Files
Pete/internal/web/templates/who.html
T
prosolis 6b0aae9f4a adventure: let a player act from the web, not just read about it
The equip queue proved the reverse pipe works. This gives it verbs that
play the game: pull out of a run from the adventurer page, take today's
bout from the war room.

Its own table and its own poll, not more actions on equip_orders. Every
column of that table is equip vocabulary (item, slot, tier) and these
verbs act on the character rather than on something it is carrying.

Nothing in a request names an adventurer. The session maps to one
localpart and a localpart to one adventurer, so Pete resolves the
character itself and there is no id on the wire to forge.

The panel's copy is kept honest by the verdict: an applied action hides
the offer it has just spent, a refusal puts the button back. Watching it
run is what put that there, along with the strip's layout — gogobee
answers a bout with a whole sentence of damage, which the equip strip's
two-column row squeezed into a column and wrapped the verb.

Claude-Session: https://claude.ai/code/session_012bxpQQJDjC1mTtLN3VVtBQ
2026-07-24 18:55:42 -07:00

755 lines
40 KiB
HTML
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
{{define "title"}}{{.Mark.Name}} — {{.SiteTitle}}{{end}}
{{/* One item, wherever it's sitting. Worn, backpack, and vault all show the
same facts; only the panel around them differs. The description and the
effect line come from gogobee already resolved — Pete renders them, it does
not compute them. "inert" is the honest word for a worn item that wants a
bond and hasn't got one: it's on you and doing nothing. */}}
{{define "itemrow"}}
<li>
<div class="flex items-baseline justify-between gap-3">
<span class="flex-1 font-semibold">{{.Name}}{{if .Temper}} <span class="text-theme-adventure">+{{.Temper}}</span>{{end}}</span>
<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>
</div>
{{if or .Slot .SkillSource .Attunement}}
<div class="flex flex-wrap gap-1.5 mt-1">
{{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}}
{{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}}
{{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}}
</div>
{{end}}
{{if .Desc}}<p class="text-xs text-[color:var(--ink)]/55 mt-1 leading-snug">{{.Desc}}</p>{{end}}
{{if .Effect}}<p class="text-xs text-theme-adventure/80 mt-0.5">{{.Effect}}</p>{{end}}
{{/* The compare card: how this backpack item stacks up against what's worn in
the slot it would equip into. gogobee decided the verdict and the per-stat
deltas (it holds the tempering and bond math); Pete only colours them. The
verdict chip always shows — a phone has no hover to lean on — with the
deltas beside it, each already flagged better/worse. */}}
{{with .Compare}}
<div class="mt-1 flex flex-wrap items-center gap-1.5">
{{if eq .Verdict "upgrade"}}<span class="cmp-chip cmp-up">↑ upgrade</span>
{{else if eq .Verdict "downgrade"}}<span class="cmp-chip cmp-down">↓ downgrade</span>
{{else if eq .Verdict "sidegrade"}}<span class="cmp-chip cmp-side">⇄ sidegrade</span>
{{else if eq .Verdict "new"}}<span class="cmp-chip cmp-new">✦ fills {{.VsSlot}}</span>
{{else if eq .Verdict "inert"}}<span class="cmp-chip cmp-inert">⚠ would sit inert</span>
{{else if eq .Verdict "same"}}<span class="cmp-chip cmp-same">= no change</span>{{end}}
{{range .Deltas}}<span class="cmp-delta {{if .Better}}cmp-delta-up{{else}}cmp-delta-down{{end}}">{{.Text}}</span>{{end}}
</div>
{{if .VsName}}<p class="text-[11px] text-[color:var(--ink)]/45 mt-0.5">vs worn {{.VsName}}</p>{{end}}
{{end}}
{{if .EquipAction}}
<div class="mt-1.5">
<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="{{.EquipAction}}" data-item-id="{{.ID}}" data-slot="{{.Slot}}" data-item-name="{{.Name}}">{{if eq .EquipAction "equip"}}Equip{{else}}Take off{{end}}</button>
</div>
{{end}}
</li>
{{end}}
{{/* The dungeon map. Laid out server-side (who_map.go) into an x/y node field;
this just draws it. Edges first so nodes sit on top of the lines. Nothing
here is a player-authored string — node kinds are a fixed vocabulary and
ids are zone-prefixed — so the SVG carries no injection surface. */}}
{{define "dungeonmap"}}
<svg viewBox="0 0 {{.W}} {{.H}}" width="{{.W}}" height="{{.H}}" role="img" aria-label="Dungeon map" class="map-svg max-w-full h-auto">
<g>
{{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}}
</g>
<g>
{{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}}
</g>
</svg>
{{end}}
