Commit Graph

12 Commits

Author SHA1 Message Date
Christopher Wiebe 83c6343783 M6.21: Dark theme parity + card shadow polish + hover/selection fixes
--dark command-line flag swaps CodexTheme.DefaultPalette to Dark
before any UI mounts; both TitleScreen and Wizard pick it up via
the no-arg Build() overload.

Stepper colours track the active palette. ApplyStateColors and the
Active step's gild underline previously read from a stub that
hardcoded parchment values, so the Active label rendered as
brown-black ink against the dark bg (invisible). Both sites now
read CodexTheme.DefaultPalette directly.

Card hover stays applied while the cursor is over an inner Button.
PanelContainer.MouseExited fires when the cursor crosses onto a
child that captures input (Sire/Dam toggles, Sheep/Goat toggles,
trait pickers); the recheck defers and uses GetGlobalRect.HasPoint
on the cursor position so hover only drops when the cursor truly
leaves the card area.

Selection stylebox lands on first refresh. SetSelected was
previously called inside BuildCard before AddChild, so
HasThemeStylebox returned false (theme cascade unreachable) and
the override silently dropped — it only re-attached when
MouseEntered later re-ran Apply. Refactored SetSelected/SetHover
through a new ApplyOrDefer helper that uses CallDeferred when the
card isn't in tree yet, so the seal border + drop shadow appear
immediately on selection rather than only after the first hover.

Selection drop shadow refined. Was a 14px shadow at offset (0,14)
which overlapped the next card by 16px in the v_separation:12
grid. Now offset (4,4) + size 6 — diagonal "light from upper-left"
direction, total reach 10px, leaves a 2px clearance before the
next card so the shadow reads as a shadow on the surface below.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-09 22:55:40 -07:00
Christopher Wiebe f7cadaeb68 M6.19: Confirm & Begin → CharacterBuilder handoff + hybrid pick plumbing
The wizard now produces a real runtime Character instead of just
persisting the draft Resource. New Theriapolis.Godot/UI/CharacterAssembler
bridges CharacterDraft → CharacterBuilder, picking the purebred Build
or hybrid TryBuildHybrid path, threading clade/species/class/background
lookups, ability scores, skill picks, dominant-parent, subclass id,
and the items table for the starting kit. The captured
PlayerCharacterState writes to user://character.json (resumability
before the M7 save format lands) and the live Character is held in
CharacterAssembler.LastBuilt for future PlayScreen pickup.

StepReview.OnConfirmPressed surfaces build errors on the status label
instead of crashing, logs HP/hybrid/skill totals on success, and
keeps emitting the existing CharacterConfirmed signal.

Hybrid lineage bonuses now match the wizard's preview math.
CharacterBuilder gains HybridSireChosenAbility / HybridDamChosenAbility;
TryBuildHybrid replaces the old "apply both clades' full mods + both
species mods" blend with "apply each parent's chosen mod only" —
species mods don't apply for hybrids per project decision. Picks
stack additively when both parents land on the same ability
(canidae +1 CON × ursidae +2 CON → +3 CON). Empty pick = no bonus
(defensive fallback for headless builds). HybridCharacterTests'
BlendsAbilityMods rewritten for the new rule, plus two new tests
for stacking and empty-pick fallback.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-09 21:26:16 -07:00
Christopher Wiebe 97b49d4145 M6.18: Skill expansion to 5 per ability — 12 new Theriapolis-flavored skills
Skill list grows from 18 → 30 so every ability has 5 skills tied to it.
New skills appended at SkillId byte indices 18–29 to preserve
save-game compat with pre-M6.18 characters.

  STR (+4): Brawl, Build-Read, Force, Haulage
  DEX (+2): Driving, Marksmanship
  CON (+5): Endurance, Fortitude, Hardiness, Lung-Craft, Pain Tolerance
  CHA (+1): Scent-Speak

Endurance covers applied effort over time; Hardiness covers external
condition tolerance (temperature, smoke, altitude); Fortitude is
ingestion-only (poison, spoiled food, ritual draughts). Pain Tolerance
is function-while-wounded. Lung-Craft is breath/voice discipline.

Class skill_options updated across all 8 callings so every new skill
has 3+ class homes (Muzzle-Speaker remains the universal pick of
all 30). Backgrounds left untouched — their skill grants are
doc-canon and would benefit from a separate balancing pass.

