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>
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using System.Collections.Generic;
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using System.Linq;
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using Theriapolis.Core.Data;
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namespace Theriapolis.GodotHost.UI;
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/// <summary>
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/// Final ability score math — base assignment + clade and species mods.
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/// Used by StepStats and Aside to render the score breakdown with a
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/// "+N from Canidae · +2 from Wolf" hover popover.
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///
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/// For hybrids the lineage contribution comes from BOTH parent clades
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/// (each tagged with its lineage in the source label) and the dominant
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/// species. Core's CharacterBuilder.TryBuildHybrid is the authority on
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/// the final mechanical rules at character-finalize time; this is a
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/// preview-display helper.
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/// </summary>
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public static class AbilityCalc
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{
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public readonly record struct ModSource(string Label, int Value);
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public static List<ModSource> Sources(string ability, CharacterDraft draft)
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{
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var list = new List<ModSource>();
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if (draft.IsHybrid)
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{
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AddCladeSource(list, ability, CodexContent.Clade(draft.SireCladeId), " (sire)");
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AddCladeSource(list, ability, CodexContent.Clade(draft.DamCladeId), " (dam)");
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}
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else
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{
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AddCladeSource(list, ability, CodexContent.Clade(draft.CladeId), "");
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}
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var sp = CodexContent.SpeciesById(draft.EffectiveSpeciesId);
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if (sp is not null) AddDictSource(list, ability, sp.Name, sp.AbilityMods);
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return list;
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}
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public static int TotalBonus(string ability, CharacterDraft draft)
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=> Sources(ability, draft).Sum(s => s.Value);
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public static int BaseScore(string ability, CharacterDraft draft)
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=> draft.StatAssign.ContainsKey(ability) ? (int)draft.StatAssign[ability] : 0;
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public static int FinalScore(string ability, CharacterDraft draft)
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=> BaseScore(ability, draft) + TotalBonus(ability, draft);
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public static int D20Modifier(int score) => (int)System.Math.Floor((score - 10) / 2.0);
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public static string FormatSigned(int n) => n >= 0 ? $"+{n}" : n.ToString();
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/// <summary>"+1 from Canidae · +2 from Wolf" — empty when no sources.</summary>
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public static string FormatBreakdown(IEnumerable<ModSource> sources) =>
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string.Join(" · ", sources.Select(s => $"{FormatSigned(s.Value)} from {s.Label}"));
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private static void AddCladeSource(List<ModSource> list, string ability, CladeDef? clade, string suffix)
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{
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if (clade is null) return;
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AddDictSource(list, ability, clade.Name + suffix, clade.AbilityMods);
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}
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private static void AddDictSource(List<ModSource> list, string ability, string sourceName, Dictionary<string, int> mods)
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{
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if (mods.TryGetValue(ability, out int v) && v != 0)
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list.Add(new ModSource(sourceName, v));
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}
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}
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