using Godot;
using System.Collections.Generic;
using Theriapolis.Core.Data;
using Theriapolis.GodotHost.Scenes.Widgets;
using Theriapolis.GodotHost.UI;

namespace Theriapolis.GodotHost.Scenes.Steps;

/// <summary>
/// Step I — Clade. Direct port of <c>StepClade</c> in
/// <c>src/steps.jsx</c>, plus the Phase 6.5 hybrid-origin extension
/// per port plan §10: a Hybrid toggle splits the picker into Sire +
/// Dam grids, each independent. The dominant-parent radio drives
/// <see cref="CharacterDraft.EffectiveCladeId"/> for downstream steps.
///
/// Cards are built once and mutated in place (Modulate update only) on
/// selection change — tearing down + rebuilding inside the click
/// callback chain caused duplicates because Free() defers when the
/// freed node is currently mid-signal.
/// </summary>
public partial class StepClade : VBoxContainer, IStep
{
    private CharacterDraft _draft = null!;
    private Button _hybridToggle = null!;
    private Button _sexMaleBtn = null!;
    private Button _sexFemaleBtn = null!;
    private VBoxContainer _purebredSection = null!;
    private VBoxContainer _hybridSection = null!;
    private OptionButton _dominantToggle = null!;

    // Lineage-bonus pickers (per theriapolis-rpg-clades.md hybrid rules,
    // simplified to allow stacking on the same ability).
    private VBoxContainer _bonusSection = null!;
    private HBoxContainer _sireBonusRow = null!;
    private HBoxContainer _damBonusRow = null!;

    // Phase B clade-trait pickers: 2 from dominant parent + 1 from non-dominant.
    private VBoxContainer _traitSection = null!;
    private VBoxContainer _sireTraitCol = null!;
    private VBoxContainer _damTraitCol = null!;
    private Label _sireTraitHeader = null!;
    private Label _damTraitHeader = null!;

    private readonly Dictionary<string, PanelContainer> _purebredCards = new();
    private readonly Dictionary<string, PanelContainer> _hybridCards = new();
    // Per-card sire/dam toggle buttons in the hybrid grid header. Mutated
    // in place via SetPressedNoSignal during Refresh — same Free()-defer
    // hazard as the lineage bonus rows.
    private readonly Dictionary<string, Button> _sireToggles = new();
    private readonly Dictionary<string, Button> _damToggles = new();

    // Bonus rows are mutated in place too: when the clade hasn't changed
    // since the last build, we only flip ButtonPressed states. Rebuilding
    // would Free() the very button whose Pressed callback we're inside,
    // which Godot defers — leaving stale buttons next to the new ones.
    private readonly Dictionary<string, Button> _sireBonusButtons = new();
    private readonly Dictionary<string, Button> _damBonusButtons = new();
    private string _sireBonusBuiltFor = "";
    private string _damBonusBuiltFor = "";

    private readonly Dictionary<string, Button> _sireTraitButtons = new();
    private readonly Dictionary<string, Button> _damTraitButtons = new();
    private string _sireTraitsBuiltFor = "";
    private string _damTraitsBuiltFor = "";

    public void Bind(CharacterDraft draft)
    {
        _draft = draft;
        _draft.Changed += Refresh;
        Build();
    }

    public string? Validate() => WizardValidation.Validate(0, _draft);

    private void Build()
    {
        AddThemeConstantOverride("separation", 16);

        var intro = new VBoxContainer();
        intro.AddThemeConstantOverride("separation", 6);
        AddChild(intro);
        intro.AddChild(new Label { Text = "FOLIO I · CLADE", ThemeTypeVariation = "Eyebrow" });
        intro.AddChild(new Label { Text = "Choose a Clade",  ThemeTypeVariation = "H2" });
        intro.AddChild(new Label
        {
            Text = "The broad mammalian family of your line. Clade defines the largest "
                 + "strokes — predator or prey, communal or solitary, scent-driven or "
                 + "sight-driven. Hybrid characters blend two lineages.",
            AutowrapMode = TextServer.AutowrapMode.WordSmart,
        });

