namespace Theriapolis.GodotHost.UI;
///
/// Per-step validation against a CharacterDraft. Mirrors app.jsx's
/// validate(i) exactly: returns null when step i'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).
///
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.";
// Pick one ability mod from each parent clade. Stacking on
// the same ability is allowed (the rule was simplified to
// permit duplicate picks summing).
if (string.IsNullOrEmpty(draft.SireChosenAbility))
return "Pick a lineage bonus from the sire clade.";
if (string.IsNullOrEmpty(draft.DamChosenAbility))
return "Pick a lineage bonus from the dam clade.";
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}).";
}
///
/// Index of the lowest step whose validator currently fails, or -1 when
/// every step is satisfied. The forward-lock rule is: a step i
/// after the current step is locked iff FirstIncomplete < i.
///
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;
}
}