Files
TheriapolisV3/Theriapolis.Godot/UI/WizardValidation.cs
T
Christopher Wiebe bb986d49f9 M6.6: StepReview signing + hybrid math revision
- New Step VIII (Review): name input and Confirm button that
  saves the finalized character to user://character.tres.
- Hybrid lineage rules simplified per project decision: drop
  the "no-stack on overlap, take +1 free elsewhere" rule from
  theriapolis-rpg-clades.md. Hybrids now pick one ability mod
  from each parent clade and they sum if they overlap.
  Removes HybridFreeAbility, the free-bonus picker row, and the
  overlap special case from AbilityCalc + WizardValidation.
- StepClade bonus rows now mutate in place (sync ButtonPressed)
  instead of tearing down on every Refresh — the old path freed
  the very button mid-Pressed-signal, leaving stale buttons next
  to the new ones.
- StepSkills drops the redundant "Calling: X · History: Y" meta
  line; both are already shown in the Aside summary.
- Aside hybrid section adds dual-species traits and the
  universal-hybrid detriment pills.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-03 20:51:55 -07:00

89 lines
3.7 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.";
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;
}
}