151 lines
5.5 KiB
C#
151 lines
5.5 KiB
C#
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using Godot;
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using Theriapolis.Core.Data;
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using Theriapolis.GodotHost.Scenes.Widgets;
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using Theriapolis.GodotHost.UI;
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namespace Theriapolis.GodotHost.Scenes.Steps;
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/// <summary>
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/// Step V — History. Direct port of <c>StepBackground</c> in
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/// <c>src/steps.jsx</c>: card per background showing flavor, granted
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/// skill / tool proficiencies, and a unique feature with a description
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/// popover.
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/// </summary>
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public partial class StepBackground : VBoxContainer, IStep
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{
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private CharacterDraft _draft = null!;
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private GridContainer _grid = null!;
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public void Bind(CharacterDraft draft)
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{
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_draft = draft;
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_draft.Changed += () => Callable.From(Refresh).CallDeferred();
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Build();
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}
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public string? Validate() =>
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string.IsNullOrEmpty(_draft?.BackgroundId) ? "Pick a history." : null;
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private void Build()
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{
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AddThemeConstantOverride("separation", 16);
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var intro = new VBoxContainer();
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intro.AddThemeConstantOverride("separation", 6);
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AddChild(intro);
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intro.AddChild(new Label { Text = "FOLIO V · HISTORY" });
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intro.AddChild(new Label { Text = "Choose a History" });
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intro.AddChild(new Label
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{
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Text = "Where your character came from before the wandering began. "
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+ "History grants extra skill and tool proficiencies and a unique "
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+ "feature that resolves in-fiction more often than in combat.",
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AutowrapMode = TextServer.AutowrapMode.WordSmart,
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});
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_grid = new GridContainer { Columns = 3, SizeFlagsHorizontal = SizeFlags.ExpandFill };
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_grid.AddThemeConstantOverride("h_separation", 16);
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_grid.AddThemeConstantOverride("v_separation", 16);
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AddChild(_grid);
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Refresh();
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}
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/// <summary>
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/// Background-availability rules. The backgrounds.json schema doesn't
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/// carry restriction fields — the gating lives in flavor text only —
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/// so they're hardcoded here. Each predicate returns true when the
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/// background is available to the given draft; missing entries are
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/// universally available.
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///
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/// If backgrounds.json ever gains structured restriction fields,
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/// swap these out for a property-driven check.
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/// </summary>
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private static readonly System.Collections.Generic.Dictionary<string, System.Func<UI.CharacterDraft, bool>> AvailabilityRules = new()
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{
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// Hybrid-only backgrounds — flavor text explicitly hybrid.
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{ "passer", d => d.IsHybrid },
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{ "hybrid_underground", d => d.IsHybrid },
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{ "former_chattel", d => d.IsHybrid },
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// Clade-restricted backgrounds.
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{ "warren_runner", d => d.HasClade("leporidae") },
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{ "pack_raised", d => d.HasClade("canidae") },
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{ "herd_city_born", d => d.HasAnyCladeOfKind("prey") },
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};
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private void Refresh()
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{
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if (_grid is null) return;
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foreach (var c in _grid.GetChildren()) c.QueueFree();
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foreach (var bg in CodexContent.Backgrounds)
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{
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if (AvailabilityRules.TryGetValue(bg.Id, out var rule) && !rule(_draft))
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continue;
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_grid.AddChild(BuildCard(bg));
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}
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}
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private Control BuildCard(BackgroundDef bg)
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{
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bool selected = _draft.BackgroundId == bg.Id;
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var card = new PanelContainer
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{
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CustomMinimumSize = new Vector2(200, 0),
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MouseFilter = MouseFilterEnum.Stop,
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};
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if (selected) card.Modulate = new Color(1f, 0.95f, 0.85f);
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card.GuiInput += (InputEvent e) =>
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{
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if (e is InputEventMouseButton mb && mb.Pressed && mb.ButtonIndex == MouseButton.Left)
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_draft.Patch(new Godot.Collections.Dictionary { { "background_id", bg.Id } });
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};
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var box = new VBoxContainer { MouseFilter = MouseFilterEnum.Pass };
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box.AddThemeConstantOverride("separation", 6);
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card.AddChild(box);
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box.AddChild(new Label { Text = bg.Name });
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if (!string.IsNullOrEmpty(bg.Flavor))
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{
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box.AddChild(new Label
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{
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Text = bg.Flavor,
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AutowrapMode = TextServer.AutowrapMode.WordSmart,
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});
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}
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// Skill + tool prof chips.
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if (bg.SkillProficiencies.Length > 0 || bg.ToolProficiencies.Length > 0)
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{
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var profs = new HFlowContainer { MouseFilter = MouseFilterEnum.Pass };
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profs.AddThemeConstantOverride("h_separation", 6);
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profs.AddThemeConstantOverride("v_separation", 4);
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box.AddChild(profs);
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foreach (var s in bg.SkillProficiencies)
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profs.AddChild(new TraitChip { TraitName = s, Description = "Skill proficiency", Tag = "skill" });
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foreach (var t in bg.ToolProficiencies)
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profs.AddChild(new TraitChip { TraitName = t, Description = "Tool proficiency", Tag = "tool" });
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}
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// Background feature — chip whose popover shows the description.
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if (!string.IsNullOrEmpty(bg.FeatureName))
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{
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var featRow = new HBoxContainer();
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featRow.AddThemeConstantOverride("separation", 6);
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box.AddChild(featRow);
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featRow.AddChild(new Label { Text = "FEATURE" });
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featRow.AddChild(new TraitChip
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{
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TraitName = bg.FeatureName,
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Description = bg.FeatureDescription,
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});
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}
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return card;
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}
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}
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