SAVE SKY provenance + sky→hex (not sky→sea) transition — TDD
- drama.GameEvent.SKY_SAVED verb + to_prose branch: "X beholds the skyscape of {poss} birth, which yields {obj} a unique {Cap} capacity."; tied highest scores switch "a unique" → "equal", join w. "and" (2-way) or Oxford comma (3+), and pluralize "capacity" → "capacities"; pronouns resolved from actor.pronouns at render time, same machinery as SIG_READY/ROLE_SELECTED
- epic.utils.ELEMENT_CAPACITOR_NAMES + ELEMENT_ORDER + top_capacitors(elements) helper: maps Fire→Ardor Stone→Ossum Time→Tempo Space→Nexus Air→Pneuma Water→Humor; tolerates both flat-int and enriched-dict (`{count, contributors}`) chart_data shapes; returns capacitor names tied for highest count, ordered by canonical wheel ring
- epic.natus_save: on action=confirm, records GameEvent.SKY_SAVED w. top_capacitors=[…] before _notify_sky_confirmed; per-room billscroll AND billboard Most Recent Scroll pick up the new prose
- _natus_overlay.html _onSkyConfirmed: removed sea-partial fetch+inject; now calls closeNatus() + window.location.reload() so the gamer lands on the table hex w. the PICK SKY → PICK SEA btn swap (server-side, driven by sky_confirmed=True), then opts into the sea overlay manually. The auto-launch via 39e12d6 was buried by FTs that were pinning the wrong contract — gamer never had a chance to witness PICK SEA on the hex
- test_room_sea_select.py: three FTs renamed/rewired from auto-launch assertions (sea_overlay_appears_without_page_refresh, natus_overlay_not_visible_after_sky_confirm, sea_open_class_on_html_after_confirm) to (pick_sea_btn_visible_after_sky_confirm, natus_overlay_closed_after_sky_confirm, clicking_pick_sea_btn_opens_sea_overlay) — sea overlay now requires explicit PICK SEA click
Code architected by Disco DeDisco <discodedisco@outlook.com>
Git commit message Co-Authored-By:
Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
@@ -24,6 +24,8 @@ class GameEvent(models.Model):
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# Sig Select phase
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SIG_READY = "sig_ready"
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SIG_UNREADY = "sig_unready"
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# Sky Select phase
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SKY_SAVED = "sky_saved"
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VERB_CHOICES = [
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(ROOM_CREATED, "Room created"),
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@@ -37,6 +39,7 @@ class GameEvent(models.Model):
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(ROLES_REVEALED, "Roles revealed"),
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(SIG_READY, "Sig claim staked"),
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(SIG_UNREADY, "Sig claim withdrawn"),
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(SKY_SAVED, "Sky saved"),
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]
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room = models.ForeignKey(
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@@ -114,6 +117,26 @@ class GameEvent(models.Model):
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if self.verb == self.SIG_UNREADY:
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_, _, poss = _actor_pronouns(self.actor)
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return f"disembodies {poss} Significator."
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if self.verb == self.SKY_SAVED:
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_, obj, poss = _actor_pronouns(self.actor)
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caps = list(d.get("top_capacitors") or [])
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if not caps:
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return f"beholds the skyscape of {poss} birth."
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if len(caps) == 1:
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return (
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f"beholds the skyscape of {poss} birth, "
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f"which yields {obj} a unique {caps[0]} capacity."
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)
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# Tied highest: "equal X and Y capacities" (2-way) or
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# "equal X, Y, and Z capacities" (3+, Oxford comma).
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if len(caps) == 2:
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joined = f"{caps[0]} and {caps[1]}"
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else:
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joined = ", ".join(caps[:-1]) + f", and {caps[-1]}"
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return (
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f"beholds the skyscape of {poss} birth, "
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f"which yields {obj} equal {joined} capacities."
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)
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return self.verb
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@property
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