/* Shared backpack grid — Itemiary parchment look */
@import url('../item-live-art/item-live-art.css');

.bpb-bg {
  --bpb-bg-cell: 34px;
  --bpb-bg-cols: 16;
  --bpb-bg-rows: 8;
  --bpb-bg-line: rgba(70, 48, 30, 0.28);
  /* Match BPB Builds scrollbar palette */
  --bpb-bg-scroll-thumb: #eac914;
  --bpb-bg-scroll-track: #816230;
  --bpb-bg-scroll-frame: #472a24;
  /* Gap between board and scrollbar (padding on the scroller is eaten by the bar) */
  --bpb-bg-scroll-gap: 14px;
  position: relative;
  width: 100%;
  height: 100%;
  max-height: 100%;
  overflow-x: hidden;
  overflow-y: auto;
  /* Keep clientWidth stable when overflow appears — otherwise fillWidth cellPx
   * shifts and the whole Itemiary grid jumps after AppearInLibrary. */
  scrollbar-gutter: stable;
  border-radius: 0;
  font-size: var(--bpb-bg-cell);
  line-height: 0;
  background: none;
  border: 0;
  outline: none;
  box-shadow: none;
  /*
   * Critical: leave standard scrollbar-* as auto (same as BPB Builds).
   * Setting scrollbar-color on Chrome/Windows keeps classic OS arrows and
   * paints them with the thumb color — that's the yellow triangle we saw.
   */
  scrollbar-width: auto;
  scrollbar-color: auto;
}

/* Itemiary: always take the scrollbar lane so filter/pack height changes
 * cannot resize the cell grid mid/post AppearInLibrary. */
.bpb-bg--itemiary {
  overflow-y: scroll;
  overflow-anchor: none;
}

/* Catalog only — kill press-and-hold blue selection / native image drag. */
.bpb-bg--itemiary,
.bpb-bg--itemiary .bpb-bg__item,
.bpb-bg--itemiary .bpb-bg__hit,
.bpb-bg--itemiary .bpb-bg__sprite {
  user-select: none;
  -webkit-user-select: none;
}

.bpb-bg--itemiary .bpb-bg__sprite {
  -webkit-user-drag: none;
  -webkit-touch-callout: none;
}

.bpb-bg--itemiary .bpb-bg__item,
.bpb-bg--itemiary .bpb-bg__under-item {
  overflow-anchor: none;
}

/*
 * BPB Builds pattern (webkit only): custom track/thumb, no button rules.
 * Styling ::-webkit-scrollbar switches Chromium off the classic arrow chrome.
 */
.bpb-bg::-webkit-scrollbar {
  width: 16px;
  height: 16px;
}

.bpb-bg::-webkit-scrollbar-track {
  border: 3px solid var(--bpb-bg-scroll-frame);
  border-radius: 16px;
  background: var(--bpb-bg-scroll-track);
}

.bpb-bg::-webkit-scrollbar-thumb {
  border: 2px solid var(--bpb-bg-scroll-frame);
  border-radius: 20px;
  background-color: var(--bpb-bg-scroll-thumb);
}

.bpb-bg__board {
  position: relative;
  margin: 0 var(--bpb-bg-scroll-gap) 0 0;
  max-width: calc(100% - var(--bpb-bg-scroll-gap));
  box-sizing: border-box;
  background: none;
  box-shadow: none;
  border: 0;
  outline: none;
}

.bpb-bg__lines {
  display: none;
}

/* Rarity footprint tiles — board layer under every sprite (bags included). */
.bpb-bg__under {
  position: absolute;
  inset: 0;
  z-index: 1;
  pointer-events: none;
  overflow: visible;
}

/* Per-item rarity group — moved with the item; children use relative em cells. */
.bpb-bg__under-item {
  position: absolute;
  left: 0;
  top: 0;
  /* width/height set inline from body AABB (needed for appear scale origin) */
  overflow: visible;
  pointer-events: none;
}

.bpb-bg__item--parked,
.bpb-bg__under-item--parked {
  visibility: hidden;
  pointer-events: none;
}

