39117a09ed
Species variants populated against the M6.13 schema: - Lion-Folk sex axis: Mane Guard (male) / Huntress Reflexes (female, +5 ft speed + advantage on initiative). - Elk-Folk sex axis: Antler Combat with 10 ft reach when full rack (male, retains seasonal Antler Drag) / Kick (female, prone on crit). Base traits restored to doc canon: Herd Coordination (Help → +3) + Endurance Runner (40 ft + advantage CON vs forced march); base speed bumped 30 → 40; new base detriment Herd Instinct. Ram-Folk replaced with separate Sheep-Folk + Goat-Folk species rather than a lineage-axis variant on a single Ram entry. Bovidae now has 4 species. The lineage-axis toggle UI in StepSpecies BuildCard rolled back; the schema stays for sex-axis (Lion/Elk) which auto-resolves. ContentLoadTests + HybridCharacterTests updated; Size.cs comment too. Calling lore: ClassDef gains Description; classes.json populated for all 8 callings with the doc's italic blockquote + paragraph profile. StepClass surfaces the description on the card. Card layout uniformity: StepClass / StepSubclass / StepBackground all switched to single-column ExpandFill grids (matching StepClade / StepSpecies). Each card now spans the wizard's content width so the description and feature chips have room to breathe. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
129 lines
4.5 KiB
C#
129 lines
4.5 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 IV — Subclass. New vs the React prototype (which is pre-Phase
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/// 6.5); per port plan §10, dedicated step rather than inline picker.
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/// Cards filtered by the chosen class's <c>SubclassIds</c>. Selecting
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/// commits via Patch(subclass_id).
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/// </summary>
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public partial class StepSubclass : 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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_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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{
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if (string.IsNullOrEmpty(_draft?.SubclassId)) return "Pick a subclass.";
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var sub = System.Array.Find(CodexContent.Subclasses, s => s.Id == _draft.SubclassId);
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if (sub is null || !string.Equals(sub.ClassId, _draft.ClassId, System.StringComparison.OrdinalIgnoreCase))
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return "Selected subclass doesn't belong to the current calling.";
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return null;
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}
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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 IV · SUBCLASS", ThemeTypeVariation = "Eyebrow" });
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intro.AddChild(new Label { Text = "Choose a Subclass", ThemeTypeVariation = "H2" });
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intro.AddChild(new Label
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{
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Text = "Specialization within your calling. Subclass features unlock at "
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+ "level 3 and beyond, but the choice is locked in now — only subclasses "
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+ "available to your chosen calling are shown.",
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AutowrapMode = TextServer.AutowrapMode.WordSmart,
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});
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_grid = new GridContainer { Columns = 1, SizeFlagsHorizontal = SizeFlags.ExpandFill };
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_grid.AddThemeConstantOverride("v_separation", 12);
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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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var cls = CodexContent.Class(_draft.ClassId);
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if (cls is null) return;
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foreach (var subId in cls.SubclassIds)
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{
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var sub = System.Array.Find(CodexContent.Subclasses, s => s.Id == subId);
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if (sub is not null) _grid.AddChild(BuildCard(sub));
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}
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}
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private Control BuildCard(SubclassDef sub)
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{
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bool selected = _draft.SubclassId == sub.Id;
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var card = CodexCard.Make();
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card.SizeFlagsHorizontal = Control.SizeFlags.ExpandFill;
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CodexCard.SetSelected(card, selected);
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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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_draft.Patch(new Godot.Collections.Dictionary { { "subclass_id", sub.Id } });
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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 = sub.Name, ThemeTypeVariation = "CardName" });
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if (!string.IsNullOrEmpty(sub.Flavor))
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{
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box.AddChild(new Label
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{
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Text = sub.Flavor,
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AutowrapMode = TextServer.AutowrapMode.WordSmart,
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ThemeTypeVariation = "CardBody",
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});
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}
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// Level-3 features (the first unlock for any subclass).
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var l3 = sub.LevelFeatures.FirstOrDefault(e => e.Level == 3);
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if (l3?.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 l3.Features)
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{
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if (!sub.FeatureDefinitions.TryGetValue(fid, out var fd)) continue;
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if (fd.Kind == "stub") 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 = "L3 · " + 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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