e3f0296e6f
Lights up the M5 codex design system across the wizard. Default palette swaps from dark leather to aged-parchment cream with sealing-wax red selection emphasis, matching the React prototype's default theme variant. CodexTheme.Build() is applied at the wizard root so every step + Aside + popover cascades through it. Theme additions: - Parchment palette in CodexPalette (Dark retained as alt) - Type variations registered for Card, CodexPopover, Pill, PillDetriment, AbilityToken, AbilitySlot, SkillRow — without SetTypeVariation, panel-stylebox lookup falls through to Godot's default dark slate, which is what was happening to every bare PanelContainer before this pass. - panel_hover stylebox on Card (gild border) wired via CodexCard's MouseEntered/Exited helper; panel_selected bumped to 3px seal-red border + soft shadow so selection reads at a glance. Card selection refactor: - Replaced the warm-cream Modulate hint on cards with stylebox swaps via the new CodexCard.SetSelected helper. The Modulate approach was a no-op on cream-on-cream parchment; the stylebox swap looks the same on either palette. - Step intros + Aside section headers now use the existing Eyebrow / H2 / H3 / CardName / CardMeta / CardBody label variations. - Confirm button on Step VIII uses the PrimaryButton variation. Popover + chip behaviour: - PopoverLayer is now MouseFilter=Ignore so clicks/scroll/hover all pass through. Adjacent chips fire reliably even when the previous popover overlaps them spatially. - Dropped the 80ms grace timer; chip MouseExited closes immediately. - TraitChip MouseFilter Stop → Pass so clicks bubble up to the parent card's GuiInput (selecting the card). Misc: - Wizard._Ready inserts a backing Panel so the parchment Bg fills the canvas — Wizard root is a plain Control, which paints nothing. - CodexTheme font lookup tries Cormorant-Medium before -Regular and globalizes res://Fonts/ for runtime FontFile load (the previous fallback used ContentPaths which points at a sibling data tree). - StepStats final-score Label rendered at font_size 22 to match the AbilityToken die. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
368 lines
14 KiB
C#
368 lines
14 KiB
C#
using Godot;
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using System.Collections.Generic;
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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 I — Clade. Direct port of <c>StepClade</c> in
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/// <c>src/steps.jsx</c>, plus the Phase 6.5 hybrid-origin extension
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/// per port plan §10: a Hybrid toggle splits the picker into Sire +
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/// Dam grids, each independent. The dominant-parent radio drives
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/// <see cref="CharacterDraft.EffectiveCladeId"/> for downstream steps.
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///
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/// Cards are built once and mutated in place (Modulate update only) on
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/// selection change — tearing down + rebuilding inside the click
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/// callback chain caused duplicates because Free() defers when the
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/// freed node is currently mid-signal.
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/// </summary>
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public partial class StepClade : VBoxContainer, IStep
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{
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private CharacterDraft _draft = null!;
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private Button _hybridToggle = null!;
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private VBoxContainer _purebredSection = null!;
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private VBoxContainer _hybridSection = null!;
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private OptionButton _dominantToggle = null!;
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// Lineage-bonus pickers (per theriapolis-rpg-clades.md hybrid rules,
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// simplified to allow stacking on the same ability).
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private VBoxContainer _bonusSection = null!;
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private HBoxContainer _sireBonusRow = null!;
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private HBoxContainer _damBonusRow = null!;
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private readonly Dictionary<string, PanelContainer> _purebredCards = new();
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private readonly Dictionary<string, PanelContainer> _sireCards = new();
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private readonly Dictionary<string, PanelContainer> _damCards = new();
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// Bonus rows are mutated in place too: when the clade hasn't changed
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// since the last build, we only flip ButtonPressed states. Rebuilding
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// would Free() the very button whose Pressed callback we're inside,
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// which Godot defers — leaving stale buttons next to the new ones.
