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:
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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 IV — Subclass. New vs the React prototype (which is pre-Phase
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/// 6.5); per port plan §10, dedicated step rather than inline picker.
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/// Cards filtered by the chosen class's <c>SubclassIds</c>. Selecting
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/// commits via Patch(subclass_id).
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/// </summary>
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public partial class StepSubclass : 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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_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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{
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if (string.IsNullOrEmpty(_draft?.SubclassId)) return "Pick a subclass.";
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var sub = System.Array.Find(CodexContent.Subclasses, s => s.Id == _draft.SubclassId);
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if (sub is null || !string.Equals(sub.ClassId, _draft.ClassId, System.StringComparison.OrdinalIgnoreCase))
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return "Selected subclass doesn't belong to the current calling.";
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return null;
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}
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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 IV · SUBCLASS" });
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intro.AddChild(new Label { Text = "Choose a Subclass" });
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intro.AddChild(new Label
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{
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Text = "Specialization within your calling. Subclass features unlock at "
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+ "level 3 and beyond, but the choice is locked in now — only subclasses "
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+ "available to your chosen calling are shown.",
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AutowrapMode = TextServer.AutowrapMode.WordSmart,
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});
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_grid = new GridContainer { Columns = 3, SizeFlagsHorizontal = SizeFlags.ExpandFill };
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_grid.AddThemeConstantOverride("h_separation", 16);
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_grid.AddThemeConstantOverride("v_separation", 16);
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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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var cls = CodexContent.Class(_draft.ClassId);
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if (cls is null) return;
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foreach (var subId in cls.SubclassIds)
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{
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var sub = System.Array.Find(CodexContent.Subclasses, s => s.Id == subId);
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if (sub is not null) _grid.AddChild(BuildCard(sub));
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}
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}
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private Control BuildCard(SubclassDef sub)
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{
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bool selected = _draft.SubclassId == sub.Id;
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var card = new PanelContainer
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{
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CustomMinimumSize = new Vector2(200, 0),
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MouseFilter = MouseFilterEnum.Stop,
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};
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if (selected) card.Modulate = new Color(1f, 0.95f, 0.85f);
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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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_draft.Patch(new Godot.Collections.Dictionary { { "subclass_id", sub.Id } });
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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 = sub.Name });
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if (!string.IsNullOrEmpty(sub.Flavor))
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{
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box.AddChild(new Label
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{
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Text = sub.Flavor,
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AutowrapMode = TextServer.AutowrapMode.WordSmart,
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});
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}
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// Level-3 features (the first unlock for any subclass).
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var l3 = sub.LevelFeatures.FirstOrDefault(e => e.Level == 3);
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if (l3?.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 l3.Features)
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{
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if (!sub.FeatureDefinitions.TryGetValue(fid, out var fd)) continue;
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if (fd.Kind == "stub") 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 = "L3 · " + 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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