diff --git a/Theriapolis.Godot/Scenes/Aside.cs b/Theriapolis.Godot/Scenes/Aside.cs
index 8b6e62b..a7553e0 100644
--- a/Theriapolis.Godot/Scenes/Aside.cs
+++ b/Theriapolis.Godot/Scenes/Aside.cs
@@ -1,14 +1,22 @@
using Godot;
+using System.Collections.Generic;
+using Theriapolis.GodotHost.Scenes.Widgets;
using Theriapolis.GodotHost.UI;
namespace Theriapolis.GodotHost.Scenes;
///
-/// Right-rail summary of the in-progress character. Single
-/// rebuilds every section per
-/// GODOT_PORTING_GUIDE.md §10 — the panel is small enough that full
-/// rebuild is cheap and partial-update logic isn't worth it. Connect
-/// the draft via ; the Wizard does this on _Ready.
+/// Right-rail summary of the in-progress character. Sections, top-down:
+/// 1. Name (or placeholder until Step VIII).
+/// 2. Lineage details — 2-column grid:
+/// purebred: Clade | Species, then Calling | Background.
+/// hybrid: Sire | Dam (column headers); each parent's
+/// clade and species below; Calling | Background.
+/// 3. Attributes — final score + d20 modifier per ability.
+/// 4. Pills — traits + skills selected so far, with hover popovers.
+///
+/// One Refresh() rebuild per draft change; the panel is small enough
+/// that partial-update logic isn't worth the complexity.
///
public partial class Aside : MarginContainer
{
@@ -22,9 +30,21 @@ public partial class Aside : MarginContainer
AddThemeConstantOverride("margin_top", 18);
AddThemeConstantOverride("margin_bottom", 18);
- _content = new VBoxContainer();
+ // Wrap content in a ScrollContainer so the Aside's intrinsic
+ // height stays bounded by the panel's allocated size — without
+ // this, an over-tall summary (lots of pills) forces the parent
+ // Layout to expand and pushes the navbar off the viewport.
+ var scroll = new ScrollContainer
+ {
+ SizeFlagsHorizontal = SizeFlags.ExpandFill,
+ SizeFlagsVertical = SizeFlags.ExpandFill,
+ HorizontalScrollMode = ScrollContainer.ScrollMode.Disabled,
+ };
+ AddChild(scroll);
+
+ _content = new VBoxContainer { SizeFlagsHorizontal = SizeFlags.ExpandFill };
_content.AddThemeConstantOverride("separation", 18);
- AddChild(_content);
+ scroll.AddChild(_content);
}
public void SetDraft(CharacterDraft draft)
@@ -39,42 +59,277 @@ public partial class Aside : MarginContainer
if (_draft is null || _content is null) return;
foreach (var c in _content.GetChildren()) c.QueueFree();
- _content.AddChild(new Label { Text = "SUMMARY" });
+ BuildName();
+ BuildDetailsGrid();
+ BuildAttributes();
+ BuildPills();
+ }
- if (_draft.IsHybrid)
+ // ──────────────────────────────────────────────────────────────────────
+ // Section 1 — Name
+
+ private void BuildName()
+ {
+ var name = string.IsNullOrEmpty(_draft!.CharacterName) ? "Unnamed" : _draft.CharacterName;
+ _content.AddChild(new Label
{
- AddBlock("Origin", "Hybrid");
- AddBlock(_draft.DominantParent == "sire" ? "Sire (dominant)" : "Sire",
- FormatLineage(_draft.SireCladeId, _draft.SireSpeciesId));
- AddBlock(_draft.DominantParent == "dam" ? "Dam (dominant)" : "Dam",
- FormatLineage(_draft.DamCladeId, _draft.DamSpeciesId));
+ Text = name,
+ HorizontalAlignment = HorizontalAlignment.Center,
+ });
+ _content.AddChild(new HSeparator());
+ }
+
+ // ──────────────────────────────────────────────────────────────────────
+ // Section 2 — Lineage details (2-column grid)
+
+ private void BuildDetailsGrid()
+ {
+ if (_draft!.IsHybrid)
+ {
+ // Hybrid layout: SIRE / DAM column headers above the parent
+ // detail rows, then the Calling / Background row spans both
+ // halves of the same kind of grid.
+ var headers = new HBoxContainer { SizeFlagsHorizontal = SizeFlags.ExpandFill };
+ headers.AddThemeConstantOverride("separation", 12);
+ _content.AddChild(headers);
+ headers.AddChild(MakeColumnHeader("SIRE" + (_draft.DominantParent == "sire" ? " ★" : "")));
+ headers.AddChild(MakeColumnHeader("DAM" + (_draft.DominantParent == "dam" ? " ★" : "")));
+
+ var lineageGrid = MakeFullWidthGrid();
+ _content.AddChild(lineageGrid);
+ lineageGrid.AddChild(MakeCell("Clade", CodexContent.Clade(_draft.SireCladeId)?.Name));
+ lineageGrid.AddChild(MakeCell("Clade", CodexContent.Clade(_draft.DamCladeId)?.Name));
+ lineageGrid.AddChild(MakeCell("Species", CodexContent.SpeciesById(_draft.SireSpeciesId)?.Name));
+ lineageGrid.AddChild(MakeCell("Species", CodexContent.SpeciesById(_draft.DamSpeciesId)?.Name));
}
else
{
- AddBlock("Clade", CodexContent.Clade(_draft.CladeId)?.Name);
- AddBlock("Species", CodexContent.SpeciesById(_draft.SpeciesId)?.Name);
+ var lineageGrid = MakeFullWidthGrid();
+ _content.AddChild(lineageGrid);
+ lineageGrid.AddChild(MakeCell("Clade", CodexContent.Clade(_draft.CladeId)?.Name));
+ lineageGrid.AddChild(MakeCell("Species", CodexContent.SpeciesById(_draft.SpeciesId)?.Name));
}
- AddBlock("Calling", CodexContent.Class(_draft.ClassId)?.Name);
- AddBlock("Background", CodexContent.Background(_draft.BackgroundId)?.Name);
- AddBlock("Name", string.IsNullOrEmpty(_draft.CharacterName) ? null : _draft.CharacterName);
+ // Calling + Background — last row of the lineage block, with
+ // Subclass tucked underneath Calling in the same column.
