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>
This commit is contained in:
Christopher Wiebe
2026-05-04 20:12:56 -07:00
parent e3f0296e6f
commit 8bf9eba2a7
5 changed files with 432 additions and 15 deletions
+45 -8
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@@ -249,24 +249,30 @@ public partial class Aside : MarginContainer
flow.AddThemeConstantOverride("v_separation", 6); flow.AddThemeConstantOverride("v_separation", 6);
_content.AddChild(flow); _content.AddChild(flow);
// Clade traits (purebred = single clade; hybrid = both). // 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) if (_draft!.IsHybrid)
{ {
AddCladeTraits(flow, CodexContent.Clade(_draft.SireCladeId)); AddPickedCladeTraits(flow, CodexContent.Clade(_draft.SireCladeId), _draft.SireChosenCladeTraits);
AddCladeTraits(flow, CodexContent.Clade(_draft.DamCladeId)); AddPickedCladeTraits(flow, CodexContent.Clade(_draft.DamCladeId), _draft.DamChosenCladeTraits);
AddCladeDetriments(flow, CodexContent.Clade(_draft.SireCladeId));
AddCladeDetriments(flow, CodexContent.Clade(_draft.DamCladeId));
} }
else else
{ {
AddCladeTraits(flow, CodexContent.Clade(_draft.CladeId)); AddCladeTraits(flow, CodexContent.Clade(_draft.CladeId));
} }
// Species traits — purebred uses the single species; hybrids show // Species — purebred shows everything from the single species.
// BOTH parent species per theriapolis-rpg-clades.md ("Choose ONE // Hybrid shows only the picked trait + picked detriment per parent
// species trait from each parent"). // (single-pick each, per doc) plus the four universal detriments.
if (_draft.IsHybrid) if (_draft.IsHybrid)
{ {
AddSpeciesTraits(flow, CodexContent.SpeciesById(_draft.SireSpeciesId)); AddPickedSpeciesPick(flow, CodexContent.SpeciesById(_draft.SireSpeciesId),
AddSpeciesTraits(flow, CodexContent.SpeciesById(_draft.DamSpeciesId)); _draft.SireChosenSpeciesTrait, _draft.SireChosenSpeciesDetriment);
AddPickedSpeciesPick(flow, CodexContent.SpeciesById(_draft.DamSpeciesId),
_draft.DamChosenSpeciesTrait, _draft.DamChosenSpeciesDetriment);
// Universal hybrid detriments — every hybrid has all four. // Universal hybrid detriments — every hybrid has all four.
foreach (var (name, desc) in UniversalHybridDetriments) foreach (var (name, desc) in UniversalHybridDetriments)
@@ -338,6 +344,37 @@ public partial class Aside : MarginContainer
flow.AddChild(new TraitChip { TraitName = d.Name, Description = d.Description, Detriment = true }); flow.AddChild(new TraitChip { TraitName = d.Name, Description = d.Description, Detriment = true });
} }
/// <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 });
}
/// <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> /// <summary>
/// Hardcoded from theriapolis-rpg-clades.md "Universal Hybrid Detriments" /// Hardcoded from theriapolis-rpg-clades.md "Universal Hybrid Detriments"
/// (lines 749-753). Every hybrid character has all four. The schema /// (lines 749-753). Every hybrid character has all four. The schema
+177 -5
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@@ -32,6 +32,13 @@ public partial class StepClade : VBoxContainer, IStep
private HBoxContainer _sireBonusRow = null!; private HBoxContainer _sireBonusRow = null!;
private HBoxContainer _damBonusRow = 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> _purebredCards = new();
private readonly Dictionary<string, PanelContainer> _sireCards = new(); private readonly Dictionary<string, PanelContainer> _sireCards = new();
private readonly Dictionary<string, PanelContainer> _damCards = new(); private readonly Dictionary<string, PanelContainer> _damCards = new();
@@ -45,6 +52,11 @@ public partial class StepClade : VBoxContainer, IStep
private string _sireBonusBuiltFor = ""; private string _sireBonusBuiltFor = "";
private string _damBonusBuiltFor = ""; 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) public void Bind(CharacterDraft draft)
{ {
_draft = draft; _draft = draft;
@@ -134,6 +146,36 @@ public partial class StepClade : VBoxContainer, IStep
_dominantToggle.ItemSelected += OnDominantSelected; _dominantToggle.ItemSelected += OnDominantSelected;
