M6.4: Card-grid steps + hybrid origin + clade-restricted backgrounds
Per GODOT_PORTING_GUIDE.md §12, the four "easy" card-grid steps land
together (Species / Calling / Subclass / History), plus three real
features that emerged during testing: cross-step validation gating,
hybrid origin, and clade-restricted background availability.
New step files (Scenes/Steps/):
StepSpecies.cs — cards filtered by clade; for hybrids shows two
stacked grids (Sire / Dam).
StepClass.cs — all classes; class change clears chosen skills
and the previously-selected subclass.
StepSubclass.cs — subclasses filtered by ClassDef.SubclassIds.
StepBackground.cs — backgrounds filtered by hybrid + clade rules
(see below).
UI/WizardValidation.cs (new):
Static per-step validators against CharacterDraft. Replaces the
per-instance Validate() route on the wizard side — Wizard now
computes the lock state for every step in the flow, not just the
current one. Mirrors app.jsx's firstIncomplete rule exactly.
Bug it fixes: previously the wizard checked only the current step's
validity, so picking a clade let you skip directly to Abilities
without picking species/calling/etc.
UI/CharacterDraft.cs:
Phase 6.5 hybrid fields — IsHybrid, SireCladeId, SireSpeciesId,
DamCladeId, DamSpeciesId, DominantParent. EffectiveCladeId /
EffectiveSpeciesId resolve to the dominant parent's lineage when
hybrid; downstream steps don't need to care which path. Helpers
HasClade(id) and HasAnyCladeOfKind(kind) feed the background
availability rules.
StepClade.cs:
Hybrid toggle splits the picker into Sire + Dam grids with a
Dominant Lineage radio. Validation refuses same-clade Sire+Dam.
Switched to build-once + mutate-in-place: cards are created once
during Build(), Refresh just updates Modulate per selection state.
Tearing down + rebuilding inside the click callback caused
duplicates because Free() defers when the freed node is mid-signal.
StepBackground.cs:
Availability rules table — predicates per restricted background id.
Hybrid-only: passer, hybrid_underground, former_chattel.
Clade-restricted: warren_runner (Leporidae), pack_raised (Canidae),
herd_city_born (any prey clade).
Hybrids match if either parent satisfies the rule.
Other steps (Species/Class/Subclass/Background):
Refresh dispatched via Callable.From(Refresh).CallDeferred() so the
rebuild runs after the click handler completes — same Free()-during-
signal bug as StepClade hit, fixed via deferral instead of mutate-
in-place because the card lists are dynamic (clade- / class- /
hybrid-flag-dependent).
Wizard.cs:
- RebuildStepperStates uses WizardValidation.FirstIncomplete to lock
every step past the first unsatisfied one.
- OnStepperClicked checks every step in [0..target-1].
- UpdateChrome's banner uses WizardValidation for the active step.
- Scroll preservation moved here (snapshot before step.Refresh
fires, restore in _Process); StepStats's local copy removed.
Wizard.tscn:
Scroll node marked unique_name_in_owner so Wizard can grab it.
PopoverLayer's TraitChip is reused throughout the new step cards.
Aside.cs:
Hybrid-aware summary — shows "Sire (dominant)" / "Dam" lineage rows
when IsHybrid; otherwise the existing Clade / Species rows.
Verified end-to-end:
- Walk Clade → Species → Calling → Subclass → History → Abilities
- Stepper locks every step past first unsatisfied
- Hybrid toggle works both directions, dominant changes lineage
- Hybrid-only and clade-restricted backgrounds appear / disappear
based on lineage
- Scroll position preserved across selections
- Drag-drop still works on Abilities
Closes M6.4. Per guide §12, next is M6.5 — StepSkills (class-driven
choice list with TraitChip per skill).
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
@@ -37,9 +37,6 @@ public partial class StepStats : VBoxContainer, IStep
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private Button _rollBtn = null!;
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private Button _rerollBtn = null!;
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private Button _autoBtn = null!;
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private ScrollContainer? _scroll;
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private int _savedScroll = -1;
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private bool _scrollPending;
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public void Bind(CharacterDraft draft)
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{
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@@ -61,7 +58,7 @@ public partial class StepStats : VBoxContainer, IStep
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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 V · ABILITIES" });
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intro.AddChild(new Label { Text = "FOLIO VI · ABILITIES" });
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intro.AddChild(new Label { Text = "Assign your Ability Scores" });
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intro.AddChild(new Label
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{
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@@ -139,15 +136,8 @@ public partial class StepStats : VBoxContainer, IStep
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private void Refresh()
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{
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if (_pool is null) return;
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// Tearing down + rebuilding child token trees triggers a layout
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// pass that resets the parent ScrollContainer's vertical scroll.
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// Snapshot the scroll position and restore it after the new layout
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// settles. The restore goes through a method (not SetDeferred on
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// the property) so it runs reliably after layout finishes — the
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// method is queued via CallDeferred at the end of Refresh.
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_scroll = FindAncestorScroll();
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_savedScroll = _scroll?.ScrollVertical ?? -1;
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// Scroll preservation now handled centrally by Wizard.UpdateChrome
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// / Wizard._Process, which snapshots before this Refresh fires.
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// Toolbar reflects current method and assignment state.
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bool isRoll = _draft.StatMethod == "roll";
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@@ -197,31 +187,6 @@ public partial class StepStats : VBoxContainer, IStep
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}
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}
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// Restore scroll on the next _Process frame — after layout has fully
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// converged. CallDeferred / SetDeferred / CreateTimer all proved
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// racy because the ScrollContainer re-clamps scroll on later layout
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// passes triggered by tree mutations elsewhere.
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if (_savedScroll >= 0 && _scroll is not null) _scrollPending = true;
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}
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public override void _Process(double delta)
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{
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if (_scrollPending && _scroll is not null && IsInstanceValid(_scroll))
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{
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_scroll.ScrollVertical = _savedScroll;
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}
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_scrollPending = false;
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}
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private ScrollContainer? FindAncestorScroll()
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{
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Node? n = GetParent();
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while (n is not null)
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{
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if (n is ScrollContainer sc) return sc;
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n = n.GetParent();
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}
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return null;
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}
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// ──────────────────────────────────────────────────────────────────────
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