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>
161 lines
7.6 KiB
C#
161 lines
7.6 KiB
C#
using Godot;
|
|
using System.Collections.Generic;
|
|
using Theriapolis.Core.Data;
|
|
using Theriapolis.GodotHost.Platform;
|
|
|
|
namespace Theriapolis.GodotHost.UI;
|
|
|
|
/// <summary>
|
|
/// In-progress character record. Resource (not Node) per
|
|
/// GODOT_PORTING_GUIDE.md §2.1: serializable via ResourceSaver.save,
|
|
/// inspectable in the editor, doesn't need tree presence.
|
|
///
|
|
/// Mirrors <c>app.jsx</c>'s <c>state</c> shape — clade/species/class/etc.,
|
|
/// stat assignment, chosen skills, name. Mutate via <see cref="Patch"/> so
|
|
/// every change emits <see cref="Changed"/>; the Aside and Wizard listen
|
|
/// and re-render on that single signal.
|
|
/// </summary>
|
|
[GlobalClass]
|
|
public partial class CharacterDraft : Resource
|
|
{
|
|
// NB: Resource defines its own `Changed` signal (emitted via EmitChanged()).
|
|
// We piggyback on it instead of declaring our own to avoid a name clash —
|
|
// listeners do `draft.Changed += ...` exactly the same way either way.
|
|
|
|
[Export] public string CladeId { get; set; } = "";
|
|
[Export] public string SpeciesId { get; set; } = "";
|
|
[Export] public string ClassId { get; set; } = "";
|
|
[Export] public string SubclassId { get; set; } = "";
|
|
[Export] public string BackgroundId { get; set; } = "";
|
|
|
|
// ── Phase 6.5 hybrid origin ────────────────────────────────────────
|
|
/// <summary>True when the PC is a hybrid (two parent lineages).</summary>
|
|
[Export] public bool IsHybrid { get; set; }
|
|
[Export] public string SireCladeId { get; set; } = "";
|
|
[Export] public string SireSpeciesId { get; set; } = "";
|
|
[Export] public string DamCladeId { get; set; } = "";
|
|
[Export] public string DamSpeciesId { get; set; } = "";
|
|
/// <summary>"sire" or "dam" — which parent the PC presents as.</summary>
|
|
[Export] public string DominantParent { get; set; } = "sire";
|
|
|
|
/// <summary>
|
|
/// Resolves the "active" clade for downstream steps (Class / Subclass
|
|
/// / Background). Purebred uses <see cref="CladeId"/>; hybrids use
|
|
/// the dominant parent's clade.
|
|
/// </summary>
|
|
public string EffectiveCladeId => IsHybrid
|
|
? (DominantParent == "sire" ? SireCladeId : DamCladeId)
|
|
: CladeId;
|
|
|
|
/// <summary>Same logic as <see cref="EffectiveCladeId"/>, for species.</summary>
|
|
public string EffectiveSpeciesId => IsHybrid
|
|
? (DominantParent == "sire" ? SireSpeciesId : DamSpeciesId)
|
|
: SpeciesId;
|
|
|
|
/// <summary>True iff the character includes <paramref name="cladeId"/>
|
|
/// in its lineage. Purebred matches CladeId; hybrid matches if either
|
|
/// Sire or Dam clade equals the id (case-insensitive).</summary>
|
|
public bool HasClade(string cladeId)
|
|
{
|
|
if (string.IsNullOrEmpty(cladeId)) return false;
|
|
if (IsHybrid)
|
|
return string.Equals(SireCladeId, cladeId, System.StringComparison.OrdinalIgnoreCase)
|
|
|| string.Equals(DamCladeId, cladeId, System.StringComparison.OrdinalIgnoreCase);
|
|
return string.Equals(CladeId, cladeId, System.StringComparison.OrdinalIgnoreCase);
|
|
}
|
|
|
|
/// <summary>True iff any clade in the character's lineage has the
|
|
/// given <paramref name="kind"/> ("predator" or "prey").</summary>
|
|
public bool HasAnyCladeOfKind(string kind)
|
|
{
|
|
if (IsHybrid)
|
|
{
|
|
return CodexContent.Clade(SireCladeId)?.Kind == kind
|
|
|| CodexContent.Clade(DamCladeId)?.Kind == kind;
|
|
}
|
|
return CodexContent.Clade(CladeId)?.Kind == kind;
|
|
}
|
|
|
|
/// <summary>"array" or "roll" — assignment method for ability scores.</summary>
|
|
[Export] public string StatMethod { get; set; } = "array";
|
|
[Export] public Godot.Collections.Array<int> StatPool { get; set; }
|
|
= new() { 15, 14, 13, 12, 10, 8 };
|
|
[Export] public Godot.Collections.Dictionary StatAssign { get; set; } = new();
|
|
|
|
[Export] public Godot.Collections.Array<string> ChosenSkills { get; set; } = new();
|
|
[Export] public string CharacterName { get; set; } = "";
|
|
|
|
/// <summary>
|
|
/// Mutate one or more fields, then emit Changed once. Mirrors
|
|
/// the JS prototype's <c>set(patch)</c> from app.jsx.
