cause writeup; tomorrow's A.8 work is the only remaining image-rendering surface
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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>
(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>
(1) **`--duoUser` bg on the saved-sig aperture.** Per user spec — once the table hex is server-side gone (f609313's `{% if not current_significator %}` wrap), the now-mostly-empty olive aperture reads as a distinct mode vs the default landing (--priUser bg w. hex). New `.my-sign-page[data-current-card-id] { background-color: rgba(var(--duoUser), 1); }` block in `_card-deck.scss:644-696`. Keyed on `data-current-card-id` (present only when `current_significator` is set per `my_sign.html:20`) rather than the absence of `[data-phase="landing"]` — picker also lacks the hex but should keep --priUser. Mirrors how `.my-sea-page[data-phase="picker"]` swaps bg in `_gameboard.scss`.
(2) **Stage card + stat block centre in the aperture.** Default landing left-anchored the stage natural-sized at the top of the column (above the hex which filled the rest); w. the hex gone there's a wide empty page bottom. `.my-sign-page[data-current-card-id] .my-sign-stage` overrides to `flex: 1; justify-content: center; align-items: center; padding-left: 0;` — stage grows to fill, card+stat-block centre as a unit. `.my-sign-landing` collapses to `flex: 0 0 auto` + `position: static`; DEL is `position: absolute` so it walks up to `.my-sign-page` (already `position: relative`) + pins to the page corner. **2 traps caught mid-build** in the centring pass: (a) `.sig-stat-block`'s default `align-self: flex-end` (`_card-deck.scss:599`) overrode the parent's `align-items: center` on the cross axis, so the stat block floated to the bottom of the stage while the card sat at vertical-centre — forced `align-self: center` on this state. (b) `.my-sign-flip-btn`'s `left: calc(1.5rem + 0.4rem)` (`_card-deck.scss:747`) assumed the card sat flush against `.sig-stage`'s padded-left edge — true on the picker but wrong w. `justify-content: center`, FLIP landed at the stage's left edge w. the card centred ~3rem to the right of it. Re-derived left/bottom from the centred geometry: card's left edge in stage = `(100% - 2 * sig-card-w - 0.75rem) / 2` (the centred card+gap+stat group's left), card's bottom edge = `50% - sig-card-w * 0.8` from stage bottom (cardHeight = sig-card-w × 8/5 = × 1.6, half = × 0.8). `+ 0.4rem` on each lands FLIP just inside the card's bottom-left corner, same offset as the picker-side intent.
(3) **Stage card auto-rotates 180° on landing for saved-reversed sigs.** Server-side `data-polarity` attribute on `.my-sign-page` already reflected `significator_reversed` correctly (drives the polarity-themed color rules at `_card-deck.scss:917-1042` for levity/gravity ink) but the visual 180° rotation lives in the `stage-card--reversed` class which was only JS-applied via `_toggleOrientation()` (SPIN btn handler). On init w. a saved sig, `_populateStage(savedCardEl)` filled the card's data but didn't touch rotation — so saved-reversed sigs rendered upright on landing while the My Sign applet (template-driven, reads `request.user.significator_reversed` directly + conditionally adds `stage-card--reversed` per `_applet-my-sign.html:9`) correctly rotated them. Two surfaces disagreed → user read the applet as inverted ("non-reversed sig displays upside-down in the applet"). Actually the my_sign.html stage was the liar; the applet was right. Fixed at `my_sign.html:404-406` — after `_populateStage(savedCardEl) + stage.classList.add('sig-stage--frozen')`, if `revInput.value === '1'` (= saved reversed=True) call `_toggleOrientation()` once. That helper covers all three coordinated state mutations: `stageCard.classList.toggle('stage-card--reversed', on)` (visual 180° rotation), `statBlock.classList.toggle('is-reversed', on)` (swaps to reversal face per `_card-deck.scss:62-65`), `spinBtn.classList.toggle('is-reversed', on)` (visual indicator). Both surfaces now agree. Per user direction, a follow-up will lock my_sign.html SAVE to always write `reversed=False` (Tarot-tradition convention) — but the underlying rotation pipeline still has to work for room-side sig-select where reversed sigs are needed.
**TDD coverage**: no new tests — `test_landing_previews_saved_sig_on_stage` (updated in f609313) still passes as written (its assertions are around the frozen-stage + stat-block-visible + hex-absent contract, all of which hold under the centring + rotation patches). The reversed-sig-auto-rotate case is light-weight enough (one branch w. a well-known helper) to not need a dedicated FT; if it regresses, the existing room-side `_toggleOrientation` coverage in the gameboard FTs catches the helper itself + manual verify caught it here. Manual verify done on /billboard/my-sign/ w. `disco`'s saved Jack of Brands (reversed=False, renders upright + centred w. --duoUser bg + FLIP on card's bottom-left + DEL on page's bottom-right). 1211 IT/UT still green; one minor visual to chase before locking my_sign.html to non-reversed-only — verifying that a reversed-saved sig renders rotated on return (DB has none currently, will test after the follow-up).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
(1) **Shop tooltip price right-align — root-cause fix.** Earlier today's `feat: shop tooltip price moves to the title row` (commit e90f10f) left `.tt-price` visually adjacent to the name instead of pinned right despite `<h4 class="tt-title">` carrying flex+space-between in `_tooltips.scss:38-46`'s `.token-tooltip, .tt { h4 { ... } }` block. **The bug was in a totally unrelated file**: `_palette-picker.scss:88-95` opens `#id_tooltip_portal { .tt-title, .tt-description, .tt-date, .tt-lock { display: block; } }` for the palette swatch tooltip — `#id_tooltip_portal .tt-title` has specificity **1,1,0** which beats `.token-tooltip h4`'s **0,1,1**, ID wins regardless of source order. The palette tooltip's h4 only carries a text node (no flex children) so `block` vs `flex` looked identical for that surface + the rule sat there as quiet defensive scaffolding for months. The wallet Shop's two-`<span>` h4 finally exercised it. Fix: drop `.tt-title` from the palette override list (left `.tt-description`/`.tt-date`/`.tt-lock` alone — those are `<p>` siblings, already block, redundant but harmless). Also keeps `margin-left: auto !important` on `.tt-price` (today's earlier failed-first-attempt fix) — now redundant w. the flex parent's space-between but documents intent + survives any future flex-direction tweak. Generalizable trap: an ID-scoped child rule in any consumer's SCSS file can silently override shared base rules for every consumer of that portal.
(2) **Game Kit row space-evenly.** `#id_game_kit` in `_gameboard.scss:61-72` was `justify-content: center` + `gap: 0.75rem` so 7 trinket icons clumped left-of-center. Switched to `justify-content: space-evenly` (no gap) — matches the established convention in `.token-row` (`_wallet-tokens.scss:46`) + `.shop-grid` (`_wallet-tokens.scss:92`) which both space-evenly the wallet's parallel rows. Items now spread across the applet width same as the wallet's tokens row + shop row.
(3) **My Sign page collapses to read-only when sig is committed.** Per user spec — once a sig is saved, the SCAN SIGN btn + table hex + chair are meaningless (you can't draw a new sig until you DEL the current one) so the landing renders only the saved-sig preview on the stage + the DEL btn pinned bottom-right. `my_sign.html:91-110` wraps the `.room-shell > .room-table > ... > #id_scan_sign_btn + .table-seat` chain in `{% if not current_significator %}`. `.my-sign-clear-form` stays unconditional (its own `{% if current_significator %}` block) — its `position: absolute; bottom: 0.75rem; right: 1rem` against the now-empty `.my-sign-landing` (which keeps `position: relative` from `_card-deck.scss:671`) lands the DEL in the same bottom-right corner whether the hex is present or not.
(4) **Stat block reveals next to saved-sig preview on landing.** `_populateStage(savedCardEl)` on init was filling the stage card data but `.sig-stat-block` stayed `display: none` because only `.sig-stage--frozen` (added by JS on OK-confirm in picker phase) reveals it via `_card-deck.scss:609`'s `&.sig-stage--frozen .sig-stat-block { display: block; }`. Added `stage.classList.add('sig-stage--frozen');` after the saved-sig `_populateStage` call at `my_sign.html:386`. Stat block now sits flex-row-adjacent to the stage card (stage's `flex-direction: row` + `gap: 0.75rem` from `_card-deck.scss:505-508` does the layout work) — emanation keywords + SPIN + FYI all visible alongside the saved card.
(5) **My Sign applet card — proper 5:8 card shell.** The applet's `<div class="my-sign-applet-card">` markup (corner-rank top-left + name) was rendering bg-less + collapsed to the applet's top-left corner because **no SCSS rule existed** for `.my-sign-applet-card` / `.my-sign-applet-body` / `.my-sign-applet-empty`. Added `#id_applet_my_sign` block at `_billboard.scss:434+` — scaled-down clone of `.sig-stage-card`'s shape language: `--applet-card-w: 5rem` knob drives all child sizing via the same calc-fractions used by `.sig-stage-card`'s `--sig-card-w`, 5:8 aspect-ratio, `--priUser` bg, `--secUser` border, corner-rank absolute top-left, `.fan-card-name` flex-centered, `&.stage-card--reversed { transform: rotate(180deg); }` for the reversed-sig case. `.my-sign-applet-body` flex-centers the card in the 4×6 applet aperture; `.my-sign-applet-empty` flex-centers the 'No sign chosen yet.' empty state. Layered visually consistent w. the room sig-select card + Shop tiles.
(6) **Misc visual cleanup bundled in.** `#id_scan_sign_btn` in `_card-deck.scss:677` lost its `font-size: 0.75rem` + `line-height: 1.1` overrides — the default `.btn-primary` sizing scales fine w. the 4rem circle now that the SCAN/SIGN wordmark fits cleanly w. just `white-space: normal`. `.tt-buy-btn` lost `line-height: 1.1` in `_wallet-tokens.scss:156` — Shop microbutton renders cleanly w. the default.
