39117a09ed
Species variants populated against the M6.13 schema: - Lion-Folk sex axis: Mane Guard (male) / Huntress Reflexes (female, +5 ft speed + advantage on initiative). - Elk-Folk sex axis: Antler Combat with 10 ft reach when full rack (male, retains seasonal Antler Drag) / Kick (female, prone on crit). Base traits restored to doc canon: Herd Coordination (Help → +3) + Endurance Runner (40 ft + advantage CON vs forced march); base speed bumped 30 → 40; new base detriment Herd Instinct. Ram-Folk replaced with separate Sheep-Folk + Goat-Folk species rather than a lineage-axis variant on a single Ram entry. Bovidae now has 4 species. The lineage-axis toggle UI in StepSpecies BuildCard rolled back; the schema stays for sex-axis (Lion/Elk) which auto-resolves. ContentLoadTests + HybridCharacterTests updated; Size.cs comment too. Calling lore: ClassDef gains Description; classes.json populated for all 8 callings with the doc's italic blockquote + paragraph profile. StepClass surfaces the description on the card. Card layout uniformity: StepClass / StepSubclass / StepBackground all switched to single-column ExpandFill grids (matching StepClade / StepSpecies). Each card now spans the wizard's content width so the description and feature chips have room to breathe. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
124 lines
4.4 KiB
C#
124 lines
4.4 KiB
C#
using Godot;
|
|
using Theriapolis.Core.Data;
|
|
using Theriapolis.GodotHost.Scenes.Widgets;
|
|
using Theriapolis.GodotHost.UI;
|
|
|
|
namespace Theriapolis.GodotHost.Scenes.Steps;
|
|
|
|
/// <summary>
|
|
/// Step V — History. Direct port of <c>StepBackground</c> in
|
|
/// <c>src/steps.jsx</c>: card per background showing flavor, granted
|
|
/// skill / tool proficiencies, and a unique feature with a description
|
|
/// popover.
|
|
/// </summary>
|
|
public partial class StepBackground : VBoxContainer, IStep
|
|
{
|
|
private CharacterDraft _draft = null!;
|
|
private GridContainer _grid = null!;
|
|
|
|
public void Bind(CharacterDraft draft)
|
|
{
|
|
_draft = draft;
|
|
_draft.Changed += () => Callable.From(Refresh).CallDeferred();
|
|
Build();
|
|
}
|
|
|
|
public string? Validate() =>
|
|
string.IsNullOrEmpty(_draft?.BackgroundId) ? "Pick a history." : null;
|
|
|
|
private void Build()
|
|
{
|
|
AddThemeConstantOverride("separation", 16);
|
|
|
|
var intro = new VBoxContainer();
|
|
intro.AddThemeConstantOverride("separation", 6);
|
|
AddChild(intro);
|
|
intro.AddChild(new Label { Text = "FOLIO V · HISTORY", ThemeTypeVariation = "Eyebrow" });
|
|
intro.AddChild(new Label { Text = "Choose a History", ThemeTypeVariation = "H2" });
|
|
intro.AddChild(new Label
|
|
{
|
|
Text = "Where your character came from before the wandering began. "
|
|
+ "History grants extra skill and tool proficiencies and a unique "
|
|
+ "feature that resolves in-fiction more often than in combat.",
|
|
AutowrapMode = TextServer.AutowrapMode.WordSmart,
|
|
});
|
|
|
|
_grid = new GridContainer { Columns = 1, SizeFlagsHorizontal = SizeFlags.ExpandFill };
|
|
_grid.AddThemeConstantOverride("v_separation", 12);
|
|
AddChild(_grid);
|
|
|
|
Refresh();
|
|
}
|
|
|
|
private void Refresh()
|
|
{
|
|
if (_grid is null) return;
|
|
foreach (var c in _grid.GetChildren()) c.QueueFree();
|
|
foreach (var bg in CodexContent.Backgrounds)
|
|
{
|
|
if (!BackgroundAvailability.IsAvailable(bg.Id, _draft)) continue;
|
|
_grid.AddChild(BuildCard(bg));
|
|
}
|
|
}
|
|
|
|
private Control BuildCard(BackgroundDef bg)
|
|
{
|
|
bool selected = _draft.BackgroundId == bg.Id;
|
|
|
|
var card = CodexCard.Make();
|
|
card.SizeFlagsHorizontal = Control.SizeFlags.ExpandFill;
|
|
CodexCard.SetSelected(card, selected);
|
|
|
|
card.GuiInput += (InputEvent e) =>
|
|
{
|
|
if (e is InputEventMouseButton mb && mb.Pressed && mb.ButtonIndex == MouseButton.Left)
|
|
_draft.Patch(new Godot.Collections.Dictionary { { "background_id", bg.Id } });
|
|
};
|
|
|
|
var box = new VBoxContainer { MouseFilter = MouseFilterEnum.Pass };
|
|
box.AddThemeConstantOverride("separation", 6);
|
|
card.AddChild(box);
|
|
|
|
box.AddChild(new Label { Text = bg.Name, ThemeTypeVariation = "CardName" });
|
|
if (!string.IsNullOrEmpty(bg.Flavor))
|
|
{
|
|
box.AddChild(new Label
|
|
{
|
|
Text = bg.Flavor,
|
|
AutowrapMode = TextServer.AutowrapMode.WordSmart,
|
|
ThemeTypeVariation = "CardBody",
|
|
});
|
|
}
|
|
|
|
// Skill + tool prof chips.
|
|
if (bg.SkillProficiencies.Length > 0 || bg.ToolProficiencies.Length > 0)
|
|
{
|
|
var profs = new HFlowContainer { MouseFilter = MouseFilterEnum.Pass };
|
|
profs.AddThemeConstantOverride("h_separation", 6);
|
|
profs.AddThemeConstantOverride("v_separation", 4);
|
|
box.AddChild(profs);
|
|
|
|
foreach (var s in bg.SkillProficiencies)
|
|
profs.AddChild(new TraitChip { TraitName = s, Description = "Skill proficiency", Tag = "skill" });
|
|
foreach (var t in bg.ToolProficiencies)
|
|
profs.AddChild(new TraitChip { TraitName = t, Description = "Tool proficiency", Tag = "tool" });
|
|
}
|
|
|
|
// Background feature — chip whose popover shows the description.
|
|
if (!string.IsNullOrEmpty(bg.FeatureName))
|
|
{
|
|
var featRow = new HBoxContainer();
|
|
featRow.AddThemeConstantOverride("separation", 6);
|
|
box.AddChild(featRow);
|
|
featRow.AddChild(new Label { Text = "FEATURE", ThemeTypeVariation = "Eyebrow" });
|
|
featRow.AddChild(new TraitChip
|
|
{
|
|
TraitName = bg.FeatureName,
|
|
Description = bg.FeatureDescription,
|
|
});
|
|
}
|
|
|
|
return card;
|
|
}
|
|
}
|