CharacterBuilder.SkillToJsonName extended with explicit cases for the
new skills so compound enum names like BuildRead serialize as
"build_read" rather than the fallback "buildread" — caught by
CharacterBuilderTests.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-09 20:25:56 -07:00
Christopher Wiebe 0ab4715aee M6.16: Unified hybrid species grid + codex-styled hover popover
StepSpecies hybrid mode now uses one grid combining sire-clade species
(under a "SIRE — <Clade>" eyebrow) and dam-clade species (under
"DAM — <Clade>"). Cards are click-to-select like the purebred path —
since clades are guaranteed disjoint by StepClade's parent-conflict
rule, the lineage is implicit from the species' clade and no per-card
toggles are needed.

Hover popover now picks up the codex theme: parchment Bg2 panel with a
gild border, rounded 14px corners, and soft drop shadow; H3 display
serif title, mono Eyebrow tag, CardBody description. Detriment popovers
swap to a 3px seal-red border via the panel_detriment stylebox override
(replaces the old red Modulate hack).

Theme propagation fix: CanvasLayer breaks Godot's Control theme
inheritance, so the popup was rendering on Godot defaults. _Ready
defers a lookup of the parent Control's theme and assigns it directly
to the popup so the codex parchment + Cormorant/CrimsonPro fonts
actually resolve.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-06 21:26:38 -07:00
Christopher Wiebe e1fb988969 M6.13: Sex picker + species variant schema
Adds character Sex (male/female) as a top-level CharacterDraft field
required for every character, and species variants as a layer on top
of the base species record. Two variant axes:

  - "sex": auto-resolves from CharacterDraft.Sex for purebreds; for
           hybrids, pinned by parent role (sire = male, dam = female)
           by definition. No picker needed beyond Step 0.
  - "lineage": explicit per-species pick (Ram-Folk's sheep/goat). Has
               its own picker on Step 1 (purebred path under the grid;
               hybrid path embedded into the per-parent pick column).

Schema (Theriapolis.Core/Data):
  - SpeciesDef gains VariantAxis (string) and Variants (array of
    SpeciesVariantDef { Id, Name, Traits, Detriments }).
  - JSON content not yet populated — that's M6.14.

CharacterDraft adds:
  - Sex (required by Step 0 validation)
  - SpeciesVariant / SireSpeciesVariant / DamSpeciesVariant
  - ResolveVariantId(species, role) that returns the active variant
    id for a given context — used by Aside to layer variant traits
    onto the base species traits.

Step 0 (StepClade): sex picker row above the hybrid toggle. Two
toggle buttons radio-style.

Step 1 (StepSpecies): purebred path renders a lineage picker below
the grid when the picked species has VariantAxis == "lineage";
hybrid path embeds a lineage picker at the top of each parent's
pick column. Hover popovers summarise each variant's contents.

Validation: Sex is required at Step 0. Lineage variant required at
Step 1 for any picked species (purebred or per-hybrid-parent) with
VariantAxis == "lineage".

Aside: AddVariantContent layers the resolved variant's extra
traits/detriments onto the base species rendering, for both purebred
and hybrid paths.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-04 21:03:56 -07:00
Christopher Wiebe 8bf9eba2a7 M6.8: Hybrid trait pickers (Phase B)
Per theriapolis-rpg-clades.md "Building a Hybrid": hybrids now pick
two clade traits from the dominant parent + one from the other (2/1
split keyed off DominantParent), and one species trait + one species
detriment from each parent. All clade detriments still inherit fully
from both parents. Universal hybrid detriments unchanged.

CharacterDraft gains six new fields (sire/dam clade-trait arrays,
sire/dam species trait/detriment ids) and a CladeTraitLimit(lineage)
helper. Step 0/1 validators enforce the picks; Aside renders only the
chosen subset for hybrids.

Cascading clears: clade swap clears that lineage's bonus + clade
traits + (if species also invalidated) species pick; species swap
clears that lineage's species trait/detriment; dominant flip trims
overflow from the end (non-destructive when possible); hybrid-off
clears all six new fields.

Toggle buttons in both steps wire MouseEntered/Exited into
PopoverLayer so the player can read each trait's description on
hover (detriment buttons get the red-tinted "DETRIMENT" popover).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-04 20:12:56 -07:00
Christopher Wiebe e3f0296e6f M6.7: Parchment theme pass
Lights up the M5 codex design system across the wizard. Default
palette swaps from dark leather to aged-parchment cream with
sealing-wax red selection emphasis, matching the React prototype's
default theme variant. CodexTheme.Build() is applied at the wizard
root so every step + Aside + popover cascades through it.

