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:
Christopher Wiebe
2026-05-02 22:24:33 -07:00
parent ba3ebe7ff3
commit ce87eb11ad
11 changed files with 969 additions and 148 deletions
+70 -22
View File
@@ -32,18 +32,26 @@ public partial class Wizard : Control
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 — implemented
null, // 1 Species
null, // 2 Calling
null, // 3 Subclass
null, // 4 History
typeof(Steps.StepStats), // 5 Abilities — implemented (M6.2)
null, // 6 Skills
null, // 7 Sign
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
null, // 6 Skills — M6.5
null, // 7 Sign — M6.6
};
public override void _Ready()
@@ -57,6 +65,7 @@ public partial class Wizard : Control
_navProgress = GetNode<Label>("%NavProgress");
_backBtn = GetNode<Button>("%BackButton");
_nextBtn = GetNode<Button>("%NextButton");
_scroll = GetNode<ScrollContainer>("%Scroll");
var aside = GetNode<Aside>("%Aside");
aside.SetDraft(Character);
@@ -102,9 +111,11 @@ public partial class Wizard : Control
private void OnStepperClicked(int index)
{
if (index <= _step) { SwitchToStep(index); return; }
// Forward jump requires current step satisfied. Unimplemented future
// steps still accept the jump — SwitchToStep will show a placeholder.
if (_activeStep?.Validate() is not null) 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);
}
@@ -124,39 +135,76 @@ public partial class Wizard : Control
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]}";
bool valid = _activeStep?.Validate() is null;
string? err = _activeStep?.Validate();
// 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(valid);
RebuildStepperStates();
}
private void RebuildStepperStates(bool currentSatisfied)
private void RebuildStepperStates()
{
// Mirrors app.jsx's lock semantics: a step is Locked iff some EARLIER
// step is unsatisfied. "Type not yet implemented" doesn't affect the
// lock state — clicking an unimplemented step just shows a placeholder.
// 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)
states[i] = UI.Widgets.CodexStepper.StepState.Complete;
else
states[i] = currentSatisfied
? UI.Widgets.CodexStepper.StepState.Pending
{
// 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",