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TheriapolisV3/Theriapolis.Godot/Scenes/Wizard.cs
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using Godot;
namespace Theriapolis.GodotHost.Scenes;
/// <summary>
/// Character creation wizard shell. Mirrors <c>src/app.jsx</c> per
/// GODOT_PORTING_GUIDE.md §4: header + stepper + page (step + aside) +
/// nav bar. Owns the <see cref="CharacterDraft"/> resource and dispatches
/// each step's content into the StepHost.
///
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/// The codex Theme is applied at this root in <see cref="_Ready"/> and
/// cascades through every descendant — steps, Aside, popover layer.
/// </summary>
public partial class Wizard : Control
{
[Signal] public delegate void BackToTitleEventHandler();
/// <summary>Forwarded from <c>StepReview.CharacterConfirmed</c> so
/// the wizard's owner (TitleScreen / Main) can hand off to the
/// WorldGenProgressScreen without reaching into the step tree.</summary>
[Signal] public delegate void CharacterConfirmedEventHandler(UI.CharacterDraft draft);
private static readonly string[] StepKeys =
{ "clade", "species", "class", "subclass", "background", "stats", "skills", "review" };
private static readonly string[] StepNames =
{ "Clade", "Species", "Calling", "Subclass", "History", "Abilities", "Skills", "Sign" };
public UI.CharacterDraft Character { get; private set; } = null!;
private UI.Widgets.CodexStepper _stepper = null!;
private Control _stepHost = null!;
private Label _folioLabel = null!;
private Label _validation = null!;
private Label _navProgress = null!;
private Button _backBtn = null!;
private Button _nextBtn = null!;
// Scroll preservation: snapshot scroll position when the draft changes
// (which fires before the active step's Refresh tears down + rebuilds
// child nodes), then restore on the next _Process frame so the user
// doesn't get punted to the top of the page when selecting a card.
private ScrollContainer? _scroll;
private int _savedScroll = -1;
private bool _scrollPending;
private int _step;
private Steps.IStep? _activeStep;
private static readonly System.Type?[] StepTypes =
{
typeof(Steps.StepClade), // 0 Clade
typeof(Steps.StepSpecies), // 1 Species
typeof(Steps.StepClass), // 2 Calling
typeof(Steps.StepSubclass), // 3 Subclass
typeof(Steps.StepBackground), // 4 History
typeof(Steps.StepStats), // 5 Abilities
typeof(Steps.StepSkills), // 6 Skills
typeof(Steps.StepReview), // 7 Sign
};
public override void _Ready()
{
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Theme = UI.CodexTheme.Build();
// The wizard root is a Control, which paints nothing — without a
// backing Panel the viewport's default grey clear color shows
// through. Insert a Panel sized to the full rect so the theme's
// parchment Bg fills the canvas, then move it behind the existing
// children so it doesn't intercept mouse events.
var bg = new Panel
{
AnchorRight = 1,
AnchorBottom = 1,
MouseFilter = MouseFilterEnum.Ignore,
};
AddChild(bg);
MoveChild(bg, 0);
Character = new UI.CharacterDraft();
_stepper = GetNode<UI.Widgets.CodexStepper>("%Stepper");
_stepHost = GetNode<Control>("%StepHost");
_folioLabel = GetNode<Label>("%FolioLabel");
_validation = GetNode<Label>("%ValidationLabel");
_navProgress = GetNode<Label>("%NavProgress");
_backBtn = GetNode<Button>("%BackButton");
_nextBtn = GetNode<Button>("%NextButton");
_scroll = GetNode<ScrollContainer>("%Scroll");
var aside = GetNode<Aside>("%Aside");
aside.SetDraft(Character);
_stepper.StepClicked += OnStepperClicked;
_backBtn.Pressed += OnBackPressed;
_nextBtn.Pressed += OnNextPressed;
Character.Changed += UpdateChrome;
SwitchToStep(0);
}
// ──────────────────────────────────────────────────────────────────────
// Step lifecycle
private void SwitchToStep(int index)
{
if (index < 0 || index >= StepKeys.Length) return;
_step = index;
foreach (var c in _stepHost.GetChildren()) c.QueueFree();
_activeStep = null;
var t = StepTypes[index];
if (t is null)
{
_stepHost.AddChild(new Label
{
Text = $"{StepNames[index]} step — coming soon.",
});
}
else
{
var instance = (Steps.IStep)System.Activator.CreateInstance(t)!;
_activeStep = instance;
instance.Bind(Character);
_stepHost.AddChild((Control)instance);
// Forward the final-step confirmation upward so TitleScreen
// (or whatever shell owns the wizard) can swap to M7.1's
// WorldGenProgressScreen without coupling to the step tree.