        // Sex picker — required for every character. For purebreds with
        // sex-axis variants (Elk, Lion) this drives variant resolution;
        // for hybrids it's identity-only since sire/dam are male/female
        // by parent-role definition.
        var sexRow = new HBoxContainer();
        sexRow.AddThemeConstantOverride("separation", 8);
        AddChild(sexRow);
        sexRow.AddChild(new Label { Text = "SEX", ThemeTypeVariation = "Eyebrow" });
        _sexMaleBtn = new Button
        {
            Text = "Male", ToggleMode = true, FocusMode = Control.FocusModeEnum.None,
        };
        _sexFemaleBtn = new Button
        {
            Text = "Female", ToggleMode = true, FocusMode = Control.FocusModeEnum.None,
        };
        _sexMaleBtn.Pressed   += () => OnSexPicked("male");
        _sexFemaleBtn.Pressed += () => OnSexPicked("female");
        sexRow.AddChild(_sexMaleBtn);
        sexRow.AddChild(_sexFemaleBtn);

        // Toggle Button (not CheckBox) so the inverted-on-press button style
        // from the codex theme handles selection visually — no checkbox glyph
        // needed, the bg colour shift is the affordance.
        var toggleRow = new HBoxContainer();
        toggleRow.AddThemeConstantOverride("separation", 12);
        AddChild(toggleRow);
        _hybridToggle = new Button
        {
            Text = "Hybrid Origin (two parent lineages)",
            ToggleMode = true,
            FocusMode = Control.FocusModeEnum.None,
        };
        _hybridToggle.Toggled += OnHybridToggled;
        toggleRow.AddChild(_hybridToggle);

        // Purebred section
        _purebredSection = new VBoxContainer();
        _purebredSection.AddThemeConstantOverride("separation", 6);
        AddChild(_purebredSection);
        var purebredGrid = MakeGrid();
        _purebredSection.AddChild(purebredGrid);
        PopulateGrid(purebredGrid, _purebredCards, OnPurebredCladePicked);

        // Hybrid section
        _hybridSection = new VBoxContainer();
        _hybridSection.AddThemeConstantOverride("separation", 16);
        AddChild(_hybridSection);

        // One unified hybrid grid: every clade card carries Sire/Dam toggle
        // buttons in its header. The same card can become either parent;
        // picking Sire on a card currently set as Dam clears the Dam pick
        // (and vice versa) atomically.
        _hybridSection.AddChild(new Label
        {
            Text = "Mark one clade as Sire (paternal) and another as Dam (maternal). "
                 + "A single clade cannot be both.",
            AutowrapMode = TextServer.AutowrapMode.WordSmart,
        });
        var hybridGrid = MakeGrid();
        _hybridSection.AddChild(hybridGrid);
        foreach (var clade in CodexContent.Clades)
        {
            var card = BuildHybridCard(clade);
            _hybridCards[clade.Id] = card;
            hybridGrid.AddChild(card);
        }

        // Lineage bonus pickers — hybrids pick ONE ability mod from each
        // parent clade. Stacking on the same ability is allowed; mods sum.
        _bonusSection = new VBoxContainer();
        _bonusSection.AddThemeConstantOverride("separation", 8);
        _hybridSection.AddChild(_bonusSection);
        _bonusSection.AddChild(new Label { Text = "LINEAGE BONUSES", ThemeTypeVariation = "Eyebrow" });

        _sireBonusRow = new HBoxContainer();
        _sireBonusRow.AddThemeConstantOverride("separation", 8);
        _bonusSection.AddChild(_sireBonusRow);

        _damBonusRow = new HBoxContainer();
        _damBonusRow.AddThemeConstantOverride("separation", 8);
        _bonusSection.AddChild(_damBonusRow);

        var dominantRow = new HBoxContainer();
        dominantRow.AddThemeConstantOverride("separation", 8);
        _hybridSection.AddChild(dominantRow);
        dominantRow.AddChild(new Label { Text = "DOMINANT LINEAGE", ThemeTypeVariation = "Eyebrow" });
        _dominantToggle = new OptionButton();
        _dominantToggle.AddItem("Sire", 0);
        _dominantToggle.AddItem("Dam", 1);
        _dominantToggle.ItemSelected += OnDominantSelected;
        dominantRow.AddChild(_dominantToggle);