+ var callingGrid = MakeFullWidthGrid();
+ _content.AddChild(callingGrid);
+ callingGrid.AddChild(MakeCell("Calling", CodexContent.Class(_draft.ClassId)?.Name));
+ callingGrid.AddChild(MakeCell("Background", CodexContent.Background(_draft.BackgroundId)?.Name));
+
+ var subclassDef = System.Array.Find(CodexContent.Subclasses, s => s.Id == _draft.SubclassId);
+ callingGrid.AddChild(MakeCell("Subclass", subclassDef?.Name));
+ callingGrid.AddChild(new Control()); // empty cell to align grid
+
+ _content.AddChild(new HSeparator());
}
- private static string? FormatLineage(string cladeId, string speciesId)
+ private static GridContainer MakeFullWidthGrid()
{
- var clade = CodexContent.Clade(cladeId);
- var species = CodexContent.SpeciesById(speciesId);
- if (clade is null && species is null) return null;
- if (species is not null) return $"{species.Name} ({clade?.Name ?? cladeId})";
- return clade?.Name;
+ var grid = new GridContainer { Columns = 2, SizeFlagsHorizontal = SizeFlags.ExpandFill };
+ grid.AddThemeConstantOverride("h_separation", 12);
+ grid.AddThemeConstantOverride("v_separation", 8);
+ return grid;
}
- private void AddBlock(string label, string? value)
+ private static Control MakeColumnHeader(string label)
{
- var v = new VBoxContainer();
- v.AddThemeConstantOverride("separation", 4);
- _content.AddChild(v);
- v.AddChild(new Label { Text = label.ToUpperInvariant() });
- v.AddChild(new Label { Text = value ?? "—" });
+ // Centered label + underline; sized to take half the parent
+ // HBoxContainer width so SIRE and DAM align over their data
+ // columns.
+ var col = new VBoxContainer { SizeFlagsHorizontal = SizeFlags.ExpandFill };
+ col.AddThemeConstantOverride("separation", 2);
+ col.AddChild(new Label
+ {
+ Text = label,
+ HorizontalAlignment = HorizontalAlignment.Center,
+ });
+ col.AddChild(new HSeparator());
+ return col;
+ }
+
+ private static Control MakeCell(string label, string? value)
+ {
+ var v = new VBoxContainer { SizeFlagsHorizontal = SizeFlags.ExpandFill };
+ v.AddThemeConstantOverride("separation", 2);
+
+ // Smaller font on the label tag — keeps the row compact in the
+ // narrow side rail.
+ var lbl = new Label { Text = label.ToUpperInvariant() };
+ lbl.AddThemeFontSizeOverride("font_size", 11);
+ v.AddChild(lbl);
+
+ // Autowrap on the value so long names ("Hybrid Underground")
+ // wrap rather than push the whole panel wider than its alloc.
+ var val = new Label
+ {
+ Text = string.IsNullOrEmpty(value) ? "—" : value,
+ AutowrapMode = TextServer.AutowrapMode.WordSmart,
+ CustomMinimumSize = new Vector2(0, 0),
+ };
+ v.AddChild(val);
+ return v;
+ }
+
+ // ──────────────────────────────────────────────────────────────────────
+ // Section 3 — Attributes (final score + modifier)
+
+ private void BuildAttributes()
+ {
+ _content.AddChild(new Label { Text = "ATTRIBUTES" });
+
+ // Self-contained sub-panel so the attributes table never widens
+ // beyond the Aside's own rect. Columns: ab | bonus | final | d20.
+ // Cells have explicit min widths but DON'T ExpandFill, so the
+ // grid's total width is bounded by the cell mins instead of
+ // taking whatever parent width is available.
+ var grid = new GridContainer { Columns = 4 };
+ grid.AddThemeConstantOverride("h_separation", 6);
+ grid.AddThemeConstantOverride("v_separation", 6);
+ _content.AddChild(grid);
+
+ foreach (var ab in SkillsCatalog.Abilities)
+ {
+ int baseScore = AbilityCalc.BaseScore(ab, _draft!);
+ int bonus = AbilityCalc.TotalBonus(ab, _draft!);
+ int final = baseScore + bonus;
+ int dMod = AbilityCalc.D20Modifier(final);
+
+ grid.AddChild(new Label
+ {
+ Text = ab,
+ CustomMinimumSize = new Vector2(36, 0),
+ });
+
+ // Bonus chip — only render when non-zero. +0 entries get an
+ // empty Control so the column stays aligned without the
+ // panel chrome of an empty TraitChip pushing the row wider.
+ if (bonus != 0)
+ {
+ grid.AddChild(new Widgets.TraitChip
+ {
+ TraitName = AbilityCalc.FormatSigned(bonus),
+ Description = AbilityCalc.FormatBreakdown(AbilityCalc.Sources(ab, _draft!)),
+ Tag = "bonus",
+ });
+ }
+ else
+ {
+ grid.AddChild(new Control { CustomMinimumSize = new Vector2(40, 0) });
+ }
+
+ grid.AddChild(new Label
+ {
+ Text = baseScore == 0 ? "—" : final.ToString(),
+ HorizontalAlignment = HorizontalAlignment.Right,
+ CustomMinimumSize = new Vector2(36, 0),
+ });
+
+ grid.AddChild(new Label
+ {
+ Text = baseScore == 0 ? "" : AbilityCalc.FormatSigned(dMod),
+ HorizontalAlignment = HorizontalAlignment.Right,
+ CustomMinimumSize = new Vector2(36, 0),
+ });
+ }
+
+ _content.AddChild(new HSeparator());
+ }
+
+ // ──────────────────────────────────────────────────────────────────────
+ // Section 4 — Pills (traits, skills, features chosen so far)
+
+ private void BuildPills()
+ {
+ _content.AddChild(new Label { Text = "TRAITS · FEATS · SKILLS" });
+
+ var flow = new HFlowContainer();
+ flow.AddThemeConstantOverride("h_separation", 6);
+ flow.AddThemeConstantOverride("v_separation", 6);
+ _content.AddChild(flow);
+
+ // Clade traits (purebred = single clade; hybrid = both).
