M6.5: StepSkills + ability-bonus breakdown + Aside redesign
The skills step lands as the last data-driven character creation step
(only Sign — name + confirm — remains for M6.6). Brought a few cross-
cutting refactors with it.
Scenes/Steps/StepSkills.cs:
Direct port of StepSkills in src/steps.jsx — all 18 skills laid out
in 6 ability-grouped panels (STR/DEX/CON/INT/WIS/CHA), 2-column
grid. Background-granted skills appear pre-checked and locked;
user picks `class.SkillsChoose` more from `class.SkillOptions`.
Hover the skill name → popover with the codex flavor description
(limited to the title only — hovering checkboxes / source tags
doesn't trigger the popover, avoids interference with adjacent
rows' click targets). Fixed-width [✓] / [ ] / [—] checkbox slot
so toggling doesn't shift the row layout.
UI/SkillsCatalog.cs (new):
Static skill table — JSON id, display label, governing ability,
and the codex SKILL_DESC text ported verbatim from src/data.jsx.
Mirrors Theriapolis.Core.Rules.Stats.SkillId; descriptions live
here because backgrounds.json and classes.json don't carry them.
UI/AbilityCalc.cs (new):
Final-score math — base assignment + clade and species mods, with
per-source breakdown for the bonus popover ("+1 from Canidae · +2
from Wolf"). Hybrid mode tags each clade source with its lineage
("(sire)" / "(dam)"). Used by both StepStats and the Aside so the
two views can never disagree on what a +N badge means.
UI/BackgroundAvailability.cs (new):
Extracted from StepBackground — shared rules table for hybrid-only
and clade-restricted backgrounds. Now also consulted by StepClade
when the player changes lineage: the currently-selected background
is auto-cleared if the new lineage no longer satisfies its rule
(e.g., Pack-Raised clears when switching from Canidae to Felidae,
Passer clears when toggling Hybrid off). Implemented via
Resource.Duplicate + Patch on the duplicate to evaluate the
hypothetical post-patch state without committing prematurely.
StepStats.cs:
Per-row layout extended: ability label | slot | bonus chip | final
| d20 mod. Bonus chip is a TraitChip with the per-source breakdown
in its hover description. Auto-assign now sorts empty abilities by
AbilityCalc.TotalBonus DESCENDING (with class.PrimaryAbility as
tiebreaker) — biggest pool value lands on the ability already
receiving the biggest lineage bonus, maximising final scores.
Aside.cs (significant redesign):
- Name centered at top.
- Lineage details: 2-column grid, full-width.
- Purebred: Clade | Species, then Calling | Background, then
Subclass | (empty).
- Hybrid: SIRE ★ | DAM (centered + underlined column heads),
Clade | Clade, Species | Species, then the same
calling/background/subclass rows.
- Attributes: STR/DEX/CON/INT/WIS/CHA each with bonus chip (omitted
when +0), final score, d20 modifier. Self-contained min-width
table so it can't widen the panel beyond its alloc.
- Pills: traits, detriments, level-1 features, background feature,
skill chips (BG-locked + user-chosen). All hoverable for descriptions.
- Whole panel wraps in a ScrollContainer so an over-tall summary
scrolls in place instead of pushing the wizard layout off-screen.
- Width nudged 320 → 360px. Smaller font on label tags, autowrap
on value labels so long names ("Hybrid Underground") wrap rather
than push the panel wider.
Card grids: changed all five card-grid steps (Clade, Species, Class,
Subclass, Background) from SizeFlagsHorizontal.ExpandFill →
ShrinkCenter. Cards stay at their CustomMinimumSize 200 wide and
the grid horizontally centers in PageMain. The right-side gap
between content and Aside is now uniform regardless of how many
cards or whether the last row is partial — fixes the "Clade tab
feels too padded, Background tab too tight" perception.
Closes M6.5. Per guide §12, what's left in M6: M6.6 (StepReview —
name + summary + Confirm handoff per guide §11) and M6.7 (parchment
Theme pass).
