/* ═══════════════════════════════════════════════════
   mapskuro-grid.css — map coloring shared by the editor
   and the /mapskuro/puzzle player. Olive land, blue water,
   black font, white sum circles. applyMapColors() (game_v2.js)
   tags each cell div .mc-land / .mc-water; #gameContainer ids
   out-specify the base palette rules.
   ═══════════════════════════════════════════════════ */
#gameContainer .mc-land,
#gameContainer .mc-land .entryPanel { background-color: #6b7c3f !important; }  /* olive drab */
#gameContainer .mc-water,
#gameContainer .mc-water.noline     { background-color: #1565c0 !important; }  /* strong blue */
#gameContainer .mc-water .diagonal  { background-color: #1565c0 !important; }
#gameContainer .mc-land  .diagonal  { background-color: #6b7c3f !important; }

/* Fonts black on every map cell */
#gameContainer .mc-land .entryPanel,
#gameContainer .mc-water .entryPanel { color: #000 !important; }

/* Sum circles stay white with a black number, on both land- and water-origin clue cells */
#gameContainer .mc-land  .numberCircle,
#gameContainer .mc-water .numberCircle {
    background: #fff !important;
    color: #000 !important;
    border-color: #000 !important;
}

/* Runs longer than 9 — flagged for hand-editing (amber outline, not rose) */
#gameContainer .cell-longrun .entryPanel,
#gameContainer .cell-longrun {
    box-shadow: inset 0 0 0 3px #f59e0b, 0 0 6px rgba(245,158,11,0.7) !important;
}

/* Clue cells (gameCell with sums, i.e. not a blank wall) — a low-opacity warm light-gray overlay
   to differentiate them from play/wall cells. Inset box-shadow fills the cell above its background
   but below the child sum-circles.
   ⚠️ Scoped to .mc-terrain (added by applyMapColors) — every OTHER rule in this file is keyed on
   .mc-land/.mc-water/.cell-longrun and so is inert without them, but this one matched any grid.
   The scope is what lets this stylesheet ship to every shaped family and stay dormant until a
   puzzle actually asks for terrain colours. */
#gameContainer.mc-terrain .gameCell:not(.noline) {
    box-shadow: inset 0 0 0 999px rgba(216, 208, 194, 0.30);
}

/* ─── Player only: translucent cells so the aligned coastline shows through ──────────
   init-mapskuro-play.js adds .ms-mapbg to #gameContainer and draws #mapBgCanvas behind the grid. */
#gameContainer.ms-mapbg #game { background: transparent !important; }
#gameContainer.ms-mapbg .mc-land,
#gameContainer.ms-mapbg .mc-land .entryPanel { background-color: rgba(107,124,63,0.55) !important; }
#gameContainer.ms-mapbg .mc-water,
#gameContainer.ms-mapbg .mc-water.noline     { background-color: rgba(21,101,192,0.45) !important; }
#gameContainer.ms-mapbg .mc-water .diagonal  { background-color: rgba(21,101,192,0.45) !important; }
#gameContainer.ms-mapbg .mc-land  .diagonal  { background-color: rgba(107,124,63,0.55) !important; }

/* ─── Neighbouring LAND, not water ────────────────────────────────────────────────────────
   A cell outside the shape is only blue if there is actually water there. Where the map says
   another state (or Canada/Mexico) sits, it takes a muted land tone instead — a landlocked
   state surrounded by blue read as an island. Driven by the `neighbors` mask in the puzzle's
   own meta; puzzles generated before that mask exists keep the old all-water look. */
#gameContainer .mc-neighbor,
#gameContainer .mc-neighbor.noline     { background-color: #8d9a76 !important; }  /* muted land */
#gameContainer .mc-neighbor .diagonal  { background-color: #8d9a76 !important; }
#gameContainer .mc-neighbor .entryPanel { color: #000 !important; }
#gameContainer .mc-neighbor .numberCircle {
    background: #fff !important; color: #000 !important; border-color: #000 !important;
}
#gameContainer.ms-mapbg .mc-neighbor,
#gameContainer.ms-mapbg .mc-neighbor.noline     { background-color: rgba(141,154,118,0.45) !important; }
#gameContainer.ms-mapbg .mc-neighbor .diagonal  { background-color: rgba(141,154,118,0.45) !important; }
