8bf9eba2a7
Per theriapolis-rpg-clades.md "Building a Hybrid": hybrids now pick two clade traits from the dominant parent + one from the other (2/1 split keyed off DominantParent), and one species trait + one species detriment from each parent. All clade detriments still inherit fully from both parents. Universal hybrid detriments unchanged. CharacterDraft gains six new fields (sire/dam clade-trait arrays, sire/dam species trait/detriment ids) and a CladeTraitLimit(lineage) helper. Step 0/1 validators enforce the picks; Aside renders only the chosen subset for hybrids. Cascading clears: clade swap clears that lineage's bonus + clade traits + (if species also invalidated) species pick; species swap clears that lineage's species trait/detriment; dominant flip trims overflow from the end (non-destructive when possible); hybrid-off clears all six new fields. Toggle buttons in both steps wire MouseEntered/Exited into PopoverLayer so the player can read each trait's description on hover (detriment buttons get the red-tinted "DETRIMENT" popover). Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
115 lines
5.2 KiB
C#
115 lines
5.2 KiB
C#
namespace Theriapolis.GodotHost.UI;
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/// <summary>
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/// Per-step validation against a CharacterDraft. Mirrors <c>app.jsx</c>'s
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/// <c>validate(i)</c> exactly: returns null when step <c>i</c>'s
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/// requirements are met, or a short error message otherwise. Static so
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/// the Wizard can ask "is step N satisfied?" without instantiating each
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/// step's UI — needed to compute Locked/Pending states across the whole
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/// flow, not just the current step.
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///
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/// React prototype's app.jsx logic:
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/// firstIncomplete = STEPS.findIndex(j => validate(j));
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/// locked = i > step && firstIncomplete !== -1 && firstIncomplete < i;
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///
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/// (i.e. a step is locked iff some EARLIER step fails its validator).
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/// </summary>
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public static class WizardValidation
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{
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public static string? Validate(int step, CharacterDraft draft) => step switch
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{
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0 => ValidateClade(draft),
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1 => ValidateSpecies(draft),
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2 => string.IsNullOrEmpty(draft.ClassId) ? "Pick a calling." : null,
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3 => string.IsNullOrEmpty(draft.SubclassId) ? "Pick a subclass." : null,
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4 => string.IsNullOrEmpty(draft.BackgroundId) ? "Pick a history." : null,
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5 => draft.StatAssign.Count == 6
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? null
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: $"Assign all six abilities ({draft.StatAssign.Count}/6).",
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6 => ValidateSkills(draft),
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7 => string.IsNullOrWhiteSpace(draft.CharacterName) ? "Enter a name." : null,
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_ => null,
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};
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private static string? ValidateClade(CharacterDraft draft)
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{
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if (draft.IsHybrid)
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{
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if (string.IsNullOrEmpty(draft.SireCladeId)) return "Pick a sire clade.";
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if (string.IsNullOrEmpty(draft.DamCladeId)) return "Pick a dam clade.";
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if (draft.SireCladeId == draft.DamCladeId)
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return "Sire and dam must be different clades.";
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// Pick one ability mod from each parent clade. Stacking on
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// the same ability is allowed (the rule was simplified to
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// permit duplicate picks summing).
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if (string.IsNullOrEmpty(draft.SireChosenAbility))
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return "Pick a lineage bonus from the sire clade.";
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if (string.IsNullOrEmpty(draft.DamChosenAbility))
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return "Pick a lineage bonus from the dam clade.";
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// Phase B: 2 clade traits from dominant + 1 from non-dominant.
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int sireNeed = draft.CladeTraitLimit("sire");
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int damNeed = draft.CladeTraitLimit("dam");
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if (draft.SireChosenCladeTraits.Count != sireNeed)
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return $"Pick {sireNeed} sire clade trait{(sireNeed == 1 ? "" : "s")} ({draft.SireChosenCladeTraits.Count}/{sireNeed}).";
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if (draft.DamChosenCladeTraits.Count != damNeed)
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return $"Pick {damNeed} dam clade trait{(damNeed == 1 ? "" : "s")} ({draft.DamChosenCladeTraits.Count}/{damNeed}).";
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return null;
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}
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return string.IsNullOrEmpty(draft.CladeId) ? "Pick a clade." : null;
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}
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private static string? ValidateSpecies(CharacterDraft draft)
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{
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if (draft.IsHybrid)
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{
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if (string.IsNullOrEmpty(draft.SireSpeciesId)) return "Pick a sire species.";
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if (string.IsNullOrEmpty(draft.DamSpeciesId)) return "Pick a dam species.";
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// Phase B: one species trait + one species detriment per lineage.
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// A species with an empty detriment list still requires explicit
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// confirmation — UI shows "(none)" affordance.
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if (string.IsNullOrEmpty(draft.SireChosenSpeciesTrait))
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return "Pick a sire species trait.";
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if (string.IsNullOrEmpty(draft.DamChosenSpeciesTrait))
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return "Pick a dam species trait.";
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var sireSp = CodexContent.SpeciesById(draft.SireSpeciesId);
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var damSp = CodexContent.SpeciesById(draft.DamSpeciesId);
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if (sireSp is not null && sireSp.Detriments.Length > 0
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&& string.IsNullOrEmpty(draft.SireChosenSpeciesDetriment))
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return "Pick a sire species detriment.";
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if (damSp is not null && damSp.Detriments.Length > 0
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&& string.IsNullOrEmpty(draft.DamChosenSpeciesDetriment))
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return "Pick a dam species detriment.";
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return null;
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}
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return string.IsNullOrEmpty(draft.SpeciesId) ? "Pick a species." : null;
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}
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private static string? ValidateSkills(CharacterDraft draft)
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{
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var cls = CodexContent.Class(draft.ClassId);
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int need = cls?.SkillsChoose ?? 0;
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int got = draft.ChosenSkills.Count;
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if (need == 0) return null; // class has no skill picks (shouldn't happen, defensive)
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if (got == need) return null;
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return $"Pick {need} skill{(need == 1 ? "" : "s")} ({got}/{need}).";
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}
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/// <summary>
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/// Index of the lowest step whose validator currently fails, or -1 when
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/// every step is satisfied. The forward-lock rule is: a step <c>i</c>
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/// after the current step is locked iff <c>FirstIncomplete < i</c>.
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/// </summary>
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public static int FirstIncomplete(CharacterDraft draft, int stepCount = 8)
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{
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for (int i = 0; i < stepCount; i++)
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if (Validate(i, draft) is not null) return i;
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return -1;
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}
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}
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