a802fb318f2bc0716b133b631694740d1d71957a
38 Commits
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a802fb318f |
M7.6: Hostile encounter stub + marker-scale fix — closes M7
EncounterTrigger.FindHostileTrigger now polls each tactical-mode
tick. Edge-detected by NPC actor id: a fresh hostile entering
ENCOUNTER_TRIGGER_TILES range fires the stub exactly once — console
log with name/allegiance/template, save-flash toast "Combat HUD
lands with M8 — encounter logged: {name}". Player keeps moving;
the same hostile won't re-fire until you've left the trigger ring
and come back.
Deviation from the M7 plan §6.6: the plan proposed autosaving on
hostile detect so M8 testing would have fresh combat starts. Wired
that, then walked into a wolf and got a respawn loop — SaveTo →
CaptureBody → _streamer.FlushAll evicts every loaded chunk → NPCs
respawn with fresh actor ids on the next tactical tick → fresh id
breaks edge detection → stub re-fires → autosave again → loop. The
visible symptom was grey untiled chunks and a screen-filling red
blob (an unscaled NPC marker on the spawn frame at zoom 32 renders
at ~307 screen px radius). M8 owns combat-start autosave anyway:
at that point CombatHUDScreen captures combatant state before
FlushAll, so the loop can't form. Removed the SaveTo here; comment
in code records the reason.
Marker scale stamped at construction. NPCs spawn inside _Process
(EnsureLoadedAround → OnChunkLoaded → MountNpcMarker) *after* the
per-frame counter-scale loop has already iterated _npcMarkers, so
a new marker would render at Scale=(1,1) for one frame. New
CounterScaleVec() helper reads the current camera zoom and is
stamped into Scale at marker construction (both PlayerMarker on
spawn/restore and every NpcMarker). The player path also reorders
SetInitialZoom to run BEFORE the player marker constructs so the
counter-scale picks the post-zoom value rather than the fit-zoom
default.
That closes the M7 milestone — title → wizard → worldgen → play →
pause / save / load / dialogue / hostile-stub all wired, only the
M7.4 polish items left were the bugs surfaced in play-testing.
Next: §11.1 cross-build save-bytes parity test (user-driven), then
M8 (combat HUD, inventory, level-up, shop, quest log, dungeon).
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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289c918d6c |
M7.5: Interact prompt + dialogue overlay
InteractionScreen — CanvasLayer overlay (Layer=50, WhenPaused) that
pauses the tree on open and runs a Core DialogueRunner against
playScreen-owned aggregates (Reputation, Flags, ContentResolver,
QuestEngine). Codex-themed centered panel ~760 px with header
(NPC name, role line "Innkeeper of Millhaven" via
LastIndexOf('.')-split TitleCase, bias profile · disposition tag
from EffectiveDisposition.Breakdown, optional Scent Literacy line
for scent_broker / scent_literacy / master_nose feature holders),
history scrollback (last C.DIALOGUE_HISTORY_LINES, per-speaker
text colour for NPC / PC / Narration), numbered option list
(skill checks prefixed [SKILL DC N]), footer hint. Input: 1-9
top-row + numpad, Enter to dismiss when over, Esc / F to leave.
Godot's Key enum is long-backed for unicode + modifier bits, so
the arithmetic cast through int is explicit.
Effect routing on each ChooseOption: drains
runner.Context.StartQuestRequests into _playScreen.QuestEngine.Start
with a freshly-rebound QuestContext (PlayerCharacter pinned each
call) — quest journal UI is M8 but the engine fires immediately.
runner.Context.ShopRequested raises a "Shop ships with M8" toast
via PlayScreen.Toast and clears the flag so re-entry doesn't loop.
Stub NPCs (no dialogue_id, missing tree, or null content) get the
"(They have nothing to say yet.)" panel + Goodbye button — same
fallback the MonoGame source ships.
PlayScreen interact tick. Tactical-mode _Process now polls
EncounterTrigger.FindInteractCandidate(_actors) and caches the
result in _interactCandidate (cleared at world-map zoom). HUD
appends "[F] Talk to {DisplayName}" when non-null. Edge-detected
F press → AddChild(new InteractionScreen(npc, this)), candidate
cleared immediately so a held F can't stack overlays. M8 will
wire real LOS into the FindInteractCandidate losBlocked callback;
M7.5 ships with the default AlwaysClear.
