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.
479 lines
24 KiB
HTML
479 lines
24 KiB
HTML
{{define "title"}}{{.Mark.Name}} — {{.SiteTitle}}{{end}}
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{{/* One item, wherever it's sitting. Worn, backpack, and vault all show the
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same facts; only the panel around them differs. The description and the
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effect line come from gogobee already resolved — Pete renders them, it does
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not compute them. "inert" is the honest word for a worn item that wants a
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bond and hasn't got one: it's on you and doing nothing. */}}
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{{define "itemrow"}}
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<li>
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<div class="flex items-baseline justify-between gap-3">
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<span class="flex-1 font-semibold">{{.Name}}{{if .Temper}} <span class="text-theme-adventure">+{{.Temper}}</span>{{end}}</span>
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<span class="text-xs text-[color:var(--ink)]/50 shrink-0">{{if .Tier}}T{{.Tier}}{{end}}{{if .Value}}{{if .Tier}} · {{end}}{{.Value}}g{{end}}</span>
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</div>
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{{if or .Slot .SkillSource .Attunement}}
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<div class="flex flex-wrap gap-1.5 mt-1">
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{{if .Slot}}<span class="text-[11px] rounded-full bg-[color:var(--ink)]/5 px-2 py-0.5 text-[color:var(--ink)]/60">{{.Slot}}</span>{{end}}
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{{if .SkillSource}}<span class="text-[11px] rounded-full bg-[color:var(--ink)]/5 px-2 py-0.5 text-[color:var(--ink)]/60">{{.SkillSource}}</span>{{end}}
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{{if .Attunement}}{{if .Attuned}}<span class="text-[11px] rounded-full bg-theme-adventure/20 px-2 py-0.5 text-theme-adventure font-semibold">bonded</span>{{else if .Worn}}<span class="text-[11px] rounded-full bg-amber-400/20 px-2 py-0.5 text-[color:var(--warn)] font-semibold">inert · no bond free</span>{{else}}<span class="text-[11px] rounded-full bg-[color:var(--ink)]/10 px-2 py-0.5 text-[color:var(--ink)]/60">needs a bond</span>{{end}}{{end}}
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</div>
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{{end}}
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{{if .Desc}}<p class="text-xs text-[color:var(--ink)]/55 mt-1 leading-snug">{{.Desc}}</p>{{end}}
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{{if .Effect}}<p class="text-xs text-theme-adventure/80 mt-0.5">{{.Effect}}</p>{{end}}
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{{if .EquipAction}}
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<div class="mt-1.5">
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<button type="button" class="equip-btn text-[11px] rounded-full border border-theme-adventure/40 text-theme-adventure hover:bg-theme-adventure/10 px-2.5 py-0.5 font-semibold transition-colors"
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data-action="{{.EquipAction}}" data-item-id="{{.ID}}" data-slot="{{.Slot}}" data-item-name="{{.Name}}">{{if eq .EquipAction "equip"}}Equip{{else}}Take off{{end}}</button>
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</div>
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{{end}}
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</li>
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{{end}}
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{{/* The dungeon map. Laid out server-side (who_map.go) into an x/y node field;
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this just draws it. Edges first so nodes sit on top of the lines. Nothing
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here is a player-authored string — node kinds are a fixed vocabulary and
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ids are zone-prefixed — so the SVG carries no injection surface. */}}
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{{define "dungeonmap"}}
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<svg viewBox="0 0 {{.W}} {{.H}}" width="{{.W}}" height="{{.H}}" role="img" aria-label="Dungeon map" class="map-svg max-w-full h-auto">
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<g>
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{{range .Edges}}<line x1="{{.X1}}" y1="{{.Y1}}" x2="{{.X2}}" y2="{{.Y2}}" class="map-edge{{if .Locked}} map-edge-locked{{end}}">{{if .Lock}}<title>{{.Lock}}</title>{{end}}</line>{{end}}
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</g>
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<g>
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{{range .Nodes}}<g class="map-node {{.Class}}{{if .Current}} map-node-current{{end}}" transform="translate({{.X}},{{.Y}})">{{if .Current}}<circle r="21" class="map-ring"></circle>{{end}}<circle r="15" class="map-disc"></circle><text text-anchor="middle" dominant-baseline="central" class="map-glyph">{{.Glyph}}</text><title>{{.Label}}{{if .Current}} — you are here{{end}}</title></g>{{end}}
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</g>
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</svg>
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{{end}}
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{{define "main"}}
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<article class="mt-2 mb-10 max-w-3xl mx-auto" id="who" data-token="{{.Mark.Token}}">
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<nav class="mb-4">
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<a href="/adventure" class="inline-flex items-center gap-1.5 text-sm font-semibold text-[color:var(--ink)]/60 hover:text-[color:var(--ink)] transition">
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<span aria-hidden="true">←</span> The board
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</a>
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</nav>
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<header class="rounded-3xl bg-theme-adventure text-white p-6 sm:p-10 shadow-pete relative overflow-hidden">
