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:
@@ -1,14 +1,22 @@
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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;
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/// <summary>
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/// Right-rail summary of the in-progress character. Single
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/// <see cref="Refresh"/> rebuilds every section per
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/// GODOT_PORTING_GUIDE.md §10 — the panel is small enough that full
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/// rebuild is cheap and partial-update logic isn't worth it. Connect
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/// the draft via <see cref="SetDraft"/>; the Wizard does this on _Ready.
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/// Right-rail summary of the in-progress character. Sections, top-down:
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/// 1. Name (or placeholder until Step VIII).
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/// 2. Lineage details — 2-column grid:
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/// purebred: Clade | Species, then Calling | Background.
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/// hybrid: Sire | Dam (column headers); each parent's
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/// clade and species below; Calling | Background.
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/// 3. Attributes — final score + d20 modifier per ability.
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/// 4. Pills — traits + skills selected so far, with hover popovers.
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///
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/// One Refresh() rebuild per draft change; the panel is small enough
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/// that partial-update logic isn't worth the complexity.
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/// </summary>
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public partial class Aside : MarginContainer
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{
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@@ -22,9 +30,21 @@ public partial class Aside : MarginContainer
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AddThemeConstantOverride("margin_top", 18);
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AddThemeConstantOverride("margin_bottom", 18);
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_content = new VBoxContainer();
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// Wrap content in a ScrollContainer so the Aside's intrinsic
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// height stays bounded by the panel's allocated size — without
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// this, an over-tall summary (lots of pills) forces the parent
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// Layout to expand and pushes the navbar off the viewport.
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var scroll = new ScrollContainer
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{
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SizeFlagsHorizontal = SizeFlags.ExpandFill,
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SizeFlagsVertical = SizeFlags.ExpandFill,
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HorizontalScrollMode = ScrollContainer.ScrollMode.Disabled,
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};
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AddChild(scroll);
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_content = new VBoxContainer { SizeFlagsHorizontal = SizeFlags.ExpandFill };
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_content.AddThemeConstantOverride("separation", 18);
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AddChild(_content);
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scroll.AddChild(_content);
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}
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public void SetDraft(CharacterDraft draft)
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@@ -39,42 +59,277 @@ public partial class Aside : MarginContainer
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if (_draft is null || _content is null) return;
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foreach (var c in _content.GetChildren()) c.QueueFree();
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_content.AddChild(new Label { Text = "SUMMARY" });
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BuildName();
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BuildDetailsGrid();
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BuildAttributes();
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BuildPills();
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}
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if (_draft.IsHybrid)
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// ──────────────────────────────────────────────────────────────────────
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// Section 1 — Name
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private void BuildName()
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{
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AddBlock("Origin", "Hybrid");
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AddBlock(_draft.DominantParent == "sire" ? "Sire (dominant)" : "Sire",
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FormatLineage(_draft.SireCladeId, _draft.SireSpeciesId));
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AddBlock(_draft.DominantParent == "dam" ? "Dam (dominant)" : "Dam",
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FormatLineage(_draft.DamCladeId, _draft.DamSpeciesId));
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var name = string.IsNullOrEmpty(_draft!.CharacterName) ? "Unnamed" : _draft.CharacterName;
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_content.AddChild(new Label
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{
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Text = name,
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HorizontalAlignment = HorizontalAlignment.Center,
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});
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_content.AddChild(new HSeparator());
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}
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// ──────────────────────────────────────────────────────────────────────
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// Section 2 — Lineage details (2-column grid)
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private void BuildDetailsGrid()
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{
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if (_draft!.IsHybrid)
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{
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// Hybrid layout: SIRE / DAM column headers above the parent
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// detail rows, then the Calling / Background row spans both
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// halves of the same kind of grid.
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var headers = new HBoxContainer { SizeFlagsHorizontal = SizeFlags.ExpandFill };
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headers.AddThemeConstantOverride("separation", 12);
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_content.AddChild(headers);
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headers.AddChild(MakeColumnHeader("SIRE" + (_draft.DominantParent == "sire" ? " ★" : "")));
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headers.AddChild(MakeColumnHeader("DAM" + (_draft.DominantParent == "dam" ? " ★" : "")));
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var lineageGrid = MakeFullWidthGrid();
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_content.AddChild(lineageGrid);
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lineageGrid.AddChild(MakeCell("Clade", CodexContent.Clade(_draft.SireCladeId)?.Name));
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lineageGrid.AddChild(MakeCell("Clade", CodexContent.Clade(_draft.DamCladeId)?.Name));
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lineageGrid.AddChild(MakeCell("Species", CodexContent.SpeciesById(_draft.SireSpeciesId)?.Name));
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lineageGrid.AddChild(MakeCell("Species", CodexContent.SpeciesById(_draft.DamSpeciesId)?.Name));
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}
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else
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{
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AddBlock("Clade", CodexContent.Clade(_draft.CladeId)?.Name);
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AddBlock("Species", CodexContent.SpeciesById(_draft.SpeciesId)?.Name);
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var lineageGrid = MakeFullWidthGrid();
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_content.AddChild(lineageGrid);
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lineageGrid.AddChild(MakeCell("Clade", CodexContent.Clade(_draft.CladeId)?.Name));
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lineageGrid.AddChild(MakeCell("Species", CodexContent.SpeciesById(_draft.SpeciesId)?.Name));
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}
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AddBlock("Calling", CodexContent.Class(_draft.ClassId)?.Name);
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AddBlock("Background", CodexContent.Background(_draft.BackgroundId)?.Name);
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AddBlock("Name", string.IsNullOrEmpty(_draft.CharacterName) ? null : _draft.CharacterName);
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// Calling + Background — last row of the lineage block, with
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// Subclass tucked underneath Calling in the same column.
