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>
148 lines
5.4 KiB
C#
148 lines
5.4 KiB
C#
using Godot;
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using System.Linq;
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using Theriapolis.Core.Data;
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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 III — Calling. Direct port of <c>StepClass</c> in
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/// <c>src/steps.jsx</c>: card per class showing hit die, primary
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/// abilities, saves, and level-1 features (subclass-selection
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/// stubs filtered out per the React prototype's contract). Class
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/// change clears chosen skills and the previously-chosen subclass.
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/// </summary>
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public partial class StepClass : VBoxContainer, IStep
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{
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private CharacterDraft _draft = null!;
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private GridContainer _grid = null!;
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public void Bind(CharacterDraft draft)
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{
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_draft = draft;
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// Defer Refresh so it runs after the click callback that triggered
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// Changed completes (avoids the Free()-during-signal duplicate bug).
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_draft.Changed += () => Callable.From(Refresh).CallDeferred();
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Build();
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}
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public string? Validate() =>
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string.IsNullOrEmpty(_draft?.ClassId) ? "Pick a calling." : null;
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private void Build()
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{
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AddThemeConstantOverride("separation", 16);
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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 III · CALLING", ThemeTypeVariation = "Eyebrow" });
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intro.AddChild(new Label { Text = "Choose a Calling", ThemeTypeVariation = "H2" });
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intro.AddChild(new Label
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{
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Text = "Your character's path — fighter, hunter, scholar, or something stranger. "
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+ "The calling fixes your hit die, primary abilities, saving-throw "
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+ "proficiencies, and the level-1 feature set you start play with.",
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AutowrapMode = TextServer.AutowrapMode.WordSmart,
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});
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// Single-column layout matches StepClade / StepSpecies — each card
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// spans the wizard's content width so the description text fits
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// comfortably and the calling's tone lands before the mechanics.
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_grid = new GridContainer { Columns = 1, SizeFlagsHorizontal = SizeFlags.ExpandFill };
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_grid.AddThemeConstantOverride("v_separation", 12);
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AddChild(_grid);
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Refresh();
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}
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private void Refresh()
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{
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if (_grid is null) return;
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foreach (var c in _grid.GetChildren()) c.QueueFree();
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foreach (var cls in CodexContent.Classes)
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_grid.AddChild(BuildCard(cls));
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}
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private Control BuildCard(ClassDef cls)
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{
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bool selected = _draft.ClassId == cls.Id;
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var card = CodexCard.Make();
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card.SizeFlagsHorizontal = Control.SizeFlags.ExpandFill;
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CodexCard.SetSelected(card, selected);
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card.GuiInput += (InputEvent e) =>
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{
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if (e is InputEventMouseButton mb && mb.Pressed && mb.ButtonIndex == MouseButton.Left)
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{
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// Class change: reset subclass + chosen skills, mirroring
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// app.jsx's useEffect on classId.
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_draft.Patch(new Godot.Collections.Dictionary
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{
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{ "class_id", cls.Id },
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{ "subclass_id", "" },
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{ "chosen_skills", new Godot.Collections.Array<string>() },
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});
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}
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};
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var box = new VBoxContainer { MouseFilter = MouseFilterEnum.Pass };
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box.AddThemeConstantOverride("separation", 6);
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card.AddChild(box);
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box.AddChild(new Label { Text = cls.Name, ThemeTypeVariation = "CardName" });
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box.AddChild(new Label
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{
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Text = $"d{cls.HitDie} · {string.Join("/", cls.PrimaryAbility)}",
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ThemeTypeVariation = "CardMeta",
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});
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if (!string.IsNullOrEmpty(cls.Description))
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{
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box.AddChild(new Label
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{
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Text = cls.Description,
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AutowrapMode = TextServer.AutowrapMode.WordSmart,
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MouseFilter = Control.MouseFilterEnum.Pass,
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});
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}
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if (cls.Saves.Length > 0)
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{
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var savesRow = new HBoxContainer();
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savesRow.AddThemeConstantOverride("separation", 6);
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box.AddChild(savesRow);
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savesRow.AddChild(new Label { Text = "SAVES", ThemeTypeVariation = "Eyebrow" });
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foreach (var s in cls.Saves)
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savesRow.AddChild(new Label { Text = s, ThemeTypeVariation = "CardMeta" });
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}
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// Level-1 features. Filter out stubs and subclass-selection markers
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// (the React prototype hides the subclass picker on the class card).
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var lvl1 = cls.LevelTable.FirstOrDefault(e => e.Level == 1);
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if (lvl1?.Features.Length > 0)
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{
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var featChips = new HFlowContainer { MouseFilter = MouseFilterEnum.Pass };
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featChips.AddThemeConstantOverride("h_separation", 6);
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featChips.AddThemeConstantOverride("v_separation", 4);
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box.AddChild(featChips);
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foreach (var fid in lvl1.Features)
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{
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if (!cls.FeatureDefinitions.TryGetValue(fid, out var fd)) continue;
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if (fd.Kind == "stub" || fid.StartsWith("subclass_")) continue;
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featChips.AddChild(new TraitChip
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{
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TraitName = fd.Name,
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Description = fd.Description,
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Tag = fd.Kind,
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});
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}
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}
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return card;
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}
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}
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