.bpb-bg__item--parked .bpb-bg__hit {
  pointer-events: none;
}

.bpb-bg__items {
  position: absolute;
  inset: 0;
  z-index: 2;
  overflow: visible;
}

/*
 * Soft bag fabric (FilledSlot) — build/placed boards only.
 * Above bag Icons so overhanging pouch art cannot stamp hard outlines over
 * neighbor seams; below gear (z ≥ 10000). Itemiary uses per-bag .bpb-bg__bag-slots.
 */
.bpb-bg__fabric {
  position: absolute;
  inset: 0;
  z-index: 5000;
  pointer-events: none;
  overflow: visible;
}

.bpb-bg__board,
.bpb-bg__items,
.bpb-bg__item,
.bpb-bg__hit {
  overflow: visible;
}

.bpb-bg__item {
  position: absolute;
  /* AABB is layout-only — hits go through holes to neighbors (Phoenix/Cupcake) */
  pointer-events: none;
  /* No content-visibility: stars/diamonds sit outside the body AABB and get clipped */
}

/* Unrotated local layout; spun to FaceDirection (Godot Item.rotation) */
.bpb-bg__spin {
  position: absolute;
  left: 50%;
  top: 50%;
  transform-origin: center center;
  pointer-events: none;
  overflow: visible;
  /* Face spin is JS-timed (Item.rotateTo 0.15s) — never CSS-ease on top */
  transition: none;
}

/* BuildViewer shadow layer — world-space SE offset (see item-pieces.js). Hidden in Itemiary. */
.bpb-bg__spin--shadow {
  z-index: 0;
  display: none;
}

body.page-build .bpb-bg__item:not(.bpb-bg__item--parked) .bpb-bg__spin--shadow,
body.page-create .bpb-bg__item:not(.bpb-bg__item--parked) .bpb-bg__spin--shadow,
body.page-builds .bpb-bg__item:not(.bpb-bg__item--parked) .bpb-bg__spin--shadow,
body.page-sim .bpb-bg__item:not(.bpb-bg__item--parked) .bpb-bg__spin--shadow,
body.page-events .bpb-bg__item:not(.bpb-bg__item--parked) .bpb-bg__spin--shadow {
  display: block;
}

.bpb-bg__sprite--shadow {
  opacity: 0.5;
  filter: brightness(0);
}

/*
 * Bags cast the same BuildViewer silhouette shadow as items (Item.initBuildViewer).
 * Soft SE fringe under the upper bag is the main contact cue between overlapping pouches.
 */
body.page-build .bpb-bg__item--bag .bpb-bg__sprite--shadow,
body.page-create .bpb-bg__item--bag .bpb-bg__sprite--shadow,
body.page-builds .bpb-bg__item--bag .bpb-bg__sprite--shadow,
body.page-sim .bpb-bg__item--bag .bpb-bg__sprite--shadow,
body.page-events .bpb-bg__item--bag .bpb-bg__sprite--shadow {
  opacity: 0.45;
  filter: brightness(0) blur(0.75px);
}

.bpb-bg__spin .bpb-bg__hit,
.bpb-bg__spin .bpb-bg__bag-slots,
.bpb-bg__spin .bpb-bg__markers {
  position: absolute;
  inset: 0;
}

/*
 * Raise the whole item on hover — stars/diamonds sit outside the body AABB, so
 * bumping only .bpb-bg__markers still leaves them under neighboring sprites.
 * Bags must NOT rise: they sit under contents (hit z < 10000); lifting the bag
 * (or its FilledSlot layer) puts pouch art over items inside.
 * Gem hover: host still rises for stacking, but markers/brightness stay off
 * (:has(.bpb-bg__mark--gem:hover) — gem acts as its own item).
 */
.bpb-bg__item:not(.bpb-bg__item--bag):hover,
.bpb-bg__item:not(.bpb-bg__item--bag):focus-within {
  /* Beat inline stack z from createItemEl / setItemZ */
  z-index: 50000 !important;
}

