The liveblog answers "what is happening" — it is capped, it scrolls, and six hours after a run ends it is gone, because the adventurer page is about now. Nothing answered the question asked afterwards, usually by somebody who wasn't watching: what WAS that run. So a dispatch announcing a clear or a death was a paragraph about an outcome with no way back to what produced it. The report is that way back. The whole log uncapped, the numbers rolled up, and the single worst hit the party took pulled out of the middle where it otherwise reads as one line among forty. It is stable for a fortnight, which is what makes it a thing worth linking from a dispatch and worth sending to somebody. It is assembled from the same beats through the same renderer as the liveblog. A report that told a different story from the log it was built out of would be the more convincing of the two and the less true. The summary is the exception and the only prose on the channel: gogobee's model reads the finished run back and says what it was about, which is a judgement no template makes. It rides a summary beat rather than its own endpoint, so it inherits the whole channel — idempotent, retried, impossible to attach to a run that doesn't exist — and it passes the same class of guard a dispatch lede does before it reaches a public page. Visibility is the adventurer page's rule exactly, and that matters more here than anywhere: the report outlives the log by a fortnight and is linked from a public dispatch, so it is the surface most likely to still be reachable after somebody opts out. Coming off the board closes it, including through links minted days earlier. Claude-Session: https://claude.ai/code/session_012bxpQQJDjC1mTtLN3VVtBQ
717 lines
38 KiB
HTML
717 lines
38 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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{{/* The compare card: how this backpack item stacks up against what's worn in
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the slot it would equip into. gogobee decided the verdict and the per-stat
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deltas (it holds the tempering and bond math); Pete only colours them. The
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verdict chip always shows — a phone has no hover to lean on — with the
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deltas beside it, each already flagged better/worse. */}}
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{{with .Compare}}
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<div class="mt-1 flex flex-wrap items-center gap-1.5">
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{{if eq .Verdict "upgrade"}}<span class="cmp-chip cmp-up">↑ upgrade</span>
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{{else if eq .Verdict "downgrade"}}<span class="cmp-chip cmp-down">↓ downgrade</span>
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{{else if eq .Verdict "sidegrade"}}<span class="cmp-chip cmp-side">⇄ sidegrade</span>
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{{else if eq .Verdict "new"}}<span class="cmp-chip cmp-new">✦ fills {{.VsSlot}}</span>
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{{else if eq .Verdict "inert"}}<span class="cmp-chip cmp-inert">⚠ would sit inert</span>
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{{else if eq .Verdict "same"}}<span class="cmp-chip cmp-same">= no change</span>{{end}}
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{{range .Deltas}}<span class="cmp-delta {{if .Better}}cmp-delta-up{{else}}cmp-delta-down{{end}}">{{.Text}}</span>{{end}}
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</div>
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{{if .VsName}}<p class="text-[11px] text-[color:var(--ink)]/45 mt-0.5">vs worn {{.VsName}}</p>{{end}}
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{{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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{{/* Public gear list. Hidden only when the owner's "Equipment" panel below will
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actually render (it needs pushed Slots) — otherwise an owner whose detail
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predates ask 7's Slots would see no standard gear at all. */}}
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{{if not .Self.Slots}}
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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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{{end}}
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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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<!-- The liveblog. The map above says where they are; this says what happened
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there. Sits outside the HasDetail gate on purpose: the log arrives on its
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own channel and can outlive the snapshot that drew the map — a run that
