bb986d49f9
- New Step VIII (Review): name input and Confirm button that saves the finalized character to user://character.tres. - Hybrid lineage rules simplified per project decision: drop the "no-stack on overlap, take +1 free elsewhere" rule from theriapolis-rpg-clades.md. Hybrids now pick one ability mod from each parent clade and they sum if they overlap. Removes HybridFreeAbility, the free-bonus picker row, and the overlap special case from AbilityCalc + WizardValidation. - StepClade bonus rows now mutate in place (sync ButtonPressed) instead of tearing down on every Refresh — the old path freed the very button mid-Pressed-signal, leaving stale buttons next to the new ones. - StepSkills drops the redundant "Calling: X · History: Y" meta line; both are already shown in the Aside summary. - Aside hybrid section adds dual-species traits and the universal-hybrid detriment pills. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
226 lines
8.3 KiB
C#
226 lines
8.3 KiB
C#
using Godot;
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using System.Collections.Generic;
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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 VII — Skills. Direct port of <c>StepSkills</c> in
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/// <c>src/steps.jsx</c>: 18 skills laid out in 6 ability groups
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/// (STR / DEX / CON / INT / WIS / CHA). Background-granted skills are
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/// pre-checked and locked; the user picks <c>class.SkillsChoose</c>
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/// more from <c>class.SkillOptions</c>. Hover any skill row → popover
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/// with the description.
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///
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/// State:
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/// - "locked" → granted by background, can't toggle (✓ shown)
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/// - "checked" → user-picked from class options (✓ shown)
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/// - "available" → in class options, unchecked
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/// - "unavailable" → not in class options, dimmed and unclickable
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/// </summary>
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public partial class StepSkills : VBoxContainer, IStep
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{
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private CharacterDraft _draft = null!;
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private Label _countLabel = null!;
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private GridContainer _groupsGrid = 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() => WizardValidation.Validate(6, _draft);
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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 VII · SKILLS" });
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intro.AddChild(new Label { Text = "Choose Your Skills" });
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intro.AddChild(new Label
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{
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Text = "Your background grants two skills automatically (sealed). From your "
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+ "calling's offered list, choose the rest. Hover any skill for its codex "
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+ "reading.",
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AutowrapMode = TextServer.AutowrapMode.WordSmart,
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});
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_countLabel = new Label { Text = "0 / 0 chosen" };
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AddChild(_countLabel);
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_groupsGrid = new GridContainer
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{
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Columns = 2,
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SizeFlagsHorizontal = SizeFlags.ExpandFill,
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};
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_groupsGrid.AddThemeConstantOverride("h_separation", 18);
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_groupsGrid.AddThemeConstantOverride("v_separation", 18);
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AddChild(_groupsGrid);
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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 (_groupsGrid is null) return;
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var cls = CodexContent.Class(_draft.ClassId);
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var bg = CodexContent.Background(_draft.BackgroundId);
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int required = cls?.SkillsChoose ?? 0;
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var lockedFromBg = new HashSet<string>(bg?.SkillProficiencies ?? System.Array.Empty<string>());
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var classOptions = new HashSet<string>(cls?.SkillOptions ?? System.Array.Empty<string>());
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var chosen = new HashSet<string>(_draft.ChosenSkills);
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_countLabel.Text = cls is null
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? "Pick a calling first."
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: $"{chosen.Count} / {required} chosen +{lockedFromBg.Count} sealed by background";
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foreach (var c in _groupsGrid.GetChildren()) c.QueueFree();
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if (cls is null) return;
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foreach (var ability in SkillsCatalog.Abilities)
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_groupsGrid.AddChild(BuildAbilityGroup(ability, lockedFromBg, classOptions, chosen, required));
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}
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private Control BuildAbilityGroup(string ability,
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HashSet<string> lockedFromBg,
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HashSet<string> classOptions,
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HashSet<string> chosen,
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int required)
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{
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var panel = new PanelContainer { SizeFlagsHorizontal = SizeFlags.ExpandFill };
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var col = new VBoxContainer();
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col.AddThemeConstantOverride("separation", 4);
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panel.AddChild(col);
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// Header — full ability name + abbreviation.
