Files
TheriapolisV3/Theriapolis.Godot/Scenes/Steps/StepSkills.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

234 lines
8.7 KiB
C#

using Godot;
using System.Collections.Generic;
using Theriapolis.GodotHost.Scenes.Widgets;
using Theriapolis.GodotHost.UI;
namespace Theriapolis.GodotHost.Scenes.Steps;
/// <summary>
/// Step VII — Skills. Direct port of <c>StepSkills</c> in
/// <c>src/steps.jsx</c>: 18 skills laid out in 6 ability groups
/// (STR / DEX / CON / INT / WIS / CHA). Background-granted skills are
/// pre-checked and locked; the user picks <c>class.SkillsChoose</c>
/// more from <c>class.SkillOptions</c>. Hover any skill row → popover
/// with the description.
///
/// State:
/// - "locked" → granted by background, can't toggle (✓ shown)
/// - "checked" → user-picked from class options (✓ shown)
/// - "available" → in class options, unchecked
/// - "unavailable" → not in class options, dimmed and unclickable
/// </summary>
public partial class StepSkills : VBoxContainer, IStep
{
private CharacterDraft _draft = null!;
private Label _countLabel = null!;
private Label _classBgLabel = null!;
private GridContainer _groupsGrid = null!;
public void Bind(CharacterDraft draft)
{
_draft = draft;
_draft.Changed += () => Callable.From(Refresh).CallDeferred();
Build();
}
public string? Validate() => WizardValidation.Validate(6, _draft);
private void Build()
{
AddThemeConstantOverride("separation", 16);
var intro = new VBoxContainer();
intro.AddThemeConstantOverride("separation", 6);
AddChild(intro);
intro.AddChild(new Label { Text = "FOLIO VII · SKILLS" });
intro.AddChild(new Label { Text = "Choose Your Skills" });
intro.AddChild(new Label
{
Text = "Your background grants two skills automatically (sealed). From your "
+ "calling's offered list, choose the rest. Hover any skill for its codex "
+ "reading.",
AutowrapMode = TextServer.AutowrapMode.WordSmart,
});
var meta = new HBoxContainer();
meta.AddThemeConstantOverride("separation", 24);
AddChild(meta);
_countLabel = new Label { Text = "0 / 0 chosen" };
meta.AddChild(_countLabel);
var spacer = new Control { SizeFlagsHorizontal = SizeFlags.ExpandFill };
meta.AddChild(spacer);
_classBgLabel = new Label { Text = "" };
meta.AddChild(_classBgLabel);
_groupsGrid = new GridContainer
{
Columns = 2,
SizeFlagsHorizontal = SizeFlags.ExpandFill,
};
_groupsGrid.AddThemeConstantOverride("h_separation", 18);
_groupsGrid.AddThemeConstantOverride("v_separation", 18);
AddChild(_groupsGrid);
Refresh();
}
private void Refresh()
{
if (_groupsGrid is null) return;
var cls = CodexContent.Class(_draft.ClassId);
var bg = CodexContent.Background(_draft.BackgroundId);
int required = cls?.SkillsChoose ?? 0;
var lockedFromBg = new HashSet<string>(bg?.SkillProficiencies ?? System.Array.Empty<string>());
var classOptions = new HashSet<string>(cls?.SkillOptions ?? System.Array.Empty<string>());
var chosen = new HashSet<string>(_draft.ChosenSkills);
_countLabel.Text = $"{chosen.Count} / {required} chosen +{lockedFromBg.Count} sealed by background";
_classBgLabel.Text = (cls is null ? "Pick a calling first." :
$"Calling: {cls.Name} · History: {bg?.Name ?? ""}").ToUpperInvariant();
foreach (var c in _groupsGrid.GetChildren()) c.QueueFree();
if (cls is null) return;
foreach (var ability in SkillsCatalog.Abilities)
_groupsGrid.AddChild(BuildAbilityGroup(ability, lockedFromBg, classOptions, chosen, required));
}
private Control BuildAbilityGroup(string ability,
HashSet<string> lockedFromBg,
HashSet<string> classOptions,
HashSet<string> chosen,
int required)
{
var panel = new PanelContainer { SizeFlagsHorizontal = SizeFlags.ExpandFill };
var col = new VBoxContainer();
col.AddThemeConstantOverride("separation", 4);
panel.AddChild(col);
// Header — full ability name + abbreviation.