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just ended still has a story after the board has moved the mark back to
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town. Rebuilt in place by the same poll that moves the HP bar. -->
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<section id="who-runlog-section" class="mt-6 rounded-3xl bg-[color:var(--card)] border-2 border-[color:var(--ink)]/10 p-6 shadow-pete{{if not .RunLog.Has}} hidden{{end}}">
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<div class="flex items-baseline justify-between mb-4 gap-3">
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<h2 class="font-display text-xl font-bold">The run</h2>
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<span id="who-runlog-status" class="text-sm text-[color:var(--ink)]/50">{{if .RunLog.Live}}under way{{else if .RunLog.Outcome}}{{.RunLog.Outcome}}{{else}}finished{{end}}{{if .RunLog.Rooms}} · room {{.RunLog.Rooms}}{{end}}</span>
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</div>
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<ol id="who-runlog" class="runlog">
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{{range .RunLog.Lines}}
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<li class="runlog-line{{if .Hurt}} runlog-hurt{{end}}{{if .Good}} runlog-good{{end}}">
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<span class="runlog-emoji" aria-hidden="true">{{.Emoji}}</span>
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<span class="runlog-text">{{.Text}}</span>
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<span class="runlog-meta">{{if .Room}}{{.Room}} · {{end}}{{.When}}</span>
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</li>
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{{end}}
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</ol>
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||
<!-- Only once the run is over: while it's still walking, this column IS the
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report, and a link to a second copy of it is just a way to lose the
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reader. Revealed in place when a run ends under an open tab. -->
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<a id="who-runlog-report" href="{{.RunLog.ReportURL}}"
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class="mt-4 inline-flex items-center gap-1.5 text-sm font-semibold text-theme-adventure hover:opacity-80 transition{{if not .RunLog.ReportURL}} hidden{{end}}">
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<span aria-hidden="true">📜</span> The full report <span aria-hidden="true">→</span>
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</a>
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</section>
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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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||
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||
<div class="grid grid-cols-2 sm:grid-cols-5 gap-2">
|
||
<div class="rounded-2xl bg-[color:var(--ink)]/5 px-2 py-3 text-center">
|
||
<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">
|
||
<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>
|
||
</div>
|
||
<div class="rounded-2xl bg-[color:var(--ink)]/5 px-2 py-3 text-center">
|
||
<div class="font-display text-2xl font-bold leading-none">{{.Trophies.TreasuresFound}}</div>
|
||
<div class="text-[10px] uppercase tracking-wider text-[color:var(--ink)]/50 mt-1.5">treasure{{if ne .Trophies.TreasuresFound 1}}s{{end}}</div>
|
||
</div>
|
||
<div class="rounded-2xl bg-[color:var(--ink)]/5 px-2 py-3 text-center">
|
||
<div class="font-display text-2xl font-bold leading-none">{{.Trophies.Deaths}}</div>
|
||
<div class="text-[10px] uppercase tracking-wider text-[color:var(--ink)]/50 mt-1.5">death{{if ne .Trophies.Deaths 1}}s{{end}}</div>
|
||
</div>
|
||
<div class="rounded-2xl bg-[color:var(--ink)]/5 px-2 py-3 text-center">
|
||
<div class="font-display text-2xl font-bold leading-none">{{.Trophies.Retreats}}</div>
|
||
<div class="text-[10px] uppercase tracking-wider text-[color:var(--ink)]/50 mt-1.5">walked out</div>
|
||
</div>
|
||
</div>
|
||
|
||
{{if or .Trophies.BossFirsts .Trophies.ZoneFirsts .Trophies.TreasureFirsts}}
|
||
<p class="mt-3 text-sm text-theme-adventure font-semibold">
|
||
★ {{if .Trophies.BossFirsts}}{{.Trophies.BossFirsts}} realm-first boss{{if ne .Trophies.BossFirsts 1}}es{{end}}{{end}}{{if and .Trophies.BossFirsts (or .Trophies.ZoneFirsts .Trophies.TreasureFirsts)}}, {{end}}{{if .Trophies.ZoneFirsts}}{{.Trophies.ZoneFirsts}} first clear{{if ne .Trophies.ZoneFirsts 1}}s{{end}}{{end}}{{if and .Trophies.ZoneFirsts .Trophies.TreasureFirsts}}, {{end}}{{if .Trophies.TreasureFirsts}}{{.Trophies.TreasureFirsts}} first hoard{{if ne .Trophies.TreasureFirsts 1}}s{{end}}{{end}}. Nobody had done it before.