{{define "main"}}
<article class="mt-2 mb-10 max-w-3xl mx-auto" id="who" data-token="{{.Mark.Token}}">
<nav class="mb-4">
<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">
<span aria-hidden="true"></span> The board
</a>
</nav>
<header class="rounded-3xl bg-theme-adventure text-white p-6 sm:p-10 shadow-pete relative overflow-hidden">
<div class="absolute -top-6 -right-6 text-[12rem] opacity-20 select-none" aria-hidden="true">{{if .Mark.OnRun}}⚔{{else}}🏠{{end}}</div>
<div class="relative">
<p class="text-sm uppercase tracking-[0.2em] opacity-80">adventurer</p>
<h1 class="font-display text-3xl sm:text-4xl font-bold mt-2 leading-tight">{{.Mark.Name}}</h1>
<p class="mt-2 opacity-90">Level {{.Mark.Level}} {{.Mark.ClassRace}}</p>
<p class="mt-4 text-xs uppercase tracking-wider opacity-75" id="who-where">
{{if .Mark.OnRun}}{{.Mark.Where}}{{else}}In town{{if .Mark.Idle}} · {{.Mark.Idle}}{{end}}{{end}}
</p>
</div>
</header>
{{if .HasDetail}}
<!-- Stats + gear: public, the same anonymity model as the board. -->
<section class="mt-8 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">Vitals</h2>
<div class="flex items-baseline justify-between">
<span class="text-sm uppercase tracking-wider text-[color:var(--ink)]/50">Hit points</span>
<span class="font-semibold" id="who-hp">{{.Detail.HPCurrent}} / {{.Detail.HPMax}}{{if .Detail.TempHP}} <span class="text-theme-adventure">+{{.Detail.TempHP}}</span>{{end}}</span>
</div>
<div class="mt-2 h-2 rounded-full bg-[color:var(--ink)]/10 overflow-hidden">
<div class="h-full rounded-full bg-theme-adventure transition-all" id="who-hp-bar" style="width:0%"></div>
</div>
<div class="mt-4 flex items-baseline justify-between">
<span class="text-sm uppercase tracking-wider text-[color:var(--ink)]/50">Armor class</span>
<span class="font-semibold" id="who-ac">{{.Detail.ArmorClass}}</span>
</div>
<div class="mt-5 grid grid-cols-3 gap-2">
{{range .Abilities}}
<div class="rounded-2xl bg-[color:var(--ink)]/5 px-2 py-3 text-center">
<div class="text-[10px] uppercase tracking-wider text-[color:var(--ink)]/50">{{.Label}}</div>
<div class="font-display text-lg font-bold leading-none mt-1">{{.Score}}</div>
<div class="text-xs text-[color:var(--ink)]/60">{{.ModStr}}</div>
</div>
{{end}}
</div>
{{if .Mark.OnRun}}
<div class="mt-5 pt-4 border-t border-[color:var(--ink)]/10 space-y-1.5 text-sm" id="who-expedition">
{{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}}
<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>
{{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}}
</div>
{{end}}
</div>
{{/* Public gear list. Hidden only when the owner's "Equipment" panel below will
actually render (it needs pushed Slots) — otherwise an owner whose detail
predates ask 7's Slots would see no standard gear at all. */}}
{{if not .Self.Slots}}
<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">Gear</h2>
{{if .Detail.Gear}}
<ul class="space-y-2">
{{range .Detail.Gear}}
<li class="flex items-baseline justify-between gap-3">
<span class="text-xs uppercase tracking-wider text-[color:var(--ink)]/45 w-16 shrink-0">{{.Slot}}</span>
<span class="font-semibold flex-1">{{.Name}}{{if .Masterwork}} <span title="masterwork"></span>{{end}}</span>
<span class="text-xs text-[color:var(--ink)]/50 shrink-0">T{{.Tier}}{{if .Condition}} · {{.Condition}}%{{end}}</span>
</li>
{{end}}
</ul>
{{else}}
<p class="text-sm text-[color:var(--ink)]/50">Traveling light — nothing equipped.</p>
{{end}}
</div>
{{end}}
</section>
{{if .MapView}}
<!-- The dungeon map: the fog-of-war cut gogobee sent. Visited rooms drawn in
full, the doors leading out of them, and the unopened rooms behind those
doors as question marks. Pete lays it out; it is never told what a room
holds, only that a door is there. -->
<section class="mt-6 rounded-3xl bg-[color:var(--card)] border-2 border-[color:var(--ink)]/10 p-6 shadow-pete">
<div class="flex items-baseline justify-between mb-4">
<h2 class="font-display text-xl font-bold">The map</h2>
{{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}}
</div>
<div class="overflow-x-auto">
{{template "dungeonmap" .MapView}}
</div>
<div class="mt-4 flex flex-wrap gap-x-4 gap-y-1.5 text-xs text-[color:var(--ink)]/55">
<span class="inline-flex items-center gap-1.5"><span class="map-dot map-node-entry"></span>entrance</span>
<span class="inline-flex items-center gap-1.5"><span class="map-dot map-node-boss"></span>boss</span>