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
@@ -43,7 +43,7 @@ public partial class StepBackground : VBoxContainer, IStep
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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 = new GridContainer { Columns = 3, SizeFlagsHorizontal = SizeFlags.ShrinkCenter };
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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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@@ -51,37 +51,13 @@ public partial class StepBackground : VBoxContainer, IStep
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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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if (!BackgroundAvailability.IsAvailable(bg.Id, _draft)) continue;
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_grid.AddChild(BuildCard(bg));
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}
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}
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@@ -101,7 +101,7 @@ public partial class StepClade : VBoxContainer, IStep
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private static GridContainer MakeGrid()
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{
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var grid = new GridContainer { Columns = 3, SizeFlagsHorizontal = SizeFlags.ExpandFill };
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var grid = new GridContainer { Columns = 3, SizeFlagsHorizontal = SizeFlags.ShrinkCenter };
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grid.AddThemeConstantOverride("h_separation", 16);
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grid.AddThemeConstantOverride("v_separation", 16);
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return grid;
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@@ -132,6 +132,7 @@ public partial class StepClade : VBoxContainer, IStep
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patch["dam_clade_id"] = "";
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patch["dam_species_id"] = "";
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}
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ClearBackgroundIfInvalidated(patch);
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_draft.Patch(patch);
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}
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@@ -172,11 +173,13 @@ public partial class StepClade : VBoxContainer, IStep
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var sp = CodexContent.SpeciesById(speciesId);
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if (sp is null || !string.Equals(sp.CladeId, cladeId, System.StringComparison.OrdinalIgnoreCase))
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speciesId = "";
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_draft.Patch(new Godot.Collections.Dictionary
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var patch = new Godot.Collections.Dictionary
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{
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{ "clade_id", cladeId },
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{ "species_id", speciesId },
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});
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};
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ClearBackgroundIfInvalidated(patch);
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_draft.Patch(patch);
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}
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private void OnLineageCladePicked(string lineage, string cladeId)
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@@ -189,9 +192,28 @@ public partial class StepClade : VBoxContainer, IStep
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var sp = CodexContent.SpeciesById(currentSpecies);
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if (sp is null || !string.Equals(sp.CladeId, cladeId, System.StringComparison.OrdinalIgnoreCase))
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patch[lineage + "_species_id"] = "";
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ClearBackgroundIfInvalidated(patch);
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_draft.Patch(patch);
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}
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/// <summary>
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/// Clade changes can make a previously-valid background unavailable
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/// (e.g. picking Felidae while Pack-Raised is selected). Build the
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/// hypothetical post-patch state via Resource.Duplicate, run it
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/// through BackgroundAvailability, and clear background_id in the
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/// patch if the rule no longer matches.
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/// </summary>
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private void ClearBackgroundIfInvalidated(Godot.Collections.Dictionary patch)
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{
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if (string.IsNullOrEmpty(_draft.BackgroundId)) return;
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var future = (CharacterDraft)_draft.Duplicate();
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// Apply the same patch we're about to commit, in-place on the copy.
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future.Patch(patch);
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if (!BackgroundAvailability.IsAvailable(_draft.BackgroundId, future))
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patch["background_id"] = "";
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}
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private PanelContainer BuildCard(CladeDef clade, System.Action<string> onClick)
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{
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var card = new PanelContainer
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@@ -47,7 +47,7 @@ public partial class StepClass : VBoxContainer, IStep
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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 = new GridContainer { Columns = 3, SizeFlagsHorizontal = SizeFlags.ShrinkCenter };
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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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@@ -0,0 +1,233 @@
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using Godot;
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using System.Collections.Generic;
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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 VII — Skills. Direct port of <c>StepSkills</c> in
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/// <c>src/steps.jsx</c>: 18 skills laid out in 6 ability groups
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/// (STR / DEX / CON / INT / WIS / CHA). Background-granted skills are
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/// pre-checked and locked; the user picks <c>class.SkillsChoose</c>
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/// more from <c>class.SkillOptions</c>. Hover any skill row → popover
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/// with the description.
