M6.2: Step V Abilities — drag-drop assignment + roll/auto-assign

Per GODOT_PORTING_GUIDE.md §7, the highest-risk piece in the wizard.
Three reusable widgets + the orchestrating step.

Scenes/Widgets/AbilityToken.cs:
  Draggable Control with Value + Origin metadata. _GetDragData returns
  a Dictionary payload {kind, value, from, ability, idx} per guide
  §7.1. MouseFilter = Pass so clicks propagate to the parent slot
  for the click-to-return affordance (later removed; see commit body).
  Drag preview is a dimmed duplicate.

Scenes/Widgets/AbilitySlot.cs:
  PanelContainer drop target per guide §7.2. Accepts any
  ability_value payload via _CanDropData / _DropData and emits
  Dropped(payload). Each slot owns one ability id (STR/DEX/CON/INT/
  WIS/CHA).

Scenes/Widgets/AbilityPool.cs:
  HBoxContainer drop target per guide §7.3. Accepts only slot→pool
  drops (returning an assigned value to the pool); pool→pool drops
  are no-ops.

Scenes/Steps/StepStats.cs:
  Direct port of StepStats in steps.jsx per guide §7.4. Standard
  array (default) and roll-4d6-drop-lowest method tabs; Reroll
  button visible in roll mode; Auto Assign sorts the remaining pool
  descending and places the largest values into empty slots ordered
  by class.PrimaryAbility. Three drag-drop cases (pool→slot,
  slot→slot swap, slot→pool) all delegate to a single Patch call,
  then the entire token tree rebuilds from the new draft state on
  the Changed signal — handlers don't reparent anything manually.

Issues hit during development and resolved before commit:
  - Initial click-to-return on slot pre-empted drag-from-slot every
    time (the GuiInput fired on mouse-down, before Godot detected
    the drag). Removed click-to-return — drag is the canonical
    interaction; that matches the React prototype anyway.
  - Token MouseFilter = Stop blocked clicks from reaching the slot
    layer; switched to Pass which still works as a drag source.
  - Refresh() teardown + rebuild reset the parent ScrollContainer's
    scroll to 0 every drop. CallDeferred / SetDeferred / CreateTimer
    all raced because layout settles over multiple frames; the fix
    that worked was capturing scroll position pre-rebuild and
    restoring in _Process the next frame.

Wizard.cs:
  StepTypes[5] = typeof(StepStats); the Abilities step is now
  reachable. (StepTypes[1..4, 6..7] still null — coming in M6.3+.)

Verified: all three drag scenarios + click handling + auto-assign
+ method switch + reroll work; scroll position holds across drops.

