4d3db17a89
Per GODOT_PORTING_GUIDE.md §7, the highest-risk piece in the wizard.
Three reusable widgets + the orchestrating step.
Scenes/Widgets/AbilityToken.cs:
Draggable Control with Value + Origin metadata. _GetDragData returns
a Dictionary payload {kind, value, from, ability, idx} per guide
§7.1. MouseFilter = Pass so clicks propagate to the parent slot
for the click-to-return affordance (later removed; see commit body).
Drag preview is a dimmed duplicate.
Scenes/Widgets/AbilitySlot.cs:
PanelContainer drop target per guide §7.2. Accepts any
ability_value payload via _CanDropData / _DropData and emits
Dropped(payload). Each slot owns one ability id (STR/DEX/CON/INT/
WIS/CHA).
Scenes/Widgets/AbilityPool.cs:
HBoxContainer drop target per guide §7.3. Accepts only slot→pool
drops (returning an assigned value to the pool); pool→pool drops
are no-ops.
Scenes/Steps/StepStats.cs:
Direct port of StepStats in steps.jsx per guide §7.4. Standard
array (default) and roll-4d6-drop-lowest method tabs; Reroll
button visible in roll mode; Auto Assign sorts the remaining pool
descending and places the largest values into empty slots ordered
by class.PrimaryAbility. Three drag-drop cases (pool→slot,
slot→slot swap, slot→pool) all delegate to a single Patch call,
then the entire token tree rebuilds from the new draft state on
the Changed signal — handlers don't reparent anything manually.
Issues hit during development and resolved before commit:
- Initial click-to-return on slot pre-empted drag-from-slot every
time (the GuiInput fired on mouse-down, before Godot detected
the drag). Removed click-to-return — drag is the canonical
interaction; that matches the React prototype anyway.
- Token MouseFilter = Stop blocked clicks from reaching the slot
layer; switched to Pass which still works as a drag source.
- Refresh() teardown + rebuild reset the parent ScrollContainer's
scroll to 0 every drop. CallDeferred / SetDeferred / CreateTimer
all raced because layout settles over multiple frames; the fix
that worked was capturing scroll position pre-rebuild and
restoring in _Process the next frame.
Wizard.cs:
StepTypes[5] = typeof(StepStats); the Abilities step is now
reachable. (StepTypes[1..4, 6..7] still null — coming in M6.3+.)
Verified: all three drag scenarios + click handling + auto-assign
+ method switch + reroll work; scroll position holds across drops.
Closes M6.2. Next per guide §12: M6.3 — popover system (TraitChip +
shared PopoverLayer) before adding more easy card-grid steps.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
167 lines
6.1 KiB
C#
167 lines
6.1 KiB
C#
using Godot;
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namespace Theriapolis.GodotHost.Scenes;
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/// <summary>
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/// Character creation wizard shell. Mirrors <c>src/app.jsx</c> per
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/// GODOT_PORTING_GUIDE.md §4: header + stepper + page (step + aside) +
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/// nav bar. Owns the <see cref="CharacterDraft"/> resource and dispatches
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/// each step's content into the StepHost.
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///
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/// Default theme only at this layer — per guide §12 (build order),
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/// the parchment Theme lands as a final pass once structural correctness
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/// is verified. Until then, font/colour issues are clearly font/colour
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/// issues, not layout issues.