.bpb-bg__item:not(.bpb-bg__item--bag):hover:not(:has(.bpb-bg__mark--gem:hover)) .bpb-bg__hit,
.bpb-bg__item:not(.bpb-bg__item--bag):focus-within:not(:has(.bpb-bg__mark--gem:focus-visible)) .bpb-bg__hit,
.bpb-bg__item:hover:not(:has(.bpb-bg__mark--gem:hover)) .bpb-bg__markers,
.bpb-bg__item:focus-within:not(:has(.bpb-bg__mark--gem:focus-visible)) .bpb-bg__markers {
  z-index: 30000 !important;
}

/* Hover lifts .bpb-bg__hit to 30000 — sockets/gems must stay above the sprite */
.bpb-bg__item:hover .bpb-bg__sockets,
.bpb-bg__item:focus-within .bpb-bg__sockets,
.bpb-bg--show-sockets .bpb-bg__sockets {
  z-index: 30001 !important;
}

.bpb-bg__item:hover .bpb-bg__gems,
.bpb-bg__item:focus-within .bpb-bg__gems {
  z-index: 30002 !important;
}

/* Game library hover: body outlines + star/diamond affect tiles (not sockets) */
.bpb-bg__markers {
  position: absolute;
  inset: 0;
  pointer-events: none;
  opacity: 0;
  transition: opacity 0.12s ease;
  /* Above this item's sprite even before the parent z bump applies */
  z-index: 5;
}

.bpb-bg__item:hover:not(:has(.bpb-bg__mark--gem:hover)) .bpb-bg__markers,
.bpb-bg__item:focus-within:not(:has(.bpb-bg__mark--gem:focus-visible)) .bpb-bg__markers {
  opacity: 1;
}

/* Dragging: only the held-item affect preview should show stars */
body.is-bpb-dragging .bpb-bg__item .bpb-bg__markers {
  opacity: 0 !important;
  visibility: hidden !important;
  pointer-events: none !important;
}

/* Create board: no :hover lift/bright while a float is held (stops flicker) */
body.is-bpb-dragging .bpb-bg--placed .bpb-bg__item {
  pointer-events: none !important;
}

.bpb-bg__mark {
  position: absolute;
  width: 1em;
  height: 1em;
  background-size: 100% 100%;
  background-repeat: no-repeat;
  background-position: center;
  pointer-events: none;
}

/* Rarity footprint under the sprite — game SlotPreview ring on hover (not a CSS box) */
.bpb-bg__cell--rarity {
  box-sizing: border-box;
}

.bpb-bg__cell--rarity.is-lit::after {
  content: "";
  position: absolute;
  inset: 0;
  /* Path relative to this CSS file (url() in custom props resolves against the stylesheet) */
  background: url("../../../assets/icons/grid/SlotPreview.png") center / 100% 100% no-repeat;
  pointer-events: none;
}

.bpb-bg__mark--star,
.bpb-bg__mark--diamond,
.bpb-bg__mark--extension,
.bpb-bg__mark--tertiary,
.bpb-bg__mark--lightning {
  opacity: 1;
  z-index: 2;
  /* Affect tiles often sit outside the body AABB — still 1×1 cell */
  filter: drop-shadow(0 0 2px rgba(0, 0, 0, 0.45));
  /* Marks live under .bpb-bg__spin; Godot paints Above tiles axis-aligned — undo face rotate */
  transform-origin: center center;
}

.bpb-bg__item[data-face="1"] .bpb-bg__mark--star,
.bpb-bg__item[data-face="1"] .bpb-bg__mark--diamond,
.bpb-bg__item[data-face="1"] .bpb-bg__mark--extension,
.bpb-bg__item[data-face="1"] .bpb-bg__mark--tertiary,
.bpb-bg__item[data-face="1"] .bpb-bg__mark--lightning {
  rotate: -90deg;
}