+ if (_draft!.IsHybrid)
+ {
+ AddCladeTraits(flow, CodexContent.Clade(_draft.SireCladeId));
+ AddCladeTraits(flow, CodexContent.Clade(_draft.DamCladeId));
+ }
+ else
+ {
+ AddCladeTraits(flow, CodexContent.Clade(_draft.CladeId));
+ }
+
+ // Species traits.
+ var sp = CodexContent.SpeciesById(_draft.EffectiveSpeciesId);
+ if (sp is not null)
+ {
+ foreach (var t in sp.Traits)
+ flow.AddChild(new TraitChip { TraitName = t.Name, Description = t.Description });
+ foreach (var d in sp.Detriments)
+ flow.AddChild(new TraitChip { TraitName = d.Name, Description = d.Description, Detriment = true });
+ }
+
+ // Class level-1 features.
+ var cls = CodexContent.Class(_draft.ClassId);
+ if (cls is not null)
+ {
+ var lvl1 = System.Array.Find(cls.LevelTable, e => e.Level == 1);
+ if (lvl1 is not null)
+ {
+ foreach (var fid in lvl1.Features)
+ {
+ if (!cls.FeatureDefinitions.TryGetValue(fid, out var fd)) continue;
+ if (fd.Kind == "stub" || fid.StartsWith("subclass_")) continue;
+ flow.AddChild(new TraitChip
+ {
+ TraitName = fd.Name,
+ Description = fd.Description,
+ Tag = fd.Kind,
+ });
+ }
+ }
+ }
+
+ // Background feature + granted skills.
+ var bg = CodexContent.Background(_draft.BackgroundId);
+ if (bg is not null && !string.IsNullOrEmpty(bg.FeatureName))
+ {
+ flow.AddChild(new TraitChip
+ {
+ TraitName = bg.FeatureName,
+ Description = bg.FeatureDescription,
+ Tag = "history",
+ });
+ }
+
+ // Skills — background-locked first, then user-chosen class skills.
+ if (bg is not null)
+ {
+ foreach (var skillId in bg.SkillProficiencies)
+ AddSkillChip(flow, skillId, "BG");
+ }
+ foreach (var skillId in _draft.ChosenSkills)
+ AddSkillChip(flow, skillId, "skill");
+ }
+
+ private static void AddCladeTraits(HFlowContainer flow, Theriapolis.Core.Data.CladeDef? clade)
+ {
+ if (clade is null) return;
+ foreach (var t in clade.Traits)
+ flow.AddChild(new TraitChip { TraitName = t.Name, Description = t.Description });
+ foreach (var d in clade.Detriments)
+ flow.AddChild(new TraitChip { TraitName = d.Name, Description = d.Description, Detriment = true });
+ }
+
+ private static void AddSkillChip(HFlowContainer flow, string skillId, string tag)
+ {
+ var s = SkillsCatalog.Get(skillId);
+ if (s is null) return;
+ flow.AddChild(new TraitChip
+ {
+ TraitName = s.Label,
+ Description = s.Description,
+ Tag = tag,
+ });
}
}
diff --git a/Theriapolis.Godot/Scenes/Aside.tscn b/Theriapolis.Godot/Scenes/Aside.tscn
index 34c42b1..c039459 100644
--- a/Theriapolis.Godot/Scenes/Aside.tscn
+++ b/Theriapolis.Godot/Scenes/Aside.tscn
@@ -4,6 +4,6 @@
[node name="Aside" type="MarginContainer"]
unique_name_in_owner = true
-custom_minimum_size = Vector2(320, 0)
+custom_minimum_size = Vector2(360, 0)
size_flags_horizontal = 0
script = ExtResource("1_aside")
diff --git a/Theriapolis.Godot/Scenes/Steps/StepBackground.cs b/Theriapolis.Godot/Scenes/Steps/StepBackground.cs
index c0b4991..e8be81a 100644
--- a/Theriapolis.Godot/Scenes/Steps/StepBackground.cs
+++ b/Theriapolis.Godot/Scenes/Steps/StepBackground.cs
@@ -43,7 +43,7 @@ public partial class StepBackground : VBoxContainer, IStep
AutowrapMode = TextServer.AutowrapMode.WordSmart,
});
- _grid = new GridContainer { Columns = 3, SizeFlagsHorizontal = SizeFlags.ExpandFill };
+ _grid = new GridContainer { Columns = 3, SizeFlagsHorizontal = SizeFlags.ShrinkCenter };
_grid.AddThemeConstantOverride("h_separation", 16);
_grid.AddThemeConstantOverride("v_separation", 16);
AddChild(_grid);
@@ -51,37 +51,13 @@ public partial class StepBackground : VBoxContainer, IStep
Refresh();
}
- ///
- /// Background-availability rules. The backgrounds.json schema doesn't
- /// carry restriction fields — the gating lives in flavor text only —
- /// so they're hardcoded here. Each predicate returns true when the
- /// background is available to the given draft; missing entries are
- /// universally available.
- ///
- /// If backgrounds.json ever gains structured restriction fields,
- /// swap these out for a property-driven check.
- ///
- private static readonly System.Collections.Generic.Dictionary> AvailabilityRules = new()
- {
- // Hybrid-only backgrounds — flavor text explicitly hybrid.
- { "passer", d => d.IsHybrid },
- { "hybrid_underground", d => d.IsHybrid },
- { "former_chattel", d => d.IsHybrid },
-
- // Clade-restricted backgrounds.
