80 lines
3.2 KiB
C#
80 lines
3.2 KiB
C#
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namespace Theriapolis.GodotHost.UI;
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/// <summary>
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/// Per-step validation against a CharacterDraft. Mirrors <c>app.jsx</c>'s
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/// <c>validate(i)</c> exactly: returns null when step <c>i</c>'s
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/// requirements are met, or a short error message otherwise. Static so
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/// the Wizard can ask "is step N satisfied?" without instantiating each
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/// step's UI — needed to compute Locked/Pending states across the whole
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/// flow, not just the current step.
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///
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/// React prototype's app.jsx logic:
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/// firstIncomplete = STEPS.findIndex(j => validate(j));
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/// locked = i > step && firstIncomplete !== -1 && firstIncomplete < i;
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///
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/// (i.e. a step is locked iff some EARLIER step fails its validator).
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/// </summary>
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public static class WizardValidation
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{
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public static string? Validate(int step, CharacterDraft draft) => step switch
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{
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0 => ValidateClade(draft),
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1 => ValidateSpecies(draft),
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2 => string.IsNullOrEmpty(draft.ClassId) ? "Pick a calling." : null,
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3 => string.IsNullOrEmpty(draft.SubclassId) ? "Pick a subclass." : null,
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4 => string.IsNullOrEmpty(draft.BackgroundId) ? "Pick a history." : null,
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5 => draft.StatAssign.Count == 6
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? null
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: $"Assign all six abilities ({draft.StatAssign.Count}/6).",
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6 => ValidateSkills(draft),
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7 => string.IsNullOrWhiteSpace(draft.CharacterName) ? "Enter a name." : null,
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_ => null,
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};
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private static string? ValidateClade(CharacterDraft draft)
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{
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if (draft.IsHybrid)
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{
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if (string.IsNullOrEmpty(draft.SireCladeId)) return "Pick a sire clade.";
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if (string.IsNullOrEmpty(draft.DamCladeId)) return "Pick a dam clade.";
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if (draft.SireCladeId == draft.DamCladeId)
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return "Sire and dam must be different clades.";
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return null;
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}
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return string.IsNullOrEmpty(draft.CladeId) ? "Pick a clade." : null;
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}
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private static string? ValidateSpecies(CharacterDraft draft)
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{
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if (draft.IsHybrid)
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{
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if (string.IsNullOrEmpty(draft.SireSpeciesId)) return "Pick a sire species.";
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if (string.IsNullOrEmpty(draft.DamSpeciesId)) return "Pick a dam species.";
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return null;
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}
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return string.IsNullOrEmpty(draft.SpeciesId) ? "Pick a species." : null;
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}
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private static string? ValidateSkills(CharacterDraft draft)
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{
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var cls = CodexContent.Class(draft.ClassId);
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int need = cls?.SkillsChoose ?? 0;
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int got = draft.ChosenSkills.Count;
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if (need == 0) return null; // class has no skill picks (shouldn't happen, defensive)
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if (got == need) return null;
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return $"Pick {need} skill{(need == 1 ? "" : "s")} ({got}/{need}).";
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}
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/// <summary>
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/// Index of the lowest step whose validator currently fails, or -1 when
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/// every step is satisfied. The forward-lock rule is: a step <c>i</c>
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/// after the current step is locked iff <c>FirstIncomplete < i</c>.
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/// </summary>
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public static int FirstIncomplete(CharacterDraft draft, int stepCount = 8)
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{
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for (int i = 0; i < stepCount; i++)
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if (Validate(i, draft) is not null) return i;
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return -1;
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}
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}
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