.bpb-bg__item[data-face="2"] .bpb-bg__mark--star,
.bpb-bg__item[data-face="2"] .bpb-bg__mark--diamond,
.bpb-bg__item[data-face="2"] .bpb-bg__mark--extension,
.bpb-bg__item[data-face="2"] .bpb-bg__mark--tertiary,
.bpb-bg__item[data-face="2"] .bpb-bg__mark--lightning {
  rotate: -180deg;
}

.bpb-bg__item[data-face="3"] .bpb-bg__mark--star,
.bpb-bg__item[data-face="3"] .bpb-bg__mark--diamond,
.bpb-bg__item[data-face="3"] .bpb-bg__mark--extension,
.bpb-bg__item[data-face="3"] .bpb-bg__mark--tertiary,
.bpb-bg__item[data-face="3"] .bpb-bg__mark--lightning {
  rotate: -270deg;
}

/* Game Inventory Above: *_noEffect → CanAffect tile per color */
.bpb-bg__mark--star.is-active,
.bpb-bg__mark--extension.is-promoted.is-active {
  background-image: url("../../../assets/icons/grid/AffectedTile.png") !important;
}

.bpb-bg__mark--diamond.is-active {
  background-image: url("../../../assets/icons/grid/AffectedTile_secondary.png") !important;
}

.bpb-bg__mark--tertiary.is-active {
  background-image: url("../../../assets/icons/grid/AffectedTile_tertiary.png") !important;
}

.bpb-bg__mark--lightning.is-active {
  background-image: url("../../../assets/icons/grid/AffectedTile_lightning.png") !important;
}

/* Always-visible socketed gems (not gated by .bpb-bg__markers hover opacity) */
.bpb-bg__gems {
  position: absolute;
  inset: 0;
  pointer-events: none;
  z-index: 7;
  overflow: visible;
}

/* Socket chrome — game Game.showSockets while a gem is dragged.
 * Empty holes show above the host. A filled slot hides the hole so it
 * does not cover the armor/weapon; the gem layer stays on top. */
.bpb-bg__sockets {
  position: absolute;
  inset: 0;
  pointer-events: none;
  z-index: 6;
  overflow: visible;
}

.bpb-bg__sockets .bpb-bg__mark--socket {
  opacity: 0;
  transition: opacity 0.12s ease;
}

.bpb-bg--show-sockets .bpb-bg__sockets .bpb-bg__mark--socket:not(.is-occupied) {
  opacity: 1;
}

.bpb-bg__sockets .bpb-bg__mark--socket.is-occupied {
  opacity: 0;
}

/* GemSocket.onHoverWithGem — gold tint + slight scale */
.bpb-bg--show-sockets .bpb-bg__mark--socket.is-socket-target {
  filter: brightness(1.35) sepia(0.55) saturate(2.2) hue-rotate(-10deg)
    drop-shadow(0 0 2px rgba(255, 200, 80, 0.85));
  scale: 1.15;
}

.bpb-bg__mark--socket {
  z-index: 3;
  /* Game: Socket.png 100px × Sprite.scale 0.372 ≈ 0.465 cells */
  width: 0.46em;
  height: 0.46em;
  /* left/top are socket centers (AABB-relative), not cell top-left */
  translate: -50% -50%;
  background-size: 100% 100%;
  filter: drop-shadow(0 0 1px rgba(0, 0, 0, 0.45));
}

/* Socketed gems — size from sprite-display via inline width/height (tall crystals, etc.) */
.bpb-bg__mark--socket.bpb-bg__mark--gem {
  width: 0.72em;
  height: 0.72em;
  z-index: 4;
  object-fit: contain;
  background: none;
  filter: drop-shadow(0 0 2px rgba(0, 0, 0, 0.55));
  /* Hit target for gem tooltips (parent .bpb-bg__gems stays pointer-events: none) */
  pointer-events: auto;
  cursor: var(--bpb-cursor-pointer);
}

.bpb-bg__mark--socket.bpb-bg__mark--gem:hover,
.bpb-bg__mark--socket.bpb-bg__mark--gem:focus-visible {
  filter: brightness(1.3) drop-shadow(0 0 2px rgba(0, 0, 0, 0.55));
}