- { "warren_runner", d => d.HasClade("leporidae") },
- { "pack_raised", d => d.HasClade("canidae") },
- { "herd_city_born", d => d.HasAnyCladeOfKind("prey") },
- };
-
private void Refresh()
{
if (_grid is null) return;
foreach (var c in _grid.GetChildren()) c.QueueFree();
foreach (var bg in CodexContent.Backgrounds)
{
- if (AvailabilityRules.TryGetValue(bg.Id, out var rule) && !rule(_draft))
- continue;
+ if (!BackgroundAvailability.IsAvailable(bg.Id, _draft)) continue;
_grid.AddChild(BuildCard(bg));
}
}
diff --git a/Theriapolis.Godot/Scenes/Steps/StepClade.cs b/Theriapolis.Godot/Scenes/Steps/StepClade.cs
index 8fb4ba5..779df89 100644
--- a/Theriapolis.Godot/Scenes/Steps/StepClade.cs
+++ b/Theriapolis.Godot/Scenes/Steps/StepClade.cs
@@ -101,7 +101,7 @@ public partial class StepClade : VBoxContainer, IStep
private static GridContainer MakeGrid()
{
- var grid = new GridContainer { Columns = 3, SizeFlagsHorizontal = SizeFlags.ExpandFill };
+ var grid = new GridContainer { Columns = 3, SizeFlagsHorizontal = SizeFlags.ShrinkCenter };
grid.AddThemeConstantOverride("h_separation", 16);
grid.AddThemeConstantOverride("v_separation", 16);
return grid;
@@ -132,6 +132,7 @@ public partial class StepClade : VBoxContainer, IStep
patch["dam_clade_id"] = "";
patch["dam_species_id"] = "";
}
+ ClearBackgroundIfInvalidated(patch);
_draft.Patch(patch);
}
@@ -172,11 +173,13 @@ public partial class StepClade : VBoxContainer, IStep
var sp = CodexContent.SpeciesById(speciesId);
if (sp is null || !string.Equals(sp.CladeId, cladeId, System.StringComparison.OrdinalIgnoreCase))
speciesId = "";
- _draft.Patch(new Godot.Collections.Dictionary
+ var patch = new Godot.Collections.Dictionary
{
{ "clade_id", cladeId },
{ "species_id", speciesId },
- });
+ };
+ ClearBackgroundIfInvalidated(patch);
+ _draft.Patch(patch);
}
private void OnLineageCladePicked(string lineage, string cladeId)
@@ -189,9 +192,28 @@ public partial class StepClade : VBoxContainer, IStep
var sp = CodexContent.SpeciesById(currentSpecies);
if (sp is null || !string.Equals(sp.CladeId, cladeId, System.StringComparison.OrdinalIgnoreCase))
patch[lineage + "_species_id"] = "";
+ ClearBackgroundIfInvalidated(patch);
_draft.Patch(patch);
}
+ ///
+ /// Clade changes can make a previously-valid background unavailable
+ /// (e.g. picking Felidae while Pack-Raised is selected). Build the
+ /// hypothetical post-patch state via Resource.Duplicate, run it
+ /// through BackgroundAvailability, and clear background_id in the
+ /// patch if the rule no longer matches.
+ ///
+ private void ClearBackgroundIfInvalidated(Godot.Collections.Dictionary patch)
+ {
+ if (string.IsNullOrEmpty(_draft.BackgroundId)) return;
+
+ var future = (CharacterDraft)_draft.Duplicate();
+ // Apply the same patch we're about to commit, in-place on the copy.
+ future.Patch(patch);
+ if (!BackgroundAvailability.IsAvailable(_draft.BackgroundId, future))
+ patch["background_id"] = "";
+ }
+
private PanelContainer BuildCard(CladeDef clade, System.Action onClick)
{
var card = new PanelContainer
diff --git a/Theriapolis.Godot/Scenes/Steps/StepClass.cs b/Theriapolis.Godot/Scenes/Steps/StepClass.cs
index 76ec1d3..ee49233 100644
--- a/Theriapolis.Godot/Scenes/Steps/StepClass.cs
+++ b/Theriapolis.Godot/Scenes/Steps/StepClass.cs
@@ -47,7 +47,7 @@ public partial class StepClass : VBoxContainer, IStep
AutowrapMode = TextServer.AutowrapMode.WordSmart,
});
- _grid = new GridContainer { Columns = 3, SizeFlagsHorizontal = SizeFlags.ExpandFill };
+ _grid = new GridContainer { Columns = 3, SizeFlagsHorizontal = SizeFlags.ShrinkCenter };
_grid.AddThemeConstantOverride("h_separation", 16);
_grid.AddThemeConstantOverride("v_separation", 16);
AddChild(_grid);
diff --git a/Theriapolis.Godot/Scenes/Steps/StepSkills.cs b/Theriapolis.Godot/Scenes/Steps/StepSkills.cs
new file mode 100644
index 0000000..72873c4
--- /dev/null
+++ b/Theriapolis.Godot/Scenes/Steps/StepSkills.cs
@@ -0,0 +1,233 @@
+using Godot;
+using System.Collections.Generic;
+using Theriapolis.GodotHost.Scenes.Widgets;
+using Theriapolis.GodotHost.UI;
+
+namespace Theriapolis.GodotHost.Scenes.Steps;
+
+///
+/// Step VII — Skills. Direct port of StepSkills in
+/// src/steps.jsx: 18 skills laid out in 6 ability groups
+/// (STR / DEX / CON / INT / WIS / CHA). Background-granted skills are
+/// pre-checked and locked; the user picks class.SkillsChoose
+/// more from class.SkillOptions. Hover any skill row → popover
+/// with the description.
