- A disabled OK/DEL × inside a --priUser option chunk blended into it (the global
`.btn-disabled` bg is also --priUser → no visible circle). Drop the disabled
btns in `.sea-options-col` to the felt --duoUser so they read as a distinct
disabled circle, like the deck-stack FLIP ×.
- AUTO DRAW now eases the felt back UP to the cross even when the user already
OK'd the spread + scrolled DOWN to the options page — so he watches the cards
land one-by-one. `_chooseSpread(slideIn)`: the OK reveal pins to the options
(slide-in from above); AUTO DRAW (already chosen) skips the pin + just eases up
to the cross. `_scrollToCross` now eases from the current scroll position.
- 12 PickSeaUnifiedFeltTest render ITs green.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Restyle the spread-options page (post the scroll-snap refactor):
- OK `.btn-confirm` moves UP beside the `.sea-select` combobox (a new
`.sea-select-row`), off the AUTO DRAW / DEL action row.
- OK gains `.btn-disabled` + × the moment the first card is drawn — inverse to
DEL (which loses them then), simultaneous with the combobox locking. So
`_chooseSpread` (OK) no longer locks; the lock + both btn states flip together
at the first draw via `_setHasDrawn` + `_lockSpread`. Server-renders OK
disabled/× when `saved_by_position`.
- The three chunks (spread/select/OK, the mini preview, AUTO DRAW/DEL) each get
the same --priUser rounded rectangle as the GAME POST lines / composer
(`_base.scss` `.form-control`): --priUser fill + half-alpha --secUser border +
rounded + padding. The `.sea-form-col`/`-main` go transparent flex columns so
the felt shows between the chunks.
- IT: OK enabled / DEL disabled when fresh; flips once a card is drawn.
953 epic+gameboard ITs green.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The Gaussian spread modal couldn't hang off the burger #id_sea_btn anymore (that
button now also opens the felt). Mirror Sky Select's form→wheel scroll-snap
instead: the felt starts with the spread OPTIONS on the --duoUser felt; clicking
OK confirms the spread → the options shunt DOWN and the spread CROSS takes page 1
(scroll down to find the options again). No modal, no corner NVM.
- `_sea_overlay.html` restructured into `.sea-options-col` (the .sea-select
combobox + mini preview + OK .btn-confirm + AUTO DRAW + DEL — NO deck stacks)
and `.sea-cross-col` (the real .my-sea-cross + the Gravity/Levity deck stacks +
the portaled stage). `#id_sea_overlay` is a `display:contents` passthrough so
the two cols are the scroll-snap sections.
- OK (`#id_sea_confirm_spread`) → `_chooseSpread()`: adds `sea-spread-chosen` to
the felt → SCSS engages `scroll-snap-type:y mandatory`, the cross-col gets
`order:-1` (page 1), options shunt to page 2; locks the combobox; eases the
scroller to the cross. AUTO DRAW also confirms first. A reload of an in-progress
sea renders `sea-spread-chosen` (cross revealed) server-side.
- SCSS (`_sky.scss`): the sea felt is now a column scroller; `.sea-cross-col`
`display:none` pre-confirm; the `sea-spread-chosen` scroll-snap block mirrors
`body.sky-saved`. The options `.sea-form-col` goes transparent/content-sized
(blends onto the felt, not the modal's --priUser card).
- Sea sub-btn: no longer activated by openSea; it's the POST-COMPLETION reopen
affordance (cascade activates it + `sea_btn_active = hand_complete` ctx flag),
an active click → `window.openSeaFelt()` (review the saved spread), like the
sky btn. Removed the sea_btn open-modal IIFE + the corner NVM.
- IT: options-on-felt (combobox + OK + AUTO DRAW + DEL + preview) w. NO modal /
NVM. 952 epic+gameboard ITs + Jasmine + PickSeaAsyncTransitionTest(3) green.
my_sea.html keeps its modal (untouched) — the gameroom intentionally diverges.
[[project-character-creation-spec]]
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Mirror CAST SKY's post-save cascade for the sea phase. When the 6-card spread
completes (live FLIP of the 6th card / AUTO DRAW finishing): linger ~3s on the
felt → the felt eases OUT (`.sea-page--cascade-out`, revealing the table-hex) →
DRAW SEA gives way to SEED MAP + the sea glow fires on the burger (handoff →
sea_btn) → +3s → SEED MAP eases IN. Same shape as CAST SKY → sky-btn glow →
DRAW SEA.
- `_room_hex_center.html`: SEED MAP joins the hex-phase-stack; DRAW SEA goes
--out once `hand_complete`, SEED MAP --out until then (a reload of a complete
sea lands on SEED MAP server-side = the cascade's end-state). SEED MAP → the
Voronoi map (roadmap step 21) is a stub — it only needs to APPEAR here
- `_sea_overlay.html`: `_setComplete(on, live)` runs `_startSeaCascade()` on the
LIVE completion (FLIP / AUTO DRAW pass `live=true`; init does not, so a reload
doesn't re-animate). The completion-glow IIFE no longer self-starts on the
data-state transition — the cascade adds `glow-handoff` to the burger; the IIFE
keeps only the burger → sea_btn → .sea-select handoff
- `.sea-page--cascade-out` SCSS (mirrors `.sky-page--cascade-out`)
- ITs: SEED MAP --out pre-completion (DRAW SEA in); SEED MAP in + DRAW SEA --out
when hand_complete. 952 epic+gameboard ITs + PickSeaAsyncTransitionTest(3) green
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The felt cross's CENTER significator was hardcoded to the corner-rank + suit-icon
text thumbnail, so an image deck (RWS / Minchiate) showed a bare "0"+icon card
instead of its face. Mirror my_sea: render the `.sig-stage-card-img` (image mode)
when the sig's deck has card images, else fall through to the text thumbnail. The
tray sig stays the simple thumbnail (user-spec). The sig's `deck_variant` is the
card's OWN deck — the Sig Select pick is drawn from the Role Select contributed
deck (`_room_deck_variant`), so this is the correct image source (no equipped_deck
bug, unlike the earlier FLIP back-img).
- IT: an image-deck significator renders the center `sea-sig-card sig-stage-card--image`
- 949+ epic ITs green
; FLIP tint tweak (parallel edit): flipped-back overlay alpha 0.6 → 0.3
[[project-deck-segment-model]]
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
A Carte Blanche gamer owns all 6 seats but could only cast sky / draw sea for ONE:
the sky/sea state IS per-seat (Character.seat), but the code resolved to the fixed
canonical (PC-first) seat, ignoring the ?seat switched to via the GATE VIEW pos-
circles — so the tray switched but the sky wheel / sea spread stuck on the
canonical seat + saves wrote back to it. Mirrors Sig Select's existing ?seat path.
- generalize `_acting_sig_seat` → `_acting_seat` (logic is sig-agnostic; 3 callers)
- `_role_select_context` SKY_SELECT branch keys off `selected_seat` (the ?seat-aware
seat, already computed) instead of `_canonical_seat`: user_polarity,
confirmed_char, user_seat_role, my_tray_sig, saved_by_position, saved_sea_spread,
sea_default_spread, hand_complete, sea_back_image_url
- sky_save / sky_delete / sea_save / sea_delete / sea_deck resolve the acting seat
via `_acting_seat(…, request.GET.get("seat"))`; sea_partial threads seat_param
- the sky + sea felts carry `?seat={{ current_slot }}` on their save/delete/deck/
sea_partial action URLs so the POSTs target the switched-to seat
- single-seat flow unchanged (no ?seat → canonical fallback)
- ITs: CARTE owner — ?seat switches the displayed spread; sea_save/sky_save target
the switched seat leaving the canonical seat's Character intact; felt URLs carry
?seat. 949 epic+gameboard ITs green.