**TDD coverage**: `test_landing_previews_saved_sig_on_stage` in `test_bill_my_sign.py` rewritten to match the new contract (stage frozen → stat block visible, no SCAN SIGN btn, no `.table-hex` when sig is saved); other 28 my-sign FTs unaffected (they exercise the no-sig path which still renders the hex + SCAN SIGN). 3 traps caught + linked in memory: [[feedback-cross-file-id-scoped-override]] (this commit's #1), the pre-existing [[feedback-margin-auto-needs-flex-parent]] (correctly predicted today's bug — `!important` ladder was a tell to audit the parent's cascade), [[feedback-scss-import-order-specificity]] (related but different: same-specificity source order; this one was specificity-driven w. source order irrelevant).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
- 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>
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 %}×{% 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>
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>
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>
Per user spec 2026-05-20: my-sea gatekeeper should look exactly like the room gatekeeper, with the PAID DRAW button living in its own `--priUser` square panel beside the token-slot rectangle (mirroring room's PICK ROLES placement). Earlier iter-6a draft had the PAID DRAW button rendered as a standalone btn below the token slot; now it sits in `.gate-roles-panel` next to `.gate-main-panel`. Title panel reads "@<handle>'s Sea" via the existing `at_handle` filter — falls back to email prefix for handle-less users (parity w. navbar identity rendering).
No SCSS changes — all three `.gate-*-panel` rules already exist in `_room.scss` lines 98-135 and apply universally to anything under `.gate-modal`. 153 gameboard ITs still green.
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.7 <noreply@anthropic.com>
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>
Major refactor of the iter-4b skeleton ahead of Sprint 6's token costs. Iter 4b's LOCK HAND model let users freely DEL + LOCK in a loop, bypassing the 1/day quota; iter 4c closes that loophole by committing quota at first-card-draw (manual via FLIP OR auto via AUTO DRAW) + preserving the MySeaDraw row through DEL so the 24h clock keeps running.
## Server
`MySeaDraw` now plays double-duty: hand storage AND 24h quota tracker.
- `HAND_SIZE_BY_SPREAD` module dict maps each spread slug to its expected hand size (mirrors DRAW_ORDER in JS).
- `is_hand_complete` / `is_hand_empty` props drive view branching + template button states.
- `delete_stale()` classmethod hard-deletes rows older than FREE_DRAW_COOLDOWN_HOURS. Called lazily from `active_draw_for` on every view access (rides user traffic; no scheduler needed) + via the new `delete_stale_my_sea_draws` management command (cron backstop).
- `active_draw_for` prunes user's stale rows before lookup — auto-cleanup at the 24h mark per user spec ("sink 'em all at the 24hr mark and reinstate the FREE DRAW btn").
`my_sea_lock` is now a true upsert:
- First POST creates the row (quota commit).
- Subsequent POSTs UPDATE the existing row's hand (per-placement cadence — server stays current so navigate-away mid-draw still persists).
- Spread-mismatch (attempted spread switch within quota window) → 409.
- Empty/malformed hand → 400.
- Response carries `{ok, next_free_draw_at, hand_complete}` for JS state transitions.
`my_sea_delete` no longer deletes the row — clears the `hand` JSON only. `created_at` preserved so landing renders GATE VIEW (not FREE DRAW) until the row expires. Idempotent.
`my_sea_gate` new stub view — returns 404 for now; lets the template wire up GATE VIEW button URLs in advance. Sprint 6 will replace this w. the gatekeeper token-deposit UX.
`my_sea` view branches:
1. No sig → sign-gate
2. Active draw + non-empty hand (mid or complete) → picker phase w. saved hand
3. Active draw + empty hand (post-DEL) → landing phase w. GATE VIEW btn
4. No active draw → landing phase w. FREE DRAW btn
## Template + UX
- Picker form col: removed LOCK HAND. Replaced w. `#id_sea_action_btn` — same DOM node, label + behavior keyed on `data-state`:
- `auto-draw` → label "AUTO DRAW"; click opens shared guard portal ("Auto deal cards?"); OK → fill remaining slots client-side + single-POST commit to server (per user spec: "commit all six draws in the same POST" so navigate-away mid-animation still persists).
- `gate-view` → label "GATE VIEW"; click navigates to /gameboard/my-sea/gate/ (Sprint 6).
- JS transitions auto-draw → gate-view automatically when the hand fills (via FLIP or AUTO DRAW completion).
- DEL btn: server-renders `.btn-disabled` pre-completion (per spec, the 1/day quota commits at first-card-draw — can't be refunded by an early DEL). JS removes `.btn-disabled` on hand completion. Post-completion click opens the shared guard portal; CONFIRM POSTs the delete endpoint (which clears hand server-side) + reloads to GATE VIEW landing.
- Deck stacks remain click-responsive post-completion so the user sees the disabled-FLIP feedback (signalling "no more draws"); the FLIP click is gated on `_locked` flag.
- Landing: primary nav btn is FREE DRAW (no active draw) or GATE VIEW (active draw exists w. empty hand). Both render as `<button>` (not `<a>`) so the typography matches across states — `<a>`'s UA-default serif typeface was bleeding into GATE VIEW under iter 4b polish.
## Other polish bundled
- **Sig polarity rendered in picker** — added `.my-sea-page[data-polarity]` to the existing `.sig-overlay[data-polarity]` + `.my-sign-page[data-polarity]` selector list in `_card-deck.scss`. Template wires `data-polarity` on the page wrapper based on `significator_reversed`. Previously the picker's center sig card was always gravity-themed regardless of the user's actual sig polarity.
- **`.btn-disabled` → × overlay** — universal CSS rule: any `.btn-disabled` button reads as × regardless of its native inner text/icons (DEL → ×, FLIP → ×, etc.). Hides inner content via `visibility: hidden` on children + paints × via `::before` pseudo-element. Templates that already render `×` explicitly (don/doff toggle pairs) get the pseudo overlay on top of their hidden inner ×; no double-× regression.
- **Landing aperture bg → `--priUser`** — explicit override on `.my-sea-page[data-phase="landing"]` so any bf-cache / stale-CSS state can't leak the picker-phase `--duoUser` green bg onto a landing render. Per user spec (2026-05-20): "Keep --duoUser on the hex, not on the aperture bg."
- **Dynamic combobox state** — `aria-selected` + `.sea-select-current` visible label both branch on `default_spread` (previously hardcoded SAO). Matters when the saved spread is non-SAO (e.g., Celtic Cross resumed mid-draw).
## Test coverage
- ITs (1100 IT/UT green in 57s):
- `MySeaDrawModelTest` — `is_hand_complete`, `is_hand_empty`, `delete_stale`, lazy cleanup in `active_draw_for`.
- `MySeaLockHandViewTest` — upsert same-row (rewrote 409 test), spread-mismatch 409, hand_complete flag in response.
- `MySeaDeleteDrawViewTest` — clears hand but preserves row (rewrote "deletes row" test).
- `MySeaViewWithSavedDrawTest` — picker w. complete hand renders GATE VIEW state.
- `MySeaViewWithEmptyHandTest` (new) — empty-hand post-DEL renders landing w. GATE VIEW btn, no FREE DRAW.
- `MySeaViewWithPartialHandTest` (new) — partial-hand renders picker w. AUTO DRAW + DEL btn-disabled.
- `MySeaGateStubViewTest` (new) — 404 stub + login required.
- FTs (35 my_sea FTs green in 5m):
- Iter-4b `test_del_confirm_clears_saved_draw_and_returns_to_landing` rewrote → `test_del_confirm_clears_hand_and_returns_to_gate_view_landing` (row preserved, landing renders GATE VIEW).
- Iter-4a `test_lock_hand_enables_when_sao_hand_is_complete` → `test_action_btn_transitions_to_gate_view_on_hand_complete`.
- Iter-4a `test_del_click_resets_hand_and_disables_lock_hand` → `test_del_btn_is_disabled_until_hand_complete`.
- Iter-4a `test_lock_hand_click_disables_further_interaction` → `test_hand_completion_locks_picker_state` (no LOCK HAND click; transition is automatic).
- Iter-4a `test_first_draw_locks_spread_combobox` trimmed — DEL no longer unlocks (DEL is `.btn-disabled` pre-completion).
- Iter-4a `test_form_col_renders_decks_lock_hand_del_and_reversal_pct` → action btn + DEL btn-disabled assertions.
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.7 <noreply@anthropic.com>
(1) FYI removal — the locked-draw Brief is purely informational (status + next-free-draw timestamp). No navigation target made sense for the FYI; drop it after Brief.showBanner renders. The NVM dismiss + dedicated `<time>` slot carry all the affordance the user needs.
(2) Dynamic aria-selected on the SPREAD combobox — previously the SAO option was hardcoded `aria-selected="true"`. When active_draw is non-SAO (e.g. Celtic Cross), server-rendered state was internally inconsistent: hidden value = waite-smith, aria-selected = SAO. JS init's force-sync (which reads aria-selected to override autofill on hidden) then overwrote the correct hidden value w. SAO — corrupting the picker's state silently. Made aria-selected + `.sea-select-current` visible label both branch on `default_spread`.
(3) Defensive cross.data-spread sync on init — after the autofill force-sync settles `hidden.value` from the aria-selected source-of-truth, mirror it onto `.my-sea-cross[data-spread]` + re-run syncLabels. Idempotent when server-rendered state is internally consistent; corrective when a prior page state (Firefox bfcache restoring a Celtic-Cross DOM, mid-draw session restored) left a stale `data-spread` that SCSS-hides the wrong subset of cells. User-reported 2026-05-20: after locking a Celtic Cross + DEL + reload, all 6 slots remained visible on the picker w. SAO labels — exactly the symptom of cross.data-spread="waite-smith" surviving an otherwise-fresh server render.
Tests: 116 gameboard ITs + 5 iter-4b FTs green. The dynamic aria-selected behavior is implicitly covered by the existing default-spread IT (no regression on the SAO=true baseline); the bf-cache scenario is hard to express as a deterministic FT/IT — the defensive sync is a safety net, not a behavioral spec.