Closes M6.2. Next per guide §12: M6.3 — popover system (TraitChip +
shared PopoverLayer) before adding more easy card-grid steps.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
Christopher Wiebe
2026-05-02 20:36:19 -07:00
parent ee5439285c
commit 4d3db17a89
5 changed files with 520 additions and 1 deletions
+371
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@@ -0,0 +1,371 @@
using Godot;
using System.Collections.Generic;
using System.Linq;
using Theriapolis.GodotHost.Scenes.Widgets;
using Theriapolis.GodotHost.UI;
namespace Theriapolis.GodotHost.Scenes.Steps;
/// <summary>
/// Step V — Abilities. Direct port of <c>StepStats</c> in
/// <c>src/steps.jsx</c> per GODOT_PORTING_GUIDE.md §7.4: pool of 6
/// dice, 6 ability slots, drag-and-drop assignment with pool→slot,
/// slot→slot (swap), and slot→pool semantics.
///
/// Two methods supported (CharacterDraft.StatMethod): "array" uses the
/// standard array [15, 14, 13, 12, 10, 8]; "roll" generates each pool
/// value as a 4d6-drop-lowest roll. A Reroll button is exposed in roll
/// mode. Auto-assign sorts the remaining pool descending and places the
/// largest values into the empty slots ordered by class primary
/// abilities first.
///
/// The step rebuilds the entire token tree on each Changed signal, so
/// drag handlers just compute the new state and call Patch — no manual
/// reparenting.
/// </summary>
public partial class StepStats : VBoxContainer, IStep
{
private static readonly string[] Abilities =
{ "STR", "DEX", "CON", "INT", "WIS", "CHA" };
private static readonly System.Random Rng = new();
private CharacterDraft _draft = null!;
private AbilityPool _pool = null!;
private readonly Dictionary<string, AbilitySlot> _slots = new();
private Button _arrayBtn = null!;
private Button _rollBtn = null!;
private Button _rerollBtn = null!;
private Button _autoBtn = null!;
private ScrollContainer? _scroll;
private int _savedScroll = -1;
private bool _scrollPending;
public void Bind(CharacterDraft draft)
{
_draft = draft;
_draft.Changed += Refresh;
Build();
}
public string? Validate()
{
int n = _draft?.StatAssign.Count ?? 0;
return n == 6 ? null : $"Assign all six abilities ({n}/6).";
}
private void Build()
{
AddThemeConstantOverride("separation", 18);
var intro = new VBoxContainer();
intro.AddThemeConstantOverride("separation", 6);
AddChild(intro);
intro.AddChild(new Label { Text = "FOLIO V · ABILITIES" });
intro.AddChild(new Label { Text = "Assign your Ability Scores" });
intro.AddChild(new Label
{
Text = "Pick a method, then drag a value from the pool into one of the six "
+ "ability slots. Drag between slots to swap, or drag back to the "
+ "pool to unassign. Auto Assign places the remaining pool into the "
+ "empty slots, prioritising your calling's primary abilities.",
AutowrapMode = TextServer.AutowrapMode.WordSmart,
});
// Method + action toolbar
var toolbar = new HBoxContainer();
toolbar.AddThemeConstantOverride("separation", 12);
AddChild(toolbar);
_arrayBtn = new Button { Text = "Standard Array" };
_arrayBtn.Pressed += () => SwitchMethod("array");
toolbar.AddChild(_arrayBtn);
_rollBtn = new Button { Text = "Roll 4d6 (drop lowest)" };
_rollBtn.Pressed += () => SwitchMethod("roll");
toolbar.AddChild(_rollBtn);
var spacer = new Control { SizeFlagsHorizontal = SizeFlags.ExpandFill };
toolbar.AddChild(spacer);
_rerollBtn = new Button { Text = "Reroll" };
_rerollBtn.Pressed += Reroll;
toolbar.AddChild(_rerollBtn);
_autoBtn = new Button { Text = "Auto Assign" };
_autoBtn.Pressed += AutoAssign;
toolbar.AddChild(_autoBtn);
var poolBox = new VBoxContainer();
poolBox.AddThemeConstantOverride("separation", 6);
AddChild(poolBox);
poolBox.AddChild(new Label { Text = "AVAILABLE" });
_pool = new AbilityPool();
_pool.Dropped += OnPoolDropped;
poolBox.AddChild(_pool);
var slotsBox = new VBoxContainer();
slotsBox.AddThemeConstantOverride("separation", 8);
AddChild(slotsBox);
slotsBox.AddChild(new Label { Text = "ABILITIES" });