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<div class="absolute -top-6 -right-6 text-[12rem] opacity-20 select-none" aria-hidden="true">{{if .Mark.OnRun}}⚔{{else}}🏠{{end}}</div>
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<div class="relative">
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<p class="text-sm uppercase tracking-[0.2em] opacity-80">adventurer</p>
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<h1 class="font-display text-3xl sm:text-4xl font-bold mt-2 leading-tight">{{.Mark.Name}}</h1>
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<p class="mt-2 opacity-90">Level {{.Mark.Level}} {{.Mark.ClassRace}}</p>
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<p class="mt-4 text-xs uppercase tracking-wider opacity-75" id="who-where">
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{{if .Mark.OnRun}}{{.Mark.Where}}{{else}}In town{{if .Mark.Idle}} · {{.Mark.Idle}}{{end}}{{end}}
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</p>
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</div>
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</header>
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{{if .HasDetail}}
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<!-- Stats + gear: public, the same anonymity model as the board. -->
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<section class="mt-8 grid gap-6 sm:grid-cols-2">
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<div class="rounded-3xl bg-[color:var(--card)] border-2 border-[color:var(--ink)]/10 p-6 shadow-pete">
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<h2 class="font-display text-xl font-bold mb-4">Vitals</h2>
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<div class="flex items-baseline justify-between">
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<span class="text-sm uppercase tracking-wider text-[color:var(--ink)]/50">Hit points</span>
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<span class="font-semibold" id="who-hp">{{.Detail.HPCurrent}} / {{.Detail.HPMax}}{{if .Detail.TempHP}} <span class="text-theme-adventure">+{{.Detail.TempHP}}</span>{{end}}</span>
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</div>
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<div class="mt-2 h-2 rounded-full bg-[color:var(--ink)]/10 overflow-hidden">
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<div class="h-full rounded-full bg-theme-adventure transition-all" id="who-hp-bar" style="width:0%"></div>
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</div>
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<div class="mt-4 flex items-baseline justify-between">
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<span class="text-sm uppercase tracking-wider text-[color:var(--ink)]/50">Armor class</span>
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<span class="font-semibold" id="who-ac">{{.Detail.ArmorClass}}</span>
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</div>
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<div class="mt-5 grid grid-cols-3 gap-2">
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{{range .Abilities}}
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<div class="rounded-2xl bg-[color:var(--ink)]/5 px-2 py-3 text-center">
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<div class="text-[10px] uppercase tracking-wider text-[color:var(--ink)]/50">{{.Label}}</div>
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<div class="font-display text-lg font-bold leading-none mt-1">{{.Score}}</div>
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<div class="text-xs text-[color:var(--ink)]/60">{{.ModStr}}</div>
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</div>
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{{end}}
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</div>
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{{if .Mark.OnRun}}
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<div class="mt-5 pt-4 border-t border-[color:var(--ink)]/10 space-y-1.5 text-sm" id="who-expedition">
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{{if .Detail.Room}}<div class="flex justify-between"><span class="text-[color:var(--ink)]/50">Room</span><span class="font-semibold" id="who-room">{{.Detail.Room}}</span></div>{{end}}
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<div class="flex justify-between"><span class="text-[color:var(--ink)]/50">Supplies</span><span class="font-semibold" id="who-supplies">{{.Detail.Supplies}}</span></div>
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{{if .Detail.ThreatLevel}}<div class="flex justify-between"><span class="text-[color:var(--ink)]/50">Threat</span><span class="font-semibold" id="who-threat">{{.Detail.ThreatLevel}}</span></div>{{end}}
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</div>
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{{end}}
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</div>
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<div class="rounded-3xl bg-[color:var(--card)] border-2 border-[color:var(--ink)]/10 p-6 shadow-pete">
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<h2 class="font-display text-xl font-bold mb-4">Gear</h2>
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{{if .Detail.Gear}}
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<ul class="space-y-2">
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{{range .Detail.Gear}}
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<li class="flex items-baseline justify-between gap-3">
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<span class="text-xs uppercase tracking-wider text-[color:var(--ink)]/45 w-16 shrink-0">{{.Slot}}</span>
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<span class="font-semibold flex-1">{{.Name}}{{if .Masterwork}} <span title="masterwork">★</span>{{end}}</span>
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<span class="text-xs text-[color:var(--ink)]/50 shrink-0">T{{.Tier}}{{if .Condition}} · {{.Condition}}%{{end}}</span>
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</li>
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{{end}}
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</ul>
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{{else}}
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<p class="text-sm text-[color:var(--ink)]/50">Traveling light — nothing equipped.</p>
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{{end}}
