Files
TheriapolisV3/Theriapolis.Godot/UI/CharacterDraft.cs
T
Christopher Wiebe ee5439285c M6.1: Character creation wizard foundation (.tscn + Resource-based draft)
Pivots from M5's code-built UI to the editor-authorable .tscn pattern
recommended in GODOT_PORTING_GUIDE.md, after a session of fighting
Godot idioms with code-only layout. Default theme only; the parchment
Theme lands last per the guide's §12 build order so layout bugs surface
as layout bugs, not theming bugs.

GODOT_PORTING_GUIDE.md:
  Authored by Claude Design as the canonical port reference. Maps the
  React prototype's structure onto Godot 4.6 with concrete code sketches
  and a build-order recommendation. Drove the M6 architecture.

Fonts/:
  Cormorant Garamond (Medium + MediumItalic) and Crimson Pro (Regular +
  Italic + SemiBold) under OFL — the React prototype's serif-display
  and serif-body families. Not yet wired through CodexTheme.Build()
  because theming is deferred; CodexTheme.LoadFontFromFonts already
  picks them up automatically when the Theme pass lands.

Scenes/Wizard.tscn + Wizard.cs:
  Wizard shell per guide §4: codex-header (title + folio counter) +
  Stepper + Page (StepHost + Aside) + NavBar (Back / validation / Next).
  All node lookups via unique-name (%) syntax; layout authored as a
  scene file you can open in the editor. Step lifecycle drives the
  Aside via signal binding. Stepper logic mirrors app.jsx — locked
  iff some EARLIER step is unsatisfied; "type not yet implemented"
  doesn't lock.

Scenes/Aside.tscn + Aside.cs:
  Right-rail summary per guide §10. Single Refresh() rebuild on
  CharacterDraft.Changed; cheap enough not to bother with partial
  updates. Width 320 (was 380 before the layout overflow fix).

Scenes/Steps/IStep.cs + StepClade.cs:
  Per-step Bind(draft) + Validate() contract. StepClade renders the
  3-column clade card grid; click commits via CharacterDraft.Patch
  which triggers the Resource.Changed signal that Aside and Wizard
  both subscribe to.

UI/CharacterDraft.cs:
  Resource (not Node) per guide §2.1. Mirrors app.jsx's `state` shape
  exactly. Patch(dictionary) emits the inherited Resource.Changed
  signal — listeners use `draft.Changed += handler` regardless of
  which field changed. CodexContent provides lazy-loaded immutable
  content tables (Clades, Species, Classes, Subclasses, Backgrounds).

Main.{cs,tscn}: Node → Control
  When Main was a Node, Control children couldn't anchor to a real
  parent rect — they sat at (0,0) at intrinsic min size. With wide
  step content (3-column 200-px-card grid), the Wizard's min size
  pushed the navbar beyond the viewport's right edge, hiding the Next
  button on smaller windowed viewports. Making Main a full-rect-
  anchored Control gives child scenes a proper rect to lay out in.

UI/Widgets/CodexStepper.cs:
  Anchored the inner vbox to fill the button rect. Without this, the
  vbox sat at the button's top-left at intrinsic size and labels
  rendered in the corner — visible as the active-step label being
  off-center from the highlight bar.

Verified at 1152x720 windowed and (separately) at fullscreen:
  - 3-column card grid fits inside Wrap margins + Aside without
    horizontal overflow
  - Stepper labels centered under their highlight bars
  - Next button visible after clade selection; future steps switch
    to "coming soon" placeholder when clicked
  - Aside summary fills in CLADE block on selection

Closes M6.1.  Next per guide §12 build order: M6.2 — StepStats with
drag-drop (highest-risk piece, de-risk before easy steps).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-02 19:35:03 -07:00

