Files
TheriapolisV3/Theriapolis.Godot/Scenes/Steps/StepClade.cs
T
Christopher Wiebe e3f0296e6f M6.7: Parchment theme pass
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>
2026-05-03 22:04:24 -07:00

368 lines
14 KiB
C#

using Godot;
using System.Collections.Generic;
using Theriapolis.Core.Data;
using Theriapolis.GodotHost.Scenes.Widgets;
using Theriapolis.GodotHost.UI;
namespace Theriapolis.GodotHost.Scenes.Steps;
/// <summary>
/// Step I — Clade. Direct port of <c>StepClade</c> in
/// <c>src/steps.jsx</c>, plus the Phase 6.5 hybrid-origin extension
/// per port plan §10: a Hybrid toggle splits the picker into Sire +
/// Dam grids, each independent. The dominant-parent radio drives
/// <see cref="CharacterDraft.EffectiveCladeId"/> for downstream steps.
///
/// Cards are built once and mutated in place (Modulate update only) on
/// selection change — tearing down + rebuilding inside the click
/// callback chain caused duplicates because Free() defers when the
/// freed node is currently mid-signal.
/// </summary>
public partial class StepClade : VBoxContainer, IStep
{
private CharacterDraft _draft = null!;
private Button _hybridToggle = null!;
private VBoxContainer _purebredSection = null!;
private VBoxContainer _hybridSection = null!;
private OptionButton _dominantToggle = null!;
// Lineage-bonus pickers (per theriapolis-rpg-clades.md hybrid rules,
// simplified to allow stacking on the same ability).
private VBoxContainer _bonusSection = null!;
private HBoxContainer _sireBonusRow = null!;
private HBoxContainer _damBonusRow = null!;
private readonly Dictionary<string, PanelContainer> _purebredCards = new();
private readonly Dictionary<string, PanelContainer> _sireCards = new();
private readonly Dictionary<string, PanelContainer> _damCards = new();
// Bonus rows are mutated in place too: when the clade hasn't changed
// since the last build, we only flip ButtonPressed states. Rebuilding
// would Free() the very button whose Pressed callback we're inside,
// which Godot defers — leaving stale buttons next to the new ones.
private readonly Dictionary<string, Button> _sireBonusButtons = new();
private readonly Dictionary<string, Button> _damBonusButtons = new();
private string _sireBonusBuiltFor = "";
private string _damBonusBuiltFor = "";
public void Bind(CharacterDraft draft)
{
_draft = draft;
_draft.Changed += Refresh;
Build();
}
public string? Validate() => WizardValidation.Validate(0, _draft);
private void Build()
{
AddThemeConstantOverride("separation", 16);
var intro = new VBoxContainer();
intro.AddThemeConstantOverride("separation", 6);
AddChild(intro);
intro.AddChild(new Label { Text = "FOLIO I · CLADE", ThemeTypeVariation = "Eyebrow" });
intro.AddChild(new Label { Text = "Choose a Clade", ThemeTypeVariation = "H2" });
intro.AddChild(new Label
{
Text = "The broad mammalian family of your line. Clade defines the largest "
+ "strokes — predator or prey, communal or solitary, scent-driven or "
+ "sight-driven. Hybrid characters blend two lineages.",
AutowrapMode = TextServer.AutowrapMode.WordSmart,
});
// Toggle Button (not CheckBox) so the inverted-on-press button style
// from the codex theme handles selection visually — no checkbox glyph
// needed, the bg colour shift is the affordance.
var toggleRow = new HBoxContainer();
toggleRow.AddThemeConstantOverride("separation", 12);
AddChild(toggleRow);
_hybridToggle = new Button
{
Text = "Hybrid Origin (two parent lineages)",
ToggleMode = true,
FocusMode = Control.FocusModeEnum.None,
};
_hybridToggle.Toggled += OnHybridToggled;
toggleRow.AddChild(_hybridToggle);
// Purebred section
_purebredSection = new VBoxContainer();
_purebredSection.AddThemeConstantOverride("separation", 6);
AddChild(_purebredSection);
var purebredGrid = MakeGrid();
_purebredSection.AddChild(purebredGrid);
PopulateGrid(purebredGrid, _purebredCards, OnPurebredCladePicked);
// Hybrid section
_hybridSection = new VBoxContainer();
_hybridSection.AddThemeConstantOverride("separation", 16);
AddChild(_hybridSection);
_hybridSection.AddChild(new Label { Text = "SIRE — Paternal Lineage", ThemeTypeVariation = "Eyebrow" });
var sireGrid = MakeGrid();
_hybridSection.AddChild(sireGrid);
PopulateGrid(sireGrid, _sireCards, id => OnLineageCladePicked("sire", id));
_hybridSection.AddChild(new Label { Text = "DAM — Maternal Lineage", ThemeTypeVariation = "Eyebrow" });
var damGrid = MakeGrid();
_hybridSection.AddChild(damGrid);
PopulateGrid(damGrid, _damCards, id => OnLineageCladePicked("dam", id));
// Lineage bonus pickers — hybrids pick ONE ability mod from each
// parent clade. Stacking on the same ability is allowed; mods sum.
