.screen--combat {
  background: rgba(12, 14, 26, 0.85);
  padding: 24px;
  gap: 16px;
  max-width: 480px;
  margin: 0 auto;
  width: 100%;
}

.combat__enemy {
  display: flex;
  flex-direction: column;
  align-items: center;
  gap: 8px;
  padding: 20px;
  background: var(--c-surface);
  border: 1px solid var(--c-border);
  border-radius: var(--r-panel);
  animation: combat-enemy-enter 0.5s ease-out;
}

/* Entrance — the enemy looms in from the dark instead of sliding. */
@keyframes combat-enemy-enter {
  from { opacity: 0; transform: scale(1.7) translateY(-14px); filter: blur(5px); }
  to   { opacity: 1; transform: scale(1) translateY(0); filter: blur(0); }
}

.combat__enemy-icon {
  filter: drop-shadow(0 0 12px currentColor);
  animation: enemy-float 3s ease-in-out infinite;
}

.combat__enemy-icon svg.gi {
  width: 4rem;
  height: 4rem;
}

@keyframes enemy-float {
  0%, 100% { transform: translateY(0); }
  50% { transform: translateY(-4px); }
}

/* ─── Intent telegraph — the enemy's next move, worn above its head. ─── */
.combat__intent {
  display: flex;
  align-items: center;
  flex-wrap: wrap;
  justify-content: center;
  gap: 6px;
  padding: 3px 12px;
  border-radius: 12px;
  border: 1px solid var(--c-border);
  background: rgba(0, 0, 0, 0.35);
  font-size: 0.68rem;
  font-weight: 700;
  letter-spacing: 1px;
  text-transform: uppercase;
  color: var(--c-text-dim);
}

.combat__intent[hidden] { display: none; }

.combat__intent-icon svg.gi,
.combat__intent-icon svg {
  width: 14px;
  height: 14px;
  vertical-align: -2px;
}

/* Heavy / charged special — the telegraph burns. */
.combat__intent--danger {
  color: var(--c-danger);
  border-color: color-mix(in srgb, var(--c-danger) 45%, transparent);
  animation: intent-danger-pulse 1.1s ease-in-out infinite;
}

@keyframes intent-danger-pulse {
  0%, 100% { box-shadow: 0 0 0 rgba(0,0,0,0); }
  50% { box-shadow: 0 0 12px var(--c-danger-glow); }
}

/* ─── Status chips (bleed / burn / stun / freeze / poison) ─── */
.combat__statuses {
  display: flex;
  gap: 5px;
  min-height: 18px;
  align-items: center;
}

.combat__statuses:empty { min-height: 0; }

.combat__status {
  display: inline-flex;
  align-items: center;
  gap: 3px;
  padding: 1px 7px;
  border-radius: 9px;
  border: 1px solid var(--c-border);
  background: rgba(0, 0, 0, 0.35);
  font-size: 0.62rem;
  font-weight: 700;
}

.combat__status svg,
.combat__status svg.gi {
  width: 11px;
  height: 11px;
}

.combat__status i { font-style: normal; color: var(--c-text-dim); }

.combat__status--bleed  { color: var(--c-danger); }
.combat__status--burn   { color: var(--c-gold); }
.combat__status--stun   { color: var(--c-text-bright); }
.combat__status--freeze { color: var(--c-mana); }
.combat__status--poison { color: var(--c-heal); }

.combat__enemy-name {
  font-family: var(--font-display);
  font-size: 1.3rem;
  font-weight: 700;
  color: var(--c-text-bright);
  letter-spacing: 1px;
}

.combat__bar {
  position: relative;
  width: 100%;
  height: 18px;
  background: rgba(255,255,255,0.05);
  border-radius: 9px;
  overflow: hidden;
  border: 1px solid rgba(255,255,255,0.06);
}

.combat__bar-fill {
  height: 100%;
  border-radius: 9px;
  transition: width 0.4s ease-out;
}

.combat__bar--enemy .combat__bar-fill,
.combat__bar--hp .combat__bar-fill {
  background: var(--grad-hp);
  box-shadow: 0 0 8px var(--c-danger-glow);
}

.combat__bar--mp .combat__bar-fill {
  background: var(--grad-mp);
  box-shadow: 0 0 8px color-mix(in srgb, var(--c-mana) 35%, transparent);
}