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private readonly Dictionary<string, Button> _sireBonusButtons = new();
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private readonly Dictionary<string, Button> _damBonusButtons = new();
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private string _sireBonusBuiltFor = "";
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private string _damBonusBuiltFor = "";
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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() => WizardValidation.Validate(0, _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 I · CLADE", ThemeTypeVariation = "Eyebrow" });
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intro.AddChild(new Label { Text = "Choose a Clade", ThemeTypeVariation = "H2" });
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intro.AddChild(new Label
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{
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Text = "The broad mammalian family of your line. Clade defines the largest "
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+ "strokes — predator or prey, communal or solitary, scent-driven or "
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+ "sight-driven. Hybrid characters blend two lineages.",
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AutowrapMode = TextServer.AutowrapMode.WordSmart,
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});
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// Toggle Button (not CheckBox) so the inverted-on-press button style
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// from the codex theme handles selection visually — no checkbox glyph
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// needed, the bg colour shift is the affordance.
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var toggleRow = new HBoxContainer();
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toggleRow.AddThemeConstantOverride("separation", 12);
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AddChild(toggleRow);
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_hybridToggle = new Button
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{
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Text = "Hybrid Origin (two parent lineages)",
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ToggleMode = true,
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FocusMode = Control.FocusModeEnum.None,
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};
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_hybridToggle.Toggled += OnHybridToggled;
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toggleRow.AddChild(_hybridToggle);
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// Purebred section
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_purebredSection = new VBoxContainer();
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_purebredSection.AddThemeConstantOverride("separation", 6);
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AddChild(_purebredSection);
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var purebredGrid = MakeGrid();
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_purebredSection.AddChild(purebredGrid);
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PopulateGrid(purebredGrid, _purebredCards, OnPurebredCladePicked);
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// Hybrid section
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_hybridSection = new VBoxContainer();
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_hybridSection.AddThemeConstantOverride("separation", 16);
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AddChild(_hybridSection);
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_hybridSection.AddChild(new Label { Text = "SIRE — Paternal Lineage", ThemeTypeVariation = "Eyebrow" });
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var sireGrid = MakeGrid();
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_hybridSection.AddChild(sireGrid);
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PopulateGrid(sireGrid, _sireCards, id => OnLineageCladePicked("sire", id));
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_hybridSection.AddChild(new Label { Text = "DAM — Maternal Lineage", ThemeTypeVariation = "Eyebrow" });
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var damGrid = MakeGrid();
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_hybridSection.AddChild(damGrid);
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PopulateGrid(damGrid, _damCards, id => OnLineageCladePicked("dam", id));
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// Lineage bonus pickers — hybrids pick ONE ability mod from each
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// parent clade. Stacking on the same ability is allowed; mods sum.
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_bonusSection = new VBoxContainer();
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_bonusSection.AddThemeConstantOverride("separation", 8);
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_hybridSection.AddChild(_bonusSection);
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_bonusSection.AddChild(new Label { Text = "LINEAGE BONUSES", ThemeTypeVariation = "Eyebrow" });
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_sireBonusRow = new HBoxContainer();
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_sireBonusRow.AddThemeConstantOverride("separation", 8);
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_bonusSection.AddChild(_sireBonusRow);
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_damBonusRow = new HBoxContainer();
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_damBonusRow.AddThemeConstantOverride("separation", 8);
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_bonusSection.AddChild(_damBonusRow);
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var dominantRow = new HBoxContainer();
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dominantRow.AddThemeConstantOverride("separation", 8);
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_hybridSection.AddChild(dominantRow);
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dominantRow.AddChild(new Label { Text = "DOMINANT LINEAGE", ThemeTypeVariation = "Eyebrow" });
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_dominantToggle = new OptionButton();
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_dominantToggle.AddItem("Sire", 0);
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_dominantToggle.AddItem("Dam", 1);
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_dominantToggle.ItemSelected += OnDominantSelected;
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dominantRow.AddChild(_dominantToggle);
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Refresh();
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}
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private static GridContainer MakeGrid()
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{
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var grid = new GridContainer { Columns = 3, SizeFlagsHorizontal = SizeFlags.ShrinkCenter };
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grid.AddThemeConstantOverride("h_separation", 16);
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grid.AddThemeConstantOverride("v_separation", 16);
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return grid;
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}
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private void PopulateGrid(GridContainer grid, Dictionary<string, PanelContainer> cardMap, System.Action<string> onClick)
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{
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foreach (var clade in CodexContent.Clades)
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{