if (instance is Steps.StepReview review)
review.CharacterConfirmed += draft =>
EmitSignal(SignalName.CharacterConfirmed, draft);
}
UpdateChrome();
}
private void OnStepperClicked(int index)
{
if (index <= _step) { SwitchToStep(index); return; }
// Forward jump requires every step in [0..index-1] satisfied — not
// just the current step. Otherwise picking a clade would let you
// skip straight to Abilities without picking species/calling/etc.
for (int i = 0; i < index; i++)
if (UI.WizardValidation.Validate(i, Character) is not null) return;
SwitchToStep(index);
}
private void OnBackPressed()
{
if (_step == 0) { EmitSignal(SignalName.BackToTitle); return; }
SwitchToStep(_step - 1);
}
private void OnNextPressed()
{
if (_step < StepKeys.Length - 1) SwitchToStep(_step + 1);
}
// ──────────────────────────────────────────────────────────────────────
// Chrome (header, stepper, nav-bar) refresh
private void UpdateChrome()
{
// Snapshot scroll BEFORE the active step's Refresh handler fires
// (it's the next subscriber in the Changed chain). The scroll
// position then survives the rebuild via _Process below.
if (_scroll is not null)
{
_savedScroll = _scroll.ScrollVertical;
if (_savedScroll > 0) _scrollPending = true;
}
_folioLabel.Text = $"Folio {Roman(_step + 1)} of VIII — {StepNames[_step]}";
// Validate via the static helper so stepper-state propagation and
// the active-step banner share one source of truth.
string? err = UI.WizardValidation.Validate(_step, Character);
bool valid = err is null;
_validation.Text = err ?? (_step == StepKeys.Length - 1 ? "Ready to sign" : "Folio complete");
_nextBtn.Disabled = !valid;
_nextBtn.Visible = _step < StepKeys.Length - 1;
_backBtn.Text = _step == 0 ? "← Title" : "← Back";
_navProgress.Text = $"{_step + 1} / {StepKeys.Length}";
RebuildStepperStates();
}
private void RebuildStepperStates()
{
// Mirrors app.jsx's lock semantics exactly: a step is Locked iff
// some EARLIER step's validator fails. Use FirstIncomplete to find
// the boundary, then state each step accordingly. This is what
// makes "pick a clade and skip straight to Abilities" impossible —
// any step after FirstIncomplete is Locked.
int firstIncomplete = UI.WizardValidation.FirstIncomplete(Character, StepNames.Length);
var states = new UI.Widgets.CodexStepper.StepState[StepNames.Length];
for (int i = 0; i < StepNames.Length; i++)
{
if (i == _step)
{
states[i] = UI.Widgets.CodexStepper.StepState.Active;
}
else if (i < _step)
{
// Already-visited step. Complete if it still validates,
// Locked if the user has since invalidated it (e.g. cleared
// a field). Locked variants past _step also show.
states[i] = UI.WizardValidation.Validate(i, Character) is null
? UI.Widgets.CodexStepper.StepState.Complete
: UI.Widgets.CodexStepper.StepState.Locked;
}
else
{
// Future step. Locked iff some earlier step is incomplete.
bool locked = firstIncomplete != -1 && firstIncomplete < i;
states[i] = locked
? UI.Widgets.CodexStepper.StepState.Locked
: UI.Widgets.CodexStepper.StepState.Pending;
}
}
_stepper.SetSteps(StepNames, states);
}
public override void _Process(double delta)
{
if (_scrollPending && _scroll is not null && IsInstanceValid(_scroll))
{
_scroll.ScrollVertical = _savedScroll;
}
_scrollPending = false;
}
private static string Roman(int n) => n switch
{
1 => "I", 2 => "II", 3 => "III", 4 => "IV",
5 => "V", 6 => "VI", 7 => "VII", 8 => "VIII",
_ => n.ToString(),
};
}