Theme additions:
- Parchment palette in CodexPalette (Dark retained as alt)
- Type variations registered for Card, CodexPopover, Pill,
  PillDetriment, AbilityToken, AbilitySlot, SkillRow — without
  SetTypeVariation, panel-stylebox lookup falls through to Godot's
  default dark slate, which is what was happening to every bare
  PanelContainer before this pass.
- panel_hover stylebox on Card (gild border) wired via CodexCard's
  MouseEntered/Exited helper; panel_selected bumped to 3px seal-red
  border + soft shadow so selection reads at a glance.

Card selection refactor:
- Replaced the warm-cream Modulate hint on cards with stylebox swaps
  via the new CodexCard.SetSelected helper. The Modulate approach
  was a no-op on cream-on-cream parchment; the stylebox swap looks
  the same on either palette.
- Step intros + Aside section headers now use the existing Eyebrow /
  H2 / H3 / CardName / CardMeta / CardBody label variations.
- Confirm button on Step VIII uses the PrimaryButton variation.

Popover + chip behaviour:
- PopoverLayer is now MouseFilter=Ignore so clicks/scroll/hover all
  pass through. Adjacent chips fire reliably even when the previous
  popover overlaps them spatially.
- Dropped the 80ms grace timer; chip MouseExited closes immediately.
- TraitChip MouseFilter Stop → Pass so clicks bubble up to the
  parent card's GuiInput (selecting the card).

Misc:
- Wizard._Ready inserts a backing Panel so the parchment Bg fills
  the canvas — Wizard root is a plain Control, which paints nothing.
- CodexTheme font lookup tries Cormorant-Medium before -Regular and
  globalizes res://Fonts/ for runtime FontFile load (the previous
  fallback used ContentPaths which points at a sibling data tree).
- StepStats final-score Label rendered at font_size 22 to match the
  AbilityToken die.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-03 22:04:24 -07:00
Christopher Wiebe bb986d49f9 M6.6: StepReview signing + hybrid math revision
- New Step VIII (Review): name input and Confirm button that
  saves the finalized character to user://character.tres.
- Hybrid lineage rules simplified per project decision: drop
  the "no-stack on overlap, take +1 free elsewhere" rule from
  theriapolis-rpg-clades.md. Hybrids now pick one ability mod
  from each parent clade and they sum if they overlap.
  Removes HybridFreeAbility, the free-bonus picker row, and the
  overlap special case from AbilityCalc + WizardValidation.
- StepClade bonus rows now mutate in place (sync ButtonPressed)
  instead of tearing down on every Refresh — the old path freed
  the very button mid-Pressed-signal, leaving stale buttons next
  to the new ones.
- StepSkills drops the redundant "Calling: X · History: Y" meta
  line; both are already shown in the Aside summary.
- Aside hybrid section adds dual-species traits and the
  universal-hybrid detriment pills.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-03 20:51:55 -07:00
Christopher Wiebe 0e5d4b7425 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>
2026-05-03 18:10:05 -07:00
Christopher Wiebe ce87eb11ad M6.4: Card-grid steps + hybrid origin + clade-restricted backgrounds
Per GODOT_PORTING_GUIDE.md §12, the four "easy" card-grid steps land
together (Species / Calling / Subclass / History), plus three real
features that emerged during testing: cross-step validation gating,
hybrid origin, and clade-restricted background availability.

New step files (Scenes/Steps/):
  StepSpecies.cs    — cards filtered by clade; for hybrids shows two
                      stacked grids (Sire / Dam).
  StepClass.cs      — all classes; class change clears chosen skills
                      and the previously-selected subclass.
  StepSubclass.cs   — subclasses filtered by ClassDef.SubclassIds.
  StepBackground.cs — backgrounds filtered by hybrid + clade rules
                      (see below).

UI/WizardValidation.cs (new):
  Static per-step validators against CharacterDraft. Replaces the
  per-instance Validate() route on the wizard side — Wizard now
  computes the lock state for every step in the flow, not just the
  current one. Mirrors app.jsx's firstIncomplete rule exactly.

  Bug it fixes: previously the wizard checked only the current step's
  validity, so picking a clade let you skip directly to Abilities
  without picking species/calling/etc.

UI/CharacterDraft.cs:
  Phase 6.5 hybrid fields — IsHybrid, SireCladeId, SireSpeciesId,
  DamCladeId, DamSpeciesId, DominantParent. EffectiveCladeId /
  EffectiveSpeciesId resolve to the dominant parent's lineage when
  hybrid; downstream steps don't need to care which path. Helpers
  HasClade(id) and HasAnyCladeOfKind(kind) feed the background
  availability rules.