|
||
</p>
|
||
{{end}}
|
||
|
||
<div class="mt-6 grid gap-6 sm:grid-cols-2">
|
||
{{if .Trophies.Bosses}}
|
||
<div>
|
||
<h3 class="font-display text-lg font-bold mb-3">Bosses fought</h3>
|
||
<ul class="space-y-1.5 text-sm max-h-56 overflow-y-auto pr-1">
|
||
{{range .Trophies.Bosses}}
|
||
<li class="flex items-baseline justify-between gap-3">
|
||
<span class="flex-1">{{.Boss}}{{if .First}} <span class="text-theme-adventure" title="first in the realm to clear it">★</span>{{end}}</span>
|
||
<span class="text-xs text-[color:var(--ink)]/50 shrink-0">×{{.Kills}}</span>
|
||
</li>
|
||
{{end}}
|
||
</ul>
|
||
</div>
|
||
{{end}}
|
||
|
||
{{if .Trophies.Zones}}
|
||
<div>
|
||
<h3 class="font-display text-lg font-bold mb-3">Ground covered</h3>
|
||
<ul class="space-y-1.5 text-sm max-h-56 overflow-y-auto pr-1">
|
||
{{range .Trophies.Zones}}
|
||
<li class="flex items-baseline justify-between gap-3">
|
||
<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>
|
||
<span class="text-xs text-[color:var(--ink)]/50 shrink-0">×{{.Clears}}</span>
|
||
</li>
|
||
{{end}}
|
||
</ul>
|
||
</div>
|
||
{{end}}
|
||
</div>
|
||
|
||
{{if .Trophies.Treasures}}
|
||
<div class="mt-6 pt-4 border-t border-[color:var(--ink)]/10">
|
||
<h3 class="font-display text-lg font-bold mb-3">Treasures found</h3>
|
||
<ul class="space-y-1.5 text-sm max-h-56 overflow-y-auto pr-1">
|
||
{{range .Trophies.Treasures}}
|
||
<li class="flex items-baseline justify-between gap-3">
|
||
<span class="flex-1">💎 {{.Item}}{{if .First}} <span class="text-theme-adventure" title="first in the realm to pull this hoard">★</span>{{end}}</span>
|
||
{{if .Zone}}<span class="text-xs text-[color:var(--ink)]/45 shrink-0">{{.Zone}}</span>{{end}}
|
||
</li>
|
||
{{end}}
|
||
</ul>
|
||
</div>
|
||
{{end}}
|
||
|
||
{{if .Trophies.Milestones}}
|
||
<div class="mt-6 pt-4 border-t border-[color:var(--ink)]/10">
|
||
<h3 class="font-display text-lg font-bold mb-3">Milestones</h3>
|
||
<div class="flex flex-wrap gap-2">
|
||
{{range .Trophies.Milestones}}
|
||
<span class="rounded-full bg-theme-adventure/10 text-theme-adventure text-xs font-semibold px-3 py-1">🏅 {{.}}</span>
|
||
{{end}}
|
||
</div>
|
||
</div>
|
||
{{end}}
|
||
</section>
|
||
|
||
<!-- The trail: every fact we have, newest first, each linking to the dispatch
|
||
that told it. -->
|
||
<section class="mt-8 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">The trail</h2>
|
||
<ol class="relative border-l-2 border-[color:var(--ink)]/10 ml-3 space-y-4">
|
||
{{range .Timeline}}
|
||
<li class="relative pl-6">
|
||
<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>
|
||
<a href="{{.Permalink}}" class="group block">
|
||
<div class="flex items-baseline justify-between gap-3">
|
||
<span class="font-semibold group-hover:text-theme-adventure transition {{if .Notable}}text-theme-adventure{{end}}">{{.Label}}</span>
|
||
<span class="text-xs text-[color:var(--ink)]/45 shrink-0">{{.When}}</span>
|
||
</div>
|
||
{{if .Line}}<p class="text-sm text-[color:var(--ink)]/60 mt-0.5">{{.Line}}</p>{{end}}
|
||
</a>
|
||
</li>
|
||
{{end}}
|
||
</ol>
|
||
{{if .MoreHistory}}
|
||
<p class="mt-5 pt-4 border-t border-[color:var(--ink)]/10 text-xs text-[color:var(--ink)]/45">
|
||
Showing the most recent {{len .Timeline}}. The counts above cover everything.
