Define and implement the panel's empty and error states #127

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Task 579110fe — done condition: the states DESIGN-HANDOFF lists as unspecified are decided and implemented in the panel's approved aesthetic, never rendering a blank parchment.

What lands

  • design/PANEL-EMPTY-STATES.md — the addendum that closes the DESIGN-HANDOFF "Open questions" gap: what each backend condition (resolving / entity missing / unavailable / unknown) means, the state-priority order for both cards, the wording, and the never-a-blank-parchment rules.
  • frontend/src/cards/quest-log.ts — the log resolves one state in priority order: no adventurer in the path, integration not set up, records unreachable, away via direct navigation (with the returns date), all-clear zero-quest day, all-done fallback before the 1c screen takes over, then the normal three-window columns.
  • frontend/src/cards/party-board.ts — a board notice when no children are configured or every child's sensors are unresolvable, and muted, non-tappable "Unknown" plates when some children cannot resolve while others do.
  • www/nestquest-cards.js — rebuilt bundle.

Verification

  • frontend tsc --noEmit clean; vite build clean.
  • jsdom smoke run over 13 scenarios (46 assertions) covering every new state on both cards: all pass.
  • uv run pytest -q: 1486 passed.

Done-condition satisfied: every state decided in the addendum is implemented with panel tokens, and no render path emits a blank parchment (frames, kicker and dock always render).

Task 579110fe — done condition: the states DESIGN-HANDOFF lists as unspecified are decided and implemented in the panel's approved aesthetic, never rendering a blank parchment. ## What lands - `design/PANEL-EMPTY-STATES.md` — the addendum that closes the DESIGN-HANDOFF "Open questions" gap: what each backend condition (resolving / entity missing / unavailable / unknown) means, the state-priority order for both cards, the wording, and the never-a-blank-parchment rules. - `frontend/src/cards/quest-log.ts` — the log resolves one state in priority order: no adventurer in the path, integration not set up, records unreachable, away via direct navigation (with the returns date), all-clear zero-quest day, all-done fallback before the 1c screen takes over, then the normal three-window columns. - `frontend/src/cards/party-board.ts` — a board notice when no children are configured or every child's sensors are unresolvable, and muted, non-tappable "Unknown" plates when some children cannot resolve while others do. - `www/nestquest-cards.js` — rebuilt bundle. ## Verification - `frontend` `tsc --noEmit` clean; `vite build` clean. - jsdom smoke run over 13 scenarios (46 assertions) covering every new state on both cards: all pass. - `uv run pytest -q`: **1486 passed**. Done-condition satisfied: every state decided in the addendum is implemented with panel tokens, and no render path emits a blank parchment (frames, kicker and dock always render).
dev_agent added 1 commit 2026-09-20 14:01:18 -04:00
Close the DESIGN-HANDOFF open question "empty and error states are
unspecified" with a written addendum (design/PANEL-EMPTY-STATES.md)
and its implementation in both panel cards:

- quest log resolves one state in priority order: no adventurer in
  the path, integration not set up, records unreachable
  (unavailable/unknown), away via direct navigation, all-clear
  zero-quest day, all-done fallback before the 1c takeover, then the
  normal three-window columns
- party board renders a notice instead of an empty grid when no
  children are configured or every child's sensors are unresolvable,
  and muted "Unknown" plates for partially unresolvable children
- a shared notice panel (panel tokens, role=status) replaces every
  state that would otherwise render a blank parchment; frames,
  kicker and dock always stay
dev_agent merged commit 028215fa38 into feature/4bf51bbd-33d9-45c7-8815-b05a1ef052b3-kid-panel-lovelace-card 2026-09-20 14:04:59 -04:00
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Reference: Maniacs_Mansion/NestQuest#127