/* Silicon Exodus design tokens: the ONE palette and type set. The yard (/play),
 * the landing page and the cheat sheet all read these; ui.css and the pages'
 * own styles name a token, never a literal grey or a font family.
 *
 * Graphite greys, the yard's own look (the reference), darkest to lightest.
 * The face is the one the yard has always drawn in: Segoe UI on Windows, the
 * system sans elsewhere. No web font is loaded -- IBM Plex was named here for
 * years and never loaded on /play, so the game never showed it.
 * .on-dark: a block on its own dark art (the landing's dusk hero) keeps these values in light mode. */
:root, :root[data-theme="light"] .on-dark {
  --void: #121212;      /* page, hotbar slot wells */
  --edge: #111111;      /* hairline borders between dark parts */
  --paper: #161616;     /* panels, the coach card, the hotbar */
  --paper-2: #1a1a1a;   /* empty slots, raised page bands */
  --raise: #242424;     /* slots and buttons inside windows */
  --steel: #2a2a2a;     /* the HUD bar, window title bars */
  --panel: #3a3a3a;     /* window bodies, menu buttons */
  --line: #3a3a3a;      /* borders on the pages */
  --bevel: #4a4a4a;     /* inset highlight */
  --bevel-2: #5a5a5a;   /* outer highlight, scrollbar thumb */

  --ink: #eeeeee;       /* text */
  --ink-soft: #dddddd;  /* body text in panels */
  --ink-2: #c8c8c8;     /* secondary text */
  --muted: #b0b0b0;     /* hints, hotkeys, the build: >= 5:1 on --panel */
  --faint: #8a8a8a;     /* off / locked rows (>= 4.5:1 on --paper) */

  --accent: #f0c040;    /* gold: objective, selection, research */
  --power: var(--accent);
  --hazard: #fa9715;
  --rust: #c45c2a;
  --rust-2: #e07838;
  --sand: #c8a86a;
  --wafer: #4ec8d4;
  --mars: #d45a32;
  --ok: #7dbe6a;
  --bad: #d4544a;
  --alert: #8a2a24;     /* the alert rows and the thunderstorm warning */
  --alert-ink: #f4e8d8;
  --alert-edge: #c45c4a;

  /* The weather radar on the minimap (0.22): one colour per raining state, as a forecast map draws them. */
  --radar-rain: #3fb04a;
  --radar-heavy: #f0a020;
  --radar-storm: #d8306e;
  --wx-scorch: #1c140e; /* the mark a lightning strike leaves on the ground */

  --font: "Segoe UI", system-ui, -apple-system, Roboto, "Helvetica Neue", Arial, sans-serif;
  --mono: "Cascadia Mono", Consolas, ui-monospace, "SF Mono", Menlo, monospace;
}

/* Light mode (0.25, the fleet nav's theme switch; tenshin_nav.js sets data-theme on <html>). Dr. Ray: the panels,
 * the HUD and the menus only -- the yard is drawn as before. The greys turn over, lightest to darkest in the same
 * roles, and the colours that are read as text get darker so they keep >= 4.5:1 on --paper, --panel and --steel. The radar,
 * the scorch mark and the alert cards keep their values: they are drawn on the map or on their own dark ground. */
:root[data-theme="light"] {
  --void: #e4e1da;
  --edge: #c4bfb4;
  --paper: #f6f4ef;
  --paper-2: #ece9e2;
  --raise: #ffffff;
  --steel: #ebe8e2;
  --panel: #f1eee8;
  --line: #c9c4b9;
  --bevel: #ffffff;
  --bevel-2: #a9a397;

  --ink: #1b1a17;
  --ink-soft: #26241f;
  --ink-2: #403d36;
  --muted: #59554d;
  --faint: #67635b;

  --accent: #7a5805;
  --hazard: #9a4f00;
  --rust: #a8481c;
  --rust-2: #a84e1c;
  --sand: #7d6230;
  --wafer: #136a73;
  --mars: #a83c1c;
  --ok: #356f27;
  --bad: #ad3329;
}