|
||
</p>
|
||
{{end}}
|
||
</section>
|
||
{{end}}
|
||
|
||
{{if .HasSelf}}
|
||
<!-- 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">
|
||
<div class="flex items-center gap-2 mb-3">
|
||
<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>
|
||
|
||
{{/* Equipment: the 5 standard slots, owner-only management. Take off round-trips
|
||
a masterwork/arena piece to the pack (no money); Upgrade buys the next tier
|
||
and Repair mends condition, both spending euros behind a confirm that shows
|
||
the cost and the resulting balance. Every price and tier here is gogobee's,
|
||
resolved server-side — the buttons only carry what was pushed. */}}
|
||
{{if .Self.Slots}}
|
||
<div id="equip-panel" data-token="{{.Mark.Token}}" data-balance="{{printf "%.2f" .Self.Balance}}"
|
||
class="rounded-3xl bg-[color:var(--card)] border-2 border-[color:var(--ink)]/10 p-6 shadow-pete mb-6">
|
||
<div class="flex items-baseline justify-between mb-4">
|
||
<h2 class="font-display text-xl font-bold">Equipment</h2>
|
||
<span class="text-xs text-[color:var(--ink)]/50">Balance <span class="font-semibold text-[color:var(--ink)]/70">€{{printf "%.2f" .Self.Balance}}</span></span>
|
||
</div>
|
||
<ul class="grid gap-3 sm:grid-cols-2">
|
||
{{range .Self.Slots}}
|
||
<li class="slot-card rounded-2xl bg-[color:var(--ink)]/5 p-4">
|
||
<div class="flex items-baseline justify-between gap-2">
|
||
<span class="text-[10px] uppercase tracking-wider text-[color:var(--ink)]/45">{{.Slot}}</span>
|
||
<span class="text-xs text-[color:var(--ink)]/50 shrink-0">T{{.Tier}}{{if .Condition}} · {{.Condition}}%{{end}}</span>
|
||
</div>
|
||
<div class="font-semibold mt-0.5 flex items-center flex-wrap gap-1.5">
|
||
<span>{{.Name}}</span>
|
||
{{if .Masterwork}}<span class="text-theme-adventure" title="masterwork">★</span>{{end}}
|
||
{{if .ArenaTier}}<span class="text-[11px] rounded-full bg-theme-adventure/20 px-2 py-0.5 text-theme-adventure font-semibold">arena T{{.ArenaTier}}</span>{{end}}
|
||
</div>
|
||
{{if or .CanTakeOff .NextTier .RepairCost}}
|
||
<div class="mt-2 flex flex-wrap gap-1.5">
|
||
{{if .CanTakeOff}}<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"
|
||
data-action="unequip" data-slot="{{.Slot}}" data-item-name="{{.Name}}">Take off</button>{{end}}
|
||
{{if .NextTier}}<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"
|
||
data-action="upgrade" data-slot="{{.Slot}}" data-tier="{{.NextTier}}" data-cost="{{printf "%.2f" .NextPrice}}" data-item-name="{{.NextName}}">Upgrade to {{.NextName}} · €{{printf "%.0f" .NextPrice}}</button>{{end}}
|
||
{{if .RepairCost}}<button type="button" class="equip-btn text-[11px] rounded-full border border-[color:var(--warn)]/40 text-[color:var(--warn)] hover:bg-amber-400/10 px-2.5 py-0.5 font-semibold transition-colors"
|
||
data-action="repair" data-slot="{{.Slot}}" data-cost="{{.RepairCost}}" data-item-name="{{.Name}}">Repair · €{{.RepairCost}}</button>{{end}}
|
||
</div>
|
||
{{end}}
|
||
</li>
|
||
{{end}}
|
||
</ul>
|
||
</div>
|
||
{{end}}
|
||
|
||
<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; }
|
||
|
||
// The liveblog is rebuilt from the JSON rather than patched: beats only ever
|
||
// arrive at the end, but a run can also END between polls, which changes the
|
||
// header and can drop the section entirely. Redrawing forty short lines is
|
||
// cheaper than getting the incremental case wrong.