; FLIP tint tweak (parallel edit): drop the polarity border, bump the flipped-back
overlay --quiUser/--terUser to 0.6 alpha
[[project-sig-select-seat-switch-open-problems]] [[project-deck-segment-model]]
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- fix: drawn spread slots silently no-op'd on click AFTER a refresh — SeaDeal's
in-memory `_seaHand` is only populated by openStage/register during the live
session, so a reload left it empty + the overlay click handler short-circuited
(`if (!_seaHand[pos]) return`). `_sea_overlay.html` now re-seeds `_seaHand`
from the server-rendered saved slots once the deck fetch resolves (cards
looked up by `data-card-id`; reversed/polarity DOM-sourced) — the same fix
my_sea already carries
- FLIP card-back: the sea stage now renders the deck back-img for ANY image-
equipped deck w. a back image (dropped the `not is_polarized` gate — it
omitted the back for the room's polarized Gravity/Levity draw, so FLIP
no-op'd). The back-art is identical across polarities, so `_card-deck.scss`
tints the FLIPped card by the drawn polarity: gravity --quiUser fill @ 0.3 +
--quaUser border; levity --terUser fill @ 0.3 + --ninUser border (scoped to
`.sea-stage--*`, so my_sign / applet stages are untouched)
- IT: an image-deck sea stage renders `.sig-stage-card-back-img`
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Hollow out the gameroom DRAW SEA dark modal into the two surfaces my_sea
uses: a --duoUser felt (.sea-page--room) filling the hex pane where the
Celtic Cross deals, + a Gaussian spread modal (#id_sea_spread_modal: the
.sea-select combobox w. the two Celtic Cross 6-card opts ONLY, AUTO DRAW/DEL,
a mini preview, + a corner #id_sea_cancel NVM). Opened by DRAW SEA
(html.sea-open); the room gear's NVM (room-menu-sea) returns to the hex;
#id_text_btn + #id_sky_btn go inert while the felt is open.
- persist: epic:sea_save / sea_delete upsert the seat's Character.celtic_cross
(none of my_sea's MySeaDraw quota/Brief machinery); room ctx adds
saved_by_position + saved_sea_spread + sea_default_spread + hand_complete so
a reload re-renders the filled cross. celtic_cross field already existed (no
migration)
- mini spread preview (_sea_spread_preview.html) in BOTH the gameroom + my_sea
modals — shape only, NEVER dealt to: SeaDeal scopes its slot queries to
.sea-cross:not(.sea-cross--preview)
- always TWO deck stacks (Gravity + Levity) in the room Sea Select — the gamer
draws from either populated half (sea_deck split), even a CARTE monodeck;
unlike my_sea / Sig Select's polarization collapse
- glow coordination: the sky-saved glow is muted in the sky/sea phases
(html.sky-open / sea-open / sea-entered); sea glow color --priYl -> --priId
(distinct from sky's --priTk); the sea glow-machine fires at hand-COMPLETION
(mirrors Sky Select), not during drawing
- guard copy "Auto deal cards?" -> "Auto Draw cards?" (match the AUTO DRAW btn)
- fix: drop the stale `html.sea-open #id_aperture_fill { opacity:1 }` — it
painted the opaque z-90 fill over the z-5 felt so the spread flashed then
vanished (same trap as the CAST SKY felt); removed the dead .sea-backdrop /
.sea-overlay / .sea-modal-* SCSS
- tests: epic PickSeaPersistTest (7) + PickSeaUnifiedFeltTest (6) ITs; SeaDeal
preview-scoping + BurgerSpec sky-glow-mute Jasmine specs; my_sea sig-card
ITs scoped to .my-sea-cross (the preview adds a 2nd .sea-sig-card)
[[feedback-felt-aperture-fill-covers-felt]]
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Post-save choreography + the polish asks from this session.
- Post-save cascade (_sky_overlay.html): after SAVE the gamer lingers on the
wheel ~3s, then the felt eases OUT (fade, .sky-page--cascade-out) to reveal the
table-hex; the burger fires its --priTk glow + #id_sky_btn goes active (both
ride the cascade now, not the save instant); 3s later the DRAW SEA btn eases IN
and the sea overlay is injected so it's live with NO reload.
- Hex phase-stack (room.html + _room.scss): CAST SKY + DRAW SEA share one grid
cell (.hex-phase-stack) so they cross-fade in place (.hex-phase-btn--out); the
server seeds --out on the inactive one, the cascade swaps them. A confirmed
reload lands DRAW SEA visible / CAST SKY out, same as the cascade end.
- Seamless sea injection: _injectSeaOverlay fetches sea_partial (the URL already
existed, unused) + re-creates its <script>s so the overlay's own init (openSea
+ SeaDeal.reinit) runs — DRAW SEA opens with no reload. (Bridge until Sea Select
is itself hollowed into a felt.)
- Burger → Sky-btn handoff (burger-btn.js + _burger.scss): _pulseGlow generalized;
once saved, the next burger-OPEN pulses #id_sky_btn --priTk ("now click me to
reopen"). Jasmine specs added (BurgerSpec).
- #id_text_btn disabled while the felt is up (openSky/closeSky) — its swipe
machine would otherwise half-load the scroll-locked reelhouse.
- Reload-into-open (sig-select.js + _sky_overlay.html): the SIG_SELECT→SKY_SELECT
CAST SKY click crosses a server-render boundary (felt/phase-stack/sea-inject
only exist in SKY_SELECT), so it still reloads — but drops a sessionStorage
flag first so the felt OPENS on arrival. Kills the old click→reload→click-again
double-take (the "first click reloads" report). DRAW SEA can inject in-place
(stays within SKY_SELECT); CAST SKY can't, so this is the seamless equivalent.
Tests: BurgerSpec handoff specs + full Jasmine green; 32 render ITs + 930
epic+gameboard green. Cascade timing live-verified by the user.
[[feedback-scss-import-order-specificity]]
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Two live-only stacking/layout bugs in the in-room felt (caught via Claudezilla
DOM inspection — neither is reachable by IT/Jasmine):
- .sky-page--room (0,1,0) lost the source-order tie to the LATER base
`.sky-page { position: relative }` (also 0,1,0), so the felt stayed
position:relative + flex:1 and collapsed to width 0 as a flex child of the
hex-pane — the form vanished onto a 0-wide column. Chained to
`.sky-page.sky-page--room` (0,2,0) so it wins regardless of order.
[[feedback-scss-import-order-specificity]]
- Dropped `html.sky-open { #id_aperture_fill { opacity: 1 } }` — that modal-era
backdrop is a full-cover --duoUser div at z-90; the old dark modal sat above
it (z-120), but the felt sits at z-5, so the fill painted an opaque green
sheet OVER the felt + form. Its opacity transition is why the form "flashed
then vanished after <0.5s". The felt is its own --duoUser surface + covers the
hex on its own, so the fill stays transparent now.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Replaces the root-level dark Gaussian CAST SKY modal with the my_sky / sky.html
apparatus, mirroring the Sig Select unify (71c0069). Sky data stays seat-bound
(Character.seat), never a pos-circle.
