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using Godot;
using System.Collections.Generic;
using Theriapolis.GodotHost.Scenes.Widgets;
using Theriapolis.GodotHost.UI;
namespace Theriapolis.GodotHost.Scenes;
/// <summary>
/// Right-rail summary of the in-progress character. Sections, top-down:
/// 1. Name (or placeholder until Step VIII).
/// 2. Lineage details — 2-column grid:
/// purebred: Clade | Species, then Calling | Background.
/// hybrid: Sire | Dam (column headers); each parent's
/// clade and species below; Calling | Background.
/// 3. Attributes — final score + d20 modifier per ability.
/// 4. Pills — traits + skills selected so far, with hover popovers.
///
/// One Refresh() rebuild per draft change; the panel is small enough
/// that partial-update logic isn't worth the complexity.
/// </summary>
public partial class Aside : MarginContainer
{
private CharacterDraft? _draft;
private VBoxContainer _content = null!;
public override void _Ready()
{
AddThemeConstantOverride("margin_left", 18);
AddThemeConstantOverride("margin_right", 18);
AddThemeConstantOverride("margin_top", 18);
AddThemeConstantOverride("margin_bottom", 18);
// Wrap content in a ScrollContainer so the Aside's intrinsic
// height stays bounded by the panel's allocated size — without
// this, an over-tall summary (lots of pills) forces the parent
// Layout to expand and pushes the navbar off the viewport.
var scroll = new ScrollContainer
{
SizeFlagsHorizontal = SizeFlags.ExpandFill,
SizeFlagsVertical = SizeFlags.ExpandFill,
HorizontalScrollMode = ScrollContainer.ScrollMode.Disabled,
};
AddChild(scroll);
_content = new VBoxContainer { SizeFlagsHorizontal = SizeFlags.ExpandFill };
_content.AddThemeConstantOverride("separation", 18);
scroll.AddChild(_content);
}
public void SetDraft(CharacterDraft draft)
{
_draft = draft;
_draft.Changed += Refresh;
Refresh();
}
private void Refresh()
{
if (_draft is null || _content is null) return;
foreach (var c in _content.GetChildren()) c.QueueFree();
BuildName();
BuildDetailsGrid();
BuildAttributes();
BuildPills();
}
// ──────────────────────────────────────────────────────────────────────
// Section 1 — Name
private void BuildName()
{
var name = string.IsNullOrEmpty(_draft!.CharacterName) ? "Unnamed" : _draft.CharacterName;
_content.AddChild(new Label
{
Text = name,
HorizontalAlignment = HorizontalAlignment.Center,
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ThemeTypeVariation = "H3",
});
_content.AddChild(new HSeparator());
}
// ──────────────────────────────────────────────────────────────────────
// Section 2 — Lineage details (2-column grid)
private void BuildDetailsGrid()
{
string sexLabel = _draft!.Sex switch
{
"male" => "Male",
"female" => "Female",
_ => "",
};
if (_draft.IsHybrid)
{
// Hybrid layout: SIRE / DAM column headers above the parent
// detail rows, then the Calling / Background row spans both
// halves of the same kind of grid.
var headers = new HBoxContainer { SizeFlagsHorizontal = SizeFlags.ExpandFill };
headers.AddThemeConstantOverride("separation", 12);
_content.AddChild(headers);
headers.AddChild(MakeColumnHeader("SIRE" + (_draft.DominantParent == "sire" ? " ★" : "")));
headers.AddChild(MakeColumnHeader("DAM" + (_draft.DominantParent == "dam" ? " ★" : "")));
var lineageGrid = MakeFullWidthGrid();
_content.AddChild(lineageGrid);
lineageGrid.AddChild(MakeCell("Clade", CodexContent.Clade(_draft.SireCladeId)?.Name));
lineageGrid.AddChild(MakeCell("Clade", CodexContent.Clade(_draft.DamCladeId)?.Name));
lineageGrid.AddChild(MakeCell("Species", CodexContent.SpeciesById(_draft.SireSpeciesId)?.Name));
lineageGrid.AddChild(MakeCell("Species", CodexContent.SpeciesById(_draft.DamSpeciesId)?.Name));
// Sex is a character-level field, not per-parent — span left
// column with an empty filler in the right.
