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

389 lines
14 KiB
C#

using Godot;
using System.Collections.Generic;
using System.Linq;
using Theriapolis.GodotHost.Scenes.Widgets;
using Theriapolis.GodotHost.UI;
namespace Theriapolis.GodotHost.Scenes.Steps;
/// <summary>
/// Step V — Abilities. Direct port of <c>StepStats</c> in
/// <c>src/steps.jsx</c> per GODOT_PORTING_GUIDE.md §7.4: pool of 6
/// dice, 6 ability slots, drag-and-drop assignment with pool→slot,
/// slot→slot (swap), and slot→pool semantics.
///
/// Two methods supported (CharacterDraft.StatMethod): "array" uses the
/// standard array [15, 14, 13, 12, 10, 8]; "roll" generates each pool
/// value as a 4d6-drop-lowest roll. A Reroll button is exposed in roll
/// mode. Auto-assign sorts the remaining pool descending and places the
/// largest values into the empty slots ordered by class primary
/// abilities first.
///
/// The step rebuilds the entire token tree on each Changed signal, so
/// drag handlers just compute the new state and call Patch — no manual
/// reparenting.
/// </summary>
public partial class StepStats : VBoxContainer, IStep
{
private static readonly string[] Abilities =
{ "STR", "DEX", "CON", "INT", "WIS", "CHA" };
private static readonly System.Random Rng = new();
private CharacterDraft _draft = null!;
private AbilityPool _pool = null!;
private readonly Dictionary<string, AbilitySlot> _slots = new();
private readonly Dictionary<string, TraitChip> _bonusChips = new();
private readonly Dictionary<string, Label> _finalLabels = new();
private readonly Dictionary<string, Label> _dModLabels = new();
private Button _arrayBtn = null!;
private Button _rollBtn = null!;
private Button _rerollBtn = null!;
private Button _autoBtn = null!;
public void Bind(CharacterDraft draft)
{
_draft = draft;
_draft.Changed += Refresh;
Build();
}
public string? Validate()
{
int n = _draft?.StatAssign.Count ?? 0;
return n == 6 ? null : $"Assign all six abilities ({n}/6).";
}
private void Build()
{
AddThemeConstantOverride("separation", 18);
var intro = new VBoxContainer();
intro.AddThemeConstantOverride("separation", 6);
AddChild(intro);
intro.AddChild(new Label { Text = "FOLIO VI · ABILITIES" });
intro.AddChild(new Label { Text = "Assign your Ability Scores" });
intro.AddChild(new Label
{
Text = "Pick a method, then drag a value from the pool into one of the six "
+ "ability slots. Drag between slots to swap, or drag back to the "
+ "pool to unassign. Auto Assign places the remaining pool into the "
+ "empty slots, prioritising your calling's primary abilities.",
AutowrapMode = TextServer.AutowrapMode.WordSmart,
});
// Method + action toolbar
var toolbar = new HBoxContainer();
toolbar.AddThemeConstantOverride("separation", 12);
AddChild(toolbar);
_arrayBtn = new Button { Text = "Standard Array" };
_arrayBtn.Pressed += () => SwitchMethod("array");
toolbar.AddChild(_arrayBtn);
_rollBtn = new Button { Text = "Roll 4d6 (drop lowest)" };
_rollBtn.Pressed += () => SwitchMethod("roll");
toolbar.AddChild(_rollBtn);
var spacer = new Control { SizeFlagsHorizontal = SizeFlags.ExpandFill };
toolbar.AddChild(spacer);
_rerollBtn = new Button { Text = "Reroll" };
_rerollBtn.Pressed += Reroll;
toolbar.AddChild(_rerollBtn);
_autoBtn = new Button { Text = "Auto Assign" };
_autoBtn.Pressed += AutoAssign;
toolbar.AddChild(_autoBtn);
var poolBox = new VBoxContainer();
poolBox.AddThemeConstantOverride("separation", 6);
AddChild(poolBox);
poolBox.AddChild(new Label { Text = "AVAILABLE" });
_pool = new AbilityPool();
_pool.Dropped += OnPoolDropped;
poolBox.AddChild(_pool);
var slotsBox = new VBoxContainer();
slotsBox.AddThemeConstantOverride("separation", 8);
AddChild(slotsBox);
slotsBox.AddChild(new Label { Text = "ABILITIES" });
foreach (var ab in Abilities)
{
string captured = ab; // capture for the closure below
var row = new HBoxContainer();
row.AddThemeConstantOverride("separation", 12);
slotsBox.AddChild(row);
row.AddChild(new Label
{
Text = captured,
CustomMinimumSize = new Vector2(64, 0),
VerticalAlignment = VerticalAlignment.Center,
});
var slot = new AbilitySlot { Ability = captured };
slot.Dropped += (Godot.Collections.Dictionary payload)
=> HandleSlotDrop(payload, captured);
_slots[captured] = slot;
row.AddChild(slot);
// Bonus chip — hover for the per-source breakdown.