foreach (var ab in Abilities)
{
string captured = ab; // capture for the closure below
var row = new HBoxContainer();
row.AddThemeConstantOverride("separation", 12);
slotsBox.AddChild(row);
row.AddChild(new Label
{
Text = captured,
CustomMinimumSize = new Vector2(64, 0),
VerticalAlignment = VerticalAlignment.Center,
});
var slot = new AbilitySlot { Ability = captured };
slot.Dropped += (Godot.Collections.Dictionary payload)
=> HandleSlotDrop(payload, captured);
_slots[captured] = slot;
row.AddChild(slot);
}
Refresh();
}
// ──────────────────────────────────────────────────────────────────────
// Refresh — rebuild token children from CharacterDraft state.
private void Refresh()
{
if (_pool is null) return;
// Tearing down + rebuilding child token trees triggers a layout
// pass that resets the parent ScrollContainer's vertical scroll.
// Snapshot the scroll position and restore it after the new layout
// settles. The restore goes through a method (not SetDeferred on
// the property) so it runs reliably after layout finishes — the
// method is queued via CallDeferred at the end of Refresh.
_scroll = FindAncestorScroll();
_savedScroll = _scroll?.ScrollVertical ?? -1;
// Toolbar reflects current method and assignment state.
bool isRoll = _draft.StatMethod == "roll";
_rerollBtn.Visible = isRoll;
_arrayBtn.Disabled = !isRoll; // greyed when already on Array
_rollBtn.Disabled = isRoll; // greyed when already on Roll
_autoBtn.Disabled = _draft.StatPool.Count == 0;
// Pool: one token per StatPool entry. Free() (synchronous) so old
// children disappear *before* AddChild runs and the layout pass
// doesn't see a transient doubled-content state.
foreach (var c in _pool.GetChildren()) c.Free();
for (int i = 0; i < _draft.StatPool.Count; i++)
{
var token = new AbilityToken
{
Value = _draft.StatPool[i],
Origin = "pool",
OriginPoolIdx = i,
};
_pool.AddChild(token);
}
// Slots: token if assigned, otherwise dash placeholder.
foreach (var (ab, slot) in _slots)
{
foreach (var c in slot.GetChildren()) c.Free();
if (_draft.StatAssign.ContainsKey(ab))
{
int v = (int)_draft.StatAssign[ab];
var token = new AbilityToken
{
Value = v,
Origin = "slot",
OriginAbility = ab,
};
slot.AddChild(token);
}
else
{
slot.AddChild(new Label
{
Text = "—",
HorizontalAlignment = HorizontalAlignment.Center,
VerticalAlignment = VerticalAlignment.Center,
});
}
}
// Restore scroll on the next _Process frame — after layout has fully
// converged. CallDeferred / SetDeferred / CreateTimer all proved
// racy because the ScrollContainer re-clamps scroll on later layout
// passes triggered by tree mutations elsewhere.
if (_savedScroll >= 0 && _scroll is not null) _scrollPending = true;
}
public override void _Process(double delta)
{
if (_scrollPending && _scroll is not null && IsInstanceValid(_scroll))
{
_scroll.ScrollVertical = _savedScroll;
}
_scrollPending = false;
}
private ScrollContainer? FindAncestorScroll()
{
Node? n = GetParent();
while (n is not null)
{
if (n is ScrollContainer sc) return sc;
n = n.GetParent();
}
return null;
}
// ──────────────────────────────────────────────────────────────────────
// Drop handlers — compute new state and Patch.
// Mirrors handleDrop / dropToPool in steps.jsx exactly.
private void HandleSlotDrop(Godot.Collections.Dictionary payload, string destAbility)
{
var pool = _draft.StatPool.Duplicate();
var assign = (Godot.Collections.Dictionary)_draft.StatAssign.Duplicate();
string from = payload["from"].AsString();
int value = payload["value"].AsInt32();
if (from == "pool")
{
// pool → slot
int idx = payload["idx"].AsInt32();
if (assign.ContainsKey(destAbility))
{
// Bump the existing slot value back to the pool.
pool.Add((int)assign[destAbility]);
}
if (idx >= 0 && idx < pool.Count) pool.RemoveAt(idx);
assign[destAbility] = value;
}
else if (from == "slot")
{
string srcAbility = payload["ability"].AsString();
if (srcAbility == destAbility) return;
// Swap if dest is filled, otherwise move.
