/**
 * Villain System CSS
 *
 * Consolidated styles for villain seats, avatars, and reveal animations.
 * Replaces scattered styles from seat-layouts.css and villain-reveal-animation.css.
 *
 * Structure:
 * 1. Portrait Base Styles
 * 2. Portrait Sizes
 * 3. Hover Effects
 * 4. Main Villain Styling
 * 5. Reveal Animation Phases
 * 6. Reveal States (Approaching, Complete)
 * 7. Error/Fallback States
 */

/* ============================================
   1. PORTRAIT BASE STYLES
   ============================================ */

.player-portrait {
    position: relative;
    border-radius: 50%;
    overflow: hidden;
    background: #1a1a24;
    cursor: pointer;
    z-index: var(--z-dropdown);
    transition: transform var(--duration-normal) var(--ease-in-out);
    flex-shrink: 0;
    /* Enable 3D transforms for reveal animation */
    transform-style: preserve-3d;
    backface-visibility: visible;
}

.player-portrait img {
    width: 100%;
    height: 100%;
    object-fit: cover;
    display: block;
    border-radius: 50%;
    position: relative;
    z-index: 1;
    transition: transform 0.4s var(--ease-out-smooth);
    backface-visibility: hidden;
    /* Prevent blurry scaling */
    image-rendering: -webkit-optimize-contrast;
    will-change: transform;
}

/* Hero portrait - rounded square instead of circle */
#hero-portrait,
#drill-hero-portrait {
    border-radius: var(--radius-lg);
    /* Allow card protector badge to overflow without clipping */
    overflow: visible;
}

#hero-portrait img,
#drill-hero-portrait img {
    border-radius: var(--radius-lg);
    object-fit: contain;
}

/* Hero ambient glow - static golden aura (no animation to avoid box-shadow repaint) */
.player-seat.hero .player-portrait {
    box-shadow:
        0 0 18px rgba(233, 196, 106, 0.3),
        0 0 36px rgba(233, 196, 106, 0.15),
        0 4px 12px var(--alpha-black-50);
}

/* Enhanced glow when it's hero's turn */
.player-seat.hero.active-player .player-portrait {
    box-shadow:
        0 0 28px rgba(233, 196, 106, 0.6),
        0 0 54px rgba(233, 196, 106, 0.3),
        0 4px 12px var(--alpha-black-50);
}

/* ============================================
   1b. PORTRAIT ACTIVE TURN STATES
   ============================================ */

/* Active turn - gold border glow */
/* Higher specificity by combining with size classes to avoid !important */
.player-seat:has(.player-box.active) .player-portrait.portrait-lg,
.player-seat:has(.player-box.active) .player-portrait.portrait-md,
.player-seat:has(.player-box.active) .player-portrait.portrait-sm,
.player-seat:has(.player-box.active) .player-portrait:not([class*="portrait-"]) {
    border-color: rgba(255, 193, 7, 1);
    box-shadow:
        0 0 25px rgba(255, 193, 7, 0.7),
        0 4px 12px var(--alpha-black-50);
}

/* ============================================
   1c. PORTRAIT TIER BORDERS
   ============================================ */

/* Higher specificity by combining with size classes to avoid !important */
.player-portrait.portrait-lg.tier-legendary,
.player-portrait.portrait-md.tier-legendary,
.player-portrait.portrait-sm.tier-legendary,
.player-portrait.tier-legendary:not([class*="portrait-"]) {
    border-color: #ffd700;
    box-shadow: 0 0 15px rgba(var(--gold-glow-rgb), 0.4), 0 4px 12px var(--alpha-black-50);
}

.player-portrait.portrait-lg.tier-rare,
.player-portrait.portrait-md.tier-rare,
.player-portrait.portrait-sm.tier-rare,
.player-portrait.tier-rare:not([class*="portrait-"]) {
    border-color: #9b59b6;
    box-shadow: 0 0 12px rgba(155, 89, 182, 0.35), 0 4px 12px var(--alpha-black-50);
}

