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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

129 lines
4.5 KiB
C#

using Godot;
using System.Linq;
using Theriapolis.Core.Data;
using Theriapolis.GodotHost.Scenes.Widgets;
using Theriapolis.GodotHost.UI;
namespace Theriapolis.GodotHost.Scenes.Steps;
/// <summary>
/// Step IV — Subclass. New vs the React prototype (which is pre-Phase
/// 6.5); per port plan §10, dedicated step rather than inline picker.
/// Cards filtered by the chosen class's <c>SubclassIds</c>. Selecting
/// commits via Patch(subclass_id).
/// </summary>
public partial class StepSubclass : 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()
{
if (string.IsNullOrEmpty(_draft?.SubclassId)) return "Pick a subclass.";
var sub = System.Array.Find(CodexContent.Subclasses, s => s.Id == _draft.SubclassId);
if (sub is null || !string.Equals(sub.ClassId, _draft.ClassId, System.StringComparison.OrdinalIgnoreCase))
return "Selected subclass doesn't belong to the current calling.";
return null;
}
private void Build()
{
AddThemeConstantOverride("separation", 16);
var intro = new VBoxContainer();
intro.AddThemeConstantOverride("separation", 6);
AddChild(intro);
intro.AddChild(new Label { Text = "FOLIO IV · SUBCLASS", ThemeTypeVariation = "Eyebrow" });
intro.AddChild(new Label { Text = "Choose a Subclass", ThemeTypeVariation = "H2" });
intro.AddChild(new Label
{
Text = "Specialization within your calling. Subclass features unlock at "
+ "level 3 and beyond, but the choice is locked in now — only subclasses "
+ "available to your chosen calling are shown.",
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();
var cls = CodexContent.Class(_draft.ClassId);
if (cls is null) return;
foreach (var subId in cls.SubclassIds)
{
var sub = System.Array.Find(CodexContent.Subclasses, s => s.Id == subId);
if (sub is not null) _grid.AddChild(BuildCard(sub));
}
}
private Control BuildCard(SubclassDef sub)
{
bool selected = _draft.SubclassId == sub.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 { { "subclass_id", sub.Id } });
};
var box = new VBoxContainer { MouseFilter = MouseFilterEnum.Pass };
box.AddThemeConstantOverride("separation", 6);
card.AddChild(box);
box.AddChild(new Label { Text = sub.Name, ThemeTypeVariation = "CardName" });
if (!string.IsNullOrEmpty(sub.Flavor))
{
box.AddChild(new Label
{
Text = sub.Flavor,
AutowrapMode = TextServer.AutowrapMode.WordSmart,
ThemeTypeVariation = "CardBody",
});
}
// Level-3 features (the first unlock for any subclass).
var l3 = sub.LevelFeatures.FirstOrDefault(e => e.Level == 3);
if (l3?.Features.Length > 0)
{
var featChips = new HFlowContainer { MouseFilter = MouseFilterEnum.Pass };
featChips.AddThemeConstantOverride("h_separation", 6);
featChips.AddThemeConstantOverride("v_separation", 4);
box.AddChild(featChips);
foreach (var fid in l3.Features)
{
if (!sub.FeatureDefinitions.TryGetValue(fid, out var fd)) continue;
if (fd.Kind == "stub") continue;
featChips.AddChild(new TraitChip
{
TraitName = fd.Name,
Description = fd.Description,
Tag = "L3 · " + fd.Kind,
});
}
}
return card;
}
}