|
|
/// </summary>
|
|
public void Patch(Godot.Collections.Dictionary patch)
|
|
{
|
|
foreach (var key in patch.Keys)
|
|
{
|
|
string k = (string)key;
|
|
switch (k)
|
|
{
|
|
case "clade_id": CladeId = (string)patch[key]; break;
|
|
case "species_id": SpeciesId = (string)patch[key]; break;
|
|
case "class_id": ClassId = (string)patch[key]; break;
|
|
case "subclass_id": SubclassId = (string)patch[key]; break;
|
|
case "background_id": BackgroundId = (string)patch[key]; break;
|
|
case "stat_method": StatMethod = (string)patch[key]; break;
|
|
case "stat_pool": StatPool = (Godot.Collections.Array<int>)patch[key]; break;
|
|
case "stat_assign": StatAssign = (Godot.Collections.Dictionary)patch[key]; break;
|
|
case "chosen_skills": ChosenSkills = (Godot.Collections.Array<string>)patch[key]; break;
|
|
case "character_name": CharacterName = (string)patch[key]; break;
|
|
case "is_hybrid": IsHybrid = (bool)patch[key]; break;
|
|
case "sire_clade_id": SireCladeId = (string)patch[key]; break;
|
|
case "sire_species_id": SireSpeciesId = (string)patch[key]; break;
|
|
case "dam_clade_id": DamCladeId = (string)patch[key]; break;
|
|
case "dam_species_id": DamSpeciesId = (string)patch[key]; break;
|
|
case "dominant_parent": DominantParent = (string)patch[key]; break;
|
|
default:
|
|
GD.PushWarning($"[CharacterDraft] unknown patch key: {k}");
|
|
break;
|
|
}
|
|
}
|
|
EmitChanged();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Lazy-loaded immutable content tables. Replaces the React prototype's
|
|
/// data.jsx + autoload Content per GODOT_PORTING_GUIDE.md §2.2 — same
|
|
/// purpose, idiomatic C#.
|
|
/// </summary>
|
|
public static class CodexContent
|
|
{
|
|
private static CladeDef[]? _clades;
|
|
private static SpeciesDef[]? _species;
|
|
private static ClassDef[]? _classes;
|
|
private static SubclassDef[]? _subclasses;
|
|
private static BackgroundDef[]? _backgrounds;
|
|
|
|
public static CladeDef[] Clades => _clades ??= Load(l => l.LoadClades());
|
|
public static SpeciesDef[] Species => _species ??= Load(l => l.LoadSpecies(Clades));
|
|
public static ClassDef[] Classes => _classes ??= Load(l => l.LoadClasses());
|
|
public static SubclassDef[] Subclasses => _subclasses ??= Load(l => l.LoadSubclasses(Classes));
|
|
public static BackgroundDef[] Backgrounds => _backgrounds ??= Load(l => l.LoadBackgrounds());
|
|
|
|
public static CladeDef? Clade(string id) => System.Array.Find(Clades, c => c.Id == id);
|
|
public static SpeciesDef? SpeciesById(string id) => System.Array.Find(Species, s => s.Id == id);
|
|
public static ClassDef? Class(string id) => System.Array.Find(Classes, c => c.Id == id);
|
|
public static BackgroundDef? Background(string id) => System.Array.Find(Backgrounds, b => b.Id == id);
|
|
|
|
public static IEnumerable<SpeciesDef> SpeciesOfClade(string cladeId)
|
|
{
|
|
foreach (var s in Species)
|
|
if (string.Equals(s.CladeId, cladeId, System.StringComparison.OrdinalIgnoreCase))
|
|
yield return s;
|
|
}
|
|
|
|
private static T Load<T>(System.Func<Theriapolis.Core.Data.ContentLoader, T> fn)
|
|
{
|
|
var loader = new Theriapolis.Core.Data.ContentLoader(ContentPaths.DataDir);
|
|
return fn(loader);
|
|
}
|
|
}
|