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.7 <noreply@anthropic.com>
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>
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>
Note swatches (right-side thumbnail + modal preview tiles) were inlining their own linear-gradient that ended on --quaUser instead of --quiUser, so the 4th band rendered the wrong palette colour (e.g., Maryland's red showed up on the Baltimorean Note where the My Palettes applet's matching tile shows none). Extracted the canonical gradient into a @mixin palette-swatch-bg in _palette-picker.scss and @include'd it from .swatch, .note-item__palette + .note-swatch-body so all three share one source of truth.
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.7 <noreply@anthropic.com>
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>
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>
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>
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>
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>
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>
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>
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>
Pre-spec'd in [[sprint-my-sea-sign-gate-may19]] as the unblocker for tomorrow's visual verification of 4b's no-sig branch — admin user (@disco) had a saved sig from Sprint 4a testing & there was no in-UI affordance to undo it short of DB surgery. Lands ahead of the deferred 4b visual verify so dev users can toggle between sig/no-sig states on Claudezilla.
- Endpoint: `path("my-sign/clear", views.clear_sign, name="clear_sign")` — POST sets `User.significator = None` + `significator_reversed = False`, redirects to picker; GET is a no-mutation redirect to picker (mirrors save_sign's GET handling). `login_required(login_url="/")`. No trailing slash per [[feedback_url_convention_actions_no_trailing_slash]] (action endpoint, not page).
- Template (my_sign.html): `<form id="id_clear_sign_form" class="my-sign-clear-form">` w. `<button id="id_clear_sign_btn" class="btn btn-danger">DEL</button>`, rendered ONLY when `current_significator` is set; sits inside `.my-sign-landing` as a sibling of `.room-shell` so it's bound to the landing-phase UI alone (picker phase already has its own NVM unlock affordance on focused thumbnails).
- SCSS: anchored bottom-right of `.my-sign-landing` via `position: absolute; bottom: .75rem; right: 1rem` — `.my-sign-landing` gains `position: relative` to scope the absolute. `.btn-danger` carries the destructive treatment; "DEL" mirrors post.html gear menu's DEL convention from [[sprint-post-polish-may13]].
- 3 FTs in new `MySignClearTest` class — covers: btn renders on landing when sig saved (T1, asserts text "DEL" + `.btn-danger` class); btn absent when no sig (T2); click POSTs, reloads, & wipes `User.significator` + `significator_reversed` in DB (T3).
- 6 ITs in new `ClearSignViewTest` + `MySignClearAffordanceTemplateTest` — covers: login_required gate, POST wipes both fields w. redirect-back, GET redirects w.o mutation, POST-w/o-existing-sig is idempotent no-op, template renders btn only when sig set, template's form action targets `clear_sign` reverse.
- 1029 IT/UT green in 47s (+6 from baseline); 20/20 FT green across test_bill_my_sign + test_game_my_sea in 165s.
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Sonnet 4.6 <noreply@anthropic.com>
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>
- 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>
Two-phase picker. Landing phase renders the DRY 1-chair table hex w. a central SCAN SIGN .btn-primary; clicking it swaps the page to picker phase (hex hides, sig-card grid + always-present stage frame + SAVE SIGN visible). Stage frame previews the saved sig on landing if User.significator is set ; sig-card selection lifts the room's two-step OK/NVM-on-thumbnail pattern via `.sig-card-actions` w. `.sig-ok-btn`/`.sig-nvm-btn`: click thumb → `.sig-focused` (CSS reveals OK badge, stage previews card, no lock); click OK → `.sig-reserved--own` (CSS swaps OK→NVM badge, `.sig-stage--frozen` reveals stat block + FLIP, SAVE SIGN enables); click NVM → unlock + clear focus + disable SAVE SIGN ; SAVE SIGN form pinned `position:absolute; bottom:0.75rem; right:1rem` to .my-sign-stage so it stops shifting across the stage row when the stat block reveals on lock (was getting shoved left as a flex item alongside the stat-block reveal) ; .my-sign-page mirrors .room-page's `flex:1; min-height:0; display:flex; flex-direction:column` so the DRY hex container chain propagates real height down into #id_game_table for room.js's scaleTable() to compute against (was reading 0 + leaving the hex unscaled at 200×231 in a 360×320 scene) ; stage min-height gated to picker phase (`.my-sign-page[data-phase="picker"] .my-sign-stage`) — landing-phase stage is natural-sized so the hex centers in the bigger available area instead of being bottom-anchored by a 376px stage reservation ; picker-phase bg uses `rgba(var(--duoUser), 1)` so the transition from "hex face" → "card pile on felt" reads as a continuous surface rather than a context swap ; room sig-select media queries re-scoped to `.sig-overlay .sig-deck-grid` so they don't bleed into my-sign — my-sign gets its own breakpoint cascade: 6×3rem (portrait) → 9×3rem (≥900px landscape) → 18×3rem (≥1600px) → 18×5rem (≥2200px); thresholds bumped from sig-select's 1400/1800px so 18×col + sidebar/footer margins clear the viewport at fluid-rem ceiling (rem=22 → 18×3rem=1188px + 220px margins=1408, safe with 1600px floor) ; default `repeat(6, 1fr)` collapsed to 0-width when paired w. `align-self:center` (no parent width for `fr` to resolve against, hence the dotted-line miniscule cards in portrait); fixed `repeat(6, 3rem)` at portrait default fixes it ; SCAN SIGN font-size 0.75rem (vs .btn-primary's default 0.875rem) so the 2-line "SCAN/SIGN" label fits inside the 4rem circle without crowding the border — treated as a smaller variant via `#id_scan_sign_btn` rule scoped under .my-sign-landing ; room.js's scaleTable() runs on DOMContentLoaded before flex layout flushes (#id_game_table.clientWidth/Height read 0 at that moment) — added `requestAnimationFrame → dispatchEvent('resize')` tick at the end of the inline IIFE so scaleTable re-fires once layout settles ; tests — 6 FTs in test_bill_my_sign.py rewritten for the new flow: test_landing_renders_dry_hex_with_scan_sign_button pins the 1-chair hex + central SCAN SIGN + hidden picker grid; test_scan_sign_click_transitions_to_picker_phase pins the phase swap (hex hides, grid shows); test_click_thumbnail_shows_OK_btn_without_locking pins step 1 (focus + OK appears, no lock yet); test_OK_click_locks_thumbnail_and_enables_save_sign pins step 2 (lock + NVM appears + SAVE SIGN enables + persists to /billboard/ applet); test_NVM_click_deselects_and_disables_save_sign pins NVM unlock cycle; test_landing_previews_saved_sig_on_stage pins the on-load saved-sig preview behavior — all green visually verified across portrait + landscape
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Sonnet 4.6 <noreply@anthropic.com>
User-driven polish on iteration 1: separate hover-preview from click-lock semantics (room sig-select pattern), add NVM to unlock, port the room's `.sig-overlay[data-polarity]` polarity-themed CSS to also target `.my-sign-page[data-polarity]`, bump the stage card width so it occupies a bigger slice of the viewport ; **state machine** (inline JS in my_sign.html): three discrete states — (a) idle: stage frame visible but empty (stage card hidden via display:none, stat block hidden via `.sig-stage--frozen` absence, FLIP btn hidden via CSS); (b) hover: hovered .sig-card populates the stage card (preview); mouseleave clears it; mouseover-mouseout sequence guards against transient gaps when moving between adjacent thumbnails (relatedTarget closest('.sig-card') check); (c) locked: click on any grid card freezes the stage — populates content, adds `.sig-stage--frozen` to .sig-stage (which surfaces .sig-stat-block + .my-sign-flip-btn via CSS), enables SAVE SIGN, reveals NVM. Subsequent hovers ignored while locked. NVM click reverts to idle (clears content, hides stat-block + FLIP, disables SAVE, hides NVM) ; **new template** elements: NVM `<button id="id_nvm_sign_btn" class="btn btn-cancel">` next to SAVE SIGN in the form, hidden by default (style="display:none") + revealed on lock. Stage card re-acquires `style="display:none"` (hidden on load, JS-shown on hover/lock). `sig-stage--frozen` class no longer initial — JS-added on click ; **polarity SCSS port** (_card-deck.scss L820-905): extended `.sig-overlay[data-polarity="levity"]` + `[data-polarity="gravity"]` selector lists to include `.my-sign-page[data-polarity="levity"]` + `[gravity"]`. Rules inside (e.g. `.sig-card { background: rgba(--secUser) }`, `.sig-stage-card .fan-card-name { color: --quiUser }`, stat-face-label colour flips, text-shadow polarity variants) automatically apply on the my-sign page since `data-polarity` lives on the page wrapper (descendants .sig-card + .sig-stage-card both inherit). Moved `data-polarity` from `.my-sign-stage` to `.my-sign-page` in the template + JS so descendant scoping works (was a stage-scoped attr in iteration 1, which couldn't reach the sibling .sig-deck-grid) ; **bigger stage** (_card-deck.scss): `.my-sign-page { --sig-card-w: clamp(140px, 36vw, 220px); }` — scales w. viewport, 140px floor for portrait, 220px ceiling for landscape, ~36vw in between. Stage card + stat block both width-driven by this var so they scale together. The clamp() ceiling matches the room sig-select's typical sized card on a mid-laptop ; **FLIP btn visibility** (_card-deck.scss): `.my-sign-flip-btn { display: none }` at rest; `.my-sign-stage.sig-stage--frozen .my-sign-flip-btn { display: inline-flex }` on lock. The btn's position (absolute, bottom-left of card) was already added in iteration 1 ; **on-load lock-restore**: if `User.significator` is set, the picker auto-locks that card via `_lock(savedCardEl)` so the user sees their persisted choice in the locked-state UI (stat block + FLIP visible) instead of an idle empty frame. Polarity initial value (data-polarity on .my-sign-page) reflects `current_significator_reversed` — False=gravity (default), True=levity ; **regression**: 7 FTs in test_bill_my_sign green in 57s. Visual verify deferred to user — picker should now show: idle empty stage + grid below; hover thumbnail → stage card preview; click → preview persists + stat block + FLIP appear; NVM → back to idle; FLIP click → horizontal-perspective Y-axis rotation w. polarity content swap mid-animation. Polarity-themed colour styles (levity inverted palette / gravity stark contrast / per-polarity text-shadows) now apply on my-sign matching the room sig-select look
