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Commit History
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Style the skill-detail card on classes/enemies to match auto-battler
The selected-skill detail card reuses CBGame's .cbgame-skill-* component (built by classes/enemiesSandbox.js), but that rule family — the dark card background, Fraunces name, tone-coloured stat tags, trigger pills and --fx effect rows — lives in auto-battler's styles.css, which the Space never shipped (only classes.css). build.sh now folds the .cbgame-skill-* rules from styles.css into the scoped classes.css (brace-balanced, by selector prefix), inside the same #classes-stage,#enemies-stage wrap. Skill + condition icons were already curated. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>ca975ec -
Add World Map sandbox tab; fix ported-component styling on the Space
Wire the shared Map playground (web/mapSandbox.js, synced from auto-battler) into a World Map tab: pill switcher + all six sub-pages. build.sh bundles it, copies worldmap.css, and curates exactly the ~105 map tilesets via the MAP_ASSET_URLS manifest (no whole-pack copy). curate_assets.py is now manifest-driven and also walks effects.json (its 204 effect/status icons were missing). Host fixes so ported component CSS matches auto-battler instead of losing to Gradio's own styles: - extract :root design tokens -> web/shell/tokens.css (linked in HEAD) - strip Gradio's .prose/.gradio-style wrappers off sandbox stages (web/tiny.js) - scope component CSS under its stage id (build.sh) so it outranks Gradio's .gradio-container-<ver> button/* base resets - reroot /assets -> /sprites (incl. *.json) in the URL shim - gate upgrade-insecure-requests (CSP meta + middleware) to the HTTPS Space so plain-http LAN testing no longer hits ERR_SSL_PROTOCOL_ERROR Co-Authored-By: Claude Opus 4.8 (1M cont…c7dba29 -
Add Classes + Enemies sandbox tabs (synced from auto-battler)
Wire the shared Classes/Enemies playgrounds (web/classesSandbox.js, web/enemiesSandbox.js, bundled by build.sh from auto-battler) into the Space: gr.Tab + #classes-stage / #enemies-stage full-bleed CSS, link classes.css, and mount them from web/tiny.js (remapping /assets/ → /sprites/). The engine bundle (web/engine.js) and nav.json refresh too. build.sh: esbuild the two sandbox modules, copy classes.css + classes.json + enemies.json + effects.json, and curate the ~44 CB skill icons + condition pips into web/gw (served via a new /gw mount). The customize panel is read-only on the Space (no /api). Future combat changes cascade with one build.sh run. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>38a1e17