.bpb-bg__cell {
  position: absolute;
  width: 1em;
  height: 1em;
  background-size: 100% 100%;
  background-repeat: no-repeat;
  background-position: center;
  opacity: 0.92;
}

/* Game ItemLibrary TileMap: modulate Color(1.3, 1.3, 1.3, 0.23) */
.bpb-bg__cell.bpb-bg__cell--rarity {
  opacity: 0.23;
  filter: brightness(1.3);
}

.bpb-bg__cell.bpb-bg__cell--rarity.is-lit {
  opacity: 0.45;
  filter: brightness(1.3);
}

/*
 * Bag Icon/TileMap (FilledSlot) — frayed edges form soft inventory seams.
 * Itemiary keeps per-bag slots; placed boards use .bpb-bg__fabric instead.
 */
.bpb-bg__bag-slots {
  position: absolute;
  inset: 0;
  pointer-events: none;
  overflow: visible;
}

/* Build visibility toggles: items vs bags */
.bpb-bg--hide-items .bpb-bg__item:not(.bpb-bg__item--bag),
.bpb-bg--hide-items .bpb-bg__under {
  visibility: hidden;
  pointer-events: none;
}

.bpb-bg--hide-bags .bpb-bg__item--bag,
.bpb-bg--hide-bags .bpb-bg__fabric {
  visibility: hidden;
  pointer-events: none;
}

/* Build boards: shared fabric layer; hide per-bag slots.
 * Itemiary library layout also uses --placed for coords, but keeps per-bag slots. */
.bpb-bg--placed:not(.bpb-bg--itemiary) .bpb-bg__item .bpb-bg__bag-slots {
  display: none;
}

/* Mid Item.rotateTo — bagTilemap rides the spin (game insideRotationNode) */
.bpb-bg--placed:not(.bpb-bg--itemiary) .bpb-bg__item.is-face-spinning .bpb-bg__bag-slots {
  display: block;
}

.bpb-bg__cell--bag {
  /* Game: TileMap modulate ≈ 0.5 */
  opacity: 0.5;
  width: 1em;
  height: 1em;
  margin: 0;
  background-size: 100% 100%;
}

/* Build fabric: slightly stronger so seams read between overlapping pouches */
.bpb-bg--placed:not(.bpb-bg--itemiary) .bpb-bg__cell--bag,
.bpb-bg__fabric .bpb-bg__cell--bag {
  opacity: 0.62;
}

/* Pop in with bag AppearInLibrary wave */
@keyframes bpb-bg-appear-fabric {
  0% {
    transform: scale(0);
    opacity: 0;
  }
  60% {
    transform: scale(1.08);
    opacity: 0.62;
  }
  100% {
    transform: scale(1);
    opacity: 0.62;
  }
}

/* Hidden until stagger delays are applied — prevents pre-wave flash */
.bpb-bg__cell--bag.bpb-bg__cell--appear-pending {
  opacity: 0 !important;
  transform: scale(0);
}

.bpb-bg__cell--bag.bpb-bg__cell--appear {
  transform-origin: center center;
  animation: bpb-bg-appear-fabric 0.5s ease-in-out both;
  animation-delay: var(--bpb-appear-delay, 0ms);
}

@media (prefers-reduced-motion: reduce) {
  .bpb-bg__cell--bag.bpb-bg__cell--appear,
  .bpb-bg__cell--bag.bpb-bg__cell--appear-pending {
    animation: none;
    transform: none;
    opacity: 0.62;
  }
}

.bpb-bg__hit {
  position: absolute;
  inset: 0;
  /* Below sockets (6) / gems (7) — game Icon/Sockets paint after the sprite */
  z-index: 1;
  margin: 0;
  padding: 0;
  border: 0;
  background: transparent;
  /* Pads re-enable hits on body cells only */
  pointer-events: none;
  cursor: var(--bpb-cursor-pointer);
  /* Prevent UA button font (~13px) from breaking any leftover em sizes */
  font: inherit;
  color: inherit;
  line-height: inherit;
}