dominantRow.AddChild(_dominantToggle); 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(); Refresh();
} }
@@ -171,6 +213,12 @@ public partial class StepClade : VBoxContainer, IStep
patch["dam_species_id"] = ""; patch["dam_species_id"] = "";
patch["sire_chosen_ability"] = ""; patch["sire_chosen_ability"] = "";
patch["dam_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); ClearBackgroundIfInvalidated(patch);
_draft.Patch(patch); _draft.Patch(patch);
@@ -178,10 +226,28 @@ public partial class StepClade : VBoxContainer, IStep
private void OnDominantSelected(long index) private void OnDominantSelected(long index)
{ {
_draft.Patch(new Godot.Collections.Dictionary string newDominant = index == 0 ? "sire" : "dam";
var patch = new Godot.Collections.Dictionary
{ {
{ "dominant_parent", index == 0 ? "sire" : "dam" }, { "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() private void Refresh()
@@ -200,7 +266,11 @@ public partial class StepClade : VBoxContainer, IStep
int dominantIdx = _draft.DominantParent == "dam" ? 1 : 0; int dominantIdx = _draft.DominantParent == "dam" ? 1 : 0;
if (_dominantToggle.Selected != dominantIdx) _dominantToggle.Select(dominantIdx); if (_dominantToggle.Selected != dominantIdx) _dominantToggle.Select(dominantIdx);
if (hybrid) RebuildBonusPickers(); if (hybrid)
{
RebuildBonusPickers();
RebuildTraitPickers();
}
} }
/// <summary> /// <summary>
@@ -288,11 +358,17 @@ public partial class StepClade : VBoxContainer, IStep
string currentSpecies = lineage == "sire" ? _draft.SireSpeciesId : _draft.DamSpeciesId; string currentSpecies = lineage == "sire" ? _draft.SireSpeciesId : _draft.DamSpeciesId;
var sp = CodexContent.SpeciesById(currentSpecies); var sp = CodexContent.SpeciesById(currentSpecies);
if (sp is null || !string.Equals(sp.CladeId, cladeId, System.StringComparison.OrdinalIgnoreCase)) if (sp is null || !string.Equals(sp.CladeId, cladeId, System.StringComparison.OrdinalIgnoreCase))
{
patch[lineage + "_species_id"] = ""; patch[lineage + "_species_id"] = "";
patch[lineage + "_chosen_species_trait"] = "";
patch[lineage + "_chosen_species_detriment"] = "";
}
// Clade swap invalidates the previously-picked lineage bonus // Clade swap invalidates the previously-picked lineage bonus
// (different clade has different mod options). // (different clade has different mod options) and the clade
// trait picks.
patch[lineage + "_chosen_ability"] = ""; patch[lineage + "_chosen_ability"] = "";
patch[lineage + "_chosen_clade_traits"] = new Godot.Collections.Array<string>();
ClearBackgroundIfInvalidated(patch); ClearBackgroundIfInvalidated(patch);
_draft.Patch(patch); _draft.Patch(patch);
@@ -306,6 +382,102 @@ public partial class StepClade : VBoxContainer, IStep
}); });
} }
/// <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> /// <summary>
/// Clade changes can make a previously-valid background unavailable /// Clade changes can make a previously-valid background unavailable
/// (e.g. picking Felidae while Pack-Raised is selected). Build the /// (e.g. picking Felidae while Pack-Raised is selected). Build the
+158 -2
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@@ -20,6 +20,13 @@ public partial class StepSpecies : VBoxContainer, IStep
private GridContainer _sireGrid = null!; private GridContainer _sireGrid = null!;
private GridContainer _damGrid = null!; private GridContainer _damGrid = null!;
// Phase B species trait + detriment pickers — single-pick per lineage.
private VBoxContainer _pickSection = null!;
private VBoxContainer _sirePickCol = null!;
private VBoxContainer _damPickCol = null!;
private string _sirePicksBuiltFor = "";
private string _damPicksBuiltFor = "";
public void Bind(CharacterDraft draft) public void Bind(CharacterDraft draft)
{ {
_draft = draft; _draft = draft;
@@ -67,6 +74,30 @@ public partial class StepSpecies : VBoxContainer, IStep
_damGrid = MakeGrid(); _damGrid = MakeGrid();
_hybridSection.AddChild(_damGrid); _hybridSection.AddChild(_damGrid);
// Phase B species pickers: one trait + one detriment per parent.