if (assign.ContainsKey(destAbility))
{
var dstV = assign[destAbility];
assign[srcAbility] = dstV;
}
else
{
assign.Remove(srcAbility);
}
assign[destAbility] = value;
}
_draft.Patch(new Godot.Collections.Dictionary
{
{ "stat_pool", pool },
{ "stat_assign", assign },
});
}
// ──────────────────────────────────────────────────────────────────────
// Method switch + roll + auto-assign
private void SwitchMethod(string method)
{
var pool = method == "roll" ? RollSixSet() : ArrayPool();
_draft.Patch(new Godot.Collections.Dictionary
{
{ "stat_method", method },
{ "stat_pool", pool },
{ "stat_assign", new Godot.Collections.Dictionary() },
});
}
private void Reroll()
{
if (_draft.StatMethod != "roll") return;
_draft.Patch(new Godot.Collections.Dictionary
{
{ "stat_pool", RollSixSet() },
{ "stat_assign", new Godot.Collections.Dictionary() },
});
}
private void AutoAssign()
{
if (_draft.StatPool.Count == 0) return;
// Empty slots, ordered by class primary abilities first.
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 =>
{
int idx = System.Array.IndexOf(primary, a);
return idx < 0 ? 99 : idx;
})
.ToList();
// Pool sorted descending — biggest values go to highest priority.
var sortedPool = _draft.StatPool.OrderByDescending(v => v).ToList();
var assign = (Godot.Collections.Dictionary)_draft.StatAssign.Duplicate();
var newPool = new Godot.Collections.Array<int>();
for (int i = 0; i < sortedPool.Count; i++)
{
if (i < emptyAbilities.Count) assign[emptyAbilities[i]] = sortedPool[i];
else newPool.Add(sortedPool[i]);
}
_draft.Patch(new Godot.Collections.Dictionary
{
{ "stat_pool", newPool },
{ "stat_assign", assign },
});
}
private static Godot.Collections.Array<int> ArrayPool() =>
new() { 15, 14, 13, 12, 10, 8 };
private static Godot.Collections.Array<int> RollSixSet()
{
var pool = new Godot.Collections.Array<int>();
for (int i = 0; i < 6; i++) pool.Add(RollFourDropLowest());
return pool;
}
private static int RollFourDropLowest()
{
// 4d6, drop lowest, sum the rest. Range [3, 18].
int[] rolls = new int[4];
for (int i = 0; i < 4; i++) rolls[i] = Rng.Next(1, 7);
System.Array.Sort(rolls);
return rolls[1] + rolls[2] + rolls[3];
}
// ──────────────────────────────────────────────────────────────────────
private void OnPoolDropped(Godot.Collections.Dictionary payload)
{
if (payload["from"].AsString() != "slot") return;
var assign = (Godot.Collections.Dictionary)_draft.StatAssign.Duplicate();
var pool = _draft.StatPool.Duplicate();
string ability = payload["ability"].AsString();
if (!assign.ContainsKey(ability)) return;
int v = (int)assign[ability];
assign.Remove(ability);
pool.Add(v);
_draft.Patch(new Godot.Collections.Dictionary
{
{ "stat_pool", pool },
{ "stat_assign", assign },
});
}
}
@@ -0,0 +1,37 @@
using Godot;
namespace Theriapolis.GodotHost.Scenes.Widgets;
/// <summary>
/// Container for unassigned AbilityToken children. Per
/// GODOT_PORTING_GUIDE.md §7.3, accepts only slot→pool drops (returning
/// an assigned value to the pool); pool→pool drops are no-ops. The step
/// consumes <see cref="Dropped"/> and mutates CharacterDraft.StatPool /
/// StatAssign in one call so the inevitable refresh re-creates tokens
/// in the right places.
/// </summary>
public partial class AbilityPool : HBoxContainer
{
[Signal] public delegate void DroppedEventHandler(Godot.Collections.Dictionary payload);
public override void _Ready()
{
AddThemeConstantOverride("separation", 8);
MouseFilter = MouseFilterEnum.Stop;
CustomMinimumSize = new Vector2(0, 64);
}
public override bool _CanDropData(Vector2 atPosition, Variant data)
{
if (data.VariantType != Variant.Type.Dictionary) return false;
var d = data.AsGodotDictionary();
if (!d.ContainsKey("kind") || d["kind"].AsString() != "ability_value") return false;
// Only slot→pool drops are meaningful; pool→pool is a no-op.
return d.ContainsKey("from") && d["from"].AsString() == "slot";
}
public override void _DropData(Vector2 atPosition, Variant data)
{