        // Phase B clade-trait pickers — per doc "2/1 split, player's choice
        // of which parent is dominant". DominantParent drives the limit.
        _traitSection = new VBoxContainer();
        _traitSection.AddThemeConstantOverride("separation", 8);
        _hybridSection.AddChild(_traitSection);
        _traitSection.AddChild(new Label { Text = "CLADE TRAITS", ThemeTypeVariation = "Eyebrow" });
        _traitSection.AddChild(new Label
        {
            Text = "Pick two clade traits from the dominant parent and one from the other. "
                 + "All clade detriments from both parents are inherited automatically.",
            AutowrapMode = TextServer.AutowrapMode.WordSmart,
        });

        var traitGrid = new HBoxContainer();
        traitGrid.AddThemeConstantOverride("separation", 16);
        traitGrid.SizeFlagsHorizontal = SizeFlags.ExpandFill;
        _traitSection.AddChild(traitGrid);

        _sireTraitCol = new VBoxContainer { SizeFlagsHorizontal = SizeFlags.ExpandFill };
        _sireTraitCol.AddThemeConstantOverride("separation", 4);
        traitGrid.AddChild(_sireTraitCol);
        _sireTraitHeader = new Label { Text = "SIRE", ThemeTypeVariation = "Eyebrow" };
        _sireTraitCol.AddChild(_sireTraitHeader);

        _damTraitCol = new VBoxContainer { SizeFlagsHorizontal = SizeFlags.ExpandFill };
        _damTraitCol.AddThemeConstantOverride("separation", 4);
        traitGrid.AddChild(_damTraitCol);
        _damTraitHeader = new Label { Text = "DAM", ThemeTypeVariation = "Eyebrow" };
        _damTraitCol.AddChild(_damTraitHeader);

        Refresh();
    }

    private static GridContainer MakeGrid()
    {
        // Single-column layout: each card spans the wizard's content width
        // and surfaces the clade's description text. Establishes the
        // world's tone before mechanics — the trade is more scrolling.
        var grid = new GridContainer { Columns = 1, SizeFlagsHorizontal = SizeFlags.ExpandFill };
        grid.AddThemeConstantOverride("v_separation", 12);
        return grid;
    }

    private void PopulateGrid(GridContainer grid, Dictionary<string, PanelContainer> cardMap, System.Action<string> onClick)
    {
        foreach (var clade in CodexContent.Clades)
        {
            var card = BuildCard(clade, onClick);
            cardMap[clade.Id] = card;
            grid.AddChild(card);
        }
    }

    private void OnHybridToggled(bool pressed)
    {
        var patch = new Godot.Collections.Dictionary { { "is_hybrid", pressed } };
        if (pressed)
        {
            patch["clade_id"] = "";
            patch["species_id"] = "";
        }
        else
        {
            patch["sire_clade_id"] = "";
            patch["sire_species_id"] = "";
            patch["dam_clade_id"] = "";
            patch["dam_species_id"] = "";
            patch["sire_chosen_ability"] = "";
            patch["dam_chosen_ability"] = "";
            patch["sire_chosen_clade_traits"] = new Godot.Collections.Array<string>();
            patch["dam_chosen_clade_traits"] = new Godot.Collections.Array<string>();
            patch["sire_chosen_species_trait"] = "";
            patch["dam_chosen_species_trait"] = "";
            patch["sire_chosen_species_detriment"] = "";
            patch["dam_chosen_species_detriment"] = "";
        }
        ClearBackgroundIfInvalidated(patch);
        _draft.Patch(patch);
    }

    private void OnSexPicked(string sex) =>
        _draft.Patch(new Godot.Collections.Dictionary { { "sex", sex } });

    private void OnDominantSelected(long index)
    {
        string newDominant = index == 0 ? "sire" : "dam";
        var patch = new Godot.Collections.Dictionary
        {
            { "dominant_parent", newDominant },
        };

        // Trim clade-trait picks down to the new limit per side: 2 for the
        // dominant lineage, 1 for the other. Only trims, never expands —
        // user re-picks the missing slot manually.
        TrimToLimit(patch, "sire", _draft.SireChosenCladeTraits, newDominant == "sire" ? 2 : 1);
        TrimToLimit(patch, "dam",  _draft.DamChosenCladeTraits,  newDominant == "dam"  ? 2 : 1);