_pickSection = new VBoxContainer();
_pickSection.AddThemeConstantOverride("separation", 8);
_hybridSection.AddChild(_pickSection);
_pickSection.AddChild(new Label { Text = "SPECIES TRAITS & DETRIMENTS", ThemeTypeVariation = "Eyebrow" });
_pickSection.AddChild(new Label
{
Text = "Pick one species trait and one species detriment from each parent. "
+ "GMs may rule that traits express partially in hybrids.",
AutowrapMode = TextServer.AutowrapMode.WordSmart,
});
var pickGrid = new HBoxContainer { SizeFlagsHorizontal = SizeFlags.ExpandFill };
pickGrid.AddThemeConstantOverride("separation", 16);
_pickSection.AddChild(pickGrid);
_sirePickCol = new VBoxContainer { SizeFlagsHorizontal = SizeFlags.ExpandFill };
_sirePickCol.AddThemeConstantOverride("separation", 6);
pickGrid.AddChild(_sirePickCol);
_damPickCol = new VBoxContainer { SizeFlagsHorizontal = SizeFlags.ExpandFill };
_damPickCol.AddThemeConstantOverride("separation", 6);
pickGrid.AddChild(_damPickCol);
Refresh(); Refresh();
} }
@@ -88,9 +119,14 @@ public partial class StepSpecies : VBoxContainer, IStep
if (hybrid) if (hybrid)
{ {
RefreshGrid(_sireGrid, _draft.SireCladeId, _draft.SireSpeciesId, RefreshGrid(_sireGrid, _draft.SireCladeId, _draft.SireSpeciesId,
spId => _draft.Patch(new Godot.Collections.Dictionary { { "sire_species_id", spId } })); spId => OnLineageSpeciesPicked("sire", spId));
RefreshGrid(_damGrid, _draft.DamCladeId, _draft.DamSpeciesId, RefreshGrid(_damGrid, _draft.DamCladeId, _draft.DamSpeciesId,
spId => _draft.Patch(new Godot.Collections.Dictionary { { "dam_species_id", spId } })); spId => OnLineageSpeciesPicked("dam", spId));
SyncSpeciesPicks(_sirePickCol, ref _sirePicksBuiltFor, "sire",
_draft.SireSpeciesId, _draft.SireChosenSpeciesTrait, _draft.SireChosenSpeciesDetriment);
SyncSpeciesPicks(_damPickCol, ref _damPicksBuiltFor, "dam",
_draft.DamSpeciesId, _draft.DamChosenSpeciesTrait, _draft.DamChosenSpeciesDetriment);
} }
else else
{ {
@@ -99,6 +135,126 @@ public partial class StepSpecies : VBoxContainer, IStep
} }
} }
private void OnLineageSpeciesPicked(string lineage, string speciesId)
{
_draft.Patch(new Godot.Collections.Dictionary
{
{ lineage + "_species_id", speciesId },
// Species swap invalidates the previously-picked species trait/detriment.
{ lineage + "_chosen_species_trait", "" },
{ lineage + "_chosen_species_detriment", "" },
});
}
/// <summary>
/// Mutate-in-place sync for the species-pick column (one trait button
/// group + one detriment button group, radio-style). Same Free()-defer
/// hazard as the bonus rows in StepClade — only rebuild when the
/// species id changes.