Added internal accessors PlayScreen now surfaces so the overlay
doesn't poke private state: Reputation, Flags, QuestEngine, World,
WorldSeed, ClockSeconds, PlayerPosition, Content,
BuildQuestContextForDialogue(), Toast(text). All scoped internal —
not part of any public API.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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b1fc3f244b |
M7.4b: Top-right cursor-debug panel for play-testing
Mirror of the player-status panel, anchored top-right. Per-frame
sample of GetViewport().GetMousePosition() converted to world coords
via the camera transform; surfaces:
- World-pixel and world-tile coords under the cursor
- Biome at that tile
- Feature flag bitmask (HasRoad / HasRiver / HasRail / IsSettlement
/ IsPoi / IsCoast / RiverAdjacent / RailroadAdjacent)
- Settlement on the tile via WorldTile.SettlementId lookup —
name, tier, and economy/governance/pop (or PoI type)
- Bridge under cursor via point-on-segment hit test against
world.Bridges (6 px hit radius, ≤ a few dozen bridges so cheap)
- Tactical block when zoomed in: tactical-tile coords, surface +
variant, deco, walkability tag (walkable / slow / blocked)
- NPC under cursor within 12 px hit radius — display name, role
tag or template id, allegiance, HP
Cached StringBuilder field on PlayScreen (Clear() each frame instead
of new'ing) to keep per-frame GC pressure low. Held keys produce
auto-repeat InputEventKey instances that Godot 4 mono's GC must
collect before engine shutdown; reducing per-frame garbage buys
that collection more headroom and avoided a shutdown-assertion
race observed on the first launch with the panel mounted.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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6f47700820 |
M7.4a: PlayScreen polish — facing tick, road overlap, WASD pan
Facing tick stuck at the initial angle. PlayerMarker._Draw was computing the tick direction from a FacingAngleRad auto-property, but Godot caches CanvasItem draw commands and only re-runs _Draw on QueueRedraw. Setter never called QueueRedraw → tick never rotated. Fixed by leaning on the Node2D transform instead: tick is drawn along the local +X axis, PlayScreen sets marker.Rotation = facing each frame. The transform rotation applies to the cached commands without re-invoking _Draw — efficient and correct. FacingAngleRad property removed; ShowFacingTick became a property with QueueRedraw on change (visibility toggle still needs to invalidate the cache). Tactical view double-drew roads. TacticalChunkGen.Pass2_Polylines already bakes roads + rivers + bridges into the surface tiles of each chunk. WorldRenderNode's Line2D overlay was still visible at tactical zoom, stroking the same path on top of the rasterised version — showed as a brown line over every road. Ported the MonoGame "suppress polyline overlay in tactical" rule into UpdateLayerVisibility: _polylineLayer and _bridgeLayer hide when zoom >= TacticalRenderZoomMin. WASD now pans the world map. Previously WASD did nothing in world-map mode — only right-drag / middle-drag / mouse-wheel worked. WASD is now context-sensitive: tactical mode steps the player (unchanged), world-map mode pans the camera at 400 screen px/sec (world-pixel speed scales as 1/zoom so the perceived rate stays constant). Diagonal motion is √2-normalised to match tactical step. Suppressed during click-to-travel since the camera-follow would clobber any pan input anyway. HUD hint updated. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> |
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116193c1e3 |
M7.4: Pause menu + save-from-pause, slot rows show wall-clock time
PauseMenuScreen — CanvasLayer overlay on PlayScreen, Layer=50 with ProcessMode=WhenPaused so it stays responsive while the tree is paused. _Ready sets GetTree().Paused=true; Resume/Close/QuitToTitle unpause first. Two sub-states share one VBoxContainer-and-status-label panel: main menu (Resume / ★ Level Up / Save Game / Quicksave / Quit to Title) and slot picker. Save Game flips to the picker, click a slot to write, back returns to main. Esc backs out of picker to main on first press, closes the overlay on a second. CodexTheme applied at the panel root since overlays mount outside PlayScreen's Control tree and theme cascade doesn't cross CanvasLayer boundaries. Level-up button surfaces only when LevelUpFlow.CanLevelUp(pc) returns true (matches MonoGame), and is rendered disabled with a "ships with M8" tooltip — fresh L1 characters won't see it in M7 play-tests. Quit to Title autosaves first (matches MonoGame). A failed autosave doesn't block the quit; better to let the user leave than trap them. Save-from-pause writes to an internal status label inside the panel rather than PlayScreen's save-flash toast — the toast lives on the paused tree branch and would freeze mid-fade. PlayScreen Esc now AddChild(new PauseMenuScreen(this)) instead of BackToTitle. Added paused-guard + Echo filter in _Input. New public PlayerCharacter() accessor lets the pause panel call CanLevelUp. HUD hint updated to "F5 quicksaves · Esc opens pause". SaveSlotFormat — shared helper between SaveLoadScreen (load picker) and PauseMenuScreen (save picker) so both surfaces render rows with the same prefix + in-game time + wall-clock time. Parses SavedAtUtc, converts to local time, renders relative (today/yesterday), short (MMM d, HH:mm within year), or full (yyyy-MM-dd HH:mm), with "<unknown>" fallback for empty headers. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> |
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8e2efdd878 |
M7.3: Save/load round-trip — F5 quicksave, Continue → slot picker