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var callingGrid = MakeFullWidthGrid();
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_content.AddChild(callingGrid);
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callingGrid.AddChild(MakeCell("Calling", CodexContent.Class(_draft.ClassId)?.Name));
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callingGrid.AddChild(MakeCell("Background", CodexContent.Background(_draft.BackgroundId)?.Name));
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var subclassDef = System.Array.Find(CodexContent.Subclasses, s => s.Id == _draft.SubclassId);
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callingGrid.AddChild(MakeCell("Subclass", subclassDef?.Name));
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callingGrid.AddChild(new Control()); // empty cell to align grid
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_content.AddChild(new HSeparator());
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}
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private static string? FormatLineage(string cladeId, string speciesId)
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private static GridContainer MakeFullWidthGrid()
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{
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var clade = CodexContent.Clade(cladeId);
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var species = CodexContent.SpeciesById(speciesId);
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if (clade is null && species is null) return null;
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if (species is not null) return $"{species.Name} ({clade?.Name ?? cladeId})";
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return clade?.Name;
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var grid = new GridContainer { Columns = 2, SizeFlagsHorizontal = SizeFlags.ExpandFill };
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grid.AddThemeConstantOverride("h_separation", 12);
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grid.AddThemeConstantOverride("v_separation", 8);
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return grid;
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}
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private void AddBlock(string label, string? value)
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private static Control MakeColumnHeader(string label)
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{
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var v = new VBoxContainer();
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v.AddThemeConstantOverride("separation", 4);
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_content.AddChild(v);
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v.AddChild(new Label { Text = label.ToUpperInvariant() });
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v.AddChild(new Label { Text = value ?? "—" });
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// Centered label + underline; sized to take half the parent
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// HBoxContainer width so SIRE and DAM align over their data
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// columns.
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var col = new VBoxContainer { SizeFlagsHorizontal = SizeFlags.ExpandFill };
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col.AddThemeConstantOverride("separation", 2);
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col.AddChild(new Label
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{
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Text = label,
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HorizontalAlignment = HorizontalAlignment.Center,
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});
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col.AddChild(new HSeparator());
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return col;
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}
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private static Control MakeCell(string label, string? value)
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{
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var v = new VBoxContainer { SizeFlagsHorizontal = SizeFlags.ExpandFill };
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v.AddThemeConstantOverride("separation", 2);
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// Smaller font on the label tag — keeps the row compact in the
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// narrow side rail.
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var lbl = new Label { Text = label.ToUpperInvariant() };
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lbl.AddThemeFontSizeOverride("font_size", 11);
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v.AddChild(lbl);
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// Autowrap on the value so long names ("Hybrid Underground")
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// wrap rather than push the whole panel wider than its alloc.
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var val = new Label
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{
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Text = string.IsNullOrEmpty(value) ? "—" : value,
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AutowrapMode = TextServer.AutowrapMode.WordSmart,
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CustomMinimumSize = new Vector2(0, 0),
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};
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v.AddChild(val);
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return v;
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}
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// ──────────────────────────────────────────────────────────────────────
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// Section 3 — Attributes (final score + modifier)
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private void BuildAttributes()
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{
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_content.AddChild(new Label { Text = "ATTRIBUTES" });
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// Self-contained sub-panel so the attributes table never widens
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// beyond the Aside's own rect. Columns: ab | bonus | final | d20.
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// Cells have explicit min widths but DON'T ExpandFill, so the
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// grid's total width is bounded by the cell mins instead of
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// taking whatever parent width is available.
