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