SavePaths ported verbatim from Theriapolis.Game/Platform/. Same OS directories as MonoGame (%LOCALAPPDATA%\Theriapolis\Saves on Windows, ~/Library/Application Support/Theriapolis/Saves on macOS, $XDG_DATA_HOME/Theriapolis/saves on Linux) so saves round-trip across the two builds without migration. PlayScreen save layer. Wired PlayerReputation + Flags + QuestEngine + QuestContext + _killedByChunk + _pendingEncounterRestore in _Ready, even though M7.3 doesn't actively drive any of those — they're round-trip-required, so a save written by the MonoGame build with non-empty rep/flags/quest state loads here and re-saves without data loss. SaveTo/BuildHeader/CaptureBody/ApplyRestoredBody are field-for-field ports of the MonoGame methods (Phase 5 M3 + M5, Phase 6 M2 + M4); CaptureBody flushes the streamer first so chunk deltas land in the store before serialisation. HandleChunkLoaded now honours _killedByChunk so a killed spawn stays dead across chunk reload + save round-trip. F5 quicksaves to the autosave slot. Save-flash toast (bottom-center Label, fade-out via Modulate.A) confirms each write. _Ready branches on session.PendingRestore: when set (load path), calls ApplyRestoredBody and skips the new-game spawn; otherwise spawns at the Tier-1 anchor with the M6 character. The mid-combat encounter snapshot is captured on save but the push to CombatHUDScreen is the M8 stub (logs a console diagnostic). SaveLoadScreen — load-only slot picker. Header-only deserialise per row (SaveCodec.DeserializeHeaderOnly reads just the JSON prefix, body untouched), so opening the picker is cheap even with many large saves. Slot label matches MonoGame's SlotLabel() format exactly. Incompatible / unreadable rows render disabled with the reason inline. TitleScreen Continue. Enable-gate replaced — was "user://character.json exists" (M7.1 placeholder), now scans SavesDir for *.trps + checks SaveCodec.IsCompatible. OnContinue swaps to SaveLoadScreen instead of the print stub. Manual play-test loop confirmed: F5 in run #1, quit, relaunch, Continue → Autosave row → progress bar → PlayScreen with character restored at saved tile. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> |
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bf0041605f |
M7.1-7.2: Play-loop hand-off — Wizard → WorldGen → PlayScreen
Lands the M7 plan's first two sub-milestones on port/godot. theriapolis-rpg-implementation-plan-godot-port-m7.md is the design doc (six screens collapse to four scenes + a camera mode, with per-screen behavioural contracts and a six-step sub-milestone breakdown). M7.1 — WorldGenProgressScreen + GameSession autoload + wizard hand-off rewrite. GameSession holds the cross-scene state that outlives any single screen: seed, post-worldgen Ctx, pending character (from the M6 wizard) and pending save snapshot (for M7.3's load path). Wizard forwards StepReview.CharacterConfirmed upward, and TitleScreen swaps to the progress screen instead of just printing the build summary. The progress screen runs the 23-stage pipeline on a background thread, drives a ProgressBar from ctx.ProgressCallback, and writes the full exception trace to user://worldgen_error.log on failure. Escape cancels at the next stage boundary and returns to title. M7.2 — PlayScreen with a walking character. Extracted WorldRenderNode from the M2+M4 WorldView demo so PlayScreen and WorldView mount the same renderer (biome image + polylines + bridges + settlement dots + tactical chunk lifecycle + PanZoomCamera + per-frame layer visibility + line-width counter-scaling). PlayScreen owns the streamer (M7.3 save needs it), composes ContentResolver + ActorManager + WorldClock + AnchorRegistry + PlayerController, spawns the player at the Tier-1 anchor, and wires resident + non-resident NPC spawning from chunk-load events with allegiance-tinted markers. PlayerController ported engine-agnostic to Theriapolis.Godot/Input/. Takes pre-resolved dx/dy/dt/isTactical/isFocused instead of poking MonoGame InputManager + Camera2D, so the arithmetic that advances PlayerActor.Position and WorldClock.InGameSeconds is bit-identical to the MonoGame version — saves round-trip cleanly. Click-to-travel in world-map mode (camera zoom < TacticalRenderZoomMin), WASD step in tactical mode with axis- separated motion + encumbrance + sub-second clock carry. HUD overlay top-left shows HP/AC/seed/tile/biome/view-mode/time. Esc returns to title (M7.4 replaces this with a pause menu). Namespace gotcha: Theriapolis.GodotHost.Input shadows the engine's Godot.Input static class for any file under the GodotHost namespace tree. Files needing keyboard polls (WorldView, PlayScreen) fully qualify as Godot.Input.IsKeyPressed. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> |
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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> |
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2db442be7e |
M6.20: TitleScreen entry point with parchment-themed button stack
Default boot now lands on a centered title screen instead of the M0 hello-world label. Vertical button stack — New Character, Continue, Quit — over the codex parchment field, with the H1 codex title and a PORT / GODOT · M6.20 version chip in the bottom-right. Continue is disabled until user://character.json exists; clicking it prints a placeholder until the M7 play loop can pick the persisted state up. New Character swaps the title for the wizard scene under the Main parent. The wizard's existing "← Title" back-button on Step 0 now actually does something — TitleScreen wires its BackToTitle signal to a parent-side swap that reinstates the title screen when the player backs out. --wizard command-line flag still skips straight to the wizard for fast-path development. Layout uses SetAnchorsAndOffsetsPreset (LayoutPreset.FullRect) on the backing panel and CenterContainer — manual AnchorRight = 1 doesn't fill in code because Godot's anchor setters preserve visual position by adjusting offsets, leaving the control at 0×0. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> |
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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> |
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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> |
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39117a09ed |
