Commit Graph

3 Commits

Author SHA1 Message Date
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