Files
TheriapolisV3/Theriapolis.Godot/Scenes/Steps/StepStats.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

337 lines
12 KiB
C#

using Godot;
using System.Collections.Generic;
using System.Linq;
using Theriapolis.GodotHost.Scenes.Widgets;
using Theriapolis.GodotHost.UI;
namespace Theriapolis.GodotHost.Scenes.Steps;
/// <summary>
/// Step V — Abilities. Direct port of <c>StepStats</c> in
/// <c>src/steps.jsx</c> per GODOT_PORTING_GUIDE.md §7.4: pool of 6
/// dice, 6 ability slots, drag-and-drop assignment with pool→slot,
/// slot→slot (swap), and slot→pool semantics.
///
/// Two methods supported (CharacterDraft.StatMethod): "array" uses the
/// standard array [15, 14, 13, 12, 10, 8]; "roll" generates each pool
/// value as a 4d6-drop-lowest roll. A Reroll button is exposed in roll
/// mode. Auto-assign sorts the remaining pool descending and places the
/// largest values into the empty slots ordered by class primary
/// abilities first.
///
/// The step rebuilds the entire token tree on each Changed signal, so
/// drag handlers just compute the new state and call Patch — no manual
/// reparenting.
/// </summary>
public partial class StepStats : VBoxContainer, IStep
{
private static readonly string[] Abilities =
{ "STR", "DEX", "CON", "INT", "WIS", "CHA" };
private static readonly System.Random Rng = new();
private CharacterDraft _draft = null!;
private AbilityPool _pool = null!;
private readonly Dictionary<string, AbilitySlot> _slots = new();
private Button _arrayBtn = null!;
private Button _rollBtn = null!;
private Button _rerollBtn = null!;
private Button _autoBtn = null!;
public void Bind(CharacterDraft draft)
{
_draft = draft;
_draft.Changed += Refresh;
Build();
}
public string? Validate()
{
int n = _draft?.StatAssign.Count ?? 0;
return n == 6 ? null : $"Assign all six abilities ({n}/6).";
}
private void Build()
{
AddThemeConstantOverride("separation", 18);
var intro = new VBoxContainer();
intro.AddThemeConstantOverride("separation", 6);
AddChild(intro);
intro.AddChild(new Label { Text = "FOLIO VI · ABILITIES" });
intro.AddChild(new Label { Text = "Assign your Ability Scores" });
intro.AddChild(new Label
{
Text = "Pick a method, then drag a value from the pool into one of the six "
+ "ability slots. Drag between slots to swap, or drag back to the "
+ "pool to unassign. Auto Assign places the remaining pool into the "
+ "empty slots, prioritising your calling's primary abilities.",
AutowrapMode = TextServer.AutowrapMode.WordSmart,
});
// Method + action toolbar
var toolbar = new HBoxContainer();
toolbar.AddThemeConstantOverride("separation", 12);
AddChild(toolbar);
_arrayBtn = new Button { Text = "Standard Array" };
_arrayBtn.Pressed += () => SwitchMethod("array");
toolbar.AddChild(_arrayBtn);
_rollBtn = new Button { Text = "Roll 4d6 (drop lowest)" };
_rollBtn.Pressed += () => SwitchMethod("roll");
toolbar.AddChild(_rollBtn);
var spacer = new Control { SizeFlagsHorizontal = SizeFlags.ExpandFill };
toolbar.AddChild(spacer);
_rerollBtn = new Button { Text = "Reroll" };
_rerollBtn.Pressed += Reroll;
toolbar.AddChild(_rerollBtn);
_autoBtn = new Button { Text = "Auto Assign" };
_autoBtn.Pressed += AutoAssign;
toolbar.AddChild(_autoBtn);
var poolBox = new VBoxContainer();
poolBox.AddThemeConstantOverride("separation", 6);
AddChild(poolBox);
poolBox.AddChild(new Label { Text = "AVAILABLE" });
_pool = new AbilityPool();
_pool.Dropped += OnPoolDropped;
poolBox.AddChild(_pool);
var slotsBox = new VBoxContainer();
slotsBox.AddThemeConstantOverride("separation", 8);
AddChild(slotsBox);
slotsBox.AddChild(new Label { Text = "ABILITIES" });
foreach (var ab in Abilities)
{
string captured = ab; // capture for the closure below
var row = new HBoxContainer();
row.AddThemeConstantOverride("separation", 12);
slotsBox.AddChild(row);
row.AddChild(new Label
{
Text = captured,
CustomMinimumSize = new Vector2(64, 0),
VerticalAlignment = VerticalAlignment.Center,
});
var slot = new AbilitySlot { Ability = captured };
slot.Dropped += (Godot.Collections.Dictionary payload)
=> HandleSlotDrop(payload, captured);
_slots[captured] = slot;
row.AddChild(slot);
}
Refresh();
}
// ──────────────────────────────────────────────────────────────────────
// Refresh — rebuild token children from CharacterDraft state.
private void Refresh()
{
if (_pool is null) return;
// Scroll preservation now handled centrally by Wizard.UpdateChrome
// / Wizard._Process, which snapshots before this Refresh fires.