EmitSignal(SignalName.Dropped, data);
}
}
@@ -0,0 +1,40 @@
using Godot;
namespace Theriapolis.GodotHost.Scenes.Widgets;
/// <summary>
/// Drop target for ability assignment. Per GODOT_PORTING_GUIDE.md §7.2:
/// accepts any drag payload tagged "ability_value" and emits
/// <see cref="Dropped"/> with the payload so the step orchestrates the
/// state change centrally. Visual content (the AbilityToken when filled,
/// or a placeholder dash when empty) is set by the step on every refresh.
///
/// Each slot owns exactly one ability id (STR/DEX/CON/INT/WIS/CHA). On
/// click of a filled slot, returns the value to the pool (synthesised
/// slot→pool payload) — matches the React prototype's "click to unbind"
/// affordance from <c>steps.jsx</c>.
/// </summary>
public partial class AbilitySlot : PanelContainer
{
[Signal] public delegate void DroppedEventHandler(Godot.Collections.Dictionary payload);
[Export] public string Ability { get; set; } = "STR";
public override void _Ready()
{
CustomMinimumSize = new Vector2(56, 56);
MouseFilter = MouseFilterEnum.Stop;
}
public override bool _CanDropData(Vector2 atPosition, Variant data)
{
if (data.VariantType != Variant.Type.Dictionary) return false;
var d = data.AsGodotDictionary();
return d.ContainsKey("kind") && d["kind"].AsString() == "ability_value";
}
public override void _DropData(Vector2 atPosition, Variant data)
{
EmitSignal(SignalName.Dropped, data);
}
}
@@ -0,0 +1,71 @@
using Godot;
namespace Theriapolis.GodotHost.Scenes.Widgets;
/// <summary>
/// Draggable ability-score token. Replaces the React prototype's
/// <c>.die</c> + filled <c>.slot</c> in <c>steps.jsx</c> per
/// GODOT_PORTING_GUIDE.md §7.1. Shows the int value as a centered
/// label; <c>_GetDragData</c> returns a Dictionary payload describing
/// where the token came from so the step can mutate CharacterDraft
/// accordingly.
///
/// Tokens are owned by either an AbilityPool (Origin == "pool",
/// OriginPoolIdx set) or an AbilitySlot (Origin == "slot",
/// OriginAbility set). Dropping a token rebuilds the StepStats UI from
/// the new draft state — token instances are short-lived.
/// </summary>
public partial class AbilityToken : PanelContainer
{
[Export] public int Value { get; set; }
[Export] public string Origin { get; set; } = "pool";
[Export] public string OriginAbility { get; set; } = "";
[Export] public int OriginPoolIdx { get; set; } = -1;
public override void _Ready()
{
CustomMinimumSize = new Vector2(56, 56);
// PASS so clicks propagate up to the parent AbilitySlot's GuiInput
// handler (click-to-return). Drag detection still triggers on the
// deepest non-IGNORE Control under the cursor, so PASS works for
// _GetDragData too.
MouseFilter = MouseFilterEnum.Pass;
var label = new Label
{
Text = Value.ToString(),
HorizontalAlignment = HorizontalAlignment.Center,
VerticalAlignment = VerticalAlignment.Center,
MouseFilter = MouseFilterEnum.Ignore,
};
label.AddThemeFontSizeOverride("font_size", 22);
AddChild(label);
}
public override Variant _GetDragData(Vector2 atPosition)
{
// Drag preview — a dimmed duplicate of the token.
var preview = new Panel { CustomMinimumSize = new Vector2(56, 56) };
var lbl = new Label
{
Text = Value.ToString(),
HorizontalAlignment = HorizontalAlignment.Center,
VerticalAlignment = VerticalAlignment.Center,
};
lbl.AddThemeFontSizeOverride("font_size", 22);
lbl.AnchorRight = 1f;
lbl.AnchorBottom = 1f;
preview.AddChild(lbl);
preview.Modulate = new Color(1, 1, 1, 0.85f);
SetDragPreview(preview);
return new Godot.Collections.Dictionary
{
{ "kind", "ability_value" },
{ "value", Value },
{ "from", Origin },
{ "ability", OriginAbility },
{ "idx", OriginPoolIdx },
};
}
}
+1 -1
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@@ -41,7 +41,7 @@ public partial class Wizard : Control
null, // 2 Calling
null, // 3 Subclass
null, // 4 History
null, // 5 Abilities
typeof(Steps.StepStats), // 5 Abilities — implemented (M6.2)
null, // 6 Skills
null, // 7 Sign
};