lineageGrid.AddChild(MakeCell("Sex", sexLabel));
lineageGrid.AddChild(new Control());
}
else
{
var lineageGrid = MakeFullWidthGrid();
_content.AddChild(lineageGrid);
lineageGrid.AddChild(MakeCell("Clade", CodexContent.Clade(_draft.CladeId)?.Name));
lineageGrid.AddChild(MakeCell("Species", CodexContent.SpeciesById(_draft.SpeciesId)?.Name));
lineageGrid.AddChild(MakeCell("Sex", sexLabel));
lineageGrid.AddChild(new Control());
}
// Calling + Background — last row of the lineage block, with
// Subclass tucked underneath Calling in the same column.
var callingGrid = MakeFullWidthGrid();
_content.AddChild(callingGrid);
callingGrid.AddChild(MakeCell("Calling", CodexContent.Class(_draft.ClassId)?.Name));
callingGrid.AddChild(MakeCell("Background", CodexContent.Background(_draft.BackgroundId)?.Name));
var subclassDef = System.Array.Find(CodexContent.Subclasses, s => s.Id == _draft.SubclassId);
callingGrid.AddChild(MakeCell("Subclass", subclassDef?.Name));
callingGrid.AddChild(new Control()); // empty cell to align grid
_content.AddChild(new HSeparator());
}
private static GridContainer MakeFullWidthGrid()
{
var grid = new GridContainer { Columns = 2, SizeFlagsHorizontal = SizeFlags.ExpandFill };
grid.AddThemeConstantOverride("h_separation", 12);
grid.AddThemeConstantOverride("v_separation", 8);
return grid;
}
private static Control MakeColumnHeader(string label)
{
// Centered label + underline; sized to take half the parent
// HBoxContainer width so SIRE and DAM align over their data
// columns.
var col = new VBoxContainer { SizeFlagsHorizontal = SizeFlags.ExpandFill };
col.AddThemeConstantOverride("separation", 2);
col.AddChild(new Label
{
Text = label,
HorizontalAlignment = HorizontalAlignment.Center,
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ThemeTypeVariation = "Eyebrow",
});
col.AddChild(new HSeparator());
return col;
}
private static Control MakeCell(string label, string? value)
{
var v = new VBoxContainer { SizeFlagsHorizontal = SizeFlags.ExpandFill };
v.AddThemeConstantOverride("separation", 2);
// Smaller font on the label tag — keeps the row compact in the
// narrow side rail.
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var lbl = new Label { Text = label.ToUpperInvariant(), ThemeTypeVariation = "Eyebrow" };
v.AddChild(lbl);
// Autowrap on the value so long names ("Hybrid Underground")
// wrap rather than push the whole panel wider than its alloc.
var val = new Label
{
Text = string.IsNullOrEmpty(value) ? "—" : value,
AutowrapMode = TextServer.AutowrapMode.WordSmart,
CustomMinimumSize = new Vector2(0, 0),
};
v.AddChild(val);
return v;
}
// ──────────────────────────────────────────────────────────────────────
// Section 3 — Attributes (final score + modifier)
private void BuildAttributes()
{
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_content.AddChild(new Label { Text = "ATTRIBUTES", ThemeTypeVariation = "Eyebrow" });
// Self-contained sub-panel so the attributes table never widens
// beyond the Aside's own rect. Columns: ab | bonus | final | d20.
// Cells have explicit min widths but DON'T ExpandFill, so the
// grid's total width is bounded by the cell mins instead of
// taking whatever parent width is available.
var grid = new GridContainer { Columns = 4 };
grid.AddThemeConstantOverride("h_separation", 6);
grid.AddThemeConstantOverride("v_separation", 6);
_content.AddChild(grid);
foreach (var ab in SkillsCatalog.Abilities)
{
int baseScore = AbilityCalc.BaseScore(ab, _draft!);
int bonus = AbilityCalc.TotalBonus(ab, _draft!);
int final = baseScore + bonus;
int dMod = AbilityCalc.D20Modifier(final);
grid.AddChild(new Label
{
Text = ab,
CustomMinimumSize = new Vector2(36, 0),
});
// Bonus chip — only render when non-zero. +0 entries get an
// empty Control so the column stays aligned without the
// panel chrome of an empty TraitChip pushing the row wider.
