Files
TheriapolisV3/Theriapolis.Godot/Scenes/Steps/StepSkills.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

231 lines
8.5 KiB
C#

using Godot;
using System.Collections.Generic;
using Theriapolis.GodotHost.Scenes.Widgets;
using Theriapolis.GodotHost.UI;
namespace Theriapolis.GodotHost.Scenes.Steps;
/// <summary>
/// Step VII — Skills. Direct port of <c>StepSkills</c> in
/// <c>src/steps.jsx</c>: 18 skills laid out in 6 ability groups
/// (STR / DEX / CON / INT / WIS / CHA). Background-granted skills are
/// pre-checked and locked; the user picks <c>class.SkillsChoose</c>
/// more from <c>class.SkillOptions</c>. Hover any skill row → popover
/// with the description.
///
/// State:
/// - "locked" → granted by background, can't toggle (✓ shown)
/// - "checked" → user-picked from class options (✓ shown)
/// - "available" → in class options, unchecked
/// - "unavailable" → not in class options, dimmed and unclickable
/// </summary>
public partial class StepSkills : VBoxContainer, IStep
{
private CharacterDraft _draft = null!;
private Label _countLabel = null!;
private GridContainer _groupsGrid = null!;
public void Bind(CharacterDraft draft)
{
_draft = draft;
_draft.Changed += () => Callable.From(Refresh).CallDeferred();
Build();
}
public string? Validate() => WizardValidation.Validate(6, _draft);
private void Build()
{
AddThemeConstantOverride("separation", 16);
var intro = new VBoxContainer();
intro.AddThemeConstantOverride("separation", 6);
AddChild(intro);
intro.AddChild(new Label { Text = "FOLIO VII · SKILLS", ThemeTypeVariation = "Eyebrow" });
intro.AddChild(new Label { Text = "Choose Your Skills", ThemeTypeVariation = "H2" });
intro.AddChild(new Label
{
Text = "Your background grants two skills automatically (sealed). From your "
+ "calling's offered list, choose the rest. Hover any skill for its codex "
+ "reading.",
AutowrapMode = TextServer.AutowrapMode.WordSmart,
});
_countLabel = new Label { Text = "0 / 0 chosen", ThemeTypeVariation = "Meta" };
AddChild(_countLabel);
_groupsGrid = new GridContainer
{
Columns = 2,
SizeFlagsHorizontal = SizeFlags.ExpandFill,
};
_groupsGrid.AddThemeConstantOverride("h_separation", 18);
_groupsGrid.AddThemeConstantOverride("v_separation", 18);
AddChild(_groupsGrid);
Refresh();
}
private void Refresh()
{
if (_groupsGrid is null) return;
var cls = CodexContent.Class(_draft.ClassId);
var bg = CodexContent.Background(_draft.BackgroundId);
int required = cls?.SkillsChoose ?? 0;
var lockedFromBg = new HashSet<string>(bg?.SkillProficiencies ?? System.Array.Empty<string>());
var classOptions = new HashSet<string>(cls?.SkillOptions ?? System.Array.Empty<string>());
var chosen = new HashSet<string>(_draft.ChosenSkills);
_countLabel.Text = cls is null
? "Pick a calling first."
: $"{chosen.Count} / {required} chosen +{lockedFromBg.Count} sealed by background";
foreach (var c in _groupsGrid.GetChildren()) c.QueueFree();
if (cls is null) return;
foreach (var ability in SkillsCatalog.Abilities)
_groupsGrid.AddChild(BuildAbilityGroup(ability, lockedFromBg, classOptions, chosen, required));
}
private Control BuildAbilityGroup(string ability,
HashSet<string> lockedFromBg,
HashSet<string> classOptions,
HashSet<string> chosen,
int required)
{
var panel = new PanelContainer
{
SizeFlagsHorizontal = SizeFlags.ExpandFill,
ThemeTypeVariation = "Card",
};
var col = new VBoxContainer();
col.AddThemeConstantOverride("separation", 4);
panel.AddChild(col);
// Header — full ability name + abbreviation.