|
||
//
|
||
// Built with textContent throughout — a beat carries a monster name that came
|
||
// off the wire, and innerHTML here would make the game box able to inject
|
||
// markup into a public page.
|
||
function drawRunLog(log) {
|
||
var section = document.getElementById('who-runlog-section');
|
||
var list = document.getElementById('who-runlog');
|
||
if (!section || !list) return;
|
||
if (!log || !log.Has || !log.Lines || !log.Lines.length) {
|
||
section.classList.add('hidden');
|
||
return;
|
||
}
|
||
// Only scroll to the newest beat when the reader was already at the bottom.
|
||
// Yanking them back down while they're reading four rooms ago is worse than
|
||
// making them scroll.
|
||
var pinned = list.scrollHeight - list.scrollTop - list.clientHeight < 24;
|
||
|
||
section.classList.remove('hidden');
|
||
txt('who-runlog-status',
|
||
(log.Live ? 'under way' : (log.Outcome || 'finished')) +
|
||
(log.Rooms ? ' · room ' + log.Rooms : ''));
|
||
|
||
var frag = document.createDocumentFragment();
|
||
log.Lines.forEach(function (ln) {
|
||
var li = document.createElement('li');
|
||
li.className = 'runlog-line' + (ln.Hurt ? ' runlog-hurt' : '') + (ln.Good ? ' runlog-good' : '');
|
||
var e = document.createElement('span');
|
||
e.className = 'runlog-emoji'; e.setAttribute('aria-hidden', 'true'); e.textContent = ln.Emoji || '';
|
||
var t = document.createElement('span');
|
||
t.className = 'runlog-text'; t.textContent = ln.Text || '';
|
||
var m = document.createElement('span');
|
||
m.className = 'runlog-meta'; m.textContent = (ln.Room ? ln.Room + ' · ' : '') + (ln.When || '');
|
||
li.appendChild(e); li.appendChild(t); li.appendChild(m);
|
||
frag.appendChild(li);
|
||
});
|
||
list.replaceChildren(frag);
|
||
if (pinned) list.scrollTop = list.scrollHeight;
|
||
|
||
// The run can end between two polls, which is exactly the moment the report
|
||
// becomes worth offering. href is set from the payload rather than built here
|
||
// so the page never invents a URL for a run Pete won't serve.
|
||
var report = document.getElementById('who-runlog-report');
|
||
if (report) {
|
||
if (log.ReportURL) {
|
||
report.href = log.ReportURL;
|
||
report.classList.remove('hidden');
|
||
} else {
|
||
report.classList.add('hidden');
|
||
}
|
||
}
|
||
}
|
||
(function () {
|
||
var list = document.getElementById('who-runlog');
|
||
if (list) list.scrollTop = list.scrollHeight;
|
||
})();
|
||
|
||
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.
|
||
// The log goes with them: off the board is off the page, and the API
|
||
// sends none in this branch.
|
||
txt('who-where', 'Back in town');
|
||
drawRunLog(null);
|
||
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 : ''));
|
||
}
|
||
drawRunLog(data.run_log);
|
||
})
|
||
.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 () {
|
||
// Two owner panels can carry equip controls: the magic Worn/Backpack panel
|
||
// (#gear-panel) and the standard-slot management panel (#equip-panel). Either
|
||
// may be absent, so wire whichever exist and share one handler.
