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
+24 -2
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@@ -40,13 +40,35 @@ public partial class Aside : MarginContainer
foreach (var c in _content.GetChildren()) c.QueueFree(); foreach (var c in _content.GetChildren()) c.QueueFree();
_content.AddChild(new Label { Text = "SUMMARY" }); _content.AddChild(new Label { Text = "SUMMARY" });
AddBlock("Clade", CodexContent.Clade(_draft.CladeId)?.Name);
AddBlock("Species", CodexContent.SpeciesById(_draft.SpeciesId)?.Name); if (_draft.IsHybrid)
{
AddBlock("Origin", "Hybrid");
AddBlock(_draft.DominantParent == "sire" ? "Sire (dominant)" : "Sire",
FormatLineage(_draft.SireCladeId, _draft.SireSpeciesId));
AddBlock(_draft.DominantParent == "dam" ? "Dam (dominant)" : "Dam",
FormatLineage(_draft.DamCladeId, _draft.DamSpeciesId));
}
else
{
AddBlock("Clade", CodexContent.Clade(_draft.CladeId)?.Name);
AddBlock("Species", CodexContent.SpeciesById(_draft.SpeciesId)?.Name);
}
AddBlock("Calling", CodexContent.Class(_draft.ClassId)?.Name); AddBlock("Calling", CodexContent.Class(_draft.ClassId)?.Name);
AddBlock("Background", CodexContent.Background(_draft.BackgroundId)?.Name); AddBlock("Background", CodexContent.Background(_draft.BackgroundId)?.Name);
AddBlock("Name", string.IsNullOrEmpty(_draft.CharacterName) ? null : _draft.CharacterName); AddBlock("Name", string.IsNullOrEmpty(_draft.CharacterName) ? null : _draft.CharacterName);
} }
private static string? FormatLineage(string cladeId, string speciesId)
{
var clade = CodexContent.Clade(cladeId);
var species = CodexContent.SpeciesById(speciesId);
if (clade is null && species is null) return null;
if (species is not null) return $"{species.Name} ({clade?.Name ?? cladeId})";
return clade?.Name;
}
private void AddBlock(string label, string? value) private void AddBlock(string label, string? value)
{ {
var v = new VBoxContainer(); var v = new VBoxContainer();
@@ -0,0 +1,150 @@
using Godot;
using Theriapolis.Core.Data;
using Theriapolis.GodotHost.Scenes.Widgets;
using Theriapolis.GodotHost.UI;
namespace Theriapolis.GodotHost.Scenes.Steps;
/// <summary>
/// Step V — History. Direct port of <c>StepBackground</c> in
/// <c>src/steps.jsx</c>: card per background showing flavor, granted
/// skill / tool proficiencies, and a unique feature with a description
/// popover.
/// </summary>
public partial class StepBackground : VBoxContainer, IStep
{
private CharacterDraft _draft = null!;
private GridContainer _grid = null!;
public void Bind(CharacterDraft draft)
{
_draft = draft;
_draft.Changed += () => Callable.From(Refresh).CallDeferred();
Build();
}
public string? Validate() =>
string.IsNullOrEmpty(_draft?.BackgroundId) ? "Pick a history." : null;
private void Build()
{
AddThemeConstantOverride("separation", 16);
var intro = new VBoxContainer();
intro.AddThemeConstantOverride("separation", 6);
AddChild(intro);
intro.AddChild(new Label { Text = "FOLIO V · HISTORY" });
intro.AddChild(new Label { Text = "Choose a History" });
intro.AddChild(new Label
{
Text = "Where your character came from before the wandering began. "
+ "History grants extra skill and tool proficiencies and a unique "
+ "feature that resolves in-fiction more often than in combat.",
AutowrapMode = TextServer.AutowrapMode.WordSmart,
});
_grid = new GridContainer { Columns = 3, SizeFlagsHorizontal = SizeFlags.ExpandFill };
_grid.AddThemeConstantOverride("h_separation", 16);
_grid.AddThemeConstantOverride("v_separation", 16);
AddChild(_grid);
Refresh();
}
/// <summary>
/// Background-availability rules. The backgrounds.json schema doesn't
/// carry restriction fields — the gating lives in flavor text only —
/// so they're hardcoded here. Each predicate returns true when the
/// background is available to the given draft; missing entries are
/// universally available.
///
/// If backgrounds.json ever gains structured restriction fields,
/// swap these out for a property-driven check.
/// </summary>
private static readonly System.Collections.Generic.Dictionary<string, System.Func<UI.CharacterDraft, bool>> AvailabilityRules = new()
{
// Hybrid-only backgrounds — flavor text explicitly hybrid.
{ "passer", d => d.IsHybrid },
{ "hybrid_underground", d => d.IsHybrid },
{ "former_chattel", d => d.IsHybrid },
// Clade-restricted backgrounds.
{ "warren_runner", d => d.HasClade("leporidae") },
{ "pack_raised", d => d.HasClade("canidae") },
{ "herd_city_born", d => d.HasAnyCladeOfKind("prey") },
};
private void Refresh()
{
if (_grid is null) return;
foreach (var c in _grid.GetChildren()) c.QueueFree();
foreach (var bg in CodexContent.Backgrounds)
{
if (AvailabilityRules.TryGetValue(bg.Id, out var rule) && !rule(_draft))
continue;
_grid.AddChild(BuildCard(bg));
}
}
private Control BuildCard(BackgroundDef bg)
{
bool selected = _draft.BackgroundId == bg.Id;
var card = new PanelContainer
{
CustomMinimumSize = new Vector2(200, 0),
MouseFilter = MouseFilterEnum.Stop,
};
if (selected) card.Modulate = new Color(1f, 0.95f, 0.85f);
card.GuiInput += (InputEvent e) =>
{
if (e is InputEventMouseButton mb && mb.Pressed && mb.ButtonIndex == MouseButton.Left)
_draft.Patch(new Godot.Collections.Dictionary { { "background_id", bg.Id } });
};
var box = new VBoxContainer { MouseFilter = MouseFilterEnum.Pass };
box.AddThemeConstantOverride("separation", 6);
card.AddChild(box);
box.AddChild(new Label { Text = bg.Name });
if (!string.IsNullOrEmpty(bg.Flavor))
{
box.AddChild(new Label
{
Text = bg.Flavor,
AutowrapMode = TextServer.AutowrapMode.WordSmart,
});
}
// Skill + tool prof chips.
