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
+64 -10
View File
@@ -28,6 +28,54 @@ public partial class CharacterDraft : Resource
[Export] public string SubclassId { get; set; } = "";
[Export] public string BackgroundId { get; set; } = "";
// ── Phase 6.5 hybrid origin ────────────────────────────────────────
/// <summary>True when the PC is a hybrid (two parent lineages).</summary>
[Export] public bool IsHybrid { get; set; }
[Export] public string SireCladeId { get; set; } = "";
[Export] public string SireSpeciesId { get; set; } = "";
[Export] public string DamCladeId { get; set; } = "";
[Export] public string DamSpeciesId { get; set; } = "";
/// <summary>"sire" or "dam" — which parent the PC presents as.</summary>
[Export] public string DominantParent { get; set; } = "sire";
/// <summary>
/// Resolves the "active" clade for downstream steps (Class / Subclass
/// / Background). Purebred uses <see cref="CladeId"/>; hybrids use
/// the dominant parent's clade.
/// </summary>
public string EffectiveCladeId => IsHybrid
? (DominantParent == "sire" ? SireCladeId : DamCladeId)
: CladeId;
/// <summary>Same logic as <see cref="EffectiveCladeId"/>, for species.</summary>
public string EffectiveSpeciesId => IsHybrid
? (DominantParent == "sire" ? SireSpeciesId : DamSpeciesId)
: SpeciesId;
/// <summary>True iff the character includes <paramref name="cladeId"/>
/// in its lineage. Purebred matches CladeId; hybrid matches if either
/// Sire or Dam clade equals the id (case-insensitive).</summary>
public bool HasClade(string cladeId)
{
if (string.IsNullOrEmpty(cladeId)) return false;
if (IsHybrid)
return string.Equals(SireCladeId, cladeId, System.StringComparison.OrdinalIgnoreCase)
|| string.Equals(DamCladeId, cladeId, System.StringComparison.OrdinalIgnoreCase);
return string.Equals(CladeId, cladeId, System.StringComparison.OrdinalIgnoreCase);
}
/// <summary>True iff any clade in the character's lineage has the
/// given <paramref name="kind"/> ("predator" or "prey").</summary>
public bool HasAnyCladeOfKind(string kind)
{
if (IsHybrid)
{
return CodexContent.Clade(SireCladeId)?.Kind == kind
|| CodexContent.Clade(DamCladeId)?.Kind == kind;
}
return CodexContent.Clade(CladeId)?.Kind == kind;
}
/// <summary>"array" or "roll" — assignment method for ability scores.</summary>
[Export] public string StatMethod { get; set; } = "array";
[Export] public Godot.Collections.Array<int> StatPool { get; set; }
@@ -48,16 +96,22 @@ public partial class CharacterDraft : Resource
string k = (string)key;
switch (k)
{
case "clade_id": CladeId = (string)patch[key]; break;
case "species_id": SpeciesId = (string)patch[key]; break;
case "class_id": ClassId = (string)patch[key]; break;
case "subclass_id": SubclassId = (string)patch[key]; break;
case "background_id": BackgroundId = (string)patch[key]; break;
case "stat_method": StatMethod = (string)patch[key]; break;
case "stat_pool": StatPool = (Godot.Collections.Array<int>)patch[key]; break;
case "stat_assign": StatAssign = (Godot.Collections.Dictionary)patch[key]; break;
case "chosen_skills": ChosenSkills = (Godot.Collections.Array<string>)patch[key]; break;
case "character_name":CharacterName = (string)patch[key]; break;
case "clade_id": CladeId = (string)patch[key]; break;
case "species_id": SpeciesId = (string)patch[key]; break;
case "class_id": ClassId = (string)patch[key]; break;
case "subclass_id": SubclassId = (string)patch[key]; break;
case "background_id": BackgroundId = (string)patch[key]; break;
case "stat_method": StatMethod = (string)patch[key]; break;
case "stat_pool": StatPool = (Godot.Collections.Array<int>)patch[key]; break;
case "stat_assign": StatAssign = (Godot.Collections.Dictionary)patch[key]; break;
case "chosen_skills": ChosenSkills = (Godot.Collections.Array<string>)patch[key]; break;
case "character_name": CharacterName = (string)patch[key]; break;
case "is_hybrid": IsHybrid = (bool)patch[key]; break;
case "sire_clade_id": SireCladeId = (string)patch[key]; break;
case "sire_species_id": SireSpeciesId = (string)patch[key]; break;
case "dam_clade_id": DamCladeId = (string)patch[key]; break;
case "dam_species_id": DamSpeciesId = (string)patch[key]; break;
case "dominant_parent": DominantParent = (string)patch[key]; break;
default:
GD.PushWarning($"[CharacterDraft] unknown patch key: {k}");
break;