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///
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/// State:
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/// - "locked" → granted by background, can't toggle (✓ shown)
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/// - "checked" → user-picked from class options (✓ shown)
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/// - "available" → in class options, unchecked
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/// - "unavailable" → not in class options, dimmed and unclickable
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/// </summary>
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public partial class StepSkills : VBoxContainer, IStep
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{
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private CharacterDraft _draft = null!;
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private Label _countLabel = null!;
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private Label _classBgLabel = null!;
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private GridContainer _groupsGrid = 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() => WizardValidation.Validate(6, _draft);
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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 VII · SKILLS" });
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intro.AddChild(new Label { Text = "Choose Your Skills" });
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intro.AddChild(new Label
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{
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Text = "Your background grants two skills automatically (sealed). From your "
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+ "calling's offered list, choose the rest. Hover any skill for its codex "
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+ "reading.",
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AutowrapMode = TextServer.AutowrapMode.WordSmart,
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});
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var meta = new HBoxContainer();
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meta.AddThemeConstantOverride("separation", 24);
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AddChild(meta);
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_countLabel = new Label { Text = "0 / 0 chosen" };
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meta.AddChild(_countLabel);
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var spacer = new Control { SizeFlagsHorizontal = SizeFlags.ExpandFill };
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meta.AddChild(spacer);
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_classBgLabel = new Label { Text = "" };
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meta.AddChild(_classBgLabel);
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_groupsGrid = new GridContainer
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{
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Columns = 2,
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SizeFlagsHorizontal = SizeFlags.ExpandFill,
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};
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_groupsGrid.AddThemeConstantOverride("h_separation", 18);
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_groupsGrid.AddThemeConstantOverride("v_separation", 18);
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AddChild(_groupsGrid);
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Refresh();
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}
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private void Refresh()
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{
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if (_groupsGrid is null) return;
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var cls = CodexContent.Class(_draft.ClassId);
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var bg = CodexContent.Background(_draft.BackgroundId);
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int required = cls?.SkillsChoose ?? 0;
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var lockedFromBg = new HashSet<string>(bg?.SkillProficiencies ?? System.Array.Empty<string>());
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var classOptions = new HashSet<string>(cls?.SkillOptions ?? System.Array.Empty<string>());
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var chosen = new HashSet<string>(_draft.ChosenSkills);
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_countLabel.Text = $"{chosen.Count} / {required} chosen +{lockedFromBg.Count} sealed by background";
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_classBgLabel.Text = (cls is null ? "Pick a calling first." :
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$"Calling: {cls.Name} · History: {bg?.Name ?? "—"}").ToUpperInvariant();
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foreach (var c in _groupsGrid.GetChildren()) c.QueueFree();
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if (cls is null) return;
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foreach (var ability in SkillsCatalog.Abilities)
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_groupsGrid.AddChild(BuildAbilityGroup(ability, lockedFromBg, classOptions, chosen, required));
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}
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private Control BuildAbilityGroup(string ability,
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HashSet<string> lockedFromBg,
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HashSet<string> classOptions,
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HashSet<string> chosen,
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int required)
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{
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var panel = new PanelContainer { SizeFlagsHorizontal = SizeFlags.ExpandFill };
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var col = new VBoxContainer();
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col.AddThemeConstantOverride("separation", 4);
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panel.AddChild(col);
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// Header — full ability name + abbreviation.
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var header = new HBoxContainer();
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header.AddThemeConstantOverride("separation", 8);
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col.AddChild(header);
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header.AddChild(new Label { Text = SkillsCatalog.AbilityFullName[ability] });
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var spacer = new Control { SizeFlagsHorizontal = SizeFlags.ExpandFill };
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header.AddChild(spacer);
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header.AddChild(new Label { Text = ability });
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foreach (var s in SkillsCatalog.ByAbility(ability))
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col.AddChild(BuildSkillRow(s, lockedFromBg, classOptions, chosen, required));
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return panel;
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}
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private Control BuildSkillRow(SkillsCatalog.SkillEntry skill,
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HashSet<string> lockedFromBg,
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HashSet<string> classOptions,
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HashSet<string> chosen,
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int required)
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{
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bool fromBg = lockedFromBg.Contains(skill.JsonId);
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bool fromClass = classOptions.Contains(skill.JsonId);
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bool isChecked = chosen.Contains(skill.JsonId);
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bool clickable = fromClass && !fromBg;
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var row = new PanelContainer
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{
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MouseFilter = MouseFilterEnum.Stop,
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};
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// Visual state: dim unavailable rows, gild-tint background-locked,
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// brighten chosen. Theming pass will replace Modulate with proper
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// styleboxes per state.
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if (fromBg)
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row.Modulate = new Color(1f, 0.95f, 0.7f);
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else if (!fromClass)
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row.Modulate = new Color(1f, 1f, 1f, 0.4f);
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else if (isChecked)
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row.Modulate = new Color(0.95f, 1f, 0.95f);
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var rowH = new HBoxContainer { MouseFilter = MouseFilterEnum.Pass };
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rowH.AddThemeConstantOverride("separation", 8);
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row.AddChild(rowH);
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// Fixed-width slot for the checkbox so the name doesn't jump
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// horizontally when toggling — "[✓]" and "[ ]" render at slightly
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// different widths in proportional fonts.