- room.html: the sky overlay moves INTO .room-hex-pane on --duoUser felt
(has-sky-stage), my_sea-style; rendered through the confirmed state too so
the burger can reopen the saved wheel. Sky tooltips stay at root.
- _sky_overlay.html: drops .sky-backdrop / .sky-modal-wrap / .sky-modal / header
+ the in-felt NVM; reuses the shared .sky-page form/wheel (.sky-page--room).
No live preview — the wheel only paints after SAVE SKY (my_sky parity); SAVE
adds body.sky-saved → the felt flips to scroll-snap (form shunts to page 2,
ease to the wheel on page 1). saved_sky_json primes the reopen draw. Inert
STUB hook for the post-character-creation form lock (roadmap step 21).
- _sky.scss: in-room felt fill + open/close (html.sky-open); hides the position
strip while the felt is up for a clean homogeneous surface.
- _room.scss: html.sky-open pins .room-aperture.is-scrollable (overflow hidden,
snap none) so the ATLAS/SCROLL/YARN/POST/PULSE reelhouse is unreachable while
casting; restored the instant the felt closes.
- _room_gear.html + room-views.js: NVM moves into a new .room-menu-sky gear pane
(→ epic:room, which re-renders DRAW SEA if saved else CAST SKY); syncGear()
shows it while sky-open.
- _burger.html + _burger.scss + burger-btn.js: the Sky sub-btn goes .active once
saved (sky_btn_active = sky_confirmed) — concurrent w. a thrice --priTk burger
pulse (.sky-saved-glow, rhymes w. .flash-inactive); an active click reopens
the wheel via window.openSkyFelt.
- epic/views.py: sky_btn_active + saved_sky_json ctx off the seat's confirmed
Character; the acting gamer's WS auto-reload is dropped (SAVE reveals the
wheel in place; the gear NVM does the nav to DRAW SEA).
- Tests: PickSkyUnifiedFeltTest + PickSeaRenderingTest ITs (930 epic+gameboard
green); BurgerSpec sky-glow/reopen Jasmine (full suite green); PickSky
LocalStorageTest + PickSkyDelTest FTs reworked to the post-save flow.
[[project-deck-segment-model]] [[feedback-scss-import-order-specificity]]
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The 12s countdown numeral set its size with an inline style.fontSize='2em',
but .btn-primary carries `font-size: 0.625rem !important` inside its small
landscape/short-portrait down-size media query — and an !important declaration
beats an inline style. So on phones / short viewports the numeral stayed
button-sized instead of doubling.
Fix: sig-select.js now toggles a `.sig-take-sig-btn--counting` class instead of
the inline font-size (in _showCountdown / _hideCountdown / the unready path),
and a new `.sig-stage .sig-take-sig-btn.sig-take-sig-btn--counting` rule in
_card-deck.scss re-asserts `font-size: 2em !important` at (0,3,0) specificity —
strictly beating the (0,2,0) btn-primary media-query !important at all queries.
em stays parent-relative so the doubling tracks the stage font across sizes.
2 Jasmine specs (class present + no inline override on show; class cleared on
countdown_cancel) added to SigSelectSpec; SpecRunner green; SCSS compiles.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The qualifier (Elevated/Enlightened/Graven) now renders on the frozen stat-block
stat-face, not just the hover-only text card-face (which image-mode decks hide).
populateStatExtras takes opts.polarity and fills new .stat-face-qualifier--above
/--below slots, mirroring the card-face placement: non-major above the title,
major below it (title gets a trailing comma). Qualifier shares the title's style
per request ("same style as 'Jack of Crowns' below it").
The 3 theme FTs were asserting the qualifier on hover, but the stat-block is
display:none until a card is OK'd (.sig-stage--frozen) — only the card preview
shows on hover. Repointed them to select→OK→freeze, then read the stat-block.
Threaded polarity through the sig + my_sign callers; added 4 Jasmine specs.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The in-room SIG_SELECT stage diverged from the polished GAME SIGN page:
a fixed dark-Gaussian modal over the hex, a stale label-only stat-block,
and no card imagery. This brings it in line with my_sign / my_sea.
A — Stat-block DRY: _sig_select_overlay.html now renders the shared
core/_partials/_stat_face.html (rank-chip + title + arcana + keywords)
instead of a reduced label-only copy; sig-select.js's updateStage() now
calls StageCard.populateStatExtras (the missing call that left those
fields blank). data-arcana-key added per card for title color-keying.
B — Per-card stage image: the stage card gains a .sig-stage-card-img
slot + data-image-url per thumbnail, so an image-equipped seat deck
(RWS / Minchiate) shows real card art on the preview. Thumbnails stay
glyph-only (rank + suit) at every deck — only the stage shows the image.
Keyed off each card's OWN deck_variant, so it auto-upgrades to mixed art
when the dubbodeck assembly lands. No backend change (cards already
carry a deck_variant via _room_deck_variant).
C — Felt-in-aperture: the stage renders INSIDE .room-hex-pane on edge-to-
edge green --duoUser felt (my_sea-style), replacing the hex content; the
old .sig-backdrop blur is gone. .sig-overlay absolute-fills the pane
(.room-hex-pane.has-sig-stage = positioning context); dismissing it
reveals the hex + waiting message behind. Scroll-down still reaches the
reelhouse carousel (untouched scroll pane).
Polishes:
- Image-mode bg escape: the levity 0,3,0 polarity rule
(.sig-overlay/.my-sign-page[data-polarity="levity"] .sig-stage-card)
hard-set a --secUser background that re-clothed image cards behind the
transparent PNG. Added the &.sig-stage-card--image { background:
transparent; border:0; overflow:visible } escape (parity w. the base +
my-sea rules). Latent my_sign bug too. Monodeck-era assumption.
- FLIP .btn-reveal: non-polarized image decks get a FLIP that turns the
preview to the deck card-back (my_sign parity) — back-img + reused
.my-sign-flip-btn (shared positioning/hide/counter-position rules
already cover .sig-stage-card) + a frozen-gated reveal scoped to
.sig-overlay + sig-select.js _flipToBack (500ms Y-rotate, midpoint
swap). SPIN now sets data-spinning so the btn hides mid-rotate.
- Reserved thumbs-up / hover cursors portal to a body-root fixed
container, so they hung over the reelhouse on scroll. sig-select.js now
toggles .cursors-hidden off the aperture scrollTop: instant hide the
moment the scroll leaves the hex, 0.5s opacity ease-in on the full
return. Tray intentionally kept.
TDD: SigSelectUnifiedStageTest (6 ITs) — DRY stat-face present, per-card
data-image-url + data-arcana-key, .sig-stage-card-img slot, image deck
non-empty face URL / text deck empty, has-sig-stage felt + overlay inside
the hex pane. 319 epic test_views ITs green; user-verified live on an RWS
room (no rect, FLIP works, thumb timing). Jasmine for the JS wiring +
the dubbodeck cross-deck assembly (per-seat segment cards, CARTE-solo
both-polarity case, per-card backs) are the tracked follow-on.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- In landscape the wordmark is `writing-mode: vertical-rl` + `rotate(180deg)`. The rotation runs every reel child's translate in the rotated frame (inverting motion vs portrait), and the vertical-rl forces the flex MAIN axis onto the vertical, so the five view-word cells stack vertically.