/// </summary>
private void SyncSpeciesPicks(VBoxContainer col, ref string builtFor,
string lineage, string speciesId,
string chosenTrait, string chosenDetriment)
{
if (speciesId == builtFor)
{
UpdateRadioGroup(col, "trait", chosenTrait);
UpdateRadioGroup(col, "detriment", chosenDetriment);
return;
}
foreach (var c in col.GetChildren()) c.Free();
builtFor = speciesId;
var sp = CodexContent.SpeciesById(speciesId);
col.AddChild(new Label
{
Text = lineage.ToUpperInvariant() + (sp is null ? "" : " — " + sp.Name),
ThemeTypeVariation = "Eyebrow",
});
if (sp is null)
{
col.AddChild(new Label { Text = "(pick a species above)" });
return;
}
col.AddChild(new Label { Text = "Trait", ThemeTypeVariation = "Eyebrow" });
BuildRadioGroup(col, "trait", lineage, sp.Traits, chosenTrait,
(lin, id) => OnSpeciesPickToggled(lin, "trait", id), isDetriment: false);
col.AddChild(new Label { Text = "Detriment", ThemeTypeVariation = "Eyebrow" });
if (sp.Detriments.Length == 0)
{
col.AddChild(new Label { Text = "(none)" });
}
else
{
BuildRadioGroup(col, "detriment", lineage, sp.Detriments, chosenDetriment,
(lin, id) => OnSpeciesPickToggled(lin, "detriment", id), isDetriment: true);
}
}
private static void BuildRadioGroup(VBoxContainer parent, string kind, string lineage,
Theriapolis.Core.Data.TraitDef[] options, string selected,
System.Action<string, string> onPicked, bool isDetriment)
{
var holder = new VBoxContainer { Name = $"{kind}_group" };
holder.AddThemeConstantOverride("separation", 4);
parent.AddChild(holder);
foreach (var t in options)
{
string captured = t.Id;
string capturedName = t.Name;
string capturedDesc = t.Description;
var btn = new Button
{
Text = t.Name,
ToggleMode = true,
ButtonPressed = t.Id == selected,
FocusMode = Control.FocusModeEnum.None,
SizeFlagsHorizontal = SizeFlags.ExpandFill,
Name = t.Id,
};
// Single Pressed signal handles both directions: if the
// button is now pressed (its own click flipped it on),
// commit the pick; if it's now off, clear the field.
// Reading btn.ButtonPressed lets us avoid the stale-closure
// bug from capturing `selected` at build time.
var btnRef = btn;
btn.Pressed += () =>
onPicked(lineage, btnRef.ButtonPressed ? captured : "");
btn.MouseEntered += () =>
PopoverLayer.Instance?.ShowFor(btnRef, capturedName, capturedDesc,
isDetriment ? "" : "trait", isDetriment);
btn.MouseExited += () =>
PopoverLayer.Instance?.ScheduleClose();
holder.AddChild(btn);
}
}
private static void UpdateRadioGroup(VBoxContainer col, string kind, string selected)
{
// Find the holder by Name. Bail silently if missing — a species
// with no detriments has no detriment_group node.
var holder = col.GetNodeOrNull<VBoxContainer>($"{kind}_group");
if (holder is null) return;
foreach (var child in holder.GetChildren())
{
if (child is Button btn)
{
bool want = btn.Name == selected;
if (btn.ButtonPressed != want) btn.SetPressedNoSignal(want);
}
}
}
private void OnSpeciesPickToggled(string lineage, string kind, string traitId)
{
string field = lineage + "_chosen_species_" + kind;
_draft.Patch(new Godot.Collections.Dictionary { { field, traitId } });
}
private static void RefreshGrid(GridContainer grid, string cladeId, string selectedSpecies, System.Action<string> onClick) private static void RefreshGrid(GridContainer grid, string cladeId, string selectedSpecies, System.Action<string> onClick)
{ {
foreach (var c in grid.GetChildren()) c.Free(); foreach (var c in grid.GetChildren()) c.Free();
+26
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@@ -47,6 +47,26 @@ public partial class CharacterDraft : Resource
/// <summary>Ability key picked from dam's clade mods.</summary> /// <summary>Ability key picked from dam's clade mods.</summary>
[Export] public string DamChosenAbility { get; set; } = ""; [Export] public string DamChosenAbility { get; set; } = "";
// Phase B trait pickers, per theriapolis-rpg-clades.md "Building a Hybrid":
// Clade traits: 2 from dominant parent + 1 from non-dominant (player's
// split). Detriments are inherited fully from both clades
// — no pick.
// Species trait: 1 per parent.
// Species detriment: 1 per parent.