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Sonnet 4.6 <noreply@anthropic.com>
User-driven polish on the Sprint 4a picker so it's usable parity-w-room-sig-select (per the Schizo-screenshot reference). My initial pass collapsed SPIN + FLIP into one button — user clarified the correct architecture: **SPIN** stays in the `.sig-stat-block` (room pattern, btn-reverse, toggles orientation 180° + reveals reversal_qualifier), while **FLIP** lives at the bottom-left of the stage card as a `.btn-reveal` (game-kit fan carousel pattern, toggles polarity gravity↔levity w. a horizontal-perspective Y-axis rotation animation). Gravity is the default upright polarity per user — significator_reversed=False → gravity, True → levity ; **template changes** (my_sign.html): (a) `.sig-stage-card` no longer carries inline `display:none` — stage frame visible on page load, before any card click; (b) `.sig-stage` carries `.sig-stage--frozen` modifier from the start so the stat-block shows alongside the stage card (room CSS gates `.sig-stat-block { display: block }` behind this class); (c) stat-block btn relabeled "FLIP" → "SPIN" + restored to btn-reverse / orientation-toggle semantics; (d) new `<button class="btn btn-reveal my-sign-flip-btn">FLIP</button>` outside the stat-block at .sig-stage scope, positioned absolute via new SCSS (bottom-left of stage card, mirroring game_kit.html's #id_fan_flip placement); (e) FYI btn + `_sig_fyi_panel.html` partial included alongside SPIN in stat-block — pinned w. id_my_sign_fyi_panel; (f) all 18 card data-* attrs filled (data-levity-qualifier / data-gravity-qualifier / data-levity-emanation / data-gravity-emanation / data-levity-reversal / data-gravity-reversal / data-energies / data-operations / data-italic-word / data-correspondence) so StageCard.populateCard has everything it needs to render qualifiers + reversal-face text per polarity; (g) data-polarity on .my-sign-stage drives populator polarity arg + (future) polarity-themed styling, initialised from `current_significator_reversed` (False=gravity, True=levity) ; **JS changes** (inline script in my_sign.html, includes apps/epic/stage-card.js): (a) on card click → StageCard.fromDataset → populateCard(stageCard, card, _polarity()) + populateKeywords on stat-block + buildInfoData/renderFyi on FYI panel + sig-focused class on grid cell; (b) FYI btn click toggles `.fyi-open` on stat-block (room pattern — CSS reveals the .sig-info panel + PRV/NXT); (c) PRV/NXT cycle thru _fyiData; (d) SPIN click toggles `.stage-card--reversed` + `.is-reversed` on stat-block (orientation, preview-only — not persisted); (e) FLIP click runs `_flipPolarityAnimated()` — 500ms Y-axis rotateY(90deg) midpoint animation lifted from game-kit.js's `_flipActive`, swaps polarity at offset 0.5 so the new face shows through the 2nd half-rotation, preserves SPIN orientation by including ' rotate(180deg)' in both keyframes when stage-card--reversed is on, in-flight `dataset.flipping` flag prevents re-triggering mid-animation; (f) on-load: if user has a saved sig (`.my-sign-page[data-current-card-id]`), find that grid card + auto-select it so stage shows the persisted choice ; **SCSS** (_card-deck.scss): new `.my-sign-flip-btn` rule positioning the btn absolute z-index:25 bottom:0.4rem left:calc(1.5rem + 0.4rem) — accounts for .sig-stage's padding-left:1.5rem so the btn lands at the visual bottom-left of the stage card; .btn-reveal styling (magenta/cyan) inherited from existing _button-pad.scss; no animation SCSS (the 500ms rotateY is in JS via element.animate()) ; **deferred**: `.sig-overlay[data-polarity="levity"]` / `[data-polarity="gravity"]` themed color overrides at _card-deck.scss:805-885 are scoped to `.sig-overlay` and won't apply to `.my-sign-stage[data-polarity]` until those selectors are extended (or duplicated under a .my-sign-stage sibling). User flagged the visual delta but the picker is functionally complete w.o the polarity-themed colors — followup sub-sprint ; **regression**: 7 FTs in test_bill_my_sign green in 57s; no IT/UT changes needed (only template + SCSS). User-pre-staged rootvars.scss tweak picked up
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Sonnet 4.6 <noreply@anthropic.com>
**CARTE bug** (user-reported on iPhone): a CARTE gamer who contributed their deck to multiple gate slots could fill ≥1 role for ≥1 seat, navigate away (BYE → dashboard, CONT GAME → return, etc.), come back to the room — and the JS guard on .card-stack would wrongly fire "Equip card deck before Role select" + block further role picks, even though the deck was demonstrably in play on existing seats. Symmetric for the "stay in room during Role Select" variant the user thought we'd squashed before (the prior fix was 759ce8d for the multi-slot SELECT path, but the room VIEW context never got the same treatment) ; **root cause**: `select_role()` at epic/views.py:619-621 clears `user.equipped_deck` after the first role pick ("deck committed to room"). The room view's role-select context at epic/views.py:286 then passes `equipped_deck_id = user.equipped_deck_id` to the template — which is now None — and the template renders `data-equipped-deck=""` → JS guard at role-select.js:165 sees the empty string and fires the "no deck" warning. The deck IS in play; the context just isn't recognizing seat-level deck assignment as a deck source ; **fix** (epic/views.py:286ish): when `user.equipped_deck_id` is None, fall back to the deck_variant of any of the user's seats in this room (order_by slot_number for determinism). The guard now sees a non-empty id and the fan opens. Storage-side unchanged — seat.deck_variant remains the canonical "this deck is in play on this seat" signal, and the user's deck-third contribution per role (PC=levity brands+crowns / NC=levity trumps / SC=levity grails+blades / AC=gravity grails+blades / EC=gravity trumps / BC=gravity brands+crowns) flows from existing `select_role` logic that inherits deck_variant from the first seat ; **TDD trail** — 2 new ITs in `SelectRoleMultiSeatTest` (apps.epic.tests.integrated.test_views): T1 pins the context (`response.context["equipped_deck_id"]` equals the existing seat's deck_variant_id after `user.equipped_deck` clears); T2 pins the template (rendered `data-equipped-deck="<id>"` not `""`). Initial reds — `None != 2` + `data-equipped-deck=""` substring assertion. Fix lands both green ; **bundled: My Sign applet rename** — user clarified naming convention 2026-05-18: **applets** use the "My X" prefix (My Sign, My Sea, My Posts), **standalone pages** use the "Game/Dash/Bill X" prefix (Game Sign page, Game Sea page, Game Kit page). Sprint 4a's initial migration set the applet name to "Game Sign" — corrected after the user saw the gear-menu toggle list reading the wrong word. Applet template header link "Game Sign" → "My Sign" (user-edited); migration 0010 added to update the Applet row's `name` in already-migrated DBs (dev + staging); applets/0009 frontmatter + defaults updated to "My Sign" in case of a fresh migrate-from-zero; test seed helpers in billboard test_views.py + functional_tests/test_bill_my_sign.py updated to "My Sign". Slug stays `my-sign` (URL + selectors stable) ; **bundled: rootvars.scss** — user-modified mid-session (pre-staged) ; 1022 IT/UT green in 46s — no regressions; 4 ITs in SelectRoleMultiSeatTest green (2 pre-existing CARTE multi-seat ITs + 2 new return-trip context ITs)
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Sonnet 4.6 <noreply@anthropic.com>
User-reported gap on /billboard/my-sign/ — admin user's only deck was in-use as `TableSeat.deck_variant` in another room (Wonderbeard) → `equipped_deck` cleared → previous my-sign template showed "Equip a card deck first…" w. no actionable next step. User scoped fix: don't force equip, just nudge via a Brief banner "Look!—no deck is equipped. Navigate to the Game Kit to equip one (FYI) or (NVM) proceed with the Earthman [Shabby Cardstock] deck.", title "Default deck warning". NVM dismisses + picker proceeds against an Earthman card pile labeled in-copy as the temporary backup; FYI links to /gameboard/ (Game Kit equip). User-modified line text in template: "Paperboard" → "Cardstock" mid-session ; **helper fallback** (epic/models.py): `personal_sig_cards(user)` now falls back to `DeckVariant.objects.filter(slug='earthman').first()` when `user.equipped_deck` is None — same 16-or-18 card pile, just sourced from the canonical Earthman deck rather than the empty FK. No new DeckVariant row needed; "Shabby Cardstock" is purely UX framing (cards are the same TarotCard records the room sig-select uses). Preserves the existing helper signature so no callers had to change ; **view + template** (billboard/views.py + my_sign.html): view passes `no_equipped_deck` + `show_backup_intro_banner` flags. Template removes the old `{% if not equipped_deck %}` forced-equip branch — picker now renders unconditionally w. cards from the backup helper when no deck is equipped. Brief banner fires via `Brief.showBanner({...})` on DOMContentLoaded when `show_backup_intro_banner` is true — gets h2-overlay positioning + NVM behavior + portal styling for free (per [[sprint-baltimorean-note-unlock-may18]] portrait h2 measurement in note.js's `_alignToH2`). Added `<script src="note.js">` to my_sign.html since the page didn't load it before. Post-render JS tags the Brief w. a `.my-sign-intro-banner` class so FTs (and any future my-sign-specific styling) can distinguish this nudge from other Briefs on the page ; **TDD trail** — 4 new FTs in `MySignBackupDeckTest` (test_bill_my_sign.py): T1 banner renders w. "Default deck warning" title + "no deck is equipped" + "Shabby Cardstock" copy + both action btns visible; T2 picker still populates 16 cards from backup; T3 NVM click removes the banner from the DOM; T4 FYI href ends w. /gameboard/. Initial reds (`NoSuchElementException` on all 4) confirmed before implementation. Plus 1 new IT in `PersonalSigCardsTest` pinning the helper fallback (16 cards w. all `c.deck_variant.slug == "earthman"`) ; pre-existing change picked up: `static_src/scss/rootvars.scss` (user-modified mid-session) ; 1020 IT/UT green; 7 FTs green (3 picker happy-path + 4 backup deck) in 56s. Sprint 4a-follow complete — primary deferral from Sprint 4a (deck-source fallback UX) now landed. Unblocks Sprint 4b (My Sea gating w. --terUser link to /billboard/my-sign/ when no sig set)