if (bg.SkillProficiencies.Length > 0 || bg.ToolProficiencies.Length > 0)
{
var profs = new HFlowContainer { MouseFilter = MouseFilterEnum.Pass };
profs.AddThemeConstantOverride("h_separation", 6);
profs.AddThemeConstantOverride("v_separation", 4);
box.AddChild(profs);
foreach (var s in bg.SkillProficiencies)
profs.AddChild(new TraitChip { TraitName = s, Description = "Skill proficiency", Tag = "skill" });
foreach (var t in bg.ToolProficiencies)
profs.AddChild(new TraitChip { TraitName = t, Description = "Tool proficiency", Tag = "tool" });
}
// Background feature — chip whose popover shows the description.
if (!string.IsNullOrEmpty(bg.FeatureName))
{
var featRow = new HBoxContainer();
featRow.AddThemeConstantOverride("separation", 6);
box.AddChild(featRow);
featRow.AddChild(new Label { Text = "FEATURE" });
featRow.AddChild(new TraitChip
{
TraitName = bg.FeatureName,
Description = bg.FeatureDescription,
});
}
return card;
}
}
+155 -76
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@@ -1,4 +1,5 @@
using Godot; using Godot;
using System.Collections.Generic;
using Theriapolis.Core.Data; using Theriapolis.Core.Data;
using Theriapolis.GodotHost.Scenes.Widgets; using Theriapolis.GodotHost.Scenes.Widgets;
using Theriapolis.GodotHost.UI; using Theriapolis.GodotHost.UI;
@@ -7,16 +8,27 @@ namespace Theriapolis.GodotHost.Scenes.Steps;
/// <summary> /// <summary>
/// Step I — Clade. Direct port of <c>StepClade</c> in /// Step I — Clade. Direct port of <c>StepClade</c> in
/// <c>src/steps.jsx</c>: intro paragraph, then a card grid with one /// <c>src/steps.jsx</c>, plus the Phase 6.5 hybrid-origin extension
/// card per clade. Click selects via <see cref="CharacterDraft.Patch"/>. /// per port plan §10: a Hybrid toggle splits the picker into Sire +
/// Dam grids, each independent. The dominant-parent radio drives
/// <see cref="CharacterDraft.EffectiveCladeId"/> for downstream steps.
/// ///
/// Default theme only at this layer (per GODOT_PORTING_GUIDE.md §12 build /// Cards are built once and mutated in place (Modulate update only) on
/// order); the parchment look lands in the final theming pass. /// selection change — tearing down + rebuilding inside the click
/// callback chain caused duplicates because Free() defers when the
/// freed node is currently mid-signal.
/// </summary> /// </summary>
public partial class StepClade : VBoxContainer, IStep public partial class StepClade : VBoxContainer, IStep
{ {
private CharacterDraft _draft = null!; private CharacterDraft _draft = null!;
private GridContainer _grid = null!; private CheckBox _hybridToggle = null!;
private VBoxContainer _purebredSection = null!;
private VBoxContainer _hybridSection = null!;
private OptionButton _dominantToggle = null!;
private readonly Dictionary<string, PanelContainer> _purebredCards = new();
private readonly Dictionary<string, PanelContainer> _sireCards = new();
private readonly Dictionary<string, PanelContainer> _damCards = new();
public void Bind(CharacterDraft draft) public void Bind(CharacterDraft draft)
{ {
@@ -25,7 +37,7 @@ public partial class StepClade : VBoxContainer, IStep
Build(); Build();
} }
public string? Validate() => string.IsNullOrEmpty(_draft?.CladeId) ? "Pick a clade." : null; public string? Validate() => WizardValidation.Validate(0, _draft);
private void Build() private void Build()
{ {
@@ -40,90 +52,173 @@ public partial class StepClade : VBoxContainer, IStep
{ {
Text = "The broad mammalian family of your line. Clade defines the largest " Text = "The broad mammalian family of your line. Clade defines the largest "
+ "strokes — predator or prey, communal or solitary, scent-driven or " + "strokes — predator or prey, communal or solitary, scent-driven or "
+ "sight-driven. Each clade carries inherited traits and limits that " + "sight-driven. Hybrid characters blend two lineages.",
+ "no character escapes.",
AutowrapMode = TextServer.AutowrapMode.WordSmart, AutowrapMode = TextServer.AutowrapMode.WordSmart,
CustomMinimumSize = new Vector2(0, 0),
}); });
_grid = new GridContainer var toggleRow = new HBoxContainer();
{ toggleRow.AddThemeConstantOverride("separation", 12);
Columns = 3, AddChild(toggleRow);
SizeFlagsHorizontal = SizeFlags.ExpandFill, _hybridToggle = new CheckBox { Text = "Hybrid Origin (two parent lineages)" };
}; _hybridToggle.Toggled += OnHybridToggled;
_grid.AddThemeConstantOverride("h_separation", 16); toggleRow.AddChild(_hybridToggle);
_grid.AddThemeConstantOverride("v_separation", 16);
AddChild(_grid); // Purebred section
_purebredSection = new VBoxContainer();
_purebredSection.AddThemeConstantOverride("separation", 6);
AddChild(_purebredSection);
var purebredGrid = MakeGrid();
_purebredSection.AddChild(purebredGrid);
PopulateGrid(purebredGrid, _purebredCards, OnPurebredCladePicked);
// Hybrid section
_hybridSection = new VBoxContainer();