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var checkbox = new Label
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{
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Text = (fromBg || isChecked) ? "[✓]" : (clickable ? "[ ]" : "[—]"),
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CustomMinimumSize = new Vector2(36, 0),
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HorizontalAlignment = HorizontalAlignment.Center,
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MouseFilter = MouseFilterEnum.Ignore,
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};
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rowH.AddChild(checkbox);
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// Skill name — the only hover trigger for the popover. MouseFilter
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// = Stop so MouseEntered/Exited fire on this label specifically;
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// GuiInput handles click here too so toggling works whether you
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// click the name or the row's other areas.
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var nameLabel = new Label
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{
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Text = skill.Label,
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SizeFlagsHorizontal = SizeFlags.ExpandFill,
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MouseFilter = MouseFilterEnum.Stop,
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};
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rowH.AddChild(nameLabel);
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nameLabel.MouseEntered += () =>
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PopoverLayer.Instance?.ShowFor(nameLabel, skill.Label, skill.Description, skill.Ability, false);
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nameLabel.MouseExited += () =>
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PopoverLayer.Instance?.ScheduleClose();
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if (clickable)
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{
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nameLabel.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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Toggle(skill.JsonId, isChecked, required);
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};
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}
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rowH.AddChild(new Label
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{
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Text = fromBg ? "BG" : (fromClass ? "CLASS" : "—"),
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MouseFilter = MouseFilterEnum.Ignore,
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});
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// Click anywhere else on the row → also toggles. Hover here doesn't
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// trigger the popover; only the name label does.
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if (clickable)
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{
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row.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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Toggle(skill.JsonId, isChecked, required);
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};
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}
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return row;
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}
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private void Toggle(string skillId, bool isCurrentlyChecked, int required)
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{
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var newChosen = new Godot.Collections.Array<string>(_draft.ChosenSkills);
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if (isCurrentlyChecked)
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{
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newChosen.Remove(skillId);
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}
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else if (newChosen.Count < required)
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{
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newChosen.Add(skillId);
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}
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else
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{
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return; // already at the cap; no-op
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}
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_draft.Patch(new Godot.Collections.Dictionary
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{
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{ "chosen_skills", newChosen },
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});
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}
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}
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@@ -72,7 +72,7 @@ public partial class StepSpecies : VBoxContainer, IStep
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private static GridContainer MakeGrid()
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{
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var grid = new GridContainer { Columns = 3, SizeFlagsHorizontal = SizeFlags.ExpandFill };
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var grid = new GridContainer { Columns = 3, SizeFlagsHorizontal = SizeFlags.ShrinkCenter };
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grid.AddThemeConstantOverride("h_separation", 16);
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grid.AddThemeConstantOverride("v_separation", 16);
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return grid;
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@@ -33,6 +33,9 @@ public partial class StepStats : VBoxContainer, IStep
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private CharacterDraft _draft = null!;
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private AbilityPool _pool = null!;
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private readonly Dictionary<string, AbilitySlot> _slots = new();
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private readonly Dictionary<string, TraitChip> _bonusChips = new();
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private readonly Dictionary<string, Label> _finalLabels = new();
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private readonly Dictionary<string, Label> _dModLabels = new();
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private Button _arrayBtn = null!;
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private Button _rollBtn = null!;
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private Button _rerollBtn = null!;
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@@ -125,6 +128,34 @@ public partial class StepStats : VBoxContainer, IStep
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=> HandleSlotDrop(payload, captured);
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_slots[captured] = slot;
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row.AddChild(slot);
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// Bonus chip — hover for the per-source breakdown.
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var bonus = new TraitChip { TraitName = "+0", Description = "" };
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bonus.CustomMinimumSize = new Vector2(56, 0);
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_bonusChips[captured] = bonus;
|
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row.AddChild(bonus);
|
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// Final score (= base + total bonus).
|
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var finalLbl = new Label
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{
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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<string>();
|
||||
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;
|
||||
|
||||
@@ -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);
|
||||
|
||||
Reference in New Issue
Block a user