var header = new HBoxContainer();
header.AddThemeConstantOverride("separation", 8);
col.AddChild(header);
header.AddChild(new Label { Text = SkillsCatalog.AbilityFullName[ability], ThemeTypeVariation = "H3" });
var spacer = new Control { SizeFlagsHorizontal = SizeFlags.ExpandFill };
header.AddChild(spacer);
header.AddChild(new Label { Text = ability, ThemeTypeVariation = "Eyebrow" });
foreach (var s in SkillsCatalog.ByAbility(ability))
col.AddChild(BuildSkillRow(s, lockedFromBg, classOptions, chosen, required));
return panel;
}
private Control BuildSkillRow(SkillsCatalog.SkillEntry skill,
HashSet<string> lockedFromBg,
HashSet<string> classOptions,
HashSet<string> chosen,
int required)
{
bool fromBg = lockedFromBg.Contains(skill.JsonId);
bool fromClass = classOptions.Contains(skill.JsonId);
bool isChecked = chosen.Contains(skill.JsonId);
bool clickable = fromClass && !fromBg;
var row = new PanelContainer
{
MouseFilter = MouseFilterEnum.Stop,
ThemeTypeVariation = "SkillRow",
};
// Visual state: dim unavailable rows, gild-tint background-locked,
// brighten chosen. Theming pass will replace Modulate with proper
// styleboxes per state.
if (fromBg)
row.Modulate = new Color(1f, 0.95f, 0.7f);
else if (!fromClass)
row.Modulate = new Color(1f, 1f, 1f, 0.4f);
else if (isChecked)
row.Modulate = new Color(0.95f, 1f, 0.95f);
var rowH = new HBoxContainer { MouseFilter = MouseFilterEnum.Pass };
rowH.AddThemeConstantOverride("separation", 8);
row.AddChild(rowH);
// Fixed-width slot for the checkbox so the name doesn't jump
// horizontally when toggling — "[✓]" and "[ ]" render at slightly
// different widths in proportional fonts.
var checkbox = new Label
{
Text = (fromBg || isChecked) ? "[✓]" : (clickable ? "[ ]" : "[—]"),
CustomMinimumSize = new Vector2(36, 0),
HorizontalAlignment = HorizontalAlignment.Center,
MouseFilter = MouseFilterEnum.Ignore,
};
rowH.AddChild(checkbox);
// Skill name — the only hover trigger for the popover. MouseFilter
// = Stop so MouseEntered/Exited fire on this label specifically;
// GuiInput handles click here too so toggling works whether you
// click the name or the row's other areas.
var nameLabel = new Label
{
Text = skill.Label,
SizeFlagsHorizontal = SizeFlags.ExpandFill,
MouseFilter = MouseFilterEnum.Stop,
};
rowH.AddChild(nameLabel);
nameLabel.MouseEntered += () =>
PopoverLayer.Instance?.ShowFor(nameLabel, skill.Label, skill.Description, skill.Ability, false);
nameLabel.MouseExited += () =>
PopoverLayer.Instance?.ScheduleClose();
if (clickable)
{
nameLabel.GuiInput += (InputEvent e) =>
{
if (e is InputEventMouseButton mb && mb.Pressed && mb.ButtonIndex == MouseButton.Left)
Toggle(skill.JsonId, isChecked, required);
};
}
rowH.AddChild(new Label
{
Text = fromBg ? "BG" : (fromClass ? "CLASS" : "—"),
MouseFilter = MouseFilterEnum.Ignore,
});
// Click anywhere else on the row → also toggles. Hover here doesn't
// trigger the popover; only the name label does.
if (clickable)
{
row.GuiInput += (InputEvent e) =>
{
if (e is InputEventMouseButton mb && mb.Pressed && mb.ButtonIndex == MouseButton.Left)
Toggle(skill.JsonId, isChecked, required);
};
}
return row;
}
private void Toggle(string skillId, bool isCurrentlyChecked, int required)
{
var newChosen = new Godot.Collections.Array<string>(_draft.ChosenSkills);
if (isCurrentlyChecked)
{
newChosen.Remove(skillId);
}
else if (newChosen.Count < required)
{
newChosen.Add(skillId);
}
else
{
return; // already at the cap; no-op
}
_draft.Patch(new Godot.Collections.Dictionary
{
{ "chosen_skills", newChosen },
});
}
}