        _draft.Patch(patch);
    }

    private static void TrimToLimit(Godot.Collections.Dictionary patch, string lineage,
                                    Godot.Collections.Array<string> current, int limit)
    {
        if (current.Count <= limit) return;
        var trimmed = new Godot.Collections.Array<string>();
        for (int i = 0; i < limit; i++) trimmed.Add(current[i]);
        patch[lineage + "_chosen_clade_traits"] = trimmed;
    }

    private void Refresh()
    {
        if (_hybridToggle is null) return;

        bool hybrid = _draft.IsHybrid;
        if (_hybridToggle.ButtonPressed != hybrid) _hybridToggle.SetPressedNoSignal(hybrid);
        _purebredSection.Visible = !hybrid;
        _hybridSection.Visible = hybrid;

        bool isMale   = _draft.Sex == "male";
        bool isFemale = _draft.Sex == "female";
        if (_sexMaleBtn.ButtonPressed   != isMale)   _sexMaleBtn.SetPressedNoSignal(isMale);
        if (_sexFemaleBtn.ButtonPressed != isFemale) _sexFemaleBtn.SetPressedNoSignal(isFemale);

        UpdateSelection(_purebredCards, _draft.CladeId);
        UpdateHybridCards();

        int dominantIdx = _draft.DominantParent == "dam" ? 1 : 0;
        if (_dominantToggle.Selected != dominantIdx) _dominantToggle.Select(dominantIdx);

        if (hybrid)
        {
            RebuildBonusPickers();
            RebuildTraitPickers();
        }
    }

    /// <summary>
    /// Syncs the lineage-bonus button rows with the current sire/dam
    /// clade picks. When the clade hasn't changed since the last build
    /// we only update each button's ButtonPressed state — see field
    /// comment above for why a full rebuild here is unsafe.
    /// </summary>
    private void RebuildBonusPickers()
    {
        SyncLineageBonusRow(_sireBonusRow, _sireBonusButtons, ref _sireBonusBuiltFor, "sire",
            _draft.SireCladeId, _draft.SireChosenAbility);
        SyncLineageBonusRow(_damBonusRow, _damBonusButtons, ref _damBonusBuiltFor, "dam",
            _draft.DamCladeId, _draft.DamChosenAbility);
    }

    private void SyncLineageBonusRow(HBoxContainer row, Dictionary<string, Button> cache,
                                     ref string builtFor, string lineage,
                                     string cladeId, string chosen)
    {
        if (cladeId == builtFor)
        {
            foreach (var (ab, btn) in cache)
            {
                bool want = ab == chosen;
                if (btn.ButtonPressed != want) btn.SetPressedNoSignal(want);
            }
            return;
        }

        foreach (var c in row.GetChildren()) c.Free();
        cache.Clear();
        builtFor = cladeId;

        var clade = CodexContent.Clade(cladeId);
        if (clade is null)
        {
            row.AddChild(new Label { Text = "(pick a clade above)" });
            return;
        }

        foreach (var (ab, value) in clade.AbilityMods)
        {
            string captured = ab;
            var btn = new Button
            {
                Text = $"{ab} {(value >= 0 ? "+" : "")}{value}",
                ToggleMode = true,
                ButtonPressed = ab == chosen,
                FocusMode = Control.FocusModeEnum.None,
            };
            btn.Pressed += () => OnLineageBonusPicked(lineage, captured);
            row.AddChild(btn);
            cache[ab] = btn;
        }
    }

    private static void UpdateSelection(Dictionary<string, PanelContainer> cards, string selectedId)
    {
        foreach (var (id, card) in cards)
            CodexCard.SetSelected(card, id == selectedId);
    }

    private void OnPurebredCladePicked(string cladeId)
    {
        string speciesId = _draft.SpeciesId;
        var sp = CodexContent.SpeciesById(speciesId);
        if (sp is null || !string.Equals(sp.CladeId, cladeId, System.StringComparison.OrdinalIgnoreCase))
            speciesId = "";
        var patch = new Godot.Collections.Dictionary
        {
            { "clade_id",   cladeId },
            { "species_id", speciesId },
        };
        ClearBackgroundIfInvalidated(patch);
        _draft.Patch(patch);
    }

    /// <summary>
    /// Build the patch dict that records "<paramref name="lineage"/>'s
    /// clade is now <paramref name="cladeId"/>" — clearing the dependent
    /// fields (species, lineage bonus, clade traits) so they don't carry
    /// stale picks from the prior clade. Returned without applying so the
    /// caller can merge multiple lineage patches into one atomic Patch.
    /// </summary>
    private Godot.Collections.Dictionary BuildLineageCladePatch(string lineage, string cladeId)
    {
        var patch = new Godot.Collections.Dictionary
        {
            { lineage + "_clade_id", cladeId },
        };
        string currentSpecies = lineage == "sire" ? _draft.SireSpeciesId : _draft.DamSpeciesId;
        var sp = CodexContent.SpeciesById(currentSpecies);
        if (sp is null || !string.Equals(sp.CladeId, cladeId, System.StringComparison.OrdinalIgnoreCase))
        {
            patch[lineage + "_species_id"] = "";
            patch[lineage + "_chosen_species_trait"] = "";
            patch[lineage + "_chosen_species_detriment"] = "";
        }
        patch[lineage + "_chosen_ability"] = "";
        patch[lineage + "_chosen_clade_traits"] = new Godot.Collections.Array<string>();
        return patch;
    }