- Vertical reel (hex⇄views): negate the translateY so ROOM exits UP + the view reel rises from BELOW (was dropping ROOM below the rising view).
- Lateral reel (view-to-view): the cells stack vertically, so the portrait `translateX` slid that stack sideways off the slot — only one word rendered (desktop showed PULSE, mobile ATLAS; `row`/`column`/`order`/`row-reverse` all collapse). Traverse with `translateY` instead: the words now slide up-down ALONG the rotated wordmark and each view lands its own word, consistently across desktop + mobile. (True left-right needs a track writing-mode override + reopens the rotate inversion — deferred; up-down is the working result.)
- `overflow: hidden` on the view reel clips it to its one-slot box so the neighbouring cell can't bleed over ROOM (the lateral reel now shares the vertical axis with the hex⇄views reel).
- Pure SCSS, verified visually across desktop + mobile landscape; portrait untouched (all rules inside the landscape media query).
[[feedback-vertical-rl-flex-axis]] [[project-room-game-views-carousel]]
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- The reelhouse POST card now takes the billboard New Post applet's look: a --duoUser green felt bg with the rotated room-name `> h2` given the SAME green-tinted strip — three translucent 0,0,0/0.125 layers over the felt, NO opaque base, so the felt shows through (matches #id_applet_new_post, which lands there via a %applet-box > h2 specificity quirk; we do it on purpose).
- Each .post-line is restyled to LOOK LIKE the "Enter a post line" composer input below it (mirrors .form-control, _base.scss): a --priUser fill (0.8 alpha), a 0.1rem --secUser border at the same border-radius, full width, an up/down margin + content-driven (dynamic) height — so the thread reads as a stack of input-style pills on the felt. #id_post_table left/right padding zeroed so pills span the full card content width (= the composer row).
- OK button wrapped in .applet-btn-panel (--priUser fill + faint --terUser border) so the green .btn-confirm reads against the felt, mirroring the New Post composer.
- All scoped to .room-view--post — post.html (.post-page), the billboard New Post applet, and MY POSTS (.applet-list-entry) stay untouched (verified live: no .post-line bleed).
- Verified: GameViewsCarouselTest.test_post_view_is_room_thread_with_working_composer + test_atlas_aggregates_provenance_and_posts green (composer still works with the OK-panel wrap); billboard + GAME POST visually confirmed via Claudezilla.
[[feedback-scss-id-context-specificity-trap]] — %applet-box > h2's background-color inherits the applets-container ID via the @extend chain, out-specifying a plain #id_applet > h2 override, so an "opaque base" mask silently renders translucent (the felt bleeds through). New Post hit this by accident; GAME POST replicates it deliberately.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Each reelhouse view now has its own gear. The single #id_room_menu swaps panes by the active view (room-views.js owns this now — removed from room-scroll.js, which keeps only the title reel):
- hex → default NVM/DEL/BYE; SCROLL → the Frame/Redact log filter; ATLAS → a new source-checkbox pane (.room-menu-atlas / #id_atlas_source_form).
- YARN/POST/PULSE → no menu yet: the gear goes .gear-disabled (opacity 0.6) and an active click is swallowed by a capture-phase listener that flashes a --priRd fa-ban (the burger inactive-flash cadence) instead of opening anything.
ATLAS gear: a checkbox per other reelhouse view (Scroll/Post wired + checked; Yarn/Pulse disabled — struck label, an ✗ in a custom box matching the enabled ✓; starting-majuscule labels, capslock stays reel-only). OK persists to localStorage + re-runs buildAtlasFeed, which now gates each source on atlasSources() (scroll→provenance, post→post).
Also: the reelhouse POST composer drops its bespoke 'Speak at the table' placeholder for the canonical 'Enter a post line' (same as the billboard New Post applet's _form.html + post.html).
Verified: 11 carousel FTs (incl. the new per-view-gear FT) + 310 epic ITs (incl. the atlas-menu IT; room_gate shares _room_gear, unaffected) + the scroll-gear regression FTs + Jasmine, all green.
[[project-room-game-views-carousel]] [[feedback-applet-menu-needs-extend]]
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The merged ATLAS feed now reads its provenance rows the way SCROLL does:
- Struck (retracted/redacted) logs carry the strikethrough — buildAtlasFeed captures the source .drama-event-body.struck state and renderAtlasRow re-applies it as .atlas-row-body.struck (styled to match .drama-event-body.struck).
- A log hidden by the SCROLL Frame/Redact gear filter (display:none) is skipped in the ATLAS merge too — buildAtlasFeed checks getComputedStyle(ev).display, so unchecking Redact on SCROLL keeps those rows out of ATLAS.
- Also lays the source-toggle seam: atlasSources() reads the (forthcoming) ATLAS gear's view-checkboxes (scroll→provenance, post→post), defaulting to both when absent.
Verified: Jasmine renderAtlasRow struck spec + two FTs (struck row shows struck in ATLAS; redact-filtered rows absent from ATLAS) + the existing atlas aggregate FT, all green.
[[project-room-game-views-carousel]]
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
CHAT conceptually overlapped POST, so it's gone — replaced by a distinct YARN view (fa-route) shifted one slot left, between SCROLL and POST. Reelhouse order is now ATLAS | SCROLL | YARN | POST | PULSE. YARN is a stub (the shared [Feature forthcoming] partial in its .applet-scroll, like PULSE).
Touched: the carousel + strip partials, the h2 reel words, the _base.scss data-active-view translateX reindex (yarn=-200%, post now -300%), room-views.js VIEW_ORDER, the Jasmine spec VIEWS, and the FT/IT order + stub assertions. The horizontal-wheel FT now expects scroll's neighbour to be YARN.
ATLAS timestamps: the merged rows carry the ORIGINAL <time> from their source (.drama-event-time from SCROLL, .post-line-time from POST), but those source rules are feed/thread-scoped so the atlas copies rendered full-size inline. Made .atlas-row a flex row and restated the shared small / dim / right-aligned look on both source time classes so each timestamp reads the same as in the view it came from.
Verified: 8 carousel FTs + carousel ITs + Jasmine (atlas merge + swipe machine) green.
[[project-room-game-views-carousel]]
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Three things on the carousel:
- CHAT/PULSE stub: the shared [Feature forthcoming] partial centres itself absolutely, landing on top of the flex-centred watermark icon. Override it to flow (position:static) inside .room-view-stub so the icon keeps the top slot and the label rests below — FT asserts the icon's bottom clears the label's top (no clip).
- Adopt 'reelhouse' as the collective term for the fivefold applet-scroll carousel (class on #id_room_views + comments).
- Text sub-btn swipe machine: when already reel'd down onto the reelhouse, slide straight over to POST (plain goToView); when starting up in the room (the hex), run smooth DOWN to the reelhouse, HOLD 0.5s, then OVER to POST unless already there — the hold beats the two motions apart (DOWN-then-OVER, never diagonal).
Test rework: the from-hex OVER beat is a DELAYED (post-descent + hold) programmatic scroll, which headless Selenium drops/resets (works fine in a real browser), so the end-to-end land-on-POST can't be FT'd. Split it: the FT now asserts the reliable DESCENT beat (Text from the hex reveals the reelhouse + icon strip), and a new Jasmine swipe-machine spec pins the nav DECISION (from hex → POST after the descent+hold; inactive btn → no-op) against a fixture + mocked clock. room-views.js exposes init() so the spec can bind to the fixture.
