ce87eb11ad
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>
156 lines
5.9 KiB
C#
156 lines
5.9 KiB
C#
using Godot;
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using Theriapolis.Core.Data;
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using Theriapolis.GodotHost.Scenes.Widgets;
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using Theriapolis.GodotHost.UI;
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namespace Theriapolis.GodotHost.Scenes.Steps;
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/// <summary>
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/// Step II — Species. Direct port of <c>StepSpecies</c> in
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/// <c>src/steps.jsx</c> plus the Phase 6.5 hybrid extension: when
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/// <see cref="CharacterDraft.IsHybrid"/> is true the step shows two
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/// stacked grids, one filtered by SireCladeId and one by DamCladeId.
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/// </summary>
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public partial class StepSpecies : VBoxContainer, IStep
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{
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private CharacterDraft _draft = null!;
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private VBoxContainer _purebredSection = null!;
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private VBoxContainer _hybridSection = null!;
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private GridContainer _purebredGrid = null!;
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private GridContainer _sireGrid = null!;
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private GridContainer _damGrid = null!;
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public void Bind(CharacterDraft draft)
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{
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_draft = draft;
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// Defer Refresh so it runs after the click callback that triggered
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// Changed completes — Free() called on a card mid-callback returns
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// without freeing, leaving a stale duplicate in the grid.
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_draft.Changed += () => Callable.From(Refresh).CallDeferred();
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Build();
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}
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public string? Validate() => WizardValidation.Validate(1, _draft);
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private void Build()
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{
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AddThemeConstantOverride("separation", 16);
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var intro = new VBoxContainer();
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intro.AddThemeConstantOverride("separation", 6);
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AddChild(intro);
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intro.AddChild(new Label { Text = "FOLIO II · SPECIES" });
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intro.AddChild(new Label { Text = "Choose a Species" });
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intro.AddChild(new Label
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{
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Text = "Refine your line. Species inherits the clade's traits and adds its "
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+ "own — body size, base movement speed, and species-specific abilities. "
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+ "Hybrid characters pick one species per parent lineage.",
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AutowrapMode = TextServer.AutowrapMode.WordSmart,
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});
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_purebredSection = new VBoxContainer();
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_purebredSection.AddThemeConstantOverride("separation", 6);
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AddChild(_purebredSection);
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_purebredGrid = MakeGrid();
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_purebredSection.AddChild(_purebredGrid);
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_hybridSection = new VBoxContainer();
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_hybridSection.AddThemeConstantOverride("separation", 16);
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AddChild(_hybridSection);
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_hybridSection.AddChild(new Label { Text = "SIRE — Paternal Lineage" });
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_sireGrid = MakeGrid();
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_hybridSection.AddChild(_sireGrid);
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_hybridSection.AddChild(new Label { Text = "DAM — Maternal Lineage" });
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_damGrid = MakeGrid();
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_hybridSection.AddChild(_damGrid);
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Refresh();
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}
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private static GridContainer MakeGrid()
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{
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var grid = new GridContainer { Columns = 3, SizeFlagsHorizontal = SizeFlags.ExpandFill };
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grid.AddThemeConstantOverride("h_separation", 16);
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grid.AddThemeConstantOverride("v_separation", 16);
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return grid;
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}
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private void Refresh()
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{
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if (_purebredGrid is null) return;
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bool hybrid = _draft.IsHybrid;
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_purebredSection.Visible = !hybrid;
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_hybridSection.Visible = hybrid;
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if (hybrid)
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{
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RefreshGrid(_sireGrid, _draft.SireCladeId, _draft.SireSpeciesId,
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spId => _draft.Patch(new Godot.Collections.Dictionary { { "sire_species_id", spId } }));
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RefreshGrid(_damGrid, _draft.DamCladeId, _draft.DamSpeciesId,
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spId => _draft.Patch(new Godot.Collections.Dictionary { { "dam_species_id", spId } }));
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}
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else
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{
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RefreshGrid(_purebredGrid, _draft.CladeId, _draft.SpeciesId,
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spId => _draft.Patch(new Godot.Collections.Dictionary { { "species_id", spId } }));
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}
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}
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private static void RefreshGrid(GridContainer grid, string cladeId, string selectedSpecies, System.Action<string> onClick)
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{
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foreach (var c in grid.GetChildren()) c.Free();
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if (string.IsNullOrEmpty(cladeId)) return;
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foreach (var sp in CodexContent.SpeciesOfClade(cladeId))
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grid.AddChild(BuildCard(sp, sp.Id == selectedSpecies, onClick));
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}
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private static Control BuildCard(SpeciesDef sp, bool selected, System.Action<string> onClick)
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{
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var card = new PanelContainer
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{
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CustomMinimumSize = new Vector2(200, 0),
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MouseFilter = MouseFilterEnum.Stop,
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};
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if (selected) card.Modulate = new Color(1f, 0.95f, 0.85f);
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card.GuiInput += (InputEvent e) =>
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{
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if (e is InputEventMouseButton mb && mb.Pressed && mb.ButtonIndex == MouseButton.Left)
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onClick(sp.Id);
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};
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var box = new VBoxContainer { MouseFilter = MouseFilterEnum.Pass };
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box.AddThemeConstantOverride("separation", 6);
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card.AddChild(box);
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box.AddChild(new Label { Text = sp.Name });
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box.AddChild(new Label { Text = $"{sp.Size.ToUpperInvariant()} · {sp.BaseSpeedFt} FT/TURN" });
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if (sp.AbilityMods.Count > 0)
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{
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var modsRow = new HBoxContainer();
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modsRow.AddThemeConstantOverride("separation", 8);
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box.AddChild(modsRow);
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foreach (var (k, v) in sp.AbilityMods)
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modsRow.AddChild(new Label { Text = $"{k} {(v >= 0 ? "+" : "")}{v}" });
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}
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if (sp.Traits.Length > 0 || sp.Detriments.Length > 0)
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{
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var chips = new HFlowContainer { MouseFilter = MouseFilterEnum.Pass };
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chips.AddThemeConstantOverride("h_separation", 6);
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chips.AddThemeConstantOverride("v_separation", 4);
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box.AddChild(chips);
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foreach (var t in sp.Traits)
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chips.AddChild(new TraitChip { TraitName = t.Name, Description = t.Description });
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foreach (var d in sp.Detriments)
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chips.AddChild(new TraitChip { TraitName = d.Name, Description = d.Description, Detriment = true });
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}
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return card;
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}
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}
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