M6.17: Variant content + Sheep/Goat split + calling lore + uniform card layout
Species variants populated against the M6.13 schema: - Lion-Folk sex axis: Mane Guard (male) / Huntress Reflexes (female, +5 ft speed + advantage on initiative). - Elk-Folk sex axis: Antler Combat with 10 ft reach when full rack (male, retains seasonal Antler Drag) / Kick (female, prone on crit). Base traits restored to doc canon: Herd Coordination (Help → +3) + Endurance Runner (40 ft + advantage CON vs forced march); base speed bumped 30 → 40; new base detriment Herd Instinct. Ram-Folk replaced with separate Sheep-Folk + Goat-Folk species rather than a lineage-axis variant on a single Ram entry. Bovidae now has 4 species. The lineage-axis toggle UI in StepSpecies BuildCard rolled back; the schema stays for sex-axis (Lion/Elk) which auto-resolves. ContentLoadTests + HybridCharacterTests updated; Size.cs comment too. Calling lore: ClassDef gains Description; classes.json populated for all 8 callings with the doc's italic blockquote + paragraph profile. StepClass surfaces the description on the card. Card layout uniformity: StepClass / StepSubclass / StepBackground all switched to single-column ExpandFill grids (matching StepClade / StepSpecies). Each card now spans the wizard's content width so the description and feature chips have room to breathe. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> |
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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> |
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479899d3d1 |
M6.15: Unified hybrid clade grid with Sire/Dam toggle headers
Replace the two stacked sire/dam clade grids in StepClade hybrid mode with one unified grid where each card carries Sire and Dam toggle buttons side-by-side in its header (right edge of the title row). A single clade can become either parent; picking Sire on a card currently set as Dam atomically clears the Dam pick (and vice versa). Card body click is disabled in hybrid mode — only the toggles change selection. Mechanics: BuildLineageCladePatch extracts the per-lineage clear logic from the old OnLineageCladePicked into a patch builder so OnHybridParentPressed can compose multi-lineage patches into one atomic Patch call (the cross-clear case applies both lineage updates in a single Changed signal). UpdateHybridCards walks the unified card dictionary and syncs both toggle states + the card's selected highlight. Drops the old _sireCards / _damCards dictionaries and the OnLineageCladePicked callback, since hybrid mode no longer routes through the per-grid click handlers. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> |
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66055f9549 |
M6.14: Single-column card layout with clade/species descriptions
Switch Step 0 (Clade) and Step 1 (Species) from a 3-column card grid to a 1-column layout, with each card carrying a codex-voice description paragraph between the meta line and the trait chips. Rationale: establish the world's tone before mechanics — the player reads who Canidae or Wolf-Folk *are* before evaluating ability mods and trait pills. Trade is more vertical scrolling, but the card content was already going wider than three columns comfortably allowed once the parchment theme bumped padding. Schema: CladeDef and SpeciesDef gain a Description field (string, empty default). Populated for all 7 clades and 19 species, sourced from the doc's italicized blockquote + a one-sentence summary of the prose paragraph that follows. Empty descriptions fall through silently — a species without a description still renders, just without the paragraph. UI: MakeGrid in both steps becomes Columns = 1 with ExpandFill; BuildCard sets card.SizeFlagsHorizontal = ExpandFill (replaces the fixed CustomMinimumSize 200) and prepends the autowrap description label after the meta line. Hybrid mode stacks sire and dam single- column grids vertically — same logic as before, just one card wide each. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> |
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067038de45 |
M6.13a: Show character sex in Aside lineage block
Sex is a character-level field set at Step 0 — surface it in the right-rail summary alongside clade and species. Lands as a Sex row under the lineage cells in both purebred (single Sex cell + filler) and hybrid (Sex applies to the whole character, spans below the sire/dam clade and species rows) layouts. Falls back to the empty "—" placeholder when not yet picked. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> |
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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>
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44b2ec111f |
M6.12: Brown Bear / Polar Bear / Moose-Folk restoration
Per audit item #5 — restore the doc trait/detriment lists for the three species that had the largest gaps. Brown Bear-Folk: replace Rending Claws (1d8 + STR with two-paw rend) with Devastating Swipe (2d6 + STR slashing or shove 10 ft.). Drop Winter Hibernation — the broader Hibernation Recovery now lives at the clade level (M6.9). Add Forager's Nose (advantage on Survival to find food, scent-id plants) and Stubborn Vitality (advantage on death saves). Add the missing detriment pair: Slow Burn (act last in unexpected combat) and Accidental Destruction (DEX-fail-by-5 breaks objects). Polar Bear-Folk: upgrade Arctic Adaptation (cold resistance, swim = walking, env immunity) to Arctic Apex (cold IMMUNITY, swim 30 ft, hold-breath 15 min). Drop White Pelt (not in doc). Add Patient Hunter (no-move turn → +1d8 next melee) and Insulating Bulk (resistance to non-magical bludgeoning). Rename Polar Appetite to Resource Hungry (doc name) and add the missing Heat Vulnerable detriment (CON saves above 75°F escalating at 90°F). Moose-Folk: replace Broad Antlers (1d10 + STR, charge prone) with Palmate Antlers (2d6 + STR + crit-stun). Replace Swamp Strider with Wetland Wader (adds swim 20 ft + 5-min breath-hold). Add Don't Tread on Me (counts +1 size for grapple/shove + reaction kick on adjacent melee, prof-bonus uses). Add the missing detriment pair: Ursid-Scale Problems (Large infrastructure issues + Stealth disadvantage) and Solitary Cervid (no Herd Coordination, CHA disadvantage in groups larger than 4). Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> |