.bpb-bg__hit-pad {
  position: absolute;
  width: 1em;
  height: 1em;
  pointer-events: auto;
}

/*
 * Bags sit under items (low z). Occupied cells are item hit-pads; leather /
 * strap art that hangs outside those cells never received hover. Enable the
 * bag sprite so overhang pixels (still under item pads) can open the tooltip.
 */
.bpb-bg__item--bag .bpb-bg__sprite:not(.bpb-bg__sprite--shadow) {
  pointer-events: auto;
}

.bpb-bg__hit:focus-visible {
  outline: 2px solid rgba(232, 200, 74, 0.85);
  outline-offset: -2px;
}

/* Game setBright: modulate Color(1.3, 1.3, 1.3) — not while hovering a socketed gem */
.bpb-bg__item:hover:not(:has(.bpb-bg__mark--gem:hover)) .bpb-bg__hit,
.bpb-bg__item:focus-within:not(:has(.bpb-bg__mark--gem:focus-visible)) .bpb-bg__hit {
  filter: brightness(1.3);
}

/*
 * Items that affect the hovered focus — game Item._process sprite.modulate
 * (canAffectDraggedItem): Girl Power lights up when you hover Dragon Nest.
 *   primary   Color(1.3, 1.3, 0.8)  yellow
 *   secondary Color(1.0, 1.3, 0.9)  cyan
 *   tertiary  Color(1.3, 0.9, 1.3)  magenta
 *   lightning Color(1.35, 1.25, 1.0) warm
 *   multi     Color(1.3, 1.3, 1.3)  white
 */
.bpb-bg__item--affected .bpb-bg__sprite:not(.bpb-bg__sprite--shadow) {
  filter: brightness(1.3);
}

.bpb-bg__item--affected-primary .bpb-bg__sprite:not(.bpb-bg__sprite--shadow) {
  /* ≈ Color(1.3, 1.3, 0.8) */
  filter: brightness(1.35) sepia(0.45) saturate(1.85) hue-rotate(-8deg);
}

.bpb-bg__item--affected-secondary .bpb-bg__sprite:not(.bpb-bg__sprite--shadow) {
  /* ≈ Color(1.0, 1.3, 0.9) */
  filter: brightness(1.3) sepia(0.25) saturate(1.6) hue-rotate(85deg);
}

.bpb-bg__item--affected-tertiary .bpb-bg__sprite:not(.bpb-bg__sprite--shadow) {
  /* ≈ Color(1.3, 0.9, 1.3) */
  filter: brightness(1.3) sepia(0.3) saturate(1.7) hue-rotate(250deg);
}

.bpb-bg__item--affected-lightning .bpb-bg__sprite:not(.bpb-bg__sprite--shadow) {
  /* ≈ Color(1.35, 1.25, 1.0) */
  filter: brightness(1.35) sepia(0.35) saturate(1.5) hue-rotate(5deg);
}

.bpb-bg__item--affected-multi .bpb-bg__sprite:not(.bpb-bg__sprite--shadow) {
  filter: brightness(1.35);
}

/* ItemHoverSparks — rarity-tinted one-shot dots */
.bpb-bg__sparks {
  position: absolute;
  inset: 0;
  pointer-events: none;
  z-index: 30001;
  overflow: visible;
}

.bpb-bg__spark {
  position: absolute;
  left: 50%;
  top: 50%;
  width: 0.35em;
  height: 0.35em;
  margin: -0.175em 0 0 -0.175em;
  background-size: contain;
  background-repeat: no-repeat;
  background-position: center;
  background-blend-mode: screen;
  opacity: 0;
  animation: bpb-bg-spark 0.4s ease-out var(--bpb-spark-delay, 0ms) forwards;
}

@keyframes bpb-bg-spark {
  0% {
    opacity: 0.95;
    transform: translate(0, 0) scale(0.6);
  }
  100% {
    opacity: 0;
    transform: translate(var(--bpb-spark-x, 0), var(--bpb-spark-y, 0)) scale(1.15);
  }
}