Verified: 8 carousel FTs + Jasmine (atlas merge + swipe machine) green.
[[project-room-game-views-carousel]] [[feedback-ft-run-discipline]]
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The carousel's lateral nav animated wrong: the h2 reel slid VERTICALLY (old word down, new word up — both visible at once), and a first attempt that put translateX+translateY on one transform produced a DIAGONAL blend on hex->views (ROOM+ATLAS+SCROLL all flashing, always landing on ATLAS).
Fix — split the two axes onto NESTED elements so they never blend:
- OUTER .gr-views-reel does translateY ONLY, gated on .is-scroll (the hex<->views vertical reel, in lockstep with ROOM sliding up/out).
- INNER .gr-views-track does translateX -idx*100% (VIEW_ORDER atlas|scroll|post|chat|pulse), gated on data-active-view ALONE — so the active view's cell sits in the slot at ALL times, including at the hex. Default (pre-JS/unset) = SCROLL.
Result: hex<->views is a pure vertical reel that lands on whatever view you left off on (POST returns to POST, no diagonal); lateral nav is a pure horizontal slide — old word out one side, new in from the other, direction from the translateX sign — same rusty linear() sequence as ROOM<->SCROLL, just left-right.
Cards: goToView now smooth-scrolls (scrollTo behavior:smooth) instead of jumping scrollLeft, so the five .applet-scroll panes visibly SLIDE; an IO-suppression flag during the programmatic snap keeps the icon glow + reel from jittering through passed-over views (native touch-drag still updates via the IO). Initial land uses an instant placeView (no slide on arrival).
Verified: 8 carousel FTs + the GAME ROOM<->SCROLL vertical-reel FT green; a 3-lens adversarial audit (vertical axis / horizontal axis+clipping / repo-wide regression sweep) returned holds with no findings.
[[project-room-game-views-carousel]]
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- Deepen .room-view bottom padding to 3.5rem so the .applet-scroll card ends above the absolute icon strip (bottom 0.85rem, ~2.1rem tall) — the strip now stands on its own in a reserved lane beneath the card instead of overlapping its bottom edge / the WHAT HAPPENS NEXT buffer.
- CHAT + PULSE stub bodies swap the ad-hoc 'Chat/Pulse opens soon.' line for the shared core/_partials/_forthcoming.html ([Feature forthcoming]); the identity icon + .room-view-stub wrapper stay, so the stub FT + styling are unaffected.
[[project-room-game-views-carousel]]
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Two follow-ups to the carousel sprint:
- The footer's billboard nav icon was fa-scroll, which now collides semantically with the carousel's SCROLL view; FA's billboard glyph is paywalled, so the billboard nav uses fa-receipt (ledger/scroll) instead. The footer FT selects by href, so navigation is unaffected.
- #id_room_views_strip was position:fixed (viewport bottom) and rendered down in the fixed footer/burger zone. Switched to position:absolute so it anchors to .room-page's bottom — and since the aperture fills .room-page via inset:0, that IS the bottom of the views pane, clear of the fixed footer. Still a sibling of the aperture (escapes the scroll-card fade mask + scroll clip); .room-page's overflow:hidden doesn't clip it (stays in bounds). Strip-visibility + landscape-within-viewport FTs still green.
[[project-room-game-views-carousel]]
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Unskips the 8 RED FTs from the prior commit (test_game_room_views.py) and lands the feature beneath them — the room's 2nd vertical snap pane becomes a horizontal scroll-snap carousel of five views, landing on SCROLL (2nd).
Carousel core: _room_views.html (5 .room-view panes) + _room_views_strip.html (root-level icon strip, outside the aperture so it clears the scroll card's fade mask + scroll clip); room-views.js owns the horizontal axis — goToView (authoritative active-state) + an IntersectionObserver backing native swipe; horizontal wheel (deltaX / shift+wheel) advances a view while vertical wheel stays for feed scroll; icon-click snaps; the strip shows only while the views pane is on screen (vertical IO mirrors room-scroll.js). SCROLL still wraps _room_scroll.html, so the existing binary y-snap + provenance feed + GAME ROOM ⇄ GAME SCROLL title reel behave unchanged.
Title reel: the .gr-swap reel gains the four extra view words; the active word is driven by data-active-view on the h2 (set by room-views.js), gated by .is-scroll (room-scroll.js) so ROOM shows at the hex.
POST view: a room-scoped game-table thread. New Post.room FK + KIND_ROOM_THREAD (mirrors Brief.room) + Room.get_thread_post(); epic:room_post AJAX endpoint appends a Line (seated-gamer-gated, dup-rejected) and returns the rendered line partial. _post_line.html extracted from post.html and shared by both surfaces + the endpoint. The composer appends OPTIMISTICALLY (synchronous line so the POST + ATLAS views reflect it the instant OK is clicked, no dependence on the round-trip), then reconciles with the server's authoritative @handle/timestamp render; a rejection rolls the optimistic line back.
ATLAS view: a live client-side merge of the SCROLL provenance rows + the POST thread rows, time-ordered, each row tagged data-source=provenance|post for end-of-sprint per-type styling. Rebuilds from the live DOM on activation + on every composer append. CHAT/PULSE are .room-view-stub placeholders (no backing model yet).
Burger Text sub-btn lights .active on the table (text_btn_active from epic.room_view, unset on every other _burger.html surface) → room-views.js binds its active click to the swipe machine: DOWN to the views pane, RIGHT to Post.
Coverage: 8 carousel FTs green; Jasmine RoomViewsSpec (atlas merge order/stability + row data-source); epic ITs (Room.get_thread_post, carousel markup, room_post endpoint 200/403/400/GET); 1636 ITs/UTs + the existing scroll FT green (no regression).
Gotcha logged: build FormData(form) BEFORE clearing the input on optimistic submit — clearing first captures an empty text field → 400 → the line silently rolls back.
[[project-room-game-views-carousel]] [[project-room-scroll-of-events]] [[project-room-title-scroll-reel-jun02]] [[feedback-jsonfield-exclude-sqlite-null]]
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The OK-button composer redesign wrapped the line input in .composer-row, so the .form-control.is-invalid input is no longer a general SIBLING of its .invalid-feedback — the `&.is-invalid ~ .invalid-feedback` reveal (\_base.scss) silently stopped matching, so post-line validation errors rendered in the DOM but stayed display:none (invisible to users). Reveal via `.composer-row:has(.form-control.is-invalid) ~ .invalid-feedback`. Greens test_cannot_add_duplicate_lines + test_error_messages_are_cleared_on_input (both were catching this real regression, not flaky).
Harden WalletShopFreeDeckTest: the .tt-micro is briefly detached mid-HTMX-swap, so get_attribute('innerHTML') returns None and a bare assertIn raises TypeError — which wait_for does NOT retry. Coalesce to '' so it polls until the swap settles (explains the local-pass / CI-fail).
Delete test_core_styling.test_layout_and_styling: a Percival-era assertion that the post input is horizontally CENTRED in its section. The responsive .composer-row (input + OK btn) + the orientation-aware right-margin clamp intentionally removed that invariant (the input now lands in different spots per viewport). Zero behavioural coverage lost — the composer is covered by LineValidationTest + PostComposerOkButtonTest.