+///
+/// State:
+/// - "locked" → granted by background, can't toggle (✓ shown)
+/// - "checked" → user-picked from class options (✓ shown)
+/// - "available" → in class options, unchecked
+/// - "unavailable" → not in class options, dimmed and unclickable
+///
+public partial class StepSkills : VBoxContainer, IStep
+{
+ private CharacterDraft _draft = null!;
+ private Label _countLabel = null!;
+ private Label _classBgLabel = null!;
+ private GridContainer _groupsGrid = null!;
+
+ public void Bind(CharacterDraft draft)
+ {
+ _draft = draft;
+ _draft.Changed += () => Callable.From(Refresh).CallDeferred();
+ Build();
+ }
+
+ public string? Validate() => WizardValidation.Validate(6, _draft);
+
+ private void Build()
+ {
+ AddThemeConstantOverride("separation", 16);
+
+ var intro = new VBoxContainer();
+ intro.AddThemeConstantOverride("separation", 6);
+ AddChild(intro);
+ intro.AddChild(new Label { Text = "FOLIO VII · SKILLS" });
+ intro.AddChild(new Label { Text = "Choose Your Skills" });
+ intro.AddChild(new Label
+ {
+ Text = "Your background grants two skills automatically (sealed). From your "
+ + "calling's offered list, choose the rest. Hover any skill for its codex "
+ + "reading.",
+ AutowrapMode = TextServer.AutowrapMode.WordSmart,
+ });
+
+ var meta = new HBoxContainer();
+ meta.AddThemeConstantOverride("separation", 24);
+ AddChild(meta);
+ _countLabel = new Label { Text = "0 / 0 chosen" };
+ meta.AddChild(_countLabel);
+ var spacer = new Control { SizeFlagsHorizontal = SizeFlags.ExpandFill };
+ meta.AddChild(spacer);
+ _classBgLabel = new Label { Text = "" };
+ meta.AddChild(_classBgLabel);
+
+ _groupsGrid = new GridContainer
+ {
+ Columns = 2,
+ SizeFlagsHorizontal = SizeFlags.ExpandFill,
+ };
+ _groupsGrid.AddThemeConstantOverride("h_separation", 18);
+ _groupsGrid.AddThemeConstantOverride("v_separation", 18);
+ AddChild(_groupsGrid);
+
+ Refresh();
+ }
+
+ private void Refresh()
+ {
+ if (_groupsGrid is null) return;
+
+ var cls = CodexContent.Class(_draft.ClassId);
+ var bg = CodexContent.Background(_draft.BackgroundId);
+ int required = cls?.SkillsChoose ?? 0;
+
+ var lockedFromBg = new HashSet(bg?.SkillProficiencies ?? System.Array.Empty());
+ var classOptions = new HashSet(cls?.SkillOptions ?? System.Array.Empty());
+ var chosen = new HashSet(_draft.ChosenSkills);
+
+ _countLabel.Text = $"{chosen.Count} / {required} chosen +{lockedFromBg.Count} sealed by background";
+ _classBgLabel.Text = (cls is null ? "Pick a calling first." :
+ $"Calling: {cls.Name} · History: {bg?.Name ?? "—"}").ToUpperInvariant();
+
+ foreach (var c in _groupsGrid.GetChildren()) c.QueueFree();
+
+ if (cls is null) return;
+
+ foreach (var ability in SkillsCatalog.Abilities)
+ _groupsGrid.AddChild(BuildAbilityGroup(ability, lockedFromBg, classOptions, chosen, required));
+ }
+
+ private Control BuildAbilityGroup(string ability,
+ HashSet lockedFromBg,
+ HashSet classOptions,
+ HashSet chosen,
+ int required)
+ {
+ var panel = new PanelContainer { SizeFlagsHorizontal = SizeFlags.ExpandFill };
+ var col = new VBoxContainer();
+ col.AddThemeConstantOverride("separation", 4);
+ panel.AddChild(col);
+
+ // Header — full ability name + abbreviation.
+ var header = new HBoxContainer();
+ header.AddThemeConstantOverride("separation", 8);
+ col.AddChild(header);
+ header.AddChild(new Label { Text = SkillsCatalog.AbilityFullName[ability] });
+ var spacer = new Control { SizeFlagsHorizontal = SizeFlags.ExpandFill };
+ header.AddChild(spacer);
+ header.AddChild(new Label { Text = ability });
+
+ foreach (var s in SkillsCatalog.ByAbility(ability))
+ col.AddChild(BuildSkillRow(s, lockedFromBg, classOptions, chosen, required));
+
+ return panel;
+ }
+
+ private Control BuildSkillRow(SkillsCatalog.SkillEntry skill,
+ HashSet lockedFromBg,
+ HashSet classOptions,
+ HashSet chosen,
+ int required)
+ {
+ bool fromBg = lockedFromBg.Contains(skill.JsonId);
+ bool fromClass = classOptions.Contains(skill.JsonId);
+ bool isChecked = chosen.Contains(skill.JsonId);
+ bool clickable = fromClass && !fromBg;
+
+ var row = new PanelContainer
+ {
+ MouseFilter = MouseFilterEnum.Stop,
+ };
+
+ // Visual state: dim unavailable rows, gild-tint background-locked,
+ // brighten chosen. Theming pass will replace Modulate with proper
+ // styleboxes per state.
+ if (fromBg)
+ row.Modulate = new Color(1f, 0.95f, 0.7f);
+ else if (!fromClass)
+ row.Modulate = new Color(1f, 1f, 1f, 0.4f);
+ else if (isChecked)
+ row.Modulate = new Color(0.95f, 1f, 0.95f);
+
+ var rowH = new HBoxContainer { MouseFilter = MouseFilterEnum.Pass };
+ rowH.AddThemeConstantOverride("separation", 8);
+ row.AddChild(rowH);
+
+ // Fixed-width slot for the checkbox so the name doesn't jump
+ // horizontally when toggling — "[✓]" and "[ ]" render at slightly
+ // different widths in proportional fonts.
+ var checkbox = new Label
+ {
+ Text = (fromBg || isChecked) ? "[✓]" : (clickable ? "[ ]" : "[—]"),
+ CustomMinimumSize = new Vector2(36, 0),
+ HorizontalAlignment = HorizontalAlignment.Center,
+ MouseFilter = MouseFilterEnum.Ignore,
+ };
+ rowH.AddChild(checkbox);
+
+ // Skill name — the only hover trigger for the popover. MouseFilter
+ // = Stop so MouseEntered/Exited fire on this label specifically;
+ // GuiInput handles click here too so toggling works whether you
+ // click the name or the row's other areas.