/*
 * Item.appearInLibrary — AppearInLibrary / AppearInLibrarySmall (0.5s).
 * Keys: 0 → 1.1 @ 0.3s → 1.0 (bags → 0.9). Godot transition -2 ≈ ease-in-out.
 */
@keyframes bpb-bg-appear-library {
  0% {
    transform: scale(0);
  }
  60% {
    transform: scale(1.1);
  }
  100% {
    transform: scale(1);
  }
}

@keyframes bpb-bg-appear-library-bag {
  0% {
    transform: scale(0);
  }
  60% {
    transform: scale(1.1);
  }
  100% {
    transform: scale(0.9);
  }
}

.bpb-bg__item--appear,
.bpb-bg__item--appear-bag,
.bpb-bg__under-item--appear,
.bpb-bg__under-item--appear-bag {
  transform-origin: center center;
}

/* Hide rarity footprints until the appear wave starts (build boards). */
.bpb-bg__under-item--appear-pending {
  opacity: 0 !important;
  transform: scale(0);
  visibility: hidden;
}

/* Itemiary: hide until deferred sprite src is attached + decoded. */
.bpb-bg__item--sprite-pending {
  opacity: 0 !important;
  transform: scale(0) !important;
  visibility: hidden !important;
}

.bpb-bg__item--appear,
.bpb-bg__under-item--appear {
  /* both: stay at scale(0) during stagger delay, then hold end scale */
  animation: bpb-bg-appear-library 0.5s ease-in-out both;
  animation-delay: var(--bpb-appear-delay, 0ms);
}

.bpb-bg__item--appear-bag,
.bpb-bg__under-item--appear-bag {
  animation: bpb-bg-appear-library-bag 0.5s ease-in-out both;
  animation-delay: var(--bpb-appear-delay, 0ms);
}

@keyframes bpb-bg-leave-library {
  from {
    transform: scale(1);
  }
  to {
    transform: scale(0);
  }
}

@keyframes bpb-bg-leave-library-bag {
  from {
    transform: scale(0.9);
  }
  to {
    transform: scale(0);
  }
}

.bpb-bg__item--leave,
.bpb-bg__under-item--leave {
  transform-origin: center center;
  animation: bpb-bg-leave-library 0.22s ease-in both;
  pointer-events: none;
}

.bpb-bg--itemiary .bpb-bg__item--leave.bpb-bg__item--bag,
.bpb-bg--itemiary .bpb-bg__under-item--leave.bpb-bg__under-item--bag {
  animation-name: bpb-bg-leave-library-bag;
}

/*
 * Itemiary bags rest at 0.9 (AppearInLibrarySmall) when not mid-wave.
 * Non-bags: no resting transform — Itemiary keeps --appear after the wave so
 * fill-mode holds the end scale (touching delay/class was restarting the anim).
 */
.bpb-bg--itemiary .bpb-bg__item--bag:not(.bpb-bg__item--parked):not(.bpb-bg__item--appear):not(.bpb-bg__item--appear-bag):not(.bpb-bg__item--leave) {
  transform: scale(0.9);
  transform-origin: center center;
}

/* Loading preview: footprints only (sprite layer hidden until real data) */
.bpb-bg--preview .bpb-bg__items {
  visibility: hidden;
}

@media (prefers-reduced-motion: reduce) {
  .bpb-bg__item--appear,
  .bpb-bg__item--appear-bag,
  .bpb-bg__under-item--appear,
  .bpb-bg__under-item--appear-bag,
  .bpb-bg__item--leave,
  .bpb-bg__under-item--leave {
    animation: none;
  }
}

/* Size comes from inline style (shape × cell); center + allow spill like BPB Builds */
.bpb-bg__sprite {
  position: absolute;
  top: 50%;
  left: 50%;
  translate: -50% -50%;
  display: block;
  max-width: none;
  object-fit: contain;
  pointer-events: none;
}