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var card = BuildCard(clade, onClick);
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cardMap[clade.Id] = card;
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grid.AddChild(card);
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}
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}
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private void OnHybridToggled(bool pressed)
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{
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var patch = new Godot.Collections.Dictionary { { "is_hybrid", pressed } };
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if (pressed)
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{
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patch["clade_id"] = "";
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patch["species_id"] = "";
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}
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else
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{
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patch["sire_clade_id"] = "";
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patch["sire_species_id"] = "";
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patch["dam_clade_id"] = "";
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patch["dam_species_id"] = "";
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patch["sire_chosen_ability"] = "";
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patch["dam_chosen_ability"] = "";
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}
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ClearBackgroundIfInvalidated(patch);
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_draft.Patch(patch);
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}
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private void OnDominantSelected(long index)
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{
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_draft.Patch(new Godot.Collections.Dictionary
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{
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{ "dominant_parent", index == 0 ? "sire" : "dam" },
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});
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}
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private void Refresh()
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{
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if (_hybridToggle is null) return;
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bool hybrid = _draft.IsHybrid;
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if (_hybridToggle.ButtonPressed != hybrid) _hybridToggle.SetPressedNoSignal(hybrid);
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_purebredSection.Visible = !hybrid;
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_hybridSection.Visible = hybrid;
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UpdateSelection(_purebredCards, _draft.CladeId);
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UpdateSelection(_sireCards, _draft.SireCladeId);
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UpdateSelection(_damCards, _draft.DamCladeId);
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int dominantIdx = _draft.DominantParent == "dam" ? 1 : 0;
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if (_dominantToggle.Selected != dominantIdx) _dominantToggle.Select(dominantIdx);
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if (hybrid) RebuildBonusPickers();
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}
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/// <summary>
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/// Syncs the lineage-bonus button rows with the current sire/dam
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/// clade picks. When the clade hasn't changed since the last build
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/// we only update each button's ButtonPressed state — see field
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/// comment above for why a full rebuild here is unsafe.
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/// </summary>
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private void RebuildBonusPickers()
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{
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SyncLineageBonusRow(_sireBonusRow, _sireBonusButtons, ref _sireBonusBuiltFor, "sire",
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_draft.SireCladeId, _draft.SireChosenAbility);
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SyncLineageBonusRow(_damBonusRow, _damBonusButtons, ref _damBonusBuiltFor, "dam",
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_draft.DamCladeId, _draft.DamChosenAbility);
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}
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private void SyncLineageBonusRow(HBoxContainer row, Dictionary<string, Button> cache,
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ref string builtFor, string lineage,
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string cladeId, string chosen)
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{
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if (cladeId == builtFor)
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{
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foreach (var (ab, btn) in cache)
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{
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bool want = ab == chosen;
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if (btn.ButtonPressed != want) btn.SetPressedNoSignal(want);
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}
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return;
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}
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foreach (var c in row.GetChildren()) c.Free();
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cache.Clear();
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builtFor = cladeId;
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var clade = CodexContent.Clade(cladeId);
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if (clade is null)
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{
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row.AddChild(new Label { Text = "(pick a clade above)" });
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return;
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}
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foreach (var (ab, value) in clade.AbilityMods)
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{
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string captured = ab;
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var btn = new Button
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{
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Text = $"{ab} {(value >= 0 ? "+" : "")}{value}",
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ToggleMode = true,
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ButtonPressed = ab == chosen,
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FocusMode = Control.FocusModeEnum.None,
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};
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btn.Pressed += () => OnLineageBonusPicked(lineage, captured);
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row.AddChild(btn);
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cache[ab] = btn;
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}
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}
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private static void UpdateSelection(Dictionary<string, PanelContainer> cards, string selectedId)