Skip GameViewsCarouselTest (red planning contract for the unbuilt Game-views carousel — see project-room-game-views-carousel).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The h2's second slot becomes a two-word vertical reel: GAME stays put, ROOM rests in view, SCROLL is parked one notch below in the slot's bottom fade. room-scroll.js toggles `.is-scroll` on the h2 from the SAME IntersectionObserver that already watches the table-hex aperture's scroll pane — ROOM slides up & out under the navbar line while SCROLL rises out of the page-aperture gradient (reverses on scroll-up). Table-phase only; the gate phase stays a plain GAME ROOM.
One translateY drives both orientations. Portrait: the word is a short horizontal row in a short slot. Landscape: writing-mode: vertical-rl (inherited from the rotated gutter wordmark) makes the word a tall letter-column, so the same translateY slides it ALONG the wordmark — the user-chosen landscape behaviour for free. Landscape uses a shallower --gr-fade + a letter inset so the space-between end-letters parked at the slot edges aren't dimmed by the dissolve.
Motion is deliberately old & rusty: a single cubic-bezier can overshoot at most once and can't oscillate, so the easing is a CSS linear() curve — stall against the grime, jerk free, clunk PAST the mark, then a damped end-wobble into place. Exposed as --gr-ease / --gr-dur / --gr-fade knobs on .gr-swap.
base.html's letter-splitter now also splits the two .gr-word words; the .gr-swap window ships data-letters-split="1" so the splitter skips it (no 'roomscroll' run). Reel SCSS is scoped to .gr-swap/.gr-word; `> span.gr-swap` ties `> span:last-child` at (0,4,3) and wins on later source order [[feedback-scss-import-order-specificity]].
TRAP: libsass does NOT strip `//` comments INSIDE a CSS custom-property value — they leak into the compiled output, making the linear() (hence the whole `transition` shorthand) invalid-at-computed-value-time, which silently resets to 0s/ease (no animation). Keep every annotation OUTSIDE the linear(). [[feedback-libsass-comment-in-custom-property]]
Reusable .gr-swap seam: my_sea gets GAME SEA → GAME SCROLL via a one-line header swap once its sea-scroll pane is built (deferred — the sea scroll doesn't exist yet).
Tests: 2 ITs (RoomScrollOfEventsTest) — reel markup renders in the table phase, stays plain in the gate phase; 1 FT (test_scroll_swaps_room_title_to_scroll) — scrolling the aperture toggles GAME ROOM ⇄ GAME SCROLL both ways. collectstatic'd room-scroll.js for the FT [[feedback-collectstatic-before-ft]].
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Giving New Game / New Post the --duoUser green felt made the green OK .btn-confirm hard to see. Wrap it in an .applet-btn-panel — a --priUser fill + faint --terUser border, mirroring .gate-roles-panel (_room.scss) with tighter padding so it stays snug beside the line input — so the button reads clearly against the felt.
Applied in _applet-new-game.html and the shared _form.html (New Post now; room.html's composer inherits it when ported).
Tests: GameboardViewTest.test_new_game_ok_button_in_applet_btn_panel (OK btn inside #id_applet_new_game .applet-btn-panel); NewPostTest.test_new_post_applet_has_ok_confirm_button extended to assert the panel wrap. The New Game OK btn stays clickable inside the panel (GatekeeperTest.test_founder_creates_room_and_sees_gatekeeper FT green).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The billboard applets view (.billboard-page) was a plain page-level scroller, unlike .gameboard-page / .dashboard-page (flex columns whose applet grid fills the aperture and scrolls internally). So #id_billboard_applets_container (flex:1, from %applets-grid) had no flex parent — it grew to its full content height, and the shared %applets-grid `transparent 0% -> black 2%` top-fade became 2% of that tall box, fading away the top of the first applet (newly visible now that New Post carries the --duoUser felt).
Fix — match the other two boards:
- .billboard-page: display:flex; flex-direction:column; overflow:hidden (overrides %billboard-page-base's overflow-y:auto).
- #id_billboard_applets_wrapper (the extra hx-swap wrapper the other boards don't have): display:flex; flex-direction:column; flex:1; min-height:0 — passes the flex height through so the grid is aperture-constrained with an internal scroll. Its top-fade is now the same small fade as gameboard/dashboard.
Verified: BillboardAppletsTest.test_billboard_shows_three_applets + test_toggling_applets_keeps_content_and_persists_per_applet green (the pair-run flake was the known Selenium memory-pressure NoSuchWindow, not a regression — both pass in isolation).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The New Game and New Post composer applets (#id_applet_new_game / #id_applet_new_post) now take the same treatment as the My Sky / My Sea / My Sign applets: a --duoUser green-felt content bg with the rotated >h2 title bar masked back to the default dark.
The h2 mask is an opaque --priUser base under the same two 0,0,0/0.125 overlays the %applet-box + its >h2 give every normal applet — so the title bars read identically dark instead of green-tinted, and it stays palette-correct on *-light palettes (no flat 0,0,0). The same mask was applied to the three #id_applet_my_* shells, whose h2 had been left as pure --priUser (lighter than the other applets).
Composer line-inputs (#id_new_game_name / #id_new_post_text / #id_post_line_text) keep a --priUser fill + faint --secUser placeholder + 700 weight + --terUser focus, standing out against the felt like My Sky's form fields.
Bundled: palette felt retunes (rootvars --terFor / --terPer).
[[project-room-scroll-of-events]]
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The Billpost composer (#id_post_line_text) now matches the other composers and prepares the pattern for room.html.
1. OK .btn-confirm (#id_post_line_btn) added to the editable post-line form, in a flex .composer-row beside the input (read-only system Posts — note_unlock / tax_ledger / mail_acceptance — invite no response, so get no OK). #id_post_line_text also joins the composer-input styling selector in _applets.scss (700 weight + duoUser fill + terUser focus + priUser placeholder).
2. Orientation-aware right clamp on .post-line-form so the OK btn clears the bottom-right corner button:
- portrait: margin-right 3.5rem — clears the gear (.post-page > .gear-btn, right:0.5rem, 3rem wide → 3.5rem slot).
- landscape: margin-right 7.2rem — clears the burger slot (#id_burger_btn lands at right:4.2rem, 3rem wide → its left edge sits 7.2rem from the viewport's right edge; this also clears the bud at right:0.5rem). post.html carries no burger (room.html will) — the slot is reserved for parity.
.composer-row is flex (input flex:1 + OK); the read-only input keeps width:100%.
Bundled: rootvars --terPer felt retune (82,71,138).
Tests: PostViewTest ITs (editable post renders the OK .btn-confirm in .composer-row; read-only system post does not); functional_tests/test_bill_post_composer FTs (portrait OK right edge <= gear left edge; landscape OK right edge >= 7.2rem in from the viewport edge). 12 PostViewTest ITs + 442 dashboard/billboard ITs + 2 composer FTs + test_bill_new_post FT (ENTER-submit through the composer-row) green.
[[project-room-scroll-of-events]]
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
On *-light palettes the dark-olive --duoUser felt (terFor) read too heavy as an input / aperture fill against the light page. The light-palette override block (body[class*="-light"]) now sets --duoUser: var(--undUser), so every --duoUser surface — e.g. oblivion-light's New Game / New Post composer inputs — uses the lighter forest felt and blends in. Overrides the :root --duoUser for every *-light palette (body[class*="-light"] out-specifies :root).
