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:
@@ -33,6 +33,9 @@ public partial class StepStats : VBoxContainer, IStep
|
||||
private CharacterDraft _draft = null!;
|
||||
private AbilityPool _pool = null!;
|
||||
private readonly Dictionary<string, AbilitySlot> _slots = new();
|
||||
private readonly Dictionary<string, TraitChip> _bonusChips = new();
|
||||
private readonly Dictionary<string, Label> _finalLabels = new();
|
||||
private readonly Dictionary<string, Label> _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<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;
|
||||
|
||||
Reference in New Issue
Block a user