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</div>
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</section>
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{{if .MapView}}
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<!-- The dungeon map: the fog-of-war cut gogobee sent. Visited rooms drawn in
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full, the doors leading out of them, and the unopened rooms behind those
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doors as question marks. Pete lays it out; it is never told what a room
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holds, only that a door is there. -->
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<section class="mt-6 rounded-3xl bg-[color:var(--card)] border-2 border-[color:var(--ink)]/10 p-6 shadow-pete">
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<div class="flex items-baseline justify-between mb-4">
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<h2 class="font-display text-xl font-bold">The map</h2>
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{{if .Detail.Room}}<span class="text-sm text-[color:var(--ink)]/50">Room <span class="font-semibold text-[color:var(--ink)]/70">{{.Detail.Room}}</span></span>{{end}}
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</div>
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<div class="overflow-x-auto">
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{{template "dungeonmap" .MapView}}
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</div>
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<div class="mt-4 flex flex-wrap gap-x-4 gap-y-1.5 text-xs text-[color:var(--ink)]/55">
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<span class="inline-flex items-center gap-1.5"><span class="map-dot map-node-entry"></span>entrance</span>
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<span class="inline-flex items-center gap-1.5"><span class="map-dot map-node-boss"></span>boss</span>
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<span class="inline-flex items-center gap-1.5"><span class="map-dot map-node-unknown"></span>unexplored</span>
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<span class="inline-flex items-center gap-1.5"><span class="map-door-legend"></span>locked door</span>
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</div>
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</section>
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{{end}}
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{{else}}
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<section class="mt-8 rounded-3xl bg-[color:var(--card)] border-2 border-[color:var(--ink)]/10 p-6 shadow-pete">
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<p class="text-sm text-[color:var(--ink)]/60">No detailed sheet on file for this adventurer yet — check back after the next snapshot.</p>
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</section>
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{{end}}
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{{if .HasHistory}}
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<!-- The record. Public, like the dispatches it's counted from — this is the
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same information the /adventure feed already printed, only as numbers
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instead of as forty separate sentences. Not a gogobee snapshot: Pete
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counted these itself out of the facts it kept. -->
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<section class="mt-8 rounded-3xl bg-[color:var(--card)] border-2 border-[color:var(--ink)]/10 p-6 shadow-pete">
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<h2 class="font-display text-xl font-bold mb-4">The record</h2>
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<div class="grid grid-cols-2 sm:grid-cols-4 gap-2">
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<div class="rounded-2xl bg-[color:var(--ink)]/5 px-2 py-3 text-center">
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<div class="font-display text-2xl font-bold leading-none">{{.Trophies.BossKills}}</div>
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<div class="text-[10px] uppercase tracking-wider text-[color:var(--ink)]/50 mt-1.5">bosses down</div>
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</div>
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<div class="rounded-2xl bg-[color:var(--ink)]/5 px-2 py-3 text-center">
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<div class="font-display text-2xl font-bold leading-none">{{.Trophies.ZoneClears}}</div>
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<div class="text-[10px] uppercase tracking-wider text-[color:var(--ink)]/50 mt-1.5">zones cleared</div>
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</div>
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<div class="rounded-2xl bg-[color:var(--ink)]/5 px-2 py-3 text-center">
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<div class="font-display text-2xl font-bold leading-none">{{.Trophies.Deaths}}</div>
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<div class="text-[10px] uppercase tracking-wider text-[color:var(--ink)]/50 mt-1.5">death{{if ne .Trophies.Deaths 1}}s{{end}}</div>
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</div>
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<div class="rounded-2xl bg-[color:var(--ink)]/5 px-2 py-3 text-center">
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<div class="font-display text-2xl font-bold leading-none">{{.Trophies.Retreats}}</div>
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<div class="text-[10px] uppercase tracking-wider text-[color:var(--ink)]/50 mt-1.5">walked out</div>
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</div>
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</div>
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{{if or .Trophies.BossFirsts .Trophies.ZoneFirsts}}
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<p class="mt-3 text-sm text-theme-adventure font-semibold">
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★ {{.Trophies.BossFirsts}} realm-first boss{{if ne .Trophies.BossFirsts 1}}es{{end}}{{if .Trophies.ZoneFirsts}}, {{.Trophies.ZoneFirsts}} first clear{{if ne .Trophies.ZoneFirsts 1}}s{{end}}{{end}} — nobody had done it before.