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29657f73f8 |
M6.11: Mustelidae line restoration
Clade: rename + restore traits to doc-canonical Metabolic Furnace (cold advantage), Sinuous Body (squeeze + escape), Ferocity (+2 to melee at half HP, not the JSON's reduced one-shot +1). Detriments: rename High Metabolism → Burn Rate (doc name) and replace the JSON-only Scent Marker with Short Fuse (disadvantage on WIS saves vs. effects provoking rage/aggression — the missing half of the clade detriment pair). Ferret-Folk: replace Weaver / Social Charm / Small Frame with War Dance (bonus-action evasion bonus, prof-bonus uses), Tunnel Runner (15 ft. burrow + tunnel mastery), Irrepressible (advantage vs. frightened). Detriments: Attention Deficit (sustained-focus disadvantage outside combat), Musk Broadcast (stress amplifies scent involuntarily). Badger-Folk: replace Burrower / Tenacious Grip / Stocky Build with Immovable (advantage STR/CON vs. move/prone), Digging Claws (20 ft. burrow + 1d6 + STR claws + barrier-break advantage; was 10 ft. with no claw damage), Relentless Endurance (CON-save reaction to drop to 1 HP from 0). Detriments: Tunnel Vision (lock-on Perception disadvantage), Antisocial Default (CHA disadvantage in groups of 6+). Bumped base_speed to 30; the JSON-only Stocky Build's speed-25 was not in the doc. Wolverine-Folk: replace Savage Jaws / Indomitable Ferocity / Feared Kin with Wolverine's Frenzy (renamed from doc's "Feral Rage" to avoid collision with the Feral class — same mechanic: 1/long rest 1-minute resistance to all damage except psychic), Jaws of Iron (1d8 + STR bite that chews through soft materials as actions), Arctic Survivor (cold-environment immunity, no tracks in snow, arctic Survival advantage). Detriments: Berserker's Toll (one exhaustion after Frenzy), Feared, Not Loved (CHA persuasion disadvantage with creatures who know what you are). Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> |
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83afb8606f |
M6.10: Leporidae trait restoration + HP math fix
Replace clade traits with the doc-canonical trio: Burst Speed (40 ft. base + bonus-action Dash, prof-bonus uses), Tremor Sense (detect ground-vibrating creatures within 30 ft.), Lucky Feet (reroll a 1 on a save, 1/short rest). Drop the misplaced Leaping Strides / Burrow Savvy / Twitch Reflexes — those were thinner substitutes. Detriments: Fragile Build now correctly halves to -2 HP/level (was -1). Add Panic Cascade — forced-Dash on bad fear save, contagious to allied Leporidae within 15 ft. Drop Constant Vigilance, which was not in the doc. Bump Rabbit-Folk base_speed_ft to 40 to match Burst Speed's clade default. Hare-Folk stays at 45 (its species trait Open Ground Runner sets that explicitly). Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> |
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796cc58e19 |
M6.9: Cervidae + Ursidae clade rebuild
Restore the canonical clade content from theriapolis-rpg-clades.md. Cervidae traits: Prey Sense (cannot be surprised, +WIS to initiative twice, advantage on hidden-creature Perception), Flight Response (reaction half-speed move on hostile-adjacent, prof-bonus uses), Pivoting Ears (advantage hearing-Perception, cannot be flanked) — replacing the misplaced Antlers and Fleet-Footed and the reduced Wide Field of View. Detriments: Freeze Response (stun on first undetected damage), Predator Aversion (CHA disadvantage near aggressive predator clades) — replacing the misplaced clade-level Flight Response (now correctly a trait) and Delicate Frame. Ursidae traits: Massive Frame (size category Large outright, advantage STR, doubled carry, Heavy weapons, one-paw -2-size grapple) — upgrading from the reduced Powerful Build; Thick Hide (AC 12 + CON, not the wrong 11 + DEX, dropping the un-doc'd bludgeoning resistance); Hibernation Recovery (full hit-dice on long rest, 24-hour sleep clears one exhaustion/disease/poison) — replacing the misplaced Bone-Crushing Jaws (which belongs at species level on a per-bear basis). Detriments: Ponderous (speed 25, disadvantage DEX area saves, init -2) — restoring the speed and initiative penalties dropped by Lumbering; Infrastructure Problem (CHA disadvantage in non-Large spaces) — replacing the misplaced Heat Intolerance. Migrate Delicate Frame down to Deer-Folk as Slight Frame (where the doc puts it), since the clade-level slot is now Predator Aversion. Heat Intolerance / Bone-Crushing Jaws drop entirely from Ursidae — they belong on per-species records (Polar Bear's Heat Vulnerable, Brown Bear's Devastating Swipe), which are part of audit item #5. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> |
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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> |
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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> |
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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> |
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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>
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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>
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ba3ebe7ff3 |
M6.3: Trait popovers — shared PopoverLayer + TraitChip triggers
Per GODOT_PORTING_GUIDE.md §6 (and §12 build order — popovers before
the easy card-grid steps because traits/skills/bonuses surface them
everywhere). One reusable popover panel; lightweight chip triggers.