/* Itemiary: SE depth via CSS (game shadowOffset ~5/80 cell) — no second silhouette img. */
.bpb-bg--itemiary .bpb-bg__item:not(.bpb-bg__item--parked)
  > .bpb-bg__spin:not(.bpb-bg__spin--shadow)
  .bpb-bg__sprite {
  filter: drop-shadow(0.0625em 0.0625em 0 rgba(0, 0, 0, 0.45));
}

.bpb-bg:not(.bpb-bg--itemiary) .bpb-bg__item:hover .bpb-bg__sprite:not(.bpb-bg__sprite--shadow),
.bpb-bg:not(.bpb-bg--itemiary) .bpb-bg__item:focus-within .bpb-bg__sprite:not(.bpb-bg__sprite--shadow) {
  filter: drop-shadow(0 1px 1px rgba(20, 10, 5, 0.28));
}

.bpb-bg--itemiary .bpb-bg__item:hover > .bpb-bg__spin:not(.bpb-bg__spin--shadow) .bpb-bg__sprite,
.bpb-bg--itemiary .bpb-bg__item:focus-within > .bpb-bg__spin:not(.bpb-bg__spin--shadow) .bpb-bg__sprite {
  filter:
    drop-shadow(0.0625em 0.0625em 0 rgba(0, 0, 0, 0.45))
    drop-shadow(0 1px 1px rgba(20, 10, 5, 0.28));
}

body.page-build .bpb-bg:not(.bpb-bg--itemiary) .bpb-bg__item:hover .bpb-bg__sprite:not(.bpb-bg__sprite--shadow),
body.page-build .bpb-bg:not(.bpb-bg--itemiary) .bpb-bg__item:focus-within .bpb-bg__sprite:not(.bpb-bg__sprite--shadow),
body.page-create .bpb-bg:not(.bpb-bg--itemiary) .bpb-bg__item:hover .bpb-bg__sprite:not(.bpb-bg__sprite--shadow),
body.page-create .bpb-bg:not(.bpb-bg--itemiary) .bpb-bg__item:focus-within .bpb-bg__sprite:not(.bpb-bg__sprite--shadow),
body.page-builds .bpb-bg:not(.bpb-bg--itemiary) .bpb-bg__item:hover .bpb-bg__sprite:not(.bpb-bg__sprite--shadow),
body.page-builds .bpb-bg:not(.bpb-bg--itemiary) .bpb-bg__item:focus-within .bpb-bg__sprite:not(.bpb-bg__sprite--shadow),
body.page-sim .bpb-bg:not(.bpb-bg--itemiary) .bpb-bg__item:hover .bpb-bg__sprite:not(.bpb-bg__sprite--shadow),
body.page-sim .bpb-bg:not(.bpb-bg--itemiary) .bpb-bg__item:focus-within .bpb-bg__sprite:not(.bpb-bg__sprite--shadow),
body.page-events .bpb-bg:not(.bpb-bg--itemiary) .bpb-bg__item:hover .bpb-bg__sprite:not(.bpb-bg__sprite--shadow),
body.page-events .bpb-bg:not(.bpb-bg--itemiary) .bpb-bg__item:focus-within .bpb-bg__sprite:not(.bpb-bg__sprite--shadow) {
  /* Keep game silhouette shadow; skip the light hover drop-shadow on boards */
  filter: none;
}

.bpb-bg__sprite--empty {
  width: 40%;
  height: 40%;
  border-radius: 0.1em;
  background: rgba(60, 40, 25, 0.35);
  filter: none;
}

/* Screenshot import: unknown sprite placeholder */
.bpb-bg__item--unrecognized {
  background: rgba(60, 38, 29, 0.35);
  outline: 2px dashed #eac914;
  outline-offset: -2px;
}
.bpb-bg__item--unrecognized .bpb-bg__sprite--empty {
  display: none;
}
.bpb-bg__unrecognized-label {
  position: absolute;
  inset: 0;
  display: grid;
  place-items: center;
  font-family: var(--bpb-font-display, Milonga, serif);
  font-size: 0.85em;
  color: #ffecdc;
  text-shadow: 0 0 0.15em #3c261d, 0 0 0.15em #3c261d;
  pointer-events: none;
  z-index: 2;
}