var header = new HBoxContainer();
header.AddThemeConstantOverride("separation", 8);
col.AddChild(header);
header.AddChild(new Label { Text = SkillsCatalog.AbilityFullName[ability] });
var spacer = new Control { SizeFlagsHorizontal = SizeFlags.ExpandFill };
header.AddChild(spacer);
header.AddChild(new Label { Text = ability });
foreach (var s in SkillsCatalog.ByAbility(ability))
col.AddChild(BuildSkillRow(s, lockedFromBg, classOptions, chosen, required));
return panel;
}
private Control BuildSkillRow(SkillsCatalog.SkillEntry skill,
HashSet<string> lockedFromBg,
HashSet<string> classOptions,
HashSet<string> chosen,
int required)
{
bool fromBg = lockedFromBg.Contains(skill.JsonId);
bool fromClass = classOptions.Contains(skill.JsonId);
bool isChecked = chosen.Contains(skill.JsonId);
bool clickable = fromClass && !fromBg;
var row = new PanelContainer
{
MouseFilter = MouseFilterEnum.Stop,
};
// Visual state: dim unavailable rows, gild-tint background-locked,
// brighten chosen. Theming pass will replace Modulate with proper
// styleboxes per state.
if (fromBg)
row.Modulate = new Color(1f, 0.95f, 0.7f);
else if (!fromClass)
row.Modulate = new Color(1f, 1f, 1f, 0.4f);
else if (isChecked)
row.Modulate = new Color(0.95f, 1f, 0.95f);
var rowH = new HBoxContainer { MouseFilter = MouseFilterEnum.Pass };
rowH.AddThemeConstantOverride("separation", 8);
row.AddChild(rowH);
// Fixed-width slot for the checkbox so the name doesn't jump
// horizontally when toggling — "[✓]" and "[ ]" render at slightly
// different widths in proportional fonts.
var checkbox = new Label
{
Text = (fromBg || isChecked) ? "[✓]" : (clickable ? "[ ]" : "[—]"),
CustomMinimumSize = new Vector2(36, 0),
HorizontalAlignment = HorizontalAlignment.Center,
MouseFilter = MouseFilterEnum.Ignore,
};
rowH.AddChild(checkbox);
// Skill name — the only hover trigger for the popover. MouseFilter
// = Stop so MouseEntered/Exited fire on this label specifically;
// GuiInput handles click here too so toggling works whether you
// click the name or the row's other areas.
var nameLabel = new Label
{
Text = skill.Label,
SizeFlagsHorizontal = SizeFlags.ExpandFill,
MouseFilter = MouseFilterEnum.Stop,
};
rowH.AddChild(nameLabel);
nameLabel.MouseEntered += () =>
PopoverLayer.Instance?.ShowFor(nameLabel, skill.Label, skill.Description, skill.Ability, false);
nameLabel.MouseExited += () =>
PopoverLayer.Instance?.ScheduleClose();
if (clickable)
{
nameLabel.GuiInput += (InputEvent e) =>
{
if (e is InputEventMouseButton mb && mb.Pressed && mb.ButtonIndex == MouseButton.Left)
Toggle(skill.JsonId, isChecked, required);
};
}
rowH.AddChild(new Label
{
Text = fromBg ? "BG" : (fromClass ? "CLASS" : "—"),
MouseFilter = MouseFilterEnum.Ignore,
});
// Click anywhere else on the row → also toggles. Hover here doesn't
// trigger the popover; only the name label does.
if (clickable)
{
row.GuiInput += (InputEvent e) =>
{
if (e is InputEventMouseButton mb && mb.Pressed && mb.ButtonIndex == MouseButton.Left)
Toggle(skill.JsonId, isChecked, required);
};
}
return row;
}
private void Toggle(string skillId, bool isCurrentlyChecked, int required)
{
var newChosen = new Godot.Collections.Array<string>(_draft.ChosenSkills);
if (isCurrentlyChecked)
{
newChosen.Remove(skillId);
}
else if (newChosen.Count < required)
{
newChosen.Add(skillId);
}
else
{
return; // already at the cap; no-op
}
_draft.Patch(new Godot.Collections.Dictionary
{
{ "chosen_skills", newChosen },
});
}
}