Scenes/Widgets/PopoverLayer.cs:
CanvasLayer added once as a child of Wizard.tscn. Owns one
PanelContainer + close Timer; static Instance for chip-side access.
ShowFor(trigger, ...) populates and positions the popover at the
trigger's global rect with viewport clamp + flip-above logic
(mirrors src/trait-hint.jsx). 80 ms grace period when moving from
trigger to popover so the popover stays open across the gap.
Detriment popovers get a red Modulate as a placeholder for the
seal-coloured StyleBox the theming pass will install.
Scenes/Widgets/TraitChip.cs:
Lightweight PanelContainer + Label trigger. On MouseEntered asks
PopoverLayer.Instance to show; on MouseExited schedules close.
Pill styling deferred to theming (default Godot panel for now;
TraitChip / TraitChipDetriment styleboxes will land alongside
the parchment Theme pass).
Wizard.tscn:
PopoverLayer added as a top-level CanvasLayer child so popovers
float above every step's content regardless of where the trigger
is in the tree.
Steps/StepClade.cs:
Replaces the placeholder "{n} traits, {m} detriments" line with an
HFlowContainer of TraitChip per trait + per detriment. Hover any
chip → popover shows name + description (+ DETRIMENT tag for the
detriment chips).
Also: cards switched from Button to PanelContainer for content-
driven height. Button isn't a Container, so its intrinsic min
size didn't aggregate from the inner vbox — at higher trait
counts the chips overflowed into the cards below. PanelContainer
is a Container, so the card grows with its content. GuiInput
handles the click-to-select; selected state shown via Modulate
tint until the proper StyleBox swap lands in theming.
Closes M6.3. Per guide §12, next is M6.4 — easy card-grid steps
(Species / Calling / Subclass / History) variations on the StepClade
pattern, then StepSkills, then StepReview.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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4d3db17a89 |
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>
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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>
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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> |
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42d66c00c3 |
M4: Tactical render + unified seamless-zoom WorldView
Implements the seamless-zoom contract from CLAUDE.md: one Camera2D
covers both world-map and tactical scales; layers fade in/out at zoom
thresholds; polyline widths and the player marker counter-scale with
zoom so on-screen sizing stays consistent across the full range.
Layers (bottom-up in WorldView):
Biome sprite — 256x256 ImageTexture scaled by WORLD_TILE_PIXELS;
always visible (acts as backdrop past the tactical
streaming radius).
TacticalChunks — TacticalChunkNode children added on chunk-loaded
event; visible only when zoom ≥ 4.
Polylines/Bridge — Line2D children; always visible. Width recomputed
each frame as baseScreenPx / camera.Zoom so the
on-screen stroke is constant (4 px highway, 3 px
post road, 2 px dirt road, 4.5/3/2 for major-river/
river/stream, 4/2 for rail tie/line, 6 for bridge).
Settlements — SettlementDot children; hidden when zoom ≥ 2 (you
are visually "inside" them at tactical scale).
PlayerMarker — Always visible; Scale = 1/zoom keeps it at
PLAYER_MARKER_SCREEN_PX on-screen across all zooms.
TacticalAtlas:
Loads PNGs from Content/Gfx/tactical/{surface,deco}/ via ContentLoader
with name_0.png/name_1.png/... variant probing (silent miss). Falls
back to procedurally-generated solid placeholders matching MonoGame's
TacticalAtlas colour table so missing art doesn't break rendering.
TacticalChunkNode:
One Node2D per cached chunk, positioned at (OriginX, OriginY) in
world-pixel space. _Draw iterates the 64x64 tile grid once and Godot
caches the rasterised CanvasItem; subsequent frames blit instead of
re-issuing 4096 DrawTextureRect calls.
ChunkStreamer integration:
WorldView listens to OnChunkLoaded / OnChunkEvicting and adds /
removes TacticalChunkNode children. Streaming radius is computed
dynamically from the viewport size and camera zoom plus a 2-tile
buffer, so chunk loads always cover the visible viewport with margin.