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Sonnet 4.6 <noreply@anthropic.com>
User scope (per design conv this session): split the room's sig-select responsibility off into a standalone billboard-context "My Significator" applet — branded "Game Sign" on the surface. Same 18-card pile as room sig-select (16 middle arcana + Major 0 & 1 filtered by Note unlocks); polarity collapses to a single FLIP choice (the FLIP btn in the picker carousel toggles User.significator_reversed). Selection persists globally on the User model + propagates to the billboard's Game Sign applet ; **naming convention locked**: "significator" stays at storage (User.significator FK + User.significator_reversed) + room sig-select context (DRY w. existing template/JS); "Sign" / "Game Sign" is the billboard-surface branding (file my_sign.html, URL /billboard/my-sign/, URL names my_sign + save_sign, applet name "Game Sign", page wordmark "Game Sign", btn label SAVE SIGN). Action URLs don't carry a trailing slash per project convention (/billboard/my-sign/save vs the page's /billboard/my-sign/) ; **schema**: User gains 2 fields — `significator: FK → epic.TarotCard (nullable, on_delete=SET_NULL)` + `significator_reversed: BooleanField(default=False)`. Migration lyric/0006_user_significator_user_significator_reversed.py auto-generated; reversible. Applet seed in applets/0009_seed_my_sig_applet.py adds the row (slug='my-sign', name='Game Sign', context='billboard', default_visible=True, grid_cols=4, grid_rows=6), idempotent update_or_create, reversible unseed() ; **picker page** (my_sign.html): solo lift of `_sig_select_overlay.html` — sig-stage-card scaffold + sig-stat-block + 18-card grid + SAVE SIGN form. Stripped: countdown / WebSocket / polarity / multi-user / reservations. Empty-state branch covers no-equipped-deck (link back to Game Kit; full Brief-redirect + Earthman-Backup fallback deferred to a follow-up sub-sprint). Minimal inline JS: click .sig-card → mark .sig-focused + set hidden card_id + enable SAVE SIGN; FLIP btn toggles .is-reversed + the hidden reversed input. Stage-card preview (name/qualifier population + keyword swap on FLIP) deferred — Sprint 4a follow-up will lift stage-card.js's populator into a non-room context ; **applet partial** (_applet-my-sign.html): renders user.significator's corner-rank + suit-icon + name_title if set; `.my-sign-applet-empty` "No sign chosen yet." otherwise. Header `<h2><a href="{% url 'billboard:my_sign' %}">Game Sign</a></h2>` links to the picker ; **helper refactor** (epic/models.py): extracted `_sig_unique_cards_for_deck(deck_variant)` from `_sig_unique_cards(room)`. New public `personal_sig_cards(user)` parallels `levity_sig_cards / gravity_sig_cards` but pulls from `user.equipped_deck` instead of `room.deck_variant`. Same Note-unlock filtering. No behavior change to existing room callers (3-line wrapper preserves the room signature) ; **TDD trail** — user called out mid-sprint that I'd skipped FTs; pivoted to FT-first. test_bill_my_sign.py (new, 3 FTs): T1 picker renders w. wordmark + target card present in grid; T2 click card → SAVE SIGN enables → POST persists → applet shows the card; T3 fresh user → applet renders empty-state. Initial reds — (a) setUp's `personal_sig_cards(user)` returned [] because StaticLiveServerTestCase → TransactionTestCase flushes migration-seeded DeckVariant + TarotCard between tests; fixed w. `serialized_rollback = True` on the test class (per [[feedback_transactiontestcase_flush]]); (b) h2 wordmark assertion against `MYSIGNIFICATOR` failed against the renamed "Game Sign" + the letter-splitter spreading chars across <span> children — switched to whitespace-stripped substring check `GAMESIGN`; (c) `.fan-corner-rank` text is CSS-hidden so Selenium returns "" — replaced corner-rank assertions w. data-card-id selectors (already-proven reliable from the parent .sig-card lookup) ; ITs (+12, in apps.billboard.tests.integrated.test_views): MySignViewTest (6 — login redirect, 200 + template, 16-card pile, save persists, invalid card_id → 403, GET save redirects); BillboardAppletMySignTest (3 — applet rendered, empty-state w/o sig, card+reversed class w. sig). PersonalSigCardsTest in apps.epic.tests.integrated.test_models (3 — happy path 16 cards, no-equipped-deck → [], schizo Note unlocks Major 1) ; pre-existing change picked up by the commit: my_sea.html branding "Game Sea" (user-modified mid-session; was "My Sea" in Sprint 3 — divergence captured in MEMORY.md follow-up) ; 1020 IT/UT green (+12) in 46s; 3 FTs green in 24s. Sprint 4a unblocks Sprint 4b (My Sea gating w. --terUser link to /billboard/my-sign/) + Sprint 4c (FT helper for mocking the sig choice across other FTs)
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Sonnet 4.6 <noreply@anthropic.com>
User caught a missed surface on iPhone after the May-18b rename pass (1ccb045): the post.html `.post-attribution` spans still rendered "@disco the Ard!" instead of "@disco the Baltimorean" — six callsites across the post header (author / invitee / shared-self / created-by) plus `_my_buds_applet_item.html`'s bud row body. Same shape on display: navbar DON greeting is the only surface that should keep "Ayo, Ard!", per the May-18b architectural decision ; root cause: `User.active_title_display` at lyric/models.py:152 returned `self.active_title.display_title` ("Ard!" for Baltimorean) instead of `self.active_title.display_name` ("Baltimorean"). The Sprint-18b rename pass swapped the inline `attr_combo` + Brief.title to use `display_name`, but missed this property which is the indirection layer for `.post-attribution` callsites. Navbar uses `{{ user.active_title.display_title }}` directly (no helper-property indirection) so it stays at "Ard!" — that's the intended single Ard! surface ; fix: one-line swap in `active_title_display` from `display_title` to `display_name`. For stargazer / schizo / nomad these two are equal (the Note model's `display_name` property at drama/models.py:262 falls through to `display_title` unless the slug has an override in `_NOTE_DISPLAY[slug]["display_name"]`) — Baltimorean is the only current override w. `{"display_name": "Baltimorean"}`. So this is no-op for every non-Baltimorean Note ; TDD trail: +3 UTs in apps.lyric.tests.integrated.test_models.UserModelTest: `test_active_title_display_returns_earthman_when_no_note_donned` (smoke), `test_active_title_display_uses_display_name_not_display_title` (pins the Baltimorean override path — went red 'Ard! != Baltimorean' before the fix), `test_active_title_display_falls_through_to_display_title_for_non_overridden_slugs` (pins the no-op path for stargazer). Red → green confirmed. Surfaces auto-affected: post.html post-attribution × 5 callsites + `_my_buds_applet_item.html` bud row body (all use `{{ user.active_title_display }}`) ; 1008 IT/UT green in 46s (+3 from 1005)
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 ask: ensure trinket FTs (test_trinket_carte_blanche.py, test_trinket_coin_on_a_string.py, test_trinket_backstage_pass.py) run in the room-stage CI bucket so they exercise the same room-template surface as test_game_room_* — relevant when a sprint touches the table hex SCSS / chair geometry / gatekeeper flow, since trinket FTs create rooms + walk thru the gate. Previously they fell into test-FTs-non-room by elimination (the non-room glob was `grep -v 'test_game_room_'`) ; main.yaml updates: non-room step's grep is now `-vE 'test_(game_room|trinket)_'` to exclude both clusters; room step's ls now globs BOTH `test_game_room_*.py` AND `test_trinket_*.py` ; companion memory tweak in feedback_ft_naming_prefix.md documents the new convention so future trinket FTs end up in the right bucket without re-asking ; pipeline behavior unchanged otherwise — both steps still depend_on test-two-browser-FTs only, parallel re-enable still blocked by the shared-sqlite issue from 2026-05-12 (cf. memo note)
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Sonnet 4.6 <noreply@anthropic.com>
User reported on iPhone: after depositing a COIN at a game's gatekeeper, the Kit Bag's Trinket slot still shows the COIN — even though the tooltip correctly carries the room attribution ("Ready 2026-05-25 / Billingsworth"). Expected behavior matches CARTE: the deposited token disappears from the Kit Bag Trinket slot because it's committed elsewhere & can't be re-used as the active trinket until released. PASS preserved — auto-admits w.o ever going thru the deposit path so it stays equipped ; **the real bug**: `debit_token` in epic/models.py's COIN branch set `current_room` + `next_ready_at` but never cleared `user.equipped_trinket`. CARTE's `drop_token` view (epic/views.py:440-442) explicitly unequips at deposit time via `user.equipped_trinket = None; user.save(update_fields=["equipped_trinket"])`; COIN had no parity. Fix: same 4-line unequip stanza now lives inside the COIN branch of `debit_token`, guarded by `if user.equipped_trinket_id == token.pk` so a fresh-purchased COIN deposit (not the equipped one) doesn't accidentally clear another trinket. PASS untouched — falls thru `debit_token` w.o entering any branch & never reaches this path; CARTE untouched too (its branch is `pass`, unequip happens at `drop_token` time before debit_token is even called) ; **the FT false-positive**: yesterday's Sprint 2 commit (d2491c5) shipped `test_coin_deposit_unequips_from_kit_bag_and_fills_one_slot` w. selector `#id_kit_bag_dialog .kit-bag-placeholder`. That selector was matching the **Dice** section's placeholder (Dice feature isn't built — `_kit_bag_panel.html` L23-29 renders `.kit-bag-placeholder` unconditionally), masking the bug whether or not the Trinket section was empty. Tightened to `.kit-bag-section--trinket .kit-bag-placeholder` w. comment explaining why a bare selector is unsafe ; template change in `_kit_bag_panel.html` L31: Trinket section gains a `kit-bag-section--trinket` modifier class so the FT (and any future selector that needs to single out the trinket section vs the deck/dice/tokens siblings) has an anchor. Mirrors the existing `kit-bag-section--tokens` class at L70 ; TDD trail: (1) tightened selector + reran → red on `NoSuchElement` (no `.kit-bag-section--trinket .kit-bag-placeholder` because COIN still equipped post-deposit, so trinket section renders the token card not the placeholder); (2) added unequip stanza to debit_token; (3) reran → green. 10 trinket FTs in 99s; 999 IT/UT in 46s — no regressions ; **generalizable trap**: when an FT waits for an element via a CSS selector, scope the selector to the section/container that uniquely identifies the assertion target — a class like `.kit-bag-placeholder` that's reused across multiple sections will silently pass even when the section you care about is in the wrong state. This is the second false-positive trap in two days (cf. d2491c5's wrong-selector trap where `.token-slot.claimed` was Carte-specific); pattern's worth noting