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</p>
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{{end}}
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<div class="mt-6 grid gap-6 sm:grid-cols-2">
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{{if .Trophies.Bosses}}
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<div>
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<h3 class="font-display text-lg font-bold mb-3">Bosses fought</h3>
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<ul class="space-y-1.5 text-sm max-h-56 overflow-y-auto pr-1">
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{{range .Trophies.Bosses}}
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<li class="flex items-baseline justify-between gap-3">
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<span class="flex-1">{{.Boss}}{{if .First}} <span class="text-theme-adventure" title="first in the realm to clear it">★</span>{{end}}</span>
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<span class="text-xs text-[color:var(--ink)]/50 shrink-0">×{{.Kills}}</span>
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</li>
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{{end}}
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</ul>
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</div>
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{{end}}
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{{if .Trophies.Zones}}
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<div>
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<h3 class="font-display text-lg font-bold mb-3">Ground covered</h3>
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<ul class="space-y-1.5 text-sm max-h-56 overflow-y-auto pr-1">
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{{range .Trophies.Zones}}
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<li class="flex items-baseline justify-between gap-3">
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<span class="flex-1">{{.Zone}}{{if .First}} <span class="text-theme-adventure" title="first clear in the realm">★</span>{{end}}{{if .Region}} <span class="text-[color:var(--ink)]/45">{{.Region}}</span>{{end}}</span>
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<span class="text-xs text-[color:var(--ink)]/50 shrink-0">×{{.Clears}}</span>
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</li>
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{{end}}
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</ul>
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</div>
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{{end}}
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</div>
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{{if .Trophies.Milestones}}
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<div class="mt-6 pt-4 border-t border-[color:var(--ink)]/10">
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<h3 class="font-display text-lg font-bold mb-3">Milestones</h3>
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<div class="flex flex-wrap gap-2">
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{{range .Trophies.Milestones}}
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<span class="rounded-full bg-theme-adventure/10 text-theme-adventure text-xs font-semibold px-3 py-1">🏅 {{.}}</span>
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{{end}}
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</div>
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</div>
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{{end}}
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</section>
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<!-- The trail: every fact we have, newest first, each linking to the dispatch
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that told it. -->
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<section class="mt-8 rounded-3xl bg-[color:var(--card)] border-2 border-[color:var(--ink)]/10 p-6 shadow-pete">
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<h2 class="font-display text-xl font-bold mb-4">The trail</h2>
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<ol class="relative border-l-2 border-[color:var(--ink)]/10 ml-3 space-y-4">
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{{range .Timeline}}
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<li class="relative pl-6">
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<span class="absolute -left-[13px] top-0.5 flex h-6 w-6 items-center justify-center rounded-full bg-[color:var(--card)] border-2 {{if .Notable}}border-theme-adventure{{else}}border-[color:var(--ink)]/10{{end}} text-xs" aria-hidden="true">{{.Emoji}}</span>
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<a href="{{.Permalink}}" class="group block">
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<div class="flex items-baseline justify-between gap-3">
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<span class="font-semibold group-hover:text-theme-adventure transition {{if .Notable}}text-theme-adventure{{end}}">{{.Label}}</span>
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||
<span class="text-xs text-[color:var(--ink)]/45 shrink-0">{{.When}}</span>
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</div>
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{{if .Line}}<p class="text-sm text-[color:var(--ink)]/60 mt-0.5">{{.Line}}</p>{{end}}
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</a>
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</li>
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{{end}}
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</ol>
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{{if .MoreHistory}}
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||
<p class="mt-5 pt-4 border-t border-[color:var(--ink)]/10 text-xs text-[color:var(--ink)]/45">
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||
Showing the most recent {{len .Timeline}}. The counts above cover everything.
