Files
TheriapolisV3/Theriapolis.Godot/Scenes/Steps/StepClade.cs
T
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

261 lines
9.7 KiB
C#

using Godot;
using System.Collections.Generic;
using Theriapolis.Core.Data;
using Theriapolis.GodotHost.Scenes.Widgets;
using Theriapolis.GodotHost.UI;
namespace Theriapolis.GodotHost.Scenes.Steps;
/// <summary>
/// Step I — Clade. Direct port of <c>StepClade</c> in
/// <c>src/steps.jsx</c>, plus the Phase 6.5 hybrid-origin extension
/// per port plan §10: a Hybrid toggle splits the picker into Sire +
/// Dam grids, each independent. The dominant-parent radio drives
/// <see cref="CharacterDraft.EffectiveCladeId"/> for downstream steps.
///
/// Cards are built once and mutated in place (Modulate update only) on
/// selection change — tearing down + rebuilding inside the click
/// callback chain caused duplicates because Free() defers when the
/// freed node is currently mid-signal.
/// </summary>
public partial class StepClade : VBoxContainer, IStep
{
private CharacterDraft _draft = null!;
private CheckBox _hybridToggle = null!;
private VBoxContainer _purebredSection = null!;
private VBoxContainer _hybridSection = null!;
private OptionButton _dominantToggle = null!;
private readonly Dictionary<string, PanelContainer> _purebredCards = new();
private readonly Dictionary<string, PanelContainer> _sireCards = new();
private readonly Dictionary<string, PanelContainer> _damCards = new();
public void Bind(CharacterDraft draft)
{
_draft = draft;
_draft.Changed += Refresh;
Build();
}
public string? Validate() => WizardValidation.Validate(0, _draft);
private void Build()
{
AddThemeConstantOverride("separation", 16);
var intro = new VBoxContainer();
intro.AddThemeConstantOverride("separation", 6);
AddChild(intro);
intro.AddChild(new Label { Text = "FOLIO I · CLADE" });
intro.AddChild(new Label { Text = "Choose a Clade" });
intro.AddChild(new Label
{
Text = "The broad mammalian family of your line. Clade defines the largest "
+ "strokes — predator or prey, communal or solitary, scent-driven or "
+ "sight-driven. Hybrid characters blend two lineages.",
AutowrapMode = TextServer.AutowrapMode.WordSmart,
});
var toggleRow = new HBoxContainer();
toggleRow.AddThemeConstantOverride("separation", 12);
AddChild(toggleRow);
_hybridToggle = new CheckBox { Text = "Hybrid Origin (two parent lineages)" };
_hybridToggle.Toggled += OnHybridToggled;
toggleRow.AddChild(_hybridToggle);
// Purebred section
_purebredSection = new VBoxContainer();
_purebredSection.AddThemeConstantOverride("separation", 6);
AddChild(_purebredSection);
var purebredGrid = MakeGrid();
_purebredSection.AddChild(purebredGrid);
PopulateGrid(purebredGrid, _purebredCards, OnPurebredCladePicked);
// Hybrid section
_hybridSection = new VBoxContainer();
_hybridSection.AddThemeConstantOverride("separation", 16);
AddChild(_hybridSection);
_hybridSection.AddChild(new Label { Text = "SIRE — Paternal Lineage" });
var sireGrid = MakeGrid();
_hybridSection.AddChild(sireGrid);
PopulateGrid(sireGrid, _sireCards, id => OnLineageCladePicked("sire", id));
_hybridSection.AddChild(new Label { Text = "DAM — Maternal Lineage" });
var damGrid = MakeGrid();
_hybridSection.AddChild(damGrid);
PopulateGrid(damGrid, _damCards, id => OnLineageCladePicked("dam", id));
var dominantRow = new HBoxContainer();
dominantRow.AddThemeConstantOverride("separation", 8);
_hybridSection.AddChild(dominantRow);
dominantRow.AddChild(new Label { Text = "DOMINANT LINEAGE" });
_dominantToggle = new OptionButton();
_dominantToggle.AddItem("Sire", 0);
_dominantToggle.AddItem("Dam", 1);
_dominantToggle.ItemSelected += OnDominantSelected;
dominantRow.AddChild(_dominantToggle);
Refresh();
}
private static GridContainer MakeGrid()
{
var grid = new GridContainer { Columns = 3, SizeFlagsHorizontal = SizeFlags.ShrinkCenter };
grid.AddThemeConstantOverride("h_separation", 16);
grid.AddThemeConstantOverride("v_separation", 16);
return grid;
}
private void PopulateGrid(GridContainer grid, Dictionary<string, PanelContainer> cardMap, System.Action<string> onClick)
{
foreach (var clade in CodexContent.Clades)
{
var card = BuildCard(clade, onClick);
cardMap[clade.Id] = card;
grid.AddChild(card);
}
}
private void OnHybridToggled(bool pressed)