+ var nameLabel = new Label
+ {
+ Text = skill.Label,
+ SizeFlagsHorizontal = SizeFlags.ExpandFill,
+ MouseFilter = MouseFilterEnum.Stop,
+ };
+ rowH.AddChild(nameLabel);
+ nameLabel.MouseEntered += () =>
+ PopoverLayer.Instance?.ShowFor(nameLabel, skill.Label, skill.Description, skill.Ability, false);
+ nameLabel.MouseExited += () =>
+ PopoverLayer.Instance?.ScheduleClose();
+ if (clickable)
+ {
+ nameLabel.GuiInput += (InputEvent e) =>
+ {
+ if (e is InputEventMouseButton mb && mb.Pressed && mb.ButtonIndex == MouseButton.Left)
+ Toggle(skill.JsonId, isChecked, required);
+ };
+ }
+
+ rowH.AddChild(new Label
+ {
+ Text = fromBg ? "BG" : (fromClass ? "CLASS" : "—"),
+ MouseFilter = MouseFilterEnum.Ignore,
+ });
+
+ // Click anywhere else on the row → also toggles. Hover here doesn't
+ // trigger the popover; only the name label does.
+ if (clickable)
+ {
+ row.GuiInput += (InputEvent e) =>
+ {
+ if (e is InputEventMouseButton mb && mb.Pressed && mb.ButtonIndex == MouseButton.Left)
+ Toggle(skill.JsonId, isChecked, required);
+ };
+ }
+
+ return row;
+ }
+
+ private void Toggle(string skillId, bool isCurrentlyChecked, int required)
+ {
+ var newChosen = new Godot.Collections.Array(_draft.ChosenSkills);
+ if (isCurrentlyChecked)
+ {
+ newChosen.Remove(skillId);
+ }
+ else if (newChosen.Count < required)
+ {
+ newChosen.Add(skillId);
+ }
+ else
+ {
+ return; // already at the cap; no-op
+ }
+ _draft.Patch(new Godot.Collections.Dictionary
+ {
+ { "chosen_skills", newChosen },
+ });
+ }
+}
diff --git a/Theriapolis.Godot/Scenes/Steps/StepSpecies.cs b/Theriapolis.Godot/Scenes/Steps/StepSpecies.cs
index e6021b8..14bf1a8 100644
--- a/Theriapolis.Godot/Scenes/Steps/StepSpecies.cs
+++ b/Theriapolis.Godot/Scenes/Steps/StepSpecies.cs
@@ -72,7 +72,7 @@ public partial class StepSpecies : VBoxContainer, IStep
private static GridContainer MakeGrid()
{
- var grid = new GridContainer { Columns = 3, SizeFlagsHorizontal = SizeFlags.ExpandFill };
+ var grid = new GridContainer { Columns = 3, SizeFlagsHorizontal = SizeFlags.ShrinkCenter };
grid.AddThemeConstantOverride("h_separation", 16);
grid.AddThemeConstantOverride("v_separation", 16);
return grid;
diff --git a/Theriapolis.Godot/Scenes/Steps/StepStats.cs b/Theriapolis.Godot/Scenes/Steps/StepStats.cs
index fc0cad7..6f6da53 100644
--- a/Theriapolis.Godot/Scenes/Steps/StepStats.cs
+++ b/Theriapolis.Godot/Scenes/Steps/StepStats.cs
@@ -33,6 +33,9 @@ public partial class StepStats : VBoxContainer, IStep
private CharacterDraft _draft = null!;
private AbilityPool _pool = null!;
private readonly Dictionary _slots = new();
+ private readonly Dictionary _bonusChips = new();
+ private readonly Dictionary _finalLabels = new();
+ private readonly Dictionary _dModLabels = new();
private Button _arrayBtn = null!;
private Button _rollBtn = null!;
private Button _rerollBtn = null!;
@@ -125,6 +128,34 @@ public partial class StepStats : VBoxContainer, IStep
=> HandleSlotDrop(payload, captured);
_slots[captured] = slot;
row.AddChild(slot);
+
+ // Bonus chip — hover for the per-source breakdown.
+ var bonus = new TraitChip { TraitName = "+0", Description = "" };
+ bonus.CustomMinimumSize = new Vector2(56, 0);
+ _bonusChips[captured] = bonus;
+ row.AddChild(bonus);
+
+ // Final score (= base + total bonus).
+ var finalLbl = new Label
+ {
+ Text = "—",
+ CustomMinimumSize = new Vector2(48, 0),
+ HorizontalAlignment = HorizontalAlignment.Right,
+ VerticalAlignment = VerticalAlignment.Center,
+ };
+ _finalLabels[captured] = finalLbl;
+ row.AddChild(finalLbl);
+
+ // d20 modifier from final score.
+ var dModLbl = new Label
+ {
+ Text = "",
+ CustomMinimumSize = new Vector2(48, 0),
+ HorizontalAlignment = HorizontalAlignment.Right,
+ VerticalAlignment = VerticalAlignment.Center,
+ };
+ _dModLabels[captured] = dModLbl;
+ row.AddChild(dModLbl);
}
Refresh();
@@ -161,6 +192,23 @@ public partial class StepStats : VBoxContainer, IStep
_pool.AddChild(token);
}
+ // Bonus / final / d20 mod per ability — updated in place from the
+ // computed mod sources so the row stays stable across drops.
+ foreach (var ab in Abilities)
+ {
+ int bonus = AbilityCalc.TotalBonus(ab, _draft);
+ int baseScore = AbilityCalc.BaseScore(ab, _draft);
+ int final = baseScore + bonus;
+ int dMod = AbilityCalc.D20Modifier(final);
+
+ _bonusChips[ab].SetTrait(
+ AbilityCalc.FormatSigned(bonus),
+ AbilityCalc.FormatBreakdown(AbilityCalc.Sources(ab, _draft)),
+ tag: "bonus");
+ _finalLabels[ab].Text = baseScore == 0 ? "—" : final.ToString();
+ _dModLabels[ab].Text = baseScore == 0 ? "" : AbilityCalc.FormatSigned(dMod);
+ }
+
// Slots: token if assigned, otherwise dash placeholder.
foreach (var (ab, slot) in _slots)
{
@@ -265,12 +313,16 @@ public partial class StepStats : VBoxContainer, IStep
{
if (_draft.StatPool.Count == 0) return;
- // Empty slots, ordered by class primary abilities first.