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{
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foreach (var (id, card) in cards)
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CodexCard.SetSelected(card, id == selectedId);
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}
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private void OnPurebredCladePicked(string cladeId)
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{
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string speciesId = _draft.SpeciesId;
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var sp = CodexContent.SpeciesById(speciesId);
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if (sp is null || !string.Equals(sp.CladeId, cladeId, System.StringComparison.OrdinalIgnoreCase))
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speciesId = "";
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var patch = new Godot.Collections.Dictionary
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{
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{ "clade_id", cladeId },
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{ "species_id", speciesId },
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};
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ClearBackgroundIfInvalidated(patch);
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_draft.Patch(patch);
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}
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private void OnLineageCladePicked(string lineage, string cladeId)
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{
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var patch = new Godot.Collections.Dictionary
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{
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{ lineage + "_clade_id", cladeId },
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};
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string currentSpecies = lineage == "sire" ? _draft.SireSpeciesId : _draft.DamSpeciesId;
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var sp = CodexContent.SpeciesById(currentSpecies);
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if (sp is null || !string.Equals(sp.CladeId, cladeId, System.StringComparison.OrdinalIgnoreCase))
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patch[lineage + "_species_id"] = "";
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// Clade swap invalidates the previously-picked lineage bonus
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// (different clade has different mod options).
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patch[lineage + "_chosen_ability"] = "";
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ClearBackgroundIfInvalidated(patch);
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_draft.Patch(patch);
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}
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private void OnLineageBonusPicked(string lineage, string ability)
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{
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_draft.Patch(new Godot.Collections.Dictionary
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{
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{ lineage + "_chosen_ability", ability },
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});
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}
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/// <summary>
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/// Clade changes can make a previously-valid background unavailable
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/// (e.g. picking Felidae while Pack-Raised is selected). Build the
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/// hypothetical post-patch state via Resource.Duplicate, run it
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/// through BackgroundAvailability, and clear background_id in the
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/// patch if the rule no longer matches.
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/// </summary>
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private void ClearBackgroundIfInvalidated(Godot.Collections.Dictionary patch)
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{
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if (string.IsNullOrEmpty(_draft.BackgroundId)) return;
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var future = (CharacterDraft)_draft.Duplicate();
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// Apply the same patch we're about to commit, in-place on the copy.
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future.Patch(patch);
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if (!BackgroundAvailability.IsAvailable(_draft.BackgroundId, future))
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patch["background_id"] = "";
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}
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private PanelContainer BuildCard(CladeDef clade, System.Action<string> onClick)
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{
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var card = CodexCard.Make();
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card.CustomMinimumSize = new Vector2(200, 0);
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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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onClick(clade.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 = clade.Name, ThemeTypeVariation = "CardName" });
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box.AddChild(new Label { Text = clade.Kind.ToUpperInvariant(), ThemeTypeVariation = "CardMeta" });
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if (clade.AbilityMods.Count > 0)
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{
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var modsRow = new HBoxContainer();
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modsRow.AddThemeConstantOverride("separation", 8);
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box.AddChild(modsRow);
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foreach (var (k, v) in clade.AbilityMods)
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modsRow.AddChild(new Label { Text = $"{k} {(v >= 0 ? "+" : "")}{v}" });
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}
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if (clade.Traits.Length > 0 || clade.Detriments.Length > 0)
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{
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var chips = new HFlowContainer { MouseFilter = MouseFilterEnum.Pass };
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chips.AddThemeConstantOverride("h_separation", 6);
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chips.AddThemeConstantOverride("v_separation", 4);
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box.AddChild(chips);
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foreach (var t in clade.Traits)
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chips.AddChild(new TraitChip { TraitName = t.Name, Description = t.Description });
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foreach (var d in clade.Detriments)
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chips.AddChild(new TraitChip { TraitName = d.Name, Description = d.Description, Detriment = true });
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}
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return card;
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}
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}
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