{
var patch = new Godot.Collections.Dictionary { { "is_hybrid", pressed } };
if (pressed)
{
patch["clade_id"] = "";
patch["species_id"] = "";
}
else
{
patch["sire_clade_id"] = "";
patch["sire_species_id"] = "";
patch["dam_clade_id"] = "";
patch["dam_species_id"] = "";
}
ClearBackgroundIfInvalidated(patch);
_draft.Patch(patch);
}
private void OnDominantSelected(long index)
{
_draft.Patch(new Godot.Collections.Dictionary
{
{ "dominant_parent", index == 0 ? "sire" : "dam" },
});
}
private void Refresh()
{
if (_hybridToggle is null) return;
bool hybrid = _draft.IsHybrid;
if (_hybridToggle.ButtonPressed != hybrid) _hybridToggle.SetPressedNoSignal(hybrid);
_purebredSection.Visible = !hybrid;
_hybridSection.Visible = hybrid;
UpdateSelection(_purebredCards, _draft.CladeId);
UpdateSelection(_sireCards, _draft.SireCladeId);
UpdateSelection(_damCards, _draft.DamCladeId);
int dominantIdx = _draft.DominantParent == "dam" ? 1 : 0;
if (_dominantToggle.Selected != dominantIdx) _dominantToggle.Select(dominantIdx);
}
private static void UpdateSelection(Dictionary<string, PanelContainer> cards, string selectedId)
{
foreach (var (id, card) in cards)
card.Modulate = id == selectedId ? new Color(1f, 0.95f, 0.85f) : Colors.White;
}
private void OnPurebredCladePicked(string cladeId)
{
string speciesId = _draft.SpeciesId;
var sp = CodexContent.SpeciesById(speciesId);
if (sp is null || !string.Equals(sp.CladeId, cladeId, System.StringComparison.OrdinalIgnoreCase))
speciesId = "";
var patch = new Godot.Collections.Dictionary
{
{ "clade_id", cladeId },
{ "species_id", speciesId },
};
ClearBackgroundIfInvalidated(patch);
_draft.Patch(patch);
}
private void OnLineageCladePicked(string lineage, string cladeId)
{
var patch = new Godot.Collections.Dictionary
{
{ lineage + "_clade_id", cladeId },
};
string currentSpecies = lineage == "sire" ? _draft.SireSpeciesId : _draft.DamSpeciesId;
var sp = CodexContent.SpeciesById(currentSpecies);
if (sp is null || !string.Equals(sp.CladeId, cladeId, System.StringComparison.OrdinalIgnoreCase))
patch[lineage + "_species_id"] = "";
ClearBackgroundIfInvalidated(patch);
_draft.Patch(patch);
}
/// <summary>
/// Clade changes can make a previously-valid background unavailable
/// (e.g. picking Felidae while Pack-Raised is selected). Build the
/// hypothetical post-patch state via Resource.Duplicate, run it
/// through BackgroundAvailability, and clear background_id in the
/// patch if the rule no longer matches.
/// </summary>
private void ClearBackgroundIfInvalidated(Godot.Collections.Dictionary patch)
{
if (string.IsNullOrEmpty(_draft.BackgroundId)) return;
var future = (CharacterDraft)_draft.Duplicate();
// Apply the same patch we're about to commit, in-place on the copy.
future.Patch(patch);
if (!BackgroundAvailability.IsAvailable(_draft.BackgroundId, future))
patch["background_id"] = "";
}
private PanelContainer BuildCard(CladeDef clade, System.Action<string> onClick)
{
var card = new PanelContainer
{
CustomMinimumSize = new Vector2(200, 0),
MouseFilter = MouseFilterEnum.Stop,
};
card.GuiInput += (InputEvent e) =>
{
if (e is InputEventMouseButton mb && mb.Pressed && mb.ButtonIndex == MouseButton.Left)
onClick(clade.Id);
};
var box = new VBoxContainer { MouseFilter = MouseFilterEnum.Pass };
box.AddThemeConstantOverride("separation", 6);
card.AddChild(box);
box.AddChild(new Label { Text = clade.Name });
box.AddChild(new Label { Text = clade.Kind.ToUpperInvariant() });
if (clade.AbilityMods.Count > 0)
{
var modsRow = new HBoxContainer();
modsRow.AddThemeConstantOverride("separation", 8);
box.AddChild(modsRow);
foreach (var (k, v) in clade.AbilityMods)
modsRow.AddChild(new Label { Text = $"{k} {(v >= 0 ? "+" : "")}{v}" });
}
if (clade.Traits.Length > 0 || clade.Detriments.Length > 0)
{
var chips = new HFlowContainer { MouseFilter = MouseFilterEnum.Pass };
chips.AddThemeConstantOverride("h_separation", 6);
chips.AddThemeConstantOverride("v_separation", 4);
box.AddChild(chips);
foreach (var t in clade.Traits)
chips.AddChild(new TraitChip { TraitName = t.Name, Description = t.Description });
foreach (var d in clade.Detriments)
chips.AddChild(new TraitChip { TraitName = d.Name, Description = d.Description, Detriment = true });
}
return card;
}
}