e1fb988969
Adds character Sex (male/female) as a top-level CharacterDraft field
required for every character, and species variants as a layer on top
of the base species record. Two variant axes:
- "sex": auto-resolves from CharacterDraft.Sex for purebreds; for
hybrids, pinned by parent role (sire = male, dam = female)
by definition. No picker needed beyond Step 0.
- "lineage": explicit per-species pick (Ram-Folk's sheep/goat). Has
its own picker on Step 1 (purebred path under the grid;
hybrid path embedded into the per-parent pick column).
Schema (Theriapolis.Core/Data):
- SpeciesDef gains VariantAxis (string) and Variants (array of
SpeciesVariantDef { Id, Name, Traits, Detriments }).
- JSON content not yet populated — that's M6.14.
CharacterDraft adds:
- Sex (required by Step 0 validation)
- SpeciesVariant / SireSpeciesVariant / DamSpeciesVariant
- ResolveVariantId(species, role) that returns the active variant
id for a given context — used by Aside to layer variant traits
onto the base species traits.
Step 0 (StepClade): sex picker row above the hybrid toggle. Two
toggle buttons radio-style.
Step 1 (StepSpecies): purebred path renders a lineage picker below
the grid when the picked species has VariantAxis == "lineage";
hybrid path embeds a lineage picker at the top of each parent's
pick column. Hover popovers summarise each variant's contents.
Validation: Sex is required at Step 0. Lineage variant required at
Step 1 for any picked species (purebred or per-hybrid-parent) with
VariantAxis == "lineage".
Aside: AddVariantContent layers the resolved variant's extra
traits/detriments onto the base species rendering, for both purebred
and hybrid paths.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
130 lines
6.0 KiB
C#
130 lines
6.0 KiB
C#
namespace Theriapolis.GodotHost.UI;
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/// <summary>
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/// Per-step validation against a CharacterDraft. Mirrors <c>app.jsx</c>'s
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/// <c>validate(i)</c> exactly: returns null when step <c>i</c>'s
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/// requirements are met, or a short error message otherwise. Static so
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/// the Wizard can ask "is step N satisfied?" without instantiating each
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/// step's UI — needed to compute Locked/Pending states across the whole
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/// flow, not just the current step.
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///
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/// React prototype's app.jsx logic:
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/// firstIncomplete = STEPS.findIndex(j => validate(j));
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/// locked = i > step && firstIncomplete !== -1 && firstIncomplete < i;
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///
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/// (i.e. a step is locked iff some EARLIER step fails its validator).
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/// </summary>
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public static class WizardValidation
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{
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public static string? Validate(int step, CharacterDraft draft) => step switch
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{
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0 => ValidateClade(draft),
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1 => ValidateSpecies(draft),
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2 => string.IsNullOrEmpty(draft.ClassId) ? "Pick a calling." : null,
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3 => string.IsNullOrEmpty(draft.SubclassId) ? "Pick a subclass." : null,
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4 => string.IsNullOrEmpty(draft.BackgroundId) ? "Pick a history." : null,
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5 => draft.StatAssign.Count == 6
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? null
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: $"Assign all six abilities ({draft.StatAssign.Count}/6).",
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6 => ValidateSkills(draft),
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7 => string.IsNullOrWhiteSpace(draft.CharacterName) ? "Enter a name." : null,
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_ => null,
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};
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private static string? ValidateClade(CharacterDraft draft)
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{
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if (string.IsNullOrEmpty(draft.Sex)) return "Pick a sex.";
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if (draft.IsHybrid)
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{
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if (string.IsNullOrEmpty(draft.SireCladeId)) return "Pick a sire clade.";
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if (string.IsNullOrEmpty(draft.DamCladeId)) return "Pick a dam clade.";
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if (draft.SireCladeId == draft.DamCladeId)
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return "Sire and dam must be different clades.";
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// Pick one ability mod from each parent clade. Stacking on
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// the same ability is allowed (the rule was simplified to
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// permit duplicate picks summing).