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||
</p>
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{{end}}
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||
</section>
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||
{{end}}
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{{if .HasSelf}}
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||
<!-- Owner-only: this is you. Inventory, vault, house, pets — private, served
|
||
only because your signed-in localpart owns this page's token. -->
|
||
<section class="mt-8">
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||
<div class="flex items-center gap-2 mb-3">
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||
<span class="rounded-full bg-theme-adventure text-white text-xs font-semibold px-3 py-1">Your adventurer</span>
|
||
<span class="text-xs text-[color:var(--ink)]/45">only you can see the panels below</span>
|
||
</div>
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||
|
||
<div class="grid gap-6 sm:grid-cols-2">
|
||
<div class="rounded-3xl bg-[color:var(--card)] border-2 border-[color:var(--ink)]/10 p-6 shadow-pete">
|
||
<h2 class="font-display text-xl font-bold mb-4">Home</h2>
|
||
<div class="space-y-1.5 text-sm">
|
||
<div class="flex justify-between"><span class="text-[color:var(--ink)]/50">House tier</span><span class="font-semibold">{{if .Self.House.Tier}}{{.Self.House.Tier}}{{else}}no house{{end}}</span></div>
|
||
{{if .Self.House.LoanBalance}}<div class="flex justify-between"><span class="text-[color:var(--ink)]/50">Loan balance</span><span class="font-semibold">{{.Self.House.LoanBalance}}</span></div>{{end}}
|
||
{{if .Self.House.Rate}}<div class="flex justify-between"><span class="text-[color:var(--ink)]/50">Rate</span><span class="font-semibold">{{.Self.House.Rate}}</span></div>{{end}}
|
||
{{if .Self.House.Autopay}}<div class="flex justify-between"><span class="text-[color:var(--ink)]/50">Autopay</span><span class="font-semibold">on</span></div>{{end}}
|
||
</div>
|
||
|
||
<h3 class="font-display text-lg font-bold mt-6 mb-3">Pets</h3>
|
||
{{if .Self.Pets}}
|
||
<ul class="space-y-2 text-sm">
|
||
{{range .Self.Pets}}
|
||
<li class="flex items-baseline justify-between gap-3">
|
||
<span class="font-semibold flex-1">{{if .Name}}{{.Name}}{{else}}your {{.Type}}{{end}} <span class="text-[color:var(--ink)]/45 font-normal">{{.Type}}</span></span>
|
||
<span class="text-xs text-[color:var(--ink)]/50 shrink-0">lv {{.Level}}{{if .ArmorTier}} · barding T{{.ArmorTier}}{{end}}</span>
|
||
</li>
|
||
{{end}}
|
||
</ul>
|
||
{{else}}
|
||
<p class="text-sm text-[color:var(--ink)]/50">No pets right now.</p>
|
||
{{end}}
|
||
</div>
|
||
|
||
<div id="gear-panel" data-token="{{.Mark.Token}}" class="rounded-3xl bg-[color:var(--card)] border-2 border-[color:var(--ink)]/10 p-6 shadow-pete">
|
||
{{if .Worn}}
|
||
<h2 class="font-display text-xl font-bold mb-1">Worn</h2>
|
||
<p class="text-xs text-[color:var(--ink)]/45 mb-3">{{.BondsUsed}} of 3 bonds in use</p>
|
||
<ul class="space-y-2.5 text-sm">
|
||
{{range .Worn}}{{template "itemrow" .}}{{end}}
|
||
</ul>
|
||
<h3 class="font-display text-lg font-bold mt-6 mb-3">Backpack</h3>
|
||
{{else}}
|
||
<h2 class="font-display text-xl font-bold mb-4">Backpack</h2>
|
||
{{end}}
|
||
{{if .Backpack}}
|
||
<ul class="space-y-2.5 text-sm max-h-72 overflow-y-auto pr-1">
|
||
{{range .Backpack}}{{template "itemrow" .}}{{end}}
|
||
</ul>
|
||
{{else}}
|
||
<p class="text-sm text-[color:var(--ink)]/50">Backpack's empty.</p>
|
||
{{end}}
|
||
|
||
{{if .VaultRows}}
|
||
<h3 class="font-display text-lg font-bold mt-6 mb-3">Vault</h3>
|
||
<ul class="space-y-2.5 text-sm max-h-52 overflow-y-auto pr-1">
|
||
{{range .VaultRows}}{{template "itemrow" .}}{{end}}
|
||
</ul>
|
||
{{end}}
|
||
|
||
<!-- Changes you've asked for. The queue is honest: an equip lands on the
|
||
game box's next poll, so a fresh order reads "queued", never "done".