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/// </summary>
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public partial class Wizard : Control
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{
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[Signal] public delegate void BackToTitleEventHandler();
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private static readonly string[] StepKeys =
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{ "clade", "species", "class", "subclass", "background", "stats", "skills", "review" };
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private static readonly string[] StepNames =
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{ "Clade", "Species", "Calling", "Subclass", "History", "Abilities", "Skills", "Sign" };
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public UI.CharacterDraft Character { get; private set; } = null!;
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private UI.Widgets.CodexStepper _stepper = null!;
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private Control _stepHost = null!;
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private Label _folioLabel = null!;
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private Label _validation = null!;
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private Label _navProgress = null!;
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private Button _backBtn = null!;
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private Button _nextBtn = null!;
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private int _step;
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private Steps.IStep? _activeStep;
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private static readonly System.Type?[] StepTypes =
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{
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typeof(Steps.StepClade), // 0 Clade — implemented
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null, // 1 Species
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null, // 2 Calling
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null, // 3 Subclass
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null, // 4 History
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typeof(Steps.StepStats), // 5 Abilities — implemented (M6.2)
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null, // 6 Skills
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null, // 7 Sign
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};
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public override void _Ready()
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{
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Character = new UI.CharacterDraft();
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_stepper = GetNode<UI.Widgets.CodexStepper>("%Stepper");
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_stepHost = GetNode<Control>("%StepHost");
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_folioLabel = GetNode<Label>("%FolioLabel");
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_validation = GetNode<Label>("%ValidationLabel");
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_navProgress = GetNode<Label>("%NavProgress");
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_backBtn = GetNode<Button>("%BackButton");
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_nextBtn = GetNode<Button>("%NextButton");
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var aside = GetNode<Aside>("%Aside");
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aside.SetDraft(Character);
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_stepper.StepClicked += OnStepperClicked;
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_backBtn.Pressed += OnBackPressed;
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_nextBtn.Pressed += OnNextPressed;
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Character.Changed += UpdateChrome;
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SwitchToStep(0);
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}
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// ──────────────────────────────────────────────────────────────────────
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// Step lifecycle
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private void SwitchToStep(int index)
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{
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if (index < 0 || index >= StepKeys.Length) return;
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_step = index;
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foreach (var c in _stepHost.GetChildren()) c.QueueFree();
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_activeStep = null;
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var t = StepTypes[index];
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if (t is null)
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{
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_stepHost.AddChild(new Label
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{
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Text = $"{StepNames[index]} step — coming soon.",
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});
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}
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else
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{
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var instance = (Steps.IStep)System.Activator.CreateInstance(t)!;
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_activeStep = instance;
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instance.Bind(Character);
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_stepHost.AddChild((Control)instance);
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}
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UpdateChrome();
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}
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private void OnStepperClicked(int index)
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{
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if (index <= _step) { SwitchToStep(index); return; }
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// Forward jump requires current step satisfied. Unimplemented future
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// steps still accept the jump — SwitchToStep will show a placeholder.
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if (_activeStep?.Validate() is not null) return;
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SwitchToStep(index);
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}
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private void OnBackPressed()
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{
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if (_step == 0) { EmitSignal(SignalName.BackToTitle); return; }
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SwitchToStep(_step - 1);
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}
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private void OnNextPressed()
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{
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if (_step < StepKeys.Length - 1) SwitchToStep(_step + 1);
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}
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// ──────────────────────────────────────────────────────────────────────
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// Chrome (header, stepper, nav-bar) refresh
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private void UpdateChrome()
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{
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_folioLabel.Text = $"Folio {Roman(_step + 1)} of VIII — {StepNames[_step]}";
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bool valid = _activeStep?.Validate() is null;
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string? err = _activeStep?.Validate();
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_validation.Text = err ?? (_step == StepKeys.Length - 1 ? "Ready to sign" : "Folio complete");
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_nextBtn.Disabled = !valid;
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_nextBtn.Visible = _step < StepKeys.Length - 1;
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_backBtn.Text = _step == 0 ? "← Title" : "← Back";
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_navProgress.Text = $"{_step + 1} / {StepKeys.Length}";
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RebuildStepperStates(valid);
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}
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private void RebuildStepperStates(bool currentSatisfied)
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{
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// Mirrors app.jsx's lock semantics: a step is Locked iff some EARLIER
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// step is unsatisfied. "Type not yet implemented" doesn't affect the
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// lock state — clicking an unimplemented step just shows a placeholder.
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var states = new UI.Widgets.CodexStepper.StepState[StepNames.Length];
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for (int i = 0; i < StepNames.Length; i++)
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{
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if (i == _step)
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states[i] = UI.Widgets.CodexStepper.StepState.Active;
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else if (i < _step)
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states[i] = UI.Widgets.CodexStepper.StepState.Complete;
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else
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states[i] = currentSatisfied
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? UI.Widgets.CodexStepper.StepState.Pending
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: UI.Widgets.CodexStepper.StepState.Locked;
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}
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_stepper.SetSteps(StepNames, states);
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}
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private static string Roman(int n) => n switch
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{
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1 => "I", 2 => "II", 3 => "III", 4 => "IV",
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5 => "V", 6 => "VI", 7 => "VII", 8 => "VIII",
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_ => n.ToString(),
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};
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}
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