var bonus = new TraitChip { TraitName = "+0", Description = "" };
bonus.CustomMinimumSize = new Vector2(56, 0);
_bonusChips[captured] = bonus;
row.AddChild(bonus);
// Final score (= base + total bonus).
var finalLbl = new Label
{
Text = "—",
CustomMinimumSize = new Vector2(48, 0),
HorizontalAlignment = HorizontalAlignment.Right,
VerticalAlignment = VerticalAlignment.Center,
};
_finalLabels[captured] = finalLbl;
row.AddChild(finalLbl);
// d20 modifier from final score.
var dModLbl = new Label
{
Text = "",
CustomMinimumSize = new Vector2(48, 0),
HorizontalAlignment = HorizontalAlignment.Right,
VerticalAlignment = VerticalAlignment.Center,
};
_dModLabels[captured] = dModLbl;
row.AddChild(dModLbl);
}
Refresh();
}
// ──────────────────────────────────────────────────────────────────────
// Refresh — rebuild token children from CharacterDraft state.
private void Refresh()
{
if (_pool is null) return;
// Scroll preservation now handled centrally by Wizard.UpdateChrome
// / Wizard._Process, which snapshots before this Refresh fires.
// Toolbar reflects current method and assignment state.
bool isRoll = _draft.StatMethod == "roll";
_rerollBtn.Visible = isRoll;
_arrayBtn.Disabled = !isRoll; // greyed when already on Array
_rollBtn.Disabled = isRoll; // greyed when already on Roll
_autoBtn.Disabled = _draft.StatPool.Count == 0;
// Pool: one token per StatPool entry. Free() (synchronous) so old
// children disappear *before* AddChild runs and the layout pass
// doesn't see a transient doubled-content state.
foreach (var c in _pool.GetChildren()) c.Free();
for (int i = 0; i < _draft.StatPool.Count; i++)
{
var token = new AbilityToken
{
Value = _draft.StatPool[i],
Origin = "pool",
OriginPoolIdx = i,
};
_pool.AddChild(token);
}
// Bonus / final / d20 mod per ability — updated in place from the
// computed mod sources so the row stays stable across drops.
foreach (var ab in Abilities)
{
int bonus = AbilityCalc.TotalBonus(ab, _draft);
int baseScore = AbilityCalc.BaseScore(ab, _draft);
int final = baseScore + bonus;
int dMod = AbilityCalc.D20Modifier(final);
_bonusChips[ab].SetTrait(
AbilityCalc.FormatSigned(bonus),
AbilityCalc.FormatBreakdown(AbilityCalc.Sources(ab, _draft)),
tag: "bonus");
_finalLabels[ab].Text = baseScore == 0 ? "—" : final.ToString();
_dModLabels[ab].Text = baseScore == 0 ? "" : AbilityCalc.FormatSigned(dMod);
}
// Slots: token if assigned, otherwise dash placeholder.
foreach (var (ab, slot) in _slots)
{
foreach (var c in slot.GetChildren()) c.Free();
if (_draft.StatAssign.ContainsKey(ab))
{
int v = (int)_draft.StatAssign[ab];
var token = new AbilityToken
{
Value = v,
Origin = "slot",
OriginAbility = ab,
};
slot.AddChild(token);
}
else
{
slot.AddChild(new Label
{
Text = "—",
HorizontalAlignment = HorizontalAlignment.Center,
VerticalAlignment = VerticalAlignment.Center,
});
}
}
}
// ──────────────────────────────────────────────────────────────────────
// Drop handlers — compute new state and Patch.