<span class="inline-flex items-center gap-1.5"><span class="map-dot map-node-unknown"></span>unexplored</span>
<span class="inline-flex items-center gap-1.5"><span class="map-door-legend"></span>locked door</span>
</div>
</section>
{{end}}
{{else}}
<section class="mt-8 rounded-3xl bg-[color:var(--card)] border-2 border-[color:var(--ink)]/10 p-6 shadow-pete">
<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>
</section>
{{end}}
<!-- The liveblog. The map above says where they are; this says what happened
there. Sits outside the HasDetail gate on purpose: the log arrives on its
own channel and can outlive the snapshot that drew the map — a run that
just ended still has a story after the board has moved the mark back to
town. Rebuilt in place by the same poll that moves the HP bar. -->
<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}}">
<div class="flex items-baseline justify-between mb-4 gap-3">
<h2 class="font-display text-xl font-bold">The run</h2>
<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>
</div>
<ol id="who-runlog" class="runlog">
{{range .RunLog.Lines}}
<li class="runlog-line{{if .Hurt}} runlog-hurt{{end}}{{if .Good}} runlog-good{{end}}">
<span class="runlog-emoji" aria-hidden="true">{{.Emoji}}</span>
<span class="runlog-text">{{.Text}}</span>
<span class="runlog-meta">{{if .Room}}{{.Room}} · {{end}}{{.When}}</span>
</li>
{{end}}
</ol>
<!-- Only once the run is over: while it's still walking, this column IS the
report, and a link to a second copy of it is just a way to lose the
reader. Revealed in place when a run ends under an open tab. -->
<a id="who-runlog-report" href="{{.RunLog.ReportURL}}"
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}}">
<span aria-hidden="true">📜</span> The full report <span aria-hidden="true"></span>
</a>
</section>
{{if .HasSelf}}
<!-- Your call. The panels above are a spectator view of a run going well or
badly; this is the one thing the watcher can do about it. Owner-only, and
shown whether or not the mark is currently on a run — the board is up to
two minutes stale, so hiding the button on a snapshot that says "in town"
would be the page refusing an action the game would have allowed. gogobee
answers rejected_not_running if it really has ended, and that answer shows
up in the strip below. -->
<section id="adv-actions" class="adv-actions mt-6 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-1">Your call</h2>
<p class="text-sm text-[color:var(--ink)]/60 mb-4">
Asked for here, done on the game box. It picks these up within a few seconds.
</p>
{{/* data-offer marks what stops being true once the extraction lands: there
is no run left to pull out of. Hidden by the script on an applied
verdict, restored on a refusal, which is the one case where the reader
still needs the retry. */}}
<div data-offer>
<button type="button"
class="adv-action-btn rounded-full border border-theme-adventure/40 text-theme-adventure hover:bg-theme-adventure/10 px-4 py-1.5 text-sm font-semibold transition-colors"
data-action="extract"
data-label="Pull out of the run"
data-confirm-label="Yes, pull out"
data-confirm="Pull out of the dungeon now? You keep the loot, XP and coins you're carrying, and the run waits where you left it: you have seven days to go back in. If you're leading a party, it ends the day for all of you.">Pull out of the run</button>
</div>
<!-- The queue is honest: an action lands on the game box's next poll, so a
fresh one reads "asked for", never "done". JS fills this from
/api/adventure/orders. -->
<div id="adv-action-orders-box" class="mt-5 hidden">
<h3 class="font-display text-base font-bold mb-2">What you've asked for</h3>
<ul id="adv-action-orders" class="space-y-1.5 text-xs"></ul>
</div>
</section>
{{end}}
{{if .HasHistory}}
<!-- The record. Public, like the dispatches it's counted from — this is the
same information the /adventure feed already printed, only as numbers
instead of as forty separate sentences. Not a gogobee snapshot: Pete
counted these itself out of the facts it kept. -->
<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 record</h2>
<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>
<div class="text-[10px] uppercase tracking-wider text-[color:var(--ink)]/50 mt-1.5">bosses down</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.ZoneClears}}</div>
<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}}
{{define "scripts"}}<script src="/static/js/adventure-actions.js" defer></script>{{end}}