_hybridSection.AddThemeConstantOverride("separation", 16);
AddChild(_hybridSection);
_hybridSection.AddChild(new Label { Text = "SIRE — Paternal Lineage" });
var sireGrid = MakeGrid();
_hybridSection.AddChild(sireGrid);
PopulateGrid(sireGrid, _sireCards, id => OnLineageCladePicked("sire", id));
_hybridSection.AddChild(new Label { Text = "DAM — Maternal Lineage" });
var damGrid = MakeGrid();
_hybridSection.AddChild(damGrid);
PopulateGrid(damGrid, _damCards, id => OnLineageCladePicked("dam", id));
var dominantRow = new HBoxContainer();
dominantRow.AddThemeConstantOverride("separation", 8);
_hybridSection.AddChild(dominantRow);
dominantRow.AddChild(new Label { Text = "DOMINANT LINEAGE" });
_dominantToggle = new OptionButton();
_dominantToggle.AddItem("Sire", 0);
_dominantToggle.AddItem("Dam", 1);
_dominantToggle.ItemSelected += OnDominantSelected;
dominantRow.AddChild(_dominantToggle);
Refresh(); Refresh();
} }
private void Refresh() private static GridContainer MakeGrid()
{ {
if (_grid is null) return; var grid = new GridContainer { Columns = 3, SizeFlagsHorizontal = SizeFlags.ExpandFill };
foreach (var c in _grid.GetChildren()) c.QueueFree(); grid.AddThemeConstantOverride("h_separation", 16);
foreach (var clade in CodexContent.Clades) grid.AddThemeConstantOverride("v_separation", 16);
_grid.AddChild(BuildCard(clade)); return grid;
} }
private Control BuildCard(CladeDef clade) private void PopulateGrid(GridContainer grid, Dictionary<string, PanelContainer> cardMap, System.Action<string> onClick)
{ {
bool selected = _draft.CladeId == clade.Id; foreach (var clade in CodexContent.Clades)
{
var card = BuildCard(clade, onClick);
cardMap[clade.Id] = card;
grid.AddChild(card);
}
}
// PanelContainer (a Container subclass) so the card height is private void OnHybridToggled(bool pressed)
// driven by its inner VBoxContainer's content. Switching from {
// Button avoids the issue where Button's intrinsic min size var patch = new Godot.Collections.Dictionary { { "is_hybrid", pressed } };
// doesn't aggregate from non-Button children, causing chips to if (pressed)
// overflow into the cards below at high trait counts. {
patch["clade_id"] = "";
patch["species_id"] = "";
}
else
{
patch["sire_clade_id"] = "";
patch["sire_species_id"] = "";
patch["dam_clade_id"] = "";
patch["dam_species_id"] = "";
}
_draft.Patch(patch);
}
private void OnDominantSelected(long index)
{
_draft.Patch(new Godot.Collections.Dictionary
{
{ "dominant_parent", index == 0 ? "sire" : "dam" },
});
}
private void Refresh()
{
if (_hybridToggle is null) return;
bool hybrid = _draft.IsHybrid;
if (_hybridToggle.ButtonPressed != hybrid) _hybridToggle.SetPressedNoSignal(hybrid);
_purebredSection.Visible = !hybrid;
_hybridSection.Visible = hybrid;
UpdateSelection(_purebredCards, _draft.CladeId);
UpdateSelection(_sireCards, _draft.SireCladeId);
UpdateSelection(_damCards, _draft.DamCladeId);
int dominantIdx = _draft.DominantParent == "dam" ? 1 : 0;
if (_dominantToggle.Selected != dominantIdx) _dominantToggle.Select(dominantIdx);
}
private static void UpdateSelection(Dictionary<string, PanelContainer> cards, string selectedId)
{
foreach (var (id, card) in cards)
card.Modulate = id == selectedId ? new Color(1f, 0.95f, 0.85f) : Colors.White;
}
private void OnPurebredCladePicked(string cladeId)
{
string speciesId = _draft.SpeciesId;
var sp = CodexContent.SpeciesById(speciesId);
if (sp is null || !string.Equals(sp.CladeId, cladeId, System.StringComparison.OrdinalIgnoreCase))
speciesId = "";
_draft.Patch(new Godot.Collections.Dictionary
{
{ "clade_id", cladeId },
{ "species_id", speciesId },
});
}
private void OnLineageCladePicked(string lineage, string cladeId)
{
var patch = new Godot.Collections.Dictionary
{
{ lineage + "_clade_id", cladeId },
};
string currentSpecies = lineage == "sire" ? _draft.SireSpeciesId : _draft.DamSpeciesId;
var sp = CodexContent.SpeciesById(currentSpecies);
if (sp is null || !string.Equals(sp.CladeId, cladeId, System.StringComparison.OrdinalIgnoreCase))
patch[lineage + "_species_id"] = "";
_draft.Patch(patch);
}
private PanelContainer BuildCard(CladeDef clade, System.Action<string> onClick)
{
var card = new PanelContainer var card = new PanelContainer
{ {
CustomMinimumSize = new Vector2(200, 0), CustomMinimumSize = new Vector2(200, 0),
MouseFilter = MouseFilterEnum.Stop, MouseFilter = MouseFilterEnum.Stop,
}; };
if (selected) card.Modulate = new Color(1f, 0.95f, 0.85f); // gild tint placeholder until theming
card.GuiInput += (InputEvent e) => card.GuiInput += (InputEvent e) =>
{ {
if (e is InputEventMouseButton mb && mb.Pressed && mb.ButtonIndex == MouseButton.Left) if (e is InputEventMouseButton mb && mb.Pressed && mb.ButtonIndex == MouseButton.Left)
{ onClick(clade.Id);
// Default species for the new clade — match React app.jsx:
// when clade changes, species defaults to first species in clade.