|
||
var gearPanel = document.getElementById('gear-panel');
|
||
var equipPanel = document.getElementById('equip-panel');
|
||
var panels = [gearPanel, equipPanel].filter(Boolean);
|
||
if (!panels.length) return; // only the owner gets these panels at all
|
||
var token = (equipPanel || gearPanel).getAttribute('data-token');
|
||
var balance = equipPanel ? parseFloat(equipPanel.getAttribute('data-balance') || '0') : 0;
|
||
var box = document.getElementById('equip-orders');
|
||
var list = document.getElementById('equip-orders-list');
|
||
|
||
function euroFmt(n) {
|
||
return (Math.round(n * 100) / 100).toLocaleString('en-US', { maximumFractionDigits: 2 });
|
||
}
|
||
|
||
// 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",
|
||
rejected_downgrade: "couldn't, that wouldn't be an upgrade",
|
||
rejected_insufficient_funds: "couldn't, not enough euros",
|
||
rejected_max_tier: "couldn't, already at the top tier"
|
||
};
|
||
|
||
var VERB = { equip: 'Equip', unequip: 'Take off', upgrade: 'Upgrade', repair: 'Repair' };
|
||
|
||
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 = VERB[o.action] || o.action;
|
||
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 */ });
|
||
}
|
||
|
||
// placeOrder records the intent. equip / unequip / take-off go straight here;
|
||
// upgrade / repair pass through askConfirm first (they spend euros).
|
||
function placeOrder(btn) {
|
||
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') || '',
|
||
tier: parseInt(btn.getAttribute('data-tier') || '0', 10)
|
||
})
|
||
})
|
||
.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';
|
||
});
|
||
}
|
||
|
||
// askConfirm is the money gate: an upgrade or repair debits euros on the game
|
||
// box, so show the cost and the resulting balance before anything is queued.
|
||
// Placing it here in the DOM (rather than a native dialog) keeps the page's look
|
||
// and never blocks the browser event loop.
|
||
function askConfirm(btn) {
|
||
var card = btn.closest('.slot-card') || btn.parentElement;
|
||
var existing = card.querySelector('.equip-confirm');
|
||
if (existing) existing.remove();
|
||
var cost = parseFloat(btn.getAttribute('data-cost') || '0');
|
||
var action = btn.getAttribute('data-action');
|
||
var name = btn.getAttribute('data-item-name') || 'this slot';
|
||
var head = action === 'upgrade' ? ('Upgrade to ' + name) : ('Repair ' + name);
|
||
|
||
var boxEl = document.createElement('div');
|
||
boxEl.className = 'equip-confirm mt-2 rounded-xl bg-[color:var(--ink)]/5 p-2.5 text-xs';
|
||
var p = document.createElement('p');
|
||
p.className = 'text-[color:var(--ink)]/70';
|
||
p.textContent = head + ' for €' + euroFmt(cost) + '? Balance €' + euroFmt(balance) + ' → €' + euroFmt(balance - cost) + '.';
|
||
var row = document.createElement('div');
|
||
row.className = 'mt-2 flex gap-1.5';
|
||
var yes = document.createElement('button');
|
||
yes.type = 'button';
|
||
yes.className = 'rounded-full bg-theme-adventure text-white px-2.5 py-0.5 font-semibold';
|
||
yes.textContent = 'Confirm · €' + euroFmt(cost);
|
||
yes.addEventListener('click', function () { boxEl.remove(); placeOrder(btn); });
|
||
var no = document.createElement('button');
|
||
no.type = 'button';
|
||
no.className = 'rounded-full border border-[color:var(--ink)]/20 text-[color:var(--ink)]/60 px-2.5 py-0.5';
|
||
no.textContent = 'Cancel';
|
||
no.addEventListener('click', function () { boxEl.remove(); });
|
||
row.appendChild(yes);
|
||
row.appendChild(no);
|
||
boxEl.appendChild(p);
|
||
boxEl.appendChild(row);
|
||
card.appendChild(boxEl);
|
||
}
|
||
|
||
function onClick(e) {
|
||
var btn = e.target.closest('.equip-btn');
|
||
if (!btn || btn.disabled) return;
|
||
var action = btn.getAttribute('data-action');
|
||
if (action === 'upgrade' || action === 'repair') {
|
||
askConfirm(btn); // money moves — confirm cost + balance first
|
||
return;
|
||
}
|
||
placeOrder(btn);
|
||
}
|
||
|
||
panels.forEach(function (p) { p.addEventListener('click', onClick); });
|
||
|
||
loadOrders();
|
||
})();
|
||
</script>
|
||
{{end}}
|