.combat__bar-text {
  position: absolute;
  inset: 0;
  display: flex;
  align-items: center;
  justify-content: center;
  font-size: 0.6rem;
  font-weight: 700;
  color: #fff;
  text-shadow: 0 1px 3px rgba(0,0,0,0.8);
}

.combat__log {
  flex: 1;
  min-height: 120px;
  max-height: 200px;
  overflow-y: auto;
  padding: 12px;
  background: var(--c-surface);
  border: 1px solid var(--c-border);
  border-radius: var(--r-card);
  display: flex;
  flex-direction: column;
  gap: 4px;
  scrollbar-width: thin;
  scrollbar-color: var(--c-border) transparent;
}

.combat__log-entry {
  font-size: 0.82rem;
  line-height: 1.5;
  padding: 4px 8px;
  border-radius: 4px;
  animation: log-slide-in 0.3s ease-out;
}

.combat__log-entry--hit   { color: var(--c-danger); }
.combat__log-entry--crit  { color: var(--c-gold); font-weight: 700; }
.combat__log-entry--block { color: var(--c-mana); }
.combat__log-entry--ability { color: var(--c-accent); font-weight: 600; }
.combat__log-entry--info  { color: var(--c-text-dim); }

.combat__player {
  display: flex;
  flex-direction: column;
  gap: 6px;
  padding: 12px 16px;
  background: var(--c-surface);
  border: 1px solid var(--c-border);
  border-radius: var(--r-card);
}

.combat__player-row {
  display: flex;
  justify-content: space-between;
  align-items: center;
}

.combat__player-name {
  font-family: var(--font-display);
  font-weight: 700;
  color: var(--c-gold);
  text-shadow: 0 0 8px var(--c-gold-glow);
}

.combat__round {
  font-size: 0.7rem;
  color: var(--c-text-dim);
  font-weight: 600;
  background: var(--c-bg-alt);
  padding: 2px 10px;
  border-radius: 8px;
}

/* Advisor line — the intent explained in plain words with a damage figure.
   A sentence, not a banner: no uppercase, no letterspacing shouting. */
.combat__intent-hint {
  flex-basis: 100%;
  font-size: 0.66rem;
  font-style: italic;
  text-transform: none;
  letter-spacing: 0.02em;
  color: var(--c-text);
  text-align: center;
  line-height: 1.4;
}

/* Combat outcome banner — victory must not read as a hung screen */
.combat__outcome {
  display: flex;
  flex-direction: column;
  align-items: center;
  gap: 6px;
  margin-top: 10px;
  animation: outcome-enter 0.3s ease-out;
}

.combat__outcome[hidden] { display: none; }

.combat__outcome-title {
  font-family: var(--font-display);
  font-size: 1.3rem;
  color: var(--c-gold);
  text-shadow: 0 0 18px var(--c-gold-glow, rgba(216, 176, 74, 0.5));
  letter-spacing: 0.05em;
}

.combat__outcome-hint {
  font-size: 0.75rem;
  color: var(--c-text-dim);
}

@keyframes outcome-enter {
  from { opacity: 0; transform: translateY(8px); }
  to   { opacity: 1; transform: translateY(0); }
}

.combat__intent-hint:empty { display: none; }

.combat__actions {
  display: grid;
  grid-template-columns: 1fr 1fr;
  gap: 8px;
}

/* The quiet exit — a small pill under the grid, styled on EVERY viewport
   (desktop used to render it as a naked default <button>). */
.combat__flee {
  margin: 10px auto 0;
  padding: 10px 26px;
  min-height: 44px;
  font-family: var(--font-ui);
  font-size: 0.8rem;
  font-weight: 600;
  letter-spacing: 0.05em;
  color: var(--c-text-dim);
  border: 1px solid var(--c-border);
  border-radius: 999px;
  background: transparent;
  cursor: pointer;
  transition: all var(--t-fast);
}