StepClade.cs:
  Hybrid toggle splits the picker into Sire + Dam grids with a
  Dominant Lineage radio. Validation refuses same-clade Sire+Dam.
  Switched to build-once + mutate-in-place: cards are created once
  during Build(), Refresh just updates Modulate per selection state.
  Tearing down + rebuilding inside the click callback caused
  duplicates because Free() defers when the freed node is mid-signal.

StepBackground.cs:
  Availability rules table — predicates per restricted background id.
  Hybrid-only: passer, hybrid_underground, former_chattel.
  Clade-restricted: warren_runner (Leporidae), pack_raised (Canidae),
  herd_city_born (any prey clade).
  Hybrids match if either parent satisfies the rule.

Other steps (Species/Class/Subclass/Background):
  Refresh dispatched via Callable.From(Refresh).CallDeferred() so the
  rebuild runs after the click handler completes — same Free()-during-
  signal bug as StepClade hit, fixed via deferral instead of mutate-
  in-place because the card lists are dynamic (clade- / class- /
  hybrid-flag-dependent).

Wizard.cs:
  - RebuildStepperStates uses WizardValidation.FirstIncomplete to lock
    every step past the first unsatisfied one.
  - OnStepperClicked checks every step in [0..target-1].
  - UpdateChrome's banner uses WizardValidation for the active step.
  - Scroll preservation moved here (snapshot before step.Refresh
    fires, restore in _Process); StepStats's local copy removed.

Wizard.tscn:
  Scroll node marked unique_name_in_owner so Wizard can grab it.
  PopoverLayer's TraitChip is reused throughout the new step cards.

Aside.cs:
  Hybrid-aware summary — shows "Sire (dominant)" / "Dam" lineage rows
  when IsHybrid; otherwise the existing Clade / Species rows.

Verified end-to-end:
  - Walk Clade → Species → Calling → Subclass → History → Abilities
  - Stepper locks every step past first unsatisfied
  - Hybrid toggle works both directions, dominant changes lineage
  - Hybrid-only and clade-restricted backgrounds appear / disappear
    based on lineage
  - Scroll position preserved across selections
  - Drag-drop still works on Abilities

Closes M6.4. Per guide §12, next is M6.5 — StepSkills (class-driven
choice list with TraitChip per skill).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-02 22:24:33 -07:00
Christopher Wiebe ee5439285c M6.1: Character creation wizard foundation (.tscn + Resource-based draft)
Pivots from M5's code-built UI to the editor-authorable .tscn pattern
recommended in GODOT_PORTING_GUIDE.md, after a session of fighting
Godot idioms with code-only layout. Default theme only; the parchment
Theme lands last per the guide's §12 build order so layout bugs surface
as layout bugs, not theming bugs.

GODOT_PORTING_GUIDE.md:
  Authored by Claude Design as the canonical port reference. Maps the
  React prototype's structure onto Godot 4.6 with concrete code sketches
  and a build-order recommendation. Drove the M6 architecture.

Fonts/:
  Cormorant Garamond (Medium + MediumItalic) and Crimson Pro (Regular +
  Italic + SemiBold) under OFL — the React prototype's serif-display
  and serif-body families. Not yet wired through CodexTheme.Build()
  because theming is deferred; CodexTheme.LoadFontFromFonts already
  picks them up automatically when the Theme pass lands.

Scenes/Wizard.tscn + Wizard.cs:
  Wizard shell per guide §4: codex-header (title + folio counter) +
  Stepper + Page (StepHost + Aside) + NavBar (Back / validation / Next).
  All node lookups via unique-name (%) syntax; layout authored as a
  scene file you can open in the editor. Step lifecycle drives the
  Aside via signal binding. Stepper logic mirrors app.jsx — locked
  iff some EARLIER step is unsatisfied; "type not yet implemented"
  doesn't lock.

Scenes/Aside.tscn + Aside.cs:
  Right-rail summary per guide §10. Single Refresh() rebuild on
  CharacterDraft.Changed; cheap enough not to bother with partial
  updates. Width 320 (was 380 before the layout overflow fix).

Scenes/Steps/IStep.cs + StepClade.cs:
  Per-step Bind(draft) + Validate() contract. StepClade renders the
  3-column clade card grid; click commits via CharacterDraft.Patch
  which triggers the Resource.Changed signal that Aside and Wizard
  both subscribe to.

