M6.8: Hybrid trait pickers (Phase B)
Per theriapolis-rpg-clades.md "Building a Hybrid": hybrids now pick two clade traits from the dominant parent + one from the other (2/1 split keyed off DominantParent), and one species trait + one species detriment from each parent. All clade detriments still inherit fully from both parents. Universal hybrid detriments unchanged. CharacterDraft gains six new fields (sire/dam clade-trait arrays, sire/dam species trait/detriment ids) and a CladeTraitLimit(lineage) helper. Step 0/1 validators enforce the picks; Aside renders only the chosen subset for hybrids. Cascading clears: clade swap clears that lineage's bonus + clade traits + (if species also invalidated) species pick; species swap clears that lineage's species trait/detriment; dominant flip trims overflow from the end (non-destructive when possible); hybrid-off clears all six new fields. Toggle buttons in both steps wire MouseEntered/Exited into PopoverLayer so the player can read each trait's description on hover (detriment buttons get the red-tinted "DETRIMENT" popover). Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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@@ -47,6 +47,26 @@ public partial class CharacterDraft : Resource
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/// <summary>Ability key picked from dam's clade mods.</summary>
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[Export] public string DamChosenAbility { get; set; } = "";
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// Phase B trait pickers, per theriapolis-rpg-clades.md "Building a Hybrid":
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// Clade traits: 2 from dominant parent + 1 from non-dominant (player's
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// split). Detriments are inherited fully from both clades
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// — no pick.
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// Species trait: 1 per parent.
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// Species detriment: 1 per parent.
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/// <summary>Clade trait IDs picked from sire's clade. Length depends on
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/// dominant: 2 if sire is dominant, 1 if dam is.</summary>
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[Export] public Godot.Collections.Array<string> SireChosenCladeTraits { get; set; } = new();
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[Export] public Godot.Collections.Array<string> DamChosenCladeTraits { get; set; } = new();
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[Export] public string SireChosenSpeciesTrait { get; set; } = "";
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[Export] public string DamChosenSpeciesTrait { get; set; } = "";
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[Export] public string SireChosenSpeciesDetriment { get; set; } = "";
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[Export] public string DamChosenSpeciesDetriment { get; set; } = "";
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/// <summary>Number of clade traits the named lineage is allowed to pick:
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/// 2 if it's the dominant parent, 1 otherwise.</summary>
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public int CladeTraitLimit(string lineage) =>
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lineage == DominantParent ? 2 : 1;
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/// <summary>
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/// Resolves the "active" clade for downstream steps (Class / Subclass
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/// / Background). Purebred uses <see cref="CladeId"/>; hybrids use
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@@ -123,6 +143,12 @@ public partial class CharacterDraft : Resource
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case "dominant_parent": DominantParent = (string)patch[key]; break;
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case "sire_chosen_ability": SireChosenAbility = (string)patch[key]; break;
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case "dam_chosen_ability": DamChosenAbility = (string)patch[key]; break;
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case "sire_chosen_clade_traits": SireChosenCladeTraits = (Godot.Collections.Array<string>)patch[key]; break;
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case "dam_chosen_clade_traits": DamChosenCladeTraits = (Godot.Collections.Array<string>)patch[key]; break;
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case "sire_chosen_species_trait": SireChosenSpeciesTrait = (string)patch[key]; break;
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case "dam_chosen_species_trait": DamChosenSpeciesTrait = (string)patch[key]; break;
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case "sire_chosen_species_detriment":SireChosenSpeciesDetriment = (string)patch[key]; break;
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case "dam_chosen_species_detriment": DamChosenSpeciesDetriment = (string)patch[key]; break;
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default:
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GD.PushWarning($"[CharacterDraft] unknown patch key: {k}");
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break;
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