// Mirrors handleDrop / dropToPool in steps.jsx exactly.
private void HandleSlotDrop(Godot.Collections.Dictionary payload, string destAbility)
{
var pool = _draft.StatPool.Duplicate();
var assign = (Godot.Collections.Dictionary)_draft.StatAssign.Duplicate();
string from = payload["from"].AsString();
int value = payload["value"].AsInt32();
if (from == "pool")
{
// pool → slot
int idx = payload["idx"].AsInt32();
if (assign.ContainsKey(destAbility))
{
// Bump the existing slot value back to the pool.
pool.Add((int)assign[destAbility]);
}
if (idx >= 0 && idx < pool.Count) pool.RemoveAt(idx);
assign[destAbility] = value;
}
else if (from == "slot")
{
string srcAbility = payload["ability"].AsString();
if (srcAbility == destAbility) return;
// Swap if dest is filled, otherwise move.
if (assign.ContainsKey(destAbility))
{
var dstV = assign[destAbility];
assign[srcAbility] = dstV;
}
else
{
assign.Remove(srcAbility);
}
assign[destAbility] = value;
}
_draft.Patch(new Godot.Collections.Dictionary
{
{ "stat_pool", pool },
{ "stat_assign", assign },
});
}
// ──────────────────────────────────────────────────────────────────────
// Method switch + roll + auto-assign
private void SwitchMethod(string method)
{
var pool = method == "roll" ? RollSixSet() : ArrayPool();
_draft.Patch(new Godot.Collections.Dictionary
{
{ "stat_method", method },
{ "stat_pool", pool },
{ "stat_assign", new Godot.Collections.Dictionary() },
});
}
private void Reroll()
{
if (_draft.StatMethod != "roll") return;
_draft.Patch(new Godot.Collections.Dictionary
{
{ "stat_pool", RollSixSet() },
{ "stat_assign", new Godot.Collections.Dictionary() },
});
}
private void AutoAssign()
{
if (_draft.StatPool.Count == 0) return;
// Empty slots, ordered DESCENDING by their clade+species bonus —
// highest pool value goes to the ability with the highest bonus
// already coming in, maximising the final score on each. Ties
// broken by class.PrimaryAbility order.
var cls = CodexContent.Class(_draft.ClassId);
var primary = cls?.PrimaryAbility ?? System.Array.Empty<string>();
var emptyAbilities = Abilities
.Where(a => !_draft.StatAssign.ContainsKey(a))
.OrderByDescending(a => AbilityCalc.TotalBonus(a, _draft))
.ThenBy(a =>
{
int idx = System.Array.IndexOf(primary, a);
return idx < 0 ? 99 : idx;
})
.ToList();
// Pool sorted descending — biggest values go to highest priority.
var sortedPool = _draft.StatPool.OrderByDescending(v => v).ToList();
var assign = (Godot.Collections.Dictionary)_draft.StatAssign.Duplicate();
var newPool = new Godot.Collections.Array<int>();
for (int i = 0; i < sortedPool.Count; i++)
{
if (i < emptyAbilities.Count) assign[emptyAbilities[i]] = sortedPool[i];
else newPool.Add(sortedPool[i]);
}
_draft.Patch(new Godot.Collections.Dictionary
{
{ "stat_pool", newPool },
{ "stat_assign", assign },
});
}
private static Godot.Collections.Array<int> ArrayPool() =>
new() { 15, 14, 13, 12, 10, 8 };
private static Godot.Collections.Array<int> RollSixSet()
{
var pool = new Godot.Collections.Array<int>();
for (int i = 0; i < 6; i++) pool.Add(RollFourDropLowest());
return pool;
}
private static int RollFourDropLowest()
{
// 4d6, drop lowest, sum the rest. Range [3, 18].
int[] rolls = new int[4];
for (int i = 0; i < 4; i++) rolls[i] = Rng.Next(1, 7);
System.Array.Sort(rolls);
return rolls[1] + rolls[2] + rolls[3];
}
// ──────────────────────────────────────────────────────────────────────
private void OnPoolDropped(Godot.Collections.Dictionary payload)
{
if (payload["from"].AsString() != "slot") return;
var assign = (Godot.Collections.Dictionary)_draft.StatAssign.Duplicate();
var pool = _draft.StatPool.Duplicate();
string ability = payload["ability"].AsString();
if (!assign.ContainsKey(ability)) return;
int v = (int)assign[ability];
assign.Remove(ability);
pool.Add(v);
_draft.Patch(new Godot.Collections.Dictionary
{
{ "stat_pool", pool },
{ "stat_assign", assign },
});
}
}