UI/CharacterDraft.cs:
  Resource (not Node) per guide §2.1. Mirrors app.jsx's `state` shape
  exactly. Patch(dictionary) emits the inherited Resource.Changed
  signal — listeners use `draft.Changed += handler` regardless of
  which field changed. CodexContent provides lazy-loaded immutable
  content tables (Clades, Species, Classes, Subclasses, Backgrounds).

Main.{cs,tscn}: Node → Control
  When Main was a Node, Control children couldn't anchor to a real
  parent rect — they sat at (0,0) at intrinsic min size. With wide
  step content (3-column 200-px-card grid), the Wizard's min size
  pushed the navbar beyond the viewport's right edge, hiding the Next
  button on smaller windowed viewports. Making Main a full-rect-
  anchored Control gives child scenes a proper rect to lay out in.

UI/Widgets/CodexStepper.cs:
  Anchored the inner vbox to fill the button rect. Without this, the
  vbox sat at the button's top-left at intrinsic size and labels
  rendered in the corner — visible as the active-step label being
  off-center from the highlight bar.

Verified at 1152x720 windowed and (separately) at fullscreen:
  - 3-column card grid fits inside Wrap margins + Aside without
    horizontal overflow
  - Stepper labels centered under their highlight bars
  - Next button visible after clade selection; future steps switch
    to "coming soon" placeholder when clicked
  - Aside summary fills in CLADE block on selection

Closes M6.1.  Next per guide §12 build order: M6.2 — StepStats with
drag-drop (highest-risk piece, de-risk before easy steps).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-02 19:35:03 -07:00
Christopher Wiebe 953bb985ad M5: Codex design system (dark theme) + kitchen-sink
Programmatic Theme builder + reusable popover and stepper widgets,
ported from CharacterCreator.zip's :root design tokens. Kitchen-sink
scene exercises every primitive for visual eyeballing.

CodexPalette.cs:
  Color tokens lifted verbatim from the React prototype's `:root`
  block (--bg, --ink, --gild, --seal, etc.). Variable names mirror
  the CSS so the audit trail stays readable. Spacing locked at the
  prototype's normal density (--gap=24, --pad=28, --radius=2).

  Scope cut: only the Dark theme ships. The React prototype designed
  Parchment, Dark, and Blood as switchable variations — user direction
  during M5 is that only Dark (leather + candlelight) is wanted for
  this game. Parchment/Blood code dropped, plan doc updated to match
  (§1 goal #5, §4.5 UI map, §5 M5 scope, §10 resolved decisions #4).
  No runtime theme switcher.

CodexTheme.Build():
  Programmatically constructs a Godot Theme from CodexPalette.Dark
  plus CodexSpacing/CodexType tokens. Configures Panel, Card,
  CodexPopover styleboxes; Label variations for H1..H4, CodexTitle,
  Eyebrow, Meta, ValidationOk/Error, CardName/Body/Meta, StepperNum/
  Name; Button + PrimaryButton + GhostButton variants; LineEdit,
  CheckBox, scrollbar styling.

  Fonts: looks for CormorantGaramond / CrimsonPro / JetBrainsMono
  TTFs in res://Fonts/ (or Content/Fonts/) and graceful-falls-back to
  Godot defaults if missing. M5 ships with no fonts in repo; user can
  drop them in later for typography parity with the React prototype.

CodexPopover.cs:
  Hoverable text trigger + floating PanelContainer, mirrors
  src/trait-hint.jsx. Viewport-clamps horizontally and vertically;
  flips above the trigger if there's no room below; 80 ms grace
  period when moving cursor from trigger to popover. Detriment
  variant uses the seal-coloured stylebox. Future TraitName /
  SkillChip / BonusPill widgets layer className differences on top.

CodexStepper.cs:
  Roman-numeral horizontal stepper with Pending / Active / Complete /
  Locked states. Active step gets a 2-px gild underline, Complete
  shows a ✓ in seal-red, Locked shows ✕ + 0.45 modulate. Emits
  StepClicked(int) for non-locked rows. M5 is decorative — M6 wires
  the signal to the character-creation state machine.

KitchenSink.cs + Main.cs --codex-test:
  Verification scene rendering every primitive (header, stepper,
  buttons, inputs, cards, trait popovers). Clicks log to console.
  Fonts default to Godot's Noto Sans until res://Fonts/ is populated.

Closes M5 of theriapolis-rpg-implementation-plan-godot-port.md.
Next: M6 (title + character creation).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-01 20:29:22 -07:00