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>
138 lines
4.9 KiB
C#
138 lines
4.9 KiB
C#
using Godot;
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using System.Linq;
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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 III — Calling. Direct port of <c>StepClass</c> in
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/// <c>src/steps.jsx</c>: card per class showing hit die, primary
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/// abilities, saves, and level-1 features (subclass-selection
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/// stubs filtered out per the React prototype's contract). Class
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/// change clears chosen skills and the previously-chosen subclass.
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/// </summary>
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public partial class StepClass : VBoxContainer, IStep
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{
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private CharacterDraft _draft = null!;
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private GridContainer _grid = null!;
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public void Bind(CharacterDraft draft)
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{
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_draft = draft;
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// Defer Refresh so it runs after the click callback that triggered
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// Changed completes (avoids the Free()-during-signal duplicate bug).
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_draft.Changed += () => Callable.From(Refresh).CallDeferred();
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Build();
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}
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public string? Validate() =>
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string.IsNullOrEmpty(_draft?.ClassId) ? "Pick a calling." : null;
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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 III · CALLING" });
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intro.AddChild(new Label { Text = "Choose a Calling" });
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intro.AddChild(new Label
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{
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Text = "Your character's path — fighter, hunter, scholar, or something stranger. "
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+ "The calling fixes your hit die, primary abilities, saving-throw "
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+ "proficiencies, and the level-1 feature set you start play with.",
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AutowrapMode = TextServer.AutowrapMode.WordSmart,
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});
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_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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AddChild(_grid);
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Refresh();
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}
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private void Refresh()
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{
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if (_grid is null) return;
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foreach (var c in _grid.GetChildren()) c.QueueFree();
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foreach (var cls in CodexContent.Classes)
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_grid.AddChild(BuildCard(cls));
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}
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private Control BuildCard(ClassDef cls)
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{
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bool selected = _draft.ClassId == cls.Id;
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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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if (selected) card.Modulate = new Color(1f, 0.95f, 0.85f);
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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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{
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// Class change: reset subclass + chosen skills, mirroring
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// app.jsx's useEffect on classId.
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_draft.Patch(new Godot.Collections.Dictionary
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{
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{ "class_id", cls.Id },
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{ "subclass_id", "" },
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{ "chosen_skills", new Godot.Collections.Array<string>() },
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});
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}
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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 = cls.Name });
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box.AddChild(new Label
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{
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Text = $"d{cls.HitDie} · {string.Join("/", cls.PrimaryAbility)}",
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});
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if (cls.Saves.Length > 0)
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{
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var savesRow = new HBoxContainer();
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savesRow.AddThemeConstantOverride("separation", 6);
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box.AddChild(savesRow);
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savesRow.AddChild(new Label { Text = "SAVES" });
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foreach (var s in cls.Saves)
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savesRow.AddChild(new Label { Text = s });
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}
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// Level-1 features. Filter out stubs and subclass-selection markers
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// (the React prototype hides the subclass picker on the class card).
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var lvl1 = cls.LevelTable.FirstOrDefault(e => e.Level == 1);
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if (lvl1?.Features.Length > 0)
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{
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var featChips = new HFlowContainer { MouseFilter = MouseFilterEnum.Pass };
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featChips.AddThemeConstantOverride("h_separation", 6);
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featChips.AddThemeConstantOverride("v_separation", 4);
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box.AddChild(featChips);
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foreach (var fid in lvl1.Features)
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{
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if (!cls.FeatureDefinitions.TryGetValue(fid, out var fd)) continue;
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if (fd.Kind == "stub" || fid.StartsWith("subclass_")) continue;
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featChips.AddChild(new TraitChip
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{
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TraitName = fd.Name,
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Description = fd.Description,
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Tag = fd.Kind,
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});
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}
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}
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return card;
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}
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}
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