string speciesId = "";
foreach (var s in CodexContent.SpeciesOfClade(clade.Id))
{
speciesId = s.Id;
break;
}
_draft.Patch(new Godot.Collections.Dictionary
{
{ "clade_id", clade.Id },
{ "species_id", speciesId },
});
}
}; };
var box = new VBoxContainer { MouseFilter = MouseFilterEnum.Pass }; var box = new VBoxContainer { MouseFilter = MouseFilterEnum.Pass };
box.AddThemeConstantOverride("separation", 6); box.AddThemeConstantOverride("separation", 6);
card.AddChild(box); card.AddChild(box);
box.AddChild(new Label { Text = clade.Name, MouseFilter = MouseFilterEnum.Ignore }); box.AddChild(new Label { Text = clade.Name });
box.AddChild(new Label box.AddChild(new Label { Text = clade.Kind.ToUpperInvariant() });
{
Text = clade.Kind.ToUpperInvariant(),
MouseFilter = MouseFilterEnum.Ignore,
});
if (clade.AbilityMods.Count > 0) if (clade.AbilityMods.Count > 0)
{ {
var modsRow = new HBoxContainer { MouseFilter = MouseFilterEnum.Ignore }; var modsRow = new HBoxContainer();
modsRow.AddThemeConstantOverride("separation", 8); modsRow.AddThemeConstantOverride("separation", 8);
box.AddChild(modsRow); box.AddChild(modsRow);
foreach (var (k, v) in clade.AbilityMods) foreach (var (k, v) in clade.AbilityMods)
modsRow.AddChild(new Label modsRow.AddChild(new Label { Text = $"{k} {(v >= 0 ? "+" : "")}{v}" });
{
Text = $"{k} {(v >= 0 ? "+" : "")}{v}",
MouseFilter = MouseFilterEnum.Ignore,
});
} }
if (clade.Traits.Length > 0 || clade.Detriments.Length > 0) if (clade.Traits.Length > 0 || clade.Detriments.Length > 0)
@@ -132,26 +227,10 @@ public partial class StepClade : VBoxContainer, IStep
chips.AddThemeConstantOverride("h_separation", 6); chips.AddThemeConstantOverride("h_separation", 6);
chips.AddThemeConstantOverride("v_separation", 4); chips.AddThemeConstantOverride("v_separation", 4);
box.AddChild(chips); box.AddChild(chips);
foreach (var t in clade.Traits) foreach (var t in clade.Traits)
{ chips.AddChild(new TraitChip { TraitName = t.Name, Description = t.Description });
var chip = new TraitChip
{
TraitName = t.Name,
Description = t.Description,
};
chips.AddChild(chip);
}
foreach (var d in clade.Detriments) foreach (var d in clade.Detriments)
{ chips.AddChild(new TraitChip { TraitName = d.Name, Description = d.Description, Detriment = true });
var chip = new TraitChip
{
TraitName = d.Name,
Description = d.Description,
Detriment = true,
};
chips.AddChild(chip);
}
} }
return card; return card;
+137
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@@ -0,0 +1,137 @@
using Godot;
using System.Linq;
using Theriapolis.Core.Data;
using Theriapolis.GodotHost.Scenes.Widgets;
using Theriapolis.GodotHost.UI;
namespace Theriapolis.GodotHost.Scenes.Steps;
/// <summary>
/// Step III — Calling. Direct port of <c>StepClass</c> in
/// <c>src/steps.jsx</c>: card per class showing hit die, primary
/// abilities, saves, and level-1 features (subclass-selection
/// stubs filtered out per the React prototype's contract). Class
/// change clears chosen skills and the previously-chosen subclass.
/// </summary>
public partial class StepClass : VBoxContainer, IStep
{
private CharacterDraft _draft = null!;
private GridContainer _grid = null!;
public void Bind(CharacterDraft draft)
{
_draft = draft;
// Defer Refresh so it runs after the click callback that triggered
// Changed completes (avoids the Free()-during-signal duplicate bug).
_draft.Changed += () => Callable.From(Refresh).CallDeferred();
Build();
}
public string? Validate() =>
string.IsNullOrEmpty(_draft?.ClassId) ? "Pick a calling." : null;
private void Build()
{
AddThemeConstantOverride("separation", 16);
var intro = new VBoxContainer();
intro.AddThemeConstantOverride("separation", 6);
AddChild(intro);
intro.AddChild(new Label { Text = "FOLIO III · CALLING" });
intro.AddChild(new Label { Text = "Choose a Calling" });
intro.AddChild(new Label
{
Text = "Your character's path — fighter, hunter, scholar, or something stranger. "
+ "The calling fixes your hit die, primary abilities, saving-throw "
+ "proficiencies, and the level-1 feature set you start play with.",
AutowrapMode = TextServer.AutowrapMode.WordSmart,
});
_grid = new GridContainer { Columns = 3, SizeFlagsHorizontal = SizeFlags.ExpandFill };
_grid.AddThemeConstantOverride("h_separation", 16);
_grid.AddThemeConstantOverride("v_separation", 16);
AddChild(_grid);
Refresh();
}
private void Refresh()
{
if (_grid is null) return;
foreach (var c in _grid.GetChildren()) c.QueueFree();
foreach (var cls in CodexContent.Classes)
_grid.AddChild(BuildCard(cls));
}
private Control BuildCard(ClassDef cls)
{
bool selected = _draft.ClassId == cls.Id;
var card = new PanelContainer
{
CustomMinimumSize = new Vector2(200, 0),
MouseFilter = MouseFilterEnum.Stop,
};
if (selected) card.Modulate = new Color(1f, 0.95f, 0.85f);
card.GuiInput += (InputEvent e) =>
{
if (e is InputEventMouseButton mb && mb.Pressed && mb.ButtonIndex == MouseButton.Left)
{
// Class change: reset subclass + chosen skills, mirroring
// app.jsx's useEffect on classId.
_draft.Patch(new Godot.Collections.Dictionary
{
{ "class_id", cls.Id },
{ "subclass_id", "" },
{ "chosen_skills", new Godot.Collections.Array<string>() },
});
}
};
var box = new VBoxContainer { MouseFilter = MouseFilterEnum.Pass };
box.AddThemeConstantOverride("separation", 6);
card.AddChild(box);
box.AddChild(new Label { Text = cls.Name });
box.AddChild(new Label
{
Text = $"d{cls.HitDie} · {string.Join("/", cls.PrimaryAbility)}",
});
if (cls.Saves.Length > 0)
{
var savesRow = new HBoxContainer();
savesRow.AddThemeConstantOverride("separation", 6);
box.AddChild(savesRow);
savesRow.AddChild(new Label { Text = "SAVES" });
foreach (var s in cls.Saves)
savesRow.AddChild(new Label { Text = s });
}
// Level-1 features. Filter out stubs and subclass-selection markers
// (the React prototype hides the subclass picker on the class card).