if (bonus != 0)
{
grid.AddChild(new Widgets.TraitChip
{
TraitName = AbilityCalc.FormatSigned(bonus),
Description = AbilityCalc.FormatBreakdown(AbilityCalc.Sources(ab, _draft!)),
Tag = "bonus",
});
}
else
{
grid.AddChild(new Control { CustomMinimumSize = new Vector2(40, 0) });
}
grid.AddChild(new Label
{
Text = baseScore == 0 ? "—" : final.ToString(),
HorizontalAlignment = HorizontalAlignment.Right,
CustomMinimumSize = new Vector2(36, 0),
});
grid.AddChild(new Label
{
Text = baseScore == 0 ? "" : AbilityCalc.FormatSigned(dMod),
HorizontalAlignment = HorizontalAlignment.Right,
CustomMinimumSize = new Vector2(36, 0),
});
}
_content.AddChild(new HSeparator());
}
// ──────────────────────────────────────────────────────────────────────
// Section 4 — Pills (traits, skills, features chosen so far)
private void BuildPills()
{
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_content.AddChild(new Label { Text = "TRAITS · FEATS · SKILLS", ThemeTypeVariation = "Eyebrow" });
var flow = new HFlowContainer();
flow.AddThemeConstantOverride("h_separation", 6);
flow.AddThemeConstantOverride("v_separation", 6);
_content.AddChild(flow);
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// Clade — purebred: full trait+detriment list of the one clade.
// Hybrid: only the player-picked clade traits per parent (2/1 split),
// but ALL clade detriments from BOTH parents per doc rule.
if (_draft!.IsHybrid)
{
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AddPickedCladeTraits(flow, CodexContent.Clade(_draft.SireCladeId), _draft.SireChosenCladeTraits);
AddPickedCladeTraits(flow, CodexContent.Clade(_draft.DamCladeId), _draft.DamChosenCladeTraits);
AddCladeDetriments(flow, CodexContent.Clade(_draft.SireCladeId));
AddCladeDetriments(flow, CodexContent.Clade(_draft.DamCladeId));
}
else
{
AddCladeTraits(flow, CodexContent.Clade(_draft.CladeId));
}
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// Species — purebred shows everything from the single species.
// Hybrid shows only the picked trait + picked detriment per parent
// (single-pick each, per doc) plus the four universal detriments.
if (_draft.IsHybrid)
{
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var sireSp = CodexContent.SpeciesById(_draft.SireSpeciesId);
var damSp = CodexContent.SpeciesById(_draft.DamSpeciesId);
AddPickedSpeciesPick(flow, sireSp,
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_draft.SireChosenSpeciesTrait, _draft.SireChosenSpeciesDetriment);
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AddPickedSpeciesPick(flow, damSp,
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_draft.DamChosenSpeciesTrait, _draft.DamChosenSpeciesDetriment);
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AddVariantContent(flow, sireSp, _draft.ResolveVariantId(sireSp, "sire"));
AddVariantContent(flow, damSp, _draft.ResolveVariantId(damSp, "dam"));
// Universal hybrid detriments — every hybrid has all four.
foreach (var (name, desc) in UniversalHybridDetriments)
flow.AddChild(new TraitChip { TraitName = name, Description = desc, Detriment = true });
}
else
{
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var sp = CodexContent.SpeciesById(_draft.SpeciesId);
AddSpeciesTraits(flow, sp);
AddVariantContent(flow, sp, _draft.ResolveVariantId(sp, ""));
}
// Class level-1 features.
var cls = CodexContent.Class(_draft.ClassId);
if (cls is not null)
{
var lvl1 = System.Array.Find(cls.LevelTable, e => e.Level == 1);
if (lvl1 is not null)
{
foreach (var fid in lvl1.Features)
{
if (!cls.FeatureDefinitions.TryGetValue(fid, out var fd)) continue;
if (fd.Kind == "stub" || fid.StartsWith("subclass_")) continue;
flow.AddChild(new TraitChip
{
TraitName = fd.Name,
Description = fd.Description,
Tag = fd.Kind,
});
}
}
}
// Background feature + granted skills.
var bg = CodexContent.Background(_draft.BackgroundId);
if (bg is not null && !string.IsNullOrEmpty(bg.FeatureName))
{
flow.AddChild(new TraitChip
{
TraitName = bg.FeatureName,
Description = bg.FeatureDescription,
Tag = "history",
});
}
// Skills — background-locked first, then user-chosen class skills.
