Files
TheriapolisV3/Theriapolis.Godot/Scenes/Steps/StepClass.cs
T
Christopher Wiebe ce87eb11ad M6.4: Card-grid steps + hybrid origin + clade-restricted backgrounds
Per GODOT_PORTING_GUIDE.md §12, the four "easy" card-grid steps land
together (Species / Calling / Subclass / History), plus three real
features that emerged during testing: cross-step validation gating,
hybrid origin, and clade-restricted background availability.

New step files (Scenes/Steps/):
  StepSpecies.cs    — cards filtered by clade; for hybrids shows two
                      stacked grids (Sire / Dam).
  StepClass.cs      — all classes; class change clears chosen skills
                      and the previously-selected subclass.
  StepSubclass.cs   — subclasses filtered by ClassDef.SubclassIds.
  StepBackground.cs — backgrounds filtered by hybrid + clade rules
                      (see below).

UI/WizardValidation.cs (new):
  Static per-step validators against CharacterDraft. Replaces the
  per-instance Validate() route on the wizard side — Wizard now
  computes the lock state for every step in the flow, not just the
  current one. Mirrors app.jsx's firstIncomplete rule exactly.

  Bug it fixes: previously the wizard checked only the current step's
  validity, so picking a clade let you skip directly to Abilities
  without picking species/calling/etc.

UI/CharacterDraft.cs:
  Phase 6.5 hybrid fields — IsHybrid, SireCladeId, SireSpeciesId,
  DamCladeId, DamSpeciesId, DominantParent. EffectiveCladeId /
  EffectiveSpeciesId resolve to the dominant parent's lineage when
  hybrid; downstream steps don't need to care which path. Helpers
  HasClade(id) and HasAnyCladeOfKind(kind) feed the background
  availability rules.

StepClade.cs:
  Hybrid toggle splits the picker into Sire + Dam grids with a
  Dominant Lineage radio. Validation refuses same-clade Sire+Dam.
  Switched to build-once + mutate-in-place: cards are created once
  during Build(), Refresh just updates Modulate per selection state.
  Tearing down + rebuilding inside the click callback caused
  duplicates because Free() defers when the freed node is mid-signal.

StepBackground.cs:
  Availability rules table — predicates per restricted background id.
  Hybrid-only: passer, hybrid_underground, former_chattel.
  Clade-restricted: warren_runner (Leporidae), pack_raised (Canidae),
  herd_city_born (any prey clade).
  Hybrids match if either parent satisfies the rule.

Other steps (Species/Class/Subclass/Background):
  Refresh dispatched via Callable.From(Refresh).CallDeferred() so the
  rebuild runs after the click handler completes — same Free()-during-
  signal bug as StepClade hit, fixed via deferral instead of mutate-
  in-place because the card lists are dynamic (clade- / class- /
  hybrid-flag-dependent).

Wizard.cs:
  - RebuildStepperStates uses WizardValidation.FirstIncomplete to lock
    every step past the first unsatisfied one.
  - OnStepperClicked checks every step in [0..target-1].
  - UpdateChrome's banner uses WizardValidation for the active step.
  - Scroll preservation moved here (snapshot before step.Refresh
    fires, restore in _Process); StepStats's local copy removed.

Wizard.tscn:
  Scroll node marked unique_name_in_owner so Wizard can grab it.
  PopoverLayer's TraitChip is reused throughout the new step cards.

Aside.cs:
  Hybrid-aware summary — shows "Sire (dominant)" / "Dam" lineage rows
  when IsHybrid; otherwise the existing Clade / Species rows.

Verified end-to-end:
  - Walk Clade → Species → Calling → Subclass → History → Abilities
  - Stepper locks every step past first unsatisfied
  - Hybrid toggle works both directions, dominant changes lineage
  - Hybrid-only and clade-restricted backgrounds appear / disappear
    based on lineage
  - Scroll position preserved across selections
  - Drag-drop still works on Abilities

Closes M6.4. Per guide §12, next is M6.5 — StepSkills (class-driven
choice list with TraitChip per skill).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-02 22:24:33 -07:00