var lvl1 = cls.LevelTable.FirstOrDefault(e => e.Level == 1);
if (lvl1?.Features.Length > 0)
{
var featChips = new HFlowContainer { MouseFilter = MouseFilterEnum.Pass };
featChips.AddThemeConstantOverride("h_separation", 6);
featChips.AddThemeConstantOverride("v_separation", 4);
box.AddChild(featChips);
foreach (var fid in lvl1.Features)
{
if (!cls.FeatureDefinitions.TryGetValue(fid, out var fd)) continue;
if (fd.Kind == "stub" || fid.StartsWith("subclass_")) continue;
featChips.AddChild(new TraitChip
{
TraitName = fd.Name,
Description = fd.Description,
Tag = fd.Kind,
});
}
}
return card;
}
}
@@ -0,0 +1,155 @@
using Godot;
using Theriapolis.Core.Data;
using Theriapolis.GodotHost.Scenes.Widgets;
using Theriapolis.GodotHost.UI;
namespace Theriapolis.GodotHost.Scenes.Steps;
/// <summary>
/// Step II — Species. Direct port of <c>StepSpecies</c> in
/// <c>src/steps.jsx</c> plus the Phase 6.5 hybrid extension: when
/// <see cref="CharacterDraft.IsHybrid"/> is true the step shows two
/// stacked grids, one filtered by SireCladeId and one by DamCladeId.
/// </summary>
public partial class StepSpecies : VBoxContainer, IStep
{
private CharacterDraft _draft = null!;
private VBoxContainer _purebredSection = null!;
private VBoxContainer _hybridSection = null!;
private GridContainer _purebredGrid = null!;
private GridContainer _sireGrid = null!;
private GridContainer _damGrid = null!;
public void Bind(CharacterDraft draft)
{
_draft = draft;
// Defer Refresh so it runs after the click callback that triggered
// Changed completes — Free() called on a card mid-callback returns
// without freeing, leaving a stale duplicate in the grid.
_draft.Changed += () => Callable.From(Refresh).CallDeferred();
Build();
}
public string? Validate() => WizardValidation.Validate(1, _draft);
private void Build()
{
AddThemeConstantOverride("separation", 16);
var intro = new VBoxContainer();
intro.AddThemeConstantOverride("separation", 6);
AddChild(intro);
intro.AddChild(new Label { Text = "FOLIO II · SPECIES" });
intro.AddChild(new Label { Text = "Choose a Species" });
intro.AddChild(new Label
{
Text = "Refine your line. Species inherits the clade's traits and adds its "
+ "own — body size, base movement speed, and species-specific abilities. "
+ "Hybrid characters pick one species per parent lineage.",
AutowrapMode = TextServer.AutowrapMode.WordSmart,
});
_purebredSection = new VBoxContainer();
_purebredSection.AddThemeConstantOverride("separation", 6);
AddChild(_purebredSection);
_purebredGrid = MakeGrid();
_purebredSection.AddChild(_purebredGrid);
_hybridSection = new VBoxContainer();
_hybridSection.AddThemeConstantOverride("separation", 16);
AddChild(_hybridSection);
_hybridSection.AddChild(new Label { Text = "SIRE — Paternal Lineage" });
_sireGrid = MakeGrid();
_hybridSection.AddChild(_sireGrid);
_hybridSection.AddChild(new Label { Text = "DAM — Maternal Lineage" });
_damGrid = MakeGrid();
_hybridSection.AddChild(_damGrid);
Refresh();
}
private static GridContainer MakeGrid()
{
var grid = new GridContainer { Columns = 3, SizeFlagsHorizontal = SizeFlags.ExpandFill };
grid.AddThemeConstantOverride("h_separation", 16);
grid.AddThemeConstantOverride("v_separation", 16);
return grid;
}
private void Refresh()
{
if (_purebredGrid is null) return;
bool hybrid = _draft.IsHybrid;
_purebredSection.Visible = !hybrid;
_hybridSection.Visible = hybrid;
if (hybrid)
{
RefreshGrid(_sireGrid, _draft.SireCladeId, _draft.SireSpeciesId,
spId => _draft.Patch(new Godot.Collections.Dictionary { { "sire_species_id", spId } }));
RefreshGrid(_damGrid, _draft.DamCladeId, _draft.DamSpeciesId,
spId => _draft.Patch(new Godot.Collections.Dictionary { { "dam_species_id", spId } }));
}
else
{
RefreshGrid(_purebredGrid, _draft.CladeId, _draft.SpeciesId,
spId => _draft.Patch(new Godot.Collections.Dictionary { { "species_id", spId } }));
}
}
private static void RefreshGrid(GridContainer grid, string cladeId, string selectedSpecies, System.Action<string> onClick)
{
foreach (var c in grid.GetChildren()) c.Free();
if (string.IsNullOrEmpty(cladeId)) return;
foreach (var sp in CodexContent.SpeciesOfClade(cladeId))
grid.AddChild(BuildCard(sp, sp.Id == selectedSpecies, onClick));
}
private static Control BuildCard(SpeciesDef sp, bool selected, System.Action<string> onClick)
{
var card = new PanelContainer
{
CustomMinimumSize = new Vector2(200, 0),
MouseFilter = MouseFilterEnum.Stop,
};
if (selected) card.Modulate = new Color(1f, 0.95f, 0.85f);
card.GuiInput += (InputEvent e) =>
{
if (e is InputEventMouseButton mb && mb.Pressed && mb.ButtonIndex == MouseButton.Left)
onClick(sp.Id);
};
var box = new VBoxContainer { MouseFilter = MouseFilterEnum.Pass };
box.AddThemeConstantOverride("separation", 6);
card.AddChild(box);
box.AddChild(new Label { Text = sp.Name });
box.AddChild(new Label { Text = $"{sp.Size.ToUpperInvariant()} · {sp.BaseSpeedFt} FT/TURN" });
if (sp.AbilityMods.Count > 0)
{
var modsRow = new HBoxContainer();
modsRow.AddThemeConstantOverride("separation", 8);
box.AddChild(modsRow);
foreach (var (k, v) in sp.AbilityMods)
modsRow.AddChild(new Label { Text = $"{k} {(v >= 0 ? "+" : "")}{v}" });
}
if (sp.Traits.Length > 0 || sp.Detriments.Length > 0)
{
var chips = new HFlowContainer { MouseFilter = MouseFilterEnum.Pass };
chips.AddThemeConstantOverride("h_separation", 6);
chips.AddThemeConstantOverride("v_separation", 4);
box.AddChild(chips);
foreach (var t in sp.Traits)
chips.AddChild(new TraitChip { TraitName = t.Name, Description = t.Description });
foreach (var d in sp.Detriments)
chips.AddChild(new TraitChip { TraitName = d.Name, Description = d.Description, Detriment = true });
}
return card;
}
}
+3 -38
View File
@@ -37,9 +37,6 @@ public partial class StepStats : VBoxContainer, IStep
private Button _rollBtn = null!; private Button _rollBtn = null!;
private Button _rerollBtn = null!; private Button _rerollBtn = null!;
