/* Story Guild design tokens — extracted from event's styles.css so the
   phone app and every future mode inherit one palette.

   The two rules the whole product follows:

   COLOUR IS DATA. The chrome is achromatic on purpose; every saturated
   colour means exactly one thing wherever it appears.
     brass   the turn, the order, a printed number (DC, round, marker)
     steel   anything you roll, or that came from a roll
     moss    available · alive · saved
     oxblood spent · hurt · down · failed
     indigo  magic

   SQUARE IS THE FRAME, ROUNDED IS THE ACTION. Panels, tiles, tables
   and fields are square — they hold things, and you read them.
   Anything rounded is pressable. And the action colour is worn by
   actions alone, so it can be found among all the content colour. */
:root {
  --chrome: #16130f;
  --chrome-ink: #ece2cf;
  --chrome-rule: #3a3229;
  --accent: #c9963a;
  --accent-ink: #2a2118;
  --control-radius: 8px;
  --panel-radius: 0px;
  --texture-strength: .8;
  --glow-strength: 0px;
  --board:    #f2eadc;
  --card:     #f8f2e8;
  --rule:     #d6c6aa;
  --ink:      #2a2118;
  --ink-dim:  #6f6353;

  /* ACTIONS — the only colour that means "press this". See parts.css. */
  --action:     #dcaa48;
  --action-ink: #2a1d0c;
  --action-2:   #8a6322;
  --shadow:     #3b2a14;

  /* INLINE TAGS — one hue per kind of thing a story points at. */
  --tag-creature:  #a8362e;
  --tag-place:     #4e8040;
  --tag-treasure:  #23877a;
  --tag-roll:      #2f78b8;
  --tag-condition: #4f4fa6;
  --tag-character: #7d4fa8;
  --tag-crew:      #a8457f;
  --tag-story:     #6b6358;

  --brass:    #c9a227;
  --steel:    #7f9bb3;
  --moss:     #6f8f5a;
  --oxblood:  #8f3a34;
  --indigo:   #6b5ba8;

  /* HOW POWERFUL A THING IS — a ladder of its own, and deliberately
     NOT the five semantic colours above.

     Those five each mean exactly one thing everywhere they appear:
     brass is the turn, steel is a roll, moss is alive, oxblood is
     hurt, indigo is magic. A rarity ladder needs seven steps and
     would have to borrow four of them for a second meaning — a green
     item that has nothing to do with being alive, a gold one that is
     not whose turn it is — which is the one rule this palette has.

     So rarity gets its own named scale. It is the loot-tier
     vocabulary players already read fluently from twenty years of
     games, which is worth more here than internal consistency with a
     tracker: nobody has to be taught that purple outranks blue.

     Ordinary is grey and on the ladder by name only — it is the
     absence of magic, and mostly is not drawn at all. */
  --rarity-0: #8f8a84;   /* ordinary  — not magical */
  --rarity-1: #5fbf6f;   /* common    */
  --rarity-2: #5aa9e6;   /* uncommon  */
  --rarity-3: #a97fe0;   /* rare      */
  --rarity-4: #e08a3c;   /* very rare */
  --rarity-5: #45c8c8;   /* legendary */
  --rarity-6: #e0b83c;   /* artifact  */

  --display: 'Crimson Pro', 'Iowan Old Style', Georgia, serif;
  --serif: 'Crimson Pro', 'Iowan Old Style', Georgia, serif;
  --caps:  'Avenir Next Condensed', 'HelveticaNeue-CondensedBold', Impact, sans-serif;
  --mono:  ui-monospace, 'SF Mono', Menlo, Consolas, monospace;
  --sans:  -apple-system, 'Segoe UI', Roboto, sans-serif;

  --tap: 44px;          /* iOS minimum; every phone control respects it */
  --gap: 8px;
}

/* Sync status pip — the only place the network is ever visible to a DM. */
[data-sync='synced']  { --pip: var(--moss); }
[data-sync='syncing'] { --pip: var(--steel); }
[data-sync='pending'] { --pip: var(--brass); }
[data-sync='offline'] { --pip: var(--ink-dim); }
[data-sync='conflict']{ --pip: var(--oxblood); }
