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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namespace Theriapolis.GodotHost.UI;
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/// <summary>
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/// All 18 skills with display labels, governing ability, and codex
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/// flavor descriptions. Entries are keyed by their snake_case JSON id —
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/// the same string that appears in <c>class.skill_options</c> and
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/// <c>background.skill_proficiencies</c> in <c>Content/Data</c>.
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///
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/// Labels and ability mapping mirror Theriapolis.Core.Rules.Stats.SkillId;
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/// descriptions are ported verbatim from <c>src/data.jsx</c>'s
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/// <c>SKILL_DESC</c> table in the React prototype. If the JSON schema
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/// gains a description field later, swap to a data-driven lookup.
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/// </summary>
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public static class SkillsCatalog
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{
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public record SkillEntry(string JsonId, string Label, string Ability, string Description);
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public static readonly SkillEntry[] All =
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{
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new("acrobatics", "Acrobatics", "DEX",
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"Tumbling, balance, and the kind of footwork that keeps you upright on a coliseum sand-floor or a warren-rope. Body-cunning under pressure."),
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new("animal_handling", "Animal Handling", "WIS",
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"Reading and steering non-sentient beasts — feral hounds, draft-kine, the wild cousins of your own clade. Calming, herding, riding."),
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new("arcana", "Arcana", "INT",
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"Knowledge of the older magics: scent-sorcery, blood-sigil, the half-forgotten rites that pre-date the Covenant of Claws."),
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new("athletics", "Athletics", "STR",
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"Raw physical effort. Climbing scaffold, swimming the foul canal, hauling a packmate from the pit, breaking a hold."),
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new("deception", "Deception", "CHA",
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"Speaking convincingly past your scent. The art of the false posture, the planted rumor, the answer that is technically true."),
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new("history", "History", "INT",
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"The long memory of Theriapolis — the Imperium's fall, the Compact's ratification, which clade owes which other a centuries-old debt."),
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new("insight", "Insight", "WIS",
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"Reading another's true posture beneath their words. Catching the off-note in a snarl, the held breath, the lie in a friendly tail."),
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new("intimidation", "Intimidation", "CHA",
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"Bared-teeth diplomacy. The threat made plain enough that violence is not required to extract compliance."),
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new("investigation", "Investigation", "INT",
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"Methodical search and inference: scene-reading, document-sifting, the patient accumulation of small facts into a verdict."),
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new("medicine", "Medicine", "WIS",
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"Field surgery, poultice-craft, knowing which clade tolerates which tincture. Stabilizing the dying without finishing them."),
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new("nature", "Nature", "INT",
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"Knowledge of the wild outside the city wall — terrain, weather, plant-lore, and the unsigned beasts that observe no Covenant."),
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new("perception", "Perception", "WIS",
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"Awareness through every sense your clade gives you: ear-cock, scent-prickle, the half-glimpsed shape at the edge of vision."),
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new("performance", "Performance", "CHA",
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"Holding an audience — coliseum crowd, courtroom gallery, market square. Song, oratory, the body that compels watching."),
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new("persuasion", "Persuasion", "CHA",
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"Open-handed argument. The case made on its merits, the appeal to mutual benefit, the patient construction of agreement."),
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new("religion", "Religion", "INT",
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"The hymn-cycles of the Cervid liturgy, the Compact's sacred clauses, the small household rites your clade keeps without thinking."),
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new("sleight_of_hand", "Sleight of Hand", "DEX",
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"Quiet fingers — pickpocketing, palmed coins, the swap performed under another's nose. Useful in markets and courtrooms alike."),
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new("stealth", "Stealth", "DEX",
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"Movement unseen and unsmelled. Wind-checking, scent-suppression, the slow weight-shift on a creaking floor."),
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new("survival", "Survival", "WIS",
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"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."),
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};
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public static readonly string[] Abilities = { "STR", "DEX", "CON", "INT", "WIS", "CHA" };
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public static readonly System.Collections.Generic.Dictionary<string, string> AbilityFullName = new()
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{
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{ "STR", "Strength" },
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{ "DEX", "Dexterity" },
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{ "CON", "Constitution" },
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{ "INT", "Intellect" },
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{ "WIS", "Wisdom" },
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{ "CHA", "Charisma" },
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};
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public static SkillEntry? Get(string jsonId) =>
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System.Array.Find(All, s => s.JsonId == jsonId);
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public static System.Collections.Generic.IEnumerable<SkillEntry> ByAbility(string ability)
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{
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foreach (var s in All)
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if (s.Ability == ability) yield return s;
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}
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}
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