/// <summary>Clade trait IDs picked from sire's clade. Length depends on
/// dominant: 2 if sire is dominant, 1 if dam is.</summary>
[Export] public Godot.Collections.Array<string> SireChosenCladeTraits { get; set; } = new();
[Export] public Godot.Collections.Array<string> DamChosenCladeTraits { get; set; } = new();
[Export] public string SireChosenSpeciesTrait { get; set; } = "";
[Export] public string DamChosenSpeciesTrait { get; set; } = "";
[Export] public string SireChosenSpeciesDetriment { get; set; } = "";
[Export] public string DamChosenSpeciesDetriment { get; set; } = "";
/// <summary>Number of clade traits the named lineage is allowed to pick:
/// 2 if it's the dominant parent, 1 otherwise.</summary>
public int CladeTraitLimit(string lineage) =>
lineage == DominantParent ? 2 : 1;
/// <summary> /// <summary>
/// Resolves the "active" clade for downstream steps (Class / Subclass /// Resolves the "active" clade for downstream steps (Class / Subclass
/// / Background). Purebred uses <see cref="CladeId"/>; hybrids use /// / Background). Purebred uses <see cref="CladeId"/>; hybrids use
@@ -123,6 +143,12 @@ public partial class CharacterDraft : Resource
case "dominant_parent": DominantParent = (string)patch[key]; break; case "dominant_parent": DominantParent = (string)patch[key]; break;
case "sire_chosen_ability": SireChosenAbility = (string)patch[key]; break; case "sire_chosen_ability": SireChosenAbility = (string)patch[key]; break;
case "dam_chosen_ability": DamChosenAbility = (string)patch[key]; break; case "dam_chosen_ability": DamChosenAbility = (string)patch[key]; break;
case "sire_chosen_clade_traits": SireChosenCladeTraits = (Godot.Collections.Array<string>)patch[key]; break;
case "dam_chosen_clade_traits": DamChosenCladeTraits = (Godot.Collections.Array<string>)patch[key]; break;
case "sire_chosen_species_trait": SireChosenSpeciesTrait = (string)patch[key]; break;
case "dam_chosen_species_trait": DamChosenSpeciesTrait = (string)patch[key]; break;
case "sire_chosen_species_detriment":SireChosenSpeciesDetriment = (string)patch[key]; break;
case "dam_chosen_species_detriment": DamChosenSpeciesDetriment = (string)patch[key]; break;
default: default:
GD.PushWarning($"[CharacterDraft] unknown patch key: {k}"); GD.PushWarning($"[CharacterDraft] unknown patch key: {k}");
break; break;
+26
View File
@@ -48,6 +48,14 @@ public static class WizardValidation
if (string.IsNullOrEmpty(draft.DamChosenAbility)) if (string.IsNullOrEmpty(draft.DamChosenAbility))
return "Pick a lineage bonus from the dam clade."; return "Pick a lineage bonus from the dam clade.";
// Phase B: 2 clade traits from dominant + 1 from non-dominant.
int sireNeed = draft.CladeTraitLimit("sire");
int damNeed = draft.CladeTraitLimit("dam");
if (draft.SireChosenCladeTraits.Count != sireNeed)
return $"Pick {sireNeed} sire clade trait{(sireNeed == 1 ? "" : "s")} ({draft.SireChosenCladeTraits.Count}/{sireNeed}).";
if (draft.DamChosenCladeTraits.Count != damNeed)
return $"Pick {damNeed} dam clade trait{(damNeed == 1 ? "" : "s")} ({draft.DamChosenCladeTraits.Count}/{damNeed}).";
return null; return null;
} }
return string.IsNullOrEmpty(draft.CladeId) ? "Pick a clade." : null; return string.IsNullOrEmpty(draft.CladeId) ? "Pick a clade." : null;
@@ -59,6 +67,24 @@ public static class WizardValidation
{ {
if (string.IsNullOrEmpty(draft.SireSpeciesId)) return "Pick a sire species."; if (string.IsNullOrEmpty(draft.SireSpeciesId)) return "Pick a sire species.";
if (string.IsNullOrEmpty(draft.DamSpeciesId)) return "Pick a dam species."; if (string.IsNullOrEmpty(draft.DamSpeciesId)) return "Pick a dam species.";
// Phase B: one species trait + one species detriment per lineage.
// A species with an empty detriment list still requires explicit
// confirmation — UI shows "(none)" affordance.
if (string.IsNullOrEmpty(draft.SireChosenSpeciesTrait))
return "Pick a sire species trait.";
if (string.IsNullOrEmpty(draft.DamChosenSpeciesTrait))
return "Pick a dam species trait.";
var sireSp = CodexContent.SpeciesById(draft.SireSpeciesId);
var damSp = CodexContent.SpeciesById(draft.DamSpeciesId);
if (sireSp is not null && sireSp.Detriments.Length > 0
&& string.IsNullOrEmpty(draft.SireChosenSpeciesDetriment))
return "Pick a sire species detriment.";
if (damSp is not null && damSp.Detriments.Length > 0
&& string.IsNullOrEmpty(draft.DamChosenSpeciesDetriment))
return "Pick a dam species detriment.";
return null; return null;
} }
return string.IsNullOrEmpty(draft.SpeciesId) ? "Pick a species." : null; return string.IsNullOrEmpty(draft.SpeciesId) ? "Pick a species." : null;