+ // Empty slots, ordered DESCENDING by their clade+species bonus —
+ // highest pool value goes to the ability with the highest bonus
+ // already coming in, maximising the final score on each. Ties
+ // broken by class.PrimaryAbility order.
var cls = CodexContent.Class(_draft.ClassId);
var primary = cls?.PrimaryAbility ?? System.Array.Empty();
var emptyAbilities = Abilities
.Where(a => !_draft.StatAssign.ContainsKey(a))
- .OrderBy(a =>
+ .OrderByDescending(a => AbilityCalc.TotalBonus(a, _draft))
+ .ThenBy(a =>
{
int idx = System.Array.IndexOf(primary, a);
return idx < 0 ? 99 : idx;
diff --git a/Theriapolis.Godot/Scenes/Steps/StepSubclass.cs b/Theriapolis.Godot/Scenes/Steps/StepSubclass.cs
index 3326a09..b7175a8 100644
--- a/Theriapolis.Godot/Scenes/Steps/StepSubclass.cs
+++ b/Theriapolis.Godot/Scenes/Steps/StepSubclass.cs
@@ -50,7 +50,7 @@ public partial class StepSubclass : VBoxContainer, IStep
AutowrapMode = TextServer.AutowrapMode.WordSmart,
});
- _grid = new GridContainer { Columns = 3, SizeFlagsHorizontal = SizeFlags.ExpandFill };
+ _grid = new GridContainer { Columns = 3, SizeFlagsHorizontal = SizeFlags.ShrinkCenter };
_grid.AddThemeConstantOverride("h_separation", 16);
_grid.AddThemeConstantOverride("v_separation", 16);
AddChild(_grid);
diff --git a/Theriapolis.Godot/Scenes/Wizard.cs b/Theriapolis.Godot/Scenes/Wizard.cs
index e50ea2d..c18823f 100644
--- a/Theriapolis.Godot/Scenes/Wizard.cs
+++ b/Theriapolis.Godot/Scenes/Wizard.cs
@@ -50,7 +50,7 @@ public partial class Wizard : Control
typeof(Steps.StepSubclass), // 3 Subclass
typeof(Steps.StepBackground), // 4 History
typeof(Steps.StepStats), // 5 Abilities
- null, // 6 Skills — M6.5
+ typeof(Steps.StepSkills), // 6 Skills
null, // 7 Sign — M6.6
};
diff --git a/Theriapolis.Godot/UI/AbilityCalc.cs b/Theriapolis.Godot/UI/AbilityCalc.cs
new file mode 100644
index 0000000..bf8b79b
--- /dev/null
+++ b/Theriapolis.Godot/UI/AbilityCalc.cs
@@ -0,0 +1,69 @@
+using System.Collections.Generic;
+using System.Linq;
+using Theriapolis.Core.Data;
+
+namespace Theriapolis.GodotHost.UI;
+
+///
+/// Final ability score math — base assignment + clade and species mods.
+/// Used by StepStats and Aside to render the score breakdown with a
+/// "+N from Canidae · +2 from Wolf" hover popover.
+///
+/// For hybrids the lineage contribution comes from BOTH parent clades
+/// (each tagged with its lineage in the source label) and the dominant
+/// species. Core's CharacterBuilder.TryBuildHybrid is the authority on
+/// the final mechanical rules at character-finalize time; this is a
+/// preview-display helper.
+///
+public static class AbilityCalc
+{
+ public readonly record struct ModSource(string Label, int Value);
+
+ public static List Sources(string ability, CharacterDraft draft)
+ {
+ var list = new List();
+ if (draft.IsHybrid)
+ {
+ AddCladeSource(list, ability, CodexContent.Clade(draft.SireCladeId), " (sire)");
+ AddCladeSource(list, ability, CodexContent.Clade(draft.DamCladeId), " (dam)");
+ }
+ else
+ {
+ AddCladeSource(list, ability, CodexContent.Clade(draft.CladeId), "");
+ }
+
+ var sp = CodexContent.SpeciesById(draft.EffectiveSpeciesId);
+ if (sp is not null) AddDictSource(list, ability, sp.Name, sp.AbilityMods);
+
+ return list;
+ }
+
+ public static int TotalBonus(string ability, CharacterDraft draft)
+ => Sources(ability, draft).Sum(s => s.Value);
+
+ public static int BaseScore(string ability, CharacterDraft draft)
+ => draft.StatAssign.ContainsKey(ability) ? (int)draft.StatAssign[ability] : 0;
+
+ public static int FinalScore(string ability, CharacterDraft draft)
+ => BaseScore(ability, draft) + TotalBonus(ability, draft);
+
+ public static int D20Modifier(int score) => (int)System.Math.Floor((score - 10) / 2.0);
+
+ public static string FormatSigned(int n) => n >= 0 ? $"+{n}" : n.ToString();
+
+ /// "+1 from Canidae · +2 from Wolf" — empty when no sources.
+ public static string FormatBreakdown(IEnumerable sources) =>
+ string.Join(" · ", sources.Select(s => $"{FormatSigned(s.Value)} from {s.Label}"));
+
+ private static void AddCladeSource(List list, string ability, CladeDef? clade, string suffix)
+ {
+ if (clade is null) return;
+ AddDictSource(list, ability, clade.Name + suffix, clade.AbilityMods);
+ }
+
+ private static void AddDictSource(List list, string ability, string sourceName, Dictionary mods)
+ {
+ if (mods.TryGetValue(ability, out int v) && v != 0)
+ list.Add(new ModSource(sourceName, v));
+ }
+}
diff --git a/Theriapolis.Godot/UI/BackgroundAvailability.cs b/Theriapolis.Godot/UI/BackgroundAvailability.cs
new file mode 100644
index 0000000..3039c70
--- /dev/null
+++ b/Theriapolis.Godot/UI/BackgroundAvailability.cs
@@ -0,0 +1,41 @@
+using System.Collections.Generic;
+
+namespace Theriapolis.GodotHost.UI;
+
+///
+/// Per-background availability rules — which backgrounds are visible /
+/// pickable for a given . The
+/// backgrounds.json schema doesn't carry restriction fields (gating
+/// lives in flavor text), so they're hardcoded here.
+///
+/// Used by StepBackground to filter the visible card list and by
+/// StepClade to clear the currently-selected background when a clade
+/// change makes it no longer valid (e.g. picking a non-canid lineage
+/// while Pack-Raised is selected).