// Toolbar reflects current method and assignment state.
bool isRoll = _draft.StatMethod == "roll";
_rerollBtn.Visible = isRoll;
_arrayBtn.Disabled = !isRoll; // greyed when already on Array
_rollBtn.Disabled = isRoll; // greyed when already on Roll
_autoBtn.Disabled = _draft.StatPool.Count == 0;
// Pool: one token per StatPool entry. Free() (synchronous) so old
// children disappear *before* AddChild runs and the layout pass
// doesn't see a transient doubled-content state.
foreach (var c in _pool.GetChildren()) c.Free();
for (int i = 0; i < _draft.StatPool.Count; i++)
{
var token = new AbilityToken
{
Value = _draft.StatPool[i],
Origin = "pool",
OriginPoolIdx = i,
};
_pool.AddChild(token);
}
// Slots: token if assigned, otherwise dash placeholder.
foreach (var (ab, slot) in _slots)
{
foreach (var c in slot.GetChildren()) c.Free();
if (_draft.StatAssign.ContainsKey(ab))
{
int v = (int)_draft.StatAssign[ab];
var token = new AbilityToken
{
Value = v,
Origin = "slot",
OriginAbility = ab,
};
slot.AddChild(token);
}
else
{
slot.AddChild(new Label
{
Text = "—",
HorizontalAlignment = HorizontalAlignment.Center,
VerticalAlignment = VerticalAlignment.Center,
});
}
}
}
// ──────────────────────────────────────────────────────────────────────
// Drop handlers — compute new state and Patch.
// Mirrors handleDrop / dropToPool in steps.jsx exactly.
private void HandleSlotDrop(Godot.Collections.Dictionary payload, string destAbility)
{
var pool = _draft.StatPool.Duplicate();
var assign = (Godot.Collections.Dictionary)_draft.StatAssign.Duplicate();
string from = payload["from"].AsString();
int value = payload["value"].AsInt32();
if (from == "pool")
{
// pool → slot
int idx = payload["idx"].AsInt32();
if (assign.ContainsKey(destAbility))
{
// Bump the existing slot value back to the pool.
pool.Add((int)assign[destAbility]);
}
if (idx >= 0 && idx < pool.Count) pool.RemoveAt(idx);
assign[destAbility] = value;
}
else if (from == "slot")
{
string srcAbility = payload["ability"].AsString();
if (srcAbility == destAbility) return;
// Swap if dest is filled, otherwise move.
if (assign.ContainsKey(destAbility))
{
var dstV = assign[destAbility];
assign[srcAbility] = dstV;
}
else
{
assign.Remove(srcAbility);
}
assign[destAbility] = value;
}
_draft.Patch(new Godot.Collections.Dictionary
{
{ "stat_pool", pool },
{ "stat_assign", assign },
});
}
// ──────────────────────────────────────────────────────────────────────
// Method switch + roll + auto-assign
private void SwitchMethod(string method)
{
var pool = method == "roll" ? RollSixSet() : ArrayPool();
_draft.Patch(new Godot.Collections.Dictionary
{
{ "stat_method", method },
{ "stat_pool", pool },
{ "stat_assign", new Godot.Collections.Dictionary() },
});
}
private void Reroll()
{
if (_draft.StatMethod != "roll") return;
_draft.Patch(new Godot.Collections.Dictionary
{
{ "stat_pool", RollSixSet() },
{ "stat_assign", new Godot.Collections.Dictionary() },
});
}
private void AutoAssign()
{
if (_draft.StatPool.Count == 0) return;
// Empty slots, ordered by class primary abilities first.
var cls = CodexContent.Class(_draft.ClassId);
var primary = cls?.PrimaryAbility ?? System.Array.Empty<string>();
var emptyAbilities = Abilities
.Where(a => !_draft.StatAssign.ContainsKey(a))
.OrderBy(a =>
{
int idx = System.Array.IndexOf(primary, a);
return idx < 0 ? 99 : idx;
})
.ToList();
// Pool sorted descending — biggest values go to highest priority.
var sortedPool = _draft.StatPool.OrderByDescending(v => v).ToList();
var assign = (Godot.Collections.Dictionary)_draft.StatAssign.Duplicate();
var newPool = new Godot.Collections.Array<int>();
for (int i = 0; i < sortedPool.Count; i++)
{
if (i < emptyAbilities.Count) assign[emptyAbilities[i]] = sortedPool[i];
else newPool.Add(sortedPool[i]);
}
_draft.Patch(new Godot.Collections.Dictionary
{
{ "stat_pool", newPool },
{ "stat_assign", assign },
});
}
private static Godot.Collections.Array<int> ArrayPool() =>
new() { 15, 14, 13, 12, 10, 8 };
private static Godot.Collections.Array<int> RollSixSet()
{
var pool = new Godot.Collections.Array<int>();
for (int i = 0; i < 6; i++) pool.Add(RollFourDropLowest());
return pool;
}
private static int RollFourDropLowest()
{
// 4d6, drop lowest, sum the rest. Range [3, 18].
int[] rolls = new int[4];
for (int i = 0; i < 4; i++) rolls[i] = Rng.Next(1, 7);
System.Array.Sort(rolls);
return rolls[1] + rolls[2] + rolls[3];
}
// ──────────────────────────────────────────────────────────────────────
private void OnPoolDropped(Godot.Collections.Dictionary payload)
{
if (payload["from"].AsString() != "slot") return;
var assign = (Godot.Collections.Dictionary)_draft.StatAssign.Duplicate();
var pool = _draft.StatPool.Duplicate();
string ability = payload["ability"].AsString();
if (!assign.ContainsKey(ability)) return;
int v = (int)assign[ability];
assign.Remove(ability);
pool.Add(v);
_draft.Patch(new Godot.Collections.Dictionary
{
{ "stat_pool", pool },
{ "stat_assign", assign },
});
}
}