private Button _autoBtn = null!; private Button _autoBtn = null!;
private ScrollContainer? _scroll;
private int _savedScroll = -1;
private bool _scrollPending;
public void Bind(CharacterDraft draft) public void Bind(CharacterDraft draft)
{ {
@@ -61,7 +58,7 @@ public partial class StepStats : VBoxContainer, IStep
var intro = new VBoxContainer(); var intro = new VBoxContainer();
intro.AddThemeConstantOverride("separation", 6); intro.AddThemeConstantOverride("separation", 6);
AddChild(intro); AddChild(intro);
intro.AddChild(new Label { Text = "FOLIO V · ABILITIES" }); intro.AddChild(new Label { Text = "FOLIO VI · ABILITIES" });
intro.AddChild(new Label { Text = "Assign your Ability Scores" }); intro.AddChild(new Label { Text = "Assign your Ability Scores" });
intro.AddChild(new Label intro.AddChild(new Label
{ {
@@ -139,15 +136,8 @@ public partial class StepStats : VBoxContainer, IStep
private void Refresh() private void Refresh()
{ {
if (_pool is null) return; if (_pool is null) return;
// Scroll preservation now handled centrally by Wizard.UpdateChrome
// Tearing down + rebuilding child token trees triggers a layout // / Wizard._Process, which snapshots before this Refresh fires.
// pass that resets the parent ScrollContainer's vertical scroll.
// Snapshot the scroll position and restore it after the new layout
// settles. The restore goes through a method (not SetDeferred on
// the property) so it runs reliably after layout finishes — the
// method is queued via CallDeferred at the end of Refresh.
_scroll = FindAncestorScroll();
_savedScroll = _scroll?.ScrollVertical ?? -1;
// Toolbar reflects current method and assignment state. // Toolbar reflects current method and assignment state.
bool isRoll = _draft.StatMethod == "roll"; bool isRoll = _draft.StatMethod == "roll";
@@ -197,31 +187,6 @@ public partial class StepStats : VBoxContainer, IStep
} }
} }
// Restore scroll on the next _Process frame — after layout has fully
// converged. CallDeferred / SetDeferred / CreateTimer all proved
// racy because the ScrollContainer re-clamps scroll on later layout
// passes triggered by tree mutations elsewhere.
if (_savedScroll >= 0 && _scroll is not null) _scrollPending = true;
}
public override void _Process(double delta)
{
if (_scrollPending && _scroll is not null && IsInstanceValid(_scroll))
{
_scroll.ScrollVertical = _savedScroll;
}
_scrollPending = false;
}
private ScrollContainer? FindAncestorScroll()
{
Node? n = GetParent();
while (n is not null)
{
if (n is ScrollContainer sc) return sc;
n = n.GetParent();
}
return null;
} }
// ────────────────────────────────────────────────────────────────────── // ──────────────────────────────────────────────────────────────────────
@@ -0,0 +1,131 @@
using Godot;
using System.Linq;
using Theriapolis.Core.Data;
using Theriapolis.GodotHost.Scenes.Widgets;
using Theriapolis.GodotHost.UI;
namespace Theriapolis.GodotHost.Scenes.Steps;
/// <summary>
/// Step IV — Subclass. New vs the React prototype (which is pre-Phase
/// 6.5); per port plan §10, dedicated step rather than inline picker.
/// Cards filtered by the chosen class's <c>SubclassIds</c>. Selecting
/// commits via Patch(subclass_id).
/// </summary>
public partial class StepSubclass : VBoxContainer, IStep
{
private CharacterDraft _draft = null!;
private GridContainer _grid = null!;
public void Bind(CharacterDraft draft)
{
_draft = draft;
_draft.Changed += () => Callable.From(Refresh).CallDeferred();
Build();
}
public string? Validate()
{
if (string.IsNullOrEmpty(_draft?.SubclassId)) return "Pick a subclass.";
var sub = System.Array.Find(CodexContent.Subclasses, s => s.Id == _draft.SubclassId);
if (sub is null || !string.Equals(sub.ClassId, _draft.ClassId, System.StringComparison.OrdinalIgnoreCase))
return "Selected subclass doesn't belong to the current calling.";
return null;
}
private void Build()
{
AddThemeConstantOverride("separation", 16);
var intro = new VBoxContainer();
intro.AddThemeConstantOverride("separation", 6);
AddChild(intro);
intro.AddChild(new Label { Text = "FOLIO IV · SUBCLASS" });
intro.AddChild(new Label { Text = "Choose a Subclass" });
intro.AddChild(new Label
{
Text = "Specialization within your calling. Subclass features unlock at "
+ "level 3 and beyond, but the choice is locked in now — only subclasses "
+ "available to your chosen calling are shown.",
AutowrapMode = TextServer.AutowrapMode.WordSmart,
});
_grid = new GridContainer { Columns = 3, SizeFlagsHorizontal = SizeFlags.ExpandFill };
_grid.AddThemeConstantOverride("h_separation", 16);
_grid.AddThemeConstantOverride("v_separation", 16);
AddChild(_grid);
Refresh();
}
private void Refresh()
{
if (_grid is null) return;
foreach (var c in _grid.GetChildren()) c.QueueFree();
var cls = CodexContent.Class(_draft.ClassId);
if (cls is null) return;
foreach (var subId in cls.SubclassIds)
{
var sub = System.Array.Find(CodexContent.Subclasses, s => s.Id == subId);
if (sub is not null) _grid.AddChild(BuildCard(sub));
}
}
private Control BuildCard(SubclassDef sub)
{
bool selected = _draft.SubclassId == sub.Id;
var card = new PanelContainer
{
CustomMinimumSize = new Vector2(200, 0),
MouseFilter = MouseFilterEnum.Stop,
};
if (selected) card.Modulate = new Color(1f, 0.95f, 0.85f);
card.GuiInput += (InputEvent e) =>
{
if (e is InputEventMouseButton mb && mb.Pressed && mb.ButtonIndex == MouseButton.Left)
_draft.Patch(new Godot.Collections.Dictionary { { "subclass_id", sub.Id } });
};
var box = new VBoxContainer { MouseFilter = MouseFilterEnum.Pass };
box.AddThemeConstantOverride("separation", 6);
card.AddChild(box);
box.AddChild(new Label { Text = sub.Name });
if (!string.IsNullOrEmpty(sub.Flavor))
{
box.AddChild(new Label
{
Text = sub.Flavor,
AutowrapMode = TextServer.AutowrapMode.WordSmart,
});
}
// Level-3 features (the first unlock for any subclass).