+///
+public static class BackgroundAvailability
+{
+ private static readonly Dictionary> Rules = new()
+ {
+ // Hybrid-only backgrounds — flavor text explicitly hybrid.
+ { "passer", d => d.IsHybrid },
+ { "hybrid_underground", d => d.IsHybrid },
+ { "former_chattel", d => d.IsHybrid },
+
+ // Clade-restricted backgrounds.
+ { "warren_runner", d => d.HasClade("leporidae") },
+ { "pack_raised", d => d.HasClade("canidae") },
+ { "herd_city_born", d => d.HasAnyCladeOfKind("prey") },
+ };
+
+ /// True if the background id can be picked under the given
+ /// draft state. Backgrounds not in the rules table are universally
+ /// available; the empty id is also "available" (means no
+ /// background selected).
+ public static bool IsAvailable(string backgroundId, CharacterDraft draft)
+ {
+ if (string.IsNullOrEmpty(backgroundId)) return true;
+ if (!Rules.TryGetValue(backgroundId, out var rule)) return true;
+ return rule(draft);
+ }
+}
diff --git a/Theriapolis.Godot/UI/SkillsCatalog.cs b/Theriapolis.Godot/UI/SkillsCatalog.cs
new file mode 100644
index 0000000..c9e0e91
--- /dev/null
+++ b/Theriapolis.Godot/UI/SkillsCatalog.cs
@@ -0,0 +1,78 @@
+namespace Theriapolis.GodotHost.UI;
+
+///
+/// All 18 skills with display labels, governing ability, and codex
+/// flavor descriptions. Entries are keyed by their snake_case JSON id —
+/// the same string that appears in class.skill_options and
+/// background.skill_proficiencies in Content/Data.
+///
+/// Labels and ability mapping mirror Theriapolis.Core.Rules.Stats.SkillId;
+/// descriptions are ported verbatim from src/data.jsx's
+/// SKILL_DESC table in the React prototype. If the JSON schema
+/// gains a description field later, swap to a data-driven lookup.
+///
+public static class SkillsCatalog
+{
+ public record SkillEntry(string JsonId, string Label, string Ability, string Description);
+
+ public static readonly SkillEntry[] All =
+ {
+ new("acrobatics", "Acrobatics", "DEX",
+ "Tumbling, balance, and the kind of footwork that keeps you upright on a coliseum sand-floor or a warren-rope. Body-cunning under pressure."),
+ new("animal_handling", "Animal Handling", "WIS",
+ "Reading and steering non-sentient beasts — feral hounds, draft-kine, the wild cousins of your own clade. Calming, herding, riding."),
+ new("arcana", "Arcana", "INT",
+ "Knowledge of the older magics: scent-sorcery, blood-sigil, the half-forgotten rites that pre-date the Covenant of Claws."),
+ new("athletics", "Athletics", "STR",
+ "Raw physical effort. Climbing scaffold, swimming the foul canal, hauling a packmate from the pit, breaking a hold."),
+ new("deception", "Deception", "CHA",
+ "Speaking convincingly past your scent. The art of the false posture, the planted rumor, the answer that is technically true."),
+ new("history", "History", "INT",
+ "The long memory of Theriapolis — the Imperium's fall, the Compact's ratification, which clade owes which other a centuries-old debt."),
+ new("insight", "Insight", "WIS",
+ "Reading another's true posture beneath their words. Catching the off-note in a snarl, the held breath, the lie in a friendly tail."),
+ new("intimidation", "Intimidation", "CHA",
+ "Bared-teeth diplomacy. The threat made plain enough that violence is not required to extract compliance."),
+ new("investigation", "Investigation", "INT",
+ "Methodical search and inference: scene-reading, document-sifting, the patient accumulation of small facts into a verdict."),
+ new("medicine", "Medicine", "WIS",
+ "Field surgery, poultice-craft, knowing which clade tolerates which tincture. Stabilizing the dying without finishing them."),
+ new("nature", "Nature", "INT",
+ "Knowledge of the wild outside the city wall — terrain, weather, plant-lore, and the unsigned beasts that observe no Covenant."),
+ new("perception", "Perception", "WIS",
+ "Awareness through every sense your clade gives you: ear-cock, scent-prickle, the half-glimpsed shape at the edge of vision."),
+ new("performance", "Performance", "CHA",
+ "Holding an audience — coliseum crowd, courtroom gallery, market square. Song, oratory, the body that compels watching."),
+ new("persuasion", "Persuasion", "CHA",
+ "Open-handed argument. The case made on its merits, the appeal to mutual benefit, the patient construction of agreement."),
+ new("religion", "Religion", "INT",
+ "The hymn-cycles of the Cervid liturgy, the Compact's sacred clauses, the small household rites your clade keeps without thinking."),
+ new("sleight_of_hand", "Sleight of Hand", "DEX",
+ "Quiet fingers — pickpocketing, palmed coins, the swap performed under another's nose. Useful in markets and courtrooms alike."),
+ new("stealth", "Stealth", "DEX",
+ "Movement unseen and unsmelled. Wind-checking, scent-suppression, the slow weight-shift on a creaking floor."),
+ new("survival", "Survival", "WIS",
+ "Field-craft beyond the wall: tracking, foraging, fire-making, knowing which run-off is safe to drink and which carries the upstream butcher's leavings."),
+ };
+
+ public static readonly string[] Abilities = { "STR", "DEX", "CON", "INT", "WIS", "CHA" };
+
+ public static readonly System.Collections.Generic.Dictionary AbilityFullName = new()
+ {
+ { "STR", "Strength" },
+ { "DEX", "Dexterity" },
+ { "CON", "Constitution" },
+ { "INT", "Intellect" },
+ { "WIS", "Wisdom" },
+ { "CHA", "Charisma" },
+ };
+
+ public static SkillEntry? Get(string jsonId) =>
+ System.Array.Find(All, s => s.JsonId == jsonId);
+
+ public static System.Collections.Generic.IEnumerable ByAbility(string ability)
+ {
+ foreach (var s in All)
+ if (s.Ability == ability) yield return s;
+ }
+}