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>
392 lines
15 KiB
C#
392 lines
15 KiB
C#
using Godot;
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using System.Collections.Generic;
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using System.Linq;
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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 V — Abilities. Direct port of <c>StepStats</c> in
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/// <c>src/steps.jsx</c> per GODOT_PORTING_GUIDE.md §7.4: pool of 6
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/// dice, 6 ability slots, drag-and-drop assignment with pool→slot,
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/// slot→slot (swap), and slot→pool semantics.
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///
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/// Two methods supported (CharacterDraft.StatMethod): "array" uses the
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/// standard array [15, 14, 13, 12, 10, 8]; "roll" generates each pool
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/// value as a 4d6-drop-lowest roll. A Reroll button is exposed in roll
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/// mode. Auto-assign sorts the remaining pool descending and places the
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/// largest values into the empty slots ordered by class primary
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/// abilities first.
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///
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/// The step rebuilds the entire token tree on each Changed signal, so
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/// drag handlers just compute the new state and call Patch — no manual
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/// reparenting.
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/// </summary>
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public partial class StepStats : VBoxContainer, IStep
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{
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private static readonly string[] Abilities =
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{ "STR", "DEX", "CON", "INT", "WIS", "CHA" };
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private static readonly System.Random Rng = new();
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private CharacterDraft _draft = null!;
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private AbilityPool _pool = null!;
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private readonly Dictionary<string, AbilitySlot> _slots = new();
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private readonly Dictionary<string, TraitChip> _bonusChips = new();
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private readonly Dictionary<string, Label> _finalLabels = new();
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private readonly Dictionary<string, Label> _dModLabels = new();
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private Button _arrayBtn = null!;
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private Button _rollBtn = null!;
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private Button _rerollBtn = null!;
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private Button _autoBtn = 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 += Refresh;
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Build();
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}
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public string? Validate()
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{
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int n = _draft?.StatAssign.Count ?? 0;
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return n == 6 ? null : $"Assign all six abilities ({n}/6).";
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}
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private void Build()
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{
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AddThemeConstantOverride("separation", 18);
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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 VI · ABILITIES", ThemeTypeVariation = "Eyebrow" });
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intro.AddChild(new Label { Text = "Assign your Ability Scores", ThemeTypeVariation = "H2" });
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intro.AddChild(new Label
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{
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Text = "Pick a method, then drag a value from the pool into one of the six "
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+ "ability slots. Drag between slots to swap, or drag back to the "
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+ "pool to unassign. Auto Assign places the remaining pool into the "
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+ "empty slots, prioritising your calling's primary abilities.",
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AutowrapMode = TextServer.AutowrapMode.WordSmart,
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});
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// Method + action toolbar
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var toolbar = new HBoxContainer();
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toolbar.AddThemeConstantOverride("separation", 12);
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AddChild(toolbar);
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_arrayBtn = new Button { Text = "Standard Array" };
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_arrayBtn.Pressed += () => SwitchMethod("array");
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toolbar.AddChild(_arrayBtn);
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_rollBtn = new Button { Text = "Roll 4d6 (drop lowest)" };
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_rollBtn.Pressed += () => SwitchMethod("roll");
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toolbar.AddChild(_rollBtn);
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var spacer = new Control { SizeFlagsHorizontal = SizeFlags.ExpandFill };
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toolbar.AddChild(spacer);
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_rerollBtn = new Button { Text = "Reroll" };
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_rerollBtn.Pressed += Reroll;
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toolbar.AddChild(_rerollBtn);
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_autoBtn = new Button { Text = "Auto Assign" };
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_autoBtn.Pressed += AutoAssign;
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toolbar.AddChild(_autoBtn);
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var poolBox = new VBoxContainer();
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poolBox.AddThemeConstantOverride("separation", 6);
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AddChild(poolBox);
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poolBox.AddChild(new Label { Text = "AVAILABLE" });
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_pool = new AbilityPool();
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_pool.Dropped += OnPoolDropped;
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poolBox.AddChild(_pool);
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var slotsBox = new VBoxContainer();
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slotsBox.AddThemeConstantOverride("separation", 8);
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AddChild(slotsBox);
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slotsBox.AddChild(new Label { Text = "ABILITIES" });
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foreach (var ab in Abilities)
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{
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string captured = ab; // capture for the closure below
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var row = new HBoxContainer();
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row.AddThemeConstantOverride("separation", 12);
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slotsBox.AddChild(row);
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row.AddChild(new Label
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{
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Text = captured,
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CustomMinimumSize = new Vector2(64, 0),
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VerticalAlignment = VerticalAlignment.Center,
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});
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var slot = new AbilitySlot { Ability = captured };
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slot.Dropped += (Godot.Collections.Dictionary payload)
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=> HandleSlotDrop(payload, captured);
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_slots[captured] = slot;
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row.AddChild(slot);
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// Bonus chip — hover for the per-source breakdown.