Chunks only stream when zoom ≥ 4 (tactical is visible).
Main.cs:
--world-map [seed] → WorldView, fit-to-viewport zoom
--tactical [seed] [tx] [ty] → WorldView, zoom 32 at given tile
Both flags converge on the same scene; mouse wheel transitions
seamlessly between modes.
ContentLoader silent miss:
Removed the "Missing texture" PrintErr — atlas variant probing
legitimately tries name_3.png that doesn't exist, and the noise
drowned the console. Genuine asset failures still surface via
AssetTest's count summary.
Deleted (replaced by WorldView):
Theriapolis.Godot/Rendering/WorldMapView.cs
Theriapolis.Godot/Rendering/TacticalView.cs (created earlier in M4,
never committed — superseded before commit).
Closes M4 of theriapolis-rpg-implementation-plan-godot-port.md.
Next: M5 (codex design system).
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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f57ea0b70c |
Fix ChunkStreamer.EnsureLoadedAround leaving pre-warmed chunks stuck
EnsureLoadedAround skipped Get() for any active chunk already in _inflight. That worked for the MonoGame TacticalRenderer, which calls Get() during its own draw loop and incidentally drains pre-warm tasks. But subscribers to OnChunkLoaded (e.g. the Godot port) saw no event when a previously-pre-warmed chunk transitioned into the active set on a later frame — the chunk stayed in _inflight forever, presenting as permanently-uncached gaps in the rendered world. Fix: drop the !_inflight.ContainsKey(cc) guard. Get() already handles all three paths (cache hit, inflight drain, fresh generate), so passing every active chunk through Get() guarantees OnChunkLoaded fires once per chunk regardless of how it was scheduled. Same flavour of bug as M1's MoistureGen FastNoiseLite race — cross-process / event-driven consumers exercise paths the in-process pull-based test fixtures never hit. 708/708 tests still pass. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> |
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a23cf8bd97 |
M3: Asset pipeline — ContentPaths + ContentLoader + asset-test
Formalises Content/ access from the Godot host. Content lives at the repo root (sibling of Theriapolis.Godot/), not duplicated under res://, so the MonoGame branch and headless Tools keep reading from the same single source of truth. ContentPaths.cs: Static ContentRoot/DataDir/GfxDir resolved once via res:// walk-up and cached. Replaces two inline ResolveDataDir copies in SmokeTest and WorldMapView. ContentLoader.cs: LoadGfx(relativePath) -> ImageTexture, cached by relative path. Bypasses the res:// import pipeline because Content/ lives outside the project — fine for static pixel-art assets at native size, and the project default texture filter is already Nearest. Cache is per-process, never evicted (full atlas <1 MB). AssetTest.cs + Main.cs --asset-test flag: Smoke-tests the pipeline. Walks Content/Data and Content/Gfx, reports counts, attempts to load every PNG, prints per-subdir breakdown. Quits with non-zero on any failure. Verified post-refactor (--asset-test): 53 JSON files in Data, 50 PNG files in Gfx (8 tactical/deco + 42 tactical/surface), 50/50 loaded, 0 failures. Verified no regressions: --smoke-test (M1) still produces canonical FNV hashes. --world-map 12345 (M2) still produces 3 rivers / 91 roads / 226 settlements / 0 rails / 0 bridges. Scope note: plan mentioned "tile/NPC/CodexUI atlases — three separate themes". Only tactical/ exists in Content/Gfx today; NPC and CodexUI atlases never landed during MonoGame development. M3 ships what's actually present. ContentLoader.LoadGfx works for any future sub-directories without changes. Closes M3 of theriapolis-rpg-implementation-plan-godot-port.md. Next: M4 (tactical render). Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> |
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59784048cd |
M2: World map render in Godot
Renders the full worldgen output as a Godot scene at visual parity with
worldgen-dump's PNG output: biome tiles, rivers/roads/rails as Line2D
polylines, settlements as filled circles. Pan + zoom via Camera2D.
WorldMapView.cs:
- Loads Content/Data via res:// walk-up, runs WorldGenerator.RunAll
- Tile palette built from BiomeDef.ParsedColor() — same source as the
PNG dump, so colours are identical
- Tiles rendered as a 256x256 Image scaled by WORLD_TILE_PIXELS to
cover world-pixel space (matches polyline coord system)
- Polyline draw order mirrors LineFeatureRenderer.cs: roads (smaller
first) -> rivers -> rail tie underlay -> rail line. Bridges as
short Line2Ds; settlements as SettlementDot (Node2D + _Draw circle)
- Line widths in world-pixel space, tuned for visibility at world-map
zoom; M4 will add zoom-aware width scaling for tactical view
- Camera fits the whole world (95% of viewport) on first frame
PanZoomCamera.cs:
- Mouse-wheel zoom centered on cursor (cursor world-point stays fixed)
- Middle/right click + drag to pan
- MinZoom/MaxZoom configurable per-instance
Main.cs:
- --world-map [seed] flag launches the view (default seed 12345)
- Arg parser now reads both GetCmdlineArgs and GetCmdlineUserArgs so
callers don't need to remember the "--" separator
- --smoke-test path and M0 hello-world fallback unchanged
Visual diff against world_seed12345.png (generated by
worldgen-dump --seed 12345) confirmed manually: same biome palette, same
rivers/roads topology, same settlement placement and tier colours.