    /// <summary>
    /// User toggled Sire or Dam on a hybrid card. If the toggle was just
    /// turned ON, record the pick (and clear the OTHER lineage if it was
    /// already pointing at this same clade — a clade can't be both
    /// parents). If turned OFF, clear that lineage.
    /// </summary>
    private void OnHybridParentPressed(string lineage, string cladeId)
    {
        string currentForLineage = lineage == "sire" ? _draft.SireCladeId : _draft.DamCladeId;
        bool wasOn = currentForLineage == cladeId;
        string newCladeId = wasOn ? "" : cladeId;

        var patch = BuildLineageCladePatch(lineage, newCladeId);

        // If the new pick collides with the OTHER parent, clear it.
        if (!string.IsNullOrEmpty(newCladeId))
        {
            string otherLineage = lineage == "sire" ? "dam" : "sire";
            string otherCladeId = lineage == "sire" ? _draft.DamCladeId : _draft.SireCladeId;
            if (otherCladeId == newCladeId)
            {
                var otherPatch = BuildLineageCladePatch(otherLineage, "");
                foreach (var key in otherPatch.Keys) patch[(string)key] = otherPatch[key];
            }
        }

        ClearBackgroundIfInvalidated(patch);
        _draft.Patch(patch);
    }

    private void UpdateHybridCards()
    {
        foreach (var (id, card) in _hybridCards)
        {
            bool isSire = id == _draft.SireCladeId;
            bool isDam  = id == _draft.DamCladeId;
            // The card itself gets a "selected" highlight when either
            // toggle is on, so it pops visually from the unmarked clades.
            CodexCard.SetSelected(card, isSire || isDam);
            if (_sireToggles.TryGetValue(id, out var sireBtn) && sireBtn.ButtonPressed != isSire)
                sireBtn.SetPressedNoSignal(isSire);
            if (_damToggles.TryGetValue(id, out var damBtn) && damBtn.ButtonPressed != isDam)
                damBtn.SetPressedNoSignal(isDam);
        }
    }

    private void OnLineageBonusPicked(string lineage, string ability)
    {
        _draft.Patch(new Godot.Collections.Dictionary
        {
            { lineage + "_chosen_ability", ability },
        });
    }

    /// <summary>
    /// Syncs both clade-trait columns. Header text reflects the current
    /// limit (2 for dominant, 1 for other). Mutate-in-place same as
    /// SyncLineageBonusRow — Free()-during-Pressed leaves stale buttons.
    /// </summary>
    private void RebuildTraitPickers()
    {
        SyncCladeTraitColumn(_sireTraitCol, _sireTraitHeader, _sireTraitButtons,
            ref _sireTraitsBuiltFor, "sire", _draft.SireCladeId,
            _draft.SireChosenCladeTraits, _draft.CladeTraitLimit("sire"));
        SyncCladeTraitColumn(_damTraitCol, _damTraitHeader, _damTraitButtons,
            ref _damTraitsBuiltFor, "dam", _draft.DamCladeId,
            _draft.DamChosenCladeTraits, _draft.CladeTraitLimit("dam"));
    }

    private void SyncCladeTraitColumn(VBoxContainer col, Label header,
                                       Dictionary<string, Button> cache,
                                       ref string builtFor, string lineage,
                                       string cladeId,
                                       Godot.Collections.Array<string> chosen,
                                       int limit)
    {
        string headerLabel = lineage.ToUpperInvariant() + (lineage == _draft.DominantParent ? " ★" : "");
        header.Text = $"{headerLabel}  ({chosen.Count}/{limit})";

        if (cladeId == builtFor)
        {
            foreach (var (id, btn) in cache)
            {
                bool want = chosen.Contains(id);
                if (btn.ButtonPressed != want) btn.SetPressedNoSignal(want);
                bool atCap = chosen.Count >= limit && !want;
                btn.Disabled = atCap;
            }
            return;
        }

