Files
Christopher Wiebe 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>
2026-05-07 22:23:47 -07:00

124 lines
4.4 KiB
C#

using Godot;
using Theriapolis.Core.Data;
using Theriapolis.GodotHost.Scenes.Widgets;
using Theriapolis.GodotHost.UI;
namespace Theriapolis.GodotHost.Scenes.Steps;
/// <summary>
/// Step V — History. Direct port of <c>StepBackground</c> in
/// <c>src/steps.jsx</c>: card per background showing flavor, granted
/// skill / tool proficiencies, and a unique feature with a description
/// popover.
/// </summary>
public partial class StepBackground : VBoxContainer, IStep
{
private CharacterDraft _draft = null!;
private GridContainer _grid = null!;
public void Bind(CharacterDraft draft)
{
_draft = draft;
_draft.Changed += () => Callable.From(Refresh).CallDeferred();
Build();
}
public string? Validate() =>
string.IsNullOrEmpty(_draft?.BackgroundId) ? "Pick a history." : null;
private void Build()
{
AddThemeConstantOverride("separation", 16);
var intro = new VBoxContainer();
intro.AddThemeConstantOverride("separation", 6);
AddChild(intro);
intro.AddChild(new Label { Text = "FOLIO V · HISTORY", ThemeTypeVariation = "Eyebrow" });
intro.AddChild(new Label { Text = "Choose a History", ThemeTypeVariation = "H2" });
intro.AddChild(new Label
{
Text = "Where your character came from before the wandering began. "
+ "History grants extra skill and tool proficiencies and a unique "
+ "feature that resolves in-fiction more often than in combat.",
AutowrapMode = TextServer.AutowrapMode.WordSmart,
});
_grid = new GridContainer { Columns = 1, SizeFlagsHorizontal = SizeFlags.ExpandFill };
_grid.AddThemeConstantOverride("v_separation", 12);
AddChild(_grid);
Refresh();
}
private void Refresh()
{
if (_grid is null) return;
foreach (var c in _grid.GetChildren()) c.QueueFree();
foreach (var bg in CodexContent.Backgrounds)
{
if (!BackgroundAvailability.IsAvailable(bg.Id, _draft)) continue;
_grid.AddChild(BuildCard(bg));
}
}
private Control BuildCard(BackgroundDef bg)
{
bool selected = _draft.BackgroundId == bg.Id;
var card = CodexCard.Make();
card.SizeFlagsHorizontal = Control.SizeFlags.ExpandFill;
CodexCard.SetSelected(card, selected);
card.GuiInput += (InputEvent e) =>
{
if (e is InputEventMouseButton mb && mb.Pressed && mb.ButtonIndex == MouseButton.Left)
_draft.Patch(new Godot.Collections.Dictionary { { "background_id", bg.Id } });
};
var box = new VBoxContainer { MouseFilter = MouseFilterEnum.Pass };
box.AddThemeConstantOverride("separation", 6);
card.AddChild(box);
box.AddChild(new Label { Text = bg.Name, ThemeTypeVariation = "CardName" });
if (!string.IsNullOrEmpty(bg.Flavor))
{
box.AddChild(new Label
{
Text = bg.Flavor,
AutowrapMode = TextServer.AutowrapMode.WordSmart,
ThemeTypeVariation = "CardBody",
});
}
// Skill + tool prof chips.
if (bg.SkillProficiencies.Length > 0 || bg.ToolProficiencies.Length > 0)
{
var profs = new HFlowContainer { MouseFilter = MouseFilterEnum.Pass };
profs.AddThemeConstantOverride("h_separation", 6);
profs.AddThemeConstantOverride("v_separation", 4);
box.AddChild(profs);
foreach (var s in bg.SkillProficiencies)
profs.AddChild(new TraitChip { TraitName = s, Description = "Skill proficiency", Tag = "skill" });
foreach (var t in bg.ToolProficiencies)
profs.AddChild(new TraitChip { TraitName = t, Description = "Tool proficiency", Tag = "tool" });
}
// Background feature — chip whose popover shows the description.
if (!string.IsNullOrEmpty(bg.FeatureName))
{
var featRow = new HBoxContainer();
featRow.AddThemeConstantOverride("separation", 6);
box.AddChild(featRow);
featRow.AddChild(new Label { Text = "FEATURE", ThemeTypeVariation = "Eyebrow" });
featRow.AddChild(new TraitChip
{
TraitName = bg.FeatureName,
Description = bg.FeatureDescription,
});
}
return card;
}
}