if (bg is not null)
{
foreach (var skillId in bg.SkillProficiencies)
AddSkillChip(flow, skillId, "BG");
}
foreach (var skillId in _draft.ChosenSkills)
AddSkillChip(flow, skillId, "skill");
}
private static void AddCladeTraits(HFlowContainer flow, Theriapolis.Core.Data.CladeDef? clade)
{
if (clade is null) return;
foreach (var t in clade.Traits)
flow.AddChild(new TraitChip { TraitName = t.Name, Description = t.Description });
foreach (var d in clade.Detriments)
flow.AddChild(new TraitChip { TraitName = d.Name, Description = d.Description, Detriment = true });
}
private static void AddSpeciesTraits(HFlowContainer flow, Theriapolis.Core.Data.SpeciesDef? species)
{
if (species is null) return;
foreach (var t in species.Traits)
flow.AddChild(new TraitChip { TraitName = t.Name, Description = t.Description });
foreach (var d in species.Detriments)
flow.AddChild(new TraitChip { TraitName = d.Name, Description = d.Description, Detriment = true });
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}
/// <summary>Hybrid: only the chosen subset of clade traits.</summary>
private static void AddPickedCladeTraits(HFlowContainer flow, Theriapolis.Core.Data.CladeDef? clade,
Godot.Collections.Array<string> chosen)
{
if (clade is null) return;
foreach (var t in clade.Traits)
if (chosen.Contains(t.Id))
flow.AddChild(new TraitChip { TraitName = t.Name, Description = t.Description });
}
/// <summary>Hybrid: all clade detriments from this parent (both inherited).</summary>
private static void AddCladeDetriments(HFlowContainer flow, Theriapolis.Core.Data.CladeDef? clade)
{
if (clade is null) return;
foreach (var d in clade.Detriments)
flow.AddChild(new TraitChip { TraitName = d.Name, Description = d.Description, Detriment = true });
}
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/// <summary>Render the resolved variant's extra traits/detriments,
/// if any. <paramref name="variantId"/> is the variant key (e.g. "male"
/// or "sheep"); empty when no resolution applies.</summary>
private static void AddVariantContent(HFlowContainer flow,
Theriapolis.Core.Data.SpeciesDef? species,
string variantId)
{
if (species is null || string.IsNullOrEmpty(variantId)) return;
var variant = System.Array.Find(species.Variants, v => v.Id == variantId);
if (variant is null) return;
foreach (var t in variant.Traits)
flow.AddChild(new TraitChip { TraitName = t.Name, Description = t.Description });
foreach (var d in variant.Detriments)
flow.AddChild(new TraitChip { TraitName = d.Name, Description = d.Description, Detriment = true });
}
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/// <summary>Hybrid: one chosen species trait + one chosen species detriment.</summary>
private static void AddPickedSpeciesPick(HFlowContainer flow, Theriapolis.Core.Data.SpeciesDef? species,
string chosenTraitId, string chosenDetrimentId)
{
if (species is null) return;
foreach (var t in species.Traits)
if (t.Id == chosenTraitId)
flow.AddChild(new TraitChip { TraitName = t.Name, Description = t.Description });
foreach (var d in species.Detriments)
if (d.Id == chosenDetrimentId)
flow.AddChild(new TraitChip { TraitName = d.Name, Description = d.Description, Detriment = true });
}
/// <summary>
/// Hardcoded from theriapolis-rpg-clades.md "Universal Hybrid Detriments"
/// (lines 749-753). Every hybrid character has all four. The schema
/// doesn't carry these yet — they live in the clades doc as canonical
/// rules text.
/// </summary>
private static readonly (string Name, string Description)[] UniversalHybridDetriments =
{
("Scent Dysphoria",
"Your scent broadcasts conflicting Clade signals. Creatures with scent ability "
+ "who detect you must make a WIS save (DC 10) or experience instinctive unease, "
+ "imposing disadvantage on their first CHA check with you. Scent-masking products "
+ "can suppress this for 1d4 hours but fail under stress."),
("Illegible Body Language",
"Your tail and ear movements blend two Clade grammars. Disadvantage on nonverbal "
+ "communication checks (CHA checks relying on body language) with purebred creatures. "
+ "Other hybrids read you normally."),
("Social Stigma",
"In non-progressive settlements, disadvantage on CHA checks with strangers and on "
+ "checks to secure housing, employment, or official services. Even in progressive "
+ "areas, the first CHA check with any new NPC is made at -2 until you've established "
+ "rapport."),
("Medical Incompatibility",
"Healing potions and magical healing function at 75% effectiveness (round down). "
+ "Medical treatment calibrated for purebred physiologies works imperfectly on your "
+ "blended body. Hybrid-specific medicine exists but is expensive and rare."),
};
private static void AddSkillChip(HFlowContainer flow, string skillId, string tag)
{
var s = SkillsCatalog.Get(skillId);
if (s is null) return;
flow.AddChild(new TraitChip
{
TraitName = s.Label,
Description = s.Description,
Tag = tag,
});
}
}