.combat__flee:disabled { opacity: 0.35; pointer-events: none; }

/* Mechanics ticker — the log's important lines resurface here on phones,
   where the log itself is hidden (statuses, openings, stolen DP). */
.combat__ticker {
  min-height: 1.2em;
  margin: 4px auto 0;
  font-family: var(--font-ui);
  font-size: 0.8rem;
  font-weight: 600;
  letter-spacing: 0.03em;
  color: var(--c-accent);
  text-align: center;
  opacity: 0;
  transition: opacity 0.25s ease;
  pointer-events: none;
  display: none; /* the desktop reads the full log instead */
}

.combat__ticker--live { opacity: 1; }
.combat__ticker--block { color: var(--c-mana); }


.combat__btn {
  padding: 12px 16px;
  border: 1px solid var(--c-border);
  border-radius: var(--r-card);
  color: var(--c-text-bright);
  /* UI face at combat tempo — the display serif slowed the read (the same
     argument that moved danger-popup__text off Cinzel). */
  font-family: var(--font-ui);
  font-size: 0.85rem;
  font-weight: 600;
  letter-spacing: 0.05em;
  background: var(--c-surface);
  transition: all var(--t-fast);
  cursor: pointer;
  text-transform: uppercase;
}
@media (hover: hover) {
  .combat__btn:hover, .combat__btn--selected {
    background: var(--c-accent-dim);
    border-color: var(--c-accent);
    box-shadow: 0 0 12px var(--c-accent-glow);
  }
}


.combat__btn:disabled {
  opacity: 0.3;
  pointer-events: none;
}

.combat__btn-key {
  display: inline-block;
  width: 20px;
  height: 20px;
  line-height: 20px;
  text-align: center;
  font-size: 0.65rem;
  background: rgba(255,255,255,0.08);
  border-radius: 4px;
  margin-right: 4px;
  vertical-align: middle;
}

.combat__btn--ability {
  border-color: color-mix(in srgb, var(--c-accent) 45%, transparent);
  background: var(--c-glow-fill);
  color: var(--c-text-bright);
}
.combat__btn--item {
  border-color: color-mix(in srgb, var(--c-heal) 30%, transparent);
  background: color-mix(in srgb, var(--c-heal) 7%, transparent);
  grid-column: 1 / -1;
}

/* World-specific action (Cyberpunk hack / History heavy strike). */
.combat__btn--world {
  border-color: color-mix(in srgb, var(--c-accent-2, var(--c-accent)) 40%, transparent);
  background: color-mix(in srgb, var(--c-accent-2, var(--c-accent)) 8%, transparent);
  grid-column: 1 / -1;
}

.combat__btn--world[hidden] { display: none; }

.combat__items {
  display: flex;
  flex-wrap: wrap;
  gap: 6px;
  justify-content: center;
}

.combat__items[hidden] { display: none; }

.combat__item-btn {
  display: flex;
  align-items: center;
  gap: 6px;
  padding: 8px 14px;
  border: 1px solid var(--c-border);
  border-radius: 8px;
  background: var(--c-surface);
  color: var(--c-text);
  font-size: 0.75rem;
  cursor: pointer;
  transition: all var(--t-fast);
}
@media (hover: hover) {
  .combat__item-btn:hover {
    border-color: var(--c-heal);
    background: var(--c-heal-dim);
  }
}


.combat--boss .combat__enemy {
  border-color: var(--c-danger);
  box-shadow: 0 0 20px var(--c-danger-glow);
}

.combat--boss .combat__enemy-name {
  color: var(--c-danger);
  font-size: 1.5rem;
}

.combat--shake {
  animation: combat-shake 0.3s ease-out;
}

@keyframes combat-shake {
  0%, 100% { transform: translateX(0); }
  20% { transform: translateX(-4px); }
  40% { transform: translateX(4px); }
  60% { transform: translateX(-2px); }
  80% { transform: translateX(2px); }
}

/* Crit white flash overlay */
.combat-flash--white {
  animation: combat-white-flash 0.15s ease-out;
}

@keyframes combat-white-flash {
  0% { box-shadow: inset 0 0 80px rgba(255, 255, 255, 0.5); }
  100% { box-shadow: none; }
}

/* Ability — a splash in the world's own light. */
.combat-flash--accent {
  animation: combat-accent-flash 0.35s ease-out;
}

@keyframes combat-accent-flash {
  0% { box-shadow: inset 0 0 100px var(--c-glow); }
  100% { box-shadow: none; }
}