var l3 = sub.LevelFeatures.FirstOrDefault(e => e.Level == 3);
if (l3?.Features.Length > 0)
{
var featChips = new HFlowContainer { MouseFilter = MouseFilterEnum.Pass };
featChips.AddThemeConstantOverride("h_separation", 6);
featChips.AddThemeConstantOverride("v_separation", 4);
box.AddChild(featChips);
foreach (var fid in l3.Features)
{
if (!sub.FeatureDefinitions.TryGetValue(fid, out var fd)) continue;
if (fd.Kind == "stub") continue;
featChips.AddChild(new TraitChip
{
TraitName = fd.Name,
Description = fd.Description,
Tag = "L3 · " + fd.Kind,
});
}
}
return card;
}
}
+70 -22
View File
@@ -32,18 +32,26 @@ public partial class Wizard : Control
private Button _backBtn = null!; private Button _backBtn = null!;
private Button _nextBtn = 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 int _step;
private Steps.IStep? _activeStep; private Steps.IStep? _activeStep;
private static readonly System.Type?[] StepTypes = private static readonly System.Type?[] StepTypes =
{ {
typeof(Steps.StepClade), // 0 Clade — implemented typeof(Steps.StepClade), // 0 Clade
null, // 1 Species typeof(Steps.StepSpecies), // 1 Species
null, // 2 Calling typeof(Steps.StepClass), // 2 Calling
null, // 3 Subclass typeof(Steps.StepSubclass), // 3 Subclass
null, // 4 History typeof(Steps.StepBackground), // 4 History
typeof(Steps.StepStats), // 5 Abilities — implemented (M6.2) typeof(Steps.StepStats), // 5 Abilities
null, // 6 Skills null, // 6 Skills — M6.5
null, // 7 Sign null, // 7 Sign — M6.6
}; };
public override void _Ready() public override void _Ready()
@@ -57,6 +65,7 @@ public partial class Wizard : Control
_navProgress = GetNode<Label>("%NavProgress"); _navProgress = GetNode<Label>("%NavProgress");
_backBtn = GetNode<Button>("%BackButton"); _backBtn = GetNode<Button>("%BackButton");
_nextBtn = GetNode<Button>("%NextButton"); _nextBtn = GetNode<Button>("%NextButton");
_scroll = GetNode<ScrollContainer>("%Scroll");
var aside = GetNode<Aside>("%Aside"); var aside = GetNode<Aside>("%Aside");
aside.SetDraft(Character); aside.SetDraft(Character);
@@ -102,9 +111,11 @@ public partial class Wizard : Control
private void OnStepperClicked(int index) private void OnStepperClicked(int index)
{ {
if (index <= _step) { SwitchToStep(index); return; } if (index <= _step) { SwitchToStep(index); return; }
// Forward jump requires current step satisfied. Unimplemented future // Forward jump requires every step in [0..index-1] satisfied — not
// steps still accept the jump — SwitchToStep will show a placeholder. // just the current step. Otherwise picking a clade would let you
if (_activeStep?.Validate() is not null) return; // 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); SwitchToStep(index);
} }
@@ -124,39 +135,76 @@ public partial class Wizard : Control
private void UpdateChrome() 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]}"; _folioLabel.Text = $"Folio {Roman(_step + 1)} of VIII — {StepNames[_step]}";
bool valid = _activeStep?.Validate() is null; // Validate via the static helper so stepper-state propagation and
string? err = _activeStep?.Validate(); // 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"); _validation.Text = err ?? (_step == StepKeys.Length - 1 ? "Ready to sign" : "Folio complete");
_nextBtn.Disabled = !valid; _nextBtn.Disabled = !valid;
_nextBtn.Visible = _step < StepKeys.Length - 1; _nextBtn.Visible = _step < StepKeys.Length - 1;
_backBtn.Text = _step == 0 ? "← Title" : "← Back"; _backBtn.Text = _step == 0 ? "← Title" : "← Back";
_navProgress.Text = $"{_step + 1} / {StepKeys.Length}"; _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 // Mirrors app.jsx's lock semantics exactly: a step is Locked iff
// step is unsatisfied. "Type not yet implemented" doesn't affect the // some EARLIER step's validator fails. Use FirstIncomplete to find
// lock state — clicking an unimplemented step just shows a placeholder. // 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]; var states = new UI.Widgets.CodexStepper.StepState[StepNames.Length];
for (int i = 0; i < StepNames.Length; i++) for (int i = 0; i < StepNames.Length; i++)
{ {
if (i == _step) if (i == _step)
{
states[i] = UI.Widgets.CodexStepper.StepState.Active; states[i] = UI.Widgets.CodexStepper.StepState.Active;
}
else if (i < _step) else if (i < _step)
states[i] = UI.Widgets.CodexStepper.StepState.Complete; {
else // Already-visited step. Complete if it still validates,
states[i] = currentSatisfied // Locked if the user has since invalidated it (e.g. cleared
? UI.Widgets.CodexStepper.StepState.Pending // 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; : 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); _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 private static string Roman(int n) => n switch
{ {
1 => "I", 2 => "II", 3 => "III", 4 => "IV", 1 => "I", 2 => "II", 3 => "III", 4 => "IV",
+1
View File
@@ -55,6 +55,7 @@ theme_override_constants/margin_top = 16
theme_override_constants/margin_bottom = 16 theme_override_constants/margin_bottom = 16
