/* ===== WFG floor-plan maps (type "floorplan", board card #1070) =====
   Loaded after maps.css, only on pages whose map is traced from the game client. The traced
   floor is one evenodd path per level, drawn as rim, fill and edge. The rim's stroke width is
   in screen pixels (non-scaling), so a narrow corridor stays visible at phone width while the
   geometry keeps its true size. */
.fp-rim{fill:none;stroke:#7d7262;stroke-width:3px;stroke-linejoin:round;vector-effect:non-scaling-stroke}
.fp-floor{fill-rule:evenodd}
.fp-edge{fill:none;stroke:#0b0a09;stroke-width:1px;stroke-linejoin:round;vector-effect:non-scaling-stroke}
.fp-water{fill:url(#wm-p-water);fill-rule:evenodd;fill-opacity:.9;stroke:#3d6b7e;stroke-width:1px;vector-effect:non-scaling-stroke}
/* a higher level: lighter rim and a shadow on the floor below */
.fp-up .fp-rim{stroke:#b9ab8c}
.fp-sh{fill:#000;fill-opacity:.5;transform:translate(0,5px)}
/* legend swatches */
.lg-fp-water{fill:url(#wm-p-water);stroke:#3d6b7e;stroke-width:1.2}
.lg-fp-up{fill:url(#wm-p-cave);stroke:#b9ab8c;stroke-width:2}
/* room names sit on the floor; on phones the stop list carries the boss names, rooms stay */
.wmap-floorplan .rn{font-size:.62rem;letter-spacing:.1em}
@media (max-width:39.99rem){.wmap-floorplan .rn{display:block;font-size:.54rem;letter-spacing:.06em}}
/* the figure keeps the column width so its key stays readable; a tall dungeon narrows only its
   stage, keeping the floor within most of the screen height */
.wmap.wmap-floorplan{max-width:none}
.wmap-floorplan .wmap-stage{margin-inline:auto;width:min(100%,calc(78svh * var(--arn)))}
