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>
215 lines
8.2 KiB
C#
215 lines
8.2 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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// Scroll preservation: snapshot scroll position when the draft changes
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// (which fires before the active step's Refresh tears down + rebuilds
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// child nodes), then restore on the next _Process frame so the user
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// doesn't get punted to the top of the page when selecting a card.
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private ScrollContainer? _scroll;
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private int _savedScroll = -1;
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private bool _scrollPending;
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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
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typeof(Steps.StepSpecies), // 1 Species
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typeof(Steps.StepClass), // 2 Calling
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typeof(Steps.StepSubclass), // 3 Subclass
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typeof(Steps.StepBackground), // 4 History
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typeof(Steps.StepStats), // 5 Abilities
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null, // 6 Skills — M6.5
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null, // 7 Sign — M6.6
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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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_scroll = GetNode<ScrollContainer>("%Scroll");
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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 every step in [0..index-1] satisfied — not
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// just the current step. Otherwise picking a clade would let you
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// skip straight to Abilities without picking species/calling/etc.
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for (int i = 0; i < index; i++)
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if (UI.WizardValidation.Validate(i, Character) 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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// Snapshot scroll BEFORE the active step's Refresh handler fires
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// (it's the next subscriber in the Changed chain). The scroll
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// position then survives the rebuild via _Process below.
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if (_scroll is not null)
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{
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_savedScroll = _scroll.ScrollVertical;
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if (_savedScroll > 0) _scrollPending = true;
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}
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_folioLabel.Text = $"Folio {Roman(_step + 1)} of VIII — {StepNames[_step]}";
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// Validate via the static helper so stepper-state propagation and
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// the active-step banner share one source of truth.
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string? err = UI.WizardValidation.Validate(_step, Character);
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bool valid = err is null;
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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();
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}
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private void RebuildStepperStates()
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{
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// Mirrors app.jsx's lock semantics exactly: a step is Locked iff
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// some EARLIER step's validator fails. Use FirstIncomplete to find
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// the boundary, then state each step accordingly. This is what
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// makes "pick a clade and skip straight to Abilities" impossible —
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// any step after FirstIncomplete is Locked.
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int firstIncomplete = UI.WizardValidation.FirstIncomplete(Character, StepNames.Length);
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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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{
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states[i] = UI.Widgets.CodexStepper.StepState.Active;
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}
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else if (i < _step)
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{
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// Already-visited step. Complete if it still validates,
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// Locked if the user has since invalidated it (e.g. cleared
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// a field). Locked variants past _step also show.
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states[i] = UI.WizardValidation.Validate(i, Character) is null
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? UI.Widgets.CodexStepper.StepState.Complete
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: UI.Widgets.CodexStepper.StepState.Locked;
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}
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else
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{
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// Future step. Locked iff some earlier step is incomplete.
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bool locked = firstIncomplete != -1 && firstIncomplete < i;
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states[i] = locked
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? UI.Widgets.CodexStepper.StepState.Locked
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: UI.Widgets.CodexStepper.StepState.Pending;
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}
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}
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_stepper.SetSteps(StepNames, states);
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}
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public override void _Process(double delta)
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{
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if (_scrollPending && _scroll is not null && IsInstanceValid(_scroll))
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{
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_scroll.ScrollVertical = _savedScroll;
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}
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_scrollPending = false;
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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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