[node name="Scroll" type="ScrollContainer" parent="Wrap/Layout/Page/PageMain"] [node name="Scroll" type="ScrollContainer" parent="Wrap/Layout/Page/PageMain"]
unique_name_in_owner = true
size_flags_horizontal = 3 size_flags_horizontal = 3
size_flags_vertical = 3 size_flags_vertical = 3
horizontal_scroll_mode = 0 horizontal_scroll_mode = 0
+64 -10
View File
@@ -28,6 +28,54 @@ public partial class CharacterDraft : Resource
[Export] public string SubclassId { get; set; } = ""; [Export] public string SubclassId { get; set; } = "";
[Export] public string BackgroundId { 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> /// <summary>"array" or "roll" — assignment method for ability scores.</summary>
[Export] public string StatMethod { get; set; } = "array"; [Export] public string StatMethod { get; set; } = "array";
[Export] public Godot.Collections.Array<int> StatPool { get; set; } [Export] public Godot.Collections.Array<int> StatPool { get; set; }
@@ -48,16 +96,22 @@ public partial class CharacterDraft : Resource
string k = (string)key; string k = (string)key;
switch (k) switch (k)
{ {
case "clade_id": CladeId = (string)patch[key]; break; case "clade_id": CladeId = (string)patch[key]; break;
case "species_id": SpeciesId = (string)patch[key]; break; case "species_id": SpeciesId = (string)patch[key]; break;
case "class_id": ClassId = (string)patch[key]; break; case "class_id": ClassId = (string)patch[key]; break;
case "subclass_id": SubclassId = (string)patch[key]; break; case "subclass_id": SubclassId = (string)patch[key]; break;
case "background_id": BackgroundId = (string)patch[key]; break; case "background_id": BackgroundId = (string)patch[key]; break;
case "stat_method": StatMethod = (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_pool": StatPool = (Godot.Collections.Array<int>)patch[key]; break;
case "stat_assign": StatAssign = (Godot.Collections.Dictionary)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 "chosen_skills": ChosenSkills = (Godot.Collections.Array<string>)patch[key]; break;
case "character_name":CharacterName = (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: default:
GD.PushWarning($"[CharacterDraft] unknown patch key: {k}"); GD.PushWarning($"[CharacterDraft] unknown patch key: {k}");
break; break;
+79
View File
@@ -0,0 +1,79 @@
namespace Theriapolis.GodotHost.UI;
/// <summary>
/// Per-step validation against a CharacterDraft. Mirrors <c>app.jsx</c>'s
/// <c>validate(i)</c> exactly: returns null when step <c>i</c>'s
/// requirements are met, or a short error message otherwise. Static so
/// the Wizard can ask "is step N satisfied?" without instantiating each
/// step's UI — needed to compute Locked/Pending states across the whole
/// flow, not just the current step.
///
/// React prototype's app.jsx logic:
/// firstIncomplete = STEPS.findIndex(j => validate(j));
/// locked = i > step && firstIncomplete !== -1 && firstIncomplete < i;
///
/// (i.e. a step is locked iff some EARLIER step fails its validator).
/// </summary>
public static class WizardValidation
{
public static string? Validate(int step, CharacterDraft draft) => step switch
{
0 => ValidateClade(draft),
1 => ValidateSpecies(draft),
2 => string.IsNullOrEmpty(draft.ClassId) ? "Pick a calling." : null,
3 => string.IsNullOrEmpty(draft.SubclassId) ? "Pick a subclass." : null,
4 => string.IsNullOrEmpty(draft.BackgroundId) ? "Pick a history." : null,
5 => draft.StatAssign.Count == 6
? null
: $"Assign all six abilities ({draft.StatAssign.Count}/6).",
6 => ValidateSkills(draft),
7 => string.IsNullOrWhiteSpace(draft.CharacterName) ? "Enter a name." : null,
_ => null,
};
private static string? ValidateClade(CharacterDraft draft)
{
if (draft.IsHybrid)
{
if (string.IsNullOrEmpty(draft.SireCladeId)) return "Pick a sire clade.";
if (string.IsNullOrEmpty(draft.DamCladeId)) return "Pick a dam clade.";
if (draft.SireCladeId == draft.DamCladeId)
return "Sire and dam must be different clades.";
return null;
}
return string.IsNullOrEmpty(draft.CladeId) ? "Pick a clade." : null;
}
private static string? ValidateSpecies(CharacterDraft draft)
{
if (draft.IsHybrid)
{
if (string.IsNullOrEmpty(draft.SireSpeciesId)) return "Pick a sire species.";
if (string.IsNullOrEmpty(draft.DamSpeciesId)) return "Pick a dam species.";
return null;
}
return string.IsNullOrEmpty(draft.SpeciesId) ? "Pick a species." : null;
}
private static string? ValidateSkills(CharacterDraft draft)
{
var cls = CodexContent.Class(draft.ClassId);
int need = cls?.SkillsChoose ?? 0;
int got = draft.ChosenSkills.Count;
if (need == 0) return null; // class has no skill picks (shouldn't happen, defensive)
if (got == need) return null;
return $"Pick {need} skill{(need == 1 ? "" : "s")} ({got}/{need}).";
}
/// <summary>
/// Index of the lowest step whose validator currently fails, or -1 when
/// every step is satisfied. The forward-lock rule is: a step <c>i</c>
/// after the current step is locked iff <c>FirstIncomplete &lt; i</c>.
/// </summary>
public static int FirstIncomplete(CharacterDraft draft, int stepCount = 8)
{
for (int i = 0; i < stepCount; i++)
if (Validate(i, draft) is not null) return i;
return -1;
}
}