.player-portrait.portrait-lg.tier-common,
.player-portrait.portrait-md.tier-common,
.player-portrait.portrait-sm.tier-common,
.player-portrait.tier-common:not([class*="portrait-"]) {
    border-color: #4a9d7a;
    box-shadow: 0 0 10px rgba(74, 157, 122, 0.3), 0 4px 12px var(--alpha-black-50);
}

/* ============================================
   2. PORTRAIT SIZES
   ============================================ */

.player-portrait.portrait-lg {
    width: clamp(80px, 10vw, 96px);
    height: clamp(80px, 10vw, 96px);
    border: 3px solid rgba(233, 196, 106, 0.85);  /* Gold for hero */
    box-shadow:
        0 4px 12px var(--alpha-black-50),
        0 8px 24px var(--alpha-black-30);
}

/* Override for villain portraits - silver/gray border */
.player-seat:not(.hero) .player-portrait.portrait-lg {
    border-color: rgba(160, 170, 185, 0.7);
}

.player-portrait.portrait-md {
    width: clamp(64px, 8vw, 80px);
    height: clamp(64px, 8vw, 80px);
    border: 2px solid rgba(192, 200, 215, 0.7);
    box-shadow:
        0 3px 10px var(--alpha-black-50),
        0 6px 18px var(--alpha-black-30);
}

.player-portrait.portrait-sm {
    width: clamp(52px, 6vw, 64px);
    height: clamp(52px, 6vw, 64px);
    border: 2px solid rgba(160, 170, 185, 0.6);
    box-shadow:
        0 2px 8px var(--alpha-black-50),
        0 4px 12px var(--alpha-black-25);
}

/* ============================================
   3. HOVER EFFECTS
   ============================================ */

/* All portrait children ignore pointer events — only the container tracks :hover */
.player-portrait > * {
    pointer-events: none;
}

/* Hover - scale entire portrait (border, background, image together) */
.player-portrait:hover {
    transform: scale(1.15);
    z-index: var(--z-overlay);
    box-shadow:
        0 6px 16px var(--alpha-black-50),
        0 12px 32px var(--alpha-black-30);
}

/* CRITICAL: Disable hover scale during reveal animation to prevent conflicts */
.player-portrait[data-revealing="true"]:hover,
.player-portrait.reveal-phase-grow:hover,
.player-portrait.reveal-phase-flip:hover,
.player-portrait.reveal-phase-slam:hover {
    transform: none;
}

/* ============================================
   4. MAIN VILLAIN STYLING
   ============================================ */

.player-seat.main-villain {
    z-index: var(--z-bet-chips);
}

.player-seat.main-villain .player-portrait,
.player-seat.main-villain .player-portrait.portrait-md,
.player-seat.main-villain .player-portrait.portrait-lg,
.player-seat.main-villain .player-portrait.portrait-sm {
    /* Menacing presence - maroon background + jet black border */
    background: rgba(100, 20, 25, 0.55);
    border-color: #0a0a0a;
    border-width: 3px;
    box-shadow:
        0 0 12px var(--alpha-black-80),
        0 4px 16px var(--alpha-black-60),
        inset 0 0 8px var(--alpha-black-40);
}

/* Folded state — portrait and nameplate kept at full opacity.
   Card gap collapse handled by .cards-mucked { display: none } */

/* ============================================
   5. REVEAL ANIMATION PHASES
   ============================================ */

/* 3D Perspective must be on parent */
.player-seat {
    perspective: 1000px;
}

/* --- PHASE 1: GROW --- */
.player-seat .player-portrait.reveal-phase-grow {
    z-index: var(--z-flying-chips);
    overflow: visible;
    animation: villainRevealGrow 0.6s var(--ease-bounce) forwards;
}

@keyframes villainRevealGrow {
    0% {
        transform: scale(1) translateY(0);
        box-shadow: 0 4px 12px var(--alpha-black-40);
    }
    100% {
        transform: scale(2.5) translateY(-30px);
        box-shadow:
            0 20px 60px var(--alpha-black-60),
            0 0 40px rgba(233, 196, 106, 0.4);
    }
}