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Sonnet 4.6 <noreply@anthropic.com>
User-driven roadmap step (Sprint 2 of My Sea cluster): give the COIN trinket parity w. CARTE's deposit-aware Game Kit surface — when COIN is deposited in a room (Token.current_room FK set via debit_token in epic/models.py:135), its Game Kit token should expose the room name on `data-current-room-name` so the mini-portal can render "In-Use: <room name>" on hover, and both DON / DOFF btns should go btn-disabled (token is committed elsewhere, neither equip nor un-equip is valid). Mirrors the 3-state branch CARTE has in the same template (deposited / equipped / unequipped); PASS not in scope — auto-admits w.o deposit ; template change in _applet-game-kit.html — line 40 (COIN's div) gains `data-current-room-name="{{ coin.current_room.name|default:'' }}"` + an extra `{% if coin.current_room %}…{% elif coin.pk == equipped_trinket_id %}…{% else %}…{% endif %}` branch that fronts the existing 2-way w. a deposited-state arm (both btns "×" btn-disabled). View-side wiring already in place — coin context var is the user's COIN token incl. its `current_room` FK; no Python change needed ; TDD trail — test_trinket_coin_on_a_string.py (new, 3 FTs): T1 hover equipped COIN → mini portal "Equipped" + main portal tooltip prose (Coin-on-a-String / Admit 1 Entry / "…and another after that…" / no expiry); T2 deposit flow — rails-click → slot 1 RESERVED → click `.btn-confirm` inside the reserved gate-slot (NOT `.drop-token-btn` which is Carte's carte_active path) → slot fills + COIN admits only 1 entry (slot 2 has no follow-up btn cf. Carte's 6) + kit-bag Trinkets section empty (COIN unequipped on deposit); T3 navigate back to /gameboard/ → COIN's `#id_kit_coin_on_a_string` has `data-current-room-name="Commitment Room"` + both DON & DOFF btns inside `.tt` are btn-disabled ; initial red run hit a Carte-specific selector trap — `.token-slot.claimed` (the Carte machine UI from `user_filled_slot or carte_active` branch in _gatekeeper.html L23) doesn't fire for COIN, which lands on `.token-slot.pending` (user_reserved_slot branch); diagnosed via screendump grep — slot 1 carried class "gate-slot reserved" + token-slot was "pending"; FT rewritten to wait for `.gate-slot[data-slot='1'].reserved` → click `.btn-confirm` (the OK btn rendered for the reserving user in _table_positions.html L7-15) → wait for `.filled`. T1+T2 then green; T3 stayed red on `data-current-room-name` AttributeError (None != "Commitment Room") which is the actual bug the template fix addresses ; test_trinket_backstage_pass.py (new, 4 skeleton FTs): T1 staff-user signal contract — `gamer.equipped_trinket_id == pass_token.pk` post-signal; T2 tooltip renders title/description/shoptalk/expiry (Backstage Pass / Admit All Entry / "'Entry fee'? …" / no expiry); T3 equipped PASS mini portal says "Equipped"; T4 PASS btn apparatus — DON × btn-disabled, DOFF active w. label "DOFF" (symmetric to COIN's equipped state cf. test_gameboard.py:207-220). DEPOSIT FLOW DEFERRED to future sprint w. TODO comment block — PASS magically auto-admits any gate w.o going through the `.token-rails` deposit path that CARTE / COIN share, so no `data-current-room-name` parity work applies; user explicitly chose "Auto-admits, never deposited — keep current behavior" for this sprint ; 10 trinket FTs green in 93s (carte 4 + coin 3 + pass 3 — wait, pass has 4: 4); full IT/UT 999 green in 46s — no regressions; coin context already passing `coin.current_room` correctly thru _game_kit_context (no Python change). Sprint 2 of [[project_my_sea_applet]] cluster — next: My Sea applet shell (Sprint 3+)
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Sonnet 4.6 <noreply@anthropic.com>
Belt-and-suspenders for the iOS Safari auto-zoom-on-input quirk: Mobile Safari zooms the viewport when an `<input>`/`<textarea>`/`<select>` is focused & its computed font-size < 16px, and never zooms back out on blur. Two layers ; PRIMARY — SCSS prevention: new `input, textarea, select, [contenteditable] { font-size: unquote("max(16px, 1em)") }` in core.scss (Sass can't reconcile px/em units in compile-time max() so unquote() passes the CSS max() through verbatim — modern browsers handle natively). 1em inherits parent, max() floors at 16. ALSO floored `.form-control-lg` in _base.scss — was `font-size: 1.125rem`, which at rem=14 (small portrait, clamp(14px, 2.4vmin, 22px) hits its floor) computes to 15.75px → **0.25px** under iOS's 16px threshold → the "ever so slightly" zoom on New Game + New Post applets the user reported (both use `.form-control.form-control-lg`, specificity 0,2,0 beats my element-level 0,0,1 rule). Floor: `unquote("max(16px, 1.125rem)")` ; SECONDARY — JS fallback in base.html: rewritten from `setAttribute('content', ...)` toggle to full meta-element remove+re-add, which modern iOS handles more reliably than attribute mutations on the existing meta. Triggers on document-level `focusout` (bubbles natively, no capture-phase needed) for `input/textarea/select`; injects fresh viewport meta w. `maximum-scale=1.0, user-scalable=no` for 300ms (iOS reads as zoom violation → snaps to 1:1), then swaps back to the cached base content so pinch-zoom remains available elsewhere ; user observed horizontal scrollbar appearing when the page zoomed — that's the symptom the user actually cared about (broken layout, not aesthetic zoom). w. SCSS floor in place the zoom shouldn't trigger to begin with; the JS is purely for inputs that slip through (future custom controls, shadow DOM, etc.) ; iOS-specific behavior — Selenium+Firefox doesn't replicate the auto-zoom so no FT layer added. Verified by user manual iPhone test (post-fix retest pending after force-refresh)
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Sonnet 4.6 <noreply@anthropic.com>
iOS Safari auto-zooms when a user taps an `<input>`/`<textarea>`/`<select>` whose font-size is < 16px, and does NOT auto-zoom back out on blur — the page stays zoomed even after the field loses focus. New ~10-line IIFE at base.html slots next to the existing h2-letter-splitter at the bottom of <body>: caches the page's `<meta name="viewport">` content, listens (document-level, bubbling `focusout`) for inputs leaving focus, then briefly appends `, maximum-scale=1.0` before reverting 100ms later — iOS reads the tightened constraint as a "zoom violation" and snaps the viewport back to 1:1, after which the revert frees the user to pinch-zoom manually anywhere else on the page ; chose `focusout` over `blur`+capture-phase since focusout bubbles natively (cleaner); skips if `.matches` isn't available (defensive for older browsers); skips silently if no viewport meta is present (defensive) ; no test layer — iOS-specific behavior that's awkward to FT (would need a real iOS Safari runner; Selenium+Firefox doesn't replicate the auto-zoom). Verified no conflict w. other focusout listeners (grep: only vendor JS — d3 / htmx / jquery / select2 — none of which listen at document scope on inputs/textareas/selects). Side-track addition between Sprint 1 (table hex layout fbe6c12... well, 7165974) and Sprint 2 (My Sea applet kickoff) per user ask
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Sonnet 4.6 <noreply@anthropic.com>
User report: hex felt smaller than the aperture even at portrait (off-centered, room to spare on top + bottom), and chair labels overlapped the hex edges at landscape — progressively worse as the hex grew at larger viewports. Three contributors stacked: (1) `.room-shell { max-height: 80vh }` capped the shell at 80% of viewport height even when the .room-page aperture had more room — at 1789×1031 this donated 228px (1053→825) of aperture height to dead margin; (2) scene design 360×300 was wider than tall (1.2 aspect) but landscape aperture is narrower than tall (~1.4), so the height cap bottlenecked scene-scale at min(aperture_w/360, aperture_h/300) instead of letting the hex grow; (3) chair font-size scales w. rem (clamp(14,2.4vmin,22)) but chair position scales w. --table-scale — at large viewports rem maxes at 22 so labels widen and push chair icons further from box-center toward the hex (visual "creep") ; fix: remove the 80vh cap (`max-height: 80vh` → `height: 100%` on .room-shell L340) so the shell stretches to fill the .room-page aperture; bump hex from 160×231 to 200×231 (regular pointy-top w. width = height × √3/2 = 200 * 1.1547 — comment in _room.scss updated); apothem of 200-wide pointy-top regular hex is 100px exact (200/√3 × √3/2), so `$pos-d` 110px → 140px gives 40px design-units of radial chair clearance (was 30); derived `$pos-d-x: round(140*0.5) = 70`, `$pos-d-y: round(140*0.866) = 121` for slot 2/3/5/6 diagonal anchors at 60° from horizontal (matches existing geometry approach); scene design height 300 → 320 