# The quest book, warm.
#
# Three things about FTB's own drawing decide this file, and all three were
# read out of its source rather than guessed at:
#
# - **A chapter's name in the sidebar is drawn in the quest colours**, not in
#   `text_color`: `ChapterButton.draw` calls `chapter.getProgressColor(...)`
#   and dims it further when the row is not hovered. So a translucent
#   `quest_not_started_color` is a sidebar nobody can read, which is what the
#   first build of this file shipped.
# - **`chapter_panel_background` composes `{{background}}`** with a light tint
#   of its own in the default theme, so overriding `background` alone leaves a
#   pale sidebar beside a dark canvas.
# - **The canvas is the book's own field**, `field.png` (scripts/make-quest-art.py):
#   Palette's SURFACE with a little grain and one engraved line a tile each way.
#   It does not zoom, so it tiles at one texel a logical pixel (`tile_size=64`)
#   and is drawn through white, because the picture already carries its colour.
#   FTB's `background_squares.png`, which this file warmed with a multiplier
#   before, is gone.
#
# Every colour is Palette's, named in the comment beside it, so the book and the
# Polis window agree about what a thing looks like: bone text, dawn for anything
# live, the map's green for anything done. The neutrals are Palette's neutrals
# (they were brown before the field was drawn from Palette; a brown panel beside
# a Palette field is two rooms). Gold means money trouble and is no shape's
# colour.
#
# A quest's shape is its tag (`spine`, `seal`, `plate`, `slot`, `page`; E7 in
# docs/ux/quests.md) and a chapter carries `path`, `direction`, `atlas` or
# `chronicle`, so the sections below style by tag. FTB reads a quest's colours
# off the quest (`QuestButton.draw`) and the dependency lines, the line
# thickness and the quest card's border off the open chapter; the card's fill
# (`quest_view_background`) is asked with no object at all, so it cannot differ
# by tag and is one panel for every chapter.

[*]
background:                   everdawn:textures/gui/quests/field.png; color=#FFFFFFFF; tile_size=64
# BORDER, SIDEBAR
chapter_panel_background:     hollow_rectangle:#3A3935; round_edges + color:#FF0D0D0C; padding=1
# BORDER, SIDEBAR
key_reference_background:     hollow_rectangle:#3A3935; round_edges + color:#FF0D0D0C; padding=1
# ACCENT_DIM
selected_chapter_highlight_1: #4DE0842A
# ACCENT_DIM
selected_chapter_highlight_2: #1AE0842A

# TEXT
text_color:                   #F2EFE6
# ACCENT
hover_text_color:             #F6B45C
# TEXT_FAINT
disabled_text_color:          #8F8A7F

# BORDER
widget_border:                #3A3935
# CARD
widget_background:            #FF1D1D1B
# GREEN
symbol_in:                    #5ED3AE
# ACCENT_DIM
symbol_out:                   #E0842A

# BORDER, CARD
context_menu:                 hollow_rectangle:#3A3935; round_edges + color:#FF1D1D1B; padding=1

# The open quest card. Text on CARD: TEXT 14.7:1, ACCENT 9.3:1, TEXT_MUTED 6.9:1.
# BORDER, CARD
quest_view_background:        hollow_rectangle:#3A3935; round_edges + color:#FF1D1D1B; padding=1
# BORDER
quest_view_border:            #3A3935
# ACCENT
quest_view_title:             #F6B45C
# TEXT
tasks_text_color:             #F2EFE6
# ACCENT
rewards_text_color:           #F6B45C

# Opaque on purpose: these four colour the sidebar's chapter names as well as
# the rings on the map, and the sidebar dims whatever it is given.
# GREEN
quest_completed_color:        #FF5ED3AE
# ACCENT
quest_started_color:          #FFF6B45C
# TEXT (bone)
quest_not_started_color:      #FFF2EFE6
# NEUTRAL
quest_locked_color:           #FF7B786F

# GREEN
dependency_line_completed_color:    #5ED3AE
# TEXT_FAINT
dependency_line_uncompleted_color:  #8F8A7F
# BORDER_STRONG
dependency_line_unavailable_color:  #5E5C54
# ACCENT_DIM
dependency_line_requires_color:     #E0842A
# AQUA
dependency_line_required_for_color: #7CC7EF
dependency_line_thickness:          0.17

# spine: a Path link and the two Arrival quests. Dawn outline until done, so
# the way through is the one dawn thing on the canvas.
[#spine]
# ACCENT_DIM
quest_not_started_color:      #FFE0842A
# ACCENT
quest_started_color:          #FFF6B45C
# GREEN
quest_completed_color:        #FF5ED3AE
# NEUTRAL
quest_locked_color:           #FF7B786F

# seal: a stage's Goal. Bone outline; the face is washed by the state colour
# (40 of 255), and done is dawn here, not green: a finished goal is the thing
# the next stage is lit from.
[#seal]
# TEXT (bone)
quest_not_started_color:      #FFF2EFE6
# ACCENT
quest_started_color:          #FFF6B45C
# ACCENT_DIM
quest_completed_color:        #FFE0842A
# NEUTRAL
quest_locked_color:           #FF7B786F

# plate: every other stage quest, the plain node. The [*] colours stand.
[#plate]
# TEXT (bone)
quest_not_started_color:      #FFF2EFE6

# slot: an Atlas cell, sunk. Unfound is quiet; found is lit bone, as a stack in
# Skin.slot is. Only a well and a bone ring, no green and no dawn.
[#slot]
# NEUTRAL
quest_not_started_color:      #FF7B786F
# TEXT_MUTED
quest_started_color:          #FFA6A196
# TEXT (bone)
quest_completed_color:        #FFF2EFE6
# NEUTRAL
quest_locked_color:           #FF7B786F

# page: a Chronicle page, parchment-toned.
[#page]
# TEXT_MUTED
quest_not_started_color:      #FFA6A196
# ACCENT
quest_started_color:          #FFF6B45C
# TEXT (bone)
quest_completed_color:        #FFF2EFE6
# NEUTRAL
quest_locked_color:           #FF7B786F

# Chapter tags. The Path is the spine of the book: its lines are drawn thick.
[#path]
dependency_line_thickness:    0.3

# The Atlas has no lines to speak of (cells are not a sequence), so its lines
# are thin. The card's border is not set here: the separator that draws it
# (ViewQuestPanel) asks quest_view_border with no object, so the default stands.
[#atlas]
dependency_line_thickness:    0.12