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var bonus = new TraitChip { TraitName = "+0", Description = "" };
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bonus.CustomMinimumSize = new Vector2(56, 0);
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_bonusChips[captured] = bonus;
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row.AddChild(bonus);
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// Final score (= base + total bonus). Sized to match the
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// AbilityToken numeric label so the 'before / after' values
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// read at the same visual weight.
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var finalLbl = new Label
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{
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Text = "—",
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CustomMinimumSize = new Vector2(56, 0),
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HorizontalAlignment = HorizontalAlignment.Right,
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VerticalAlignment = VerticalAlignment.Center,
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};
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finalLbl.AddThemeFontSizeOverride("font_size", 22);
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_finalLabels[captured] = finalLbl;
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row.AddChild(finalLbl);
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// d20 modifier from final score.
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var dModLbl = new Label
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{
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Text = "",
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CustomMinimumSize = new Vector2(48, 0),
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HorizontalAlignment = HorizontalAlignment.Right,
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VerticalAlignment = VerticalAlignment.Center,
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};
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_dModLabels[captured] = dModLbl;
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row.AddChild(dModLbl);
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}
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Refresh();
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}
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// ──────────────────────────────────────────────────────────────────────
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// Refresh — rebuild token children from CharacterDraft state.
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private void Refresh()
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{
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if (_pool is null) return;
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// Scroll preservation now handled centrally by Wizard.UpdateChrome
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// / Wizard._Process, which snapshots before this Refresh fires.
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// Toolbar reflects current method and assignment state.
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bool isRoll = _draft.StatMethod == "roll";
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_rerollBtn.Visible = isRoll;
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_arrayBtn.Disabled = !isRoll; // greyed when already on Array
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_rollBtn.Disabled = isRoll; // greyed when already on Roll
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_autoBtn.Disabled = _draft.StatPool.Count == 0;
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// Pool: one token per StatPool entry. Free() (synchronous) so old
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// children disappear *before* AddChild runs and the layout pass
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// doesn't see a transient doubled-content state.
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foreach (var c in _pool.GetChildren()) c.Free();
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for (int i = 0; i < _draft.StatPool.Count; i++)
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{
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var token = new AbilityToken
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{
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Value = _draft.StatPool[i],
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Origin = "pool",
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OriginPoolIdx = i,
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};
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_pool.AddChild(token);
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}
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// Bonus / final / d20 mod per ability — updated in place from the
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// computed mod sources so the row stays stable across drops.
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foreach (var ab in Abilities)
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{
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int bonus = AbilityCalc.TotalBonus(ab, _draft);
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int baseScore = AbilityCalc.BaseScore(ab, _draft);
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int final = baseScore + bonus;
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int dMod = AbilityCalc.D20Modifier(final);
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_bonusChips[ab].SetTrait(
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AbilityCalc.FormatSigned(bonus),
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AbilityCalc.FormatBreakdown(AbilityCalc.Sources(ab, _draft)),
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tag: "bonus");
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_finalLabels[ab].Text = baseScore == 0 ? "—" : final.ToString();
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_dModLabels[ab].Text = baseScore == 0 ? "" : AbilityCalc.FormatSigned(dMod);
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}
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// Slots: token if assigned, otherwise dash placeholder.
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foreach (var (ab, slot) in _slots)
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{
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foreach (var c in slot.GetChildren()) c.Free();
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if (_draft.StatAssign.ContainsKey(ab))
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{
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int v = (int)_draft.StatAssign[ab];
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var token = new AbilityToken
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{
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Value = v,
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Origin = "slot",
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OriginAbility = ab,
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};
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slot.AddChild(token);
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}
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else
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{
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slot.AddChild(new Label
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{
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Text = "—",
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HorizontalAlignment = HorizontalAlignment.Center,
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VerticalAlignment = VerticalAlignment.Center,
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});
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}
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}
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}
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// ──────────────────────────────────────────────────────────────────────
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// Drop handlers — compute new state and Patch.
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// Mirrors handleDrop / dropToPool in steps.jsx exactly.