/* ─── Combat scene beats (combat:fx). The classes land on the enemy icon and
   temporarily override its idle float; it resumes when the class drops. ─── */

/* Taking a hit — knockback + white-silhouette flash. */
.combat__enemy--hurt {
  animation: enemy-hurt 0.3s ease-out;
}

@keyframes enemy-hurt {
  0%   { transform: translateY(0); }
  25%  { transform: translateY(-9px) scale(0.96);
         filter: brightness(0) invert(1) drop-shadow(0 0 10px rgba(255,255,255,0.8)); }
  60%  { filter: brightness(1.7) drop-shadow(0 0 12px currentColor); }
  100% { transform: translateY(0); filter: drop-shadow(0 0 12px currentColor); }
}

.combat__enemy--hurt-crit {
  animation: enemy-hurt-crit 0.38s ease-out;
}

@keyframes enemy-hurt-crit {
  0%   { transform: translateY(0); }
  20%  { transform: translateY(-16px) scale(0.9) rotate(-6deg);
         filter: brightness(0) invert(1) drop-shadow(0 0 16px #fff); }
  55%  { transform: translateY(2px) rotate(2deg); filter: brightness(2); }
  100% { transform: translateY(0); filter: drop-shadow(0 0 12px currentColor); }
}

/* Attacking — wind-up, then a lunge down toward the player. */
.combat__enemy--lunge {
  animation: enemy-lunge 0.32s ease-in;
}

@keyframes enemy-lunge {
  0%   { transform: translateY(0) scale(1); }
  35%  { transform: translateY(-8px) scale(1.04); }
  65%  { transform: translateY(26px) scale(1.12); }
  100% { transform: translateY(0) scale(1); }
}

/* Enemy death — dissolve, with shards spawned by combatShards(). */
.combat__enemy--defeated {
  animation: enemy-die 0.7s ease-out forwards;
}

@keyframes enemy-die {
  0%   { opacity: 1; transform: scale(1); filter: blur(0); }
  40%  { opacity: 0.9; transform: scale(1.08); filter: blur(1px) brightness(1.8); }
  100% { opacity: 0; transform: scale(0.6) translateY(14px); filter: blur(8px); }
}

.combat-shard {
  position: fixed;
  width: var(--size, 5px);
  height: var(--size, 5px);
  border-radius: 1px;
  pointer-events: none;
  z-index: var(--z-popup);
  opacity: 0;
  animation: shard-fly 0.7s ease-out var(--delay, 0ms) forwards;
}

@keyframes shard-fly {
  0%   { opacity: 1; transform: translate(0, 0) rotate(0deg); }
  100% { opacity: 0; transform: translate(var(--dx), var(--dy)) rotate(160deg); }
}

/* ═══ Strike zones — still targets on a still creature ═══ */
.combat__stage {
  position: relative;
  display: flex;
  align-items: center;
  justify-content: center;
  line-height: 0;
}

.combat__zones {
  position: absolute;
  inset: -4px -14px;
  display: flex;
  flex-direction: column;
  gap: 3px;
}

.combat__zones[hidden] { display: none; }

/* Risk reads as colour, not as a number: red gamble, plain body, cool legs */
.combat__zone {
  flex: 1;
  display: flex;
  align-items: center;
  justify-content: center;
  border: 1px solid;
  border-radius: var(--r-card);
  background: rgba(255, 255, 255, 0.05);
  color: var(--c-text-bright);
  font-family: var(--font-display);
  font-size: 0.78rem;
  letter-spacing: 0.03em;
  text-shadow: 0 1px 3px rgba(0, 0, 0, 0.9);
  cursor: pointer;
  -webkit-tap-highlight-color: transparent;
  animation: zone-invite 2.4s ease-in-out infinite;
}

.combat__zone--head  { border-color: color-mix(in srgb, var(--c-danger) 75%, transparent); }
.combat__zone--core  { border-color: color-mix(in srgb, var(--c-text-dim) 70%, transparent); }
.combat__zone--limbs { border-color: color-mix(in srgb, var(--c-mana) 70%, transparent); }

.combat__zone:nth-child(2) { animation-delay: 0.35s; }
.combat__zone:nth-child(3) { animation-delay: 0.7s; }

