0e5d4b7425
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>
261 lines
9.7 KiB
C#
261 lines
9.7 KiB
C#
using Godot;
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using System.Collections.Generic;
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using Theriapolis.Core.Data;
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using Theriapolis.GodotHost.Scenes.Widgets;
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using Theriapolis.GodotHost.UI;
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namespace Theriapolis.GodotHost.Scenes.Steps;
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/// <summary>
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/// Step I — Clade. Direct port of <c>StepClade</c> in
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/// <c>src/steps.jsx</c>, plus the Phase 6.5 hybrid-origin extension
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/// per port plan §10: a Hybrid toggle splits the picker into Sire +
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/// Dam grids, each independent. The dominant-parent radio drives
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/// <see cref="CharacterDraft.EffectiveCladeId"/> for downstream steps.
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///
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/// Cards are built once and mutated in place (Modulate update only) on
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/// selection change — tearing down + rebuilding inside the click
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/// callback chain caused duplicates because Free() defers when the
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/// freed node is currently mid-signal.
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/// </summary>
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public partial class StepClade : VBoxContainer, IStep
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{
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private CharacterDraft _draft = null!;
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private CheckBox _hybridToggle = null!;
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private VBoxContainer _purebredSection = null!;
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private VBoxContainer _hybridSection = null!;
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private OptionButton _dominantToggle = null!;
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private readonly Dictionary<string, PanelContainer> _purebredCards = new();
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private readonly Dictionary<string, PanelContainer> _sireCards = new();
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private readonly Dictionary<string, PanelContainer> _damCards = new();
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public void Bind(CharacterDraft draft)
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{
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_draft = draft;
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_draft.Changed += Refresh;
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Build();
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}
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public string? Validate() => WizardValidation.Validate(0, _draft);
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private void Build()
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{
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AddThemeConstantOverride("separation", 16);
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var intro = new VBoxContainer();
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intro.AddThemeConstantOverride("separation", 6);
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AddChild(intro);
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intro.AddChild(new Label { Text = "FOLIO I · CLADE" });
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intro.AddChild(new Label { Text = "Choose a Clade" });
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intro.AddChild(new Label
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{
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Text = "The broad mammalian family of your line. Clade defines the largest "
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+ "strokes — predator or prey, communal or solitary, scent-driven or "
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+ "sight-driven. Hybrid characters blend two lineages.",
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AutowrapMode = TextServer.AutowrapMode.WordSmart,
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});
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var toggleRow = new HBoxContainer();
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toggleRow.AddThemeConstantOverride("separation", 12);
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AddChild(toggleRow);
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_hybridToggle = new CheckBox { Text = "Hybrid Origin (two parent lineages)" };
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_hybridToggle.Toggled += OnHybridToggled;
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toggleRow.AddChild(_hybridToggle);
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// Purebred section
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_purebredSection = new VBoxContainer();
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_purebredSection.AddThemeConstantOverride("separation", 6);
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AddChild(_purebredSection);
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var purebredGrid = MakeGrid();
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_purebredSection.AddChild(purebredGrid);
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PopulateGrid(purebredGrid, _purebredCards, OnPurebredCladePicked);
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// Hybrid section
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_hybridSection = new VBoxContainer();
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_hybridSection.AddThemeConstantOverride("separation", 16);
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AddChild(_hybridSection);
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_hybridSection.AddChild(new Label { Text = "SIRE — Paternal Lineage" });
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var sireGrid = MakeGrid();
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_hybridSection.AddChild(sireGrid);
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PopulateGrid(sireGrid, _sireCards, id => OnLineageCladePicked("sire", id));
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_hybridSection.AddChild(new Label { Text = "DAM — Maternal Lineage" });
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var damGrid = MakeGrid();
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_hybridSection.AddChild(damGrid);
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PopulateGrid(damGrid, _damCards, id => OnLineageCladePicked("dam", id));
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var dominantRow = new HBoxContainer();
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dominantRow.AddThemeConstantOverride("separation", 8);
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_hybridSection.AddChild(dominantRow);
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dominantRow.AddChild(new Label { Text = "DOMINANT LINEAGE" });
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_dominantToggle = new OptionButton();
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_dominantToggle.AddItem("Sire", 0);
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_dominantToggle.AddItem("Dam", 1);
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_dominantToggle.ItemSelected += OnDominantSelected;
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dominantRow.AddChild(_dominantToggle);
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Refresh();
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}
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private static GridContainer MakeGrid()
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{
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var grid = new GridContainer { Columns = 3, SizeFlagsHorizontal = SizeFlags.ShrinkCenter };
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grid.AddThemeConstantOverride("h_separation", 16);
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grid.AddThemeConstantOverride("v_separation", 16);
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return grid;
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}
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private void PopulateGrid(GridContainer grid, Dictionary<string, PanelContainer> cardMap, System.Action<string> onClick)
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{
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foreach (var clade in CodexContent.Clades)
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{
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var card = BuildCard(clade, onClick);
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cardMap[clade.Id] = card;
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grid.AddChild(card);
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}
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}
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private void OnHybridToggled(bool pressed)
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{
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var patch = new Godot.Collections.Dictionary { { "is_hybrid", pressed } };
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if (pressed)
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{
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patch["clade_id"] = "";
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patch["species_id"] = "";
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}
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else
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{
