Files
TheriapolisV3/Theriapolis.Godot/Scenes/Steps/StepClass.cs
T
Christopher Wiebe 39117a09ed M6.17: Variant content + Sheep/Goat split + calling lore + uniform card layout
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>
2026-05-07 22:23:47 -07:00

148 lines
5.4 KiB
C#

using Godot;
using System.Linq;
using Theriapolis.Core.Data;
using Theriapolis.GodotHost.Scenes.Widgets;
using Theriapolis.GodotHost.UI;
namespace Theriapolis.GodotHost.Scenes.Steps;
/// <summary>
/// Step III — Calling. Direct port of <c>StepClass</c> in
/// <c>src/steps.jsx</c>: card per class showing hit die, primary
/// abilities, saves, and level-1 features (subclass-selection
/// stubs filtered out per the React prototype's contract). Class
/// change clears chosen skills and the previously-chosen subclass.
/// </summary>
public partial class StepClass : VBoxContainer, IStep
{
private CharacterDraft _draft = null!;
private GridContainer _grid = null!;
public void Bind(CharacterDraft draft)
{
_draft = draft;
// Defer Refresh so it runs after the click callback that triggered
// Changed completes (avoids the Free()-during-signal duplicate bug).
_draft.Changed += () => Callable.From(Refresh).CallDeferred();
Build();
}
public string? Validate() =>
string.IsNullOrEmpty(_draft?.ClassId) ? "Pick a calling." : null;
private void Build()
{
AddThemeConstantOverride("separation", 16);
var intro = new VBoxContainer();
intro.AddThemeConstantOverride("separation", 6);
AddChild(intro);
intro.AddChild(new Label { Text = "FOLIO III · CALLING", ThemeTypeVariation = "Eyebrow" });
intro.AddChild(new Label { Text = "Choose a Calling", ThemeTypeVariation = "H2" });
intro.AddChild(new Label
{
Text = "Your character's path — fighter, hunter, scholar, or something stranger. "
+ "The calling fixes your hit die, primary abilities, saving-throw "
+ "proficiencies, and the level-1 feature set you start play with.",
AutowrapMode = TextServer.AutowrapMode.WordSmart,
});
// Single-column layout matches StepClade / StepSpecies — each card
// spans the wizard's content width so the description text fits
// comfortably and the calling's tone lands before the mechanics.
_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 cls in CodexContent.Classes)
_grid.AddChild(BuildCard(cls));
}
private Control BuildCard(ClassDef cls)
{
bool selected = _draft.ClassId == cls.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)
{
// Class change: reset subclass + chosen skills, mirroring
// app.jsx's useEffect on classId.
_draft.Patch(new Godot.Collections.Dictionary
{
{ "class_id", cls.Id },
{ "subclass_id", "" },
{ "chosen_skills", new Godot.Collections.Array<string>() },
});
}
};
var box = new VBoxContainer { MouseFilter = MouseFilterEnum.Pass };
box.AddThemeConstantOverride("separation", 6);
card.AddChild(box);
box.AddChild(new Label { Text = cls.Name, ThemeTypeVariation = "CardName" });
box.AddChild(new Label
{
Text = $"d{cls.HitDie} · {string.Join("/", cls.PrimaryAbility)}",
ThemeTypeVariation = "CardMeta",
});
if (!string.IsNullOrEmpty(cls.Description))
{
box.AddChild(new Label
{
Text = cls.Description,
AutowrapMode = TextServer.AutowrapMode.WordSmart,
MouseFilter = Control.MouseFilterEnum.Pass,
});
}
if (cls.Saves.Length > 0)
{
var savesRow = new HBoxContainer();
savesRow.AddThemeConstantOverride("separation", 6);
box.AddChild(savesRow);
savesRow.AddChild(new Label { Text = "SAVES", ThemeTypeVariation = "Eyebrow" });
foreach (var s in cls.Saves)
savesRow.AddChild(new Label { Text = s, ThemeTypeVariation = "CardMeta" });
}
// Level-1 features. Filter out stubs and subclass-selection markers
// (the React prototype hides the subclass picker on the class card).
var lvl1 = cls.LevelTable.FirstOrDefault(e => e.Level == 1);
if (lvl1?.Features.Length > 0)
{
var featChips = new HFlowContainer { MouseFilter = MouseFilterEnum.Pass };
featChips.AddThemeConstantOverride("h_separation", 6);
featChips.AddThemeConstantOverride("v_separation", 4);
box.AddChild(featChips);
foreach (var fid in lvl1.Features)
{
if (!cls.FeatureDefinitions.TryGetValue(fid, out var fd)) continue;
if (fd.Kind == "stub" || fid.StartsWith("subclass_")) continue;
featChips.AddChild(new TraitChip
{
TraitName = fd.Name,
Description = fd.Description,
Tag = fd.Kind,
});
}
}
return card;
}
}