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if (string.IsNullOrEmpty(draft.SireChosenAbility))
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return "Pick a lineage bonus from the sire clade.";
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if (string.IsNullOrEmpty(draft.DamChosenAbility))
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return "Pick a lineage bonus from the dam clade.";
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// Phase B: 2 clade traits from dominant + 1 from non-dominant.
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int sireNeed = draft.CladeTraitLimit("sire");
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int damNeed = draft.CladeTraitLimit("dam");
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if (draft.SireChosenCladeTraits.Count != sireNeed)
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return $"Pick {sireNeed} sire clade trait{(sireNeed == 1 ? "" : "s")} ({draft.SireChosenCladeTraits.Count}/{sireNeed}).";
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if (draft.DamChosenCladeTraits.Count != damNeed)
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return $"Pick {damNeed} dam clade trait{(damNeed == 1 ? "" : "s")} ({draft.DamChosenCladeTraits.Count}/{damNeed}).";
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return null;
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}
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return string.IsNullOrEmpty(draft.CladeId) ? "Pick a clade." : null;
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}
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private static string? ValidateSpecies(CharacterDraft draft)
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{
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if (draft.IsHybrid)
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{
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if (string.IsNullOrEmpty(draft.SireSpeciesId)) return "Pick a sire species.";
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if (string.IsNullOrEmpty(draft.DamSpeciesId)) return "Pick a dam species.";
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// Phase B: one species trait + one species detriment per lineage.
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// A species with an empty detriment list still requires explicit
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// confirmation — UI shows "(none)" affordance.
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if (string.IsNullOrEmpty(draft.SireChosenSpeciesTrait))
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return "Pick a sire species trait.";
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if (string.IsNullOrEmpty(draft.DamChosenSpeciesTrait))
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return "Pick a dam species trait.";
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var sireSp = CodexContent.SpeciesById(draft.SireSpeciesId);
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var damSp = CodexContent.SpeciesById(draft.DamSpeciesId);
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if (sireSp is not null && sireSp.Detriments.Length > 0
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&& string.IsNullOrEmpty(draft.SireChosenSpeciesDetriment))
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return "Pick a sire species detriment.";
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if (damSp is not null && damSp.Detriments.Length > 0
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&& string.IsNullOrEmpty(draft.DamChosenSpeciesDetriment))
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return "Pick a dam species detriment.";
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// Lineage-axis variants: each parent species needs an
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// explicit lineage pick when applicable.
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if (sireSp is not null && sireSp.VariantAxis == "lineage"
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&& string.IsNullOrEmpty(draft.SireSpeciesVariant))
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return "Pick a sire species lineage.";
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if (damSp is not null && damSp.VariantAxis == "lineage"
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&& string.IsNullOrEmpty(draft.DamSpeciesVariant))
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return "Pick a dam species lineage.";
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return null;
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}
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if (string.IsNullOrEmpty(draft.SpeciesId)) return "Pick a species.";
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var purebredSp = CodexContent.SpeciesById(draft.SpeciesId);
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if (purebredSp is not null && purebredSp.VariantAxis == "lineage"
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&& string.IsNullOrEmpty(draft.SpeciesVariant))
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return "Pick a species lineage.";
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return null;
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}
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private static string? ValidateSkills(CharacterDraft draft)
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{
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var cls = CodexContent.Class(draft.ClassId);
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int need = cls?.SkillsChoose ?? 0;
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int got = draft.ChosenSkills.Count;
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if (need == 0) return null; // class has no skill picks (shouldn't happen, defensive)
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if (got == need) return null;
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return $"Pick {need} skill{(need == 1 ? "" : "s")} ({got}/{need}).";
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}
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/// <summary>
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/// Index of the lowest step whose validator currently fails, or -1 when
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/// every step is satisfied. The forward-lock rule is: a step <c>i</c>
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/// after the current step is locked iff <c>FirstIncomplete < i</c>.
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/// </summary>
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public static int FirstIncomplete(CharacterDraft draft, int stepCount = 8)
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{
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for (int i = 0; i < stepCount; i++)
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if (Validate(i, draft) is not null) return i;
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return -1;
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}
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}
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