to leave enough vertical headroom at large landscape that the rem-driven (font-size 1.6rem × scale) chair icons + labels don't clip the aperture top/bottom edges — at 1789×1111 w. scene_H=300 the AC/BC label tops sat AT aperture top (y=-21 vs aperture y=-22), bumping to 320 drops scale from 4.05 → 3.54 and leaves 76px of headroom; SCENE_H in room.js bumped to 320 to match (Math.min(w/SCENE_W, h/SCENE_H) sets --table-scale CSS var via transform: scale on .room-table-scene) ; visual verification via Claudezilla across three viewports (no test layer per user preference — layout regression coverage via spot-check on next room render) — iPhone-14 portrait 566×875: hex 243×281 → 314×363 (+29% wider, fills 55% of aperture width vs 44% before); mid landscape 1149×781: hex 333×385 → 493×569 (+48% wider, 56% vs 38% before); large landscape 1789×1111: hex 440×509 → 708×818 (+61% wider, 48% vs 30% before — the most dramatic improvement, matching user's "progressively worse the larger the hex grows" observation). Chair clearance now uniform 40 design-units radially across all scales; AC/BC labels stay 76px inside aperture top at the largest viewport ; dead `$seat-r`/`$seat-r-x`/`$seat-r-y` consts at L357-359 left in place (unused elsewhere in codebase but out of scope for this layout fix) ; full IT/UT 999 green in 46s — no regressions; .table-hex / .table-hex-border / .room-table-scene / .table-seat positioning consts are the only refs to these dimensions across SCSS & JS so no cascade beyond room layout. Unblocks Sprint 2+ (My Sea applet will share the same hex CSS, parameterized, per user's intent for future friend-invite up-to-6-person rooms)
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Sonnet 4.6 <noreply@anthropic.com>
CAST SKY btn click handler in sig-select.js init() was bound to `Tray.open()` — wrong on two counts: (1) the tray was already played during the `polarity_room_done` → `Tray.placeSig` sequence (sig stage card slides into the tray cell before the overlay dismisses), so re-opening it on CAST SKY click pops the tray a second time; (2) Sky Select never opens — `_sky_overlay.html` is only `{% include %}`d server-side when `room.table_status == "SKY_SELECT"`, so during SIG_SELECT the partial + its `openSky` handler aren't in the DOM and `Tray.open()` is the only thing the click does. Bug surfaced symmetrically in both polarity rooms regardless of which finished first ; fix: replace `Tray.open()` w. `window.location.reload()` so the server re-renders the room w. table_status=SKY_SELECT — which surfaces the sky overlay partial + the `openSky` handler bound at _sky_overlay.html:192-193. Same pattern as `_onSkyConfirmed` in the sky partial (location.reload after sky save) ; testability hook mirrors `RoleSelect.setReload` (role-select.js:236): `var _reload = function () { window.location.reload(); };` at module scope, listener calls `_reload()` (closure looks up the var at click time so reassignment works), `setReload(fn)` exposed on the module's test API. SigSelectSpec.js adds `describe("CAST SKY click (post pick_sky_available)")` w. 2 specs — reload spy hit on click + `Tray.open` spy NOT hit on click; the negative assertion catches the original bug, the positive verifies the fix's intent. Existing 363 specs untouched ; Jasmine FT green in 8.6s; full IT/UT 999 green in 44s ; collectstatic mirror at src/static/apps/epic/sig-select.js refreshed in same commit so the served JS carries the fix (Django serves from STATIC_ROOT, not from app static dirs, in StaticLiveServerTestCase)
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Sonnet 4.6 <noreply@anthropic.com>
pipeline fix — `_post_gear.html` (commit 6a7464e) gated the NVM target on `{% url 'billboard:my_posts' user_id=request.user.id %}`, which exploded w. NoReverseMatch when an anonymous user (Percival ch.18 anonymous-post lab — ownerless `Post.objects.create()`) hit view_post (which has no @login_required); whole gear-include now wrapped in `{% if request.user.is_authenticated %}` since anonymous viewers can't DEL/BYE/back-to-my-posts anyway; AnonymousPostViewerTest pins the 200-render + gear-absence contract so future ownerless-post regressions surface in ITs (pipeline run #298 fixed) — TDD
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.7 <noreply@anthropic.com>
.woodpecker/main.yaml — CI test-FTs step splits into parallel siblings test-FTs-non-room (22 files via `ls functional_tests/test_*.py | grep -v 'test_game_room_'`) + test-FTs-room (9 files via `ls functional_tests/test_game_room_*.py`); room cluster is the heaviest (~70% of the pre-split ~40-min wall-clock) and now runs concurrently w. the rest instead of in series; DAG explicit via depends_on on every step (Woodpecker mixes default-sequential w. depends_on awkwardly, so each step pins its prerequisite); collectstatic stays in test-two-browser-FTs only — the shared workspace propagates assets to both parallel FT steps, no race + no duplication; screendumps + build-and-push fan back in (depends_on both parallel steps); deploy-staging + deploy-prod depend on build-and-push
smoke-import: 31/31 FT modules green after the rename pass
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.7 (1M context) <noreply@anthropic.com>
- billboard.views.view_post adds viewer_is_owner + other_recipients context vars. is_real_invitee = (auth AND post has owner AND viewer != owner). Anon viewers + ownerless-post legacy path fall through to owner-style rendering (which renders empty gracefully via the at_handle / display_name AnonymousUser guards).
- other_recipients = post.shared_with.exclude(viewer) when invitee; .all() otherwise.
- post.html .post-header branches:
• viewer_is_owner: existing prose ("just me, @owner …" / "shared between {recipients} & me, @owner …").
• sole invitee: "shared with me, @viewer the {viewer.title}" + "created by @owner the {owner.title}".
• multi invitee: "shared with {other_recipients}" + "& me, @viewer the {viewer.title}" + "created by @owner the {owner.title}".
- lyric_extras at_handle + display_name: guard against AnonymousUser (no .email attribute) — return "" rather than crash. Preserves the Percival ch. 18 anon-views-ownerless-post path.
- 12 new ITs in test_post_invitee_view (context vars: viewer_is_owner, other_recipients exclude/include; template prose: sole + multi invitee phrasing, owner unchanged).
- 878 IT regression + 8 post-html FT regression green (1 Marionette flake on multi-run that passes in isolation).
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.7 (1M context) <noreply@anthropic.com>
- Brief schema (billboard/0007): post FK becomes nullable + new room FK to epic.Room + KIND_GAME_INVITE enum value. to_banner_dict resolves post_url to reverse('epic:gatekeeper', room.id) when post is null and room is set.
- epic.invite_gamer view refactor:
• Accepts `recipient` (matches bud-panel field; legacy `invitee_email` still works for full backwards compat).
• Resolves via apps.billboard.views._resolve_recipient (email if "@" present, else username).
• RoomInvite stores the resolved User's email (or raw input if unregistered).
• Auto-adds inviter ↔ recipient to each others' buds (symmetric per Phase 2 spec) when recipient is a registered User.
• Spawns a Brief w. owner=request.user, kind=GAME_INVITE, room=room, post=null.
• Accept: application/json → {brief, recipient_display}; otherwise redirects to gatekeeper as before.
• Self-invite + blank recipient: 200 w. brief=null, no RoomInvite, no buds touch.
- _gatekeeper.html: gate-invite-panel block (lines 62-71) removed.
- new templates/apps/billboard/_partials/_bud_invite_panel.html: clone of _bud_panel.html w. data-invite-url + autocomplete from request.user.buds. JS posts to invite_gamer + Brief.showBanner. room.html includes it owner-only when not table_status and gate_status != RENEWAL_DUE.
- room.html scripts block now loads apps/dashboard/note.js so window.Brief is defined for the slide-down banner.
- Tests: new test_invite_gamer.py (14 ITs) covering ajax + legacy form-submit paths, recipient resolution, RoomInvite creation, Brief w. room FK + GAME_INVITE kind, symmetric buds auto-add, unregistered/self/blank silent no-op cases. New test_gatekeeper_bud_btn.py FT (9 tests) covers presence (owner-only), absence of legacy #id_invite_email, async invite flow end-to-end (RoomInvite, Brief, banner, panel close, username resolve, buds auto-add).
- test_brief.test_brief_owner_post_required relaxed to test_brief_owner_required (post is now nullable).
- test_room_gatekeeper.test_second_gamer_drops_token_into_open_slot updated to drive the bud-btn flow (drops the #id_invite_email/#id_invite_btn references).
- 866 ITs (+14) + 9 gatekeeper FTs + 28 existing room-gatekeeper FTs green.
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.7 (1M context) <noreply@anthropic.com>
- _game-kit.scss #id_kit_btn landscape rule now uses `right: calc((var(--sidebar-w) - 3rem) / 2)` — same formula as gear-btn (_applets.scss) and bud-btn (_bud.scss). All three 3rem-wide circular btns now share the same horizontal-centre math against the fluid sidebar.
- Drops `@media (orientation: landscape) and (min-width: 1800px) { right: 2.5rem }` which was a leftover from the old doubled-8rem-sidebar regime; the rem clamp ceiling now caps the sidebar without per-breakpoint overrides.
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.7 (1M context) <noreply@anthropic.com>
- portrait h2 spans get padding-inline-end / padding-inline-start (0.4em each) at the 45/55 boundary; box-sizing: border-box keeps the flex basis honest. Solves the "B I L L B O A R D" run-together where the L of BILL touches the B of BOARD.
- landscape h2 drops the `display: block` override + the > span resets that nuked text-align: justify and flex. Now inherits the portrait flex 45/55 + per-span justify + padding-inline. With writing-mode: vertical-rl, the flex axis runs vertically (45% bottom for BILL post-rotate, 55% top for POST/BOARD/etc.); padding-inline-end resolves to the bottom edge of the first span = natural gap between the two rotated words.
- Explicit h2 height: 80vh in landscape so the flex 45/55 percentages have a defined basis to resolve against (block height isn't auto-derived in writing-mode: vertical-rl).