Composer polish (_applets.scss): the New Game / New Post line inputs gain an explicit --duoUser background fill + a --priUser placeholder colour, alongside the 700 weight + terUser focus shift already added. Forest felt (priFor) retuned in rootvars to suit the lighter light-palette fill.
[[project-room-scroll-of-events]]
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Prep for porting a post composer into room.html. Three changes on the New Game / New Post applets:
1. Renamed the old Percival #id_text → #id_new_post_text. _form.html (the shared post composer) is now parameterized on input_id (default id_new_post_text) + submit_id (default id_new_post_btn); the feedback div + aria-describedby track {{ input_id }}_feedback. _applet-new-post.html includes it with input_id="id_new_post_text". room.html will reuse the same partial with input_id="id_room_post_text". Refs updated: _scripts.html (initialize("#id_new_post_text")), Jasmine Spec.js, FT post_page.py. _form.html has exactly one includer.
2. Added an OK .btn-confirm submit to _form.html (flex .composer-row: line input + OK, validation feedback below), mirroring the New Game applet. ENTER still submits, so the existing add_post_line FTs stay green.
3. Composer-input styling in _applets.scss: #id_new_game_name, #id_new_post_text { font-weight: 700; &:focus { color: --terUser } } — mirrors .sky-form-col input. The duoUser fill / secUser default text / terUser border+glow on focus already come from .form-control; this adds the 700 weight + the focus text-colour shift. room's #id_room_post_text joins this selector list when it lands.
Tests: NewPostTest ITs (conventional id + aria-describedby, OK .btn-confirm). 440 dashboard+billboard ITs green; Jasmine spec green with the renamed id; test_bill_new_post FT green (renamed input + OK btn, ENTER submit).
[[project-room-scroll-of-events]]
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The room scroll pane now matches scroll.html: the feed sits in a .applet-scroll %applet-box card with the rotated room-name title; dropped the special --duoUser pane bg (the dark card sits on the room-page bg).
Gear menu is now view-aware. #id_room_menu carries two panes: .room-menu-default (the existing NVM/DEL/BYE) + .room-menu-scroll (a Frame/Redact #id_scroll_filter_form, rendered only when the gear include gets scroll_filter — room.html passes scroll_filter=room.table_status). room-scroll.js (NEW) runs an IntersectionObserver on .room-scroll-pane (root=#id_room_aperture): scrolled to the feed -> show the filter pane; back on the hex -> show the default. The filter mirrors scroll.html (per-room localStorage, toggles .drama-event[data-label] display). Buffer-dots animation moved from the inline partial script into room-scroll.js.
Other views keep their own menus, as asked: GATE VIEW (room_gate.html) includes _room_gear.html with nvm_url only (no scroll_filter, no room-scroll.js) -> NVM(->hex)/DEL/BYE; the cross/spread phase is a modal over the hex (scrollTop 0) -> default pane.
Traps: applets.js caches gear.dataset.menuTarget at bind time, so you can't swap a gear's target to a 2nd menu — both panes live in ONE #id_room_menu and JS toggles visibility. .room-menu-default is display:contents so wrapping the existing controls doesn't change their layout (JS toggles none<->contents, not '').
Tests: +3 ITs (RoomScrollOfEventsTest — .applet-scroll card + room-name title, filter pane renders in table phase, filter absent in gate phase); +2 FTs (test_game_room_scroll — gear swaps to filter when scrolled to feed, unchecking Redact+OK hides struck rows). 8 scroll ITs + 4 scroll FTs green; 554 epic ITs/UTs green; gatekeeper DEL+BYE gear FTs green (the .room-menu-default wrap is layout-neutral).
[[project-room-scroll-of-events]]
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
From Role Select onwards, scrolling DOWN in the table-hex aperture swaps the entire hex view for the room's GameEvent feed (mirrors my_sky's wheel<->form; scroll-snap-stop:always = no partial scroll). Reuses the Billscroll query + core/_partials/_scroll.html so the feed renders identically.
room.html: #id_room_aperture wraps .room-hex-pane (existing .room-shell + the _table_positions strip moved INSIDE so the circles scroll away with the hex) + .room-scroll-pane (includes new _room_scroll.html); 'is-scrollable' added iff table_status set.
_room_scroll.html (new) = the DRY seam for my_sea; includes the shared scroll partial + a tiny dots-animation script (no scroll-position persistence). room_view adds events/viewer/scroll_position (same query as billboard.views.scroll).
_room.scss: .room-aperture + .room-pane (height:100%, not min-height); .is-scrollable engages scroll-snap-type:y mandatory + per-pane scroll-snap-align:start & scroll-snap-stop:always; .room-scroll-pane styles #id_drama_scroll + .scroll-buffer { margin-top:auto } (pure-CSS bottom-pin).
Trap: the aperture & panes set NO z-index/transform/opacity/filter -> NO stacking context, so the position strip's z-130 still resolves in the root context, above the gate/sig overlays (z-100/120). Verified by gatekeeper FTs (token drop + circle/modal layering).
Deferred INDEFINITELY (user): rising-game-cost + max room membership + max simultaneous CARTE slots + in-slot token combinations — until CARTE is anything but a secret type of Trinket.
Tests: RoomScrollOfEventsTest (5 ITs — aperture wraps hex+scroll panes, is-scrollable from Role Select, feed renders + scoped to room, no scroll pane in gate phase); functional_tests/test_game_room_scroll.py (2 FTs — computed scroll-snap props + scroll-down reveals the feed). 551 epic ITs/UTs green; 2 new FTs green; gatekeeper (token-drop + circle layering) + role-select (card fan) FTs green.
[[project-room-scroll-of-events]] [[project-position-circle-tooltips]]
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Three pieces of housekeeping on the token tooltips:
1. Expiry format. relative_ts is now distance-based (abs gap from now), so it formats FUTURE expiries with the same timescale rules it already uses for past .row-ts timestamps (<24h time, <7d weekday, <1y 'dd Mon', else +year) — past behaviour unchanged (abs is a no-op for past). The FREE-token wallet tooltip (Token.tooltip_expiry) and the position-circle .tt-expiry both read 'expires <when>' (lowercase, no majuscule); the position tooltip is server-formatted via the filter (JS just copies the attr — no JS date logic).
2. Per-slot token count moved off the user's CARTE token onto the slot model. New GateSlot.token_cost (PositiveSmallIntegerField default 1) — the per-seat expenditure count. _gate_positions reads slot.token_cost instead of the CARTE Token.slots_claimed high-water mark, which wrongly showed '6' on every CARTE-covered seat. Every slot now reads 1 (a CARTE covers each seat at cost 1, like any token); the field only rises above 1 when the rising-game-cost feature lands.
3. Per-slot deposited-token list. Under the '<n> Token(s) deposited' header the tooltip now lists a '+ <Token name>' bulleted <ul> — one entry today (a slot ejects its token on any re-deposit, so combinations aren't yet possible). Derived from the slot's debited_token_type (e.g. 'carte' -> 'Carte Blanche', 'Free' -> 'Free Token'); a CARTE across all six seats shows '+ Carte Blanche' on each. token_types is a list, future-ready for token combinations + elevated per-slot cost.
Rising-game-cost is NOT built (recon-confirmed), so the per-slot count is always 1 and the 2-token-slot FT is intentionally skipped per user.