|
||
JS fills this from /api/equip/orders. -->
|
||
<div id="equip-orders" class="mt-6 hidden">
|
||
<h3 class="font-display text-lg font-bold mb-2">Pending changes</h3>
|
||
<ul id="equip-orders-list" class="space-y-1.5 text-xs"></ul>
|
||
</div>
|
||
</div>
|
||
</div>
|
||
</section>
|
||
{{end}}
|
||
</article>
|
||
|
||
<script>
|
||
// The sheet is state, like the board: keep an open tab honest without a reload.
|
||
// Public detail only (HP, room, supplies) — the private panels stay as rendered.
|
||
(function () {
|
||
var root = document.getElementById('who');
|
||
if (!root) return;
|
||
var token = root.getAttribute('data-token');
|
||
|
||
function setBar() {
|
||
var el = document.getElementById('who-hp-bar');
|
||
var hp = document.getElementById('who-hp');
|
||
if (!el || !hp) return;
|
||
var m = hp.textContent.match(/(-?\d+)\s*\/\s*(\d+)/);
|
||
if (!m) return;
|
||
var cur = parseInt(m[1], 10), max = parseInt(m[2], 10);
|
||
var pct = max > 0 ? Math.max(0, Math.min(100, Math.round(cur / max * 100))) : 0;
|
||
el.style.width = pct + '%';
|
||
}
|
||
setBar();
|
||
|
||
function txt(id, v) { var el = document.getElementById(id); if (el && v != null) el.textContent = v; }
|
||
|
||
var timer = null;
|
||
function refresh() {
|
||
fetch('/api/adventure/who/' + encodeURIComponent(token), { headers: { 'Accept': 'application/json' } })
|
||
.then(function (r) { return r.ok ? r.json() : null; })
|
||
.then(function (data) {
|
||
if (!data) return;
|
||
if (!data.live) {
|
||
// Off the board entirely (expedition ended, opted out): nothing more to
|
||
// poll for, so stop the timer rather than hammer a token that's gone.
|
||
txt('who-where', 'Back in town');
|
||
if (timer) clearInterval(timer);
|
||
return;
|
||
}
|
||
var d = data.detail || {};
|
||
var mark = data.mark || {};
|
||
if (data.has_detail) {
|
||
var temp = d.temp_hp ? ' +' + d.temp_hp : '';
|
||
txt('who-hp', d.hp_current + ' / ' + d.hp_max + temp);
|
||
txt('who-ac', d.armor_class);
|
||
txt('who-room', d.room);
|
||
txt('who-supplies', d.supplies);
|
||
txt('who-threat', d.threat_level);
|
||
setBar();
|
||
}
|
||
// Keep the location line honest in both directions: a mark that came back
|
||
// to town while still on the board must stop showing its old expedition.
|
||
if (mark.OnRun) {
|
||
txt('who-where', mark.Where);
|
||
} else {
|
||
txt('who-where', 'In town' + (mark.Idle ? ' · ' + mark.Idle : ''));
|
||
}
|
||
})
|
||
.catch(function () { /* transient — next tick will do */ });
|
||
}
|
||
timer = setInterval(refresh, 60000);
|
||
})();
|
||
|
||
// The equip queue, owner side. Clicking Equip / Take off records the intent; the
|
||
// item actually moves on the game box's next poll. So the UI never claims a change
|
||
// landed — it shows "queued" and lets the order's own status be the truth.