- 8 layout/navbar FTs still green; assertions are categorical (position: fixed, etc.) not exact-px.
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.7 (1M context) <noreply@anthropic.com>
- html { font-size: clamp(14px, 2.4vmin, 22px) } — single sliding scale; everything in rem (sidebar widths, h2 font-size, paddings) scales together. Phone rotation swaps width/height but vmin stays the same → 1rem stays the same → navbar/footer/h2 hold their size between portrait + landscape.
- :root --sidebar-w: 5rem (replaces the locally-scoped $sidebar-w SCSS var that lived inside @media blocks); --h2-col-w: 3rem for the rotated wordmark column in landscape. var(--sidebar-w) + var(--h2-col-w) are the only knobs that move the layout.
- Landscape container: margin-left = calc(var(--sidebar-w) + var(--h2-col-w)); margin-right = var(--sidebar-w). Applets are now clipped INSIDE the h2 column, so the rotated "BILLPOST" / "DASHBOARD" wordmark never has content bleeding behind it (the original complaint).
- h2 markup refactor across 13 templates: <span>BILL</span><span>POST</span> instead of <span>BILL</span>POST. Portrait styling: display: flex; first span flex 0 0 45% + --quaUser colour; second span flex 0 0 55% + --secUser inherited. Per-span text-align: justify + text-justify: inter-character keeps the inter-letter spacing within each span. Landscape resets the flex (single rotated wordmark, not split).
- Drop the four h2 font-size jumps (min-height: 400/500/800px) — single font-size: 3rem now scales fluidly via root rem. Drop the @media (orientation: landscape) and (max-width: 1100px) h1 override (rem-fluid handles cramped widths). Drop the entire @media (orientation: landscape) and (min-width: 1800px) sidebar-doubling block in _base.scss / _applets.scss / _bud.scss — the rem clamp ceiling already caps the size.
- _bud.scss + _applets.scss: bud-btn / bud-panel / bud-suggestions / gear-btn / applet menus all switch to var(--sidebar-w)-based positioning; landscape rules are single (no per-breakpoint duplication).
- Per-spec tradeoff: non-.btn-primary buttons (BYE / NVM / OK / kit-btn / etc.) inherit rem-fluid like everything else and will scale slightly w. viewport. User explicitly OK'd this — they don't need to stay px-fixed.
- 852 ITs + 24 layout/navbar/bud FTs green; existing geometry assertions are relative or categorical (not exact-px) so the rem clamp doesn't surface failures at the 800x1200 FT viewport.
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Tonal shift to lean into the bureaucratic-flavour of the @adman entity. Going-forward only; existing super-schizo / super-nomad Lines in DB keep the old prose.
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.7 (1M context) <noreply@anthropic.com>
- new lyric_extras.at_handle filter: '@{username}' if user.username, else truncate_email(user.email). Companion to display_name (which has no @-prefix). Used by post.html line author col + self/shared self lines.
- post.html updates: line author span renders {{ line.author|at_handle }}; .post-shared-recipients chips render {{ r|at_handle }} + .post-attribution; .post-shared-self wraps "{handle} the {title}" in <span class="post-attribution">. The 'just me' / '& me' prose stays plain (only the handle+title combo is coloured).
- Note.grant_if_new prose wraps both the @-handle (or bare email fallback) AND the title in <span class="post-attribution">. Standard format wraps the combo "{handle} the {title}" together; admin format wraps each independently since the prose splits them ("recognizes @disco for ... customary title of Schizoid Man"). Existing Lines unchanged — going-forward styling only.
- SCSS: .post-attribution { color: rgba(var(--quaUser), 1); } scoped at .post-page so it lights up in both .post-header descendants and #id_post_table descendants. .post-line-author also switches from opacity-based dim to the same --quaUser key (drops opacity 0.75 since the colour change reads as the de-emphasis on its own).
- 852 ITs still green — line.text inclusions ("Stargazer", "alice@test.io" etc.) still substring-match through the wrapping spans.
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.7 (1M context) <noreply@anthropic.com>
- billboard.views.search_buds(GET /billboard/buds/search?q=...) — top-3 prefix match against request.user.buds via Q(username__istartswith) | Q(email__istartswith). Returns {buds: [{id, username, email}]}. Privacy: only the user's own buds are searched, no leak of strangers.
- _resolve_recipient(raw) helper resolves a free-form recipient (email if "@" present, else username, both case-insensitive). Wired into add_bud + share_post so #id_recipient accepts either form.
- share_post implicit auto-add (per-spec): when recipient is registered + first-time-shared, both directions of buds M2M get the link — request.user.buds.add(recipient) AND recipient.buds.add(request.user). Idempotent, no auto-add on reshare/self/unregistered.
- new bud-autocomplete.js shared module (apps/billboard/static/apps/billboard/) — bindBudAutocomplete(input, suggestionsEl, {searchUrl}). Mirrors sky.html birth-place picker: 250ms debounced fetch from MIN_CHARS=1, click-to-fill, Escape closes, click-outside closes, late-response drop. e.stopPropagation on suggestion-click so the bud-panel's outside-click handler doesn't fire and clear the input.
- SCSS .bud-suggestions / .bud-suggestion-item mirrors .sky-suggestions but position:fixed bottom:4rem (aligned above the bud panel, with overflow:hidden on the panel forcing the dropdown to live as a sibling rather than a child). Landscape breakpoints clear the navbar/footer 4rem sidebars, 8rem at min-width 1800px.
- both _bud_panel.html (post share) + _bud_add_panel.html (my_buds add) get the suggestions div sibling + script tags. Each panel's existing document click-outside handler now skips the suggestions container so a click inside doesn't close+clear. type="email" → type="text" since usernames are accepted; placeholder "friend@example.com or username".
- new test classes in test_buds.py: SearchBudsViewTest (6 — prefix match, cap-3, email prefix, non-bud leakproof, empty-q, anon redirect) + SharePostImplicitAutoAddTest (4 — sharer.buds += recipient, recipient.buds += sharer, username-typed share, unregistered no-add) + AddBudViewTest.test_add_resolves_username_too. test_my_buds.py FT adds test_autocomplete_suggests_buds_by_username_prefix. test_sharing.py placeholder assertion updated to "friend@example.com or username".
- 852 ITs (+11) + 5 my_buds FTs green.
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.7 (1M context) <noreply@anthropic.com>
- billboard.views.my_posts adds owner_posts_title (f"@{handle}'s Posts") + others_posts_title ("Posts by Others") to context. handle = owner.username or owner.email matches the navbar @-handle pattern.
- my_posts.html shell invocations use the new vars instead of in-template |add: filter chains.
- SCSS .applet-list .applet-list-entry > a: base color rgba(var(--terUser), 1), text-decoration none, font-weight bold; on :hover/:active color shifts to rgba(var(--ninUser), 1) + text-shadow 0 0 0.55rem rgba(var(--terUser), 0.7) for the lift halo. transition: text-shadow 0.15s ease.
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.7 (1M context) <noreply@anthropic.com>
- lyric/0005 RemoveField+AddField (RenameField doesn't rename the implicit M2M through table; field was new in 0004 so no data loss). Lyric.User.buddies → User.buds; related_name added_as_buddy → added_as_bud.
- applets/0007 renames Applet slug my-buddies → my-buds + name 'My Buddies' → 'My Buds'. UI rationale: BILLBUDDIES overflowed the page-header band; in-game term collapses to BILLBUDS.
- billboard/0006 alter Line.Meta.ordering = ('created_at', 'id') — was already in models.py, just generates the corresponding migration (formalizing the ordering decision from the May-8b refactor).
- global rename via sed: buddies → buds, buddy → bud across 16 files (templates, SCSS, JS, ITs, FTs, page object, view code). 4 file renames via git mv: my_buddies.html → my_buds.html, _applet-my-buddies.html → _applet-my-buds.html, _buddy_panel.html → _bud_panel.html, _buddy_add_panel.html → _bud_add_panel.html, _buddy.scss → _bud.scss. Test files renamed too: test_buddies.py → test_buds.py, test_my_buddies.py → test_my_buds.py, test_buddy_btn.py → test_bud_btn.py. core.scss @import 'buddy' → 'bud'.
- new shared partial templates/apps/applets/_partials/_applet-list-shell.html — vertical-rotated <h2> + scrollable <ul> aperture, parameterised via {% include %} so a single page can invoke it more than once. Params: shell_title, shell_items, shell_item_template, shell_list_id, shell_empty.
- my_buds.html: single shell invocation w. add-bud panel below (page_class page-billbuds).
- my_posts.html: two shell invocations (own posts + posts shared with me) inside .applet-list-page--two-up — portrait stacks them; landscape lays side-by-side via @media (orientation: landscape) flex-direction: row (page_class page-billposts).
- SCSS: drop the bottom-anchored .buds-page block; new shared .applet-list-page (extends %billboard-page-base, flex-column + padding) w. .applet-scroll inside (extends %applet-box) and .applet-list inside that (flex: 1, overflow-y: auto). .applet-list-page--two-up flips to row layout in landscape. Body class trio gains page-billposts.
- 841 ITs + 5 my_buds/my_posts FTs green.
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Opus 4.7 (1M context) <noreply@anthropic.com>
group=models.CharField(max_length=100,blank=True)# Earthman major grouping
reversal_qualifier=models.CharField(max_length=200,blank=True,default='')# reversal-axis qualifier (e.g. "Nervous"); polarity-shared; blank = falls back to current polarity's qualifier
reversal_qualifier=models.CharField(max_length=200,blank=True,default='')# polysemous (cf [[feedback-reversal-qualifier-dual-role]]): on non-Majors w. no polarity qualifier it's the reversal-face qualifier (e.g. "Vacant"); on Majors w. polarity qualifiers it's the NAME-SWAP for the reversal face (e.g. "Patrilineage" for card 34). `applet_face()` routes on `arcana`.
reversal_drops_qualifier=models.BooleanField(default=False)# Pattern B' cards (16-18): reversal face shows the name swap ALONE, no qualifier. Pattern B (default False): polarity qualifier persists on the reversal face.
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