        // Remove old buttons but keep the header (index 0).
        for (int i = col.GetChildCount() - 1; i >= 1; i--) col.GetChild(i).Free();
        cache.Clear();
        builtFor = cladeId;

        var clade = CodexContent.Clade(cladeId);
        if (clade is null)
        {
            col.AddChild(new Label { Text = "(pick a clade above)" });
            return;
        }

        foreach (var t in clade.Traits)
        {
            string captured = t.Id;
            string capturedName = t.Name;
            string capturedDesc = t.Description;
            bool isPicked = chosen.Contains(t.Id);
            var btn = new Button
            {
                Text = t.Name,
                ToggleMode = true,
                ButtonPressed = isPicked,
                FocusMode = Control.FocusModeEnum.None,
                Disabled = !isPicked && chosen.Count >= limit,
                SizeFlagsHorizontal = SizeFlags.ExpandFill,
            };
            btn.Toggled += pressed => OnCladeTraitToggled(lineage, captured, pressed);
            var btnRef = btn;
            btn.MouseEntered += () =>
                PopoverLayer.Instance?.ShowFor(btnRef, capturedName, capturedDesc, "trait", false);
            btn.MouseExited += () =>
                PopoverLayer.Instance?.ScheduleClose();
            col.AddChild(btn);
            cache[t.Id] = btn;
        }
    }

    private void OnCladeTraitToggled(string lineage, string traitId, bool pressed)
    {
        var current = lineage == "sire" ? _draft.SireChosenCladeTraits : _draft.DamChosenCladeTraits;
        int limit = _draft.CladeTraitLimit(lineage);
        var next = new Godot.Collections.Array<string>(current);
        if (pressed)
        {
            if (next.Contains(traitId)) return;
            if (next.Count >= limit) return;  // cap (UI also disables, defense-in-depth)
            next.Add(traitId);
        }
        else
        {
            next.Remove(traitId);
        }
        _draft.Patch(new Godot.Collections.Dictionary
        {
            { lineage + "_chosen_clade_traits", next },
        });
    }

    /// <summary>
    /// Clade changes can make a previously-valid background unavailable
    /// (e.g. picking Felidae while Pack-Raised is selected). Build the
    /// hypothetical post-patch state via Resource.Duplicate, run it
    /// through BackgroundAvailability, and clear background_id in the
    /// patch if the rule no longer matches.
    /// </summary>
    private void ClearBackgroundIfInvalidated(Godot.Collections.Dictionary patch)
    {
        if (string.IsNullOrEmpty(_draft.BackgroundId)) return;

        var future = (CharacterDraft)_draft.Duplicate();
        // Apply the same patch we're about to commit, in-place on the copy.
        future.Patch(patch);
        if (!BackgroundAvailability.IsAvailable(_draft.BackgroundId, future))
            patch["background_id"] = "";
    }

    private PanelContainer BuildCard(CladeDef clade, System.Action<string> onClick)
    {
        var card = CodexCard.Make();
        card.SizeFlagsHorizontal = Control.SizeFlags.ExpandFill;
        card.GuiInput += (InputEvent e) =>
        {
            if (e is InputEventMouseButton mb && mb.Pressed && mb.ButtonIndex == MouseButton.Left)
                onClick(clade.Id);
        };

        var box = new VBoxContainer { MouseFilter = MouseFilterEnum.Pass };
        box.AddThemeConstantOverride("separation", 6);
        card.AddChild(box);

        box.AddChild(new Label { Text = clade.Name, ThemeTypeVariation = "CardName" });
        box.AddChild(new Label { Text = clade.Kind.ToUpperInvariant(), ThemeTypeVariation = "CardMeta" });

        if (!string.IsNullOrEmpty(clade.Description))
        {
            box.AddChild(new Label
            {
                Text = clade.Description,
                AutowrapMode = TextServer.AutowrapMode.WordSmart,
                MouseFilter = Control.MouseFilterEnum.Pass,
            });
        }

        if (clade.AbilityMods.Count > 0)
        {
            var modsRow = new HBoxContainer();
            modsRow.AddThemeConstantOverride("separation", 8);
            box.AddChild(modsRow);
            foreach (var (k, v) in clade.AbilityMods)
                modsRow.AddChild(new Label { Text = $"{k} {(v >= 0 ? "+" : "")}{v}" });
        }