3 rivers, 91 roads, 226 settlements (138 PoIs), 0 rails (ENABLE_RAIL=false),
0 bridges (this seed has no road/river crossings). All match the PNG.
Settlement dot sizes iterated twice from user feedback — final values
in tile units, scaled to world-pixel space, so they shrink at world-map
zoom and grow toward tactical zoom (the right "scale with the map"
behaviour).
Closes M2 of theriapolis-rpg-implementation-plan-godot-port.md.
Next: M3 (asset pipeline).
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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57fe6bf173 |
M1: Headless parity verified between Tools and Godot
Proves Theriapolis.Core works untouched under Godot's csproj — the worldgen
pipeline produces byte-identical output whether invoked from the Tools CLI
or from inside the Godot process. This is the determinism contract surviving
the port.
Architecture test:
CoreNoDependencyTests now forbids Godot.* and GodotSharp in addition to
Microsoft.Xna and MonoGame. Both bans stay in force for the duration of
the port so neither engine can leak into Core.
Determinism oracle:
New worldgen-hash Tools command runs the full pipeline and prints FNV-1a
hashes for every channel (elevation, moisture, temperature, biomes,
settlements, polylines) plus per-stage hashes. Pairs with the Godot
smoke-test for cross-process verification.
Godot-side smoke test:
SmokeTest.cs runs WorldGenerator.RunAll inside the Godot process; Main.cs
fires it on --smoke-test <seed>. Resolves Content/Data via res:// walk-up.
M0 hello-world behaviour preserved when launched without the flag.
Verification (seed 12345):
- dotnet run -- worldgen-hash and Godot --headless --smoke-test agree on
all 6 channels and all 14 per-stage hashes (diff produces zero output)
- 10-run sweeps stable on both sides post-determinism-fix
- dotnet test: 708/708 pass
Closes M1 of theriapolis-rpg-implementation-plan-godot-port.md.
Next: M2 (world map render).
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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b3da447673 |
Fix MoistureGen/TemperatureGen non-determinism (FastNoiseLite race)
FastNoiseLite lazily populates its internal _perm[512] table on the first GetNoise call via EnsurePerm(). When called concurrently from a Parallel.For loop, threads race on this initialization and may read a partially-populated table, producing different moisture/temperature values per row across runs. Empirical: a 10-run worldgen-hash sweep on seed 12345 produced 4+ distinct moisture hashes and 3+ distinct temperature hashes. All other channels (elevation, biomes, settlements, polylines) remained stable; biomes only because their bucket thresholds happened to absorb the upstream float noise. The fix is the same one ElevationGenStage:125-130 and BorderDistortionGenStage: 102-104 already apply: call GetNoise once on the main thread before the Parallel.For so _perm is fully initialized when worker threads start reading. MoistureGenStage and TemperatureGenStage were missing this; now they have it. WorldgenDeterminismTests didn't catch this because xUnit's WorldCache fixture runs both pipeline variants in the same process, where consecutive runs hit the same JIT/thread-pool state and produce the same corrupted output. The Godot port surfaced it by invoking Core from a fresh process with different threading. Verified: post-fix 10-run sweep produces stable hashes on all six channels (0xA8F99BB9795D8CF8 moisture, 0xAA05F3FB1523F6C3 temperature, seed 12345). 708/708 tests still pass. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> |
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59e86af7a2 |
M0: Scaffold Theriapolis.Godot project (hello-world)
First milestone of the Godot port. Establishes the new project structure and verifies the toolchain is wired up end-to-end. - Godot.NET.Sdk/4.6.2 targeting net8.0; references Theriapolis.Core - project.godot configured for borderless fullscreen at native resolution (per port plan §10 resolved decisions); F11 toggles to windowed - Main.tscn + Main.cs hello-world; nearest-neighbor texture filtering - icon.svg placeholder (T in gild on dark) - Added to Theriapolis.sln Verification: - dotnet build Theriapolis.Godot.csproj: 0 errors, 0 warnings - dotnet build Theriapolis.sln: 0 errors (6 pre-existing warnings unrelated) - dotnet test: 708/708 pass in 26s (unchanged from master) - Godot 4.6.2 opens project; fullscreen + F11 toggle confirmed visually Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> |
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b451f83174 |
Initial commit: Theriapolis baseline at port/godot branch point
Captures the pre-Godot-port state of the codebase. This is the rollback anchor for the Godot port (M0 of theriapolis-rpg-implementation-plan-godot-port.md). All Phase 0 through Phase 6.5 work is included; Phase 7 is in flight. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com> |