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var header = new HBoxContainer();
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header.AddThemeConstantOverride("separation", 8);
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col.AddChild(header);
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header.AddChild(new Label { Text = SkillsCatalog.AbilityFullName[ability] });
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var spacer = new Control { SizeFlagsHorizontal = SizeFlags.ExpandFill };
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header.AddChild(spacer);
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header.AddChild(new Label { Text = ability });
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foreach (var s in SkillsCatalog.ByAbility(ability))
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col.AddChild(BuildSkillRow(s, lockedFromBg, classOptions, chosen, required));
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return panel;
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}
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private Control BuildSkillRow(SkillsCatalog.SkillEntry skill,
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HashSet<string> lockedFromBg,
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HashSet<string> classOptions,
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HashSet<string> chosen,
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int required)
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{
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bool fromBg = lockedFromBg.Contains(skill.JsonId);
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bool fromClass = classOptions.Contains(skill.JsonId);
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bool isChecked = chosen.Contains(skill.JsonId);
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bool clickable = fromClass && !fromBg;
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var row = new PanelContainer
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{
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MouseFilter = MouseFilterEnum.Stop,
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};
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// Visual state: dim unavailable rows, gild-tint background-locked,
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// brighten chosen. Theming pass will replace Modulate with proper
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// styleboxes per state.
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if (fromBg)
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row.Modulate = new Color(1f, 0.95f, 0.7f);
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else if (!fromClass)
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row.Modulate = new Color(1f, 1f, 1f, 0.4f);
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else if (isChecked)
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row.Modulate = new Color(0.95f, 1f, 0.95f);
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var rowH = new HBoxContainer { MouseFilter = MouseFilterEnum.Pass };
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rowH.AddThemeConstantOverride("separation", 8);
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row.AddChild(rowH);
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// Fixed-width slot for the checkbox so the name doesn't jump
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// horizontally when toggling — "[✓]" and "[ ]" render at slightly
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// different widths in proportional fonts.
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var checkbox = new Label
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{
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Text = (fromBg || isChecked) ? "[✓]" : (clickable ? "[ ]" : "[—]"),
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CustomMinimumSize = new Vector2(36, 0),
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HorizontalAlignment = HorizontalAlignment.Center,
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MouseFilter = MouseFilterEnum.Ignore,
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};
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rowH.AddChild(checkbox);
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// Skill name — the only hover trigger for the popover. MouseFilter
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// = Stop so MouseEntered/Exited fire on this label specifically;
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// GuiInput handles click here too so toggling works whether you
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// click the name or the row's other areas.
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var nameLabel = new Label
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{
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Text = skill.Label,
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SizeFlagsHorizontal = SizeFlags.ExpandFill,
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MouseFilter = MouseFilterEnum.Stop,
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};
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rowH.AddChild(nameLabel);
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nameLabel.MouseEntered += () =>
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PopoverLayer.Instance?.ShowFor(nameLabel, skill.Label, skill.Description, skill.Ability, false);
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nameLabel.MouseExited += () =>
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PopoverLayer.Instance?.ScheduleClose();
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if (clickable)
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{
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nameLabel.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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Toggle(skill.JsonId, isChecked, required);
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};
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}
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rowH.AddChild(new Label
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{
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Text = fromBg ? "BG" : (fromClass ? "CLASS" : "—"),
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MouseFilter = MouseFilterEnum.Ignore,
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});
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// Click anywhere else on the row → also toggles. Hover here doesn't
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// trigger the popover; only the name label does.
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if (clickable)
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{
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row.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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Toggle(skill.JsonId, isChecked, required);
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};
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}
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return row;
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}
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private void Toggle(string skillId, bool isCurrentlyChecked, int required)
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{
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var newChosen = new Godot.Collections.Array<string>(_draft.ChosenSkills);
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if (isCurrentlyChecked)
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{
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newChosen.Remove(skillId);
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}
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else if (newChosen.Count < required)
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{
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newChosen.Add(skillId);
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}
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else
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{
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return; // already at the cap; no-op
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}
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_draft.Patch(new Godot.Collections.Dictionary
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{
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{ "chosen_skills", newChosen },
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});
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}
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}
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