Tests: relative_ts future-date unit tests; FreeTokenTooltipTest rewritten for the relative format (real datetime, no MagicMock/strftime); wallet FT + the two CARTE token-count tests updated to per-slot semantics (1 + 'Carte Blanche'); FREE-slot IT asserts the token-list + 'expires '. Full suite 1606 green; 11 position-tooltip FTs + wallet tooltip FT green.
[[project-position-circle-tooltips]]
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Three follow-ups from manual review:
1. Title article: the tooltip .tt-description (position circles + My Buds) prepends 'the ' so it reads 'the Earthman', matching the established '@handle the <Title>' convention + the visible bud-row. Touches _table_positions.html, _my_buds_item.html, and the async add-bud row builder in _bud_add_panel.html (was building data-tt-description without the article, diverging from the server-rendered rows). active_title_display always returns a value so the article is always well-formed. Tests updated: epic + billboard IT (data-tt-description='the Earthman'), the two My Buds FTs.
2. Initial-gatekeeper tooltips: under the gatekeeper .gate-backdrop, .position-strip circles are pointer-events:none, so mouseenter only reached a .gate-slot that contained a pointer-events:auto descendant (an OK/NVM/drop button). An occupied circle WITHOUT such a button never fired its tooltip. Re-enable .gate-slot.filled/.reserved (occupied, hoverable, no click action of their own) at (0,4,1) > the (0,3,1) suppressor; empty circles stay suppressed. room_gate already handled via .room-gate-page; Role Select covered by the same .role-select-backdrop variant.
3. FT flow: the @taxman 'Debits & credits' ledger Brief renders over the gameboard top and intercepts id_create_game_btn. Added dismiss_brief_if_present() before the create-game click in the gatekeeper + select_role FTs (the trinket FTs already carry their own dismisses).
Verified: 11 position-tooltip FTs, gatekeeper drop, both My Buds FTs, select_role create-game FT all green; full IT/UT suite 1604 green. The gatekeeper-circle pointer-events couldn't be FT-asserted reliably (synthetic mouseenter bypasses pointer-events; real-hover is flaky) — verified via the compiled-CSS cascade + the drop FT confirming the OK button still clicks.
[[project-position-circle-tooltips]] [[feedback-dismiss-brief-ft-helper]] [[feedback-scss-import-order-specificity]]
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Follow-up to the position-circle tooltips sprint, addressing confirmed findings from a multi-agent adversarial review of the diff:
- Email leak (privacy): the hidden .slot-gamer span rendered the raw login email into DOM source on every filled circle — widened to room_gate this sprint. Now renders {{ gamer|at_handle }}; new IT asserts no occupant email anywhere in the page source.
- Stale hover state (position-tooltip.js): moving circle→circle accumulated .tt-pos-* classes on the portal (prior set never stripped), and circle→empty left the prior tooltip stranded. Now _hide() before _show() on every transition.
- Dead #tokens plumbing: data-tt-tokens was computed + rendered but never displayed. Surfaced as a .tt-tokens line in the portal.
- room_gate gather forms: the merged _gate_context let a CARTE owner drop/release gate slots from the renewal gate-view. Zeroed carte_next/nvm/is_last_slot so it's tooltip-only; new IT asserts no drop/release forms.
- N+1: hoisted the per-CARTE-slot token lookup into one carte_claims map; added select_related(significator) on seats + select_related(gamer) on gate_slots.
- SIG_SELECT seat override now gated on an EXPLICIT ?seat (no-param falls back to the canonical PC seat, not the lowest gate slot, so every SIG_SELECT surface agrees).
- Dropped dead is_self/is_bud dict keys (kept the locals + is_me_also).
- room-gate pointer-events override doubled to .room-gate-page.room-gate-page → (0,4,1), no longer a source-order tie with the (0,3,1) suppressor.
Tests: 11 position-tooltip FTs green (no skips); +2 ITs (no-email-in-source, room_gate-tooltip-only); full suite 1604 green. Deferred (noted in memory): in-UI seat switcher during SIG_SELECT, NVM-between-seats 409, gate_status/sea_partial enrichment split.
[[project-position-circle-tooltips]]
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Follow-up to 5b6a1be: the rotation values were inverted relative to intent. Corrected per user: the upright/Emanation crossing card points top-RIGHT (90°) and the reversed/Reversal card points top-LEFT (270°), 180° apart. The specificity fix from 5b6a1be stays (the reversed rule is chained to (0,3,0) so it wins the cascade over the (0,2,0) base cross rule — the original equal-specificity tie was why every cross card rendered right and reversal never showed). Pure CSS; modal reversal untouched.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The Celtic-Cross crossing card is rotated to lie landscape. Two equal-specificity rules set its rotation: `.sea-pos-cross .sea-card-slot` (upright) and `.sea-pos-cross .sea-card-slot--reversed` (reversed) — both (0,2,0). The upright rule sits LATER in source, so it won the cascade for reversed cross cards too: every crossing card rendered at 90° (top-right) and a reversed card never indicated reversal in the spread (the modal was fine). The inline comment claiming the reversed rule had 'higher specificity' was simply wrong.
Fix (user-spec: reversed cross top points rightward): keep the reversed card at 90° (top-right) and flip the UPRIGHT to 270° (top-left), so the two read 180° apart. The reversed rule is re-specified as `.sea-pos-cross .sea-card-slot.sea-card-slot--reversed` (0,3,0) so it genuinely out-specifies the base rule and wins regardless of source order. [[feedback-scss-import-order-specificity]]
Pure CSS in _card-deck.scss; covers both live draws (_fillSlot) and saved hands (_my_sea_slot.html), which share the .sea-card-slot--reversed/.sea-pos-cross classes. Modal reversal (.stage-card--reversed, 180°) untouched. No tests pin the rotation degrees. Verified in the compiled output.css cascade.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Workstream A of the position-circle tooltips sprint (green; B/C ride @skip-ped).
The numbered gate-position circles (1-6) gain rich hover tooltips mirroring the My Buds bud tooltip on every surface — and now render on room_gate.html (the GATE VIEW), which showed no circles before (the headline gap).
- _gate_positions(room, user, current_slot): per-circle .tt-pos-* state class (empty / gamer / gamer+bud / me-current / me-also) + data-tt-* payload (@handle via at_handle NOT email, title, seat significator rank/suit, bud shoptalk, deposited #tokens [CARTE slots_claimed else 1], seat-clock cost_current_until expiry). _viewer_current_slot resolves the viewer's acting seat (?seat override or canonical) to split me-current vs me-also.
- room_gate view merges _gate_context so _table_positions renders there; room_view threads ?seat into _role_select_context.
- _table_positions.html: .tt-pos-* appended AFTER role-assigned (keeps the 'gate-slot filled role-assigned' substring + class-before-data-slot regex intact for RoleSelectRenderingTest), data-tt-* attrs, me-also ?seat switch anchor.
- #id_position_tooltip_portal (page-root, position:fixed) + position-tooltip.js (hover/clamp/union-hide modeled on tray-tooltip.js); .tt-sign rank+suit stack; .tt-pos-* circle accents; room-gate pointer-events re-enable.
Tests: 7 PositionTooltipTest + 2 CarteSeatSwitchTest (tokens, me-also href) FTs green; 8 fast render-level ITs (PositionTooltip{,Carte}RenderTest); full suite 1598 green.
[[project-position-circle-tooltips]]
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>
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>
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>
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>
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>