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:
@@ -28,6 +28,54 @@ public partial class CharacterDraft : Resource
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[Export] public string SubclassId { get; set; } = "";
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[Export] public string BackgroundId { get; set; } = "";
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// ── Phase 6.5 hybrid origin ────────────────────────────────────────
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/// <summary>True when the PC is a hybrid (two parent lineages).</summary>
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[Export] public bool IsHybrid { get; set; }
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[Export] public string SireCladeId { get; set; } = "";
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[Export] public string SireSpeciesId { get; set; } = "";
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[Export] public string DamCladeId { get; set; } = "";
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[Export] public string DamSpeciesId { get; set; } = "";
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/// <summary>"sire" or "dam" — which parent the PC presents as.</summary>
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[Export] public string DominantParent { get; set; } = "sire";
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/// <summary>
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/// Resolves the "active" clade for downstream steps (Class / Subclass
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/// / Background). Purebred uses <see cref="CladeId"/>; hybrids use
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/// the dominant parent's clade.
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/// </summary>
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public string EffectiveCladeId => IsHybrid
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? (DominantParent == "sire" ? SireCladeId : DamCladeId)
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: CladeId;
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/// <summary>Same logic as <see cref="EffectiveCladeId"/>, for species.</summary>
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public string EffectiveSpeciesId => IsHybrid
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? (DominantParent == "sire" ? SireSpeciesId : DamSpeciesId)
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: SpeciesId;
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/// <summary>True iff the character includes <paramref name="cladeId"/>
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/// in its lineage. Purebred matches CladeId; hybrid matches if either
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/// Sire or Dam clade equals the id (case-insensitive).</summary>
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public bool HasClade(string cladeId)
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{
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if (string.IsNullOrEmpty(cladeId)) return false;
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if (IsHybrid)
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return string.Equals(SireCladeId, cladeId, System.StringComparison.OrdinalIgnoreCase)
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|| string.Equals(DamCladeId, cladeId, System.StringComparison.OrdinalIgnoreCase);
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return string.Equals(CladeId, cladeId, System.StringComparison.OrdinalIgnoreCase);
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}
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/// <summary>True iff any clade in the character's lineage has the
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/// given <paramref name="kind"/> ("predator" or "prey").</summary>
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public bool HasAnyCladeOfKind(string kind)
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{
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if (IsHybrid)
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{
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return CodexContent.Clade(SireCladeId)?.Kind == kind
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|| CodexContent.Clade(DamCladeId)?.Kind == kind;
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}
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return CodexContent.Clade(CladeId)?.Kind == kind;
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}
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/// <summary>"array" or "roll" — assignment method for ability scores.</summary>
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[Export] public string StatMethod { get; set; } = "array";
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[Export] public Godot.Collections.Array<int> StatPool { get; set; }
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@@ -48,16 +96,22 @@ public partial class CharacterDraft : Resource
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string k = (string)key;
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switch (k)
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{
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case "clade_id": CladeId = (string)patch[key]; break;
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case "species_id": SpeciesId = (string)patch[key]; break;
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case "class_id": ClassId = (string)patch[key]; break;
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case "subclass_id": SubclassId = (string)patch[key]; break;
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case "background_id": BackgroundId = (string)patch[key]; break;
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case "stat_method": StatMethod = (string)patch[key]; break;
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case "stat_pool": StatPool = (Godot.Collections.Array<int>)patch[key]; break;
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case "stat_assign": StatAssign = (Godot.Collections.Dictionary)patch[key]; break;
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case "chosen_skills": ChosenSkills = (Godot.Collections.Array<string>)patch[key]; break;
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case "character_name":CharacterName = (string)patch[key]; break;
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case "clade_id": CladeId = (string)patch[key]; break;
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case "species_id": SpeciesId = (string)patch[key]; break;
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case "class_id": ClassId = (string)patch[key]; break;
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case "subclass_id": SubclassId = (string)patch[key]; break;
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case "background_id": BackgroundId = (string)patch[key]; break;
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case "stat_method": StatMethod = (string)patch[key]; break;
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case "stat_pool": StatPool = (Godot.Collections.Array<int>)patch[key]; break;
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case "stat_assign": StatAssign = (Godot.Collections.Dictionary)patch[key]; break;
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case "chosen_skills": ChosenSkills = (Godot.Collections.Array<string>)patch[key]; break;
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case "character_name": CharacterName = (string)patch[key]; break;
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case "is_hybrid": IsHybrid = (bool)patch[key]; break;
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case "sire_clade_id": SireCladeId = (string)patch[key]; break;
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case "sire_species_id": SireSpeciesId = (string)patch[key]; break;
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case "dam_clade_id": DamCladeId = (string)patch[key]; break;
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case "dam_species_id": DamSpeciesId = (string)patch[key]; break;
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case "dominant_parent": DominantParent = (string)patch[key]; break;
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default:
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GD.PushWarning($"[CharacterDraft] unknown patch key: {k}");
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break;
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