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var grid = new GridContainer { Columns = 4 };
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grid.AddThemeConstantOverride("h_separation", 6);
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grid.AddThemeConstantOverride("v_separation", 6);
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_content.AddChild(grid);
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foreach (var ab in SkillsCatalog.Abilities)
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{
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int baseScore = AbilityCalc.BaseScore(ab, _draft!);
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int bonus = AbilityCalc.TotalBonus(ab, _draft!);
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int final = baseScore + bonus;
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int dMod = AbilityCalc.D20Modifier(final);
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grid.AddChild(new Label
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{
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Text = ab,
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CustomMinimumSize = new Vector2(36, 0),
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});
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// Bonus chip — only render when non-zero. +0 entries get an
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// empty Control so the column stays aligned without the
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// panel chrome of an empty TraitChip pushing the row wider.
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if (bonus != 0)
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{
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grid.AddChild(new Widgets.TraitChip
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{
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TraitName = AbilityCalc.FormatSigned(bonus),
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Description = AbilityCalc.FormatBreakdown(AbilityCalc.Sources(ab, _draft!)),
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Tag = "bonus",
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});
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}
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else
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{
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grid.AddChild(new Control { CustomMinimumSize = new Vector2(40, 0) });
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}
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grid.AddChild(new Label
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{
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Text = baseScore == 0 ? "—" : final.ToString(),
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HorizontalAlignment = HorizontalAlignment.Right,
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CustomMinimumSize = new Vector2(36, 0),
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});
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grid.AddChild(new Label
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{
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Text = baseScore == 0 ? "" : AbilityCalc.FormatSigned(dMod),
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HorizontalAlignment = HorizontalAlignment.Right,
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CustomMinimumSize = new Vector2(36, 0),
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});
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}
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_content.AddChild(new HSeparator());
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}
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// ──────────────────────────────────────────────────────────────────────
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// Section 4 — Pills (traits, skills, features chosen so far)
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private void BuildPills()
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{
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_content.AddChild(new Label { Text = "TRAITS · FEATS · SKILLS" });
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var flow = new HFlowContainer();
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flow.AddThemeConstantOverride("h_separation", 6);
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flow.AddThemeConstantOverride("v_separation", 6);
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_content.AddChild(flow);
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// Clade traits (purebred = single clade; hybrid = both).
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if (_draft!.IsHybrid)
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{
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AddCladeTraits(flow, CodexContent.Clade(_draft.SireCladeId));
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AddCladeTraits(flow, CodexContent.Clade(_draft.DamCladeId));
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}
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else
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{
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AddCladeTraits(flow, CodexContent.Clade(_draft.CladeId));
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}
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// Species traits.
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var sp = CodexContent.SpeciesById(_draft.EffectiveSpeciesId);
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if (sp is not null)
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{
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foreach (var t in sp.Traits)
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flow.AddChild(new TraitChip { TraitName = t.Name, Description = t.Description });
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foreach (var d in sp.Detriments)
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flow.AddChild(new TraitChip { TraitName = d.Name, Description = d.Description, Detriment = true });
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}
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// Class level-1 features.
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var cls = CodexContent.Class(_draft.ClassId);
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if (cls is not null)
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{
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var lvl1 = System.Array.Find(cls.LevelTable, e => e.Level == 1);
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if (lvl1 is not null)
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{
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foreach (var fid in lvl1.Features)
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{
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if (!cls.FeatureDefinitions.TryGetValue(fid, out var fd)) continue;
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if (fd.Kind == "stub" || fid.StartsWith("subclass_")) continue;
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flow.AddChild(new TraitChip
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{
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TraitName = fd.Name,
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Description = fd.Description,
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Tag = fd.Kind,
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});
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}
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}
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}
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// Background feature + granted skills.
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var bg = CodexContent.Background(_draft.BackgroundId);
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if (bg is not null && !string.IsNullOrEmpty(bg.FeatureName))
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{
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flow.AddChild(new TraitChip
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{
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TraitName = bg.FeatureName,
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Description = bg.FeatureDescription,
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Tag = "history",
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});
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}
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// Skills — background-locked first, then user-chosen class skills.
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if (bg is not null)
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{
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foreach (var skillId in bg.SkillProficiencies)
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AddSkillChip(flow, skillId, "BG");
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}
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foreach (var skillId in _draft.ChosenSkills)
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AddSkillChip(flow, skillId, "skill");
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}
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private static void AddCladeTraits(HFlowContainer flow, Theriapolis.Core.Data.CladeDef? clade)
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{
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if (clade is null) return;
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foreach (var t in clade.Traits)
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flow.AddChild(new TraitChip { TraitName = t.Name, Description = t.Description });
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foreach (var d in clade.Detriments)
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flow.AddChild(new TraitChip { TraitName = d.Name, Description = d.Description, Detriment = true });
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}
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private static void AddSkillChip(HFlowContainer flow, string skillId, string tag)
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{
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var s = SkillsCatalog.Get(skillId);
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if (s is null) return;
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flow.AddChild(new TraitChip
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{
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TraitName = s.Label,
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Description = s.Description,
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Tag = tag,
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});
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}
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}
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@@ -4,6 +4,6 @@
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[node name="Aside" type="MarginContainer"]
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unique_name_in_owner = true
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custom_minimum_size = Vector2(320, 0)
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custom_minimum_size = Vector2(360, 0)
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size_flags_horizontal = 0
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script = ExtResource("1_aside")
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@@ -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,
|
||||
/// swap these out for a property-driven check.