|
||
(function () {
|
||
var panel = document.getElementById('gear-panel');
|
||
if (!panel) return; // only the owner gets this panel at all
|
||
var token = panel.getAttribute('data-token');
|
||
var box = document.getElementById('equip-orders');
|
||
var list = document.getElementById('equip-orders-list');
|
||
|
||
// How each terminal status reads to the owner. gogobee only rejects when the
|
||
// item slipped out from under the order or can't be worn — a bond-cap "inert"
|
||
// is still an applied change, and its detail line says so.
|
||
var STATUS = {
|
||
pending: 'queued',
|
||
applied: 'done',
|
||
rejected_not_owned: "couldn't — that item had already moved",
|
||
rejected_not_worn: "couldn't — that slot was already empty",
|
||
rejected_not_equippable: "couldn't — that item can't be worn"
|
||
};
|
||
|
||
var pollTimer = null;
|
||
|
||
function render(orders) {
|
||
list.innerHTML = '';
|
||
if (!orders || !orders.length) { box.classList.add('hidden'); return; }
|
||
box.classList.remove('hidden');
|
||
var anyPending = false;
|
||
orders.forEach(function (o) {
|
||
if (o.status === 'pending') anyPending = true;
|
||
var li = document.createElement('li');
|
||
li.className = 'flex items-baseline justify-between gap-3';
|
||
var verb = o.action === 'equip' ? 'Equip' : 'Take off';
|
||
var left = document.createElement('span');
|
||
left.className = 'flex-1';
|
||
left.textContent = verb + ' ' + (o.item_name || o.slot || 'item');
|
||
var right = document.createElement('span');
|
||
right.className = 'shrink-0 ' + (o.status === 'pending'
|
||
? 'text-[color:var(--ink)]/45'
|
||
: (o.status === 'applied' ? 'text-theme-adventure font-semibold' : 'text-[color:var(--warn)]'));
|
||
right.textContent = o.detail || STATUS[o.status] || o.status;
|
||
li.appendChild(left); li.appendChild(right);
|
||
list.appendChild(li);
|
||
});
|
||
// While anything is still queued, keep refreshing so the verdict lands without
|
||
// a reload; stop once everything is terminal.
|
||
if (anyPending && !pollTimer) {
|
||
pollTimer = setInterval(loadOrders, 15000);
|
||
} else if (!anyPending && pollTimer) {
|
||
clearInterval(pollTimer); pollTimer = null;
|
||
}
|
||
}
|
||
|
||
function loadOrders() {
|
||
fetch('/api/equip/orders', { headers: { 'Accept': 'application/json' } })
|
||
.then(function (r) { return r.ok ? r.json() : null; })
|
||
.then(function (o) { if (o) render(o); })
|
||
.catch(function () { /* transient — a later tick will do */ });
|
||
}
|
||
|
||
panel.addEventListener('click', function (e) {
|
||
var btn = e.target.closest('.equip-btn');
|
||
if (!btn || btn.disabled) return;
|
||
btn.disabled = true;
|
||
btn.classList.add('opacity-50');
|
||
btn.textContent = 'queuing…';
|
||
fetch('/api/equip/order', {
|
||
method: 'POST',
|
||
headers: { 'Content-Type': 'application/json' },
|
||
body: JSON.stringify({
|
||
token: token,
|
||
action: btn.getAttribute('data-action'),
|
||
item_id: parseInt(btn.getAttribute('data-item-id') || '0', 10),
|
||
slot: btn.getAttribute('data-slot') || ''
|
||
})
|
||
})
|
||
.then(function (r) { return r.json().then(function (j) { return { ok: r.ok, body: j }; }); })
|
||
.then(function (res) {
|
||
if (!res.ok) {
|
||
btn.disabled = false;
|
||
btn.classList.remove('opacity-50');
|
||
btn.textContent = (res.body && res.body.error) || 'try again';
|
||
return;
|
||
}
|
||
btn.textContent = 'queued';
|
||
loadOrders();
|
||
})
|
||
.catch(function () {
|
||
btn.disabled = false;
|
||
btn.classList.remove('opacity-50');
|
||
btn.textContent = 'try again';
|
||
});
|
||
});
|
||
|
||
loadOrders();
|
||
})();
|
||
</script>
|
||
{{end}}
|