Files
TheriapolisV3/Theriapolis.Godot/UI/WizardValidation.cs
T
Christopher Wiebe 8bf9eba2a7 M6.8: Hybrid trait pickers (Phase B)
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>
2026-05-04 20:12:56 -07:00

115 lines
5.2 KiB
C#

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.";
// 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.";
// Phase B: 2 clade traits from dominant + 1 from non-dominant.
int sireNeed = draft.CladeTraitLimit("sire");
int damNeed = draft.CladeTraitLimit("dam");
if (draft.SireChosenCladeTraits.Count != sireNeed)
return $"Pick {sireNeed} sire clade trait{(sireNeed == 1 ? "" : "s")} ({draft.SireChosenCladeTraits.Count}/{sireNeed}).";
if (draft.DamChosenCladeTraits.Count != damNeed)
return $"Pick {damNeed} dam clade trait{(damNeed == 1 ? "" : "s")} ({draft.DamChosenCladeTraits.Count}/{damNeed}).";
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.";
// Phase B: one species trait + one species detriment per lineage.
// A species with an empty detriment list still requires explicit
// confirmation — UI shows "(none)" affordance.
if (string.IsNullOrEmpty(draft.SireChosenSpeciesTrait))
return "Pick a sire species trait.";
if (string.IsNullOrEmpty(draft.DamChosenSpeciesTrait))
return "Pick a dam species trait.";
var sireSp = CodexContent.SpeciesById(draft.SireSpeciesId);
var damSp = CodexContent.SpeciesById(draft.DamSpeciesId);
if (sireSp is not null && sireSp.Detriments.Length > 0
&& string.IsNullOrEmpty(draft.SireChosenSpeciesDetriment))
return "Pick a sire species detriment.";
if (damSp is not null && damSp.Detriments.Length > 0
&& string.IsNullOrEmpty(draft.DamChosenSpeciesDetriment))
return "Pick a dam species detriment.";
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;
}
}