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private void HandleSlotDrop(Godot.Collections.Dictionary payload, string destAbility)
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{
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var pool = _draft.StatPool.Duplicate();
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var assign = (Godot.Collections.Dictionary)_draft.StatAssign.Duplicate();
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string from = payload["from"].AsString();
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int value = payload["value"].AsInt32();
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if (from == "pool")
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{
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// pool → slot
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int idx = payload["idx"].AsInt32();
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if (assign.ContainsKey(destAbility))
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{
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// Bump the existing slot value back to the pool.
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pool.Add((int)assign[destAbility]);
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}
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if (idx >= 0 && idx < pool.Count) pool.RemoveAt(idx);
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assign[destAbility] = value;
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}
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else if (from == "slot")
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{
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string srcAbility = payload["ability"].AsString();
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if (srcAbility == destAbility) return;
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// Swap if dest is filled, otherwise move.
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if (assign.ContainsKey(destAbility))
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{
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var dstV = assign[destAbility];
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assign[srcAbility] = dstV;
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}
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else
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{
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assign.Remove(srcAbility);
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}
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assign[destAbility] = value;
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}
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_draft.Patch(new Godot.Collections.Dictionary
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{
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{ "stat_pool", pool },
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{ "stat_assign", assign },
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});
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}
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// ──────────────────────────────────────────────────────────────────────
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// Method switch + roll + auto-assign
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private void SwitchMethod(string method)
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{
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var pool = method == "roll" ? RollSixSet() : ArrayPool();
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_draft.Patch(new Godot.Collections.Dictionary
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{
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{ "stat_method", method },
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{ "stat_pool", pool },
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{ "stat_assign", new Godot.Collections.Dictionary() },
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});
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}
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private void Reroll()
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{
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if (_draft.StatMethod != "roll") return;
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_draft.Patch(new Godot.Collections.Dictionary
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{
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{ "stat_pool", RollSixSet() },
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{ "stat_assign", new Godot.Collections.Dictionary() },
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});
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}
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private void AutoAssign()
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{
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if (_draft.StatPool.Count == 0) return;
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// Empty slots, ordered DESCENDING by their clade+species bonus —
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// highest pool value goes to the ability with the highest bonus
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// already coming in, maximising the final score on each. Ties
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// broken by class.PrimaryAbility order.
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var cls = CodexContent.Class(_draft.ClassId);
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var primary = cls?.PrimaryAbility ?? System.Array.Empty<string>();
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var emptyAbilities = Abilities
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.Where(a => !_draft.StatAssign.ContainsKey(a))
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.OrderByDescending(a => AbilityCalc.TotalBonus(a, _draft))
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.ThenBy(a =>
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{
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int idx = System.Array.IndexOf(primary, a);
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return idx < 0 ? 99 : idx;
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})
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.ToList();
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// Pool sorted descending — biggest values go to highest priority.
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var sortedPool = _draft.StatPool.OrderByDescending(v => v).ToList();
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var assign = (Godot.Collections.Dictionary)_draft.StatAssign.Duplicate();
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var newPool = new Godot.Collections.Array<int>();
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for (int i = 0; i < sortedPool.Count; i++)
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{
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if (i < emptyAbilities.Count) assign[emptyAbilities[i]] = sortedPool[i];
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else newPool.Add(sortedPool[i]);
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}
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_draft.Patch(new Godot.Collections.Dictionary
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{
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{ "stat_pool", newPool },
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{ "stat_assign", assign },
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});
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}
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private static Godot.Collections.Array<int> ArrayPool() =>
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new() { 15, 14, 13, 12, 10, 8 };
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private static Godot.Collections.Array<int> RollSixSet()
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{
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var pool = new Godot.Collections.Array<int>();
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for (int i = 0; i < 6; i++) pool.Add(RollFourDropLowest());
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return pool;
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}
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private static int RollFourDropLowest()
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{
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// 4d6, drop lowest, sum the rest. Range [3, 18].
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int[] rolls = new int[4];
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for (int i = 0; i < 4; i++) rolls[i] = Rng.Next(1, 7);
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System.Array.Sort(rolls);
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return rolls[1] + rolls[2] + rolls[3];
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}
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// ──────────────────────────────────────────────────────────────────────
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private void OnPoolDropped(Godot.Collections.Dictionary payload)
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{
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if (payload["from"].AsString() != "slot") return;
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var assign = (Godot.Collections.Dictionary)_draft.StatAssign.Duplicate();
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var pool = _draft.StatPool.Duplicate();
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string ability = payload["ability"].AsString();
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if (!assign.ContainsKey(ability)) return;
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int v = (int)assign[ability];
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assign.Remove(ability);
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pool.Add(v);
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_draft.Patch(new Godot.Collections.Dictionary
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{
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{ "stat_pool", pool },
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{ "stat_assign", assign },
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});
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}
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}
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