Files
TheriapolisV3/Theriapolis.Godot/Scenes/Wizard.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

215 lines
8.2 KiB
C#

using Godot;
namespace Theriapolis.GodotHost.Scenes;
/// <summary>
/// Character creation wizard shell. Mirrors <c>src/app.jsx</c> per
/// GODOT_PORTING_GUIDE.md §4: header + stepper + page (step + aside) +
/// nav bar. Owns the <see cref="CharacterDraft"/> resource and dispatches
/// each step's content into the StepHost.
///
/// Default theme only at this layer — per guide §12 (build order),
/// the parchment Theme lands as a final pass once structural correctness
/// is verified. Until then, font/colour issues are clearly font/colour
/// issues, not layout issues.
/// </summary>
public partial class Wizard : Control
{
[Signal] public delegate void BackToTitleEventHandler();
private static readonly string[] StepKeys =
{ "clade", "species", "class", "subclass", "background", "stats", "skills", "review" };
private static readonly string[] StepNames =
{ "Clade", "Species", "Calling", "Subclass", "History", "Abilities", "Skills", "Sign" };
public UI.CharacterDraft Character { get; private set; } = null!;
private UI.Widgets.CodexStepper _stepper = null!;
private Control _stepHost = null!;
private Label _folioLabel = null!;
private Label _validation = null!;
private Label _navProgress = null!;
private Button _backBtn = null!;
private Button _nextBtn = null!;
// Scroll preservation: snapshot scroll position when the draft changes
// (which fires before the active step's Refresh tears down + rebuilds
// child nodes), then restore on the next _Process frame so the user
// doesn't get punted to the top of the page when selecting a card.
private ScrollContainer? _scroll;
private int _savedScroll = -1;
private bool _scrollPending;
private int _step;
private Steps.IStep? _activeStep;
private static readonly System.Type?[] StepTypes =
{
typeof(Steps.StepClade), // 0 Clade
typeof(Steps.StepSpecies), // 1 Species
typeof(Steps.StepClass), // 2 Calling
typeof(Steps.StepSubclass), // 3 Subclass
typeof(Steps.StepBackground), // 4 History
typeof(Steps.StepStats), // 5 Abilities
typeof(Steps.StepSkills), // 6 Skills
null, // 7 Sign — M6.6
};
public override void _Ready()
{
Character = new UI.CharacterDraft();
_stepper = GetNode<UI.Widgets.CodexStepper>("%Stepper");
_stepHost = GetNode<Control>("%StepHost");
_folioLabel = GetNode<Label>("%FolioLabel");
_validation = GetNode<Label>("%ValidationLabel");
_navProgress = GetNode<Label>("%NavProgress");
_backBtn = GetNode<Button>("%BackButton");
_nextBtn = GetNode<Button>("%NextButton");
_scroll = GetNode<ScrollContainer>("%Scroll");
var aside = GetNode<Aside>("%Aside");
aside.SetDraft(Character);
_stepper.StepClicked += OnStepperClicked;
_backBtn.Pressed += OnBackPressed;
_nextBtn.Pressed += OnNextPressed;
Character.Changed += UpdateChrome;
SwitchToStep(0);
}
// ──────────────────────────────────────────────────────────────────────
// Step lifecycle
private void SwitchToStep(int index)
{
if (index < 0 || index >= StepKeys.Length) return;
_step = index;
foreach (var c in _stepHost.GetChildren()) c.QueueFree();
_activeStep = null;
var t = StepTypes[index];
if (t is null)
{
_stepHost.AddChild(new Label
{
Text = $"{StepNames[index]} step — coming soon.",
});
}
else
{
var instance = (Steps.IStep)System.Activator.CreateInstance(t)!;
_activeStep = instance;
instance.Bind(Character);
_stepHost.AddChild((Control)instance);
}
UpdateChrome();
}
private void OnStepperClicked(int index)
{
if (index <= _step) { SwitchToStep(index); return; }
// Forward jump requires every step in [0..index-1] satisfied — not
// just the current step. Otherwise picking a clade would let you
// skip straight to Abilities without picking species/calling/etc.
for (int i = 0; i < index; i++)
if (UI.WizardValidation.Validate(i, Character) is not null) return;
SwitchToStep(index);
}
private void OnBackPressed()
{
if (_step == 0) { EmitSignal(SignalName.BackToTitle); return; }
SwitchToStep(_step - 1);
}
private void OnNextPressed()
{
if (_step < StepKeys.Length - 1) SwitchToStep(_step + 1);
}
// ──────────────────────────────────────────────────────────────────────
// Chrome (header, stepper, nav-bar) refresh
private void UpdateChrome()
{
// Snapshot scroll BEFORE the active step's Refresh handler fires
// (it's the next subscriber in the Changed chain). The scroll
// position then survives the rebuild via _Process below.
if (_scroll is not null)
{
_savedScroll = _scroll.ScrollVertical;
if (_savedScroll > 0) _scrollPending = true;
}
_folioLabel.Text = $"Folio {Roman(_step + 1)} of VIII — {StepNames[_step]}";
// Validate via the static helper so stepper-state propagation and
// the active-step banner share one source of truth.
string? err = UI.WizardValidation.Validate(_step, Character);
bool valid = err is null;
_validation.Text = err ?? (_step == StepKeys.Length - 1 ? "Ready to sign" : "Folio complete");
_nextBtn.Disabled = !valid;
_nextBtn.Visible = _step < StepKeys.Length - 1;
_backBtn.Text = _step == 0 ? "← Title" : "← Back";
_navProgress.Text = $"{_step + 1} / {StepKeys.Length}";
RebuildStepperStates();
}
private void RebuildStepperStates()
{
// Mirrors app.jsx's lock semantics exactly: a step is Locked iff
// some EARLIER step's validator fails. Use FirstIncomplete to find
// the boundary, then state each step accordingly. This is what
// makes "pick a clade and skip straight to Abilities" impossible —
// any step after FirstIncomplete is Locked.
int firstIncomplete = UI.WizardValidation.FirstIncomplete(Character, StepNames.Length);
var states = new UI.Widgets.CodexStepper.StepState[StepNames.Length];
for (int i = 0; i < StepNames.Length; i++)
{
if (i == _step)
{
states[i] = UI.Widgets.CodexStepper.StepState.Active;
}
else if (i < _step)
{
// Already-visited step. Complete if it still validates,
// Locked if the user has since invalidated it (e.g. cleared
// a field). Locked variants past _step also show.
states[i] = UI.WizardValidation.Validate(i, Character) is null
? UI.Widgets.CodexStepper.StepState.Complete
: UI.Widgets.CodexStepper.StepState.Locked;
}
else
{
// Future step. Locked iff some earlier step is incomplete.
bool locked = firstIncomplete != -1 && firstIncomplete < i;
states[i] = locked
? UI.Widgets.CodexStepper.StepState.Locked
: UI.Widgets.CodexStepper.StepState.Pending;
}
}
_stepper.SetSteps(StepNames, states);
}
public override void _Process(double delta)
{
if (_scrollPending && _scroll is not null && IsInstanceValid(_scroll))
{
_scroll.ScrollVertical = _savedScroll;
}
_scrollPending = false;
}
private static string Roman(int n) => n switch
{
1 => "I", 2 => "II", 3 => "III", 4 => "IV",
5 => "V", 6 => "VI", 7 => "VII", 8 => "VIII",
_ => n.ToString(),
};
}