_bonusSection = new VBoxContainer();
_bonusSection.AddThemeConstantOverride("separation", 8);
_hybridSection.AddChild(_bonusSection);
_bonusSection.AddChild(new Label { Text = "LINEAGE BONUSES", ThemeTypeVariation = "Eyebrow" });
_sireBonusRow = new HBoxContainer();
_sireBonusRow.AddThemeConstantOverride("separation", 8);
_bonusSection.AddChild(_sireBonusRow);
_damBonusRow = new HBoxContainer();
_damBonusRow.AddThemeConstantOverride("separation", 8);
_bonusSection.AddChild(_damBonusRow);
var dominantRow = new HBoxContainer();
dominantRow.AddThemeConstantOverride("separation", 8);
_hybridSection.AddChild(dominantRow);
dominantRow.AddChild(new Label { Text = "DOMINANT LINEAGE", ThemeTypeVariation = "Eyebrow" });
_dominantToggle = new OptionButton();
_dominantToggle.AddItem("Sire", 0);
_dominantToggle.AddItem("Dam", 1);
_dominantToggle.ItemSelected += OnDominantSelected;
dominantRow.AddChild(_dominantToggle);
Refresh();
}
private static GridContainer MakeGrid()
{
var grid = new GridContainer { Columns = 3, SizeFlagsHorizontal = SizeFlags.ShrinkCenter };
grid.AddThemeConstantOverride("h_separation", 16);
grid.AddThemeConstantOverride("v_separation", 16);
return grid;
}
private void PopulateGrid(GridContainer grid, Dictionary<string, PanelContainer> cardMap, System.Action<string> onClick)
{
foreach (var clade in CodexContent.Clades)
{
var card = BuildCard(clade, onClick);
cardMap[clade.Id] = card;
grid.AddChild(card);
}
}
private void OnHybridToggled(bool pressed)
{
var patch = new Godot.Collections.Dictionary { { "is_hybrid", pressed } };
if (pressed)
{
patch["clade_id"] = "";
patch["species_id"] = "";
}
else
{
patch["sire_clade_id"] = "";
patch["sire_species_id"] = "";
patch["dam_clade_id"] = "";
patch["dam_species_id"] = "";
patch["sire_chosen_ability"] = "";
patch["dam_chosen_ability"] = "";
}
ClearBackgroundIfInvalidated(patch);
_draft.Patch(patch);
}
private void OnDominantSelected(long index)
{
_draft.Patch(new Godot.Collections.Dictionary
{
{ "dominant_parent", index == 0 ? "sire" : "dam" },
});
}
private void Refresh()
{
if (_hybridToggle is null) return;
bool hybrid = _draft.IsHybrid;
if (_hybridToggle.ButtonPressed != hybrid) _hybridToggle.SetPressedNoSignal(hybrid);
_purebredSection.Visible = !hybrid;
_hybridSection.Visible = hybrid;
UpdateSelection(_purebredCards, _draft.CladeId);
UpdateSelection(_sireCards, _draft.SireCladeId);
UpdateSelection(_damCards, _draft.DamCladeId);
int dominantIdx = _draft.DominantParent == "dam" ? 1 : 0;
if (_dominantToggle.Selected != dominantIdx) _dominantToggle.Select(dominantIdx);
if (hybrid) RebuildBonusPickers();
}
/// <summary>
/// Syncs the lineage-bonus button rows with the current sire/dam
/// clade picks. When the clade hasn't changed since the last build
/// we only update each button's ButtonPressed state — see field
/// comment above for why a full rebuild here is unsafe.