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patch["sire_clade_id"] = "";
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patch["sire_species_id"] = "";
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patch["dam_clade_id"] = "";
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patch["dam_species_id"] = "";
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}
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ClearBackgroundIfInvalidated(patch);
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_draft.Patch(patch);
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}
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private void OnDominantSelected(long index)
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{
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_draft.Patch(new Godot.Collections.Dictionary
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{
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{ "dominant_parent", index == 0 ? "sire" : "dam" },
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});
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}
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private void Refresh()
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{
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if (_hybridToggle is null) return;
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bool hybrid = _draft.IsHybrid;
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if (_hybridToggle.ButtonPressed != hybrid) _hybridToggle.SetPressedNoSignal(hybrid);
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_purebredSection.Visible = !hybrid;
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_hybridSection.Visible = hybrid;
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UpdateSelection(_purebredCards, _draft.CladeId);
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UpdateSelection(_sireCards, _draft.SireCladeId);
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UpdateSelection(_damCards, _draft.DamCladeId);
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int dominantIdx = _draft.DominantParent == "dam" ? 1 : 0;
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if (_dominantToggle.Selected != dominantIdx) _dominantToggle.Select(dominantIdx);
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}
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private static void UpdateSelection(Dictionary<string, PanelContainer> cards, string selectedId)
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{
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foreach (var (id, card) in cards)
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card.Modulate = id == selectedId ? new Color(1f, 0.95f, 0.85f) : Colors.White;
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}
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private void OnPurebredCladePicked(string cladeId)
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{
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string speciesId = _draft.SpeciesId;
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var sp = CodexContent.SpeciesById(speciesId);
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if (sp is null || !string.Equals(sp.CladeId, cladeId, System.StringComparison.OrdinalIgnoreCase))
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speciesId = "";
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var patch = new Godot.Collections.Dictionary
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{
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{ "clade_id", cladeId },
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{ "species_id", speciesId },
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};
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ClearBackgroundIfInvalidated(patch);
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_draft.Patch(patch);
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}
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private void OnLineageCladePicked(string lineage, string cladeId)
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{
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var patch = new Godot.Collections.Dictionary
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{
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{ lineage + "_clade_id", cladeId },
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};
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string currentSpecies = lineage == "sire" ? _draft.SireSpeciesId : _draft.DamSpeciesId;
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var sp = CodexContent.SpeciesById(currentSpecies);
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if (sp is null || !string.Equals(sp.CladeId, cladeId, System.StringComparison.OrdinalIgnoreCase))
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patch[lineage + "_species_id"] = "";
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ClearBackgroundIfInvalidated(patch);
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_draft.Patch(patch);
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}
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/// <summary>
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/// Clade changes can make a previously-valid background unavailable
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/// (e.g. picking Felidae while Pack-Raised is selected). Build the
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/// hypothetical post-patch state via Resource.Duplicate, run it
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/// through BackgroundAvailability, and clear background_id in the
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/// patch if the rule no longer matches.
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/// </summary>
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private void ClearBackgroundIfInvalidated(Godot.Collections.Dictionary patch)
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{
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if (string.IsNullOrEmpty(_draft.BackgroundId)) return;
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var future = (CharacterDraft)_draft.Duplicate();
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// Apply the same patch we're about to commit, in-place on the copy.
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future.Patch(patch);
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if (!BackgroundAvailability.IsAvailable(_draft.BackgroundId, future))
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patch["background_id"] = "";
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}
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private PanelContainer BuildCard(CladeDef clade, System.Action<string> onClick)
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{
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var card = new PanelContainer
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{
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CustomMinimumSize = new Vector2(200, 0),
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MouseFilter = MouseFilterEnum.Stop,
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};
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card.GuiInput += (InputEvent e) =>
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{
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if (e is InputEventMouseButton mb && mb.Pressed && mb.ButtonIndex == MouseButton.Left)
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onClick(clade.Id);
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};
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var box = new VBoxContainer { MouseFilter = MouseFilterEnum.Pass };
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box.AddThemeConstantOverride("separation", 6);
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card.AddChild(box);
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box.AddChild(new Label { Text = clade.Name });
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box.AddChild(new Label { Text = clade.Kind.ToUpperInvariant() });
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if (clade.AbilityMods.Count > 0)
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{
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var modsRow = new HBoxContainer();
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modsRow.AddThemeConstantOverride("separation", 8);
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box.AddChild(modsRow);
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foreach (var (k, v) in clade.AbilityMods)
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modsRow.AddChild(new Label { Text = $"{k} {(v >= 0 ? "+" : "")}{v}" });
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}
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if (clade.Traits.Length > 0 || clade.Detriments.Length > 0)
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{
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var chips = new HFlowContainer { MouseFilter = MouseFilterEnum.Pass };
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chips.AddThemeConstantOverride("h_separation", 6);
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chips.AddThemeConstantOverride("v_separation", 4);
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box.AddChild(chips);
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foreach (var t in clade.Traits)
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chips.AddChild(new TraitChip { TraitName = t.Name, Description = t.Description });
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foreach (var d in clade.Detriments)
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chips.AddChild(new TraitChip { TraitName = d.Name, Description = d.Description, Detriment = true });
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}
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return card;
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}
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}
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