107 lines
4.8 KiB
C#

using Godot;
using System.Collections.Generic;
using Theriapolis.Core.Data;
using Theriapolis.GodotHost.Platform;
namespace Theriapolis.GodotHost.UI;
/// <summary>
/// In-progress character record. Resource (not Node) per
/// GODOT_PORTING_GUIDE.md §2.1: serializable via ResourceSaver.save,
/// inspectable in the editor, doesn't need tree presence.
///
/// Mirrors <c>app.jsx</c>'s <c>state</c> shape — clade/species/class/etc.,
/// stat assignment, chosen skills, name. Mutate via <see cref="Patch"/> so
/// every change emits <see cref="Changed"/>; the Aside and Wizard listen
/// and re-render on that single signal.
/// </summary>
[GlobalClass]
public partial class CharacterDraft : Resource
{
// NB: Resource defines its own `Changed` signal (emitted via EmitChanged()).
// We piggyback on it instead of declaring our own to avoid a name clash —
// listeners do `draft.Changed += ...` exactly the same way either way.
[Export] public string CladeId { get; set; } = "";
[Export] public string SpeciesId { get; set; } = "";
[Export] public string ClassId { get; set; } = "";
[Export] public string SubclassId { get; set; } = "";
[Export] public string BackgroundId { get; set; } = "";
/// <summary>"array" or "roll" — assignment method for ability scores.</summary>
[Export] public string StatMethod { get; set; } = "array";
[Export] public Godot.Collections.Array<int> StatPool { get; set; }
= new() { 15, 14, 13, 12, 10, 8 };
[Export] public Godot.Collections.Dictionary StatAssign { get; set; } = new();
[Export] public Godot.Collections.Array<string> ChosenSkills { get; set; } = new();
[Export] public string CharacterName { get; set; } = "";
/// <summary>
/// Mutate one or more fields, then emit Changed once. Mirrors
/// the JS prototype's <c>set(patch)</c> from app.jsx.
/// </summary>
public void Patch(Godot.Collections.Dictionary patch)
{
foreach (var key in patch.Keys)
{
string k = (string)key;
switch (k)
{
case "clade_id": CladeId = (string)patch[key]; break;
case "species_id": SpeciesId = (string)patch[key]; break;
case "class_id": ClassId = (string)patch[key]; break;
case "subclass_id": SubclassId = (string)patch[key]; break;
case "background_id": BackgroundId = (string)patch[key]; break;
case "stat_method": StatMethod = (string)patch[key]; break;
case "stat_pool": StatPool = (Godot.Collections.Array<int>)patch[key]; break;
case "stat_assign": StatAssign = (Godot.Collections.Dictionary)patch[key]; break;
case "chosen_skills": ChosenSkills = (Godot.Collections.Array<string>)patch[key]; break;
case "character_name":CharacterName = (string)patch[key]; break;
default:
GD.PushWarning($"[CharacterDraft] unknown patch key: {k}");
break;
}
}
EmitChanged();
}
}
/// <summary>
/// Lazy-loaded immutable content tables. Replaces the React prototype's
/// data.jsx + autoload Content per GODOT_PORTING_GUIDE.md §2.2 — same
/// purpose, idiomatic C#.
/// </summary>
public static class CodexContent
{
private static CladeDef[]? _clades;
private static SpeciesDef[]? _species;
private static ClassDef[]? _classes;
private static SubclassDef[]? _subclasses;
private static BackgroundDef[]? _backgrounds;
public static CladeDef[] Clades => _clades ??= Load(l => l.LoadClades());
public static SpeciesDef[] Species => _species ??= Load(l => l.LoadSpecies(Clades));
public static ClassDef[] Classes => _classes ??= Load(l => l.LoadClasses());
public static SubclassDef[] Subclasses => _subclasses ??= Load(l => l.LoadSubclasses(Classes));
public static BackgroundDef[] Backgrounds => _backgrounds ??= Load(l => l.LoadBackgrounds());
public static CladeDef? Clade(string id) => System.Array.Find(Clades, c => c.Id == id);
public static SpeciesDef? SpeciesById(string id) => System.Array.Find(Species, s => s.Id == id);
public static ClassDef? Class(string id) => System.Array.Find(Classes, c => c.Id == id);
public static BackgroundDef? Background(string id) => System.Array.Find(Backgrounds, b => b.Id == id);
public static IEnumerable<SpeciesDef> SpeciesOfClade(string cladeId)
{
foreach (var s in Species)
if (string.Equals(s.CladeId, cladeId, System.StringComparison.OrdinalIgnoreCase))
yield return s;
}
private static T Load<T>(System.Func<Theriapolis.Core.Data.ContentLoader, T> fn)
{
var loader = new Theriapolis.Core.Data.ContentLoader(ContentPaths.DataDir);
return fn(loader);
}
}