@keyframes zone-invite {
  0%, 100% { background: rgba(255, 255, 255, 0.04); }
  50%      { background: rgba(255, 255, 255, 0.11); }
}

.combat__zone:active {
  background: rgba(255, 255, 255, 0.2);
  transform: scale(0.98);
}

/* ═══ The verdict — the fight answers loudly, so the log need not ═══ */
.combat__verdict {
  position: fixed;
  left: 50%;
  top: 19%;
  transform: translate(-50%, -50%);
  z-index: 320;
  padding: 10px 22px;
  border-radius: var(--r-panel);
  background: rgba(8, 8, 16, 0.82);
  font-family: var(--font-display);
  font-size: 1.5rem;
  letter-spacing: 0.05em;
  white-space: nowrap;
  pointer-events: none;
  animation: verdict-pop 0.22s ease-out;
}

.combat__verdict[hidden] { display: none; }

@keyframes verdict-pop {
  from { opacity: 0; transform: translate(-50%, -50%) scale(0.86); }
  to   { opacity: 1; transform: translate(-50%, -50%) scale(1); }
}

.combat__verdict--perfect { color: var(--c-heal); text-shadow: 0 0 22px var(--c-heal); }
.combat__verdict--good    { color: var(--c-gold); }
.combat__verdict--miss    { color: var(--c-text-dim); }
.combat__verdict--taken   { color: var(--c-danger); }
.combat__verdict--taken.combat__verdict--perfect { color: var(--c-mana); }

/* Coaching speaks where the eye will need to be next — never over the
   creature it is asking you to read. */
.combat__verdict--coach {
  font-family: var(--font-ui);
  font-size: 0.92rem;
  color: var(--c-text-bright);
  letter-spacing: 0.02em;
  top: auto;
  bottom: 27dvh;
  transform: translate(-50%, 0);
  animation: none;
}

/* ═══ The beat — one bar, one marker, tap anywhere ═══ */
.beat {
  position: fixed;
  inset: 0;
  z-index: 310;
  display: flex;
  align-items: flex-end;
  justify-content: center;
  padding-bottom: calc(22dvh + env(safe-area-inset-bottom, 0px));
  background: rgba(4, 4, 10, 0.25);
}

.beat[hidden] { display: none; }

.beat__panel {
  display: flex;
  flex-direction: column;
  align-items: center;
  gap: 10px;
  width: min(86vw, 420px);
  padding: 16px;
  border-radius: 16px;
  border: 1px solid var(--c-border);
  background: color-mix(in srgb, var(--c-surface) 92%, transparent);
  box-shadow: 0 12px 34px rgba(0, 0, 0, 0.5);
  animation: verdict-pop 0.16s ease-out;
}

.beat__label {
  font-family: var(--font-display);
  font-size: 1.05rem;
  letter-spacing: 0.06em;
  text-transform: uppercase;
  color: var(--c-text-bright);
}

.beat--guard .beat__label { color: var(--c-danger); }

.beat__bar {
  position: relative;
  width: 100%;
  height: 52px;
  border-radius: var(--r-card);
  background: var(--c-bg-alt);
  border: 1px solid var(--c-border);
  overflow: hidden;
}

.beat__good,
.beat__perfect {
  position: absolute;
  top: 0;
  bottom: 0;
  left: 50%;
  transform: translateX(-50%);
}

.beat__good { background: color-mix(in srgb, var(--c-gold) 20%, transparent); }

.beat__perfect {
  background: color-mix(in srgb, var(--c-heal) 45%, transparent);
  box-shadow: 0 0 18px color-mix(in srgb, var(--c-heal) 50%, transparent);
}

.beat--guard .beat__good { background: color-mix(in srgb, var(--c-mana) 18%, transparent); }
.beat--guard .beat__perfect { background: color-mix(in srgb, var(--c-mana) 48%, transparent); }

.beat__marker {
  position: absolute;
  top: -4px;
  bottom: -4px;
  width: 6px;
  margin-left: -3px;
  border-radius: 3px;
  background: var(--c-text-bright);
  box-shadow: 0 0 12px rgba(255, 255, 255, 0.7);
}

.beat__marker--perfect { background: var(--c-heal); box-shadow: 0 0 18px var(--c-heal); }

.beat__hint {
  font-size: 0.74rem;
  color: var(--c-text-dim);
}