/// </summary>
private void RebuildBonusPickers()
{
SyncLineageBonusRow(_sireBonusRow, _sireBonusButtons, ref _sireBonusBuiltFor, "sire",
_draft.SireCladeId, _draft.SireChosenAbility);
SyncLineageBonusRow(_damBonusRow, _damBonusButtons, ref _damBonusBuiltFor, "dam",
_draft.DamCladeId, _draft.DamChosenAbility);
}
private void SyncLineageBonusRow(HBoxContainer row, Dictionary<string, Button> cache,
ref string builtFor, string lineage,
string cladeId, string chosen)
{
if (cladeId == builtFor)
{
foreach (var (ab, btn) in cache)
{
bool want = ab == chosen;
if (btn.ButtonPressed != want) btn.SetPressedNoSignal(want);
}
return;
}
foreach (var c in row.GetChildren()) c.Free();
cache.Clear();
builtFor = cladeId;
var clade = CodexContent.Clade(cladeId);
if (clade is null)
{
row.AddChild(new Label { Text = "(pick a clade above)" });
return;
}
foreach (var (ab, value) in clade.AbilityMods)
{
string captured = ab;
var btn = new Button
{
Text = $"{ab} {(value >= 0 ? "+" : "")}{value}",
ToggleMode = true,
ButtonPressed = ab == chosen,
FocusMode = Control.FocusModeEnum.None,
};
btn.Pressed += () => OnLineageBonusPicked(lineage, captured);
row.AddChild(btn);
cache[ab] = btn;
}
}
private static void UpdateSelection(Dictionary<string, PanelContainer> cards, string selectedId)
{
foreach (var (id, card) in cards)
CodexCard.SetSelected(card, id == selectedId);
}
private void OnPurebredCladePicked(string cladeId)
{
string speciesId = _draft.SpeciesId;
var sp = CodexContent.SpeciesById(speciesId);
if (sp is null || !string.Equals(sp.CladeId, cladeId, System.StringComparison.OrdinalIgnoreCase))
speciesId = "";
var patch = new Godot.Collections.Dictionary
{
{ "clade_id", cladeId },
{ "species_id", speciesId },
};
ClearBackgroundIfInvalidated(patch);
_draft.Patch(patch);
}
private void OnLineageCladePicked(string lineage, string cladeId)
{
var patch = new Godot.Collections.Dictionary
{
{ lineage + "_clade_id", cladeId },
};
string currentSpecies = lineage == "sire" ? _draft.SireSpeciesId : _draft.DamSpeciesId;
var sp = CodexContent.SpeciesById(currentSpecies);
if (sp is null || !string.Equals(sp.CladeId, cladeId, System.StringComparison.OrdinalIgnoreCase))
patch[lineage + "_species_id"] = "";
// Clade swap invalidates the previously-picked lineage bonus
// (different clade has different mod options).
patch[lineage + "_chosen_ability"] = "";
ClearBackgroundIfInvalidated(patch);
_draft.Patch(patch);
}
private void OnLineageBonusPicked(string lineage, string ability)
{
_draft.Patch(new Godot.Collections.Dictionary
{
{ lineage + "_chosen_ability", ability },
});
}
/// <summary>
/// Clade changes can make a previously-valid background unavailable
/// (e.g. picking Felidae while Pack-Raised is selected). Build the
/// hypothetical post-patch state via Resource.Duplicate, run it
/// through BackgroundAvailability, and clear background_id in the
/// patch if the rule no longer matches.
/// </summary>
private void ClearBackgroundIfInvalidated(Godot.Collections.Dictionary patch)
{
if (string.IsNullOrEmpty(_draft.BackgroundId)) return;
var future = (CharacterDraft)_draft.Duplicate();
// Apply the same patch we're about to commit, in-place on the copy.
future.Patch(patch);
if (!BackgroundAvailability.IsAvailable(_draft.BackgroundId, future))
patch["background_id"] = "";
}
private PanelContainer BuildCard(CladeDef clade, System.Action<string> onClick)
{
var card = CodexCard.Make();
card.CustomMinimumSize = new Vector2(200, 0);
card.GuiInput += (InputEvent e) =>
{
if (e is InputEventMouseButton mb && mb.Pressed && mb.ButtonIndex == MouseButton.Left)
onClick(clade.Id);
};
var box = new VBoxContainer { MouseFilter = MouseFilterEnum.Pass };
box.AddThemeConstantOverride("separation", 6);
card.AddChild(box);
box.AddChild(new Label { Text = clade.Name, ThemeTypeVariation = "CardName" });
box.AddChild(new Label { Text = clade.Kind.ToUpperInvariant(), ThemeTypeVariation = "CardMeta" });
if (clade.AbilityMods.Count > 0)
{
var modsRow = new HBoxContainer();
modsRow.AddThemeConstantOverride("separation", 8);
box.AddChild(modsRow);
foreach (var (k, v) in clade.AbilityMods)
modsRow.AddChild(new Label { Text = $"{k} {(v >= 0 ? "+" : "")}{v}" });
}
if (clade.Traits.Length > 0 || clade.Detriments.Length > 0)
{
var chips = new HFlowContainer { MouseFilter = MouseFilterEnum.Pass };
chips.AddThemeConstantOverride("h_separation", 6);
chips.AddThemeConstantOverride("v_separation", 4);
box.AddChild(chips);
foreach (var t in clade.Traits)
chips.AddChild(new TraitChip { TraitName = t.Name, Description = t.Description });
foreach (var d in clade.Detriments)
chips.AddChild(new TraitChip { TraitName = d.Name, Description = d.Description, Detriment = true });
}
return card;
}
}