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/// </summary>
|
||||
private static readonly System.Collections.Generic.Dictionary<string, System.Func<UI.CharacterDraft, bool>> 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));
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 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.
|
||||
/// </summary>
|
||||
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<string> onClick)
|
||||
{
|
||||
var card = new PanelContainer
|
||||
|
||||
@@ -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);
|
||||
|
||||
@@ -0,0 +1,233 @@
|
||||
using Godot;
|
||||
using System.Collections.Generic;
|
||||
using Theriapolis.GodotHost.Scenes.Widgets;
|
||||
using Theriapolis.GodotHost.UI;
|
||||
|
||||
namespace Theriapolis.GodotHost.Scenes.Steps;
|
||||
|
||||
/// <summary>
|
||||
/// Step VII — Skills. Direct port of <c>StepSkills</c> in
|
||||
/// <c>src/steps.jsx</c>: 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 <c>class.SkillsChoose</c>
|
||||
/// more from <c>class.SkillOptions</c>. 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
|
||||
/// </summary>
|
||||
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<string>(bg?.SkillProficiencies ?? System.Array.Empty<string>());
|
||||
var classOptions = new HashSet<string>(cls?.SkillOptions ?? System.Array.Empty<string>());
|
||||
var chosen = new HashSet<string>(_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<string> lockedFromBg,
|
||||
HashSet<string> classOptions,
|
||||
HashSet<string> 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<string> lockedFromBg,
|
||||
HashSet<string> classOptions,
|
||||
HashSet<string> 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<string>(_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 },
|
||||
});
|
||||
}
|
||||
}
|
||||
@@ -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;
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -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);
|
||||
|
||||
@@ -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
|
||||
};
|
||||
|
||||
|
||||
@@ -0,0 +1,69 @@
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Theriapolis.Core.Data;
|
||||
|
||||
namespace Theriapolis.GodotHost.UI;
|
||||
|
||||
/// <summary>
|
||||
/// 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.
|
||||
/// </summary>
|
||||
public static class AbilityCalc
|
||||
{
|
||||
public readonly record struct ModSource(string Label, int Value);
|
||||
|
||||
public static List<ModSource> Sources(string ability, CharacterDraft draft)
|
||||
{
|
||||
var list = new List<ModSource>();
|
||||
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();
|
||||
|
||||
/// <summary>"+1 from Canidae · +2 from Wolf" — empty when no sources.</summary>
|
||||
public static string FormatBreakdown(IEnumerable<ModSource> sources) =>
|
||||
string.Join(" · ", sources.Select(s => $"{FormatSigned(s.Value)} from {s.Label}"));
|
||||
|
||||
private static void AddCladeSource(List<ModSource> 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<ModSource> list, string ability, string sourceName, Dictionary<string, int> mods)
|
||||
{
|
||||
if (mods.TryGetValue(ability, out int v) && v != 0)
|
||||
list.Add(new ModSource(sourceName, v));
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,41 @@
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace Theriapolis.GodotHost.UI;
|
||||
|
||||
/// <summary>
|
||||
/// Per-background availability rules — which backgrounds are visible /
|
||||
/// pickable for a given <see cref="CharacterDraft"/>. 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).
|
||||
/// </summary>
|
||||
public static class BackgroundAvailability
|
||||
{
|
||||
private static readonly Dictionary<string, System.Func<CharacterDraft, bool>> 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") },
|
||||
};
|
||||
|
||||
/// <summary>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).</summary>
|
||||
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);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,78 @@
|
||||
namespace Theriapolis.GodotHost.UI;
|
||||
|
||||
/// <summary>
|
||||
/// 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 <c>class.skill_options</c> and
|
||||
/// <c>background.skill_proficiencies</c> in <c>Content/Data</c>.
|
||||
///
|
||||
/// Labels and ability mapping mirror Theriapolis.Core.Rules.Stats.SkillId;
|
||||
/// descriptions are ported verbatim from <c>src/data.jsx</c>'s
|
||||
/// <c>SKILL_DESC</c> table in the React prototype. If the JSON schema
|
||||
/// gains a description field later, swap to a data-driven lookup.
|
||||
/// </summary>
|
||||
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<string, string> 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<SkillEntry> ByAbility(string ability)
|
||||
{
|
||||
foreach (var s in All)
|
||||
if (s.Ability == ability) yield return s;
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user