/* --- PHASE 2: COIN FLIP --- */
.player-seat .player-portrait.reveal-phase-flip {
    z-index: var(--z-flying-chips);
    overflow: visible;
    animation: villainRevealFlip 0.8s var(--ease-in-out) forwards;
}

@keyframes villainRevealFlip {
    0% {
        transform: scale(2.5) translateY(-30px) rotateY(0deg);
    }
    25% {
        transform: scale(2.5) translateY(-60px) rotateY(180deg);
    }
    50% {
        transform: scale(2.5) translateY(-80px) rotateY(360deg);
    }
    75% {
        transform: scale(2.5) translateY(-60px) rotateY(540deg);
    }
    100% {
        transform: scale(2.5) translateY(-30px) rotateY(720deg);
    }
}

/* --- PHASE 3: SLAM DOWN --- */
.player-seat .player-portrait.reveal-phase-slam {
    z-index: var(--z-flying-chips);
    overflow: visible;
    animation: villainRevealSlam 0.4s cubic-bezier(0.22, 1, 0.36, 1) forwards;
}

@keyframes villainRevealSlam {
    0% {
        transform: scale(2.5) translateY(-30px);
        box-shadow:
            0 20px 60px var(--alpha-black-60),
            0 0 40px rgba(233, 196, 106, 0.4);
    }
    60% {
        transform: scale(1.1) translateY(5px);
        box-shadow:
            0 2px 8px var(--alpha-black-50),
            0 0 20px rgba(233, 196, 106, 0.6);
    }
    80% {
        transform: scale(0.95) translateY(0);
    }
    100% {
        transform: scale(1) translateY(0);
        box-shadow:
            0 4px 12px var(--alpha-black-40),
            0 0 30px rgba(233, 196, 106, 0.5);
    }
}

/* Impact ring burst effect on slam */
.player-portrait.reveal-phase-slam::after {
    content: '';
    position: absolute;
    top: 50%;
    left: 50%;
    width: 100%;
    height: 100%;
    border-radius: 50%;
    border: 3px solid rgba(233, 196, 106, 0.8);
    transform: translate(-50%, -50%) scale(1);
    animation: villainImpactRing 0.5s ease-out forwards;
    pointer-events: none;
}

@keyframes villainImpactRing {
    0% {
        transform: translate(-50%, -50%) scale(1);
        opacity: 1;
        border-width: 3px;
    }
    100% {
        transform: translate(-50%, -50%) scale(3);
        opacity: 0;
        border-width: 1px;
    }
}

/* ============================================
   6. REVEAL STATES
   ============================================ */

/* --- APPROACHING REVEAL (Progressive Glow) --- */
.player-portrait.reveal-approaching {
    --reveal-intensity: 0.6;
    box-shadow:
        0 0 calc(10px + var(--reveal-intensity) * 20px) rgba(233, 196, 106, calc(0.3 + var(--reveal-intensity) * 0.4)),
        0 4px 12px var(--alpha-black-50);
}

/* --- REVEAL COMPLETE (Golden Glow) --- */
.player-portrait.reveal-complete {
    box-shadow:
        0 0 25px rgba(233, 196, 106, 0.6),
        0 0 45px rgba(233, 196, 106, 0.35),
        0 4px 12px var(--alpha-black-40);
    border-color: rgba(233, 196, 106, 0.6);
}

/* Revealed name styling */
.revealed-name {
    color: #e9c46a;
    text-shadow: 0 0 10px rgba(233, 196, 106, 0.5);
    transition: color var(--duration-slow) var(--ease-in-out), text-shadow var(--duration-slow) var(--ease-in-out);
}

/* ============================================
   7. ERROR/FALLBACK STATES
   ============================================ */

/* Image load error state */
.player-portrait img.load-error {
    filter: grayscale(80%) brightness(0.7);
    opacity: 0.6;
}

/* Placeholder state while loading */
.player-portrait img[src=""],
.player-portrait img:not([src]) {
    background: linear-gradient(135deg, #2a2a3a 0%, #1a1a24 100%);
}

/* Tier borders and responsive portrait scaling are defined in seat-layouts.css */