138 lines
4.9 KiB
C#

using Godot;
using System.Linq;
using Theriapolis.Core.Data;
using Theriapolis.GodotHost.Scenes.Widgets;
using Theriapolis.GodotHost.UI;
namespace Theriapolis.GodotHost.Scenes.Steps;
/// <summary>
/// Step III — Calling. Direct port of <c>StepClass</c> in
/// <c>src/steps.jsx</c>: card per class showing hit die, primary
/// abilities, saves, and level-1 features (subclass-selection
/// stubs filtered out per the React prototype's contract). Class
/// change clears chosen skills and the previously-chosen subclass.
/// </summary>
public partial class StepClass : VBoxContainer, IStep
{
private CharacterDraft _draft = null!;
private GridContainer _grid = null!;
public void Bind(CharacterDraft draft)
{
_draft = draft;
// Defer Refresh so it runs after the click callback that triggered
// Changed completes (avoids the Free()-during-signal duplicate bug).
_draft.Changed += () => Callable.From(Refresh).CallDeferred();
Build();
}
public string? Validate() =>
string.IsNullOrEmpty(_draft?.ClassId) ? "Pick a calling." : null;
private void Build()
{
AddThemeConstantOverride("separation", 16);
var intro = new VBoxContainer();
intro.AddThemeConstantOverride("separation", 6);
AddChild(intro);
intro.AddChild(new Label { Text = "FOLIO III · CALLING" });
intro.AddChild(new Label { Text = "Choose a Calling" });
intro.AddChild(new Label
{
Text = "Your character's path — fighter, hunter, scholar, or something stranger. "
+ "The calling fixes your hit die, primary abilities, saving-throw "
+ "proficiencies, and the level-1 feature set you start play with.",
AutowrapMode = TextServer.AutowrapMode.WordSmart,
});
_grid = new GridContainer { Columns = 3, SizeFlagsHorizontal = SizeFlags.ExpandFill };
_grid.AddThemeConstantOverride("h_separation", 16);
_grid.AddThemeConstantOverride("v_separation", 16);
AddChild(_grid);
Refresh();
}
private void Refresh()
{
if (_grid is null) return;
foreach (var c in _grid.GetChildren()) c.QueueFree();
foreach (var cls in CodexContent.Classes)
_grid.AddChild(BuildCard(cls));
}
private Control BuildCard(ClassDef cls)
{
bool selected = _draft.ClassId == cls.Id;
var card = new PanelContainer
{
CustomMinimumSize = new Vector2(200, 0),
MouseFilter = MouseFilterEnum.Stop,
};
if (selected) card.Modulate = new Color(1f, 0.95f, 0.85f);
card.GuiInput += (InputEvent e) =>
{
if (e is InputEventMouseButton mb && mb.Pressed && mb.ButtonIndex == MouseButton.Left)
{
// Class change: reset subclass + chosen skills, mirroring
// app.jsx's useEffect on classId.
_draft.Patch(new Godot.Collections.Dictionary
{
{ "class_id", cls.Id },
{ "subclass_id", "" },
{ "chosen_skills", new Godot.Collections.Array<string>() },
});
}
};
var box = new VBoxContainer { MouseFilter = MouseFilterEnum.Pass };
box.AddThemeConstantOverride("separation", 6);
card.AddChild(box);
box.AddChild(new Label { Text = cls.Name });
box.AddChild(new Label
{
Text = $"d{cls.HitDie} · {string.Join("/", cls.PrimaryAbility)}",
});
if (cls.Saves.Length > 0)
{
var savesRow = new HBoxContainer();
savesRow.AddThemeConstantOverride("separation", 6);
box.AddChild(savesRow);
savesRow.AddChild(new Label { Text = "SAVES" });
foreach (var s in cls.Saves)
savesRow.AddChild(new Label { Text = s });
}
// Level-1 features. Filter out stubs and subclass-selection markers
// (the React prototype hides the subclass picker on the class card).
var lvl1 = cls.LevelTable.FirstOrDefault(e => e.Level == 1);
if (lvl1?.Features.Length > 0)
{
var featChips = new HFlowContainer { MouseFilter = MouseFilterEnum.Pass };
featChips.AddThemeConstantOverride("h_separation", 6);
featChips.AddThemeConstantOverride("v_separation", 4);
box.AddChild(featChips);
foreach (var fid in lvl1.Features)
{
if (!cls.FeatureDefinitions.TryGetValue(fid, out var fd)) continue;
if (fd.Kind == "stub" || fid.StartsWith("subclass_")) continue;
featChips.AddChild(new TraitChip
{
TraitName = fd.Name,
Description = fd.Description,
Tag = fd.Kind,
});
}
}
return card;
}
}