On the owner's own page, each wearable backpack item now carries a compare
card: a verdict chip (upgrade / downgrade / sidegrade / new / inert / same),
the per-stat deltas, and the name of the worn item it's measured against.
gogobee computes all of it — the power math needs tempering and bond state,
which live in the engine — so Pete only colours the result and does no
arithmetic. It rides the owner-private inventory, so it never reaches the
public page; the item names are game-authored, so unlike the LLM dispatch
prose there's no injection surface.
The verdict chip is always visible (a phone has no hover to lean on) with
the deltas beside it. Chip colours mix a fixed hue into --ink for text and
--card for fill, so they land on the readable side of the card in all four
phases — the same by-construction contrast trick the dungeon map uses, not
a Tailwind dark: variant. Screenshot-verified day and night, all six
verdict states, including the purple 'new' chip that the theme-contrast
history warned about. output.css rebuilt and committed.
A treasure_found fact turns loot into a trophy: a story-grade find lands on the
who page as a stat tile, a named row in a Treasures found showcase, and a trail
entry linking back to the dispatch. A realm-first hoard rides the priority tier
the way zone_first does, and gets the same star and callout.
The item name travels in the fact's stakes field, which the events log now keeps
(a new nullable column, backfilled to NULL for older rows). Counting is only ever
from the fact, never the vault snapshot, so a bought sword is never a trophy and a
history that predates the fact is a clean zero.
This is a new event_type, so Pete's ingest must be deployed before gogobee emits
one, or the first finds park forever on the retry ladder.
The one adventure ask that carries intent back to the game box, built the
mischief way: no new network route, Pete records the equip/unequip and gogobee
polls it and files a verdict. The who page grows Equip / Take off buttons on the
owner's own worn and backpack panels, and a pending-changes strip that shows
'queued' until the verdict lands, never claiming a change it can't see.
The item handle is the inventory row id, sent only on wearable magic items, so a
non-zero id is also what gates the button. gogobee resolves the owner by
localpart, never a name.
The adventure purple was unreadable on night, and measuring the family showed
it was not alone: every one of the eleven .text-theme-* colours lands between
1.08:1 (eu, effectively invisible) and 3.12:1 (finance) on night's #2d365a.
They were all picked against a light card and never checked against a dark
one. Same hue, lifted lightness, saturation floored so the dull ones stay a
colour instead of going grey — all now >=5.5:1.
Night only. Dusk and dawn are lit cards despite their names, so they keep
today's values exactly and the light phases are pixel-identical. Lego can't
stay pillar-box red and be legible on navy; a red light enough to pass reads
as salmon, which is the honest trade against a red nobody can see.
Also adds --warn as a phase variable for the new "inert" chip, for the same
reason --ink is one. Tailwind's dark: variant cannot do this job: darkMode is
unconfigured, so dark: follows the OS's prefers-color-scheme, which knows
nothing about which phase Pete is showing. That mismatch left the chip at
2.34:1 on a dark phase under a light OS, and 1.55:1 on a light phase under a
dark OS — half the combinations unreadable, decided by a setting outside the
page. Now 4.52-7.04 across all four phases, OS irrelevant.
Still open, and NOT fixed here: text-[color:var(--ink)]/NN appears not to
compile — there is no such rule in output.css, and the item description
computes to a fixed rgb(74,46,42) that ignores the phase entirely. If that
holds it is a pre-existing site-wide no-op, not confined to these panels.
Recorded rather than guessed at.
Renders what gogobee now sends: descriptions, the engine's own effect
summary, slot and skill tags, and a Worn panel with the bond count. One row
template for all three panels — worn, backpack, vault show the same facts and
only the frame differs.
The one distinction worth the wrapper struct: "inert" is a real problem state
— the item is on you doing nothing because all three bonds are spoken for.
The same item in a backpack isn't inert, it's just not worn yet. Rendering
both the same would invent a problem the player doesn't have, on the exact
panel they'd go to to fix it. An ItemView can't tell you which panel it's in,
so itemRow carries it, and TestWhoInertOnlyWhenWorn pins it.
Effect arrives resolved and Pete renders it as given. If it ever disagrees
with what an item does in a fight, that's a gogobee bug — deriving it here
from tier and slot would just be a second opinion that drifts.
No migration: detail rides as a JSON blob.
gogobee already sends boss/opponent/zone/outcome/level on every dispatch.
renderAdventure melted them into prose and only the prose was persisted, so
"how many bosses has she downed" was answerable only by parsing English back
out of a headline.
adventure_events keeps the fact as fact. It's the one adventure table that's a
log rather than a snapshot: the roster answers where Josie is now and is
replaced every tick; this answers what she has ever done, which no snapshot
can. INSERT OR IGNORE on the guid because gogobee retries a fact whose ack it
lost, and this is the only adventure store where a duplicate is permanently
wrong — the roster forgives one by replacing itself, a double-counted kill is
in the tally forever.
On top of it the who page grows two public sections, counted from dispatches
that were already public: the record (tallies, per-boss and per-zone, realm
firsts, milestones) and the trail (the last 40 facts, each linking to the
dispatch that told it). One read feeds both — the pool is MaxOpenConns(1), so
six COUNT queries would serialize for an answer that fits in memory.
Only the trail is capped. A limit on the read would truncate a *tally* rather
than a list, and a veteran's kill count frozen at 40 reads as a fact instead of
a missing page. Only the subject of a fact earns a trophy: a duel you lost
still names you, and it belongs on your trail but not in your record.
Trophies count forward only. Every adventurer's past is prose in the feed and
can't be counted back out, so they show no record until they next do something
— a clean absence rather than a wall of zeroes.
No treasures: there's no loot fact on the wire, and inventory is current-state
with no history, so counting the vault would score a bought sword as a trophy.
Needs a fact type upstream.
The who-page poll now keeps the location line honest both ways (a mark
that came back to town stops showing its old expedition) and stops
polling once the adventurer leaves the board. Also collapses a redundant
branch in ResolveMischiefOrder and removes the always-false whoPage.Stale.
Each roster name becomes /adventure/who/{token}. Anyone sees the public sheet —
stats and equipped gear, decoded from the detail_json gogobee now hangs on each
board entry — with a live JSON re-poll so an open tab tracks HP and room as they
move. The signed-in owner sees the same page enriched with their private
inventory, vault, house, and pets, unlocked by an ownership join in the new
player_self_detail table (localpart owns token) — Pete never reverses the
anonymous token to decide it. buyerLocalpart is extracted so the storefront and
the ownership check lowercase the session name the same way.