Polish: legible crew roster, End-Scene enforcement, decluttered Hand
- Crew roster bubbles: explicit text color + opaque distinct surface so they're legible and stand out from the page in both themes (the bug was the <button> defaulting to black-on-dark in dark mode). - End-Scene enforcement: unless Dev Mode is on, a scene can't end until every living Pi-Rat has faced a Deep Challenge or the Obstacle List is empty. end_scene_and_transition now returns (ok, msg) and the route surfaces a 400; the Deep sees a ✓/○ challenge-progress badge on each Pi-Rat bubble. 3 new tests cover the gate. - Hand panel: dropped the how-to-play blurb and the title in favor of a low-profile "Your Hand" label. - Bump VERSION to 8 with changelog entry; check off TODO.md Polish items. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -981,6 +981,53 @@ def test_pvp_challenge(session):
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session.refresh(duel)
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assert duel.status == "succeeded"
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def test_end_scene_requires_every_pirat_challenged(session):
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game, deep, (p2,) = make_scene_game(session)
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game.dev_mode = False
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session.add(game)
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session.commit()
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# Obstacles remain and p2 has not been challenged yet -> blocked.
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ok, msg = crud.end_scene_and_transition(session, game.id)
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assert not ok
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assert p2.name in msg
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session.refresh(game)
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assert game.phase == "scene"
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# Once p2 has faced a Deep Challenge, the scene can end.
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obs = game.obstacles[0]
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ok, msg = crud.create_challenge(session, game.id, deep.id, p2.id, [obs.id])
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assert ok, msg
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ok, msg = crud.end_scene_and_transition(session, game.id)
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assert ok, msg
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session.refresh(game)
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assert game.phase == "between_scenes"
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def test_end_scene_allowed_when_obstacle_list_empty(session):
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game, deep, (p2,) = make_scene_game(session)
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game.dev_mode = False
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session.add(game)
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# Clear the Obstacle List; nobody has been challenged.
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for obs in list(game.obstacles):
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session.delete(obs)
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session.commit()
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ok, msg = crud.end_scene_and_transition(session, game.id)
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assert ok, msg
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session.refresh(game)
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assert game.phase == "between_scenes"
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def test_end_scene_dev_mode_bypasses_challenge_requirement(session):
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game, deep, (p2,) = make_scene_game(session)
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assert game.dev_mode # defaults on for a local checkout
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ok, msg = crud.end_scene_and_transition(session, game.id)
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assert ok, msg
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session.refresh(game)
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assert game.phase == "between_scenes"
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def test_obstacles_persist_across_scenes(session):
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game, deep, (p2,) = make_scene_game(session)
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assert len(game.obstacles) == 2
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