/* Diamonds of Doom — design tokens.
   Everything visual comes from here. Change a value, change the whole game.

   The palette is sampled from the cover art rather than invented. Two findings
   from that sampling drove the whole system:

     1. The art is overwhelmingly cold — blue-blacks, steel, and crystal cyan.
     2. There is essentially no warm colour in it. Six amber pixels in the
        whole image, all of them distant lantern flames.

   So gold is no longer the primary accent; ice-cyan is. Warm amber survives in
   exactly one place — the coin count — because money has to read as money.
   Violet belongs to the Black Shadow and to magic, and appears nowhere else. */

:root {
  /* — Surfaces: the deep blue-black of the pit — */
  --night-900:#05080f;   /* page background, deepest shadow */
  --night-800:#0a0f1b;   /* screen background */
  --night-700:#101827;   /* panel background */
  --night-600:#182338;   /* raised card */
  --night-500:#22304a;   /* hover / active surface */
  --night-400:#33456a;   /* borders, dividers */

  /* — Frost: text on dark — */
  --frost-100:#e6f1fb;   /* primary text */
  --frost-200:#bfd4e8;   /* secondary text */
  --frost-300:#8199b5;   /* muted / disabled */

  /* — Vellum: light reading surfaces, cooled to match the art — */
  --vellum:#dbe7f2;
  --vellum-sh:#b6c9dc;
  --vellum-ink:#0d1524;  /* text on vellum */
  --vellum-rule:#5a7391; /* rules and borders drawn on vellum */

  /* — Ice: the crystals. The primary accent. — */
  --ice-500:#6fb6e8;
  --ice-400:#a8dcff;
  --ice-700:#2c6a99;

  /* — Steel: armour and rigging — */
  --steel-500:#7d93ad;
  --steel-400:#9db2c9;

  /* — Shadow: the Black Shadow, his creatures, and all magic — */
  --shadow-500:#8b5fc4;
  --shadow-400:#b98fe0;
  --shadow-700:#4e3172;

  /* — Blood: damage, danger, loss — */
  --blood-500:#b8372f;
  --blood-400:#e05a4a;

  /* — Vital: health, healing, safety — */
  --vital-500:#3f9c86;
  --vital-400:#5fc2a8;

  /* — Coin: the only warm colour in the game, and only for money — */
  /* Forge — the strike meter, and nothing else. Warm on purpose: see the
     comment above .meter in screens.css. */
  --forge-300:#ffd678;
  --forge-400:#f7a83c;
  --forge-500:#e8982c;

  --coin-500:#d8b45f;
  --coin-400:#efd08a;

  /* — Semantic — */
  --hp-player:var(--vital-500);
  --hp-enemy:var(--shadow-500);
  --stat-atk:var(--blood-400);
  --stat-def:var(--ice-500);
  --stat-gold:var(--coin-500);

  /* — Type — */
  --font-display:"Cinzel","Trajan Pro",Georgia,serif;
  --font-body:"EB Garamond","Iowan Old Style",Georgia,serif;
  --font-ui:"Inter",-apple-system,system-ui,sans-serif;

  /* — Spacing (8pt grid) — */
  --sp-1:4px; --sp-2:8px; --sp-3:12px; --sp-4:16px;
  --sp-5:24px; --sp-6:32px; --sp-7:48px; --sp-8:64px;

  /* — Radius & elevation — */
  --r-sm:3px; --r-md:6px; --r-lg:10px;
  --shadow-panel:0 8px 32px rgba(0,0,0,.7);
  --shadow-card:0 3px 12px rgba(0,0,0,.5);
  --glow-ice:0 0 16px rgba(111,182,232,.40);
  --glow-shadow:0 0 20px rgba(139,95,196,.45);
  --glow-blood:0 0 20px rgba(184,55,47,.45);

  /* — Motion — */
  --t-fast:120ms;
  --t-base:200ms;
  --t-screen:280ms;
  --ease:cubic-bezier(.4,0,.2,1);
}