        if (clade.Traits.Length > 0 || clade.Detriments.Length > 0)
        {
            var chips = new HFlowContainer { MouseFilter = MouseFilterEnum.Pass };
            chips.AddThemeConstantOverride("h_separation", 6);
            chips.AddThemeConstantOverride("v_separation", 4);
            box.AddChild(chips);
            foreach (var t in clade.Traits)
                chips.AddChild(new TraitChip { TraitName = t.Name, Description = t.Description });
            foreach (var d in clade.Detriments)
                chips.AddChild(new TraitChip { TraitName = d.Name, Description = d.Description, Detriment = true });
        }

        return card;
    }

    /// <summary>
    /// Hybrid-mode clade card. Same body as BuildCard but with Sire and
    /// Dam toggle buttons stacked at the right edge of the title row, so a
    /// single grid replaces the old two-stacked-grid layout. Body click is
    /// disabled — only the toggles change selection.
    /// </summary>
    private PanelContainer BuildHybridCard(CladeDef clade)
    {
        var card = CodexCard.Make();
        card.SizeFlagsHorizontal = Control.SizeFlags.ExpandFill;

        var box = new VBoxContainer { MouseFilter = MouseFilterEnum.Pass };
        box.AddThemeConstantOverride("separation", 6);
        card.AddChild(box);

        // Header HBox: title VBox (expand fill) + Sire/Dam toggle column.
        var header = new HBoxContainer { SizeFlagsHorizontal = Control.SizeFlags.ExpandFill };
        header.AddThemeConstantOverride("separation", 12);
        box.AddChild(header);

        var titleCol = new VBoxContainer { SizeFlagsHorizontal = Control.SizeFlags.ExpandFill };
        titleCol.AddThemeConstantOverride("separation", 2);
        header.AddChild(titleCol);
        titleCol.AddChild(new Label { Text = clade.Name, ThemeTypeVariation = "CardName" });
        titleCol.AddChild(new Label { Text = clade.Kind.ToUpperInvariant(), ThemeTypeVariation = "CardMeta" });

        var toggleCol = new HBoxContainer
        {
            SizeFlagsVertical = Control.SizeFlags.ShrinkBegin,
        };
        toggleCol.AddThemeConstantOverride("separation", 6);
        header.AddChild(toggleCol);

        string capturedId = clade.Id;
        var sireBtn = new Button
        {
            Text = "Sire",
            ToggleMode = true,
            FocusMode = Control.FocusModeEnum.None,
            CustomMinimumSize = new Vector2(64, 0),
        };
        sireBtn.Pressed += () => OnHybridParentPressed("sire", capturedId);
        toggleCol.AddChild(sireBtn);
        _sireToggles[clade.Id] = sireBtn;

        var damBtn = new Button
        {
            Text = "Dam",
            ToggleMode = true,
            FocusMode = Control.FocusModeEnum.None,
            CustomMinimumSize = new Vector2(64, 0),
        };
        damBtn.Pressed += () => OnHybridParentPressed("dam", capturedId);
        toggleCol.AddChild(damBtn);
        _damToggles[clade.Id] = damBtn;

        if (!string.IsNullOrEmpty(clade.Description))
        {
            box.AddChild(new Label
            {
                Text = clade.Description,
                AutowrapMode = TextServer.AutowrapMode.WordSmart,
                MouseFilter = Control.MouseFilterEnum.Pass,
            });
        }

        if (clade.AbilityMods.Count > 0)
        {
            var modsRow = new HBoxContainer();
            modsRow.AddThemeConstantOverride("separation", 8);
            box.AddChild(modsRow);
            foreach (var (k, v) in clade.AbilityMods)
                modsRow.AddChild(new Label { Text = $"{k} {(v >= 0 ? "+" : "")}{v}" });
        }

        if (clade.Traits.Length > 0 || clade.Detriments.Length > 0)
        {
            var chips = new HFlowContainer { MouseFilter = MouseFilterEnum.Pass };
            chips.AddThemeConstantOverride("h_separation", 6);
            chips.AddThemeConstantOverride("v_separation", 4);
            box.AddChild(chips);
            foreach (var t in clade.Traits)
                chips.AddChild(new TraitChip { TraitName = t.Name, Description = t.Description });
            foreach (var d in clade.Detriments)
                chips.AddChild(new TraitChip { TraitName = d.Name, Description = d.Description, Detriment = true });
        }

        return card;
    }
}
